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Psionic Guardians: An Expanded Classic Traveller Career

The intention of this article is to specify a new career for Classic Traveller, that of the psionic guardian. It takes the form of an expanded character creation process like CT books 4, 5, 6 and 7 (Mercenary, High Guard, Scouts and Merchant Prince). To use this career you need a copy of basic Traveller (CT books 1-3) specifically the rules for psionics and (optionally) a copy of books 4, 5, 6 and 7. It is up to the referee whether to allow players to generate characters using these rules. And they may modify the enlistment procedures to suit their universe (maybe making all PC's automatically a Psionic Guardian, making all Psionic Guardians Knights etc).

BACKGROUND

All though the default setting for Traveller (the Third Imperium) essentially bans general psionics use (due to the result of the psionic suppressions) there is still the possibility for psionic undercover operatives. Other settings (like that of a certain popular movie released the same year as CT) make heavy use of psionics (both good and bad) and often have the equivalent of a psionic police force that protects the populace. Some of these psionic guardians go about there duties relying heavily on mysticism and others go about it in a scientific way. Psionic usage also varies; some do almost everything using their powers, while others use their powers when it is the only option. The social order can vary just as much, with one group having a heavily stratified order while others are essentially democratic. Generally any order of this type can be split into three groups. Those of a law enforcement type function, those of social welfare function and those of a covert military nature. Not all orders will have all these groups, and in those that do one group might be more important or larger than others.

ENLISTMENT

Many of the procedures used in book 1 are retained in this article. Once statistics have been rolled the character must either enlist in the "Other" career or be drafted. Once in the "Other" career a throw of 7+ (DM +1 for Int 9+; DM +2 for Int 11+) must be made to successfully locate a recruiting centre and to be accepted for testing. If the player fails this throw they must wait one year to try again during which the gain no skills or money. Once tested if the character has a Maximum Psionic Strength Rating (MPSR) of 5 or greater they are accepted into the Psionic Guardians and sent off to the nearest academy.

ACQUIRING SKILLS AND EXPERTISE

Terms of service: Upon enlistment, a character embarks on a term of service lasting for four years. This adds four years to the character's age. Each time a character reenlists, it is for an additional four year term of service.

Each Term of service is subdivided into four one year assignments. Characters will determine their new assignment each year and resolve all pertinent actions pertaining to it. At the conclusion of four assignments, a character has completed a term, and may attempt to reenlist.

Choice of arm: Upon entering the academy the character is given 6 months of general training, followed by four months of psionic training (as detailed in book 3). At the end of this period they are given the choice of which arm of the order they want to enter. These arms are Law Enforcement, Social Welfare and Covert Operations. To enlist in that arm the character must have all the talents shown.

Law Enforcement
Telekinesis
Awareness
Social Welfare
Telepathy
Clairvoyance
Covert Operations
Teleportation
Clairvoyance
Awareness

Law Enforcement involves catching dangerous criminals such as murderers and drug smugglers. Social Welfare includes councillors, diplomats, psychologists, doctors etc. Covert Operations is mainly for small scale assaults against heavily armed opposition (such as military and organized crime bases), they often work closely with Law Enforcement.

Basic Training: During the academy training the character has the opportunity to learn the following skills. Roll 3+ on one die for each skill legal, admin, gun cbt and blade cbt.

Advanced Training: Advanced training takes one year. At the end of advanced training the player may roll to see if there characters psionic experience has increased (per book 3) they may also roll on the skill table for their arm.

Assignments: Following basic and advanced training, the player will determine his first assignment. Each term, a player will carry out four assignments. Basic and advanced training constitute the first assignment of the first term. Resolution of assignments is carried out in three steps: determine general assignment, determine specific assignment, determine outcome of the assignment.

  1. General Assignment: Locate the column of the general assignment table corresponding to the player's arm of service. Roll a six-sided die to determine which general assignment is received. If the player has an intelligence of 8 or higher, a DM of +1 may (but need not) be applied.
  2. Specific Assignments: Special assignments are handled in a separate section below. Normal assignments will consist of performing one of several missions. These consist of Raid, Counter Insurgency, Police Action, Internal Security, Ground Duty, Space Duty, Training, Patrol and Garrison. Roll two dice and determine the result from the table. Also roll for Psionic Experience (per book 3).
  3. Results: Five results must be rolled for in a normal assignment: Survival, Decoration, Skills and Psionic Experience (per book 3). Promotion may also be rolled if the referee allows it.

Survival: Most activities involve some danger, and even accidents in training occasionally cause fatalities or injuries. To survive a normal assignment, a player must roll the indicated number or higher on two dice. If the indicated number itself is thrown, the player has been injured or wounded. Injuries and wounds have no effect except in the assignments marked with an asterix (Raid, Counter Insurgency and Police Action). Each of these assignments is officially classified as a combat action, and sustaining a wound or injury in such an assignment causes the player to be awarded the Purple Heart. Alternative to killing a character as a result of a failed survival roll, the player may muster out with half a six-sided die (rounded up) worth of damage applied to Str, End or Dex. A player may elect to take a negative DM on his or her survival roll and then apply it as an equal positive DM for decorations in the next step.

Decoration: If the player rolls the indicated number or higher, they are awarded the citation for Meritorious Conduct Under Fire (MCUF). If the player rolls a number at least three higher than the stated number, he or she receives the Medal for Conspicuous Gallantry instead (MCG). If the player rolls at least six higher than the number indicated he or she receives the Starburst for Extreme Heroism (SEH) instead. If a negative DM was taken on survival, an equal positive DM may be used to attempt to win a decoration. For example, a player might elect to take a DM of -2 for survival, thus increasing the chance that the throw will not be achieved. If they survive nonetheless, then a DM of +2 is allowed when rolling for decorations. The reverse of this procedure (positive DM's for survival and then forgoing decorations because of the negative DM's) is not allowed.

Promotion: If the referee allows promotions the player will be promoted by rolling the indicated number or higher. Members of the Social Welfare arm may only roll for promotion once per term. Alternatively use the alternate ranks, where rank corresponds to the highest actual psionic talent level. Or combine the two systems so a player can never be promoted higher than his or her maximum psionic talent level.

Skills: If the player rolls the indicated number or greater, one skill may be rolled for. All players can roll on their arm of service or life table. Player's on a Space Duty assignment may roll on the shipboard table. Those on ground duty, patrol police action can roll on the ground table. Player's on a raid, counter insurgency or police action can roll on the combat table. A player can never have more skill levels (eg Pilot-2 counts as two skill levels) than their Int+Edu. If at the end of character creation a player's total skill levels is more than Int+Edu they must reduce any skills they want till the total is equal to Int+Edu (a skill level of 0 is not the same as not having that skill).

SPECIAL ASSIGNMENTS

Determine which assignment a player receives by rolling once on the appropriate Special Assignment table. The means of resolving special assignments are listed below.

  1. Cross-Training: The player rolls once on the Arm of Service table of any other service arm than his or her own. They further note that they have been cross-trained in that arm. At the conclusion of any term after a player has cross-trained in another arm, and the player successfully reenlists, and provided they have the required talents, the player may switch to that arm.
  2. Specialist School: The player has been chosen to receive specialist training in a specific field. The player rolls a single six-sided die and receives one level of expertise in the indicated skill from the specialist table.
  3. Seconded: The player has been seconded (loaned) to another service. The player can either attempt to enlist in another service or can submit to the draft. Once any training is finished the player is automatically given a commission. The player than resolves the rest of the assignments left in the current term in that service. At the end of the term provided the player makes a successful reenlistment roll for that service and was promoted at least once (not including the initial commission) he or she may elect to stay in that service. If at the end of a term the player fails a reenlistment roll or wishes to leave that service, they muster out and return to the Psionic Guardians. The player must now attempt to reenlist normally.
  4. Ship Training: The player has been selected to receive training in the operation of a star ship. Roll 3+ on one die for each skill Vacc suit, Pilot, Navigation, Engineering, and Computer.
  5. Diplomatic Mission: The player has been sent on an important diplomatic mission. Roll 9+ on one die to be Knighted (or if already a noble promoted to the next noble rank) and gain an extra roll on the mustering out table. Adjust Soc accordingly.
  6. Recruiting: The player has been assigned to a recruiting station and automatically receives recruiting. Roll 4+ on one die for each skill to receive liaison and streetwise.
  7. Teaching: The player has been assigned either to teach at an academy or to look after an apprentice. He or she automatically receives instruction skill and a commission to teaching rank (O1). If player is already of teaching rank than they are promoted.

REENLISTMENT AND MUSTERING OUT

After completing four assignments, a player has completed one term, and may attempt to reenlist. Reenlistment is done as specified in Classic Traveller Book 1, with the following additions. Any player with a MPSR of 9+ receives a DM of +2. In addition any player with a psionic talent level of 5+ in any required talent. At the conclusion of a player's last term, they roll on the mustering out tables once for each term of service. Ranks 01 to 06 get two extra rolls. All ranks higher than O6 get three extra rolls. If a player begun enlistment at an odd age (i.e. due to not making the roll to find a recruitment centre), then he or she must re-enlist or muster out at the next correct age (22, 26, 30, etc) even if the term will be shorter than 4 years. Aging is conducted in accordance with Classic Traveller Book 1.

CHANGING ARMS OF SERVICE

At the beginning of any term of service a player may transfer to any arm that he or she has cross trained in. Provided they make their reenlistment roll and have the required talents for that arm of service.

TERM SKILLS

Term skills as called for in Classic Traveller Book 1 are not rolled for, nor rank and service abilities received, the skills received from specific assignments being substituted for these.

MULTIPLE SCHOOL ASSIGNMENTS

Players who receive several assignments to the specialist school or ship training are considered to be taking a refresher courses and gain the listed skill or (in the case of ship training) may attempt again to receive each of the listed skills, unless a player upon receiving such an assignment already has a skill level of 2 or higher in any one skill offered by the school. In this case, the player is assigned to the school as an instructor, and receives one automatic Instruction skill, in addition to be commissioned to teaching rank O1 (if applicable).

Service Skills
Roll Law Enforcement Social Welfare Covert Operations
1 Interrogation Admin Gun Cbt
2 Streetwise Medical Blade Cbt
3 Gun Cbt Liaison Recon
4 Legal J-o-T Survival
5 Bribery Leader Battle Dress
6 Liaison Blade Cbt Demolition
Special Assignment on 5+ 6+ 4+
DM +1 if INT 9+ or MPSR 9+ +1 if INT 9+ or MPSR 9+ or EDU 9+ +1 if INT 9+ or MPSR 9+ or STR 9+ or END 9+

 

Regular Assignments
Roll Law Enforcement Social Welfare Covert Operations
2 Ctr Ins Int Sec Raid
3 Spc Duty Grnd Duty Garrison
4 Raid Train Ctr Ins
5 Pol Act Patrol Spc Duty
6 Patrol Garrison Int Sec
7 Patrol Garrison Raid
8 Patrol Garrison Train
9 Pol Act Patrol Train
10 Grnd Duty Train Ctr Ins
11 Train Pol Act Pol Act
12 Int Sec Spc Duty Raid

 

Special Assignments
Roll Law Enforcement Social Welfare Covert Operations
1 Cross-Training Recruiting Seconded
2 Specialist School Specialist School Ship Training
3 Seconded Seconded Specialist School
4 Specialist School Teaching Cross-Training
5 Ship Training Ship Training Seconded
6 Recruiting Diplomatic Mission Recruiting
7 Diplomatic Mission Cross Training Teaching
Optional DM +1 if INT 9+ +1 if INT 9+ or SOC 9+ +1 if INT 9+ or MPSR 9+

ASSIGNMENT RESOLUTION

Law Enforcement
  Raid Ctr Ins Pol Act Int Sec Grnd Duty Spec Duty Train Patrol
Survival 6+ 5+ 4+ 4+ auto 5+ auto auto
Decoration 6+ 10+ 9+ 11+ 12+ 8+ none 11+
Promotion 6+ 9+ 8+ 6+ 11+ 8+ 10+ 10+
Skills 5+ 8+ 7+ none 10+ 6+ 4+ 7+
DMs:
Survival: Optional +1 if any required talent at 4+
Promotion: Optional +1 if EDU 9+
Social Welfare
  Pol Act Int Sec Grnd Duty Spc Duty Train Patrol Garrison
Survival 4+ 4+ auto 5+ auto 2+ auto
Decoration 10+ none 10+ 9+ none 10+ none
Promotion 9+ 6+ 9+ 6+ 9+ 10+ 12+
Skills 7+ none 5+ 6+ 4+ 8+ none
DMs:
Survival: +1 if INT 9+
Promotion: +1 if any required talent at 4+ or SOC 8+
Covert Operations
  Raid Ctr Ins Pol Act Int Sec Grnd Duty Spec Duty Train Patrol Garrison
Survival 6+ 5+ 3+ 4+ 2+ 7+ 3+ 5+ auto
Decoration 5+ 8+ 9+ 11+ 10+ 5+ none 10+ none
Promotion 6+ 7+ 8+ 7+ 8+ 5+ 8+ 7+ 9+
Skills 5+ 6+ 7+ none 5+ 4+ 6+ 8+ none
DMs:
Survival: +1 if Awareness 5+
Promotion: +1 if END 8+
Skills
Roll Shipboard Ground Specialist Combat Life
1 Computer ATV Computer Brawling +1 STR
2 Ship's Boat Air/Raft Medical Blade Cbt +1 END
3 Gunnery Streetwise Legal Gun Cbt +1 DEX
4 Vacc Suit Gambling Mechanical Heavy Wpns Steward
5 Navigation +1 STR Electronics Tactics Forgery
6 Pilot +1 END Commo Fwd Obs Bribery
7 Vacc Suit +1 SOC +1 INT Leader  
8 Engineering        
DMs +1 if INT 9+ +1 if SOC 5- +1 if EDU 9+ +1 if INT 8+  

 

Table of Ranks
Non-Teaching Ranks Teaching Ranks
E1 Trainee O1 Master
E2 Cadet O2 Senior Master
E3 Senior Cadet O3 Chief Master
E4 Acolyte O4 Master Superior
E5 Senior Acolyte O5 Councillor
E6 Chief Acolyte O6 Senior Councillor
E7 Brother/Sister O7 Chief Councillor
E8 Senior Brother/Senior Sister O8 Master Councillor
E9 Chief Brother/Chief Sister O9 Academy Leader
    O10 Grand Master

Alternate Rank Table

The players rank is based on his or her highest Actual Psionic Strength Rating (All psionicists start with an actual PSR of 1 in all talents they have, and have to roll to increase their actual PSR).

APSR Rank
2- Acolyte
3 O1 - Brother/Sister
4 O2 - Senior Brother/Senior Sister
5 O3 - Chief Brother/Chief Sister
6 O4 - Master
7 O5 - Senior Master
8 O6 - Chief Master
9 O7 - Master Superior
10 O8 - Senior Superior
11 O9 - Chief Superior
12 O10 - Grand Master

Mustering Out Tables

Roll Benefits Cash
1 High Psg 5,000
2 Blade 10,000
3 Gun 20,000
4 TAS Membership 50,000
5 Psi Drug Special (4 doses) 100,000
6 Scout Ship 200,000
7 Yacht 500,000
DM+1 if Rank O6+ Gambling 1+

Gun and blade benefits must be declared by type immediately; additional benefits of that type may be declared as skill.

A maximum of three rolls are allowed on the cash table; all remaining rolls must be on the benefits table.