• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

aritifical psionics

Rahnd

SOC-9
Any thoughts on prototype psionic baises equpment? I have read out of White Wolfs Trinity, where there is biotech that can grant normal, non-psi persons, the ability to use psi powers.

would make for a great secret solimani secret project, and awsome weapons and equipment. a telephatic communications network for a ship or a unit of marines...

any other ideas, opinions or mechanics for this?
 
GURPS Psionics includes rules for a variety of Psionic augmentation or artificial PSI devices , none of these are compatible with the traveller universe technology, however if you want to introduce such devices this would be a good source.
 
Here's one you may want to think about...Psionic enhancing crystals.

I have added 2 to my game so far. I wouldn't make them easy to find. Make it a form of quest or ritual that the PC has to do to earn the crystal.

In both cases the crystal need to be in physical contact with the body.

The first gives a boost to psi Strength. The second and more powerful of the two, boosts both the stat and strentgh.

I would suggest if you go this route though that you limit the increases to no more than 2.

If you truly want to add a hook to a PC make the more powerful one something like a Lens from the E.E "Doc" Smith novels with all the accompanying issues, hehe.

Anyway I hope this adds one idea for you.

R/Abbi
 
what about psi-drugs that 'program' the untrained mind to be able to carry out specific talents and abilities. You can easily add all sorts of nasty side effects to maintain game balance....risk of permanent loss of Int, Wis or Cha?!!
 
Something I've introduced to my players:

An experimental psi-helmet. When put on and activated, it induces massive hallucinations in the wearer. If the wearer rolls 12+/WIS on 2D, then they can sort out the impressions for one minute. These impressions are the thoughts, emotions, and sensory experiences of every 1+/INT being within 1 kilometer.

Any telepathic character using this device has a DM equal to their Psionic Strength Rating. Thus, a character with a PSR of 7 would roll (12-7)+/WIS on 2D - any roll of 5+ would mean success, but for one minute only.

Failure is treated as a telepathic attack on the wearer, from an attacker with a PSR of 15.

Only one character has dared to try it. He's in a low berth right now as the ship makes it's way back home...
 
Back
Top