TEXT: The Psionicist (Variant T20 Service Class) 
  by Jason "Flynn" Kemp 
   
  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. 
   
  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. 
   
  Psionicist 
  Service Class 
   
  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.  
   
  The Psionicist 
  Level 
  Base 
  Attack 
  Bonus 
  Base 
  Fortitude 
  Save 
  Base 
  Reflex 
  Save 
  Base 
  Will 
  Save 
  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 
  Appraise 
  Int 
  Bluff 
  Cha 
  Craft (any) 
  Int 
  Driving 
  Dex 
  Gather Information 
  Cha 
  Knowledge (any) 
  Edu 
  Liaison 
  Cha 
  Navigation 
  Edu 
  Piloting 
  Dex 
  P/Administration 
  Wis 
  Class Skill 
  Key Ability 
  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. 
   
  
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  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. 
   
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  Content: everything under Game Rule Information, including the Psionicist class table and 
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SOURCE: textdata/thevault/Traveller/06 - Traveller (T20)/Traveller - T20 - Psionicist as Service Class.pdf