Variant
Psionics for the Cepheus Engine – A review
Recently
Stellagama Publishing released their Variant Psionics rules
supplement, available
from DriveThruRPG.com. Full disclosure, I am listed in the
credits as a Consultant. I suggested a few ideas for the book, but I
earn no royalties. As it says on the tin, this is written for the CE
rules set, but with only minor tweaking, these rules will work for
Classic Traveller as well. Which is good news for me, still being a
CT kind of guy.
What
does the VP book offer? Let's have a look, shall we?
The
first section explains how to fit psionics into any CE setting. How
often do psionics appear? More importantly, referees now have three possible
societal responses to the existence of psionics: friendly, neutral
and hostile. In CT, the assumption even before the Third Imperium or
the Zhodani Consulate, was that psionics would face a negative
reaction.
Next
we have details on how Psionics are a part of Stellagama's These
Stars are Ours! campaign setting. Most psionics end up working
for the government, but not necessarily as spies or secret police.
Still, Terrans' attitude towards psionics leans toward the
negative. Life for a government psion will not be easy.
The
middle of the book contains the detailed rules for the available
psionic abilities. All the talents from CE (and CT) are here:
Awareness, Telepathy, Clairvoyance, Teleportation, Telekinesis. Each
talents has several powers associated with it. The Variant part
is the new powers that have been introduced for most talents.
Clairvoyance still has only the powers listed in the CE rules. Some
of the standout new powers are:
- Drain Health and Empathic Healing for Telepathy
- Choke and Microkinesis for Telekinesis
- Invisibility, Fear and Domination for Telepathy
- Blinking for Teleportation
Here I
have a few things that I would change. The Telepathic power Life
Detection has a maximum range of Short (12m). That's well within
visual range, making it not really useful. Extend it to Medium or
Long. The Choke power has a range of Close; so a psionic has to
almost be near enough to physically choke the victim. Again, greater
range should be allowed. I do not understand the point of the Memory
Block power, so I doubt I would include it.
In the
Telepathy table the fear power is listed as Emotion, but in the
descriptive text it is Fear. I really like the table of Fear
effects, and I am swiping it for my games – those Frightening
Animal Encounters should cause the PCs some hesitation.
I also
like the rule that telepathy allows for cross-language communication,
at an increased cost in Psi strength. Another pleasant surprise is
the rule for telepathic Shields being extended to cover nearby
non-psionics.
I
would like to see more unusual or 'special' powers such as
pyro/cryokinesis, precognition, illusions or atomic manipulation.
Still, for the enterprising referee the rules given are enough to
define such powers. Too much power can unbalance a game or
setting. For me, the fact that all characters are vulnerable to
ordinary weapons is enough to allay fears of out-of-control psionics.
A
welcome section on psionic technology comes next. I say welcome
because in my own TU I have been experimenting with crossing
technology with psi power. The psionic shield (personal) from CE/CT is available; here we are introduced to room- and vehicle-scale shields.
Telepaths now need to be wary of their targets having a Psi Trap
backlashing at them! There are other devices described as well; some of which are expensive. The PCs might have an adventure just acquiring them.
The
optional Psion career path comes next. The career format is
the same as with other CE careers. Skills, ranks, events, mishaps are
all there, including the possibility of going to prison for psionic
crime!
The
last section explains how a psionic character can improve their
talents and powers in the game, as opposed to during character
creation. These rules are copied from Classic Traveller's
Experience rules, which I use a lot. They are simple and easy to use. Good choice!
Variant
Psionics is available as a 32-page PDF from DTRPG. At only $3.49
it's easy on the gaming budget, and well worth the price. Check it
out!
Thanks for the wonderful review!
ReplyDeleteMemory block is among the Mule's powers in Asimov's Foundation series. If you mull it over, you'll understand just how useful it can be.
ReplyDeleteStellagama should pay you royalties, Mr. Weaver, because you've convinced me once again to buy one of their products!
Ah, I think I get it. When I read the description my thought was 'why would a telepath do this to themself?', but it is more likely that the telepath would do that to someone else. Ooh, that's devious.
DeleteDevious isn't the half of it...
ReplyDeleteIn "Foundation and Empire", the Mule, disguised as Magnifico the jester, manipulates events so he's part of a tiny group searching for the 2nd Foundation. The Darells, Toran and Bayta, plus Ebling Mis, the 1st Foundation's greatest greatest psychologist, are searching for the 2nd Foundation in order to enlist it's help in defeating the Mule. They all travel from the Rim to Trantor aboard a tiny trade ship with the Mule's navy easily trailing them thanks to constant messages sent by the Mule himself. During the entire journey and search, every time one of the three catches the Mule not acting as Magnifico, he neatly "snips" any memory of it out of their heads!