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: