Rules for Psionics?

Xex

Mongoose
I never got the chance to play the original Traveller, though I had heard much of it. (I was and mostly still am into fantasy rpg's. I like Star Wars, but that too is fantasy in space)

I just wanted to know, are there psionics in Traveller?
 
Xex said:
I never got the chance to play the original Traveller, though I had heard much of it. (I was and mostly still am into fantasy rpg's. I like Star Wars, but that too is fantasy in space)

I just wanted to know, are there psionics in Traveller?

Always have been.

Traditionally, 6 disciplines:
  • Telepathy
  • Teleperception (Clairavoyance)
  • Telekinesis
  • Teleportation
  • Awareness (chanbarra-yogic style self-control, much like some lensmen can do)
  • Special (catch-all)

TNE and T4 both defined several specials, including amongst them:
  • Machine Telepathy
  • Absolute Position Sense
  • Absolute Time Sense
 
Thanks for the reply. Will mongoose's Traveller have psionics, and are there any in the playtest document?

Additionally, what kind of things are possible with telekinesis; is it useful in combat or not?
 
Psionics rules are still being worked on; they're not in the playtest doc yet. The current playtest document is only Version 1...there'll be more updates later in the month.
 
weasel_fierce said:
traditionally psionics are fairly "realistic" (hows that for a contradiction). There's not a lot of battlefield psi going on

I don't know about that... I'd not say realistic, merely relatively low powered.

And as for battlefield psi, the Zhodani have entire formations of Soc10+ troops who are trained in various psionic abilities, and use them on the battlefield. With great effect, under some editions.

Take, for example, the Zhodani Teleport Marines. Sure, they're all soc 10... most all of them are also PSR 9+ (Rather powerful, actually).

In CT, they could get aboard the enemy vessel, maybe bypass a dor or two. To get out, they'd need to pop a Special*, but could then teleport back out. They left as a group, and arrived together.

In MT, pretty much the same, except that not all make it on the first try. So about half of them make it and the other half are dribbling in for several rounds. Once there, they can bypass a door or two. Again, they have to pop a special to get home.

In TNE, they leave all together, and are spread out on a line between target and source. They keep porting until all of them arrive. Once there, they can go anywhere they can see. Further, if any are telepaths, they will mind-rape their victims, as it's quieter and more assured than their weapons, and won't leave holes in the captured ship. If the op goes south, they go back in the same All leave together but arrive alone mode as they came over in.

In T4 without the psionics handbook, The port across is automatic (like is was in CT), so they leave and arrive together. They can bypass one or maybe two doors. Then, as in CT or MT, they're out of points.

T4 with psionics handbook, not all arrive, since some will fail and not have enough points for another try.... (It adds a task to activate, much like MT.)

In GT, much like TNE, but they eventually tire.

My reference would be for a direct lift of T4 psionics.
 
sorry, didnt mean to imply that psi has no place in battle, just that we're talking something a little more sedate than say warhammer 40K
 
weasel_fierce said:
traditionally psionics are fairly "realistic" (hows that for a contradiction).

Well my last girlfriend expected me to read her mind, so it doesn't sound like a contradiction to me.
 
I used PSI WORLD and suplemented the psionic rules in CT,TNE,T4-
WHY ?
well its simple it uwas compatable mostly and it had more psionic abilities , I think psionics are a cluster and for others it leaves a lot - the why traveller had age effect every thing even PSI testing it really left the Imperial Navy at a disadvantage- I Ran a whole campagin where players where recruited as young adult to hunt illigal psi/Zhod-agents, I even thrugh in the race of illitha<mind fliers> as a secretive race the players accidently uncovered while hunting for rogue PSI. THEY WHERE CALLED THE ZOMBY SQUID.

the psionic should be deverse and allow for such adaptions for other sci fi concepts - with optional rules for using diffrent types of methodology- like religion or lenses or even crystals or chanting. or even a drug. I introduced a drug called magic - that allowed non or low pwoered unawaken psionics to gain the use ot thier ability by strenghthing it by +2, the people that used it where called magic users <lol>
so any way I enjoy psionic and think a deverse and endepth treatment would solve a lot of aurguments.

Dose anyo ne know if War or babaloyon 5 going to be converted over to Travellers version?
as alternative ?
 
I have a query maybe someone can help with...

the PSION book says that for alternate campaign settings the Psi Points can be modified. It says for Space Opera to use Psi x1.5 or for Hard SF to use Psi + Int DM.

This is fair enough. But it raises the question that if e.g. you roll an 11 or higher for (base) Psi-Strength, and then modify it by x1.5/x2 you'll end up over 15...

If you use this modified system for the Psi Characteristic to be boosted, it's easy for characters of native psionic races with psi-scores above 11 to go over normal racial maximums.

So the question is that using this modification system, to you allow it to go over the normal racial maximum? Or still limited.

At the moment the way I see it if you get a Psi-str modifier of x1.5 for the campaign, then the racial maximum for the Psi characteristic is raised by the same amount. What do you lot think?

Thanx
 
You could have waited another 15 days before engaging in this act of thread necromancy, because then you'd have managed to resurrect the thread three years to the day after its last post.

As for your query, the option could serve to separate the Psionic Strength points from the Psionic Strength rating: even, say, with a rating of 12 and 2 Psionic Strength points left, the character's Psionic Strength rating could still be 12 - and the DM still that of someone with a natural 12 rating.
 
You could have waited another 15 days before engaging in this act of thread necromancy
lol that's the second time lately I've been told I've done necromancy on a thread... going to get a rep at this rate! lol

the option could serve to separate the Psionic Strength points from the Psionic Strength rating: even, say, with a rating of 12 and 2 Psionic Strength points left, the character's Psionic Strength rating could still be 12 - and the DM still that of someone with a natural 12 rating.
I'd originally misread that rule (in my Judge Dredd game) and had taken it to be a Psi Pool - but the rules state that using psi powers reduces the psi-strength, and thus they become weaker. Using a pool as I'd been doing would mean that their Psi DM would never change.
 
Seriously dude... Don't post on threads that are this damn old, its not cool...

If you cant find an answer directly, and its been three years since the last thing that was similar, just make a new thread... i don't think anyone will mind...

Anyway, as too the question:
I have it so that the Psi strength, and therefore the Die-mod never change. Instead, you use the amount of strength almost like mana points, which can drop and rise up too the maximum (total psi strength). And I would say if you are doing something like SpaceOpera, it can go above 15, because then you can get really powerful psykers (which, I believe, is the point)
 
If you cant find an answer directly, and its been three years since the last thing that was similar, just make a new thread... i don't think anyone will mind...
lol soz, I'm used to the reverse on forums, where ppl tend to tell me off for starting a thread when there was one on the same topic already... and since my question was about psionic rules...

It IS a lot easier to just start a new topic though than search to see if there's a thread that matches what I want to ask. Will do so in future now that I know that's what ppl prefer on this forum. :)


I have it so that the Psi strength, and therefore the Die-mod never change. Instead, you use the amount of strength almost like mana points, which can drop and rise up too the maximum (total psi strength).
So I keep it much like I've been erroneously doing so far. The main limiter to psionic powers would then be the daily power limit and psionic trauma right? Or you not implemented that rule? (my original foray into Traveller was with the Judge Dredd game, which has psionic rules almost identical to the Psion book rather than the Traveller base).

I think I'll do as you say and keep my existing Power Pool. However what I'll do is add the "bonus points" you get for the campaign type (e.g. x2 for Space Opera) to it, but I'll put a rule where once the pool drops to the same level as your PSI rating every point spent thereafter reduces you PSI-strength by an equal amount (ie the base rules). I do like the idea of psionics becoming tired from extended use and losing efficiency.

Just ignoring the effect of low points is dangerous, by my calculations in a "space opera" (x2 psi) game a Gaeti (Psionic race from Reign of Discordia, +2 Psi) with a natural 12 on the die roll and gaining the maximum +3 personal development would end up with 34 Psi and a +9 DM bonus. To have that be untouched would be grossly unfair on the other players. This way that Gaeti would have a 17 (+3 DM) but 34 Psi Points. After spending 17 of them, he'd start losing them like base traveller. In essence this means the campaign mod is just free points to spend.

Ta
 
That would make sense. And the getting tired thing is kinda cool.

I would keep the limit of 17 there for PC's... we don't want them getting too powerful now do we...

I just use the recharge limits (how long it takes too get points back) and the trauma, which I can be quite cruel with, especially with the stranger powers...

But then I had a PC who started with really hi psi strength, but 4 trauma's...
 
I think that you could keep the Psi ratings the same, with the same range as for the physical, mental and social characteristics - 2-12, with an exceptional individual having a rating of 13-15 and a human species maximum of 15. That's the rating.

You as Referee determine the size of the pool of Psionic Strength points available to psion characters, depending on the demand for psionics in the game. You also determine whether that pool of points remains separate from the rating, or whether the points spent in generating a psionic effect come from the rating, weakening the psion.

Let's say you have a psion with a Psi rating of 8. He takes Psi-Special drug. His Psi goes up to 15, but that's just his Psi pool. His Psionic Strength rating, and hence Psi DM, remains at +0 for the purpose of psionic task checks. If he spends 10 Psi points, his Psi rating remains at 8 - because when his Psi pool eventually recovers, assuming no deleterious aftereffects from the Special, it goes back to 8 points.

Keep the maximum Psi rating at 15 for exceptional psions. The separate Psi pool simply determines how much weight the psion can throw around - in a transcendent setting, where characters can have a Psi pool 3x the size of the rating, a telekinetic could have enough energy to hurl a car around, but if his natural rating is 5, he probably couldn't actually do that - not without breaking something inside his head.
 
And that, of course, presumes that we are talking about human characters, with the human racial maximum of 15 for the psion equivalent of Stephen Hawking, Hercules or the Emperor Strephon.

With alien species, you don't have to be restricted to a maximum of 15. For example, in the absence of a current Zhodani alien module, you could decide that the Zhodani might have more powerful psions, inhabiting the core worlds in the interior of the Consulate, than the Imperium has ever encountered - perhaps they have a subspecies within their species, interfertile with Zhodani but not with non-Zhodani, which have the Notable (Psi, +3) Characteristic alien feature. Those psions could have Psi rated from 5 to 15, with exceptional characters with up to Psi 18.

Or you might have some unique superbeing, a Grandfather-like entity, whose Psi you just pick out of a hat containing some very large numbers. Nothing says your vast, Godlike entity's stats have to be determined by something as clumsy and random as a bunch of dice - or even needs to be written down at all.

(Just don't make them too powerful. If your Talosian analogue knocks your players' Type A out of orbit like swatting a fly, the players will either want to be Talosian analogues ... or go away and play Traveller somewhere else).
 
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