Mat sez:
}Well it has finally happened. I've got a number of Zhodani nobles
}in the newly created group. Two people with Social Standings of
}13, and one with a Social Standing of 12. I've never played and
}or run the psionic system in Traveller, does anyone have any
}advice or tips to offer?
Hmmm... I wonder if I will surprise a few here by saying that I
don't like using psionics in my campaigns... As systems meant to
deal with psionics I guess I prefer Traveller over other systems,
but mainly because the psionic system is very limited. As long as
you remember that psionics in Traveller is pretty limited by
comparison to say... Star Wars or magic stuff in D&D.
The MOST IMPORTANT Advice in the psi system is NOT to let your
players talk you into some super powered psionic ability just
because they rolled something under the 'Special' category. I will
usually let a player hand pick a psi skill when they roll the
'Special'. I once saw a player who chose to transmute elements as
his special ability. 1 Kg of material per psi point expended. He
then chose to create kilogram sized chunks of Anti-matter. Thank
GOD I was not the ref.
Of course I came up with some of my own custom rules for psi stuff.
For instance: If a character possesses telepathy, awareness,
medical skill and has a psi strength greater than 8, that character
may induce psionic regeneration in another person. It's tough;
it's a strain, but it can be done.
(For the curious, Jietlshaiepr can do it, albeit barely)
Another custom rule is that psionic strength may be regained more
easily (or even be temporarily boosted) by relaxation techniques.
Activity is easier when the mind when is relaxed. This is
precipitated by the presence and actions of a 'significant other'
(viz Jietlshaiepr & Niedrsha) |->
Scott 2G Kellogg