Variant 1
Psionics and Madness
Whatever it is that awakens or triggers psionic talents ("creatures from the Id", exposure to Jumpspace, experimental brain surgery and psi drugs, Ancient artifacts, etc.) is dangerous. A subject testing for psionics may suffer mental health and personality changes.
An unmodified throw of 12 means the character's personality alters in strange ways. He probably unlocks trainable potential, of course, subject the usual DMs.
An unmodified throw of 2 sends the poor SOB barking mad.
In this variant, the extreme social prejudice against psionics mentioned in Book 3 (and codified with the Psionic Heresy/Psionics Suppressions of the OTU) is not universal.
Roll 1d6 to determine how the authorities will treat psis on a given world.
1-5: hostile
As per Book 3. Roll as usual on the table there to determine the response of the authorities upon discovering a psionic character.
6: cautious
The authorities will monitor the character closely if his powers come to their attention, but won't persecute him without cause.
If a psionic character is arrested, he might be given a chance to work for the secret police, the military, or something along those lines. But his new masters will keep him on a short leash.
Thoughts?
Variant 2
Psionics is a recent, poorly understood development.
There are plenty of quack psychics, phony parapsychologists, fake gurus, etc. out there looking to rip people off.
There are also cults looking for new members and dangling the (almost certainly fraudulent) promise of psi-training as bait.
When rolling to find a Psi Institute branch, there's a fair chance of running into these sorts of crooks, phonies, and weirdos.
I'm not sure how I'd handle the mechanical aspect, but basically it's harder to get training.
And because psi has a shady reputation, keeping a low profile may still a good idea.
Open display of powers could attract a lot of attention.
Possibly the kind you don't want, coming from the police, intelligence services, secret corporate research programs, terrorist or criminal groups...
Variant 3
Combine 1 and 2
In this variant, I'd make 'cautious' worlds more common.
Psionics and Madness
Whatever it is that awakens or triggers psionic talents ("creatures from the Id", exposure to Jumpspace, experimental brain surgery and psi drugs, Ancient artifacts, etc.) is dangerous. A subject testing for psionics may suffer mental health and personality changes.
An unmodified throw of 12 means the character's personality alters in strange ways. He probably unlocks trainable potential, of course, subject the usual DMs.
An unmodified throw of 2 sends the poor SOB barking mad.
In this variant, the extreme social prejudice against psionics mentioned in Book 3 (and codified with the Psionic Heresy/Psionics Suppressions of the OTU) is not universal.
Roll 1d6 to determine how the authorities will treat psis on a given world.
1-5: hostile
As per Book 3. Roll as usual on the table there to determine the response of the authorities upon discovering a psionic character.
6: cautious
The authorities will monitor the character closely if his powers come to their attention, but won't persecute him without cause.
If a psionic character is arrested, he might be given a chance to work for the secret police, the military, or something along those lines. But his new masters will keep him on a short leash.
Thoughts?
Variant 2
Psionics is a recent, poorly understood development.
There are plenty of quack psychics, phony parapsychologists, fake gurus, etc. out there looking to rip people off.
There are also cults looking for new members and dangling the (almost certainly fraudulent) promise of psi-training as bait.
When rolling to find a Psi Institute branch, there's a fair chance of running into these sorts of crooks, phonies, and weirdos.
I'm not sure how I'd handle the mechanical aspect, but basically it's harder to get training.
And because psi has a shady reputation, keeping a low profile may still a good idea.
Open display of powers could attract a lot of attention.
Possibly the kind you don't want, coming from the police, intelligence services, secret corporate research programs, terrorist or criminal groups...
Variant 3
Combine 1 and 2
In this variant, I'd make 'cautious' worlds more common.