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Traveller Psionics in Gurps 4E

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.
 
Yes,

nice and adaptable.

Perhaps you should also include some of the special Psions.

E.G. Telecryogenics, Telepyrotechnics, Battery, Drain, Antipsionic and so on. Since they are canonical, that is in an official traveller Rulebook or Magazine it should do no harm.

BTW. Psionics are extremely rare in the 3 Imperium, only in the 250 Ppm (Parts per Million) Region it would be correct in the CT Era. In Millieu 0 they were more common because Cleon I did indeed patronized psionics. After the Psionic Suppression War they were criminalised for being devious mindsuckers in league with the despisable Zho's.

Mostly it is a question of the IMTU-Rules applied, but since I do think, that coherence to the rules regardles of system is what makes traveller a good system. Be it CT, MT, TNE, T4, Gurps or T20. What i'm looking forward to is the introduction of T5. You might also use the best of all systems and have much fun. Even if it isn't clinging to the canon. And fun should be the measure for the rise and fall of a system.

Regds.

Torsten
 
I was going to save Special Talents for later, but here ya go.

SPECIAL
Although psionic activity generally lends itself to classification, some individuals defy this classification. Individuals with special talent are capable of some activity which is not described here; this talent is dispensed by the referee after deliberation. The special talent may include abilities not covered by this section, or may be a random assignment of otherwise unreceived abilities. - Book 3 Worlds and Adventures

Some recommended special talents (allow player to chose or roll 1d)

(1) Cryokinesis: 1.5 points/level, may lower temperature 20 deg/level at 2 deg/level/second.
Costs 1 fatigue per 10 degrees of change.
(Base 5/level, decrease temperature only -50%, costs fatigue -10%, -10% Psi)
Note: may add Area of Effect (page 102), and Increased Range (page 106)

(2) Invisibility: 30 points
Costs 1 fatigue first minute, 1 per 2 mintues to maintain.
(Base 40, up to light encumbrance +20%, switchable +10%, costs fatigue -5%, living beings only -40%, -10% Psi)

(3) Penetrating Vision: 8 points/level, may see through 6 inches(15cm) of material per level
Costs 2 fatigue first minute, 1 per minute to maintain.
(Base 10/level, costs fatigue -10%, -10% Psi)

(4) Possession: 30 points
Takes 1 second of prep, must touch target, costs 10 fatigue, target resists with will(+mental shield if any).
(Base 100, costs fatigue -50%, no memory access -10%, -10% Psi
May improve ability by buying off the fatigue cost.

(5) Psychokinetic Force Field: 5 points/level, stops 1 point of damage per level
Costs 2 fatigue first minute, 1 per minute to maintain.
(Base 5/level, force field +20%, costs fatigue -10%, -10% Psi)
Note: may also Enhance with Hardened +20%/level

(6) Pyrokinesis: 1.5 points/level, may raise temperature 20 deg/level at 2 deg/level/second.
Costs 1 fatigue per 10 degrees of change.
(Base 5/level, decrease temperature only -50%, costs fatigue -10%, -10% Psi)
Note: may add Area of Effect (page 102), and Increased Range (page 106)
 
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