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T4 Psionics

DonM

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I've been told many times that the T4 Psionics Rules are the best of breed, so to speak. Since I'm an MT guy, can someone give me the details as to what is special and different about the T4 psionics rules?

And do it without telling me that Psionics Institutes is great -- except for the one page of details on "Specials", the rest of that book appears to be setting material; good yes, rules no.

So, help a fellow traveller out...
 
Psionics Institutes aside, I didn't think T4 Psionics was all that different than CT Psionics. The only difference I see with a quick look-thru is the part on temporarily 'boosting' your level. Looking thru MT Player's Book - MT looks more extensive with the Task system.

Probably minor differences at the most.
 
T4 psionics:
Each talent is a skill, on the same scale as other skills (IE, a 2 is good, a 4 great, a 6+ exceptional, and a 10+ world-class, IE, about 2x that of MT skills.). (Quite unlike CT)

The skill level is the maximum points which can be spent on a given talent use safely, no roll needed.*

PSR is maximum points available.

Most have 1 point or 0+Range points abilities available. (This is QUITE unlike CT).

Add psionics institutes, and you get options for customizing schools of psionciists, dozens of extra powers, some trivial, some impressive (well enough to provide for many variant universes...), and the option for requiring rolls to activate powers.
 
Actually, I'm not wanting a comparison of T4 to CT...
I'm much more interested in a comparison of T4 to MT...

Psionics are skills in MT, so it would seem that T4 may be an evolution from MT, if I can understand it...
 
MT Psionic skills are a direct lift from CT, and raise monthly, capping at PSR, so are not scaled like MT skills, nor do they count against Experience Limit.

MT Requires skill rolls, but point costs are limited only by PSR, not by skill.
 
Can anyone likewise relate this to MGT? Put down your Hatoraide for a moment please, just asking for a thoughtful, cogent responce.
 
In T4 core rules (only, no Psionic Institutes):
Skill in psionics is on the same scale as other T4 skills, and earned/raised in the same way.
Your skill level is your "safe expendature" of psionic points on a single action. You can spend more, but you risk damage to your psionics stat if you do.
There is no roll to activate; spend the points, and the action happens.
Low point cost actions are short ranged and/or pretty weak; increased points get more profound effects (often exponentially) &/or longer range (separate points increases for range and power).
A skill 6+ Telekinetic, for example, is quite dangerous to a person.
A Skill 12+ telekinetic is dangerous to ships, or dangerous to people at artillery ranges.

T4 Psionics with Psionics Institutes:
As above, but add 10+ specials, and require a skill roll to activate abilities.
The Skill roll difficulty is based upon the quality of the Psionics institute one was trained at.
The Institute might also have non-standard chances for which abilities one gets to open.

A quick narrative description comparing editions
Zhodani Teleport Marines
In CT: They can get aboard, but usually can't get back, and might be able to bypass a door. The whole squad arrives together every time.

In MT: They all try at once; most of them arrive, and the rest try again next turn. They can usually skip a door, sometimes two. Sooner or later, the whole squad gets there. They are, however, all GM specials, since the CGen never came out for them.

In TNE: They all disappear at once.... and pop back in at various points along the line between the two ships. Eventually, they will all get aboard. They will bypass almost any solid obstacle (except cryogenic fluid compartments) until the Peep (clairavoyant) gets taken out. When done, the survivors then proceed back to their ship, again in a string of drops moving closer and closer. Along the way, the Teep will psionic assault anyone close enough after the peep shows them to him. THEN they go in.

In T4, no PI: They all arrive together. They can usually bypass a door, maybe two. Generally, they won't be able to get back without a dose of Special, and if they do, they risk damaging their Psionic ability. They tend to be less combat skilled than line troops, since they changed career from psionicist to Marine after a term or two.

In T4+PI: Most arrive together. Most will make it. The ones who arrived first will be able to bypass a door or two. They generally won't be able to get back, but a dose of special will again take care of that, at the same risk, elevated from the expenses on failed rolls.

In GT: The Jump marines are about 200 points to be able to make it ship-to-ship, and can generally bypass doors once aboard. The 100-point Marines are flown close by Navy cutters, and once aboard, can bypass doors. Eventually, tho', they tire out. The Teep and Peep usually are the same guy. Most will arrive together, but a few will arrive late, and a couple may pass out from repeated failures.

In T20: The Teep and Peep are separate guys, and are serious veterans. Most fo them are veterans, and they are not anywhere near as good at combat as equivalent experience (and thus Character Level) Marines, and are owhere near as good as straight psionicists...

In Hero Traveller: They count as having a "STOP" power, and are about PC-level. They can get over, bypass a few doors, and if they can take some time to rest (a few minutes, really), they can get back, too.
 
But how does it work in "reality"? :devil:


Hans

In reality, we've not encountered Zhodani, so we don't know what they can do! :devil:

In canon, however, we know that they can get aboard and wreak havoc, but don't know the details! (We can only imply details from the rules.):D
 
In reality, we've not encountered Zhodani, so we don't know what they can do! :devil:
I didn't ask about reality, I asked about "reality". The quotes to indicate that I know the OTU is a fictional universe.

In canon, however, we know that they can get aboard and wreak havoc, but don't know the details! (We can only imply details from the rules.):D
Exactly my point. What "true" details can we infer (the rules imply, we infer) from the various (and ofttimes contradictory) rules?



Hans
 
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