Tom B
Cosmic Mongoose
For the Zhodani Talent, the more I think about it, the more I think someone just put together some random things and some rules without much thought.'Machine Symbiosis'; Learning DM -1; Book 04: Psion, p 63;
- Interrogate
- Control
Dimensional Manipulation, Temporal Manipulation, and Ship Integration are all 'think carefully before you allow this in your game' talents. Some powers (like 'Rejuvenation') share names with different powers which are described elsewhere, but are distinctly different. The 'Machine Symbiosis' powers seem to be duplicated in the 'Zhodani Talent'. There is some other weirdness, too.
First, the contents aren't coherent, it consists of some telepathy, some teleportation, some new ones (the machine symbiosis above - I assume these are the same) and some awareness. I would split into 4 different talents and add in a few more powers to flesh them out. Also add in a rule that you can't learn teleprojection unless you know teleportation etc.
Then with the -3 to learn it, when would you actually get it? Usually someone would be after trying the 5 main talents and then it becomes impossible. Try the maths!
You could try for it before the others but then you could end up with someone knowing teleprojection without knowing teleportation!
Also a couple of issues with teleprojection. This seems an easy kill someone power. Restrict it to a willing subject or allow some kind of saving throw. And what's the range? The rules effectively say 'see teleportation', but teleportation doesn't have a range since it is self only. Suggestion: range of touch.
For Zhodani opposition, the Zhodani talent is great for them to have to mess with the Travellers - apart from teleprojection! That might mess with them too much. I would have each Zhodani operative only have a subset of the talent, e.g. one has the telepathic powers.
You might have guessed this has been annoying me for a while.