Psionics Rules Feedback

Looking over the October revision for Psi.


Telepathy
Telempathy has a longer range now; thank you. I see that there's a pattern arising: difficulty 6+ and Long rage for telempathy vs. difficulty 10+ and Distant (an increase of 2 steps for both) for send thoughts.

I am not sure how I feel about telepathy being diff 10, though. I think it's less likely to be abused by players than Read Surface Thoughts -- which I note is also Long range but is difficulty 8+.

My thoughts on the matter would be to standardize Read and Send at the same range and difficulty -- either Average and Very Long, or Difficult and Distant.


Clairvoyance
You fixed Clairsentience! Hooray!


Telekinesis
No changes here.

I'd like re-state my opinion that Flight should have a chart where you spend psi points for speed.


Awareness
I'm taking it as "confirmed" that enhanced STR and END boosts are no longer limited to the psion's Awareness skill level, nor limited by racial maximums, like they were in 1e.

Thanks for filling the SOC hole.


Teleportation
OK, I see the psi cost has been changed to 4, up from the errata of 2. I'm guessing you don't like Zhodani Commandos very much, do you?

Per p.45 of the Zhodani book, "A commando groupment will seldom make more than two teleport jumps per day and never more than three. Distances travelled rarely exceed very distant range (5 to 50 kilometres)"

Guards Battledress is 13kg and a PGMP-13 is 10kg. This means that it costs an additional 4 psi points, so now we're talking 8 points for a single Distant jump (5 km max). Anything longer than that is Very Distant, which means SIXTEEN POINTS to do what used to cost them 10 in 1e.

You may be saying "No big deal, Erin; they have psi drugs." However, an Average Guard (Zhodani book, p.131) has a Psi of 10, so they would need a dose of Special-strength Psi Drug to give them those 16 Psi points... which requires an End check to avoid damage and permanent psi loss. Compare this to 1e, where a Psi 9 Guard Recruit could get by with a single dose of Standard Psi Drug, and still have 1 psi point left over after teleportation.

However, if you reduced the TP cost back to 2, then it would only take 6 psi points for a 5 km combat 'port. This makes much more sense, and the more experienced Average Guard could teleport twice (there, and back) with just a single dose of Standard. To my mind, this makes the feared Zhodani Commandos actually worthy of their reputation.
 
Regarding the Zhodani commandos, there was a thread about them some time ago, wherein it was suggested/interpreted that the psionic enhancements of Zhodani guard and officer armor meant that it doesn't count for teleport purposes, leaving only hand-held weapons as extra-weight. Combine that with integral weapon mounts, and... :)

I liked that idea, and I think I'm gonna head off to the CSC suggestion area and, well, suggest it as an armor addon for the new edition :)
 
Annatar Giftbringer said:
Regarding the Zhodani commandos, there was a thread about them some time ago, wherein it was suggested/interpreted that the psionic enhancements of Zhodani guard and officer armor meant that it doesn't count for teleport purposes, leaving only hand-held weapons as extra-weight. Combine that with integral weapon mounts, and... :)

I like that. Best way to do that, methinks, would be for the Zho to branch into biotechnology. With psionic attunement, the suit would register as "this is part of my body".
 
ErinPalette said:
Annatar Giftbringer said:
Regarding the Zhodani commandos, there was a thread about them some time ago, wherein it was suggested/interpreted that the psionic enhancements of Zhodani guard and officer armor meant that it doesn't count for teleport purposes, leaving only hand-held weapons as extra-weight. Combine that with integral weapon mounts, and... :)

I like that. Best way to do that, methinks, would be for the Zho to branch into biotechnology. With psionic attunement, the suit would register as "this is part of my body".
Thank you for reminding me to add this feature to Psion Battle Dress and similar devices, including devices fitted with Psionic Interfaces - a feature I had been desperately trying to remind myself to tell the guys ...
 
Annatar Giftbringer said:
So.... I take it I don't need to post a suggestion about this? :)

Looking forward to seeing it in the rulebook!
Make a strong suggestion here. I just emailed Matthew and the playtesters earlier, but it's worth having backup.

The suggested ideas are, specifically:-

- 1) Teleporter suit counts as being part of the teleporter's flesh and body when worn, and thus Jaunting along with the teleporter (counts as "teleporting naked");
- 2) Teleporter suit increases Reach by +1 range band at +1 TL; Reach increases by +2 range bands at +2 TL.
- 3) Equipment with active Psionic Interfaces attuned to the user, actually being held by the user / in contact with the user's bare skin count as being part of the teleporter's flesh and body when worn, and thus Jaunting along with the teleporter (counts as "teleporting naked");
- 4) Psion Battle Dress has more advanced heating / cooling systems, so doubles the vertical range a teleporter can travel
- 5) Psion Battle Dress also counts as being part of the teleporter's flesh and body when worn, and thus Jaunting along with the teleporter (counts as "teleporting naked").

- Also counting as "part of the teleporter's flesh" would be any normal cybernetic prostheses.
 
Just put in Psi-Commando Battle Dress;

Psi-Commando Battle Dress: Similar to the psi-enhanced battle dress, the psi-commando suit retains the invisible telekinetic shield but also features enhancements that include active psionic interfaces and superior heating and cooling systems designed to aid teleportation abilities. The Traveller adds half (round down) his PSI to the Protection score of the armour while worn. In addition, the psi-commando battle dress counts as being part of the Traveller’s own body when teleporting (thus not increasing the PSI cost of Teleportation) and doubles the vertical distances that may be teleported, as described on page 211 of the Traveller Core Rulebook.

Armour Type Protection TL Rad STR DEX Slots Kg Cost Required Skill
Psi-Commando Battle Dress +26 (+ ½ PSI) 15 300 +6 +4 16 110 MCr1.2 Vacc Suit 1
 
msprange said:
Just put in Psi-Commando Battle Dress;

Psi-Commando Battle Dress: Similar to the psi-enhanced battle dress, the psi-commando suit retains the invisible telekinetic shield but also features enhancements that include active psionic interfaces and superior heating and cooling systems designed to aid teleportation abilities. The Traveller adds half (round down) his PSI to the Protection score of the armour while worn. In addition, the psi-commando battle dress counts as being part of the Traveller’s own body when teleporting (thus not increasing the PSI cost of Teleportation) and doubles the vertical distances that may be teleported, as described on page 211 of the Traveller Core Rulebook.

Armour Type Protection TL Rad STR DEX Slots Kg Cost Required Skill
Psi-Commando Battle Dress +26 (+ ½ PSI) 15 300 +6 +4 16 110 MCr1.2 Vacc Suit 1

That is excellent news, thank you! Is there a similar option for combat armour?
 
msprange said:
At the moment, no - that may be better in a Zhodani book...

Ah, good call. Gotta leave some toys for the alien manuals!

Assuming we don't want the CSC to contain everything.

Wanting to keep some things in the alien books suggests that they will get new editions too, and not just an errata/2nd edition update?
 
Annatar Giftbringer said:
Wanting to keep some things in the alien books suggests that they will get new editions too, and not just an errata/2nd edition update?

A lot of the older material will still be compatible, of course.

The key question for us with each book is whether we can do a better job and make Traveller a better game. If we think we can, a new book will appear.

That said, we have yet to settle on how new 'alien' books will look though we have started to play with ideas.
 
Back
Top