Re: Mental Powers
In fact, separately, I would like to elaborate here:
"(If that's not the case, then I don't know why they made such a specific default to it) "
I say this because in point of fact, why would the rules not instead state something such as (but better, I'm not spending the time to write this up properly), "Settings normally have beings divided into different "Classes of Minds". A Class of Mind is a broad group of beings whose minds may, assuming Mental Powers are employed, interact. Beings not in the same class cannot interact, without using a +10 Adder to purchase that additional Class of Minds. GMs should strive to ensure there is balance among the Classes of Minds. The default for many modern and sci-fi games are Alien, Machine, Animal, and Human. The Machine Class of Minds is a good example of a creative use of Class of Minds to represent..."
Because it doesn't take much at all to address it this way if in fact the rules weren't deliberately stating "here is a standard for a majority, if not most, campaigns," which, given the lack of any such approach as I have described, must be a deliberate point.