Walt: Training weapons and armor with mercs and attempting to pick up psionic stuff.
Same as Arkar. You can fit as much training in as you like and it's all fun. Other than Tourmaline and the Zho, you don't know anyone with psionic connections. You'll have to do some in character work to get more names. What are you hoping that Tourmaline can teach you?
In addition, you get a copy of the repaired psionic focus. It's a crystal pendant with a flame trapped inside. It can either reduce the cost of performing a psionic action by 25% or increase the strength of an attack by 25%. I.E. for every four points of PSI used in an offensive action, one more is added by the focus device. In addition, you can't help but feel there is more to it, but that is all that you can grasp without some kind of further research or examination.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
William: Working with Walt on merc training and psionics. Also fencing with the Zho.
As Garvin said, the Zho seem outwardly easy going but there is something lurking under the surface. As with the others, you can train with the mercs as much as you like and it's fun. Other than Tourmaline and the Zho, you don't have any potential trainers of psionics. If you want to dig, I'll need some actions from you.
Like the rest, you do get a copy of the repaired psionic focus. It's a crystal pendant with a flame trapped inside. It can either reduce the cost of performing a psionic action by 25% or increase the strength of an attack by 25%. I.E. for every four points of PSI used in an offensive action, one more is added by the focus device. In addition, you can't help but feel there is more to it, but that is all that you can grasp without some kind of further research or examination.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
OOC: William would not load the skill augments during a friendly practice; it would be unsportsmanlike. Not sure about the 'left handed' remark unless it means that they aren't faking things. SNLF: another WW deuce reference! Love it.
William greatly enjoys the fencing opportunity and invites them back to fence with some of the Imperial guard officers.
All goes well.
Colonel Skeet is revealed to be an accomplished swordsman.
I'm pretty sure the SNLF crops up in canon (or at least fandom) - just in case anyone doubted that the "northern" Marches (in FFW) aren't really doubling for the Pacific.
Here we go:
Screenshot 2025-01-19 142444.png
).
I figured it must be a Princess Bride reference but you never know when dealing with all of your crazy, fancy furrin talk!
Given that the system Efate is directly out of WWII (major US island base) we absolutely need the Zhodani SNLF since they do not have Marines.
We remain happily divided by a common language!
Well I was, of course, sold on Zhodani SNLF on contact.
I'm guessing the very existence of the Japanese version must have been yet another bone of contention between the antagonists that were the Imperial (Japanese) Army and Navy. If memory serves just as the Army were getting "advised as to their future conduct" by the US Marines on Guadalcanal the SNLF were slowly realizing that they were facing complete destruction at the hands of wily WW1 commanders and truly pugnacious Australians (who were jungle trained - unlike the SNLF) on the Kokoda Trail.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
Well I was, of course, sold on Zhodani SNLF on contact.
I'm guessing the very existence of the Japanese version must have been yet another bone of contention between the antagonists that were the Imperial (Japanese) Army and Navy. If memory serves just as the Army were getting "advised as to their future conduct" by the US Marines on Guadalcanal the SNLF were slowly realizing that they were facing complete destruction at the hands of wily WW1 commanders and truly pugnacious Australians (who were jungle trained - unlike the SNLF) on the Kokoda Trail.
Do you recommend a book on the Kokoda Battles? I know the Japanese learned a brutal lesson about modern firepower on Guadalcanal. They learned a lesson that the Australians could out fight them man-to-man in the worst terrain possible.
The Spinward Main
Donovan Argushiig, 899CB6, Merchant (3rd Officer), 3 terms, 30 (aka Roger Jones)
Gun Cbt-1, Melee Cbt-1 (Axe), Zero G-0, Steward-1, Pilot-1, Streetwise-1, Gunnery-2, Jack o’Trades-2, Trader-3, Carousing-1, Liaison-1, Engineering-1, Comms-1
Tiglath wrote: ↑Sun Jan 19, 2025 11:17 pm
We remain happily divided by a common language!
Well I was, of course, sold on Zhodani SNLF on contact.
I'm guessing the very existence of the Japanese version must have been yet another bone of contention between the antagonists that were the Imperial (Japanese) Army and Navy. If memory serves just as the Army were getting "advised as to their future conduct" by the US Marines on Guadalcanal the SNLF were slowly realizing that they were facing complete destruction at the hands of wily WW1 commanders and truly pugnacious Australians (who were jungle trained - unlike the SNLF) on the Kokoda Trail.
Do you recommend a book on the Kokoda Battles? I know the Japanese learned a brutal lesson about modern firepower on Guadalcanal. They learned a lesson that the Australians could out fight them man-to-man in the worst terrain possible.
In each case the Japanese must have finally realized (but, still buoyed up by the glory of Singapore, maybe could not yet truly accept) the brutal fact that their logistics just weren't up to delivering on their "military adventurism" against professional and determined resistance.
To fill the gaping holes in my knowledge I relied upon the publishers on YouTube (who then lead me down the rabbit hole of Milne Bay, the para drops at Salamaua/Lae and thence to the utter carnage of the Bismark Sea).
terrymixon wrote: ↑Sun Jan 19, 2025 11:02 pmGarvin
Garvin recognizes that Aster's working/on a caper and instinctively gives her space. He slides himself into the niche of available distraction / comfy boyfriend as and when she needs him. He'll be a "sounding board" but only if asked.
With the spare time he keeps fit and hones his knife throwing skills by playing darts (with knives).
She's inordinately quiet about what she's doing, though she will tell you it involves The Twilight and setting up something that will hopefully help get the new star nation off to a good start when it comes to trade and business.
You (along with every one of the partners) will get a copy of the repaired psionic focus. It's a crystal pendant with a flame trapped inside. It can either reduce the cost of performing a psionic action by 25% or increase the strength of an attack by 25%. I.E. for every four points of PSI used in an offensive action, one more is added by the focus device. In addition, you can't help but feel there is more to it, but that is all that you can grasp without some kind of further research or examination.
There are a lot of dives to make your way through, but you're making good progress. If there is anything else on your radar, let me know.
Garvin is going to indulge himself in another little "side gig" which might involve a minor (and temporary) jail break facilitating some one on one time with a "man he needs to see about a dog"... Or, more specifically, some inexcusably un-gentlemanly behaviour... This, of course, would need to be dealt with... like a Gentleman...
The above depending on the disposal of the Avastan Bratva...
Last edited by Tiglath on Mon Jan 20, 2025 1:46 am, edited 1 time in total.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
Tiglath wrote: ↑Sun Jan 19, 2025 11:17 pm
We remain happily divided by a common language!
Well I was, of course, sold on Zhodani SNLF on contact.
I'm guessing the very existence of the Japanese version must have been yet another bone of contention between the antagonists that were the Imperial (Japanese) Army and Navy. If memory serves just as the Army were getting "advised as to their future conduct" by the US Marines on Guadalcanal the SNLF were slowly realizing that they were facing complete destruction at the hands of wily WW1 commanders and truly pugnacious Australians (who were jungle trained - unlike the SNLF) on the Kokoda Trail.
Do you recommend a book on the Kokoda Battles? I know the Japanese learned a brutal lesson about modern firepower on Guadalcanal. They learned a lesson that the Australians could out fight them man-to-man in the worst terrain possible.
In each case the Japanese must have finally realized (but, still buoyed up by the glory of Singapore, maybe could not yet truly accept) the brutal fact that their logistics just weren't up to delivering on their "military adventurism" against professional and determined resistance.
To fill the gaping holes in my knowledge I relied upon the publishers on YouTube (who then lead me down the rabbit hole of Milne Bay, the para drops at Salamaua/Lae and thence to the utter carnage of the Bismark Sea).
terrymixon wrote: ↑Sun Jan 19, 2025 11:02 pmGarvin
Garvin recognizes that Aster's working/on a caper and instinctively gives her space. He slides himself into the niche of available distraction / comfy boyfriend as and when she needs him. He'll be a "sounding board" but only if asked.
With the spare time he keeps fit and hones his knife throwing skills by playing darts (with knives).
She's inordinately quiet about what she's doing, though she will tell you it involves The Twilight and setting up something that will hopefully help get the new star nation off to a good start when it comes to trade and business.
You (along with every one of the partners) will get a copy of the repaired psionic focus. It's a crystal pendant with a flame trapped inside. It can either reduce the cost of performing a psionic action by 25% or increase the strength of an attack by 25%. I.E. for every four points of PSI used in an offensive action, one more is added by the focus device. In addition, you can't help but feel there is more to it, but that is all that you can grasp without some kind of further research or examination.
There are a lot of dives to make your way through, but you're making good progress. If there is anything else on your radar, let me know.
Garvin is going to indulge himself in another little "side gig" which might involve a minor (and temporary) jail break facilitating some one on one time with a "man he needs to see about a dog"... Or, more specifically, some inexcusably un-gentlemanly behaviour... This, of course, would need to be dealt with... like a Gentleman...
The above depending on the disposal of the Avastan Bratva...
All very... I have no idea. Huh? More of that being separated by our common language, I think.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
Having discussed this topic with Arkar: following the meeting with Skeet, Walt will ask Sjeet and Arkar for a side bar.
”Col Skeet. If you haven’t picked up the Intel by now, you soon will. Some of us partners are only recently ennobled. Some of us spent a good part of our lives hiding our natural psionic talents from everybody we met.
Though some of us have great strength, none of us have received any formal training in the art and science. Do you happen to have within your ranks, or do you know of a local who is not, that we can hire to provide to us some training in psionics…all disciplines? We, of course, would compensate them handsomely if the training is of quality.
Of course, good teachers could be welcomed as settlers in our future empire should they desire it.
Any ideas or suggestions?”
Tourmaline had previously mentioned that she cannot teach psionics as she never received any instruction. But she did know several techniques that could be taught. That was an agreement to fixing her Ancients artifact focus.
Walt will request sparing sessions with her with the intent of her teaching him both martial and Tekekinetic techniques.
He’d also have the same discussion with her as he had with Skeet. Should he need to, he could also approach SEMC and the Aslan.
Thumper wrote: ↑Mon Jan 20, 2025 2:24 am
Having discussed this topic with Arkar: following the meeting with Skeet, Walt will ask Sjeet and Arkar for a side bar.
”Col Skeet. If you haven’t picked up the Intel by now, you soon will. Some of us partners are only recently ennobled. Some of us spent a good part of our lives hiding our natural psionic talents from everybody we met.
Though some of us have great strength, none of us have received any formal training in the art and science. Do you happen to have within your ranks, or do you know of a local who is not, that we can hire to provide to us some training in psionics…all disciplines? We, of course, would compensate them handsomely if the training is of quality.
Of course, good teachers could be welcomed as settlers in our future empire should they desire it.
Any ideas or suggestions?”
I'll let Tiglath respond.
Thumper wrote: ↑Mon Jan 20, 2025 2:24 amTourmaline had previously mentioned that she cannot teach psionics as she never received any instruction. But she did know several techniques that could be taught. That was an agreement to fixing her Ancients artifact focus.
Walt will request sparing sessions with her with the intent of her teaching him both martial and Tekekinetic techniques.
He’d also have the same discussion with her as he had with Skeet. Should he need to, he could also approach SEMC and the Aslan.
I'll need details on what Tourmaline can do but this can also be part of Tiglath's last hurrah in crossover GMing.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
terrymixon wrote: ↑Sun Jan 19, 2025 11:02 pmGarvin
She's inordinately quiet about what she's doing, though she will tell you it involves The Twilight and setting up something that will hopefully help get the new star nation off to a good start when it comes to trade and business.
You (along with every one of the partners) will get a copy of the repaired psionic focus. It's a crystal pendant with a flame trapped inside. It can either reduce the cost of performing a psionic action by 25% or increase the strength of an attack by 25%. I.E. for every four points of PSI used in an offensive action, one more is added by the focus device. In addition, you can't help but feel there is more to it, but that is all that you can grasp without some kind of further research or examination.
There are a lot of dives to make your way through, but you're making good progress. If there is anything else on your radar, let me know.
Garvin is going to indulge himself in another little "side gig" which might involve a minor (and temporary) jail break facilitating some one on one time with a "man he needs to see about a dog"... Or, more specifically, some inexcusably un-gentlemanly behaviour... This, of course, would need to be dealt with... like a Gentleman...
The above depending on the disposal of the Avastan Bratva...
All very... I have no idea. Huh? More of that being separated by our common language, I think.
The above was going to be accompanied by a (hopefully explanatory) PM but since I'm currently falling behind with IC responses...
Let's just shelve that option!
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
Garvin is going to indulge himself in another little "side gig" which might involve a minor (and temporary) jail break facilitating some one on one time with a "man he needs to see about a dog"... Or, more specifically, some inexcusably un-gentlemanly behaviour... This, of course, would need to be dealt with... like a Gentleman...
The above depending on the disposal of the Avastan Bratva...
All very... I have no idea. Huh? More of that being separated by our common language, I think.
The above was going to be accompanied by a (hopefully explanatory) PM but since I'm currently falling behind with IC responses...
Let's just shelve that option!
We can assume you're doing... something.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
Thumper wrote: ↑Mon Jan 20, 2025 2:24 am
Having discussed this topic with Arkar: following the meeting with Skeet, Walt will ask Sjeet and Arkar for a side bar.
”Col Skeet. If you haven’t picked up the Intel by now, you soon will. Some of us partners are only recently ennobled. Some of us spent a good part of our lives hiding our natural psionic talents from everybody we met.
Though some of us have great strength, none of us have received any formal training in the art and science. Do you happen to have within your ranks, or do you know of a local who is not, that we can hire to provide to us some training in psionics…all disciplines? We, of course, would compensate them handsomely if the training is of quality.
Of course, good teachers could be welcomed as settlers in our future empire should they desire it.
Any ideas or suggestions?”
I'll let Tiglath respond.
Thumper wrote: ↑Mon Jan 20, 2025 2:24 amTourmaline had previously mentioned that she cannot teach psionics as she never received any instruction. But she did know several techniques that could be taught. That was an agreement to fixing her Ancients artifact focus.
Walt will request sparing sessions with her with the intent of her teaching him both martial and Tekekinetic techniques.
He’d also have the same discussion with her as he had with Skeet. Should he need to, he could also approach SEMC and the Aslan.
I'll need details on what Tourmaline can do but this can also be part of Tiglath's last hurrah in crossover GMing.
Skeet replies openly "I'm fine with folk practicing the art and for myself have nothing against it. Tourmaline and I go back a ways and I'm pleased you were able to help her out. However, I've no idea where to start with psionic training. The Swordies are open enough about it and you could always ask the Zhodani but I think you are all a little "ironically Imperial" for that to be feasible. The further irony is that the Zhodani would likely help you and that, to my knowledge, sections of the Imperium use psionics but we can all see the political pit fall there and, if you don't mind me observing, the hypocrisy".
Tourmaline can pass on the theory of military applications but can't instruct Psionics. In sparring she points out how she would (individually) do it but that doesn't map onto someone else's melee style, skills or techniques. She is a very talented Telekinetic and surely has the intensity and immediacy of focus for combat use but her effectiveness is in application through learned experience and practice (which is the route PCs will need to go to develop their own technique).
(OOC: Of course PCs who already have the skill and can tactically call how they plan to use it. So increasing your skill in Telekinesis is the way forward).
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)
Thumper wrote: ↑Mon Jan 20, 2025 2:24 am
Having discussed this topic with Arkar: following the meeting with Skeet, Walt will ask Sjeet and Arkar for a side bar.
”Col Skeet. If you haven’t picked up the Intel by now, you soon will. Some of us partners are only recently ennobled. Some of us spent a good part of our lives hiding our natural psionic talents from everybody we met.
Though some of us have great strength, none of us have received any formal training in the art and science. Do you happen to have within your ranks, or do you know of a local who is not, that we can hire to provide to us some training in psionics…all disciplines? We, of course, would compensate them handsomely if the training is of quality.
Of course, good teachers could be welcomed as settlers in our future empire should they desire it.
Any ideas or suggestions?”
I'll let Tiglath respond.
Thumper wrote: ↑Mon Jan 20, 2025 2:24 amTourmaline had previously mentioned that she cannot teach psionics as she never received any instruction. But she did know several techniques that could be taught. That was an agreement to fixing her Ancients artifact focus.
Walt will request sparing sessions with her with the intent of her teaching him both martial and Tekekinetic techniques.
He’d also have the same discussion with her as he had with Skeet. Should he need to, he could also approach SEMC and the Aslan.
I'll need details on what Tourmaline can do but this can also be part of Tiglath's last hurrah in crossover GMing.
Skeet replies openly "I'm fine with folk practicing the art and for myself have nothing against it. Tourmaline and I go back a ways and I'm pleased you were able to help her out. However, I've no idea where to start with psionic training. The Swordies are open enough about it and you could always ask the Zhodani but I think you are all a little "ironically Imperial" for that to be feasible. The further irony is that the Zhodani would likely help you and that, to my knowledge, sections of the Imperium use psionics but we can all see the political pit fall there and, if you don't mind me observing, the hypocrisy".
Tourmaline can pass on the theory of military applications but can't instruct Psionics. In sparring she points out how she would (individually) do it but that doesn't map onto someone else's melee style, skills or techniques. She is a very talented Telekinetic and surely has the intensity and immediacy of focus for combat use but her effectiveness is in application through learned experience and practice (which is the route PCs will need to go to develop their own technique).
(OOC: Of course PCs who already have the skill and can tactically call how they plan to use it. So increasing your skill in Telekinesis is the way forward).
If anyone intends to search out other potential teachers, I'll need some in character actions starting that off.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
A day after getting the flame pendants (psionic foci) all of the baby ancients start having all-too-familiar symptoms: intermittent headaches, nausea, vision and hearing problems, as well as discomfort or pain throughout
the body. Sound familiar? They will last 2d6 hours.
A light bout this time! We shall say it happens overnight and no one outside the group is any the wiser.
Here are the players' advancements on Path 2. I will add things not requiring a choice to your tabs on the spreadsheet. Bold red items require you to make a choice.
Where it calls for a general enhancement pick, here are your options.
General Enhancements
Each Traveller may pick one from the general enhancements.
Each time a Traveller receives an uplift package they may also take a General Enhancement. The same one may be chosen multiple times:
• Increase any characteristic by +2
• Take 4 skill levels in any non-psionic skill or divide them between any non-psionic skills
• Increase any a psionic skill already possessed by +2 or gain level 1 in any new psionic skill
• Increase any special ability the Traveller possesses by +2
• Change paths
A Traveller who changes path may choose whether to gain their current package for this uplift incident and gain the 1st package in the new field next time, or to switch immediately and gain the 1st package now.
Arkar
FACILITATION PACKAGE 2
The Traveller continues to develop as a physical ‘doer’, with additional psionic elements.
END +1, PSI +1
Skills: Awareness +1, Electronics (any) +2, Engineer (any) +2, Jack-of-all-Trades +1, Mechanic +2
Special Ability: Tireless +2 1 General Enhancements Pick
TIRELESS
Someone with the Tireless ability can work at a project without becoming fatigued or bored. For every level of Tireless, the Traveller can work around the clock for 1D days. This effectively triples the amount of work they can do or the time they can spend waiting to act at a moment’s notice. If the Traveller is doing something that requires concentration, they will not waver. This allows the use of the Traveller’s Tireless level as a DM on any appropriate task. For example, if a Traveller is standing with a weapon pointed at the door, waiting for someone to open it, they can stay there, unmoving, for 1D days per level of Tireless and can use their level as a DM to determine initiative and whether that critical first plasma bolt hits home.
Garvin
PATH OF ALL PACKAGE 2
The Traveller may choose any level 1 package from one of the other paths. They may repeat one they have already taken. 1 General Enhancements Pick
Here are the Path 1 packages.
DOMINANCE PACKAGE 1
The Traveller’s thinking becomes quicker and clearer, and their telepathic capabilities increase.
INT+1, PSI +1
Skills: Leadership +1, Persuade +1, Telepathy +2
Special Abilities: Augmented Psi Shield +2, Interpret +1, Psionic Device +1
KNOWLEDGE PACKAGE 1
The Traveller’s intellect and mental capabilities are increased.
INT +1, EDU +1
Skills: Ancients Tech +1, Investigate +1, Jack-of-all-Trades +1, Medic +1, Telepathy +1
Special Abilities: Interpret +2, Omni-science +2,
Psionic Device +2
PHYSICALITY PACKAGE 1
The Traveller’s physical capabilities are enhanced, along with their resilience.
STR +2, END +2
Skills: Athletics (any) +2, Gun Combat (any) +2, Melee (any) +2
Special Abilities: Fighter +1, Psionic Device +1, Shooter +1
FACILITATION PACKAGE 1
The Traveller’s physical capabilities are increased along with a gain in skills.
DEX +1, END +1
Skills: Ancients Tech +1, Electronics (any) +2, Engineer (any) +2, Jack-of-all-Trades +1, Mechanic +2
Special Abilities: Interpret +1, Psionic Device +1, Team Effort +2
Jaelah
KNOWLEDGE PACKAGE 2
The Traveller’s knowledge and intellect continue to expand. They gain the ability to conduct experiments from a great distance.
INT +1, PSI +1
Skills: Ancients Tech +1, Awareness +1, Investigate +1, Jack-of-all-Trades +1
Special Abilities: Impose +1, Telesperimentation +2 1 General Enhancements Pick
IMPOSE
The Impose ability permits a Traveller to implement a psionic information transfer in the form of a psi-dream, or to attack someone with a psionic nightmare, as described on page 33. It is used to begin a nightmare, after Interpret is used to determine the narrative.
TELESPERIMENTATION
Telesperimentation is a specialist combination of telekinesis and clairvoyance. It permits the user to perform dangerous experiments from a safe distance – such as aboard a starship orbiting a different planet. Fine control is possible but the user cannot move objects heavier than 10 kilograms. They can, of course, set up the experiment and manipulate the controls telekinetically, or order servitors to do it. Telesperimentation is more about observing effects than causing them and allows the experimenter to witness emissions and events beyond normal range; it is possible to watch electrons react and see the gamma radiation emitted using this power.
Walt
PHYSICALITY PACKAGE 2
The Traveller continues to develop increased physical capabilities along with an all-round improvement in physical prowess.
DEX +1, END +1
Skills: Gun Combat (any) +1, Medic +1, Melee (any) +1
Special Ability: Prowess +2 1 General Enhancements Pick
PROWESS
Someone with the Prowess ability is physically adept even if they do not have specific skills. It acts as an additional DM when undertaking any purely physical activity. It may also be applied in situations where the user’s obvious physical capabilities may influence others, such as an attempt to intimidate someone.
William
DOMINANCE PACKAGE 2
The Traveller’s psionic powers increase further and they gain an increased ability to influence and dominate others.
PSI +2
Skills: Leadership +1, Persuade +1, Telepathy +2
Special Ability: Magnetic Personality +2 1 General Enhancements Pick
MAGNETIC PERSONALITY
A being with a Magnetic Personality can use its level as an additional DM when attempting to impress or command someone. In addition, they have an indefinable regal quality to their speech and bearing, and will naturally stand out in any group.
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
Oh, and you get a new talent that may be self-explanatory: ZHODANI. It adds the Zhodoni-specific psionic abilities to your repertoire. You would roll on it for all Zhodoni-specific talents, which I will now list.
Awareness of Others
The psion may perform any Awareness ability but only upon others and then only if the target is not wearing, or within, a psionic shield.
Check: As ability
Reach: As ability
PSI Cost: As ability +2
Blocking
Psions with this talent are capable of broadcasting psionic ‘static’ over some considerable distance, which effectively blocks the use of telepathic abilities, rendering weak telepaths powerless. While a psion maintains blocking, all psions within range (not including himself) suffer a penalty to Telepathy skill checks equal to half the blocking psion’s current PSI (rounding down).
A psion entering an area being blocked in this way may make a PSI check to realise they are being blocked. The referee may make this check in secret.
Check: Average (8+) Zhodani check (1D minutes, PSI)
Reach: Long
PSI Cost: 4
Control
The psion is able to control a machine’s functions, overriding fixed settings, programming routines and so forth. Machines can be switched on or off and their functions changed, as long as the device is capable of performing the instruction the psion gives to it. The Effect of the Zhodani check indicates the degree of success; lower Effects reflect a partial control over function, whilst higher effects reflect total control. Only one instruction at a time can be given to a machine.
Check: Average (8+) Zhodani check (1D x 10 minutes,
PSI)
Reach: Medium
PSI Cost: 3
Empathic Healing
The psion may transfer wounds from others to himself. The PSI cost is equal to the points of damage being transferred. The physical effects of the damage take immediate effect.
Check: Average (8+) Zhodani check (1D minutes, PSI)
Reach: Personal
PSI Cost: Amount of damage transferred
Interact
The psion can sense the flow of data within a machine. This allows the psion to react more quickly and smoothly to changes in the data flow, lowering the difficulty of all Computer checks the psion attempts, making them one level easier.
Check: Average (8+) Zhodani check (1D minutes, PSI)
Reach: Close
PSI Cost: 1
Interrogate
The psion can ‘communicate’ psychically with a machine, determining its physical state of repair, properties, age, programming and so forth. The psion effectively reads the psychometric aura that accompanies every device in much the same way an organic aura can be read. The Effect of the Zhodani check determines the depth and extent of the information but does not provide any measure of control.
Examples of information available with Interrogate:
• Effect 0: Who made the machine, when and where.
• Effect 1: Amount of power available in batteries.
• Effect 1: State of repair/damage.
• Effect 2: Access to stored data.
• Effect 2: Specific functions.
• Effect 3: Specific hidden instructions or programming.
• Effect 4: Hidden functions.
Check: Average (8+) Zhodani check (1D minutes, PSI)
Reach: Close
PSI Cost: 2
Mimic (WALT! LOOK OVER HERE!)
A psion with this ability has a mental shield, much like any skilled telepath. However, other psions attempting to probe or use other psionic abilities against the mimic must make opposed PSI checks to succeed. If this check is failed, a telepath perceives an unshielded mind having a personality fabricated by the mimic. Clairvoyants will see and/or hear images appropriate to the mimic’s fabricated personality, instead of the mimic’s true personality.
Psychic Transfer
The psion may transfer some or all of his PSI to another. This PSI is recovered normally.
Psychic Transfer, Psionic Strength, 1–6 seconds,
Average (+0).
Costs: 1+Range (Telepathy), +1 per Psionic Strength point being transferred.
Check: Routine (6+) Zhodani check (1D seconds, PSI)
Reach: Medium
PSI Cost: Amount of PSI transferred +1
Teleprojection
The psion can perform any Teleportation abilities but only on others and then only if the target is not wearing, or within, a psionic shield. The teleported individual suffers the effects of relative motion or altitude as detailed on page 202 of the Traveller Core Rulebook.
Check: As ability
Reach: As ability
PSI Cost: As ability +2
The Spinward Main: Jack "Flighty" O'Brien, 989BB7, Merchant (3rd Officer), 4 terms, 34
Carousing-1, Computers-1, Engineering-1, Gunnery-0, Investigation-1, Jack of all Trades-3, Medicine-1, Melee Cbt-0, Navigation-1, Pilot-3, Pistol-1, Repair-1, Science-1, Steward-1, Streetwise-1, Cargo-0, Zero G-0
Benefit: 900 Cr, Auto Pistol, Explorer's Society (or TAS) membership.
If anyone intends to search out other potential teachers, I'll need some in character actions starting that off.
Walt’s first effort to find a teacher would be to seek referrals for and conduct space-Google searches for psi institutes. He’d approach them offering positions as traveling instructors eventually returning to Collace, but he’ll also offer immigration opportunities.
Failing that, he’d send a message to all migration applicants sifting for instructors. He’d do standard background and employment history checks of documented Collace citizens. He’d attempt to message the King of the Deep to validate background for any of his folks.
Thumper wrote: ↑Thu Jan 23, 2025 9:00 pm
He’d attempt to message the King of the Deep to validate background for any of his folks.
The message is forwarded via SEMC's contacts with the arcology but no reply is forthcoming.
The folk from "below" (and from other arcologies) arrive but with apparently some guiding hand as they form a steady but manageable stream rather than an overwhelming "event".
Most are undocumented by the arcology above (although many possess unofficial Guild memberships etc relating to "below") and are therefore unknown to any local database. They arrive in good faith and can at least be vetted / vouched for by their peers as to their character. Their collective character seems to be industrious and entrepreneurial with a shared sense of community. They immediately inform on several Avastanian ex-gangsters cum refugees attempting to join as colonists.
Player: Jonathan/Tiglath
Sigrun Volsung, 9B7886, Lt Commander, 3 terms, age 31
Gun Cbt 3 (Rifle 2, Pistol 1), Melee Cbt 1 (Axe), Pilot 1,
Gunnery 1, Vacc Suit 1, Zero G 1, Streetwise 1, Recon 1,
Electronics 0, Grav Vehicle 0
Enemy: Imperial Navy (Lunion) Ine Givar(?)