Sunglar said:Voneth (sorry for missing that last h BTW)
I’ve considered various things to simulate the different alien “abilities”. First some species will have access to powers other don’t. Nothing to overpowering, this is not my supers meets sci-fi game that is another setting completely.
I’ve also toyed with the idea with having raising the cap on what is a super ability for some races. There will be psychics, but I may lower the power level cap, or raise the cost to avoid them for being overpowering and maybe changing them all to require concentration.
The only point cost I would fool around with would be to change the pp/skill cost ratio. Thanks to the errata, there are suggestions for 1 pp/ 2 skill ranks and 1pp/3 skill ranks, but that sort of makes the Talented and Skilled feats useless. And for a SF game, I'd basicly only change the skill cost if I had put some serious caps on buying Super Attributes. (I'd suggest that you only allow perhaps a +2 or +3 cap, with a Power Source that offers up why they are beyond human ability (cyborg, mutant, secret genetics project, etc.)
My suggestion is simplier and less of a pain. Simply ban powers that don't fit and for powers shared between races (such as psionics) then set different caps, or allow some aliens to have access to different psionics (TK, Cryo, Pyro) than others (ESP, Telepathy, Precog).
You could also create your archtypes, just like in the MnM book. If someone buys something not on their archetype, then it costs double. It's sort of like creating your own classes ... without the headache of doing it 3e style.