SPECIAL PSIONICS(For the Traveller RPG, I think this stuff will work with just about any version, but don't take my word for it ;-)All of these PSI powers (And the modifications to existing powers) were kindly sent to me by Ian Ferguson. I have reason to belive he is the author of all the real contents of this document, so the copyright is his, as far as I know. I don't dare disclose Ian's e-mail address on this web page, but if you want to reach him either figure out my e-mail address (that can't be too hard), and I'll find Ian for you, or address Ian on the TML -- that's where I found him. Thanks, Ian! /Tage TelepathyAt level 14 the psionic can use Mindwipe, which works like Assault except that damage is taken by Int and is permanent. Psionic strength point cost is 14 plus range cost.ClairvoyanceAt level 12 the psionic can use combined Clairvoyance and Clairaudience plus smell and sense heat. Psionic strength point cost is 3 plus range costs.TelekinesisAt level 13 the psionic can manipulate 1 ton. At level 15 the psionic can manipulate 10 tons. Psionic strength point cost is level required plus range costs.AwarenessAt level 12 the psionic can ignore aging effects.At level 14, the psionic can reverse aging effects. This costs 14 psionic strength points to reverse 4 years of aging. TeleportationAt level 13, the psionic can teleport with 100 kg of "other."At level 15, the psionic can teleport with 1 ton of "other." PyrokinesisThis is a talent which allows heat to be generated at a point merely by concentrating on it. Range costs are the same as for telekinesis. Activity lasts 15 seconds.Warmth equivalent to a spoon just pulled out of hot tea may be produced at level 1, costing 1 psionic strength point plus range costs. Heat equivalent to a Bic lighter may be produced at level 5, costing 5 psionic strength points plus range costs. In combat this might be used to cause 1 point of damage. Heat equivalent to a torch may be produced at level 9, costing 9 psionic strength points plus range costs. In combat this causes 1D damage plus 1 point of damage on the following turn. Heat equivalent to a blow-torch may be produced at level 13, costing 13 psionic strength points plus range costs. In combat this causes 2D damage plus 1D damage on the following turn and 1 point of damage on the turn after that. EXPERIENCE: Roll 8+ on 2D once/month to increase level by one. Mental DominationThis is a talent which allows direct control of another person's mind. Range costs are as for telekinesis. This is for initial range, subsequent range in unlimited except in the case of Body Control which cannot be maintained beyond planetary range. To affect a shielded mind, use the rules for "Assault" on pp. 36-37 in TRAVELLER Book 3 Worlds and Adventures. The shielded subject will be aware of the attempt.Placing Ideas may be accomplished at level 6, costing 3 psionic strength points plus range costs. This places a simple idea in the subject's mind, such as "this person is trustworthy" or "something is crawling up my back." The subject is not automatically convinced, but will find it hard to ignore the idea. Such ideas persist for 60 seconds. Altering Personality may be accomplished at level 9, costing 8 psionic strength points plus range costs. This allows the psionic to make the subject friendly, trusting, nervous, paranoid, sleepy, etc. The effect lasts 10 minutes. Body Control may be accomplished at level 12, costing 12 psionic strength points plus range costs. This puts the subject's body entirely under the psionic's control, while the psionic can use the subject's senses. The knowledge and skills of the subject are not available to the psionic, and only the body is controlled. It requires intense concentration to control complex activities. Control lasts for up to 1 hour or when the psionic breaks contact. Mind Control may be accomplished at level 15, costing 15 psionic strength points plus range cost. The subject's mind is permanently altered as the psionic sees fit. EXPERIENCE: Roll 8+ on 2D once/month to increase level by one. HealingThis is a talent which allows the psionic to heal wounds suffered by another person (or themself). Physical contact is required, and the psionic can heal up to their level in points of damage at an equal cost in psionic strength points, in 60 seconds. If one of the subject's stats is at 0, the psionic must be at least level 3 to have any effect. If two are at 0, the level must be at least 6. If all three are at 0, a level 9 psionic may still heal them within (10-damage beyond stats) minutes of the injury.At level 13 the psionic is able to ignore aging effects. At level 15 the psionic can reverse aging effects in themself or others. This costs 15 psionic strength points to reverse 4 years of aging. Physical contact is required. EXPERIENCE: Roll 8+ on 2D once/month to increase level by one. Astral ProjectionThis is a talent which allows the psionic to leave the physical body and travel invisibly and without regard for physical objects. The astral form may see, hear and smell, but may not be detected or speak, except possibly by telepathy. Travel is at the speed of light. Time spent away from the body is limited by level: 1 = 15 sec, 2 = 30 sec, 3 = 1 min, 4 = 2 min, 5 = 4 min, 6 = 8 min, 7 = 15 min, 8 = 30 min, 9 = 1 hr, 10 = 2 hrs, 11 = 4 hrs, 12 = 8 hrs, 13 = 16 hrs, 14 = 32 hrs, 15 = 64 hrs (this also indicates strength point cost). The body remains in a trance.EXPERIENCE: Roll 8+ on 2D once/month to increase level by one. XenoportThis talent is similar to teleport, but objects other than the psionic are teleported. Objects may be sent or called. In the former case the object must be touched, in the latter it must be seen (possibly by clairvoyance) but must be teleported into contact with the psionic. Range costs are the same as for standard teleportation. The maximum mass affected is equal to the psionic's level in kg.EXPERIENCE: Roll 11+ on 2D once/month to increase level by one. GaussingThis allows the psionic to manipulate magnetic fields. Range costs are the same as for telekinesis. Any animal that is magnetized will feel a tungling sensation.At level 1 the psionic can produce a weak magnetic field in their body. At level 2 the psionic can cause anything to act as a fridge magnet, or manipulate weak electric currents such as those in a wristwatch. This costs 1 psionic strength point plus range costs. At level 6 the psionic can cause anything to act as a magnet, or manipulate electric currents such as those in gauges or hand-held devices. This costs 4 psionic strength points plus range costs. At level 9 the psionic can induce a strong magnet (strong enough to anchor hands while climbing), or manipulate currents in lights, computers, etc. This costs 7 psionic strength points plus range costs. At level 13 the psionic can cause anything to be a powerful magnet, or burn out sensitive electronic equipment. This costs 12 psionic strength points plus range costs. EXPERIENCE: Roll 10+ on 2D once/month to increase level by one. Parasitic SensesThis ability allows the psionic to use another person's senses. The psionic must know where the subject is to initiate contact. Range costs are the same as for Clairvoyance. Any attempt to tap into a shielded psionic uses the rules for "Assault" on pp. 36-37 in TRAVELLER Book 3 Worlds and Adventures. The shielded subject will be aware of the attempt.Using one sense is a level 2 skill, costing 0 psionic strength points plus range costs. Using two senses is a level 5 skill, costing 1 psionic strength point plus range costs. Using three senses is a level 9 skill, costing 1 psionic strength point plus range costs. Using all senses is a level 14 skill, costing 2 psionic strength points plus range costs. EXPERIENCE: Roll 8+ on 2D once/month to increase level by one. Photographic MemoryThis is the ability to store information like a computer, but the detail depends on level. There are no range costs.At level 1, anything that the psionic reads carefully, or studies specifically, will be remembered perfectly. This costs 1 psionic strength point per minute of reading. At level 5, psionic strength points do not need to be used to memorize things read, but things looked at quickly may be memorized if the psionic expends 1 psionic strength point. At level 9, the 1 psionic strength point costs is only necessary for things glimpsed. At level 13, there is no psionic strength point cost. EXPERIENCE: Roll 10+ on 2D once/month to increase level by one. Psionic VampireThe psionic can drain another psionic's psionic strength points, adding them to their own. Any attempt to drain a shielded psionic uses the rules for "Assault" on pp. 36-37 in TRAVELLER Book 3 Worlds and Adventures. The shielded subject will be aware of the attempt. The rate of drain depends on range: at Close range 3 points/turn, at Short range 2 points/turn, at Medium range 1 point/turn. The psionic can drain no more points than they normally have themselves (they can effectively get double their normal psionic strength points). If they are not used, any points over normal will be lost at the rate at which they are usually regained.HallucinationThis talent allows the psionic to influence what another being perceives. Range costs are as for Telepathy. Any attempt to influence a shielded psionic uses the rules for "Assault" on pp. 36-37 in TRAVELLER Book 3 Worlds and Adventures. If the attempt fails, the shielded subject will be aware of the attempt. Activity lasts for 15 seconds.At level 5 the psionic can crudely disturb the subject's senses, causing blurred vision, spots, impaired hearing, titinus, unpleasant smells, sour tastes, etc. This costs 3 psionic strength points plus range costs. At level 7 the psionic can modify perception slightly (eg. make a person seem taller than they realy are), or create a hallucinatory glimpse (eg. see someone with a gun run by a door). This costs 5 psionic strength points plus range costs. At level 10 the psionic can make the subject see and hear vivid illusions, such as a person. This costs 7 psionic strength points plus range costs. At level 13 the psionic can make the subject see, hear, smell, etc. whatever the psionic wishes. This costs 9 psionic strength points plus range costs. EXPERIENCE: Roll 10+ on 2D once/month to increase level by one. InvisibilityThis talent allows the psionic to be effectively invisible (by any sense) to one subject. Any attempt to influence a subject uses the rules for "Assault" on pp. 36-37 in TRAVELLER Book 3 Worlds and Adventures. Psionically shielded characters are immune to this talent. Range costs are those for telepathy. Activity lasts for 15 seconds.At level 5 the psionic can blend into a crowd, eliminating the chances of being recognized by one subject. The subject will also avoid picking the psionic out for any reason. Only the range cost applies. At level 10 the psionic will be completely ignored by one subject as long as the psionic does not hit the subject, take something from the subject's hands, yell "I'M HERE!" in the subject's face, or something similar. This costs 1 psionic strength point plus range costs. At level 15 the psionic will be completely ignored by a group of subjects within range as long as the psionic does not hit a subject, take something from a subject's hands, yell "I'M HERE!" in a subject's face, or something similar. This costs 10 psionic strength points plus range costs. EXPERIENCE: Roll 9+ on 2D once/month to increase level by one. PsinullThis is not so much a talent as a property. The character supresses all psionic activity in the immediate vicinity. Any psionic attempting to use a talent within the psinull's zone will have their effective level reduced by the level of the psinull (this may prevent the psionic from using their talent at all). The zone extends for a number of meters equal to the psinull's level, with the effective psinull level dropping one for each meter. |