Pulp Psychic rules from my Mini Six group

Pulp Psychic rules from my Mini Six group.  (The skills are taken from chapter 13 of D6 Adventure – available free online)

Either I restrict characters to one skill or divide the skills into groups and allow one group per character or restrict the usefulness of the groups.

I’m giving Telepathy and Telekinesis a pass for now.

Spiritual Group: Astral Projection and Medium.

Mental Group: Empathy, Far Sensing, and Psychometry.

Physical Group: Healing, Protection, and Strike.

The primary groups skills are at cliche level, the secondary at -2, the tertiary at -3.

That seems steep, better than not having them at all.

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