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Making Traveller Psi Slightly More Important & Powerful

Psionics in Traveller are a fairly minor feature, however, they can definitely be made more important, such as in the mostly excellent MongTrav 1st ed supplement Book 4: Psion I recently did some thinking about both rules and setting changes needed to make psionics more important, but also not overwhelming. Feedback would be greatly appreciated (I'm using MongTrav 2nd ed rules).

In setting, I'd downplay the Psionics Suppressions a bit, instead of outlawing psionics, they are regulated. So, anyone with psionic powers has the option of either taking suppression drugs, joining some Imperial version of Psi Corps (which would presumably be a bit less nasty than the Babylon 5 version, but still pretty regimented, or being registered, and regularly monitored by local authorities (except for psions travelling under false IDs, and suchlike). Then, use the various appropriate Psion careers, and you are ready to go.

However, I'd also make a few rules tweaks, the most obvious is making psi points a bit more of a scene-level rather than a day-level resource, by saying that psi points start recovering 30 minutes after they are lost (regardless of whether or not the psion is using their powers during this time).

I'd also possibly change the psionics rules a bit so that every psion has at least a touch of telepathy, since that's pretty much the default and defining psi power. Specifically, I'd say that psions (regardless of whether they gain telepathy or not) all automatically get Life Detection (which should likely also include detecting strong emotions), Mind Link (from MongTrav 2nd, mental communication with other psionics), & Shield, and make all of these 0 cost (both Life Detection and Mind Link would then cost 1 Psi Point if the psion wished to use them at Very Distant range). Given that actually having Telepathy gives you the ability to read minds, control other people's emotions & thoughts, and mentally attack people, I don't think this is short changing telepaths.

I'd also likely include this custom psi power I've been playing with:

Cognitive Boost
Cognitive Boost is the psionic talent which allows fine control of one’s own mind. Cognitive Boost powers never have Reach – they are used only on the Traveller himself. Cognitive Boost is not capable of affecting others.

Mathematical Prowess
The Traveller can instantly make a single calculation with perfect accuracy, and this calculation can be exceptionally complex. This calculation can be used to decrypt a single code, perform a single Astrogation check without needing to use a computer, or even to precisely predict what roulette wheel will roll when it is spun or where exactly all the debris from an explosion will land when observing an explosion. The calculation occurs instantly, but the Traveller must possess all of the required information, which for a pair of dice or an explosion requires the ability to observe the spinning roulette wheel and the explosion as it occurs. If there is something anomalous occurring, like a weighted, unfair roulette wheel or an invisible force field blocking part of the explosion, the ability fails to account for this change, but is otherwise accurate.

Check: Difficult (10+) Cognitive Boost* (1D seconds, PSI) check
PSI Cost: 2
* If using this ability to make a skill check like an Astrogation check, use that skill rather than Cognitive Boost to make this check, but ignore any of the normal difficulty modifiers to this check other than those caused by incomplete information.

Mental Speed
The Traveller can speed up her thought processes to many times normal. She cannot move or act any faster, but the world seems to slow down around her even more than when using metabolic accelerator, but this acceleration only applies to the Traveller's thoughts and sensory perceptions. He does not gain any additional actions. Using this ability in combat provides the Traveller with DM+8 to all initiative rolls. In addition, the Traveller can read 20 times as fast as normal or spend time carefully composing a long speech in the time it takes her to walk up on a podium. She also always has time to carefully consider her options, even in the middle of a fast and furious combat and can easily notice someone beginning to draw a hidden weapon. Finally, she doubles all die modifiers for aiming (although the maximum remains DM+6). The Traveller retains this mental speed for a number of minutes equal to the Effect of the Cognitive Boost check (with a minimum of 1). Also, when using this ability, the Traveller can switch between mental speed and normal speed thoughts and perceptions at will.
Check: Average (8+) Cognitive Boost (1D seconds, PSI) check
PSI Cost: 1

Mnemonics
Even without rolling or spending Psi Points, the Traveller has an inhumanly good memory which does not fade with time. Anything that Traveller makes even the most rapid and casual effort to remember, like glancing at the license plate of a car driving away, they automatically remember forever. Spending a Magic Point allows the Traveller to go even further, permitting them to remember details they only casually noticed or perhaps even didn't notice at all.
If the Traveller glanced at complex set of blueprints, heard a conversation in an unfamiliar language, or saw someone across the room type in a password on their computer, they could study their memory of this scene in detail. This study could allow them to notice all the details of the blueprint, repeat back everything they heard, or perhaps see what characters the person typed. This detailed recall allows the Traveller to make Perception rolls to examine her memories, and because she can replay the memory repeatedly, these Perception rolls are one difficulty grade easier than normal.
Check: Average (8+) Cognitive Boost (1D x 10 seconds, PSI) check
PSI Cost: 1

Technological Understanding
By spending a few minutes examining a single unfamiliar vehicle, weapon, or device, the Traveller can gain temporary knowledge of how to use this item without penalty, as long as the Traveller possesses the physical capacity to use this device. This power can be used to provide someone with no military training the ability to use and wear battle dress without penalty or even to aim and fire an unknown alien weapon without penalty. The Traveller retains knowledge of how to operate this device for a number minutes equal to the Effect of the Cognitive Boost check x 10, after, all penalties return. The Traveller can only retain knowledge of how to use one unfamiliar device at a time.
Check: Very Difficult (10+) Cognitive Boost (1D minutes, PSI) check
PSI Cost: 3

Translation
The Traveller can understand translate any language created by her own species regardless of whether she has ever encountered the language before. This power can also be used to translate alien languages, including those that no one has encountered for tens of thousands of years, but the process is more difficult. In both cases, the Traveller must have access to at least a page of text, at least several minutes of recorded speech, or one or more speakers of the language who are interested in communicating. The Traveller then listens to or reads the language before the player makes the check. The Traveller retains this linguistic understanding lasts a number of hours equal to the Effect of the Cognitive Boost check (with a minimum of 1), after which point the Traveller retains translations of what she has read, said, and heard, but almost no knowledge of the actual language. The Traveller can only retain knowledge of how to speak or read one unfamiliar language at a time.
Check (Translate Same Species Language): Average (8+) Cognitive Boost (1D Minutes, PSI) check
PSI Cost: 1

Check (Translate Alien Language): Difficult (10+) Cognitive Boost (1D x 10 Minutes, PSI) check
PSI Cost: 3
 
A number of those custom powers were under 'Special' in previous editions.

I really need to get my hands on MgT2. I've been wanting to buy it for a while, and now I'm curious to how much of what I sent to Mongoose Matt made it into the book.

I've thought about this for a while and I think that player characters should be given more of a chance to have Psionics. NPCs don't need the extra chance. Just for gaming purposes so the Players can have the fun they want to have. Then again, the Referee can always just handwave it for a Player that's interested.

I like your ideas.
 
Psionics are already quite powerful in Traveller if its full power is released (I guess that's why they are limited by hte supressions). The Scramblers in Zhodani military are a good show of it.

Acording CT:AM4 (page 44), all Zhodani psi trained personnel has mind shield, regardless they have or not Telepathy, so agreeing with you in this point...

As for the new powers you show, and as Spinwrd Scout says, they may well fall into Special, powers, that are quite free for the referee to develop. This one is quite interesting, BTW...
 
Easiest way to make it more potent is to make recovery a matter of minutes rather than hours...

Or, like TNE, drop the point requirement entirely. In TNE, ZTM's were totally freaking nasty. My players were nearly TPK'd by 2 ZTMs with a backpack of explosives.
 
Easiest way to make it more potent is to make recovery a matter of minutes rather than hours...

Or, like TNE, drop the point requirement entirely. In TNE, ZTM's were totally freaking nasty. My players were nearly TPK'd by 2 ZTMs with a backpack of explosives.
That would make psi *way* more powerful, so I think boosting psi point recovery somewhat would help, but making it too fast leads to teleportation and powerful TK being used all the time, and that would seem more like playing a supers game than Traveller.
 
Changing any parameter in favor of the psion makes psioncs more powerful.

So you can make psionics more powerful simply by making the skill rolls easier. I see psionics as the "magic" of SF setting. By making the skill rolls easier, psioncs becomes more powerful as they become more certain. The same if Effect comes into play. Keeping acquiring powers, points, rest and recovery the same means that the psion gets to blow their wad but does not dominate every scene as their points go bye-bye as quickly as ever. Doing this means a psion gets their shining moment in every scene perhaps, but does not dominate every scene.
 
That would make psi *way* more powerful, so I think boosting psi point recovery somewhat would help, but making it too fast leads to teleportation and powerful TK being used all the time, and that would seem more like playing a supers game than Traveller.
Changing psi to be more powerful does that any way you do it. Psi is a superpower.
 
Keeping in mind I've only played a handful of Traveller games and none with PSI, so I don't know how the reality of the game mechanic plays vs how it reads in the books.... However base on that and several things I've read on these forums PSI seems pretty powerful to begin with. If you make it more powerful and are playing a 3I setting, no check that, any setting, what stops the PSI's from curb stomping everyone else?
 
Nothing stops psi from taking names per se in Traveller. Magic in other games compensates the non-users by making them superior in other areas, like hand to hand combat for warriors, skills for rogues along with other gaming mechanisms. There is no balance rules mechanics for psions vs. non-psions.
 
Keeping in mind I've only played a handful of Traveller games and none with PSI, so I don't know how the reality of the game mechanic plays vs how it reads in the books.... However base on that and several things I've read on these forums PSI seems pretty powerful to begin with. If you make it more powerful and are playing a 3I setting, no check that, any setting, what stops the PSI's from curb stomping everyone else?

Well, let's look at the mode of the ZTM in various editions:

CTThe ZTM's Make the jump aboard (after matching vectors to "moderately close", then fight as battlesuit infantry. To get back, they pop a special.
MTMost of the squad makes the jump, but not all. They fight as battlesuit infantry aboard. To get back, they pop a special, and most of them make it; since they took a special, if they live ong enough, they try again.
TNEThe entire squad leaves, but only part arrive; the rest string out on a line between the two ships, and keep trying. They bypass all the doors, and repeat the string-out on the way back.
T4 They make it across as a group. They might be able to bypass a door or two. They pop a special to get back, and all go as a group.
T4 + PIMost of the squad leaves. the rest arrive over a couple turns. They bypass several doors. They pop special to get back, and again straggle.
GTZTM's are 500+ point NPCs... Most make it, the rest try again. They can bypass doors while over. Most of them can get back, and if they can hile up and rest for 10 minutes, try again.

I can't speak to MGT, as I don't recall MGTs Psi rules. Ibid T20.
 
Teleportation is about the only trick that sufficiently advanced technology (TL9-15) can not duplicate in some manner.
Telepathy - communication via subdermal links, brain scanning to read surface thoughts
Awareness - drugs, medical technology
Telekinesis - grav manipulation
Clairvoyance - micro-drones
 
Well, let's look at the mode of the ZTM in various editions:

CTThe ZTM's Make the jump aboard (after matching vectors to "moderately close", then fight as battlesuit infantry. To get back, they pop a special.
MTMost of the squad makes the jump, but not all. They fight as battlesuit infantry aboard. To get back, they pop a special, and most of them make it; since they took a special, if they live ong enough, they try again.
TNEThe entire squad leaves, but only part arrive; the rest string out on a line between the two ships, and keep trying. They bypass all the doors, and repeat the string-out on the way back.
T4 They make it across as a group. They might be able to bypass a door or two. They pop a special to get back, and all go as a group.
T4 + PIMost of the squad leaves. the rest arrive over a couple turns. They bypass several doors. They pop special to get back, and again straggle.
GTZTM's are 500+ point NPCs... Most make it, the rest try again. They can bypass doors while over. Most of them can get back, and if they can hile up and rest for 10 minutes, try again.

I can't speak to MGT, as I don't recall MGTs Psi rules. Ibid T20.

I'm not sure if I'm reading that right but is the answer to my question, "Nothing?"

Seems like in most editions they have no to minor problems boarding the ship and fighting. It's the return trip that's an issue.
 
Well, let's look at the mode of the ZTM in various editions:

CTThe ZTM's Make the jump aboard (after matching vectors to "moderately close", then fight as battlesuit infantry. To get back, they pop a special.
MTMost of the squad makes the jump, but not all. They fight as battlesuit infantry aboard. To get back, they pop a special, and most of them make it; since they took a special, if they live ong enough, they try again.
TNEThe entire squad leaves, but only part arrive; the rest string out on a line between the two ships, and keep trying. They bypass all the doors, and repeat the string-out on the way back.
T4 They make it across as a group. They might be able to bypass a door or two. They pop a special to get back, and all go as a group.
T4 + PIMost of the squad leaves. the rest arrive over a couple turns. They bypass several doors. They pop special to get back, and again straggle.
GTZTM's are 500+ point NPCs... Most make it, the rest try again. They can bypass doors while over. Most of them can get back, and if they can hile up and rest for 10 minutes, try again.

I can't speak to MGT, as I don't recall MGTs Psi rules. Ibid T20.

Are there canon references to those ZTM or to teleport boardings?

Most (not to say all) of what I've read about CG teleporting comandoes is for dirtside use...

After all, if the enemy ship is crippled (and unescorted, as you say you must go close to it), you can also board it in more conventional way without risking your precios and nearly irremplaceable teleporters to what would be a Close Quarters Combat; far from its specialty (probably well trained non teleport Zhodani Marines would be better for this task).

For my view (and discussion) about this specific point, please, see this thread, for more general on Zhodani CG, this other one.
 
I'm not sure if I'm reading that right but is the answer to my question, "Nothing?"

Seems like in most editions they have no to minor problems boarding the ship and fighting. It's the return trip that's an issue.

No, you are missing something important... In CT, the entire group leaves and arrives as a group. No skill rolls. Same with T4 w/out PI.

In MT and T4+PI, most of the unit arrives, the rest don't - the points are spent, and they went nowhere.

In TNE and GURPS, they don't arrive as a unit either - but no door stops them for long. And in GURPS, they are well beyond "Normal PC point range..." They do, however, all arrive, eventually.
 
Psions can't shoot fireballs (yet).
Not exactly fireballs, but in MgT Book 4: Psion, you can set things on fire or freeze them.

Pyrokinesis (Check: Telekinesis, Psionic Strength, 10-60 seconds, Difficult (–2). Costs 3+Range)
1d6+Effect damage
Effect of 9+ causes 2d6+Effect damage and burst into flames if flammable.

Themokinesis (Energy Kinesis, Psionic Strength, 10-60 seconds, Difficult (–2). Costs 3+Range.)
1d6+Effect damage
Effect of 9+ causes 2d6+Effect damage and burst into flames if flammable
OR
Effect of 5+ can cause hypothermia causes halving STR. DEX, END with an additional -1DM to all physical checks and could lead to death in 4-10 hours.

Do those count? :)
 
A way is already built into the rules and since this the Mongoose forum....

Activating talents are skill checks.
To activate a talent, the psion must make a skill check using the appropriate talent (Telepathy, Telekinesis, etc), adding his Psionic Strength characteristic DM and any other DMs. 1e Core Rules pg 152
So going up or down the time incrment scale for +/- DMs apply.

So a talented psi for a -1 DM could do pyrokinesis in 1-6 seconds as a significant action for a few rounds in combat especially if he pops a special.... Almost as good as fireballs...
 
Not exactly fireballs, but in MgT Book 4: Psion, you can set things on fire or freeze them.

Pyrokinesis
1d6+Effect damage
Effect of 9+ causes 2d6+Effect damage and burst into flames if flammable.

Do those count? :)

In MgT, TL-14 PGMPs cause 12d6 damage. Quite a bit of difference.
 
In MgT, TL-14 PGMPs cause 12d6 damage. Quite a bit of difference.
Heck, a TL 11 laser pistol does 3D+3, and only costs Cr3000.

Except for teleportation, and the higher powered bits of telepathy (especially probe), tech mostly beats psi, especially at TL 12+. An NAS duplicates Life Detection, a densitometer does as well as Clairvoyance, various drugs give you all the advantages of Awareness, and I'd rather use a grave belt than TK for flying - no psi points to worry about.
 
Except for teleportation, and the higher powered bits of telepathy (especially probe), tech mostly beats psi, especially at TL 12+.

I would not say thech beats psi, neither the opposite, they are just diferently used. Tech when available, is so for anyone, Psi is only for those talented on it, but they have always available...

An NAS duplicates Life Detection,

but not other thelepathy uses, as sending thoughts or reading surface ones...

a densitometer does as well as Clairvoyance,

not with the same level of detail...

various drugs give you all the advantages of Awareness,

with more side effects and risks...

and I'd rather use a grave belt than TK for flying - no psi points to worry about.

only to fly (even the Zhodani use them for that), but not for other uses.

Tech cannot achieve what the Zhodani scramblers achieve with psionics...
 
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