>Traveller that I recall that allows a non-psi to ever be able to
>'naturally' (i.e., without techological assistance) shield or even
>interfere with psi being used against him/her.
House rules. I liked the implementation in X-Men, and felt it should be added.
>I'd have to look into just what happens during an epileptic episode in
>real life (Rob O'Connor, are you still on the list and can you
>comment?), but I do recall reading about at least one theory that might
>allow for telepathically-induced (and therefore possibly
>dreamwalker-induced) epileptic episodes.
Again, I thought of this in relation to X-Men comics, but I feel it makes sense.
>Since B5 was pretty much after I gave up watching TV, and I never had
>cable anyway, this reference is lost on me - a quick explanation
>wouldn't be taken amiss...
You missed some good sci-fi. I heartily recommend the dvds or downloads. But the name alone should tell you. Asimov's 3 Laws of Robotics inspired the idea of a telepath implanting commands. Or think of it like Robocop's directives.
>Yes, this does sound nasty, and I'd never allow it in _my_ Traveller
>games; it's too powerful/unbalancing. But it also sounds interesting,
>and may be worth writing some rules for (separate from dreamwalking).
>Can you provide a bit more information about the novel? Author, possibly
>publisher, verify the title, etc.?
The book is in another state right now, and I can't remember the title or author. The more i rack my brain, the farther away it seems. The main characters are the crew of a ship hired to carry a cargo. One of the passengers is a node, there to hijack the cargo.
>All of these sound potentially interesting; I urge you to write them up
>in more detail, even if it's not for Freelance Traveller.
I want to, but don't know when I'll get around to it.
>Dreamwalking isn't necessarily useful as something used _against_ the
>PCs without clue-yielding setup and effects, and certainly not by one
>NPC against another as an enigma for the PCs to solve (why is he acting
>this way?). It's more intended for PCs to potentially use in the course
>of an adventure, either to get information or to ensure that Something
>Happens. With the addition of the training/learning rules, it's
>distinctly possible for it to be used to cut the amount of time required
>to gain a skill.
So an indirect way to teep, or to avoid the D&D training time to gain a level type rules?
>Also, this is meant as a supplement to the standard rules, which to the
>best of my recollection don't include the cliché mind-control powers
>(what you refer to as Dominate and Mind Control here). No rule can be
>written to be 'neutral' with respect to all possible 'house rules', so
>rather than trying to be all things to all people, it's best to write a
>house rule (which is what Doing It My Way in Freelance Traveller is all
>about) so that it's relatively balanced against the standard rules, or
>perhaps the standard rules plus most widely-know common house rule
>(e.g., in 1977 CT, using the Optional Survival Rule rather than
>enforcing die-in-chargen-on-failed-survival-roll).
IMO, Telepathy is a power, reading/sending thoughts, probe, dominate, etc are skills in the use of telepathy.
But I have also been influenced by Timelords (BTRC), GURPS, Star Frontiers, Space Opera, and Marvel SHRPG, among other games.