Alternate Psionic Rules

mavikfelna

Emperor Mongoose
Ok, we have been discussing new rules in the Rules Clarifications: Psionic Initial Training Talent Checks thread and it has started me on a quest to write up new psionic rules. In order to not disrupt the other thread further for my alternate rules, I'm starting a new thread.

My rules change the base talents from the 5 in the core rulebook, 1 from Aliens of Charted Space 1 and 3 from Core Adventure 3, to 11 total. Each of the base talents then has sub-talents and the sub-talents have the powers that are used, treated and learned/improved as skills.

First thing I'd like to look at is testing and training.

## Testing for PSI

A character wishing to develop psionic abilities will need to be tested. Normally this entails finding a teacher who has the time and ability to spend a couple of weeks working with the character while they discover their potential or to find a psionic teaching institute that does testing. Testing traditionally costs 5,000 Cr and consumes most of the available time for two weeks. The character may not perform other activities or training during these two weeks.

In settings where psionics is allowed it is usually a simple matter, routine, Admin (INT or SOC) (6+) check to find an institute or instructor. In settings where psionics are illegal, such as the Third Imperium in Charted Space, finding a teacher or institute is a difficult task, Streetwise (EDU or SOC) (10+). Characters or groups that succeed at this task may obtain testing and training with the instructors they discover. A slim margin of failure or success (-1 to 0 effect), may indicate discovery of a trainer or institute but they must be convinced in some manner or require some service beyond the normal 5,000 Cr amount to do the testing.

A group seeking testing that finds a single instructor rather than an institute pays the 5,000 Cr for each character tested and the tester cannot test more than 1D3 students at a time. If the stats for the tester are generated they may test or teach a number of students at a time equal to their INT mod +PSI mod +Leadership skill level, with a minimum of one.

Often times, even in societies where psionics is illegal, the government itself runs a training institution and will recruit those that test well. This choice is left to the GM if they wish to pursue a campaign of this type.

If the Psionic Institute pre-career or Psionic Community background options are available, then testing and training is considered to be part of the career and is conducted when the career starts. See Careers section below.

## Psionic Training

Initial training takes four months and costs 100,000 Cr unless there are unusual circumstances, such as being recruited by the government. Subsequent training periods cost 25,000 Cr per talent and 10,000 Cr per sub-talent being learned, but no more than 1 + positive INT Mod may be trained at a time in subsequent training. During training, the character rolls for potential in the psionic talents they are interested in, difficult, PSI (10+). They may make up to 3+INT modifier attempts in total per training period for the same or different talents and sub-talents. Each attempt is modified by the PSI modifier as a DM and by the listed DM for the talent being attempted from the table below. Additional DMs may be applied at the GM's digression. If initial training is interrupted for any reason, the training is a failure and must be restarted. If subsequent training is interrupted for more than a week, the learner suffers a DM+2 for difficulty to learning.

If allowed by the GM, the training students may attempt to reduce or increase the time increment of training. Training may be reduced to 8 weeks at a cost of increasing the learning difficulty by DM+2 to Very Difficult. Unlike the standard training period, during intensive training the Traveller is not able to do anything besides training for the talents they are pursuing. If this training period is interrupted, the training automatically fails. Conversely, the Travellers may attempt to take twice as long as normal, 8 months, to carefully study and practice the talents they are learning and gain a DM-2 difficulty, to Average. If training is interrupted during this time, the students lose the DM-2 bonus but may still attempt learning talents so long as they are not disrupted for more than one month.

Some talents may not be available due to total modifiers making a roll of greater than 12 needed. These talents are not available to the character unless unusual circumstances or modifiers become available at the GM’s digression. (Note: talents with a negative penalty are usually particularly disruptive to campaigns and GMs are free to exclude them from player acquisition.)

All new trainees will automatically learn the Universal talent, the General sub talent and the Mind Shield skill at level 1, and any species specific sub-talents and skills, at level 0, that are appropriate for their species. If a species sub-talent is listed as being part of another talent tree, it is not gained in initial training but only when the appropriate talent is learned.

If a trainee chooses to take Telepathy as their first talent, they will automatically succeed to learn the talent, the Basic Telepathy sub-talent and gain skill level 1 in the Send/Read Thoughts skill.

The initial training in any talent also grants a single basic sub-talent of the learner's choice without a learning roll for that sub-talent and they learn the appropriate skills of that sub-talent at level 0.

When learning sub-talents, they generally use the same values as their parent talent for the learning DM but exceptions will be noted in the sub-talent description. Generally, Advanced sub-talents are at DM-2 when rolling to learn them.

Rolls to acquire talents are made at the end of the training period, but payment for training is made at the start of training. Any failure to learn talents is not reimbursed, the credits are simply lost.
#### Psionic Training

| **Talent** | **Learning DM** |
| -------------- | -------------------------- |
| Healing | +3 |
| Kinesis | +0 |
| Meta-psionics | +1 |
| Remote Sensing | +2 |
| Self-Awareness | +2 |
| Symbiosis | -1 |
| Telepathy | +4 |
| Teleportation | +0 |
| Transmutation | -1 |
| Species | As per species description |
| Special | Per GM |

Sub-talents
Universal: General, Species
Healing: Basic, Advanced, Mass
Kinesis: Radiation, Thermal, Energy, Mass/Gravitic, Advanced for each
Meta-Psionic: Basic Self, Basic Manipulation, Advanced for each
Remote Sensing: Basic, Advanced, Temporal
Self-Awareness: Basic, Advanced
Symbiosis: Flora, Fauna, Machine, Advanced for each
Telepathy: Basic, Advanced
Teleport: Basic, Advanced, Group
Transmutation: Basic Matter, Basic Energy, Basic Bio (changeling), Advance for each
Special: per GM

I would love to hear your comments and suggestions on this.

Training Powers/Skills:
Psionic Skills are trained as if they were standard skills and follow those rules but use PSI instead of EDU for learning checks. Psionic skills and regular skills may not be trained at the same time unless there is some situation in effect that allows learning of multiple skills at one time in effect.
 
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IMTU time has become a component of PSI ability. I’ve also considered creating an alternative version of psionics for another Traveller series.
 
Did you include the powers I sent you? I had quite a few telekinesis talents in there.

There were other self-contained talents that could easily fit into your scheme as sub-talents.

There are a few things that could go in the universal talent.
 
Did you include the powers I sent you? I had quite a few telekinesis talents in there.

There were other self-contained talents that could easily fit into your scheme as sub-talents.

There are a few things that could go in the universal talent.
I'm still working out the sub-talents and skills but alot of the kinesis sub-talents are things you included, yes. I turned to the sub-talents because there were just too many skills/powers in each base talent so some of them became huge, 11 or 12 skills, while some were just 3. It tended to make which talents to pursue something of a no-brainer since you got so much more with some verses others. And there were getting to be so many base talents that it felt muddled to me. I think I 13 or 14 base talents but several of them were mostly just repeats of other talents but with a different medium.
 
This was something I posted in another thread about PSI.

LINK-> Other Thread on PSI

This was my take on PSI talents, and possible progressions. None of this was play-tested for use.

Use or disregard as you see fit.

PS: Traveller Character Creation rules assume nobody trains prior to their 18th year. Sad.
PSI would likely show up from birth/puberty/significant life event, etc... Not somewhere after finding a PSI Institute.

IMTU: The Imperium has institutes to train PSI in the Spinward Marches because it is necessary working against the Zhodani. They use drugs and cyberware to induce PSI into members of the Government/Military. I'd like to think the participants volunteer.
 

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You are welcome to use any of the Psionics information I have here:


There are several articles with Psionics information. I might be able to send you some powers from TNE and T4, under Fair Use, if you need them.
Thank you! I am working to include some of those ideas.

This was something I posted in another thread about PSI.

LINK-> Other Thread on PSI

This was my take on PSI talents, and possible progressions. None of this was play-tested for use.

Use or disregard as you see fit.

PS: Traveller Character Creation rules assume nobody trains prior to their 18th year. Sad.
PSI would likely show up from birth/puberty/significant life event, etc... Not somewhere after finding a PSI Institute.

IMTU: The Imperium has institutes to train PSI in the Spinward Marches because it is necessary working against the Zhodani. They use drugs and cyberware to induce PSI into members of the Government/Military. I'd like to think the participants volunteer.
I agree with you on testing and training early, especially in places like the Marches. The Psionic Community background is a good start and I'm planning on creating a Psionic Institute pre-career options. But beyond that, it is a GM options if they want to include PSI in the base stats during character creation. If they do so and they don't include any default training, then my take is the PSI drops by 1 point per career term until they obtain training. If they do include training, it would be up to the GM as to what they allow but I would say make it a single standard training session before they start their career path at 18 and then if they have good PSI strength or more talents than just basic telepathy they would automatically qualify for entry into the Psionic Institute. What do you think?

Use my stuff as well. I should have said that! The only thing I'd prefer you not to is the bioship stuff.
Thank you! I have incorporated some of it indeed already. :) But, the bioships are really outside the scope of what I'm doing so no worries about copying them.

To you all,
My thoughts on the Talents/Sub-Talents/Skills (Powers) at this point is that any Talent with fewer than 6 powers and no Sub-Talents should be integrated into a different Talent as a Sub-Talent if possible. That's why I consolidated the various Symbiosis talents into a single talent with sub-talents. And then broke up the big sub-talents into basic and advanced sub-talents to spread those out more.
I want to try and keep the number of skills in a talent or sub-talent to 6 or less or it leads to messy, overpowered talents and super specific skills that might be better or more useful if they were broader.
If a Talent has more than 6 sub-talents that gets a little messy, but I don't want too many talents either, as I'm trying to make the number of talents available to learn a little more manageable while broadening what is available. Since, as you all have shown, there is alot that can be added!
 
Next Installment, which is actually the start of the Psionics book.

## PSIONICS (CRB p228)

In Traveller, various species have developed potent psionic abilities such as telepathy, telekinesis and even teleportation. Learning to properly control psionics is never easy and their use cannot always be relied upon but they are guaranteed to provide their practitioners with a dangerous edge simply not possible for normal humans.

## Psionic Strength

Psionics is powered by the Psionic Strength (PSI) characteristic. Not normally rolled during character generation, the PSI score is rolled when the character receives testing and instruction or when the game master determines that some even has triggered a psionic awakening. Normally, roll 2D and subtract the number of terms the character has completed as a negative DM. If rolled during initial character generation for whatever reason, there is no negative DM but if training is not received in the first term, the PSI score is reduced by -1 for each term the character completes before they are trained. If the GM allows and the character has generated a PSI score during creation, then the character may take their initial training before the age of 18 and the beginning of their careers. See Training below for how to handle initial psi training.

If the result of the PSI roll is less than 0, the character has no psionic potential at all and may not use psionics. A result of exactly 0 means the character is a latent psionic and may benefit from some training but is not able to do anything significant without gaining additional PSI points or taking mental damage in exchange for using PSI Points. A latent psionic may benefit from training and they always remain capable of using 0 cost powers they learn, regardless of however many terms have past since they were tested but not trained. A score of 1 or greater indicates the character has psionic potential and is capable of spending points to activate talent skills and would benefit from training.

There are times a psion's PSI points may be increased beyond their basic score. This may include getting lent PSI from another linked psion or certain drugs or even certain environmental effects. These situations are temporary and the PSI points are only available until they are spent, the effect wears off or the psion leaves the field generating the effect. When the bonus points are lost or used, the psion does not suffer any additional loss to their regular PSI score. However, while they are have the increased PSI, they do benefit from the increased PSI modifier for their current total when rolling for PSI skills or events.

**Extended PSI Bonus Chart

Currently the Psi stat goes up to 15 (+3) for most species and drugs can increase that, theoretically to 25 (+6). In this book there are possibilities for creatures or even sophonts to have much higher stats and therefore much higher bonuses.

| **Stat** | **Bonus** |
| -------- | --------- |
| 0 | -3 |
| 1-2 | -2 |
| 3-5 | -1 |
| 6-8 | 0 |
| 9-11 | +1 |
| 12-14 | +2 |
| 15-17 | +3 |
| 18-20 | +4 |
| 21-23 | +5 |
| 24-26 | +6 |
| 27-29 | +7 |
| 30-32 | +8 |
| 33-35 | +9 |
| 36-38 | +10 |
| 39-41 | +11 |
| 42-44 | +12 |
| 45-47 | +13 |
| 48-50 | +14 |
| 51-53 | +15 |
| 54-56 | +16 |
| 57-59 | +17 |
| 60-62 | +18 |

## Using PSI points

When using a psionic talent skill there is an associated cost in PSI points that must be spent to activate the power and there may be additional points that must be spent to extend, maintain or otherwise use the talent skill. Typically, when a talent skill is activated and the activation point cost paid, a roll is made vs the skill level of the talent skill being using with any PSI characteristic modifiers applied as a DM to the roll. Use the full value of the PSI score at the time of activation, before paying the activation point cost, to figure the characteristic modifier.

IE, a PSI of 9 has a +1 DM modifier. If a skill uses 3 points to activate and has a difficulty of Average (8+) then the roll to activate gets a +1 DM and if successful then the 3 points will be removed the PSI score, leaving a score of 6 and a 0 DM for any subsequent rolls.

If a psion doesn't have sufficient points to activate, maintain or alter a talent skill, either 1 point is spent and the action fails, or the psion may suffer mental damage (INT) equal to the points remaining to finish the action and succeed in said action. This damage is normal damage and may be healed normally. If INT is reduced to 0, the psion's action succeeds but they instantly fall unconscious until their INT is restored to at least 1. Any concentration requirements the psion may be maintaining are instantly lost if they lose consciousness. In an extreme situation, if the psion still requires more points they may use END after all INT is spent. Any END lost in this manner are lost permanently, as if the character had suffered a loss from aging.

## Recovering PSI points

Normally, a character recovers PSI points by not using any powers for at least three hours, after which they recover one PSI point plus any positive DM modifier for their normal full PSI characteristic value points per hour until their PSI is restored to full.

IE, from the previous example, the character’s full PSI is 9, with a +1 modifier, and their current PSI is 6, so after 3 hours they will begin to recover and in the first hour of recovery they will recover 2 points (1 base plus +1 from PSI modifier) in the first hour and 1 point in the 2nd hour, since they cannot go above 9 points in total.
 
The danger with psionics is that it can unbalance a game.

My own thoughts - more-or-less stolen from the Legion TV series - are: psionic ability typically manifests in adolescence. It is frequently confused with mental illness, and the character typically gets into trouble with the law. They may be confined and/ or 'self medicate'. In any case, either option is likely to lead to a relatively unskilled character, with undesirable long-term addiction/ medication requirements.

The Imperium typically keeps a discrete watching brief on new asylum admittants who might be psionic. The inmate might either be coshed with anti-psionic drugs or discretely recruited into some secret service.

The use of psionic abilities might be accompanied by a negative consequence: splitting headache/ migraine/ aneurysm. This restores balance: yes, you can teleport out of captivity, but you are going to spend the next three or four minutes being violently sick. Psionic training obviates these symptoms.

Finally, there is the possibility of using psionic abilities as a deus ex machina plot device, as in The Stars My Destination. The character has been thrown out of an airlock with a limited amount of air; just as it runs out, he 'jaunts' into an airtight cargo hold. What is this ability that you never knew you had, and how can it be used and developed? (And why have you got a bad nosebleed that won't stop?)
 
I take it this is for some alternative universe Spinward Marches?

I ask because in the Spinward Marches the psionic suppressions worked and still lead to the odd lynching even in 1105. If you want testing in childhood you need to shift your game to the Zhodani Consulate.

If you aim is just to have more super powers available to characters then why not mine Trinity? Or even go the whole hog and rip off Julian May...

There are five psionic characteritstics:
redaction
creation
coercion
telekinesis
farsense
...

yes, I did this back in the day.

But back to the topic at hand. Have you taken a look at how T4 did psionics? It is probably my favourite Traveller iteration of psionics.
 
I take it this is for some alternative universe Spinward Marches?

I ask because in the Spinward Marches the psionic suppressions worked and still lead to the odd lynching even in 1105. If you want testing in childhood you need to shift your game to the Zhodani Consulate.

If you aim is just to have more super powers available to characters then why not mine Trinity? Or even go the whole hog and rip off Julian May...

There are five psionic characteritstics:
redaction
creation
coercion
telekinesis
farsense
...

yes, I did this back in the day.

But back to the topic at hand. Have you taken a look at how T4 did psionics? It is probably my favourite Traveller iteration of psionics.
I have not looked at T4 at all. I don't have any of those rules. What books should I look for?

For the Spinward Marches, the anti-Zhodani sentiment is pretty strong in the OTU. But I would definitely expect the Imperium to watch for emerging psionics in the territory to either recruit them, to fight fire with fire and also for study, or use them to try and find the underground. As for the underground, I suspect it's pretty active in the Marches, though there are really 2 separate undergrounds, the first is the pro-Imperials, or at least anti-Zhodani, that want to free psionics from oppression by showing their value to the Imperium and oppose the draconian controls of the Zhodani. And the pro-Zhodani faction that want to see the benevolent Zhodani come to free the minds of all these sick, oppressed Imperial citizens.

And i support the idea of psionics emerging in the turbulent teenage years when all the other confusing changes are hitting you all at once. :)
 
I have not looked at T4 at all. I don't have any of those rules. What books should I look for?

For the Spinward Marches, the anti-Zhodani sentiment is pretty strong in the OTU. But I would definitely expect the Imperium to watch for emerging psionics in the territory to either recruit them, to fight fire with fire and also for study, or use them to try and find the underground. As for the underground, I suspect it's pretty active in the Marches, though there are really 2 separate undergrounds, the first is the pro-Imperials, or at least anti-Zhodani, that want to free psionics from oppression by showing their value to the Imperium and oppose the draconian controls of the Zhodani. And the pro-Zhodani faction that want to see the benevolent Zhodani come to free the minds of all these sick, oppressed Imperial citizens.

And i support the idea of psionics emerging in the turbulent teenage years when all the other confusing changes are hitting you all at once. :)
The T4 core rule book and then the book Psionic Institutes.

Fanon wants secret Imperial psionic institutes, canon the other hand is pretty clear on this. The psychohistory experiment that was the psionic suppressions went a lot further than the proponents thought and makes psions as welcome as a Nazi - sorry for the analogy but such is the degree of general population, military, government and noble hatred of all things psionic. The Imperium really hates psionics. Loathes. Detests.
psions are beaten, deported, tortured, lobotomised, lynched.

Until Mongoose changes it...
 
Thank you! I am working to include some of those ideas.


I agree with you on testing and training early, especially in places like the Marches. The Psionic Community background is a good start and I'm planning on creating a Psionic Institute pre-career options. But beyond that, it is a GM options if they want to include PSI in the base stats during character creation. If they do so and they don't include any default training, then my take is the PSI drops by 1 point per career term until they obtain training. If they do include training, it would be up to the GM as to what they allow but I would say make it a single standard training session before they start their career path at 18 and then if they have good PSI strength or more talents than just basic telepathy they would automatically qualify for entry into the Psionic Institute. What do you think?


Thank you! I have incorporated some of it indeed already. :) But, the bioships are really outside the scope of what I'm doing so no worries about copying them.

To you all,
My thoughts on the Talents/Sub-Talents/Skills (Powers) at this point is that any Talent with fewer than 6 powers and no Sub-Talents should be integrated into a different Talent as a Sub-Talent if possible. That's why I consolidated the various Symbiosis talents into a single talent with sub-talents. And then broke up the big sub-talents into basic and advanced sub-talents to spread those out more.
I want to try and keep the number of skills in a talent or sub-talent to 6 or less or it leads to messy, overpowered talents and super specific skills that might be better or more useful if they were broader.
If a Talent has more than 6 sub-talents that gets a little messy, but I don't want too many talents either, as I'm trying to make the number of talents available to learn a little more manageable while broadening what is available. Since, as you all have shown, there is alot that can be added!
My problem with the PSI stat is it doesn't function like any other stat. You don't have to get tested to have a STR stat. Better way to do it would be, if you never develop at least one ability, your PSI score fades just like aging but starting at 18, not 34. Until then, you just roll PSI like any other stat.
 
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