TEXT: PSIONICS
  PSIONICS
  158
   PSION
  PSION
  A career for characters who deliberately choose to focus on their 
  psionic potential instead of more conventional lifestyles.
  Qualiﬁ cation: 
  Qualiﬁ cation: Psionic Strength 6+ 
  –1 DM for every previous career.
  A character may only attempt to enter the Psion career with the 
  permission of the Referee. One life event (see page 34) allows a 
  character to ﬁ nd a Psionics Institute and begin his training during 
  character generation; some campaigns may allow access to psionics 
  for any character. 
  Assignments: 
  Assignments: Choose one of the following:
  • 
  Wild Talent: 
  Wild Talent: You developed your powers without formal training. 
  • 
  Adept: 
  Adept: You are a scholar of the psionic disciplines.
  • 
  Psi-Warrior: 
  Psi-Warrior: You combine combat training with psionic warfare.
  Basic Training: 
  Basic Training: Unlike other careers, a Psion gains level 0 skills from 
  the appropriate Specialist table instead of the Service Skills table in 
  basic training.
  SKILLS AND TRAINING:
  Roll
  Roll
  Personal Development
  Personal Development
  Service Skills
  Service Skills
  Advanced Education 
  Advanced Education 
  (Minimum Edu 8)
  (Minimum Edu 8)
  1
  +1 Edu
  Telepathy
  Comms
  2
  +1 Int 
  Clairvoyance
  Computers
  3
  +1 Str
  Telekinesis
  Language (any)
  4
  +1 Dex
  Awareness
  Medic
  5
  +1 End
  Teleportation
  Life Sciences (any)
  6
  +1 Psi
  Any skill 
  Space Sciences (any)
  Roll
  Roll
  Specialist: Wild Talent
  Specialist: Wild Talent
  Specialist: Adept
  Specialist: Adept
  Specialist: Psi-Warrior
  Specialist: Psi-Warrior
  1
  Telepathy
  Telepathy
  Telepathy
  2
  Telekinesis
  Clairvoyance
  Awareness
  3
  Deception
  Awareness
  Teleportation
  4
  Stealth
  Medic
  Gun Combat (any)
  5
  Streetwise
  Persuade
  Battle Dress
  6
  Melee (any) or 
  Gun Combat (any)
  Social Sciences (any)
  Recon 
  RANKS AND BENEFITS
  Rank
  Rank
  Wild Talent
  Wild Talent
  Skill or Beneﬁ t
  Skill or Beneﬁ t
  Adept
  Adept
  Skill or Beneﬁ t
  Skill or Beneﬁ t
  Psi-warrior
  Psi-warrior
  Skill or Beneﬁ t
  Skill or Beneﬁ t
  0
  Marine
  1
  Survivor
  Survival 1 or 
  Streetwise 1
  Initiate
  Life Science 
  (psionology) 1
  Gun Combat (any) 1
  2
  Captain
  Leadership 1
  3
  Witch
  Deception 1
  Acolyte
  Any psionic talent 1
  4
  5
  Force 
  Commander
  Tactics (any) 1
  6
  Master
  Any psionic talent 1
  Survival
  Survival
  Advancement
  Advancement
  WIld Talent
  WIld Talent
  Soc 6+
  Int 8+
  Adept
  Adept
  Edu 4+
  Edu 8+
  Psi-Warrior
  Psi-Warrior
  End 6+
  End 6+
  MUSTERING-OUT BENEFITS
  Roll
  Roll
  Cash
  Cash
  Other Beneﬁ ts
  Other Beneﬁ ts
  1
  1,000
  Gun
  2
  2,000
  2 Ship Shares
  3
  4,000
  Contact
  4
  4,000
  Traveller’s Aid Society
  5
  8,000
  Contact
  6
  8,000
  Combat Implant
  7
  16,000
  10 Ship Shares
  Psionic Abilities: 
  Psionic Abilities: The Psion must 
  still roll to acquire psionic talents 
  when he determines his Psionic 
  Strength. When rolling on the 
  service skills table, if the Psion 
  rolls the skill for a talent he does 
  not possess, then he may make 
  another roll to acquire that talent. 
  If that roll fails then he gains no 
  skill for that term.
  For example, Luka develops the 
  Telepathy and Clairvoyance talents 
  at the start of character generation. 
  In her ﬁ rst term of Psion training, 
  she rolls Teleportation on the 
  service skills table. She may now 
  roll 
  to 
  acquire 
  Teleportation 
  by making a Psionic Strength 
  check with a –2 DM (+0 for 
  Teleportation, –2 for two previous 
  talent acquisition rolls).
  
  PSIONICS
  PSIONICS
  159
  MISHAPS
  1d6
  1d6
  Mishap
  Mishap
  1
  Injured. Roll on the injury table (page 37).
  2
  You telepathically contact something dangerous. Lose one Psionic Strength. You also suffer from persistent and 
  terrifying nightmares.
  3
  An anti-psi cult or gang attempts to expose or attack you. 
  Roll 1d6 – on a 1–2, you are injured; roll on the injury table. On a 3–4, lose one Social Standing. On a 5–6, nothing 
  else happens, but you still must leave this career.
  4
  You are asked to use your psionic powers in an unethical fashion. Accept, and you may continue in this career, but 
  you gain an Enemy. Refuse, and you must leave the career.
  5
  You are experimented on by a corporation, government, or other organisation. You escape, but are forced to leave 
  this career. Gain a Contact within that organisation and the organisation as a whole as an Enemy.
  6
  Your gift causes a former ally to turn on you and betray you. One Ally or Contact becomes an Enemy. If you have no 
  Allies or Contacts, gain an Enemy anyway.
  EVENTS
  2d6
  2d6
  Events
  Events
  2
  Disaster! Roll on the mishaps table, but you are not ejected from this career.
  3
  Your psionic abilities make you uncomfortable to be around. One Contact or Ally becomes a Rival. If you have no 
  Contacts or Allies, your psionic abilities attract a Rival anyway.
  4
  Choose one of these skills, reﬂ ecting your time spent mastering mind and body: Athletics (any) 1, Stealth 1, Survival 
  1 or Art (any) 1.
  5
  You have a chance to use your powers unethically to better your standing. If you accept, roll Psi 8+. If you succeed, 
  gain an extra beneﬁ t roll or +1 Social Standing. If you fail, lose one Social Standing instead. 
  6
  You make an unexpected connection outside your normal circles. Gain a Contact.
  7
  Life Event. Roll on the Life Events table (page 34).
  8
  You achieve a new level of psionic strength. Increase your Psionic Strength by +1.
  9
  You are given advanced training in a specialist ﬁ eld. Throw Education 8+ to gain one level in any skill. 
  10
  You pick up potentially useful information using your psychic powers. Gain a +1 DM to any one Beneﬁ t roll.
  11
  You gain a mentor. Gain an Ally and a +4 DM to your next Advancement roll thanks to his aid. 
  12
  You achieve a new level of discipline in your powers. You are automatically promoted.
  
  WORLD CREATION
  178
   STARPORT
  Starports are the arteries of interstellar commerce. These ports for 
  spacefaring craft range in size from a landing ﬁ eld with a rudimentary 
  radio beacon and a hydrogen fuel still to city-sized ediﬁ ces where 
  tens of thousands of ships land daily. Most planets have only a 
  DownPort, a landing zone on the ground accessible only by entering 
  the atmosphere. Ships that cannot land at a DownPort are serviced 
  by a ﬂ eet of shuttles and other smaller vessels. Worlds advanced or 
  rich enough may possess a HighPort, an orbiting starport. Some 
  are equipped with space elevators or even gravitic lifts connecting 
  HighPort to DownPort.
  Starports are rated from A to E. To determine the level of a starport 
  on a planet, roll 2d6:
  STARPORT TABLE
  Roll
  Roll
  Starport Class
  Starport Class
  2 or less
  X
  3
  E
  4
  E
  5
  D
  6
  D
  7
  C
  8
  C
  9
  B
  10
  B
  11+
  A
  Starports and The Law
  Technically, a starport is Imperial territory, and is not under the 
  jurisdiction of the planetary government. The local government may 
  share in the construction costs, running costs and proﬁ ts of the 
  starport, but the port is extraterritorial and run by an Imperium-
  appointed governor. This means that travellers can carry locally 
  illegal goods onto a planet as long as they do not leave the starport. 
  The quality
  quality of a starport determines both the condition of the port 
  itself, and the level of competence of the staff. Quality may vary 
  up and down – it is possible to ﬁ nd a Class-D port run by expert 
  engineers, or a Class-A that has succumbed to decay. Some 
  worlds have entirely inappropriate starports; a world that was 
  once a centre of commerce, but has now been bypassed by new 
  trade routes might have a cavernous port capable of handling 
  thousands of freighters, but is now almost abandoned. 
  A frontier installation is just a bare spot of bedrock, marked with a 
  beacon, and is a starport in the most technical sense only. 
  The berthing cost
  berthing cost must be paid by any starship that wants to land 
  at or dock with the starport. Costs can vary wildly from starport to 
  starport but remain more or less constant at each port (roll once 
  for each port and record it for future reference).
  Fuel 
  Fuel refers to the fuel available for purchase – either reﬁ ned or 
  unreﬁ ned. Reﬁ ned fuel costs Cr. 500 per ton; unreﬁ ned fuel costs 
  Cr. 100 per ton but is risky to use when jumping (see page 140). 
  Bases have their own fuel-reﬁ ning ability – see Bases, below.
  Facilities 
  Facilities are the starport’s repair and construction ability. A 
  shipyard allows for the construction of new vessels. A shipyard 
  capable of building all types of ships can construct small craft (less 
  than 100 tons), spacecraft (100 to 5,000 tons) and capital ships 
  (more than 5,000 tons).
  Repair
  Repair facilities allow a damaged ship to be repaired, and have 
  plenty of spare parts for most common systems. Limited repair 
  facilities can only ﬁ x Hull hits but not system damage.
  Finally, the Bases 
  Bases column lists what sort of bases may be present. 
  Roll 2d6 for each base type listed; if you roll the indicated number 
  or higher, that base is present either as part of the starport or 
  nearby. For more details, see Bases, page 179.
  STARPORTS
  Class
  Class
  Quality
  Quality
  Berthing 
  Berthing 
  Cost (Cr.)
  Cost (Cr.) Fuel
  Fuel
  Facilities
  Facilities
  Bases
  Bases
  A
  Excellent
  1d6 ∞ 1000 Reﬁ ned
  Shipyard (all)
  Repair
  Naval 8+
  Scout 10+
  Research 8+
  TAS 4+
  Imperial Consulate 6+
  B
  Good
  1d6 ∞ 500
  Reﬁ ned
  Shipyard (spacecraft)
  Repair
  Naval 8+
  Scout 8+
  Research 10+
  TAS 6+
  Imperial Consulate 8+
  Pirate 12+
  C
  Routine
  1d6 ∞ 100
  Unreﬁ ned
  Shipyard (small craft)
  Repair
  Scout 8+
  Research 10+
  TAS 10+
  Imperial Consulate 10+
  Pirate 10+
  D
  Poor
  1d6 ∞ 10
  Unreﬁ ned
  Limited Repair
  Scout 7+
  Pirate 12+
  E
  Frontier
  0
  None
  None
  Pirate 12+
  X
  No Starport
  0
  None
  None
  None
  
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SOURCE: textdata/thevault/Traveller/08 - Mongoose Traveller/Errata/Previews/travpreview5.pdf