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Julian May Psionics for Traveller (long)

mike wightman

SOC-14 10K
Thanks to a post over at RPGnet I dug out my old rules for a variant psionic system for Traveller based on the works of Julian May.

Since I posted all this there I thought it only right to share it here for anyone interested.

Julian May Psionics for Traveller

Each meta function is given a potential (a characteristic rating) on a roll of 2d6 and then during training you have to roll 2d equal to or higher than a target number to achieve full operancy in that faculty.
For every four years past the age of twenty reduce the metafaculty potential by 1

5+ Farsense
6+ PK
6+ Coercion
7+ Redaction
9+ Creation

DMs:
-1 each time you roll after the first (you can roll for the talents in any order, but if you want Creation don't wait until your fifth roll as you will be at -4)
+1 if potential 9 or higher
+2 if potential 11 or higher


If you achieve operancy in one faculty but not others, the latent talents can be used at half their potential value.

If you are latent, never trained and gain access to a silver or golden torc then your current potential becomes your active characteristic (but remember age penalties). The downside is you may develop Black-torc. syndrome until your mind becomes fully operant in all latent faculties, or you lapse into a coma and die.

Latent Creativity is a bit of an exception. While operant in other metafaculties and latent in Creativity the full Creation potential is used for power points, even though the Meta’s rating in Creativity is halved.

A latent metafaculty can be brought to full operancy through exceptional circumstance, Paramount Redaction, or putting on a torc.


</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Attribute Rank Max. skill level

1-3 operant 1
4-6 adept 2
7-9 master class 3
10-12 grandmaster class 4
13-15 paramount grandmaster class 5</pre>[/QUOTE]The list below shows all the skills that may be learned in each metafaculty:

FARSENSE
1. farspeach (intimate and declamatory), life sense, shield
2. aura perception, farsight (clairvoyance/clairaudience)
3. micro perception, read surface thoughts

COERCION
1. command, awe, shield
2. suggestion, willpower drain
3. dominate, entrancement, assault
4. summon (requires Farsense 1)
5. majesty, possession (requires Redaction 3)

CREATION
energy:
1. light; 2. illusion, laser; 3. invisibility, EM radiation; 4. aura alteration (temporary)
3. sigma field (defensive screen)
4. rho field (inertia less flight)
5. upsilon field (d-jumping)
matter:
3. alteration
4. transmutation
5. generation

PSYCHOKINESIS
1. move object
2. temperature control
3. micromanipulation, body shield (kinetic attacks), plasma bolt (requires Creation 2), flight

REDACTION
1. telempathy, project emotion, read surface thoughts, shield
2. body control, suspend animation, probe, assault, aura alteration (temporary)
3. psyche surgery, healing, willpower drain
4. deep psyche surgery
5. aura alteration (permanent)
 
Ah, a fantastic series (The Many Colored Land, The Golden Torc, The Nonborn King, and The Adversary), I have read it many times. Great psionic powers.


<copy, paste, save>

D-Jumping would have to more common, of course, than in The Milieu, but that's not too big a problem.
 
I should have added that some of the "skills" are based off disciplines in the Vampire rpg by White Wolf, while others are just made up ;)
 
nice write up. I got tired of series around the nonborn king. And after read the adversary I toss the books into the donation box.
 
Thanks

My favourite book in the whole series is Intervention, and oddly I like the Non Born King and The Adversary better than the first two in the Exiles Saga.
 
Overview-Spoilers Below for the Series!


The Many Colored Land (Book 1), was, because of the enormous size and scope of the series, 1/3 intro of characters, 1/3 weaving the characters together, and 1/3 intro of the Pliocene setting.

The Golden Torc (Book 2), is split into two main threads. The first, following the group of effectively non-psychics and their treck through slavery, their escape, and the journey to find the spear, I found to be quite boring. The second, following those who were raised to psychic powers by the Torcs, was a study in what it means to be suddenly granted great power, and what people would *really* do with such power (most people not being as honorable as plain old Peter Parker).

The Nonborn King & The Adversary wove the threads of the characters and plots back together for an explosive ending.
 
Originally posted by Sigg Oddra:
I should have added that some of the "skills" are based off disciplines in the Vampire rpg by White Wolf, while others are just made up ;)
Did you have write ups for Metaconcerts or C.E.E.R. Machines? (As I rub my hands together in evil glee!)

Also there are a couple of other things, though I'd have to think a while on how to execute them exactly:

PSCHOKINESIS
4. Heat/Chill (Add/Subtract temperature from objects: there would be a table with difficulties numbers; but in book 2, one character melts away a giant metal door by turning the metal into hot slag that ran away like liquid).

FARSENSE
6. Ranging (Add extra Range Brackets, increasing difficulty; in the books, the Grand Master Farsensors could look across interstellar space, Elizabeth Orome could see across the whole Milky Way Galaxy (though she couldn't see anything but stars and planets at that range)).
 
Originally posted by RainOfSteel:
Did you have writes up for Metaconcerts or C.E.E.R. Machines? (As I rub my hands together in evil glee!)
I did have but I can't find them at the moment
I will keep looking though (or just make them up again )
Also there are a couple of other things, though I'd have to think a while on how to execute them exactly:

PSCHOKINESIS
4. Heat/Chill (Add/Subtract temperature from objects: there would be a table with difficulties numbers; but in book 2, one character melts away a giant metal door by turning the metal into hot slag that ran away like liquid).

I would allow this by spending more points on the level 2 PK skill temperature control, but to explain each skill and how apending more points increases ite effectiveness would take quite a while ;)

FARSENSE
6. Ranging (Add extra Range Brackets, increasing difficulty; in the books, the Grand Master Farsensors could look across interstellar space, Elizabeth Orome could see across the whole Milky Way Galaxy (though she couldn't see anything but stars and planets at that range)).
I extended the progression for ranges in the basic psionic rules (use the nearest Traveller psionic ability to get the range cost) - note that the Zhodani and Droyne Alien modules added far orbit range:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Range PP Cost

extreme orbit farsense +5
interplanetary farsense +6
substellar farsense +6
stellar farsense +7
interstellar farsense +7
sub-sector farsense +8
sector farsense +9
domain farsense +10
empire farsense +11
spiral arm farsense +12
galaxy farsense +13</pre>
 
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