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Traveller Psionics (long)


Eodin

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Psionics and The Psionic Institute

Psionics — the powers of the mind. Psionics in Traveller® is are not completely understood, at least in the Imperium. The Imperium fears what it does not understand, and does not tolerate psionic usage. On the other hand, the Zhodani openly practice psionics and look down on those who don’t.

The psionics in Traveller have evolved since the original Classic Traveller, and the information presented here is an amalgamation of those sources: Classic Traveller, T4, Traveller: The New Era, etc.

With that in mind, we present two methods the GM may use for psionics in TravellerHERO: the Traveller Conversion Method (straight conversion) and the General Method (loose conversion). Which method to use is up to the GM.

Using the Traveller Conversion Method, there are specific powers and power levels that can be learned, and they must be learned in order.

Using the General Method, the character should buy an Elemental Control or Multipower, with a list of allowed powers. Each effect may have up to Rating*5 active points.

Psionics Institute

The term “Psionics Institute†refers to any underground organization devoted to the illegal training of individuals in the use of psionic talents – illegal with the Imperium, at least. Each institute is independently organized and maintained by the members of a particular world. Psionics institutes existed in one form or another prior to space travel, but became popular during the Long Night, when reproducible scientific discoveries made psionics a teachable, learnable science.

At first, psionics institutes were rare, forming only on a few scattered worlds that either had an unusually high rate of psionic talents appearing or that encouraged psionics for social, political, or commercial reasons. In the years after the Civil War, psionic institutes were sprung up on many high-population worlds within the Imperium.

After some scandals in the Psionic Institutes, public opinion changed from favor to prejudice against them. A period known as the Psionics Suppressions ensued. During the Psionics Suppressions, the institutes’ charters were revoked, and talented individuals were persecuted. In some cases, the individuals fled to assume new identities on other worlds; in others, whole families emigrated to the Zhodani Consulate or elsewhere beyond the frontiers of the Imperium.

The Imperium has tried to eradicate the institutes for the last 200 years.

Psionics

The Psionic Institute rates psionics on a 0 to 11 scale; R-0 is no psionic talent, R-11 is highly talented. Ratings higher than 12 cannot be attained naturally, but can be achieved with Psi-drugs. The maximum possible rating is 15.

Psionics are powered by an Endurance Reserve, which has a maximum END of Rating * 5, and a maximum REC of Rating per hour. Examples are shown below for an R-2, R-4, and R-10 psionic.

Rating END Reserve Cost

2 10 END, 2 REC per Hour 2

4 20 END, 4 REC per Hour 3

10 50 END, 10 REC per Hour 8

 

Telepathy Group

Telepathy is the talent of sending and receiving thoughts, detecting other minds, and influencing or damaging them.

In addition to the basic powers, all telepaths also learn Mental Shield, which is 2 points of Mental Defense per R level (thus a R-10 spends 20 points on Mental Defense).

Traveller Conversion Method

The powers and their order are: Detect Minds as an R-1; Telempathy and Telempathic Projection as an R-2; Send and Receive Thoughts as an R-4/R-5; Probe as an R-8; and Assault as an R-10. The powers of an R-10 Telepath are shown below.

Telepath R-10

Cost Powers END

8 Telepathic: Elemental Control, 16-point powers

5 1) Detect Minds (R-1): Mind Scan 3d6 (Organic class of minds) (15 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4) 3

7 2) Telempathy (R-2): Telepathy 4d6 (Organic class of minds) (20 Active Points); Empathy All Emotions (-1/2), Limited Power Costs END to Maintain per 1 minute (-1/4) 4

7 3) Telempathic Projection (R-2): Mind Control 4d6 (20 Active Points); Empathy All Emotions (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4) 4

11 4) Send and Receive Thoughts (R-4/R-5): Telepathy 5d6 (Organic class of minds) (25 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4) 5

21 5) Probe (T8): Telepathy 10d6 (50 Active Points); Read Only (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4) 10

52 6) Mental Assault (T10): Ego Attack 3d6 (Organic class of minds), Does BODY (+1) (60 Active Points) 12

8 Psionic End Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 1 Hour (-2)

20 Mind Shield: Mental Defense (22 points total)

 

General Method.

Using the General Method, the character should buy an Elemental Control with the following effects. Each effect may have up to rating*5 active points.

- Mind Scan, 1d6/rating.

- Telepathy, 1d6/rating.

- Mind Control, 1d6/rating.

- Ego Attack, 1d6/2 ratings.

The GM may require the limitation Limited: Requires END per 1 minute (-1/4) to maintain the Traveller feel. The GM should NOT allow the powers to have the Reduced END (0 END) advantage.

Here’s an example of an R-2 Telepath using the General Method.

R-2 Telepath

Cost Powers END

5 Telepathic Psionics R-2: Elemental Control, 10-point powers

5 1) Telepathy 2d6 (10 Active Points) 2

5 2) Mind Control 2d6 (10 Active Points) 2

5 3) Mind Scan 2d6 (10 Active Points) 2

5 4) Ego Attack 1d6 (10 Active Points) 2

2 Psionic End Reserve: Endurance Reserve (10 END, 2 REC) Reserve: (3 Active Points); REC: (2 Active Points); Slow Recovery 1 Hour (-2) 0

4 Mind Shield: Mental Defense (6 points total) 0

31 R-2 Total

 

Here’s an example of an R-10 Telepath using the General Method.

R-10 Telepath

Cost Powers END

25 Telepathic Psionics R-10: Elemental Control, 50-point powers

25 1) Telepathy 10d6 (50 Active Points) 10

25 2) Mind Control 10d6 (50 Active Points) 10

25 3) Mind Scan 10d6 (50 Active Points) 10

25 4) Ego Attack 5d6 (50 Active Points) 10

8 Psionic End Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 1 Hour (-2) 0

20 Mind Shield: Mental Defense (22 points total) 0

153 R-10 Total

 

Clairvoyance Group

Clairvoyance is the talent of extended the senses to other locations. Though not allowed in Traveller, the full definition includes the ability for some of sensing the past, future, or even other dimensions.

Traveller Conversion Method

The Clairvoyance powers and their order are: Sense as an R-2; Clairvoyance and Clairaudience as an R-5; and Combined Clairvoyance and Clairaudience as an R-9. The powers of an R-10 Clairvoyant are shown below.

R-10 Clairvoyant

Cost Powers END

10 Clairvoyant: Elemental Control, 20-point powers

6 1) Sense (R2): Clairsentience (Sight Group) (20 Active Points); Vague and Unclear (-1/2), Limited Power Costs END to Maintain per 1 minute (-1/4) 4

8 2) Clairvoyance (R5): Clairsentience (Sight Group) (20 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4) 4

8 3) Clairaudience (R5): Clairsentience (Hearing Group) (20 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4) 4

16 4) Combined Clairvoyance and Clairaudience (R9): Clairsentience (Sight And Hearing Groups) (30 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4) 6

8 Psionic End Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 1 Hour (-2)

56 R-10 Total

 

General Method

Using the General Method, the character should just buy:

Clairvoyance: Clairsentience (Sight Group) (20 Active Points); Limited Power Costs END to Maintain per 1 minute (-1/4). Total Cost: 16 points

This power is considered an R-4, and the GM may allow the character to add the Vague and Unclear (-1/2) limitation to if the player wishes to make it an R-2.

The GM can allow the character to add Hearing Sense, Smell/Taste Sense, or x2 range (multiple times), but every +5 points in the power is a +1 to the R-rating, and the maximum power is an R-11. GMs should disallow reducing the END cost to zero.

 

Telephysics Group

Telephysics is the power to move matter, which can include not only normal objects (chairs, pencils, etc.) but also molecules at the subatomic level - generating heat by increasing the velocity of atoms and molecules, generating cold by reducing their velocity.

Traveller Conversion Method

The closest translation for Telekinesis is 1 point of Telekinetic STR per R rating; an R-3 has 3 STR TK, an R-10 has 10 STR TK, etc.

The source of the telekinesis cannot be sensed, and the power can reach anywhere in range the telekinetic can see. Characters who are strictly Telekinetic (as per Classic Traveller) should buy the Telekinetic power as below.

Cost Powers END

17 R-3 Telekinesis: Telekinesis (3 STR), Line Of Sight (+1/2), Delayed Endurance Cost (Once per Minute; +1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (17 Active Points) 3

28 R-5 Telekinesis: Telekinesis (5 STR), Line Of Sight (+1/2), Delayed Endurance Cost (Once per Minute; +1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (28 Active Points) 6

56 R-10 Telekinesis: Telekinesis (10 STR), Line Of Sight (+1/2), Delayed Endurance Cost (Once per Minute; +1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (56 Active Points) 11

The GM should use this method for Traveller Conversion and for General Methods. An R-10 Telekinetic may use telekinesis to levitate, at the same rate they can lift an object of the same weight.

Characters who have both telekinesis and pyrokinesis/cryokinesis should buy a Multipower as below. Note that this is very powerful, and priced accordingly!

Cost Powers END

97 R-3 Telephysics: Multipower, 30-point reserve, all slots Delayed Endurance Cost (END per 1 minute; +1/2), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (97 Active Points)

1u 1) R-3 Telekinesis: Telekinesis (3 STR) (5 Active Points) 1

1u 2) Change Environment 2†radius, -1 Temperature Level Adjustment, Variable Special Effects (Limited Group of SFX; Heat/Cold; +1/4) (12 Active Points) 2

3u 3) Heat/Cold: Energy Blast 2d6, No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (30 Active Points) 6

 

325 R-10 Telephysics: Multipower, 100-point reserve, all slots Delayed Endurance Cost (END per 1 minute; +1/2), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (325 Active Points)

1u 1) R-3 Telekinesis: Telekinesis (10 STR) (15 Active Points) 3

8u 2) Change Environment 128†radius, -8 Temperature Level Adjustment, Variable Special Effects (Limited Group of SFX; Heat/Cold; +1/4) (76 Active Points) 15

9u 3) Heat/Cold: Energy Blast 6d6, No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (90 Active Points) 18

 

One other alternative is to allow a Variable Power Pool for the special effect “telephyisicsâ€. This would allow Drains (running) for icy area, RKA Area Effects for fiery furnace areas, etc. All powers would have to take the IPE and Indirect advantages, and Continuous powers would have to take the Delayed Endurance Cost advantage.

 

Teleportation Group

Teleportation allows instantaneous movement from one point to another, regardless of intervening objects or barriers. Teleportation is subject to relative velocity, conservation of momentum, and potential energy changes.

Traveller Conversion Method

Cost Powers END

20 R-2 Teleportation: Multipower, 25-point reserve, (25 Active Points); all slots Side Effects (Arrives at destination naked; -1/4)

2u 1) Basic Teleportation: Teleportation 10â€, x4 Noncombat (25 Active Points); Side Effects (Arrives at destination naked; -1/4) 5

 

50 R-6 Teleportation: Multipower, 50-point reserve

5u 1) Basic Teleportation: Teleportation 10â€, x128 Noncombat (50 Active Points) 10

3u 2) Teleportation 10â€, MegaScale (1†= 100 km; +3/4), Can Be Scaled Down 1†= 1km (+1/4) (40 Active Points); Side Effects (1d6 EB for every multiple of 500 meters up or down after the first 500 meters; -1/2) 8

 

70 R-10 Teleportation: Multipower, 70-point reserve

7u 1) Basic Teleportation: Teleportation 10â€, x2,048 Noncombat (70 Active Points) 14

3u 2) Teleportation 10â€, MegaScale (1†= 10,000 km; +1 1/4), Can Be Scaled Down 1†= 1km (+1/4) (50 Active Points); Side Effects (1d6 EB for every multiple of 500 meters up or down after the first 500 meters; -1/2) 10

Characters have 10†teleport, with a non-combat multiplier and MegaRange based on the Ranking. Characters should also buy one or more Floating Fixed Locations.

General Method

Psionics with the Teleportation talent should buy Rating * 5 Active Points in teleportation skill, with the following mandatory limitation: Side Effects (1d6 EB for every multiple of 500 meters up or down after the first 500 meters; -1/2)

 

Self Group

Psionics with the Self talent should buy the following talents and superskills, depending on current ranking.

Traveller Conversion Method

Using the Traveller Conversion method, the powers and the order are: Feign Death (Simulate Death) at R-2; Orientation (Bump of Direction) at R-3; Enhanced Strength at R-4; Enhanced Consititution at R-5; and Regeneration at R-9.

Feign Death (R-2) is the HERO Talent Simulate Death. At R-2, the character has the base 3-point skill. Each +1 in Rank allows a +1 to be purchased, so that at R-6 the character could have Simulate Death +4.

Orientation (R-3) is the HERO Talent Bump of Direction. There are no bonuses for a ranking above R-3.

Enhanced Strength (R-4) is a 1d6 Aid to STR per R-ranking above 3; an R-4 is 1d6 Aid, an R-8 is 5d6 Aid. It is Self-Only, and lasts 1 hour before fading, and requires END from the psionic End Reserve to initiate.

(1d6 Aid per rating, lasts 1 hour, self only)

Enhanced Constitution (R-5) is a 1d6 Aid to Constitution per R-ranking above 4; an R-5 is 1d6 Aid, an R-8 is 4d6 Aid. It is Self-Only, and lasts 1 hour before fading, and requires END from the psioninc End Reserve to initiate.

(1d6 Aid per rating, lasts 1 hour, self only).

Regeneration (R-9) allows self-healing of BODY damage at the rate of 1 BODY per minute. It is not on all the time, but requires END from the psionic END Reserve to initiate it.

General Method

With the General Method, the GM should allow the character to buy other Self-aware talents such as Absolute Time Sense, Combat Sense, Lightning Calculator, and Eidetic Memory.

 

Other Group

Psionics with talents in the Other category are GMs perogative, but rare. Some of these examples are converted from T4, and include:

Danger Sense

Machine Telepathy (Telepathy, 1d6/ranking) (Machine class of minds); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4)

Machine Control (Mind Control , 1d6/ranking) (Machine class of minds); Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Costs END to Maintain per 1 minute (-1/4)

Invisibility [which works by creating a blind spot in the targets visual cortex]. Invisibility to Sight Group, No Fringe; Delayed Endurance Cost (Costs END per 1 minute; +1/2); Limited Power - Only versus Organics (-1/4)

Drain Psionic Strength (Drain 1d6/Ranking END from Endurance Reserve; Range (+1/2), LOS (+1/2), IPE (+1).

Anti Psionic Field (Suppress 1d6/Ranking; All Psionic Powers (+2), LOS (+1/2), Area Effect One Hex (+1/2), IPE (+1) ).

Psionic Power Battery: Aid 1d6/Ranking END to anothers’ psionic Endurance Reserve; Range (+1/2), LOS(+1/2), IPE (+1), Delayed Fade Rate (5/hour); Costs END (-1/2)

Empathic Healing: Healing 1d6/Ranking; Automatic Side Effect (Caster suffers 1 BODY Drain for every 1 BODY healed [caster takes wounds to self]; Delayed Recovery Rate of Drain 1 BODY/Minute; -1/2)

Healing: Healing 1d6/Ranking; Others Only (-1/2)

Mind Mimic: Shapeshift Versus Mental Group, Limited Group (Any Known Mind), Imitation; Delayed Endurance Cost (END per 1 minute; +1/2).

Rapid Recharge: +REC for psionic Endurace Reserve (max is double normal value).

Teleprojection: Teleport 2â€/Ranking, Usable As Attack (+1), Range (+1/2), LOS (+1/2), IPE (Source; +1/2)

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Re: Traveller Psionics (long)

 

After some scandals in the Psionic Institutes, public opinion changed from favor to prejudice against them. A period known as the Psionics Suppressions ensued. During the Psionics Suppressions, the institutes’ charters were revoked, and talented individuals were persecuted. In some cases, the individuals fled to assume new identities on other worlds; in others, whole families emigrated to the Zhodani Consulate or elsewhere beyond the frontiers of the Imperium.

 

 

 

A minor nit to pick, If my memory serves me correctly, the Imperium secretly kept two Institutes off the list of those being revoked. Those Psionic Insitutes are the Insitute at Core and Spinward March Institute. The reason that the Spinward March Institute was kept operational was to study the powers and society of the Zhodanti.

 

The Core Institute, who knows :eg:

 

Also the Psionic Suppression was an attempt at psychohistroy manipulation on a grand scale that actually went beyond what the Imperium intended. It actually hurt the Imperium more then it helped it.

 

(This is from memory and can be wrong but It is like I had the matieral before me except I can not remember which books it came from.)

 

Oh and Overall I enjoy seeing Traveller Hero come allong :rockon:

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Re: Traveller Psionics (long)

 

Actually, the Library Data supplement (#11, IIRC) says that one of the original two Institutes remains on Sol, and its revocation order was cancelled in 1014.

 

The other (in the Spinward Marches) was relocated from Regina to Wypoc/Lanth.

 

Both are under Imperial military control, and the existence of both is described as "of the utmost secrecy."

 

Also, the entry for psychohistory has it as restricted that the Psionics Suppressions were in fact an experiment in psychohistory.

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Re: Traveller Psionics (long)

 

nitpicks are always a good thing though, if nothing else it shows were getting feedback from somebody

 

the Psionics Institutes book for T4 gives us a little more information

 

it lists some sample institutions for the T4 era

Oh, I wasn't complaining about the nitpick. :) (If I came off that way, apologies to all.)

 

After all, without the question I wouldn't have bothered to go look up the data. :)

I just wanted to be sure we got a COMPLETE correction, while we were at it.

 

(I knew scanning and consolidating the Library supplements would come in handy some day.)

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Re: Traveller Psionics (long)

 

I had a couple of thoughts I wanted to run past folks

 

how do we feel about pointing folks to some of the major traveller websites that have useful information to flesh out what we cant cover for various reasons

 

examples:

Planet/subsector/sector generation, if nothing else I suggest we point folks to either Heaven and Earth or Galactic for generation software

 

backround material in general

one useful site is the Traveller Integrated Timeline

 

I figure between Freelance Traveller and Downport we can cover a lot of things with whats archived there or linked from there, there both sites marc approved long ago, I already talked to Jeff Zeitlin at Freelance Traveller, and his site is already linked to from Starhero Fandom, Jeff doesnt play Hero but will happily help where he can

 

I will talk to Swordworlder today or tommorow about Downport

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Re: Traveller Psionics (long)

 

A nit about your implementation: in most versions of Traveller, it's actually very expensive to activate a power (using the END reserve method here, x10 END cost isn't absurd), but it actually isn't that hard to give it a significant duration once the power is activated. The rules you have here make it actually fairly cheap to activate many powers.

 

Now, it may not really be necessary to emulate exactly how Traveller psychic abilities work, but if you want to be consistent, well, that's how it works.

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Re: Traveller Psionics (long)

 

how do we feel about pointing folks to some of the major traveller websites that have useful information to flesh out what we cant cover for various reasons

 

I think that's a good idea. We can only provide so much in the PDF without treading on someone else's work, or replicating something done elsewhere.

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Re: Traveller Psionics (long)

 

A nit about your implementation: in most versions of Traveller, it's actually very expensive to activate a power (using the END reserve method here, x10 END cost isn't absurd), but it actually isn't that hard to give it a significant duration once the power is activated. The rules you have here make it actually fairly cheap to activate many powers.

 

Now, it may not really be necessary to emulate exactly how Traveller psychic abilities work, but if you want to be consistent, well, that's how it works.

 

I guess I'm misunderstanding the CT rules for psionics usage (wouldn't be the first time I mis-interpreted something ;) ). I understand the range chart adding 1 point per range level to the psionics cost. Can you give me some clear-language examples of psionics points expended that I can use to redesign with?

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Re: Traveller Psionics (long)

 

Generally, the way Traveller psi works is: spend N psps for the base power (where N is usually greater than 1). Add extra psps for range; in T4 you can also spend extra PSPs for duration (on TK, you can also spend PSPs to buy up the mass). The base power, once activated, usually has a duration of around a minute (with no real savings for shorter time), though it varies by the power.

 

Since a strong psi talent in Traveller has about 10 PSPs, and pretty much any ability of interest will cost several PSPs to activate, your entire END reserve (for simplicity, I'd go with 10 x PSPs) should be good for activating a significant power maybe 2-3 times. Something like 5-10x END to activate, and then x1 END to maintain, seems appropriate.

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Re: Traveller Psionics (long)

 

I'm going to modify the writeups then. I'm going to leave the Endurance Reserve as 5*Rating, so an R-2 has 10 END and an R-10 has 50 END.

 

But I'm going change the powers like so.

Sense: Mind Scan 3d6 (Organic class of minds), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (15 Active Points); Costs END To Maintain (Full END Cost; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4). Total Cost: 7 points.

For an R-2, which is a 10 END reserve, it'll cost 3 END to activate at less than 5 meters, and 1 END per minute to maintain. At 5 meters (5x10^0) it costs 3 END, but at 50 meters (5x10^1) it costs 4 END, and at 5000 meters (5x10^3) it costs 6 END. So he might get to use it twice before he needs to recover his END reserve.

 

Mind Assault: Ego Attack 3d6, Does BODY (+1) (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4). Total Cost: 34 points.

For an R-10, with a 50 END reserve, it'll cost 24 END each use in distances less than 5 meters, so he'll only get 2 shots at 50 meters before his END reserve is gone.

 

Does that sound closer?

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Re: Traveller Psionics (long)

 

Reworked so far...

 

POWERS

 

Cost Power END
7 R-10 Telepathic Psionics: Elemental Control, 14-point powers
4 1) Detect Minds (R-1): Mind Scan 3d6 (Organic class of minds), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (15 Active Points); Costs END To Maintain (Full END Cost; -1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Limited Power Range-Based END Cost: 5x10^x meters adds x-1 END (-1/4)

3
6 2) Telempathy (R-2): Telepathy 4d6 (Organic class of minds), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (20 Active Points); Empathy All Emotions (-1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4)

4
6 3) Telempathic Projection (R-2): Mind Control 4d6, x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (20 Active Points); Empathy (-1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4), Stops Working If Mentalist Is Knocked Out (-1/4)

4
12 4) Send and Receive Thoughts (R-4/R-5): Telepathy 5d6 (Organic class of minds), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (25 Active Points); Stops Working If Mentalist Is Knocked Out (-1/4), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

5
21 5) Probe (R-8): Telepathy 10d6, x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (50 Active Points); Read Only (-1/2), Stops Working If Mentalist Is Knocked Out (-1/4), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

10
30 6) Mind Assault: Ego Attack 3d6, Does BODY (+1) (60 Active Points); Increased Endurance Cost (x2 END; -1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

24
9 Psionic Endurance Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 20 Minutes (-1 1/2) 0
20 Mind Shield: Mental Defense (22 points total) 0
10 R-10 Clairvoyant: Elemental Control, 20-point powers
8 1) Sense (R-2): Clairsentience (Sight Group), x2 Range (200"), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (25 Active Points); Vague and Unclear (-1/2), Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

5
12 2) Clairvoyance (R-5): Clairsentience (Sight Group), x2 Range (200"), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (25 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

5
12 3) Clairaudience (R-5): Clairsentience (Hearing Group), x2 Range (200"), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (25 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

5
20 4) Combined Clairvoyance and Clairaudience (R-6): Clairsentience (Sight And Hearing Groups), x2 Range (300"), x2 END to Activate, x1 END per 1 Minute to Maintain (+0) (35 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

7
9 Psionic Endurance Reserve: Endurance Reserve (50 END, 10 REC) Reserve: (15 Active Points); REC: (10 Active Points); Slow Recovery 20 Minutes (-1 1/2) 0
39 R-10 Telekinetics: Telekinesis (10 STR), x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (49 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) 10
30 R-3 Telephysics: Multipower, 30-point reserve
1u 1) R-3 Telekinetics: Telekinesis (3 STR), x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (15 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

3
2u 2) Heat: Change Environment 2" radius, +1 Temperature Level Adjustment, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (27 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

5
2u 3) Cold: Change Environment 2" radius, -1 Temperature Level Adjustment, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (27 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

5
2u 4) Heat/Cold: Energy Blast 1d6, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Variable Special Effects (Limited Group of SFX; Heat and Cold; +1/4), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4), No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (25 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

5
100 R-10 Telephysics: Multipower, 100-point reserve
4u 1) R-10 Telekinetics: Telekinesis (10 STR), x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Indirect (Any origin, any direction; +3/4), Invisible Power Effects (Fully Invisible; +1) (49 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

10
8u 2) Heat: Change Environment 8" radius, +6 Temperature Level Adjustment, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (96 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

19
8u 3) Cold: Change Environment 8" radius, -6 Temperature Level Adjustment, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4) (96 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

19
8u 4) Heat/Cold: Energy Blast 4d6, x2 END to Activate, x1 END per 1 Minute to Maintain (+0), Variable Special Effects (Limited Group of SFX; Heat and Cold; +1/4), Line Of Sight (+1/2), Invisible Power Effects, Source Only (Fully Invisible; +1/2), Indirect (Any origin, any direction; +3/4), No Normal Defense (Life Support to Heat/Cold; +1), Continuous (+1) (100 Active Points); Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4)

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Re: Traveller Psionics (long)

 

I've added in the Limited Power Range-Based END Cost: 5*10^x meters adds x-1 END (-1/4) limitation because in Traveller, psionics cost more based on range to target.

 

For the math challenged, this means count the number of 0s after the five, and that's the extra END cost.

0-5 meters +0

..-50 meters +1

..-500 meters +2

..-5000 meters +3

etc.

 

So if it normally costs 3 END to use a power, if the target is 400 meters away it costs +2 for a total of 5 END to use the power.

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