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Old July 1st, 2018, 02:34 AM
BlackBat242 BlackBat242 is offline
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Default Psionics and Jump

I've always had a bug about this - one of my favorite SF stories of all time is James H. Schmitz' The Witches of Karres, which started life in 1949 as a short story, and then was expanded in 1965-1966 into a full novel.
The main plot gimmick there is that use of psionics can enhance a ship's FTL drive in a massive way.

Then there is Cordwainer Smith's (Paul Myron Anthony Linebarger) writings from the 1950s & 60s - starting with "The Game of Rat and Dragon" (October 1955) and continuing on, have psionics as an integral part of FTL travel.

In another thread, Aramis wrote (about Warhammer 40K):
The Dune-reference: Navigators are psionicists. Which is a theory used by some GM's to explain why jump tapes are one use back in the day: Navigation in N-Space is a weak psionic function.

While I am not proposing going "full Dune" in MTU (never go "full Dune"), It would be interesting to find a way to incorporate psionics into Jump travel in some way - either as a prerequisite for (or at least enhancement to) Navigation skill, or possibly with an application in Engineering (the "Sheewash Drive" sort of booster capability, etc).

Perhaps it could be as simple as the manifestation of a Talent for direct mind-computer interface (Lois Bujold McMaster's idea for brain implants but with psi instead of tech), or as complex as directly perceiving the complexities of J-space in order to chart a safe course.

In any case, have any of you experimented with such a system, how did it work, and how well did it play out in games?
"If there are Gods, they do not help, and Justice belongs to the strong; but know that all things done before the naked stars are remembered." Klingon proverb
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