HWalsh wrote:Mind Power and Psionic Power are synonymous expressions.
I don't agree with that. Mind Power could refer to non-psionic powers too (like a super ability that influences minds) and given the contradiction between 33/34 we must discern how these statements could coexist.
HWalsh wrote:You can end Telekinesis whenever you want,
Source? You can obviously cease applying it to an object but the ability to keep using it probably retains.
Although being able to turn off non-mind powers would be pretty helpful if you wanted to stop a Psi-Stalker who's almost tracked you down...
But that could be a fun risk to non-mind powers.
HWalsh wrote:you can end an MDC transformation whenever you want, and attempting to further codify them down by introducing the "Mind power might mean mind affecting power!" concept isn't going to change that.
So if my mage friend casts Giant on me, I can end that whenever I want?
I was under the impression that only a mage could cancel a spell he cast.
I'll bring up a different example from South America 2 for you.
Page 187, the Larhold Human Renegade, spends 25 PPE to become MDC for 3 minutes per level.
It doesn't say anywhere that he can simply will himself back to SDC at any time, so I will not assume he has any such ability.
It happening to be powered by the same thing which powers magic (PPE) wouldn't lead me to assume that it followed the rules of spellcasting either, because it isn't spellcasting.
Page 29 the Rune Warrior has the OCC Ability/Bonus 1. of Supernatural Transformation into an MDC being. No duration is given, and it doesn't say they can change back, so I also assume they cannot. Once they use the ability the first time, they stay MDC. I guess since their skin-etched runes did it, perhaps flaying them might end it, up to the GM.
HWalsh wrote:"mind powers" is used in place of "psionic powers" several times in several books.
Some examples?
HWalsh wrote:The types of "psionic" or "mind" powers are, "Healing" "Physical" "Sensitive" and "Super Psionic"
'Mind' sounds like a reference to sensitive and certain super to me. Sort of like what you can use while astrally projecting.
Kelorin wrote:I wonder if the folks arguing that position would feel the same way about the Psi-Ghost's Intangibility power
This is explicitly a super-power and there's bound to be some text in Heroes Unlimited saying you can turn it off. It does not cost ISP.
Kelorin wrote:or the Psi-Mechanics Telemechanics power. I don't recall if the Psi-Ghost uses ISP for their power or not, but for the Psi-Mechanic the power doesn't have a cost and is constant. So using the same logic, I guess that means that once you link with a mechanical device you are permanently bonded to it until you die.
I suggest you reread page 75 of Psyscape. The meaning of "constant" isn't clear here. It says "the duration is doubled" so it clearly isn't permanent, it would only last 20 minutes + 4 per level of experience. Then they would have to get back within 5 ft of the machine to renew the power.
As best I can figure, 'constant' might mean they don't need to spend an action to activate it, or simply refer to their ability to reactivate it constantly since it costs 0 ISP to use.
There's nothing really stopping a Psi-Tech from using Telemechanics on hundreds of machines (5 attacks per melee would be 20 uses per minute, you could use it 400 times before the first ran out) and no penalties are listed for bonding. So even if you ignored the 'duration is double' statement and interpreted 'constant' to mean 'forever' I don't really see a problem with it.
Another problem with your reasoning here is this ability says "an enhanced form of the psionic ability" so it is identical to the power except for what follows after the "where it differs" statement.
RCC abilities can be psionic abilities too, but they need to be described that way for us to think that.