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Psion Groups

Posted: Thu Dec 27, 2018 5:21 pm
by Hopeless
How do you handle this?

For instance you have a group of Inquisitors possessing psionic abilities trained to hunt down and either capture or kill those with psionic abilities let alone threaten the empire they serve.
Their empire is toppled forcing many to flee rather than face justice for their actions.
Let's say 30 years later they're revealed as being behind a shadowy usurpation of the Republic that replaced their Empire such that with one swift stroke they sever the leadership and replace it with one loyal to them.
Their former prey either went into exile themselves rather than join a Govt supervised Psionic Order which is subsequently coopted by the Inquisitors to eliminate any remaining threats to them from within this new Empire or those who remain in hiding outside the New Order.

So how do you handle Psions in your game?

Re: Psion Groups

Posted: Thu Dec 27, 2018 7:50 pm
by Linwood
I think most of us using psions in our campaigns are sticking closer to canon - which you should be able to find on Travellerwiki. The Imperium is officially anti-psion but there may be variations system to system on how well the prohibitions are enforced. And officially the Imperium does not employ psions, although one never knows for sure about the darker and more shadowy intelligence and law-enforcement organizations.

But YMMV - if that background works for your campaign run with it!

Re: Psion Groups

Posted: Thu Dec 27, 2018 8:39 pm
by ShawnDriscoll
I treat Mongoose Traveller as a reboot. So my psions are a reboot. As well as everything else in the setting. I don't re-hash '80s Traveller stuff.

Re: Psion Groups

Posted: Tue Jan 01, 2019 5:34 pm
by tzunder
In MTU the establishment (s) of the 3I deploy and persecute psionics with the casual disregard of the techno feudal capitalist elites they are..

So anything can go behind the official facades