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Vulcan Psionics
Vulcans are natural touch-telepaths. Though considerable training is required to utilize this ability to the fullest (this would be performing the fal-tor-pan), simpler contacts do not require any concentration, training or even conscious knowledge of the act.--Vulcan - Memory Alpha
Vulcan Psionic Limitations
The Vulcan Mind Meld is a prerequisite for all Vulcan telepathic abilities [GURPS: Psionic Powers p. 57-67]. All Vulcan telepathic abilities have the following limitations.
- Vulcan Mind Meld, -20%: a special limitation that means the ability in question only works on those with whom you are presently in contact via Mind Meld. Basically, the Vulcan version of the Telecommunication limitation [B70].
- Telepathy, -10%: the standard limitation that means the ability is part of the Telepathy psi power [B70]
- Weakened Outside of Species, -10%: a mitigated version of the Racial, -20% limitation [B70]. Vulcans can make Telepathic contact outside of their species, but at penalties--the greater the differences between the species, the greater the penalty.
Vulcan Psionic Abilities
The following telepathic abilities [G:PP p. 57-67] are appropriate for Vulcans with psionic ability.
- Mind Meld (15/35/44/52/71/103 points for levels 1-6): it establishes two-way mental/emotional contact; a prerequisite for all other Vulcan Telepathic abilities
- Mind Probe (12 pts): force information from someone’s mind
- Suggestion: compel someone to perform a specific action
- Mental Surgery: reprogram someone’s mind
- Possession: transfer your katra into somebody
- Fal-tor-pan: reunite a Vulcan's katra with his or her body--Fal-tor-pan
Other telepathic abilities require a Secret Knowledge Perk [G:PU2 p20] to learn.
The Alien Species and Universal techniques, which allow you to communicate with a member of a different species and different languages (respectively), are especial appropriate.
In rare cases, Vulcans have shown telekinetic abilities. A Vulcan telekinetic would require a 5 point Unusual Background and each telekinetic ability learned would require a Secret Knowledge Perk [G:PU2 p20].
Vulcan Mind Meld (15/35/44/52/71/103 points for levels 1-6)
IQ/Hard
Mind Meld
Normally employed only by Vulcans, the Vulcan Mind Meld is a deeply personal thing, part of the private life, and generally not used on aliens --Vulcan mind meld
The Vulcan mind meld is a telepathic link between two individuals, allowing for the exchange of thoughts, in essence allowing the participants to become one mind. (VOY: "Meld") It is a psionic ability producing "synaptic pattern displacement". Those in a meld share consciousness in a kind of gestalt. (DS9: "The Passenger"--Vulcan mind meld.) It is a prerequisite for all Vulcan telepathic abilities.
In GURPS terms, this ability combines aspects of Emotion Sense [G:PP 58] and Telespeak [G:PP 59]. The subject of your Mind Meld will necessarily receive your surface thoughts and emotions (unless you block them with Mind Shield [G:PP 66]). The Mind Meld is the most fundamental Vulcan telepathic ability. It does not allow you to force information out of other’s minds, implant suggestions into other’s consciousness, or perform mental surgery. To do these things, you need additional abilities (Mind Probe, Suggestion, and Mental Surgery respectively). It takes a minute of Meditation to prepare properly for a Mind Meld. This time can be reduced to 20-Medication Skill seconds (minimum 1 second) on a successful Meditation role, but your skill will be at -2 until you reach 60 full seconds of Meditation. This (and all Telepathic abilities) suffer penalties when used on alien species.
You must make skin-to-skin contact--your hands on their face--with the subject at level 1. At level 2, any touch will do. Level 3 can be used at range, with a -1 penalty per yard of distance to the subject. This changes to normal range penalties [p. B550] at level 4, long distance modifiers [p. B241] at level 5, and no range penalties at all at level 6.
A Mind Meld is a prerequisite for all Vulcan telepathic abilities. The Alien Species and Universal techniques, which allow you to communicate with members of a different species and/or languages (respectively), are especial appropriate.
Advantages |
3 | | Empathy | 15 points: Contact Agent, -30%; Link, +10%; Melee Attack, C, -30%; Requires IQ vs Will Roll, -10%; Telepathy, -10%; Weakened Outside of Species, -10%; Weakened Without Preparation, 1 minute, -10% |
6 | | Mind Reading | 30 points: Contact Agent, -30%; Link, +10%; Melee Attack, C, -30%; Telepathy, -10%; Weakened Outside of Species, -10%; Weakened Without Preparation, 1 minute, -10% |
6 | | Telesend | 30 points: Contact Agent, -30%; Link, +10%; Melee Attack, C, -30%; Nuisance Effect, must send surface thoughts and emotions, -5%; Telepathy, -10%; Weakened Outside of Species, -10%; Weakened Without Preparation, 1 minute, -10% |
15 | | total |
Further Levels |
2 | | 6 + 15 + 14 = 35 points | remove Contact Agent (from all three) |
3 | | 6 + 21 + 17 = 44 | replace Melee Attack with Short Range 3 (for Empathy), Short Range 1 (for Mind Reading), and Short Range 2 (for Telesend) |
4 | | 8 + 24 + 20 = 52 | then reduce Short Range to 2 (for Empathy), remove Short Range (from Mind Reading), and reduce Short Range to 1 (for Telesend) |
5 | | 9 + 39 + 23 = 71 | then reduce Short Range to 1 (for Empathy), add Long Range 1 (to Mind Reading), and remove Short Range (from Telesend) |
6 | | 11 + 54 + 38 = 103 | then remove Short Range (from Empathy), increase Long Range to 2 (for Mind Reading), and add Long Range 1 (to Telesend) |
Techniques
Alien Species Average
varies depending on species--first the the medical/physiological (i.e. Zorski), then the behavior/cultural off-species penalties must be overcome; cannot exceed Vulcan Mind Meld
Broadcast Hard [G:PP 60]
Mind Meld-7; cannot exceed Mind Meld
Full Communion Hard [G:PP 60]
Mind Meld-2; cannot exceed Mind Meld
Multiplicity Hard [G:PP 59]
Mind Meld-5; cannot exceed Mind Meld
New Approach Hard [G:PP 59]
Mind Meld-5; cannot exceed Mind Meld
Secure Hard [G:PP 60]
Mind Meld-2; cannot exceed Mind Meld
Send Senses Hard [G:PP 60]
Mind Meld-4; cannot exceed Mind Meld
Universal Hard [G:PP 60]
Mind Meld-5; cannot exceed Mind Meld
Vulcan Mind Probe (12 pts)
IQ/Hard
Vulcan Mind Meld
Mind Probe
It is possible to force a mind meld on an unwilling subject, but most Vulcans are loath to do so, unless under the most dire circumstances.--Vulcan mind meld - Memory Alpha
As per GURPS: Basic Set, p. 69. This (and all Vulcan Telepathic abilities) only works on those with whom you are presently in contact via a Mind Meld. If your Vulcan Mind Meld ability has the Alien Species, Multiplicity, and/or Universal techniques, then your Vulcan Mind Probe shares these traits as well.
Advantage |
12 | | Mind Probe | 20 points: Vulcan Mind Meld, -20% Telepathy, -10%; Weakened Outside of Species, -10%
|
Techniques
Deep Probe Hard [G:PP 59]
Mind Meld-8; cannot exceed Mind Meld
New Approach Hard [G:PP 59]
Mind Meld-5; cannot exceed Mind Meld
Code of Honor (Psychic’s) [-10 points]
Starfleet instills this Code of Honor into its trained empaths/telepaths. Think of it as a Hippocratic Oath for telepaths. (It comes from GURPS: Psionic Campaigns, p. 34.)
- Never use your psi solely for personal gain.
- Never harm another person with your psi except in self-defense.
- Never psionically invade another person’s privacy (including eavesdropping) without his knowledge.
Species Specialties and Skill Penalties
Because of the common genetic ancestry of most of the races of the Milky Way Galaxy...--Hybrid - Memory Alpha
Many behavior/cultural and medical/physiological skills and techniques require you to specialize by species. There is a penalty when using these skills with culture [B23] or physiology [B181] you aren't specialized in. It is assumed you will specialize in your own species, but you don't have to. (Being specialized in other species but not your own requires a plausible background story—a 1 character point Unusual Background Perk).
Behavioral/Cultural Off-Culture Penalties
The penalties for using the behavioral/cultural-type skills – Anthropology, Body Language, Carousing, Connoisseur, Criminology, Dancing, Detect Lies, Diplomacy, Fast-Talk, Games, Gesture, Heraldry, Hypnotism, Interrogation, Intimidation, Leadership, Merchant, Poetry, Politics, Propaganda/TL, Psychology, Public Speaking, Savoir-Faire, Sex Appeal, Sociology, Streetwise, and Teaching [B23] – on a species outside your specialty are given in the table below. The Expert Skill (Xenology) skill suffers from the same penalties when used to identify or answer general questions about a species' culture.
Off-Culture Default Penalties for Behavioral/Cultural-Type Skills
Prevalence | Penalty | Culture |
Common | -1 | Human, Andorian, Tellarite, Vulcan |
Uncommon | -2 | Alpha Centauran, Caitian, Deltan, Denobulan, Edosian, Klingon, Orion, Rigelian, Saurian |
Rare | -3 | Arcturian, Argelian, Betazoid, Bolian, Brecon, Coridan, Cygnan, Cygnian, Jidarian, Kaferian, Kzinti, Medusan, Mynieni, Nausicaan, Prellarian, Romulan, Suliban, Trill |
Very Rare | -4 | Bajoran, Benzite |
Unknown* | -5 | Ferengi, Gorn |
Enigmatic† | -6 | Tholian |
* Cultural Familiarity for unknown species costs 1 character point, plus a 1 character point Unusual Background.
† Cultural Familiarity for enigmatic species costs 2 character points.
Counseling officers have access to Cultural Adaptability (10 pt) (or Xeno-Adaptability (20 pt)) which allow them to ignore these cultural unfamiliarity penalties for Common and Uncommon species (or all species). The Counseling! wildcard relative skill level bonus reduces these penalties for those skills above that aren't covered by Counseling! E.g. If you had Counseling! at Attribute+1 (36 pt), you would have only a -1 penalty when Carousing with an Alpha Centauran and no penalty when Interrogating one.
Medical/Physiological Off-Species Penalties
The off-species penalties for medical/physiological-type skills are based on the Zorsky Interspecies Compatibility Table [from GURPS: MODULE PRIME ALPHA, pp. 28-29] given below. These penalties can be waived if you can make a Physiology (species) roll for that species first. You may roll against Physiology (species) at defaut; such a roll suffers from the same penalties given below.
Physiology (species)/TL
IQ/Hard
IQ-6, Diagnosis-5, Physician-5, Physiology-off species penalty, or Surgery-5
This skill is covered on p. B213. A successful roll against your species specialty of Physiology temporarily removes the off-species penalty for physiology-esque skills [B181]: Diagnosis, First Aid, Physician, Pressure Points, Pressure Secrets, or Surgery. If you fail this Physiology roll, you feel the full effects of any off-species penalty. While a high Physiology skill with several species specializations can be an efficient way to go for high-IQ individuals and/or those with a wide range of medical/physiological skills, purchasing additional species specialties for particular skills removes their off-species penalty permanently.
Off-Species Default Penalties for Medical/Physiological-Type Skills
Zorski Group | Description | Default Penalties | Example Species |
I | Humans and all species moderately compatible in terms of blood and biochemistry. (Alpha- Centaurians are genetically human.) |
- -1 within a subgroup
- -2 with other Group I subgroups
- -3 with Groups II-IV
- -4 with Group V
- -5 Groups VI-IX
- -6 Groups X
|
- Subgroup a: Humans/Alpha- Centaurans (same species), Rigellians
- Subgroup b: Brecon, Cygnans, Prellarians
|
II | Species dissimilar to Group I in biochemistry and/or have significant internal organ differences including extra or unique internal organs. |
- -2 within Group II
- -3 with Groups I, III, and IV
- -4 with Group V
- -5 Groups VI-IX
- -6 Groups X
|
Arcturians, Klingons, Tellarites |
III |
Species dissimilar to Groups I and II in that their blood chemistries are not based on iron, e.g. copper (a) or cobalt (b) based. |
- -1 within a subgroup
- -2 with other Group III subgroups
- -3 with Groups I, II, IV
- -4 with Group V
- -5 Groups VI-IX
- -6 Groups X
|
- Subgroup a: Vulcans
- Subgroup b: Andorians, Orions
|
IV | Mammalian species with biochemistries moderately compatible with Group I, but which have significant internal and external differences. |
- -3 with Groups I-III
- -4 with Group V
- -5 Groups VI-IX
- -6 Groups X
|
Kzintis |
V | Reptilian species with biochemistries and internal/ external differences that are significant when compared to Group I. |
- -1 within Va subgroup
- -2 with other Group V subgroups
- -4 with Group I-IV
- -5 Groups VI-IX
- -6 Groups X
| |
VI | Exoskeletal species that are significantly different to Groups I-V and each other. |
- -5 with any other species, including other Group VI species
- -6 Groups X
|
Jindarians, Mynieni |
VII | Species that do not have individual internal organs or their equivalents, and include plantlike species. |
- -5 with any other species, including other Group VII species
- -6 Groups X
| |
VIII | Species that do not breath oxygen and come from subzero (though not cryogenic, see Group IX) climates. |
- -5 with any other species, including other Group VIII species
- -6 Groups X
| |
IX | Species that do not breath oxygen and come from cryogenic climates. |
- -5 with any other species, including other Group IX species
- -6 Groups X
| |
X | Species that are highly unique and defy classification. |
- -6 with any other species, including other Group X species
|
Tholians |
The above table is a modified version of Zorsky Interspecies Compatibility Table that appears in GURPS Module Prime Alpha.
These penalties can be waived if you can make a Physiology Skill roll for that species first, which will of course suffer from the same penalty. If you don't have the Physiology Skill for that species, you can roll against a default: IQ-6, Diagnosis-5, Physician-5, or Surgery-5.