Showing posts with label Psionics. Show all posts
Showing posts with label Psionics. Show all posts

Thursday, February 13, 2020

A Trio of Special Psionic Talents

A Trio of Special Psionic Talents

Here's what the CT Book says about Special talents:

SPECIAL
Although psionic activity generally lends itself to classification, some individuals defy this very classification. Individuals with special talent are capable of some activity which is not described here; this talent is dispensed by the referee after deliberation. The special talent may include abilities not covered by this section, or may be a random assignment of otherwise unreceived abilities. Special talents should be made psychologically dependent on a focus, in the form of some artifact or charm, which must remain in the possession of the character. (TTB, p. 120)

EXPERIENCE
When a character finishes his initial training, he is unable to function with his full psionic strength. In all talents except teleportation, a character is initially capable only of level 1 abilities . . .
As the character becomes more familiar with his talents (in game terms the mere passage of time is sufficient), his skill gradually increases up to the level of his psionic strength.
Each month, roll 2D for each talent possessed; on 10 + for awareness, 12 for teleportation, and 8 + for all other talents [including Special], the character's ability increases by one level.
. . .
The procedures above may or may not apply to the special talent at the referee's discretion. (ST, p. 60)

With these in mind, here are three Special talents to incorporate into your Traveller game.

Absorb/Dissipate Energy
A Psi with this talent can reduce the amount of damage they suffer from dangerous phenomena. Perhaps you remember this scene from a popular sci-fi film:

Monday, July 23, 2018

Beware the Telepath! Dangerous Psi abilities

In my recent fiction reading I've come upon some characters with some psionic ability or other. This has caused me to reconsider the way Traveller has handled psionics. In the Traveller Book, the psionics section mentions that the 3rd Imperium has a strong negative perception of psionics. There are nasty consequences for PCs with Psi talent who get caught using them.

When I started playing Traveller back in the early 80's, I thought that the rules about psionics in society were both harsh and arbitrary. I didn't think then about all the ways a psionic PC could cheat and sneak and cause trouble. The gang I played with back then wasn't inclined to thievery and vandalism. We wanted to be the good guys; and I still do.

I almost never played characters with psionic ability, so it didn't matter. I assumed that the OTU psi prejudice was included to explain the standoff between the Third Imperium and the Zhodani Consulate. I don't play in the OTU much either so I still didn't think about it much.
Perfect communication & perfect understanding
Now having read more stories that involve psionic characters, I can see more of why the general public worries about them. This is one more example of how reading the literature that inspired the game enlarges your understanding of it.

Why wouldn't normals view Psi power as a danger? Look at the examples we've got.

Wednesday, January 10, 2018

Bringing More Psionics into Cepheus Engine or Classic Traveller

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:

Wednesday, February 10, 2016

Psionics and Technology and My Traveller Universe

For some time, I've considered my TY to be too focused on political interactions, lacking in the elements that make adventures more fun. In an effort to change that, I've decided to bring psionics into my TU in a formal and structural way. I will have more characters & NPCs with psionic talents, and more of the 'special' talents like I wrote about here.

In my review of the Amber Zone adventure Thoughtwaves, I mentioned that I don't have an Zhodani analogue, a society that embraces psionic talents. Well, now I do. The Solaris Alliance, an insular society, has incorporated psionic talents into their culture. Additionally, the Alliance has pioneered the intersection of psionics and technology. In this post I'm talking mostly about the psi/tech connection.

I can find only three psionic technology objects in CT canon: the psi shield helmet (Book 3) a ship-scale psi screen (Adv 8, Expedition to Zhodane) and the concept of 'flicking' (AM 4, Zhodani) to activate a computer. I want more. For starters the Alliance has: 

Friday, January 29, 2016

Animal Telepathy in Traveller

A discussion thread on Google+ reminded me of a fun concept that really should get more play in Traveller. 

In the double adventure Mission on Mithril, (DA2 & Starter Traveller) the PCs are sent on a cross-country trek to the far side of Mithril in pursuit of some stuff. Along the way, the players may travel across water and if they do, the following encounter can happen:
Whales: Occurs in open sea terrain. The ATV trembles, and then a school of whales can be seen surrounding the vehicle. The whales are friendly and will remain for several hours.
Orcas are neat to watch, at least when you're safe aboard a ship. What about if you're in a 10-ton floating box?
OK, the floating ATV encounters whales. Good local color but that's all, right?  Wrong. The next line reads:

Wednesday, December 3, 2014

A dozen unusual psionic talents for Traveller


Psionics! They're a curious corner of the CT rules, seemingly out of place among mundane things like equipment lists and unrefined fuel and Admin skill. Most of the Psi talents were pretty low-power; CT was not trying to replicate your favorite super-hero comics. But there is that small section, a paragraph really, discussing Special powers. The rarest of the rare. The description paragraph leaves it totally in the hands of the referee as to what those talents might be, offering only the counsel that Special powers be limited by the need for a material focus, perhaps a nod to the Kaiburr crystal from Splinter of the Mind's Eye by Alan Dean Foster.

Tuesday, June 17, 2014

Thoughtwaves - Amber Zone Reviews # 22



Check out the series introduction here.

Amber Zone: Thoughtwaves, by John M Ford from JTAS # 13
A mysterious sub-marine pyramid structure. What danger or revelation is contained within it?


Location: Kehaan, a planet in the uninhabited 899-076 system in the Vilis subsector.

Patron: The administration of Weishaupt University, also of the Vilis subector

Mission: The PCs are to rescue an archaeological team that was captured on Kehaan by the Zhodani when they invaded the star system, in the course of the Fifth Frontier War. Any data the team has compiled should be recovered as well.

Payoff: Cr 100,000 per scientist, Cr 500,000 for all of their data.

Complications: Plenty. First, the archaeological site is underwater on a planet with an atmosphere that isn't breathable without equipment. Everything has to be sealed up. The survey team is examining an apparent alien artifact; a step-pyramid structure on the sea floor under 40 meters of water. Second, there is the occupation force of Zhodani soldiers. It is only eight men and two officers, but they are professional soldiers, equipped to (probably) TL 13+; and the two officers are both telepaths. They will give any PC group a serious fight; and the Imperium is not going to come to the rescue. 


The Zhodani arrived with a small task force to take control of the planet, uncontested of course, but in the landing a Zhodani gunboat destroyed the survey team's submersible ATV, killing two scientists. As a result, there is very little goodwill between the two groups. The commanding officer of the Zhodani has allowed them to continue their investigation of the site as a sign of good will, but is unwilling to allow any of the Imperials to leave.

Third, in recent weeks weird things have begun to happen. The two officers have been subject to random psionically induced headaches and other discomforts, which at first they thought was an attack by the archaeologists. A psi-scan of the scientists has ruled that out, but cost the officers whatever good will they might have had with the Imperials. One officer has tried to psionically examine the topmost level of the pyramid, but is being blocked. 

Tensions and tempers are rising with each psi episode, and someone may decide to become less than civil. And lastly, there's the curious circumstance that some of the scientists have seen what they think is the ghost of one of their dead colleagues . . .

Strong Points: This adventure has great atmosphere
from the setting: dim red lighting and dripping corridors, to the mystery to solve. This is a real sci-fi adventure; the players will not have trouble remembering that they are not on Earth. Even if they solve the mystery of the alien artifact, there is still the more conventional problem of the soldiers who have orders to not allow anyone to leave the planet. The PCs can fight or negotiate, but in either case it will not be easy.

Another well done aspect of this adventure: the author points out that the players can take the part of the scientists, or the Zhodani, and leave the 'rescue' element out of it altogether!

Weak Points: The setup, because it is so specific and detailed, works best in the OTU in the time line of the Fifth Frontier War. Re-casting it any where or any when else will be very complicated. As written, the alien construct is a macguffin; the PCs will not be able to use it and certainly not take it with them if they escape. Maybe that's not a weak point, but it could be a tantalizing treasure to dangle before the PCs, who have no chance of getting it.

What I'd change: Nothing apart from setting details to move the adventure into my Traveller universe. This is a well thought out and well written adventure that stands up as it is. This is one of the best Amber Zones I've read.

In My Traveller Universe: It is hard to say where I could put this in my Traveller universe, as I do not have a society analogous to the Zhodani. If I were to include one, I would probably put it in the Weitzlar or Wilds area, away from the mainstream of the galaxy. 


Maps: The referee will have to draw up a map of the pyramid's interior, the adventure describes the structure in general terms. A map of the on-land and underwater portions of the archaeological site will be helpful but not essential.  

Friday, May 23, 2014

Soft Bunk - Amber Zone Reviews # 14


Amber Zone: Soft Bunk , by Loren Wiseman 


Check out the series introduction here.


What could possibly go wrong?  Let's sneak in anyway . . .
Location: Tionale (Spinward Marches/Vilis 0701), a non-Imperial world, a client state of low population and middling technology

Patron: The Tionalian government

Mission: The PCs are hired to serve as a training cadre for the newly formed planetary defense force. There is an indigenous race that has recently become hostile towards the human settlers, who are (very) slowly expanding outwards from the starport. The settlers don't want an open war, only to protect themselves. Other duties as assigned.

Complications: All of the usual hassles of training and organizing, logistics and supply. Plus the invading Zhodani force. Did we mention there's a war on? The PCs go from instructors to guerrilla leaders of at best a company, faced with a battalion of well trained, higher tech troops.

Payoff: Double standard salaries per Bk 4

Strong Points: This is another straightforward adventure designed for use with Bk 4, Mercenary. The PCs have multiple problems to address – the Zhodani, the native hostiles, the tainted atmosphere of the planet, short supply of weapons and ammo; and a technological disadvantage as well. As an additional challenge, the scenario points out that the Zho officers are all psionic talents – it's difficult to hide from telepaths. Maybe they won't be able to completely defeat the Zho force, but just keeping them occupied and their own forces together may be hard enough. A nice 'color' addition that the PCs might be able to leverage is the rivalry between units of the invading force – they were attached, but are not accustomed to cooperation.

Weak Points: This scenario includes some vehicle stats which assumes the players have Striker, as Mercenary has no vehicle rules. This is weak point of Bk 4 rather than this Amber Zone. As a more general remark, I would like to see a Mercenary scenario that is higher up the TL scale – all the ones I've read are designed for the equivalent of 20th century tech. The Amber Zone itself is very solid and sound – a good framework with room for the referee to maneuver.

What I'd change: I would give the PC's more notice of the impending invasion so that they would at least have the opportunity to cache more of their weapons and supplies. I would also delay the invasion – under the Recruitment rules of BK 4, the new militia would not have even finished Basic Training, and been very combat ineffective. When constructing a map for Tionale, I would include a lot of rugged terrain so the PCs would have places to hide themselves and their stuff.

In My Traveller Universe: I would set this adventure on Carygwyn (Achenon 0609) and have the invaders come from neighboring Mardahak. (Achenon 0809) Carygwyn has a larger population than Tionale, but it is far outweighed by Mardahak in both population and tech. Both are Independent planets, so Carygwyn would be on its own to deal with the problem, or possibly the UPA could intervene several months later. 


Southeastern tip of Tionale's main continent.


Map:  With an arbitrary population density of 36 ppl/km^2, Tionale would have a settled area of only 244 km^2. The map scale then is 20 km^2/hex. The map shows the surrounding outback. The human cities/towns are in the cultivated lands. The villages in the rugged land belong to the native race.