The following guidelines are taken directly from Marc Miller’s original 1977 rules found in *The Traveller Book* (ISBN-10: 0139302557, ISBN-13: 978-0139302558), save for a minor house rule that increases the effective range of some psionic talents.

### PSIONIC STRENGTH

Powers of the mind are measured by **Psionic Strength Points**, initially determined for a character by rolling 2d6. Additional points may be gained with training or the use of psi-boosting drugs.

A psionic character has potential in five fields of talents: Telepathy, Clairvoyance, Telekinesis, Awareness and/or Teleportation. Upon discovery of psionic ability, roll 2d6 for each talent to determine which are known. The rolls may be done in any order, but there is a penalty of -1 on the first roll, -2 on the second roll, -3 on the third roll, and so forth.

* **Telepathy** … roll 5 or more to gain Telepathy level 1

* **Clairvoyance** … roll 6 or more to gain Clairvoyance level 1

* **Telekinesis** … roll 6 or more to gain Telekinesis level 1

* **Awareness** … roll 7 or more to Awareness level 1

* **Teleportation** … roll 9 or more to gain Teleportation level 1

**Recovery:** Beginning three hours after the last psionic activity, a character regains one psionic strength point per hour until the total equals the normal psionic strength rating.

**Psi Drugs:** One dose of psi-booster drugs (street cost Cr1,000; available on 2d6 roll of 8 or more) adds 3 Psionic Strength Points for up to one hour, or 6 points for the more rare double strength version (Cr4,000; available on roll of 10 or more). More powerful drugs “special” are rumored to exist to boost psi strength by +1 per hour to a maximum of 15 (Cr10,000, available on roll of 12 or more). Only one dose may be taken; additional doses within the hour have no effect. Psi-boosters have no effect on characters without psionic talents.

### SOCIAL RISKS

Psionics are illegal throughout the Imperium, and the price for discovery by the public or authorities can be severe. Roll 2d6…

* 2 to 3 … no immediate punishment

* 4 to 5 … deportation

* 6 to 7 … imprisonment

* 8 to 9 … tarring and feathering

* 10 to 11 … lynching

* 12 … lobotomy

### TELEPATHY TALENTS

Start at level 1 with two talents (Shield and Life Detection). Each month, roll 2d6. On a roll of 8 or more, the character increases in Telepathy by one level, but only if the level does not exceed the character’s psionic strength points total. (For example, a character with a natural maximum of 5 psi points cannot learn talents beyond level 5.)

**Telepathy Level 1 (Shield)**: Prevents unwanted telepathy from others.

* Always on, no cost to maintain, only affects the psionic character.

* This power can be replicated for non-psionic characters by wearing a psi shield helmet (TL 8; Cr4,000).

**Telepathy Level 1 (Life Detection)**: Senses living things.

* Talking (1m to 3m) … costs 1 point per 60 seconds

* Close (3m to 25 m) … costs 2 points per 60 seconds

* Short (25m to 100m) … costs 3 points per 60 seconds

* Medium (100m to 300m) … costs 4 points per 60 seconds

* Long (300m to 750m) … costs 4 points per 60 seconds

* Distant (500m to 5km) … costs 5 points per 60 seconds

* Very Distant (5km to 500km) … costs 5 points per 60 seconds

* Regional (50km to 500 km) … costs 6 points per 60 seconds

* Continental (500km to 5,000km) … costs 6 points per 60 seconds

* Planetary (5,000km to 50,000km) … costs 7 points per 60 seconds

**Telepathy Level 2 (Telempathy)**: Senses emotions in individuals.

* Talking (1m to 3m) … costs 1 point per 60 seconds

* Close (3m to 25 m) … costs 2 points per 60 seconds

* Short (25m to 100m) … costs 3 points per 60 seconds

* Medium (100m to 300m) … costs 4 points per 60 seconds

* Long (300m to 750m) … costs 4 points per 60 seconds

* Distant (500m to 5km) … costs 5 points per 60 seconds

* Very Distant (5km to 500km) … costs 5 points per 60 seconds

* Regional (50km to 500 km) … costs 6 points per 60 seconds

* Continental (500km to 5,000km) … costs 6 points per 60 seconds

* Planetary (5,000km to 50,000km) … costs 7 points per 60 seconds

**Telepathy Level 4 (Read Surface Thoughts)**: Senses immediate intentions.

* Talking (1m to 3m) … costs 2 points per 60 seconds

* Close (3m to 25 m) … costs 3 points per 60 seconds

* Short (25m to 100m) … costs 4 points per 60 seconds

* Medium (100m to 300m) … costs 5 points per 60 seconds

* Long (300m to 750m) … costs 5 points per 60 seconds

* Distant (500m to 5km) … costs 6 points per 60 seconds

* Very Distant (5km to 500km) … costs 6 points per 60 seconds

* Regional (50km to 500 km) … costs 7 points per 60 seconds

* Continental (500km to 5,000km) … costs 7 points per 60 seconds

* Planetary (5,000km to 50,000km) … costs 8 points per 60 seconds

**Telepathy Level 5 (Send Thoughts)**: Mind-to-mind conversation.

* Talking (1m to 3m) … costs 2 points per 120 seconds

* Close (3m to 25 m) … costs 3 points per 120 seconds

* Short (25m to 100m) … costs 4 points per 120 seconds

* Medium (100m to 300m) … costs 5 points per 120 seconds

* Long (300m to 750m) … costs 5 points per 120 seconds

* Distant (500m to 5km) … costs 6 points per 120 seconds

* Very Distant (5km to 500km) … costs 6 points per 120 seconds

* Regional (50km to 500 km) … costs 7 points per 120 seconds

* Continental (500km to 5,000km) … costs 7 points per 120 seconds

* Planetary (5,000km to 50,000km) … costs 8 points per 120 seconds

**Telepathy Level 9 (Probe)**: Dig into another’s memories.

* Talking (1m to 3m) … costs 8 points per 10 minutes

* Close (3m to 25 m) … costs 9 points per 10 minutes

* Short (25m to 100m) … costs 10 points per 10 minutes

* Medium (100m to 300m) … costs 11 points per 10 minutes

* Long (300m to 750m) … costs 11 points per 10 minutes

* Distant (500m to 5km) … costs 12 points per 10 minutes

* Very Distant (5km to 500km) … costs 13 points per 10 minutes

* Regional (50km to 500 km) … costs 14 points per 10 minutes

* Continental (500km to 5,000km) … costs 14 points per 10 minutes

* Planetary (5,000km to 50,000km) … costs 15 points per 10 minutes

**Telepathy Level 10 (Assault)**: Harm, maybe kill, by attacking another’s mind.

* Against an unshielded mind, the target immediately falls unconscious and loses 2d6+6 life points.

* Against a telepathically shielded mind, roll 2d6 modified by the attacker’s maximum psionic strength points minus the target’s maximum psionic strength points. (For example, psi strength 10 versus psi strength 6 gains a +4 bonus on the assault roll.) If the roll is successful, target immediately falls unconscious and loses 2d6+6 life points.

* Against a target wearing an psionic shield helmet, use an automatic psionic strength rating of 15 as defense against psionic assault as described above.

* Talking (1m to 3m) … costs 10 points per 2 seconds

* Close (3m to 25 m) … costs 11 points per 2 seconds

* Short (25m to 100m) … costs 12 points per 2 seconds

* Medium (100m to 300m) … costs 13 points per 2 seconds

* Long (300m to 750m) … costs 13 points per 2 seconds

* Distant (500m to 5km) … costs 14 points per 2 seconds

* Very Distant (5km to 500km) … costs 15 points per 2 seconds

* Regional (50km to 500 km) … costs 16 points per 2 seconds

* Continental (500km to 5,000km) … costs 16 points per 2 seconds

* Planetary (5,000km to 50,000km) … costs 17 points per 2 seconds

### CLAIRVOYANCE TALENTS

Start at level 1 with no immediate talents. Each month, roll 2d6. On a roll of 8 or more, the character increases in Clairvoyance by one level, but only if the level does not exceed the character’s psionic strength points total. (For example, a character with a natural maximum of 5 psi points cannot learn talents beyond level 5.)

**Clairvoyance Level 2 (Sense)**: Learn vague details of what is in a remote 5-meter radius area (“the room contains two humans and a vargr, all wearing some sort of armor”).

* Talking (1m to 3m) … costs 1 points per round (15 seconds)

* Close (3m to 25 m) … costs 2 points per round (15 seconds)

* Short (25m to 100m) … costs 2 points per round (15 seconds)

* Medium (100m to 300m) … costs 3 points per round (15 seconds)

* Long (300m to 750m) … costs 3 points round (15 seconds)

* Distant (500m to 5km) … costs 4 points round (15 seconds)

* Very Distant (5km to 500km) … costs 4 points round (15 seconds)

* Regional (50km to 500 km) … costs 5 points round (15 seconds)

* Continental (500km to 5,000km) … costs 5 points round (15 seconds)

* Planetary (5,000km to 50,000km) … costs 5 points round (15 seconds)

**Clairvoyance Level 3 (Direction)**: Increases the cost of other Clairvoyance powers but makes results more focused, knowing exactly where the target is, direction, how far away and, if technical, the coordinates of the target.

* Talking (1m to 3m) … not applicable

* Close (3m to 25 m) … adds 1 point per use

* Short (25m to 100m) … adds 1 point per use

* Medium (100m to 300m) … adds 2 points per use

* Long (300m to 750m) … adds 2 points per use

* Distant (500m to 5km) … adds 3 points per use

* Very Distant (5km to 500km) … adds 3 points per use

* Regional (50km to 500 km) … adds 4 points per use

* Continental (500km to 5,000km) … adds 4 points per use

* Planetary (5,000km to 50,000km) … adds 4 points per use

**Clairvoyance Level 5 (Clairvoyance sight)**: See in a remote location.

* Talking (1m to 3m) … costs 2 points per round (15 seconds)

* Close (3m to 25 m) … costs 3 points per round (15 seconds)

* Short (25m to 100m) … costs 3 points per round (15 seconds)

* Medium (100m to 300m) … costs 4 points per round (15 seconds)

* Long (300m to 750m) … costs 4 points round (15 seconds)

* Distant (500m to 5km) … costs 5 points round (15 seconds)

* Very Distant (5km to 500km) … costs 5 points round (15 seconds)

* Regional (50km to 500 km) … costs 6 points round (15 seconds)

* Continental (500km to 5,000km) … costs 6 points round (15 seconds)

* Planetary (5,000km to 50,000km) … costs 6 points round (15 seconds)

**Clairvoyance Level 5 (Clairaudience hearing)**: Listen in a remote location.

* Talking (1m to 3m) … costs 2 points per round (15 seconds)

* Close (3m to 25 m) … costs 3 points per round (15 seconds)

* Short (25m to 100m) … costs 3 points per round (15 seconds)

* Medium (100m to 300m) … costs 4 points per round (15 seconds)

* Long (300m to 750m) … costs 4 points round (15 seconds)

* Distant (500m to 5km) … costs 5 points round (15 seconds)

* Very Distant (5km to 500km) … costs 5 points round (15 seconds)

* Regional (50km to 500 km) … costs 6 points round (15 seconds)

* Continental (500km to 5,000km) … costs 6 points round (15 seconds)

* Planetary (5,000km to 50,000km) … costs 6 points round (15 seconds)

**Clairvoyance Level 9 (Combined sight and hearing)**: See and listen in a remote location.

* Talking (1m to 3m) … costs 2 points per round (15 seconds)

* Close (3m to 25 m) … costs 3 points per round (15 seconds)

* Short (25m to 100m) … costs 3 points per round (15 seconds)

* Medium (100m to 300m) … costs 4 points per round (15 seconds)

* Long (300m to 750m) … costs 4 points round (15 seconds)

* Distant (500m to 5km) … costs 5 points round (15 seconds)

* Very Distant (5km to 500km) … costs 5 points round (15 seconds)

* Regional (50km to 500 km) … costs 6 points round (15 seconds)

* Continental (500km to 5,000km) … costs 6 points round (15 seconds)

* Planetary (5,000km to 50,000km) … costs 6 points round (15 seconds)

### TELEKINESIS TALENTS

Start at level 1 with no immediate talents. Each month, roll 2d6. On a roll of 8 or more, the character increases in Telekinesis by one level, but only if the level does not exceed the character’s psionic strength points total. (For example, a character with a natural maximum of 5 psi points cannot learn talents beyond level 5.)

Telekinesis only works out to Very Long range (maximum 500 meters, about one-third mile).

**Telekinesis Level 1**: Move 1 gram without physical contact.

* Thrown object of this mass does no meaningful damage on impact.

* Talking (1m to 3m) … costs 1 points per 60 seconds, or 2 points to throw

* Close (3m to 25 m) … costs 2 points per 60 seconds, or 4 points to throw

* Short (25m to 100m) … costs 3 points per 60 seconds, or 6 points to throw

* Medium (100m to 300m) … costs 5 points per 60 seconds, or 10 points to throw

* Long (300m to 750m) … costs 10 points per 60 seconds, or 20 points to throw

**Telekinesis Level 2**: Move 10 grams without physical contact.

* Thrown object of this mass does no meaningful damage on impact.

* Talking (1m to 3m) … costs 2 points per 60 seconds, or 4 points to throw

* Close (3m to 25 m) … costs 3 points per 60 seconds, or 6 points to throw

* Short (25m to 100m) … costs 4 points per 60 seconds, or 8 points to throw

* Medium (100m to 300m) … costs 6 points per 60 seconds, or 12 points to throw

* Long (300m to 750m) … costs 11 points per 60 seconds, or 22 points to throw

**Telekinesis Level 3**: Move 100 grams, one-fifth pound, without physical contact.

* Thrown object of this mass has 1 in 6 chance of causing 1 life point of damage.

* Talking (1m to 3m) … costs 3 points per 60 seconds, or 6 points to throw

* Close (3m to 25 m) … costs 4 points per 60 seconds, or 8 points to throw

* Short (25m to 100m) … costs 5 points per 60 seconds, or 10 points to throw

* Medium (100m to 300m) … costs 7 points per 60 seconds, or 14 points to throw

* Long (300m to 750m) … costs 12 points per 60 seconds, or 24 points to throw

**Telekinesis Level 5**: Move 1 kilogram, little over 2 pounds, without physical contact.

* Thrown object of this mass causes 1 life point of damage.

* Talking (1m to 3m) … costs 5 points per 60 seconds, or 10 points to throw

* Close (3m to 25 m) … costs 6 points per 60 seconds, or 12 points to throw

* Short (25m to 100m) … costs 7 points per 60 seconds, or 14 points to throw

* Medium (100m to 300m) … costs 9 points per 60 seconds, or 18 points to throw

* Long (300m to 750m) … costs 14 points per 60 seconds, or 28 points to throw

**Telekinesis Level 8**: Move 10 kg, about 22 pounds, without physical contact.

* Thrown object of this mass causes 1d6 damage.

* At this level, enough pressure can crush a human’s windpipe.

* Talking (1m to 3m) … costs 8 points per 60 seconds, or 16 points to throw

* Close (3m to 25 m) … costs 9 points per 60 seconds, or 18 points to throw

* Short (25m to 100m) … costs 10 points per 60 seconds, or 20 points to throw

* Medium (100m to 300m) … costs 12 points per 60 seconds, or 24 points to throw

* Long (300m to 750m) … costs 17 points per 60 seconds, or 34 points to throw

**Telekinesis Level 10**: Move 100 kg, about 220 pounds, without physical contact.

* Thrown object of this mass causes 2d6 damage.

* At this level, pressure is equal to a human jaw biting down on back teeth.

* Talking (1m to 3m) … costs 10 points per 60 seconds, or 20 points to throw

* Close (3m to 25 m) … costs 11 points per 60 seconds, or 22 points to throw

* Short (25m to 100m) … costs 12 points per 60 seconds, or 24 points to throw

* Medium (100m to 300m) … costs 14 points per 60 seconds, or 28 points to throw

* Long (300m to 750m) … costs 19 points per 60 seconds, or 38 points to throw

### AWARENESS TALENTS

Start at level 1 with no immediate talents. Each month, roll 2d6. On a roll of 10 or more, the character increases in Awareness by one level, but only if the level does not exceed the character’s psionic strength points total. (For example, a character with a natural maximum of 5 psi points cannot learn talents beyond level 5.)

**Awareness Level 2 (Suspended Animation)**: No need for food or water, minimal air, no risk of sudden death.

* Only works on self, cannot be used on others.

* Can be maintained up to 7 days or come out of it due to an external trigger.

* Costs 3 points regardless of duration.

**Awareness Level 4 (Psionically Enhanced Strength)**: Temporary boost in physical strength.

* Only works on self, cannot be used on others.

* Add +1 Strength modifier and +7 life points … costs 5 points per 60 minutes.

**Awareness Level 5 (Psionically Enhanced Endurance)**: Temporary boost in physical stamina.

* Only works on self, cannot be used on others.

* Add +1 Endurance modifier and +7 life points … costs 5 points per 60 minutes.

**Awareness Level 5 (Regeneration)**: Heal wounds, regrow lost limbs and organs.

* Only works on self, cannot be used on others.

* May reverse the damage done by a toxin or disease, but not permanently cure.

* Cannot reverse the effect of aging.

* As rule of thumb, regenerate 1 life point per second (up to 15 life points per combat round).

* Costs 1 point to heal 1 life point (or 2 psi for 2 life, etc. up to limit of available psi points).

### TELEPORTATION TALENTS

Start at level 1 with no immediate talents. Each month, roll 2d6. On a roll of 12 or more, the character increases in Teleportation by one level, but only if the level does not exceed the character’s psionic strength points total. (For example, a character with a natural maximum of 5 psi points cannot learn talents beyond level 5.)

In all cases, psionic character must have a mental image of a destination before teleporting or the power fails.

On a rotating planet, changes in altitude increase temperature 2.5 degrees Celsius per kilometer down, or a like amount teleporting up. To be safe, only destinations within 400 meters up or down of the same altitude should be attempted per teleport unless special protective gear is worn.

**Teleportation Level 5 (Self Only)**: Move a distance without crossing the space between.

* Only works on self, nude, cannot be used on others or objects.

* Talking (1m to 3m) … costs 1 point

* Close to Medium (3m to 300m) … costs 3 points

* Long to Very Long (300m to 3km) … costs 4 points and disoriented for (2d6 x 10) minutes.

* Distant to Orbit (3km to 1,000km) … costs 5 points, disoriented for (2d6 x 10) minutes, collapse on roll of 8 or more on 2d6.

**Teleportation Level 7 (Limited Carry)**: Move a distance without crossing the space between.

* Only works on self plus up to 1 kg, about 2 pounds, in clothing and gear.

* Only works on self, nude, cannot be used on others or objects.

* Talking (1m to 3m) … costs 1 point

* Close to Medium (3m to 300m) … costs 3 points

* Long to Very Long (300m to 3km) … costs 4 points and disoriented for (2d6 x 10) minutes.

* Distant to Orbit (3km to 1,000km) … costs 5 points, disoriented for (2d6 x 10) minutes, collapse on roll of 8 or more on 2d6.

**Teleportation Level 9 (Broader Carry)**: Move a distance without crossing the space between.

* Only works on self plus up to 10 kg, about 22 pounds, in clothing and gear. A small living animal could be carried.

* Only works on self, nude, cannot be used on others or objects.

* Talking (1m to 3m) … costs 1 point

* Close to Medium (3m to 300m) … costs 3 points

* Long to Very Long (300m to 3km) … costs 4 points and disoriented for (2d6 x 10) minutes.

* Distant to Orbit (3km to 1,000km) … costs 5 points, disoriented for (2d6 x 10) minutes, collapse on roll of 8 or more on 2d6.