Ghostwind said:
I'm running Cold Equations right now for a group (about 2/3 through) and the two human telepaths have pretty much broken the adventure every which way forcing me to become quite creative (nearly railroading at times, which I really hate). They are P11's and the way the rules are written, having access to all disciplines pretty much gives them carte blanche on the power choices and they are using them in every way, including killing Twitch mentally after gleaning the information they needed. Are the 2e telepaths really this strong or am I missing something?
Telepaths are that strong and scary in Babylon 5. They can look into your mind and twist your brain. They are bad and wrong, and have to be locked up in a big black box called Psi Corps to keep them in line.
However, there are a few solutions to the problem of overly aggressive telepath PCs.
1) What would Garibaldi do? If the teeps are going around abusing their powers on B5, then they're going to run into Garibaldi. He might not be able to take a telepath on one-on-one, but he knows every inch and every one on the station. He'll track them down and catch them when they're sleeping, or trick their danger sense ability into fooling them. Maybe he'll call in a favour from the Minbari, or the Gaim. No-one wants psychic killers on the loose.
2) What about Bester and the Psi Cops? Are the PCs ready for a life on the run? Rogue telepaths *don't win*. They'll be hunted down eventually. If they kill one Psi Cop, then the Corps will send five more. If by some chance they escape that trap, then the Corps will send more and more and more. Hiding is the only way rogues survive. Two rogues can't fight back for long.
3) Speaking of the Corps - even in a normal game, two Human P11s running around would be ripe for Psi Corps mind games. In
The Cold Equations, the game _starts_ with Corps mind games. There could be all sorts of mental backdoors/sleeper personalities etc in one or both of the characters. Let them find out that one of them has been tampered with- but they don't know which....
4) What about the rest of the characters? How do they feel about the telepaths abusing their powers like that? Have some friendly NPCs mistrust everyone because of the telepaths. Suggest that the telepath PCs could be reading the minds of the mundane PCs. Pass notes. Make secret dice rolls. Raise paranoia. Raise more paranoia. Split the party. Make the telepaths _earn_ the trust of the others.
5) Babylon 5 is all about consequences. Play up the consequences of their actions. This thread is full of good advice on that.
Finally - don't worry about them messing up
Cold Equations. Really, it doesn't matter too much if they mindzap everyone they meet and steal thousands of credits. The point of that scenario is to put the PCs into a _situation_ you can build from. Admittedly, your situation seems to be 'ok, you're on the run from the galaxy. What the hell do you do now?'