I've tried to replicate Traveller Psionics in Gurps 4E terms. So far I've come up with this:
TRAVELLER PSIONICS IN GURPS 4E
Once you pay the Cr5k to get the examination, you will know what your levels of Psionic Talent are. Training to acquire Psionic skills costs Cr100k and takes 4 months.
Once complete add the following to your character:
Secret -30 (Imprisonment, possibly a lynching)
Unusual background +10 (+15 and the character has a contact at the Psionic institute and may return for futher training)
So essentially you start out with 20 free points to apply toward psionic abilities. During the 4 months of training you may purchase your psionic talents. You may not purchase other talents except during training. You also get to purchase 1 psionic power per talent while in training. You may purchase other powers that you have a talent for whenever the referee allows you to spend CP.
ESP Talent 5 points/level
ESP Abilities
Clairsentience: 30 points, range 10m
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 50, Only sight & hearing -20%, Costs fatigue -10%, -10% Psi)
Note: May buy increased range (page 106)
Danger Sense: 13 points
(Base 15, -10% Psi)
Detect Psionic Activity: 8 points
Costs 2 fatigue 1st minute, 1 per minute to maintain.
(Occasional 10 points, Costs fatigue -10%, -10% Psi)
Note: May raise ability with Acute Sense (page 35)
Detect Sentients: 12 points
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Common 20 points, Costs fatigue -10%, Prep required 1 minute -20%, -10% Psi)
Note: May raise ability with Acute Sense (page 35)
Precognition: 22 points
Takes 10 minutes of prep, 2 fatigue
(Base 25, -10% Psi)
Note: Precognition includes Danger Sense, don't take both. Of course you could start with
Danger Sense and improve it to Precognition later.
Psychometry: 12 points
Takes 1 minute of prep, costs 2 fatigue.
(Base 20, Costs fatigue -10%, Prep required 1 minute -20%, -10% Psi)
Psychokinesis Talent 5 points/level
Telekinesis: 4 points/level (Max level is Will + PK Talent), range: 10m
Costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 5/level, Costs fatigue -10%, -10% Psi)
Note: May buy increased range (page 106)
Telepathy Talent 5 points/level
Telepathic Abilities
Empathy: 13 points
(Base 15, -10% Psi)
Mental Assault: 10 points/level, may do 1d damage per level (Max level is Will + Telepathy Talent)
Costs 2 fatigue per 1d of damage. 1/2D 10m, Max 100m, Acc 3, RoF 1
(Base 4 points/level as a Innate Toxic attack, Ignores DR +300%, Variable +5%, Costs fatigue -10%, Resistable(IQ instead of HT) -30%, -10% Psi)
Prerequisite: Telecommunication
Note: May also modify with Increased range (page 106) and Increased accuracy (page 102)
Mind Probe: 12 points
Must find contact mind with Mind Reading, costs 2 fatigue per use.
(Base 20, Costs fatigue -10%, Must already be in telepathic contact with subject -20%, -10% Psi)
Mind Reading: 18 points
Costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 30, Costs fatigue -10%, Must already be in telepathic contact with subject -20%, -10% Psi)
Mind Shield: 3.6 points/level (Round up)
Add Mind Shield Level to IQ when rolling to resist any Telepathic power.
(Base 4 points/level, -10% Psi)
Telecommunication: 24 points
Costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 30, Costs fatigue -10%, -10% Psi)
Teleportation Talent 5 points/level
Teleportation: 25 unclothed, 55 with clothing/gear = BL, 65 w/Light Encumbrance
75 w/Medium Encumbrance, 85 w/Heavy Encumbrance
Takes preparation, costs 4 fatigue, may spend more fatigue to counteract penalties.
(Base 100, With Light Encumbrance +10%, with Medium Encumbrance + 20%, with Heavy Encumbrance +30%, Naked -30%, Costs 4 fatigue -20%, Range limit 300 miles -15%, Psi -10%)
Awareness
Psychic Healing Talent 5 points/level
Metabolism Control: 3 points/level
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 5/level, Costs fatigue -10%, prep required 1 minute -20%, -10% Psi)
Raise Strength: 6 points/level, may add 1 to ST for each level.
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 10/level, costs fatigue -10%, prep required 1 minute -20%, -10% Psi)
Prerequisite: Metabolism Control
Raise Health: 6 points/level, may add 1 to HT for each level.
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 10/level, costs fatigue -10%, prep required 1 minute -20%, -10% Psi)
Prerequisite: Metabolism Control
Regeneration: 30 points
Takes 1 minute of prep, costs 2 fatigue per point healed, heals 1 HP/minute.
(Base 50, costs fatigue -10%, prep required 1 minute -20%, -10% Psi)
Prerequisite: Metabolism Control
Regrowth: 12 points
Takes 1 minute of prep, costs 2 fatigue per point healed, heals 1 HP/minute.
(Base 40, costs fatigue -10%, prep required 1 minute -20%, only works in conjunction with regeneration -30%, -10% Psi)
Any input is appreciated. I did a little editing and fixed some math problems.
TRAVELLER PSIONICS IN GURPS 4E
Once you pay the Cr5k to get the examination, you will know what your levels of Psionic Talent are. Training to acquire Psionic skills costs Cr100k and takes 4 months.
Once complete add the following to your character:
Secret -30 (Imprisonment, possibly a lynching)
Unusual background +10 (+15 and the character has a contact at the Psionic institute and may return for futher training)
So essentially you start out with 20 free points to apply toward psionic abilities. During the 4 months of training you may purchase your psionic talents. You may not purchase other talents except during training. You also get to purchase 1 psionic power per talent while in training. You may purchase other powers that you have a talent for whenever the referee allows you to spend CP.
ESP Talent 5 points/level
ESP Abilities
Clairsentience: 30 points, range 10m
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 50, Only sight & hearing -20%, Costs fatigue -10%, -10% Psi)
Note: May buy increased range (page 106)
Danger Sense: 13 points
(Base 15, -10% Psi)
Detect Psionic Activity: 8 points
Costs 2 fatigue 1st minute, 1 per minute to maintain.
(Occasional 10 points, Costs fatigue -10%, -10% Psi)
Note: May raise ability with Acute Sense (page 35)
Detect Sentients: 12 points
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Common 20 points, Costs fatigue -10%, Prep required 1 minute -20%, -10% Psi)
Note: May raise ability with Acute Sense (page 35)
Precognition: 22 points
Takes 10 minutes of prep, 2 fatigue
(Base 25, -10% Psi)
Note: Precognition includes Danger Sense, don't take both. Of course you could start with
Danger Sense and improve it to Precognition later.
Psychometry: 12 points
Takes 1 minute of prep, costs 2 fatigue.
(Base 20, Costs fatigue -10%, Prep required 1 minute -20%, -10% Psi)
Psychokinesis Talent 5 points/level
Telekinesis: 4 points/level (Max level is Will + PK Talent), range: 10m
Costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 5/level, Costs fatigue -10%, -10% Psi)
Note: May buy increased range (page 106)
Telepathy Talent 5 points/level
Telepathic Abilities
Empathy: 13 points
(Base 15, -10% Psi)
Mental Assault: 10 points/level, may do 1d damage per level (Max level is Will + Telepathy Talent)
Costs 2 fatigue per 1d of damage. 1/2D 10m, Max 100m, Acc 3, RoF 1
(Base 4 points/level as a Innate Toxic attack, Ignores DR +300%, Variable +5%, Costs fatigue -10%, Resistable(IQ instead of HT) -30%, -10% Psi)
Prerequisite: Telecommunication
Note: May also modify with Increased range (page 106) and Increased accuracy (page 102)
Mind Probe: 12 points
Must find contact mind with Mind Reading, costs 2 fatigue per use.
(Base 20, Costs fatigue -10%, Must already be in telepathic contact with subject -20%, -10% Psi)
Mind Reading: 18 points
Costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 30, Costs fatigue -10%, Must already be in telepathic contact with subject -20%, -10% Psi)
Mind Shield: 3.6 points/level (Round up)
Add Mind Shield Level to IQ when rolling to resist any Telepathic power.
(Base 4 points/level, -10% Psi)
Telecommunication: 24 points
Costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 30, Costs fatigue -10%, -10% Psi)
Teleportation Talent 5 points/level
Teleportation: 25 unclothed, 55 with clothing/gear = BL, 65 w/Light Encumbrance
75 w/Medium Encumbrance, 85 w/Heavy Encumbrance
Takes preparation, costs 4 fatigue, may spend more fatigue to counteract penalties.
(Base 100, With Light Encumbrance +10%, with Medium Encumbrance + 20%, with Heavy Encumbrance +30%, Naked -30%, Costs 4 fatigue -20%, Range limit 300 miles -15%, Psi -10%)
Awareness
Psychic Healing Talent 5 points/level
Metabolism Control: 3 points/level
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 5/level, Costs fatigue -10%, prep required 1 minute -20%, -10% Psi)
Raise Strength: 6 points/level, may add 1 to ST for each level.
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 10/level, costs fatigue -10%, prep required 1 minute -20%, -10% Psi)
Prerequisite: Metabolism Control
Raise Health: 6 points/level, may add 1 to HT for each level.
Takes 1 minute of prep, costs 2 fatigue 1st minute, 1 per minute to maintain.
(Base 10/level, costs fatigue -10%, prep required 1 minute -20%, -10% Psi)
Prerequisite: Metabolism Control
Regeneration: 30 points
Takes 1 minute of prep, costs 2 fatigue per point healed, heals 1 HP/minute.
(Base 50, costs fatigue -10%, prep required 1 minute -20%, -10% Psi)
Prerequisite: Metabolism Control
Regrowth: 12 points
Takes 1 minute of prep, costs 2 fatigue per point healed, heals 1 HP/minute.
(Base 40, costs fatigue -10%, prep required 1 minute -20%, only works in conjunction with regeneration -30%, -10% Psi)
Any input is appreciated. I did a little editing and fixed some math problems.