Traveller - Book #04 - Psion {mgp3814}.pdf

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T RAVELLER
P SION
C REDITS
C ONTENTS
Classic Traveller
Marc Miller
D EFINING P SIONICS
2
Loren Wiseman, John Harshman, Frank Chadwick, Darryl Hany,
Winston Hamilton, Tony Svajlenka, Scott Renner, Doug Poe,
David MacDonald, Wayne Roth, Paul R. Banner.
D OORS OF P ERCEPTION
7
P SION C AREERS
13
P SIONIC P OWERS
55
Mongoose Traveller
A UTHOR
Lawrence Whitaker
P SIONIC T RAUMA
73
P SIONIC E QUIPMENT
83
E DITOR
Richard Ford
M IND S HIPS
89
I NDEX
96
L AYOUT
Will Chapman
I NTERIOR I LLUSTRATIONS
Ryan Horvath, Ricardo Mendes, Danilo Morreti, Tony Parker,
German Ponce, Evan Shipard & Ronald Smith
S PECIAL T HANKS
Dominic Mooney, Stuart Machin, David Ives
P LAYTESTERS
Adam Gulwell, Alexander Fennell, Roger Calver, Dave Lai, Scott
Hughes
P ROOFREADING
Charlotte Law
Psion ©2009 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All
significant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game
License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people organisations,
places or events is purely coincidental.
Traveller is a trademark of Far Future Enterprises and is used under licence.
Printed in the USA.
1
I NTRODUCTION
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I NTRODUCTION
This book focuses on psions and psionics. It is intended for both
players and Referees and explores, in depth, psionic potential,
powers, careers, campaigns, equipment and special rules and
circumstances that need to be considered when psions are used in
Traveller games.
Chapter 3: Psion Careers
Core career tables for psion characters, including Life Events,
Mishaps, Career Progression and so forth. Special, campaign-
type Genre Tables help to gear psion characters to the style of SF
campaign being run.
It is a generic book, in that the rules are designed to fit any number
of science fiction campaign styles: hard SF, space opera, science
fantasy, anime, comic book recreations and so on. The rules are
flexible and therefore offer a toolkit for Referees to use in building
psionics that fit the feel and theme of their campaign. The rules also
offer players a wealth of information useful for designing, developing
and running psion characters.
Chapter 4: Psionic Powers
A comprehensive guide to psionic talents, powers and abilities.
Chapter 5: Psychosis and Psions
The effects of psionic capability on the sanity of psion characters,
including rules for trauma, insanity, instability, mental defects
and other conditions that may either enhance or diminish psionic
capabilities.
The Traveller core rules are needed to get the most from Psions but
you will find the core psionics rules from Traveller reproduced here
for general convenience. The rest of the book expands and develops
those rules, adding a plethora of new talents, powers, options and
other considerations.
Chapter 6: Psion Equipment
Devices and equipment geared specifically towards psionics: research,
testing, enhancement, containment and weaponry.
The book’s structure is as follows:
Chapter 7: Mind Ships
The role of psions in starship operations –
including rules for psionically powered vessels,
time machines and trans-dimensional
vessels.
Chapter 1: Defining Psionics
The basic psionics rules, plus an
exploration of what psionics
are and how they fit into
different types of campaigns
W HAT E LSE IS
N EEDED ?
Only the Traveller Core Rulebook is a
necessary adjunct to Psion . Mercenary and
High Guard may prove useful but are by no
means essential.
Chapter 2: Doors of
Perception
Testing for psionics and developing psionic
talents. This chapter also begins the rules
expansion in earnest.
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D EFINING P SIONICS
Ordinarily, acquiring information is done through the five senses
of hearing, smell, taste, sight and touch. Likewise, performing
physical actions is done through the seen, physical manipulation of
the material world in ways that everyone can understand. These are
conventional, normal activities.
genuine force, with a scientific (as opposed to a superstitious) basis,
even if the full concepts of psionics are not fully understood. The
Psionics Tech Level table provides a general quantification of how
psionics are likely to be viewed in society – although low Tech Level
societies may well be enlightened enough to accept and appreciate
the powers of the mind to the extent that they are not considered to
be magical or divine powers and emanate from within.
Psionics or psionic power, is the ability to acquire information and
affect physical actions using the power of the mind. Psionics are
extrasensory in that they often bypass the traditional five senses as a
channel of entry for information (and imparting it). In societies where
scientific understanding of psionic phenomena and powers is limited
or non-existent, psionics are often labelled as magic, witchcraft,
sorcery, miracles or devilry. Those who are psionically gifted may
be viewed as witches, witch-doctors, victims of possession, insane
practitioners of evil or even prophets, saviours and messiahs. This is
generally the level of understanding found in Tech Level 4 societies
and below; at Tech Level 5, serious scientific research into psionics
starts. At Tech Level 6 and above, psionics are acknowledged as a
This table is provided only as a general guide for how psionics
might develop in Traveller campaigns. Advancements may occur
earlier or later, depending on the type of campaign genre being
played. Ultimately the Referee needs to decide the level of psionic
development, although this book provides some guidance on how
different campaign genres treat psionic abilities.
For example, in the universe of the Third Imperium a few humans
– and other sophonts – have developed potent psionic abilities such as
telepathy, telekinesis and even teleportation. In the Imperium, learning
P SIONICS T ECH L EVEL
Tech Level TL Definition
Psionic Understanding and Development
0
Primitive
Psionics are viewed as gifts from the gods – or devils and demons.
1
Psionics are viewed as magical or sorcerous powers.
2
Psionics are viewed as witchcraft; opposed to advances in learning and scientific endeavour.
3
Psionics are viewed as a form of supernatural science, with the first scientific-based explorations of
clairvoyance, telekinesis and telepathy.
4
Industrial
An acceptance that the mind can be used in ways beyond current scientific understanding but
accompanied by continued social scepticism.
5
6
Scientific endeavour begins to prove the existence of psionic powers and to develop the means of
identifying those with psionic potential.
7
Pre-Stellar
8
Psionic training begins, allowing the first, widely accepted demonstrations of psionic ability. Basic
psionic talents are understood and can be actively developed in controlled environments to maximise
potential.
9
Trained psions find acceptance to some degree in society, with psionics becoming integrated into
commerce, industry and the military.
10
Early Stellar
11
Psionic study and understanding helps develop artificial intelligence. Psionically-powered devices
become available, as do devices for enhancing (and restricting) psionic powers.
12
Average Stellar Advanced psionic talents are understood, trained and developed.
13
Basic psionic talents and powers replace certain conventional techniques, skills and practices in
everyday life. Advanced talents and powers are optimised.
14
Advanced psionic talents and powers replace certain conventional techniques, skills and practices in
everyday life. Higher states of being (Transcendence or Sublimation) are examined for the first time.
Psionically-powered starships are developed.
15
High Stellar
Inter-dimensional travel and manipulation is understood and may be achieved, depending on approach
and maturity of the society. Both basic and advanced psionic talents may also be the norm within
society, rather than the exception.
16+
Transcendent
The society is either on the verge of or capable of, transcending the constraints of physical existence
altogether. Inter-dimensional travel is not only possible but practiced. The need for traditional
starship drives become redundant as advanced psionic talents permit far more efficient, sometimes
instantaneous, forms of travel.
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D EFINING P SIONICS
to harness this gift is a difficult process, made even harder by the Imperial
ban on psionics. The psionics institutes that study mental powers have
gone underground, following a disastrous attempt to guide human
development centuries ago. In other civilisations, such as the Zhodani
Consulate, psionics are an accepted part of the human condition.
When applying a multiplier as the modifier, always round up. For
example, a psionically trained super-soldier in a Hammer’s Slammers
type game has a base Psi of 7. Applying the modifier of x1.5 would give a
Psi Strength of 7+3.5, rounded to 4 – so 11.
C ORE P SIONIC R ULES
Psionics are powered by the Psionic Strength characteristic
(abbreviation Psi). This characteristic cannot be rolled or bought
during character creation without the Referee’s permission. To
determine a character’s Psionic Strength, roll 2d6 and subtract
the number of terms served by the character in any career (Psionic
Strength diminishes over time unless actively used). For example,
a 38 year old character (five terms served) would roll 2d6–5 to
determine his Psionic Strength. A character with a Psionic Strength
of 0 has no potential for psionic powers.
T ESTING FOR P SIONICS
B ASIC P ROCEDURE
The basic procedure for testing for psionic ability is presented here
and is identical to that found in the Traveller Core Rulebook . More
detailed options are provided in the next chapter but for a quick start
for psion characters, the basic procedure is fine.
Any character who wishes to develop psionic abilities requires
training. In settings where psionics are uncommon or illegal
he must find a teacher. Finding such an instructor may be an
adventure in itself. Most teachers will charge at least Cr. 5,000 to
test the character’s abilities. Testing takes two weeks. The first step
is testing a character’s Psionic Strength, which is determined as
described above (2d6 – number of terms served, plus any modifiers
for campaign type). If the character still has any Psionic Strength
remaining, he can be trained. Training requires four months of
work and costs Cr. 100,000, if the character is funding the training
himself. If the character is discovered by a psionics development
programme or a teacher seeking an apprentice, then training costs
may be lower, negligible or nil – depending on campaign demands.
As part of training, the character may attempt to learn any of the
common psionic talents on the Common Psionic Talents table by
making a Psionic Strength check. He may attempt the talents in any
order but suffers a –1 DM per check attempted. If a character learns
a talent, he gains that talent at level 0.
Using a psionic talent costs a number of Psionic Strength points,
temporarily reducing the character’s total. As the Characteristic DM
for all Psionic skill checks is determined by the characters’ current
Psionic Strength total, it gets harder and harder to use powers as
the character’s strength declines.
Recovering Psionic Strength Points: Expended Psionic Strength
points are recovered at the rate of one point per hour, beginning
three hours after the character last used a psionic talent.
Campaign Level and Psi Points
Campaigns that have a heavy emphasis on psionics or where
advanced talents are used regularly, may find that the method of
calculating Psi offers too low a pool of Psi Strength to cope with the
campaign or genre’s demands.
C OMMON P SIONIC T ALENTS
Talent
Referees may therefore increase the Psi characteristic if they so
wish. Determine the Psionic Strength as per above and then apply a
modifier to the base rating to increase the Psi characteristics. Some
suggestions are:
Learning DM
Telepathy
+4
Clairvoyance
+3
Telekinesis
+2
Psionic Strength
Modifier
Awareness
+1
Campaign/Genre Type
Example
Teleportation
0
Traditional SF
Third Imperium
Base Psi
For example, Luka has just determined that she has a Psionic Strength
of 9. She now rolls to determine powers. She can select powers in any
order, so she begins with telekinesis. She roll 2d6+1 (her Psionic Strength
DM) +2 (the Telekinesis learning DM) but unfortunately, the dice roll
is a 3 for a total of 6 – less than eight, a failure and so she does not
develop telekinesis. Next, she tries telepathy. She rolls 2d6 +1 (her
Psionic Strength DM) +4 (the telepathy learning DM) –1 (one previous
talent acquisition check) and gets a total of 10. Luka gains Telepathy
at level 0.
Psi-heavy, hard SF
campaigns
Babylon 5
Psi + Int DM
Space Opera; Anime
Hammer’s
Slammers
Psi x 1.5
Science Fantasy; Comic
Book
Judge Dredd,
Strontium Dog
Psi x 2
Transcendent Cultures
SF
Dune, The Culture Psi x 2.5
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