In previous threads I've been discussing about an idea I have for a campaign using the spinward marches but with a few changes inspired by the Lost Fleet series.
Briefly my version of the Spinward Marches had access to a series of Extra-Stellar Gates which they used to spread across the stars. In the Official Traveller Universe these replace the X-boat routes on the various maps, jump drives still exist since there isn't enough gates to cover all of the inhabited systems but those with a gate were more heavily populated than those without one.
Fourteen years prior to the start of the campaign these gates self destructed wiping out alot of the inhabited systems especially the most technologically advanced such that the Solomani Empire was split into various factions.
The remnants of the Empire now control half of the Marches, the Theocracy control an eighth(formerly known as the Zhodani), the Sword Worlds rose up and conquered almost a quarter and the Aryan Alliance the most technologically advanced controls most of the rest with a handful of smaller factions that has been left alone whilst the larger factions rebuild their forces and resources.
Now my players have got as far as start to create their characters with one running a former scholar turned scout who hails from Fulacin who so far owns his own lab ship and inherited the deeds to his late uncle's mining vessel which is co-owned by another player's character who so far is a former Sword Worlds Civilian who went on to join the Scouts until he mustered out following a close brush with death that almost killed him and everyone else aboard his last posting.
The other two are creating a Psion Adept and a Sword Worlds Support Marine which are still being sorted out.
Now what I'd like some advise on is Psionics.
I've been trying to figure out how they're being handled and so far I've gone as far as say that they have to be one of certain types.
The types available are Corporate Psions, Military Psions and Renegade Psions the basis for this is that I can't see such people being left alone and their affiliation or their current status would explain where they stand at the campaign's start.
Now I've been thinking and I have a few ideas that need another viewpoint on since I don't want to pigeonhole any ideas this player or her husband comes up with.
I've suggested they make a career change according to whatever affiliation they end up choosing but haven't heard anything back so I want to make sure I haven't put them off the game.
I've got the little black books (except the Library Database) and have been perusing them and have come up with another couple of options but don't want to overdo things.
Way I see it there are two types of psions present, the naturals are those who possess psion abilities (and the PC in question is one of these) who have the capability to become quite powerful over time which is why the Factions make every effort to secure these people before they can be used against them.
To control them they attach an implant which allows them to enforce their orders should the psion prove disagreeable.
The second type are Implanted who have the same implant but it grants them limited psionic abilities but at the cost that if the implant is removed they will die within a few years unless they get a replacement. However what noone knows is that the implants slowly burn out this type of psion so they will eventually die officially in action since these deaths are covered up to hide the fact they're unreliable.
Bother Corporate and Military Psions have these implants, normally cybernetic implants are not suitable for psions since the usualy methods of installing them has a chance of disrupting their abilities whilst the implant doesn't since its supposed to control rather than impede the psion.
The Renegades don't have implants but need a cover identity perhaps several to avoid scrutiny since they're being hunted especially as many of them are a threat whether because they're working for one of the other factions or simply seeking to seize power or commit terrorism since Implantees in particular aren't that stable thanks to their implant.
I think I'm going too far so I'll stop there and try and see if I can make this a little clearer later on.
Briefly my version of the Spinward Marches had access to a series of Extra-Stellar Gates which they used to spread across the stars. In the Official Traveller Universe these replace the X-boat routes on the various maps, jump drives still exist since there isn't enough gates to cover all of the inhabited systems but those with a gate were more heavily populated than those without one.
Fourteen years prior to the start of the campaign these gates self destructed wiping out alot of the inhabited systems especially the most technologically advanced such that the Solomani Empire was split into various factions.
The remnants of the Empire now control half of the Marches, the Theocracy control an eighth(formerly known as the Zhodani), the Sword Worlds rose up and conquered almost a quarter and the Aryan Alliance the most technologically advanced controls most of the rest with a handful of smaller factions that has been left alone whilst the larger factions rebuild their forces and resources.
Now my players have got as far as start to create their characters with one running a former scholar turned scout who hails from Fulacin who so far owns his own lab ship and inherited the deeds to his late uncle's mining vessel which is co-owned by another player's character who so far is a former Sword Worlds Civilian who went on to join the Scouts until he mustered out following a close brush with death that almost killed him and everyone else aboard his last posting.
The other two are creating a Psion Adept and a Sword Worlds Support Marine which are still being sorted out.
Now what I'd like some advise on is Psionics.
I've been trying to figure out how they're being handled and so far I've gone as far as say that they have to be one of certain types.
The types available are Corporate Psions, Military Psions and Renegade Psions the basis for this is that I can't see such people being left alone and their affiliation or their current status would explain where they stand at the campaign's start.
Now I've been thinking and I have a few ideas that need another viewpoint on since I don't want to pigeonhole any ideas this player or her husband comes up with.
I've suggested they make a career change according to whatever affiliation they end up choosing but haven't heard anything back so I want to make sure I haven't put them off the game.
I've got the little black books (except the Library Database) and have been perusing them and have come up with another couple of options but don't want to overdo things.
Way I see it there are two types of psions present, the naturals are those who possess psion abilities (and the PC in question is one of these) who have the capability to become quite powerful over time which is why the Factions make every effort to secure these people before they can be used against them.
To control them they attach an implant which allows them to enforce their orders should the psion prove disagreeable.
The second type are Implanted who have the same implant but it grants them limited psionic abilities but at the cost that if the implant is removed they will die within a few years unless they get a replacement. However what noone knows is that the implants slowly burn out this type of psion so they will eventually die officially in action since these deaths are covered up to hide the fact they're unreliable.
Bother Corporate and Military Psions have these implants, normally cybernetic implants are not suitable for psions since the usualy methods of installing them has a chance of disrupting their abilities whilst the implant doesn't since its supposed to control rather than impede the psion.
The Renegades don't have implants but need a cover identity perhaps several to avoid scrutiny since they're being hunted especially as many of them are a threat whether because they're working for one of the other factions or simply seeking to seize power or commit terrorism since Implantees in particular aren't that stable thanks to their implant.
I think I'm going too far so I'll stop there and try and see if I can make this a little clearer later on.