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Psi Strength as a "Sixth Sense"

Golan2072

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I am toying with the idea of making the PSI Strength attribute represent some sort of a "sixth sense" in addition to gauging the power of actual psionic powers. The idea is to have the Referee secretly roll Psi for every character at chargen, then substract one point from it for every term of service (as usual) and then note down that number, and reveal it only to PCs who recieve PSI training.

Then the Referee could check PSI as any other attribute (i.e. roll PSI or less on 2D) to see if the character gets a "sixth sense" gut feeling in some cases - be that "you get a strange feeling for being watched", to see which PCs get to dream that strange plot-reevant dream, or to find out which PCs see or hear a ghost (essentially the psionic residues of a person who died in an emotionally-heavy situation).

In other words, characters with a high Psi Strength, even when untrained, would be more perceptive to the supernatural (i.e. residual psionics and/or strange physical effects) than characters with a ower Psi Strength. I might add a Psi power or two which will allow trained Psions to enhance this perception and/or act upon it (e.g. "cleanse" psionic residues).
 
I am toying with the idea of making the PSI Strength attribute represent some sort of a "sixth sense" in addition to gauging the power of actual psionic powers. The idea is to have the Referee secretly roll Psi for every character at chargen, then substract one point from it for every term of service (as usual) and then note down that number, and reveal it only to PCs who recieve PSI training.

Then the Referee could check PSI as any other attribute (i.e. roll PSI or less on 2D) to see if the character gets a "sixth sense" gut feeling in some cases - be that "you get a strange feeling for being watched", to see which PCs get to dream that strange plot-reevant dream, or to find out which PCs see or hear a ghost (essentially the psionic residues of a person who died in an emotionally-heavy situation).

In other words, characters with a high Psi Strength, even when untrained, would be more perceptive to the supernatural (i.e. residual psionics and/or strange physical effects) than characters with a ower Psi Strength. I might add a Psi power or two which will allow trained Psions to enhance this perception and/or act upon it (e.g. "cleanse" psionic residues).
 
I'd be inclined to not drop PSI with terms if you use it for this purpose - after all in folklore witches and sorcerers (and for that matter many saints) tend to be elderly.

The rationale for it dropping by terms would be more to do with the trainability of active powers.
 
I'd be inclined to not drop PSI with terms if you use it for this purpose - after all in folklore witches and sorcerers (and for that matter many saints) tend to be elderly.

The rationale for it dropping by terms would be more to do with the trainability of active powers.
 
I like the idea, Omer.

What about making it a psi power, though? Under the "Special" category?

That would make it a little more rare (because even if you had a PSI-2 that's still a 2.7% chance of becoming aware of a threat via this method...and if you roll it for every threat encounter that comes up in an rpg, that percentage is kinda high).

So, if it was a PSI power, only those with the power would be elligble to use it.

Two things:

You might consider NOT telling the players about it. It could be something special you share with one of your players--something that will get him into the game.

I discussed using ideas like this to improve the overall enjoyment of a campaign HERE, AND HERE, ALSO HERE.

Just because it's a "power", though, doesn't mean someone needs to be "trained" in its use...

...or does it?

I could see it either way. Innate power (meaning it's the GM's responsibility to use the power when appropriate and alert the player on a positive roll), or forcing a PC to "use" it, only getting the check when the player asks for the roll.

NOTE: That you can also associate a "cost" with the power (maybe a STR point is spent each time the power is used), which will keep a handle on PCs abusing this power.




The second thing is that you might want to look over your old JTAS articles. I seem to remember an article (or two) that discussed PSI powers in the "Special" category. A "Sixth Sense" type power may have been (and may not have been--my memory is faulty) included--food for your design process.
 
I like the idea, Omer.

What about making it a psi power, though? Under the "Special" category?

That would make it a little more rare (because even if you had a PSI-2 that's still a 2.7% chance of becoming aware of a threat via this method...and if you roll it for every threat encounter that comes up in an rpg, that percentage is kinda high).

So, if it was a PSI power, only those with the power would be elligble to use it.

Two things:

You might consider NOT telling the players about it. It could be something special you share with one of your players--something that will get him into the game.

I discussed using ideas like this to improve the overall enjoyment of a campaign HERE, AND HERE, ALSO HERE.

Just because it's a "power", though, doesn't mean someone needs to be "trained" in its use...

...or does it?

I could see it either way. Innate power (meaning it's the GM's responsibility to use the power when appropriate and alert the player on a positive roll), or forcing a PC to "use" it, only getting the check when the player asks for the roll.

NOTE: That you can also associate a "cost" with the power (maybe a STR point is spent each time the power is used), which will keep a handle on PCs abusing this power.




The second thing is that you might want to look over your old JTAS articles. I seem to remember an article (or two) that discussed PSI powers in the "Special" category. A "Sixth Sense" type power may have been (and may not have been--my memory is faulty) included--food for your design process.
 
Originally posted by Supplement Four:
That would make it a little more rare (because even if you had a PSI-2 that's still a 2.7% chance of becoming aware of a threat via this method...and if you roll it for every threat encounter that comes up in an rpg, that percentage is kinda high).
My idea is not to give the untrained PC PSI-hints about mundae threats (in most cases), but rather allow her high PSI to make her more perceptive to the unnatural and to the paranatural. That said, I'm also toying with the idea of allowing high-PSI (9+?) "latent teeps" to occasionaly pick up very strong emotions of people around them as a plot hook (though not too often) and as a hint at their potential.
 
Originally posted by Supplement Four:
That would make it a little more rare (because even if you had a PSI-2 that's still a 2.7% chance of becoming aware of a threat via this method...and if you roll it for every threat encounter that comes up in an rpg, that percentage is kinda high).
My idea is not to give the untrained PC PSI-hints about mundae threats (in most cases), but rather allow her high PSI to make her more perceptive to the unnatural and to the paranatural. That said, I'm also toying with the idea of allowing high-PSI (9+?) "latent teeps" to occasionaly pick up very strong emotions of people around them as a plot hook (though not too often) and as a hint at their potential.
 
Just statistically I'd limit any 'natural PSI'ability to those who roll PSI-12 (which would still be 3% of the population).

The latent ability should probably be defined in terms of the lowest level of TP as described in CT.

For instance CT Life Detection is a Level-1 ability and active Telempathy is Level-2.

So what might a 'level-0' TP ability be?

I'd suggest either:

a) a limited and unreliable 'someone is watching me' form of sixth sense

or

b) a very limited form of passive and unconscious Telempathy which gives the character a small bonus in social interaction rolls where being able to read emotions are important.

Concievably you might allow a character to get +1 in all such rolls and maybe +2 in one area where the character has really cultivated his ability and has a relevant skill.
 
Just statistically I'd limit any 'natural PSI'ability to those who roll PSI-12 (which would still be 3% of the population).

The latent ability should probably be defined in terms of the lowest level of TP as described in CT.

For instance CT Life Detection is a Level-1 ability and active Telempathy is Level-2.

So what might a 'level-0' TP ability be?

I'd suggest either:

a) a limited and unreliable 'someone is watching me' form of sixth sense

or

b) a very limited form of passive and unconscious Telempathy which gives the character a small bonus in social interaction rolls where being able to read emotions are important.

Concievably you might allow a character to get +1 in all such rolls and maybe +2 in one area where the character has really cultivated his ability and has a relevant skill.
 
Originally posted by Supplement Four:
The second thing is that you might want to look over your old JTAS articles.
Hey Omer...there's another place to look that comes to mind. In the old JTAS articles, there's at least one artile (maybe a Bestiary) about animals that can be used as sort of a scifi "familiar". They can be used to "boost" or add abilities to a character. I remember one article in an early JTAS that covers this type of thing (the animal used to "boost" psi powers or STR).

Also, there's the Anola's in The Traveller Adventure. Native to Pysadi. You might want to read up on them and their "threat sense".

That might give you some ideas on how to implement your own.

-S4
 
Originally posted by Supplement Four:
The second thing is that you might want to look over your old JTAS articles.
Hey Omer...there's another place to look that comes to mind. In the old JTAS articles, there's at least one artile (maybe a Bestiary) about animals that can be used as sort of a scifi "familiar". They can be used to "boost" or add abilities to a character. I remember one article in an early JTAS that covers this type of thing (the animal used to "boost" psi powers or STR).

Also, there's the Anola's in The Traveller Adventure. Native to Pysadi. You might want to read up on them and their "threat sense".

That might give you some ideas on how to implement your own.

-S4
 
Originally posted by Employee 2-4601:
That said, I'm also toying with the idea of allowing high-PSI (9+?) "latent teeps" to occasionaly pick up very strong emotions of people around them as a plot hook (though not too often) and as a hint at their potential.
Like I said, I think it's an extremely cool idea. I think it will really add something to your game.

It sounds "fun". It sounds "interesting".

I may steal the idea for my game.

Just have to work out the kinks of how it works mechanically.

-S4
 
Originally posted by Employee 2-4601:
That said, I'm also toying with the idea of allowing high-PSI (9+?) "latent teeps" to occasionaly pick up very strong emotions of people around them as a plot hook (though not too often) and as a hint at their potential.
Like I said, I think it's an extremely cool idea. I think it will really add something to your game.

It sounds "fun". It sounds "interesting".

I may steal the idea for my game.

Just have to work out the kinks of how it works mechanically.

-S4
 
Originally posted by alte:
I'd be inclined to not drop PSI with terms if you use it for this purpose - after all in folklore witches and sorcerers (and for that matter many saints) tend to be elderly.

The rationale for it dropping by terms would be more to do with the trainability of active powers.
Most wizards and witches were usually trained young (though probably in a very inefficient manner when compared to Traveller's Psi-Institute) - they just took decades to fully develop their psi-powers and/or their knowledge of non-psionic matters (such as botany and TL2- medicine).

Originally posted by alte:
Just statistically I'd limit any 'natural PSI'ability to those who roll PSI-12 (which would still be 3% of the population).
Untrained PSI 9 and less will be able to sense strong supernatural phenomena depending on a PSI check (roll PSI or less on 2d); this is mostly for "ghosts", weird dreams and their likes. They won't get any PSI powers without training. PSI 10+ will also be able to pick up weaker supernatural phenomena (such as older "ghosts" - psionic residues usually subside with time), and will know when a 'teep' scans them (but they won't be able to 'block').

PSI 10 or 11 will pick up very powerful thoughts (i.e. with very strong emotional content) rarely and only for plot reasons - when the Referee desires this.

PSI 12 will mean that the 'latent teep' will get to pick up VERY strong emotions of others - but only at a 'gut feel' level (i.e. "you feel that that guy is very, very pissed off"). They won't get to pick up weaker emotions - for this they'll need training and Telempathy.

By the way, trained PSIs will always pick up ghosts, weird dreams and other supernatural effects, regardless of their PSI power - except for VERY weak effects, which they'll pick on rolling their PSI or less on 2D (with a +2 DM to their PSI for this roll due to training).
 
Originally posted by alte:
I'd be inclined to not drop PSI with terms if you use it for this purpose - after all in folklore witches and sorcerers (and for that matter many saints) tend to be elderly.

The rationale for it dropping by terms would be more to do with the trainability of active powers.
Most wizards and witches were usually trained young (though probably in a very inefficient manner when compared to Traveller's Psi-Institute) - they just took decades to fully develop their psi-powers and/or their knowledge of non-psionic matters (such as botany and TL2- medicine).

Originally posted by alte:
Just statistically I'd limit any 'natural PSI'ability to those who roll PSI-12 (which would still be 3% of the population).
Untrained PSI 9 and less will be able to sense strong supernatural phenomena depending on a PSI check (roll PSI or less on 2d); this is mostly for "ghosts", weird dreams and their likes. They won't get any PSI powers without training. PSI 10+ will also be able to pick up weaker supernatural phenomena (such as older "ghosts" - psionic residues usually subside with time), and will know when a 'teep' scans them (but they won't be able to 'block').

PSI 10 or 11 will pick up very powerful thoughts (i.e. with very strong emotional content) rarely and only for plot reasons - when the Referee desires this.

PSI 12 will mean that the 'latent teep' will get to pick up VERY strong emotions of others - but only at a 'gut feel' level (i.e. "you feel that that guy is very, very pissed off"). They won't get to pick up weaker emotions - for this they'll need training and Telempathy.

By the way, trained PSIs will always pick up ghosts, weird dreams and other supernatural effects, regardless of their PSI power - except for VERY weak effects, which they'll pick on rolling their PSI or less on 2D (with a +2 DM to their PSI for this roll due to training).
 
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