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Psionics...maybe

gchuck

SOC-12
Knight
So, I don't allow psionics for PC's, but for NPC's, sort of.

I've got an NPC IISS recruit who seems to have a 'knack' for doing planetary/local surveys. She is also a clone, who was created for 'technical' work. Her origin, and exact purpose are unknown to the PC's.

The three times she has been on training missions, there have been animal encounters that resulted in her very close examination by the critters involved.

A pair of Mantiraptors backed her up against a tree and sniffed her 'scent' for several minutes. Then just walked away.

After her RNA injection, she wandered out of town and ended up in the middle of a small herd of Rabbucks. With her prone in the grass with a half dozen whelps dancing on top of her, while she laughed uproariously.

This last mission, her tent was surrounded by a herd of wild boars, rooting for grubs. When she exited, they closed on her as if for attention. When she would scratch them behind the ears, they would start twitching, and just fall over.

You get the picture.
What would this psionic talent that let her approach unintelligent animals be called? Empathy? Dr. Doolittle syndrome? :)
 
I do not allow for psionics at all although in the sector I am working on, magic does work, which in some case does resemble psionics. The problem is that if a player has a background in some of the science fiction dealing with psionics, such as some of the James Schmitz stories, they can really unbalance a game.
 
The problem is that if a player has a background in some of the science fiction dealing with psionics, such as some of the James Schmitz stories, they can really unbalance a game.

And so... no psionics for PC's.
The NPC in question has no 'training', and is completely at a loss to explain her 'ability' to the PC's.

I haven't made an equivocal decision for this ability, since all of the clones(23 total), all have what appear to the PC's, to be an innate ability of some sort.

One of them can perfectly mimic a voice. One is a genius at electronic repair.

So. Back to the question. If this 'is' psionics, what would the talent be?
 
Maybe I should rephrase my comment regarding psionics, as more accurately, I do not allow for psionics as presented in the rules to be used. I lean more to what I call "wild talents" as exemplified by some of Andre Norton's characters, such as Shann Lantee, Hosteen Storm, and Travis Fox.

Shann Lantee and Hosteen Storm both have a similar ability to work with animals, and Troy Horan in Catseye can communicate telepathically with some animals. Basically, the talent would be best called "animal empathy" at a fairly high level. Just do not give ner anything else in terms of talents.

Then there is the "danger sense" ability demonstrated by Jim Corbett, the hunter of man-eating tigers and leopards in India between World War One and Two. I am not sure if I would call that a psionic sense, as it only came into play when he as actively hunting a man-eater. However, he also experienced what would be best called supernatural experiences independently from hunting. I am still working to come up with a term for that.

I would be a bit more cautious about allowing NPCs to have some psionic or other abilities, because once your players figure this out, you may find that your creations are coming back to haunt you.
 
In the many Psionic / Magic rules I've read the talent is usually called "Empathy", "Animal Empathy", or "Telempathy", or some similar kind of thing.

If you really don't like the idea of introducing Psionics or Magic, it is possible to explain these events without resorting to the super-natural.

Most animals communicate by body posture. And there are people who have learned to read the body postures, and are naturally empathetic enough to respond properly. To some people these talents seem almost magical. Look up Horse Wisperer and some dog trainers.

For example: Mantiraptors, like most carnivores, avoid getting into fights with things that may be bigger, stronger, or faster than they are. Prey they understand to chase and eat. But the IISS recruit knew enough not to act like prey and not to challenge them. So the Mantiraptors, not having their "Prey" or "Challenge" options triggered became curious.

There are many limits to this. And right now it falls into the "Universe is cool" and she may be able to save the party from some unusual circumstance or another.

Another option is scents. You mentioned the recruit was a clone, with RNA implants. Having them be able to emit some calming scents or pheromones on command or as an instinct is another way to explain things. If you really want to have rules, this is a +1 modifier on the response rolls for animals (less likely to attack or flee).
 
For example: Mantiraptors, like most carnivores, avoid getting into fights with things that may be bigger, stronger, or faster than they are. Prey they understand to chase and eat. But the IISS recruit knew enough not to act like prey and not to challenge them. So the Mantiraptors, not having their "Prey" or "Challenge" options triggered became curious.

Had not thought of that.

Another option is scents. You mentioned the recruit was a clone, with RNA implants. Having them be able to emit some calming scents or pheromones on command or as an instinct is another way to explain things. If you really want to have rules, this is a +1 modifier on the response rolls for animals (less likely to attack or flee).

Excellent idea. However, the PC's have spent well over a year 'game' time trying to relieve the clones of their ability to produce pheromones. In their pre-op condition, they are terrifyingly disruptive, producing 'unsavory' reactions in both males and females.

The clones are unanimous in their thanks for 'being over that'!
 
Call it "Doolittle Syndrome" provisionally while you examine the subject and the literature to get a better understanding of what is going on. The name may or may not stick, but the nomenclature will not hold up the game in the meanwhile.

Side quest: maybe an AAB branch has some Terran pre-spaceflight entertainment materials stuffed in a dusty back corner somewhere? Who is this Dr. Doolittle and why is he associated with animals, yet clearly not a veterinarian?
 
Side quest: maybe an AAB branch has some Terran pre-spaceflight entertainment materials stuffed in a dusty back corner somewhere? Who is this Dr. Doolittle and why is he associated with animals, yet clearly not a veterinarian?

!!!!! I like that!:devil:
 
Use of Psionics in Traveller

So, I don't allow psionics for PC's, but for NPC's, sort of.

I've got an NPC IISS recruit who seems to have a 'knack' for doing planetary/local surveys. She is also a clone, who was created for 'technical' work. Her origin, and exact purpose are unknown to the PC's.

The three times she has been on training missions, there have been animal encounters that resulted in her very close examination by the critters involved.

A pair of Mantiraptors backed her up against a tree and sniffed her 'scent' for several minutes. Then just walked away.

After her RNA injection, she wandered out of town and ended up in the middle of a small herd of Rabbucks. With her prone in the grass with a half dozen whelps dancing on top of her, while she laughed uproariously.

This last mission, her tent was surrounded by a herd of wild boars, rooting for grubs. When she exited, they closed on her as if for attention. When she would scratch them behind the ears, they would start twitching, and just fall over.

You get the picture.
What would this psionic talent that let her approach unintelligent animals be called? Empathy? Dr. Doolittle syndrome? :)

I too just have psionic NPCs and not as players. In my last campaign a Zhondani agent was trying to infiltrate a captured Imperial Navy Pilot, back into the Imperial Navy. A sort of Zhondani Candidate rather than a Manchurian Candidate.
 
Another way to handle psionics is what I'm doing- each psionic discipline has been developed by a different power group/subculture/religion that is not keen on giving up their edge, and requires a thorough buy-in to their organization's culture and goals.

Or you could go the Bester route, for instance in The Stars My Destination almost EVERYONE can teleport.


As to the animal 'power', another option might be a subconscious telepathic power that is less empath and more matching and broadcasting 'I am a member of your den/pack/troop'. How you get different 'frequencies' and thought patterns from animals of varying biomes to work is quite the feat.

It occurs to me that such an ability would have been of use to any genetic engineer like the Ancients, to have essentially a born zookeeper/xenovet caretaker of their seeded animal life.

We know they messed with Humaniti quite a bit, perhaps someone has decoded enough DNA from an Ancient ruin/datastore/samples to make RNA-altering cocktails without really knowing the full extent of what they do. So, living experimentation against a baseline human cloned off to weed out variables.
 
Maybe a little more context would be helpful here.

The players have figured out that the clones are obviously 'engineered' as 'weapons'. Some as social weapons(compensation for support),and at least one is unquestionably guilty of murder, where another one was thwarted in an assassination attempt.

The 'psionic' talent, at this time, is unknown to the makers. And is a result of inadvertent modifications to their brains. Which implies that if the makers realize what has happened, most of the clones would be dissected to learn their 'secrets'.
 
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