A Variant T20 Service Class: The Psionicist


T20 Adventures Home |  Campaign Home |  Background |  Astrography |  Rules

Character Creation |  Guidelines |  House Rules |  Prestige Classes

A Variant T20 Service Class: The Psionicist
by Jason "Flynn" Kemp

A PDF version of the content of this webpage is available for download.

QLI has released the Psionicist as a 20-level prestige class in the Traveller's Aide Supplement #5 adventure, Mind Over Matter. However, its implementation as a prestige class fails to address the concept of a Milieu 0 or TNE-Regency campaign, or one based in Zhodani space, or an Alternate Traveller Universe, any of which could allow Psionicists as an acceptable career path for qualified characters. With that in mind, I present the variant Psionicist class below, presented as a service class instead of QLI's official prestige class version.

PSIONICIST
Service Class

For most psionically gifted individuals, psionics is simply an additional ability developed as a side note to the pursuit of a career or lifestyle. For them, psionics is a part of their lives, but it is not the whole of their lives. However, some people, upon discovering that they possess psionic powers, dedicate themselves to the full realization of their psionic talents. These people make their living within society through various means, but their true devotion and dedication lies in seeking to understand the nature of their talents, and finding new resources to aid in their development.

Though the dedicated Psionicist may suffer socially in other areas, their devotion is rewarded in a number of ways: First, the psionic skills reflecting spheres of influence are developed as class skills rather than cross-class skills. Second, over time Psionicists can actually expand their talents into new areas and abilities. Third, Psionicists do not need to take new psionic talents as feats, but rather gain these talents freely once they achieve the requirements for the talent.

Characteristics: Some Psionicists approach their gifts academically, while others take a mystical viewpoint to their studies. Whatever their approach, these Psionicists are dedicated to the development of their gifts. Most are introverted individualists, though not all, by far. Many are marked by a strong desire to learn and develop their talents, and bear a lot of loyalty to those who have taught them and been kind, supportive or protective of them, depending on the role of psionics in society.

Background: Due to the unpredicable nature of psionics, anyone from any background could be a Psionicist.

Adventuring: In campaigns where psionics are persecuted, such characters are destined for conflict and adventure by the very nature of their life path. Whether psionics are accepted or not, the Psionicist's talents earn them a special place in any adventuring party. The skills that Psionicists develop in questing for further psionic instruction and information can prove useful in making contacts and gathering data on other topics as well, creating a useful niche with any party.

GAME RULE INFORMATION

Class Type: Service

Enlistment Requirements: In order to enter the Psionicist class, the character possess a positive psi strength score, and must have completed psionic training with either an institute or "psionic master". For character creation, this usually means that the character's first level feat has been taken as Psi Training.

Multiclass Restrictions: A character multiclassing into the Psionicist class must meet the enlistment requirements given above.

Abilities: Education, and although it's technically not an ability score according to the Traveller's Handbook, pg 188, Psi Strength.

Stamina: 1d6 + Con modifier per level.

Starting Funds: None.

TABLE: THE PSIONICIST

 Lvl   BAB   Fort   Ref   Will   Special 
 1   +0   +0   +0   +2   Starting Feats + Bonus Feat 
 2   +0   +0   +0   +3   Bonus Feat 
 3   +0   +1   +1   +3    
 4   +1   +1   +1   +4    
 5   +1   +1   +1   +4   Bonus Feat 
 6   +1   +2   +2   +5    
 7   +1   +2   +2   +5   Bonus Feat 
 8   +2   +2   +2   +6    
 9   +2   +3   +3   +6    
 10   +2   +3   +3   +7   Bonus Feat 
 11   +2   +3   +3   +7   Bonus Feat 
 12   +3   +4   +4   +8    
 13   +3   +4   +4   +8   Bonus Feat 
 14   +3   +4   +4   +9   Bonus Feat 
 15   +3   +5   +5   +9    
 16   +4   +5   +5   +10    
 17   +4   +5   +5   +10   Bonus Feat 
 18   +4   +6   +6   +11    
 19   +4   +6   +6   +11   Bonus Feat 
 20   +5   +6   +6   +12    

CLASS SKILLS

 Class Skill   Key Ability   Class Skill   Key Ability 
 Appraise   Int   Bluff   Cha 
 Craft (any)   Int   Driving   Dex 
 Gather Information   Cha   Knowledge (any)   Edu 
 Liaison   Cha   Navigation   Edu 
 Piloting   Dex   P/Administration   Wis 
 Psionic/Awareness   Psi   Psionic/Clairvoyance   Psi 
 Psionic/Telekinesis   Psi   Psionic/Telepathy   Psi 
 Psionic/Teleportation   Psi   Sense Motive   Wis 
 T/Communications   Edu   T/Computer   Edu 
 T/Electronics   Edu   T/Mechanical   Edu 
 T/Medical   Edu       

Starting Skill Points: (4 + Int modifier) * 4. If you are taking Psionicist as a multiclass, you do not receive these starting skill points.

Skill Points per Level: 4 + Int modifier

CLASS FEATURES

All of the following are class features of the Psionicist:

Starting Feats: The Psionicist begins play with the following feats:

Armor Proficiency (Light)

Bonus Feats: At 1st, 2nd, 5th, 7th, 10th, 11th, 13th, 14th, 17th and 19th level the Psionicist gains a bonus feat. These feats may be chosen from the list below. If the character already has all of the listed feats, they may select any other feat from the Feats chapter that they are qualified for.

 Connections (Psionic)   Dodge   Gearhead   Hacker 
 Legal Eagle   Negotiator*   Opening The Mind*   Rapid Recovery* 
 Steward*   Trustworthy   Vehicle   Weapon/Marksman 
 Weapon/Swordsman          

* A specialized class feat detailed below.

Negotiator: The Psionicist is a born negotiator. Add +2 to all Liaison and P/Administration checks.

Rapid Recovery: A Psionicist must be at least fifth level to take this class feat. The Psionicist recovers Psionic strength twice as quickly as normal, but only when meditating and making a Constitution check of DC 10 to resist distractions. (This DC may be modified by the Referee, based on the circumstances under which the character is attempting to engage in meditation.)

Opening The Mind: A Psionicist must be at least seventh level to take this class feat. The Psionicist has developed enough insight to potentially awake a new psionic sphere affinity within himself. Thus, the Psionicist receives rank 0 in a psionic sphere skill they did not currently possess.

Steward: Adds 1d3 Middle and 1d6 Low passengers requesting travel aboard ship.

NOTE: Psionic Talents are found in The Traveller's Handbook, and work exactly as described there. However, rather than having to take each talent as a separate feat, members of the Psionicist class automatically gain access to the talents within their spheres as their skill rank in that sphere reaches the threshold required to use that talent.

Ex-Members: The only way for someone to become an ex-Psionicist is to lose all of their psionic talents and abilities. However, it should be noted that psionic skill ranks are generally only considered class skills for Psionicist class levels (and perhaps certain prestige classes, as defined by the Referee for his milieu), which makes the skills expensive for non-Psionicist class levels.

PRIOR HISTORY

Continued Employment: DC 2

RANKS
There are no ranks in the Psionic service.

EARNED BENEFITS

  Cash Benefits
 1   5000 
 2   10000 
 3   10000 
 4   20000 
 5   50000 
 6   50000 
 7   75000 
  Material Benefits
 1   Low Passage 
 2   +1 Intelligence 
 3   +1 Education 
 4   Middle Passage 
 5   High Passage 
 6   TAS Membership 
 7   - 

DUTY ASSIGNMENT

 1d20   Assignment (Psionics Accepted/Illicit)   Survival DC   XP Bonus DC 
 1-4   Personal Training/Personal Training   10   Auto 
 5-10   Private Service/Displaced   14   10 
 11-14   Corporate Service/In Hiding   16   6 
 15-17   Government Service/On The Run   18   8 
 18-19   Public Service/Recruitment   10   12 
 20   Teaching/Teaching   12   16 
 Ability Modifier   Wis   None 

SURVIVAL MISHAPS

 1d6   Mishap 
 1  No further action. 
 2  Deported and banned from world. 
 3  Tarred and Feathered. �1 to Charisma. Deported and banned from world. 
 4  Imprisoned for 4 years. Deported and banned from world upon completion of sentence. 
 5  Lynched, beaten, and left for dead. Lose 1d6-3 points from Cha and Con. Deported and banned from world. 
 6  Lobotomized. Lose all Psi abilities and rating, and 1d6-3 points from Int. Deported and banned from world. 

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
D20 System Rules and Content Copyright 2000, Wizards of the Coast, Inc.; Authors Johnathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
Traveller 20 Traveller's Handbook Copyright 2002, QuikLink Interactive, Inc.
Traveller's Aide #5: Mind Over Matter Copyright 2003, QuikLink Interactive, Inc.
Open Game Content from 'A Variant T20 Service Class: The Psionicist' Copyright 2003, Jason D. Kemp.

  OPEN GAME CONTENT: Any content on from 'A Variant T20 Service Class: The Psionicist' contained within a light turquoise shaded box with a border (this is an example) is to be considered Open Game Content.

Open Game Content
Material on these webpages is presented under the Open Gaming License.
All Open Game Content is specified within shaded boxes such as this one.


Traveller Ring

[ Prev | Prev 5 | Random | Next 5 | Next ]


All original material on the T20 Adventures website not designated as Open Game Content, or not otherwise protected under the copyrights of other entities, is copyright (c)2002-2004, Jason D. Kemp.

Verbatim from Far Future Enterprises's Fair Use policy:
"The Traveller game in all forms is owned by Far Future Enterprises. Copyright 1977 - 2003 Far Future Enterprises. Traveller is a registered trademark of Far Future Enterprises. Far Future permits web sites and fanzines for this game, provided it contains this notice, that Far Future is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of Far Future Enterprises's copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it.
Traveller is copyright by and of Far Future Enterprises, and its use here is by permission. http://www.farfuture.net/."

Verbatim from Quicklink's Fair Use policy:
"The Traveller game in all forms is owned by Far Future Enterprises. Copyright 2002 QuikLink Interactive, Inc. Traveller is a registered trademark of Far Future Enterprises. QuikLink permits web sites and fanzines for this game, provided it contains this notice, that QuikLink is notified, and subject to a withdrawal of permission on 90 days notice. The contents of this site are for personal, non-commercial use only. Any use of QuikLink Interactive's product identity, copyrighted material or trademarks anywhere on this web site and its files should not be viewed as a challenge to those copyrights or trademarks. In addition, any program/articles/file on this site cannot be republished or distributed without the consent of the author who contributed it."

Hosted by www.Geocities.ws

1