TL9 PSIONICS CAMPAIGN

Maintained by the GMastEr Updated 07/09/2004


BRIEF BACKGROUND

The psi-gene was discovered early in the 21st century, as a rash of unexplained events and phenomena rocked the entire world. Dr. Harold Strasberg discovered the gene in an extended study at Cambridge university in England, 2005. The scientific community heralded the discovery as 'remarkable' and 'revolutionary'. In 2006, several members of the UN, including the UK, the USA and Russia all revealed that they had psionic agents among their task forces. The USA revealed that it had been using psionics (mainly telepaths) since the end of World War 2, and that Roswell was all a hoax, designed to throw people off the real project, a psionics training centre.

In 2008, a new spree of psionic related crimes, including murder, took place. It appeared that a lot of psionics were rebelling against their governments, believing that they were 'superior beings' and deserved to control the world. The UN responded, and in a bloody two-year war, known as the 'Uprising' a great number of people, mundane and psionic, were killed. During the war, China saw an opportunity and invaded Russia. The fight still rages today, as the UN are officially taking a back seat, but unofficially are attempting to weaken both sides to stop the war.

In 2010, the 'Resolution' took place. Having analysed psionics a great deal, the UN decided that an 'outlet' for their powers was needed. In 2011, the UN set up the Special Psychic Branch, or SPB, and the Psionics Regulatory Agency, or PRA. It was made law that all psionics were to register with the PRA with the interests of 'public safety'. The SPB are a group of highly trained and dedicated psychics who help in various UN peacekeeping and rescue missions.

In 2014, the UN added a new branch to the SPB, known as PSI-Force, or the Psychic Service Initiative. However, that was the cover. PSI actually stood for Paranormal Search-Incursion. The section was dedicated to combating psionic terrorism, stopping psionic experiments (often on live psionics!) and rescue psionics in need, as well as keeping the peace. As a para-military group, PSI-Force has access to several classified weapons and experimental technology.

This is where the players come in. As a new member of PSI-Force, their job is protect the world from emerging psionics and stop cruelty to other psionics. Good luck out there, recruits...


CAMPAIGN INFORMATION


Genre Points Disadvantages Quirks Tech Level Starting Cash Automatic Advantages Automatic Disadvantages
Action / Investigative 150 -50 -5 9 / 10 See below See below See below

Genre:


Military-action-investigative campaign with psionic overtones

Points:


150

Disadvantages:


-50

Quirks:


-5

Automatic advantages / disadvantages:


See below

Automatic Advantages and Disadvantages

Players get PSI-Force as a Patron, who helps out from time to time. They are a multi-national agency, who can acquire equipment for purchase.

PC's effectively have two versions of Legal Enforcement Powers, one for normal duties and one for covert ops. The normal version gives you international jurisdiction, ability to arrest suspected criminals, and the right to perform searches with the appropriate warrant. The covert version includes all of the above, gives the right to carry a concealed weapon and engage in covert investigations without a warrant.

They also get a Reputation bonus from most of the citizens of UN member countries, of +1. This is negated by a negative reaction from the populace of non-member countries, which see you as foreign invaders, of -2, and usually guarantee's non-co-operation.

Every PSI-Force member has a Rank. Players start out with PSI-Force Rank 0, Enlisted Field Agent.

Finally, there is a Duty to the UN, on a 15 or less, and agents must follow the UN psionics guidelines. Additionally, there is a Secret, of being a member of a secret Psionic Taskforce, with penalties for discovery varying from country to country. This penalty could be as light as imprisonment to as severe as death!

All of these advantages and disadvantages cost 0 points (I think I rounded up and down a bit...).

Psionic powers

Players may choose only one psionic power (or a specific, single skilled power, such as Cryokinesis, or Neutralise)). There are three degrees of psionic ability.

  1. The first level is Latent, and costs 0 points. Basically, the PC has psionic power, but no skill, and no way of using the power. They must add the Unconscious Only and Uncontrollable limitations (worth -50%) to the power, and may have no enhancements. GM's should allow players to buy these off at a later date, once they have been able to train their powers to a level where they will work.

  2. The next level is Active-Limited, which costs 10 points. The PC has psionic powers and can use them, but does not have full control over them. They must add one or more of the Uncontrollable, Fickle-11 or Unreliable-8 (each worth -30%) limitations to the power, and may have no enhancements.

  3. The final level is Active-Controlled, which costs 20 points. The PC may have any enhancements or limitations to the power, except for the ones detailed above.

PC's with Active-Limited or Active-Controlled may learn up to three skills from the chosen power. Latents are at the GM's mercy!

The only skllls is disallowed in the campaign were Mindswitch and Mindsword from Telepathy. Steal Dreams and Steal Energy from Physic Vampirism needed a good explanation though.

Skills

As undercover UN operatives, PC's should be fairly skilled. It is also an idea to have a specialisation in a particular field, such as demolitions, medical or combat. Psionic powers should compliment this specialisation (such as Telekinesis or Clairvoyance for demolition, Healing for medical or Combat Sense for a soldier).

PC's must also have some ability in the following skills (at least one point):

Swimming, Running, Brawling / Karate / Judo / Boxing, Armoury (Rifles and Handguns and / or Beam Handguns), English, French, German, First Aid, Climbing, Computer Operation, Stealth and at least one Driving or Piloting skill, such as Driving: Car or Piloting: Helicopter.

This comes to 12 points. Psionics with Latent powers should have some exceptional ability (skill 16+) in some field to compensate for their lack of psionic control (or a good excuse...). The skill of Mind Shield is useful for non-telepathic characters.

UN Psionics guidelines

The UN operates a psionic policy that all psychically active members must follow. In brief:

  1. Members must not engage in unauthorised scans of any UN citizen without consent

  2. Members must not use their powers to endanger or affect UN citizens

  3. Members should use offensive psionic abilities only as a last resort

  4. Members should use their powers to protect UN citizens from hostile psionics

These guidelines are sometimes suspended for the duration of a mission. Your commanding officer will brief you if such a situation arises.

PSI-Force ranking system

The PSI-Force ranking system is fairly simple, and follows the US Army ranking system (because I haven't got any other rank system available!). PC's (in my campaign at least) may not begin with a rank of above 2. PSI-Force Rank costs 5 points per level, and Rank 0 is free (see above).

Rank 0: Enlisted Field Agent

Rank 1: Field Operative

Rank 2: Corporal

Rank 3: Sergeant

Rank 4: Master Sergeant

Rank 5: Lieutenant

Rank 6: Field Commander

Rank 7: Captain

Rank 8: Major

Rank 9: Colonel

Rank 10: General

Psionic ranking system

The PSI-Force ranking system for psionic powers is fairly simple. Take the power level, and stick a 'P' in front of it. So, for example, a Teleport with Power 10 is a P10 Teleport, or a character with Power 7 Emotion Sense is a P7 Empath. Feel free to come up with other names for single skill powers (as being known as a P15 Mental Blower can lead to all sorts of confusion...). Latent psionics do not get a 'P' number, as their power level and category are not yet known.

Spread of Psionics

The world population stands at roughly 6 billion. Of that total, about 0.00001% (60,000,000) have some degree of psionic potential, but it is weak and under-powered, manifesting itself into advantages like Danger Sense, Empathy or Sensitive, or into occasional precognitive dreams. Another 0.0000001% (600,000) of that total have psionic abilities. Of that number, about 40% (240,000) have active psionic abilities, uncontrollable or not. So, any characters will be representative of approximately 1 millionth of the world population. So feel honoured! :)

Money

In 2015, the universal form of currency for UN member countries is the electronic credit ((). Some countries still retain their old currency for internal affairs, and the stock exchange still exists (but now you need to compete against the credit as well!). Players begin with two sources of money, a personal amount, and a PSI-Force budget. Personal budget amounts to C3000, including a house, 2d year-old carand personal effects.

The other budget is the PSI-Force budget. As new PSI-Force operatives, PC's are given a lump sum of C5000 with which to buy weapons, armour, ammunition and equipment. This budget is advanced by C500 a month with which to buy or replace equipment, and effect repairs on equipment. Medical treatment is free, paid for by PSI-Force. Equipment is not available while off duty! PSI-Force also (obviously) pays a monthly wage, based on your rank and activities (e.g. hazard pay for going into life-threatening situations).

Technology

Most of the world is at early Tech Level 9 status, with psionic aided scientists making rapid breakthroughs in several fields, notably medicine. Pyrokinetics have advanced fusion research to a level where most civilised countries use fusion reactors for power. Electrokinetics have accelerated weapons research, bringing bout personal energy weapons such as lasers. Teleports and Levitators have revolutionised travel, and while they have not lead to the development of matter-transference and antigravity technology, they have helped other areas considerably.

Weapons

The most common energy weapon is the laser, although they are not as reliable as their Ultra-Tech counterparts, and are still very expensive. The most recent weapon development is the Blaster, brought about by research into Electrokinetics lightning abilities. The most popular weapon is still the chemical slugthrower, which uses caseless rounds. SMG's and shotguns are used primarily, with pistols and machine pistols becoming backup weapons and assault rifles being used for special operations. Gyroc's and Gauss / Electromag weapons are still at the prototype stage, and other TL9 weapons are not available, although research is concentrated primarily into plasma based weapons.

Lasers have a Malf of 3 stages lower than usual and cost twice as much. They have the same statistics as their TL8 counterparts.

Blasters have a Malf one stage lower, and do half damage. There are two types of Blaster. The first is the R-Blaster, or Ranged Blaster. They have twice the range of a normal Blaster. The second type is the HC-Blaster, or High-Capacity Blaster. These have twice the amount of shots of a normal Blaster. All Blasters cost 50% more than the TL9 versions and can have a Neural setting added for an additional 50% of cost (totalling a 100% increase in price).

Chemical Slugthrowers, Spring Needlers, Tanglers and Missile Launchers (PML) have the same stats as their TL9 counterparts.

Stunners and Electrolasers exist, at twice the normal cost. Stunners have half the normal effect (round down) of TL9 sonic weapons.

Flamers, Gyroc's, Screamers, Vibroblades, Monowire and Gauss / Electromag weapons do not presently exist.

Armour

The development of high tech energy weapons has rendered body armour almost useless. Still research into that field has continued, resulting in the development of Monokrys(tm), Armourplast(tm), Durasteel(tm), and recently Biphase Carbide(tm).

TL8 Armour has TL9 stats. ICA is available at triple cost. Telekinetically compressed armour is also available. It has 50% more DR (round down), weighs 50% more (round up), and costs three times as much. However, after it has absorbed five times its DR in damage (treat as hit points), it shatters, or in rare cases, it explodes. Other armour may be available (see me).

Remember that PSI-Force undercover agents are likely not to use heavy or conspicuous armour!

Medical technology

Medical technology has come on in leaps and bounds since the discovery of psionics with healing abilities. Many major diseases (particularly cancer, AIDS and HIV) have been reduced significantly, and can be stopped altogether. However, diseases and viruses have a tendency to fight back, and recently, psi-blocking illnesses have begun to appear.

Cybernetic technology and biotechnology has advanced somewhat. Cybernetic limb replacements are a cheap alternative to cloning, but cybernetics interferes with psionic powers.

Medical technology is at TL9, with several TL10 medical techniques (such as Anti-Agathics, Purge and Neural inhibitors) on the horizon.

Transport

With the worlds fossil fuels running out, many countries have switched to alcohol burning and power cell operated vehicles. The military still use fossil fuels, as they are reluctant to convert their many thousands of vehicles. Another alternative is the Hydrogen-Oxygen fuel cell.

The most common vehicle is the electrically powered smart car. Thanks to psionics working in industry, the vehicle is not as expensive as GURPS vehicles would have it. Halve the cost of any vehicle described in Vehicles (so a new smart car would cost about (10,000). Alternatively, if you spend 80% of your wealth on your home, this includes a 2d year old smart car.

International trips are made by Mega-jets and fusion powered sea cruisers. Helicopters are still popular for short-range journeys and covert operations.

PSI-Force has a large selection of vehicles to use on assignments, but typically, you are expected to use your own unless it is not possible (e.g. a smart car on a jungle base assault). PSI-Force will pay for all fuel and power expenses, unless they are incredibly high, in which case the credits are deducted from the agents wage.


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