Well, we have lots of discussion on the psionic powers side of things, but we seem to be missing out on discussion of the mechanics of the actual game.
So, some areas that need to be hashed out so we can develop the powers into working game elements (and play test them using some kind of IRC channel etc with standard pen and paper techniques) are:
Task resolution: the system is based off a 100 point percentile type scale, but how do we use this in working out success/failure of a skill? (As higher stats are better, this will probably work out as a random percantage, if you get under the appropriate stat, you sucede, otherwise you fail, with 01% being critical success and 100% being critical failure)
Opposed Task resolution: Essentially, how do we work out if an opposed check succeeded (opposed check is a check that is made against another character or enemy type thing: combat, disguise, stealth etc are standard examples of opposed checks, where attack is opposed by defence, disguise and stealth are opposed by the enemies equivalent of spot checks) (this will probably be pretty much the same as the standard task resolution, except with the added step of haveing to get lower than your opponents roll as well as succeding a standard check. If you both get critical success or critical failure, then we need to work out what happens)
Modifiers: How do modifiers get added to the task resolutions? (skills, for example, do they work as a seperate percentage with the appropiate stat taken into account in their rank, or do they come as a modifier, so low numbers that get added to the appropriate stat. How do items affect the numbers used?)
Combat mechanics: Lots of discussion has been done on combat, saying we want it real time etc, but how will it actually work in game? what are the rules governing it? Are we absolutely certain that a turn based combat that just procedes in real time in the game won't be better in terms of gameplay, testing and coding? (I personally think the mechanics should at least be worked out in turn based for testing the basic rules, and then implemented as either turn based real time, or full real time. Working it out in pen and paper style RPG sessions means we can see how it works in a much slower fashion, and everyone can go 'this isn't working right, it would be better to do this instead' in order to create the system that works best for the most number of players)
Im sure there are plenty of other things that need to be considered for the system, but we need these basics at least to be able to create a system that can then be tested and evolved to a fully working set of game mechanics. So discuss
God must love stupid people, he made so many.
theraje: 'God doesn't love stupid people, they're just easier to make'