TEXT:  
   
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  Psionics Ψ
   
   Hidden behind the known mental characteristics C4 and C5 are the incredible and 
  often untapped powers called Psionics. 
   
   Every character has an obscure and usually unreferenced characteristic called Psionics (abbreviated Psi or CP). The 
  characteristic remains obscure until (or unless) the individual is made aware of it through an awakening event. Characters do 
  not generate Psionics until it is first called for by the situation or the referee. 
   
  UNDERSTANDING PSIONICS 
   Psionics is the ability to interact --through the powers of the 
  mind, and independent of physical bodily activity-- with the 
  environment. 
   Basic Terms: An individual using a psionic ability is an 
  Operator or a Psionic. If he is interacting with a physical 
  thing or device, it is an Object. If he is interacting with a living 
  being (an animal or a sophont), it is a Subject. Unless the 
  distinction is important, the term Object includes Subject and 
  Operator. 
   The capability of an Operator to use Psionics is a Psionic 
  Ability or simply Ability. 
   
  Psionics Is Obscure 
   Most people doubt the existence of Psionics, dismiss it as 
  quack science, and generally look down on those who do 
  believe in it.  
   Culturally Inappropriate. Most cultures in the universe 
  reject Psionics (because of its potential for abuse; because it 
  is poorly documented; and because its scientific foundations 
  are suspect). 
   Forbidden Knowledge. Psionics is a field of knowledge 
  that is not discussed in polite society. Raising the subject to 
  ordinary citizens can lead to social rejection, cultural 
  ostracism, and legal harassment. 
   
  Confusion About Psionics 
   Psionics is often confused with the otherwise ordinary or 
  normal abilities of various sophonts. Blind sophonts do not 
  understand vision and call humans Psionic because they can 
  sense things by sight. Various talents and senses with sound 
  physical as sound physical basis are labeled Psionic by the 
  ignorant or uneducated. 
  THE THREE BRANCHES OF PSIONICS 
   
   
  The Ability To 
   
  ESP 
   
  Extra Sensory Perception 
   
  Acquire sensory data 
  directly to the mind. 
   
  ECM 
   
  Extra Corporeal Manipulation 
   
  Manipulate without the 
  use of the body. 
   
  Intuitions 
   
  Insight, Curiosity, and Luck 
   
  Access useful 
  information before it is 
  needed. 
   
   
   
   
   
   Extra Sensory Perception (Sensing). Psionics allows the 
  acquisition of information from the environment (the same 
  function that the senses fulfill) without the direct use of the 
  physical senses. Each of the senses has a Psionic analog: a 
  Psionic may be able to see at a distance (Clairvoyance), or 
  hear at a distance (Clairaudience). 
   Extra Corporeal Manipulation (Manipulation). Psionics 
  allows the manipulation of the environment (the same 
  function that manipulators fulfill) without using the body, 
  hands, arms, or manipulators. The basic physical actions 
  have Psionic analogs: a Psionic may be able to move objects 
  without touching them (Telekinesis) or transport them from 
  one place to another (Teleportation). 
   The Intuitions. Psionics allows the acquisition of limited 
  knowledge not available by any other means, including partial 
  knowledge of events before they occur. Because the future is 
  not immutable, the Intuitions provide an inexact 
  understanding of possible future events. 
   
   
   
  THE AWAKENING 
   Psionics is the capability to use Psionic Abilities (which are similar to skills, knowledges, and talents). It is an obscure 
  characteristic which remains unknown to the character until it is awakened by a suitable experience or mentor. 
  A character’s first realization that he may have some psionic ability is called an Awakening. 
   In one of the extreme moments of life (when confronted by great danger; when confronted with few or no apparent 
  alternatives) a character undergoes a Crisis. The referee makes the decision to impose an Awakening: 
   The Sanity Check. The character Checks Sanity (which, by secret direction of the referee, fails). The character is 
  overwhelmed by a sense of calm and great power. At that instant, the Referee secretly creates the character’s CP (= 2D +3 - 
  Life Stage) and uses it as a powerful favorable Mod for the remainder of the Crisis. Record this value for the character. 
   After the Crisis, the Referee says to the character (as a voice in his head): 
   
  “I think I might be Psionic.” 
  
   
   
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   The Search For Truth. The character now has a choice: to pursue a personal quest to find out more about Psionics, or to 
  ignore the insight. 
   The Immediately Available Information. Data banks and references provide the following general information. 
   
  • Psionics is illegal. It infringes on individual liberties. 
  • Psionics is quackery; it has no basis in science. 
  • Small ads (popups, printed pages, spam) promote various “Sciences of the Mind” and potential for “self-development.” 
  • Supposedly, every major population center has a Psionics Institute devoted to Psionics training. 
   
   
   Psionics Institute. Any organization 
  dedicated to research and training in the 
  psionic sciences. Institutes have existed 
  since before star flight, although usually with 
  limited success. At some point in the 
  development of every society, students of the 
  mind sciences make the requisite 
  breakthroughs and develop a scientific basis 
  for their studies.  
   Psionics Instittutes are dedicated to 
  refining the psionic sciences and 
  disseminating that information to those who 
  can use it. 
   
  THE VARIOUS PSIONICS INSTITUTES 
   Every High Population world has a Psionics Institute 
  dedicated to some aspect of the sciences of the mind. The 
  key is the high population of the world: providing enough 
  potential recruits to sustain the organization. Psionics 
  Institutes on worlds with Pop less than 9 are usually frauds. 
   
  A Psionics Institute May Be Open Or Cloaked 
   Open Institutes. On worlds which embrace or tolerate 
  Psionics, the Institutes which teach Psionics are Open. They 
  have offices and classrooms accessible to most people, often 
  advertise in the local media, and are listed in local directories. 
   Cloaked Institutes. Because Psionics is illegal and 
  considered immoral in the Imperium, Psionics Institutes on 
  High Population worlds within the Imperial borders are 
  Cloaked. They are hidden from public attention and attract 
  students through word of mouth or through veiled invitations. 
   False Institutes. On many worlds, a false institute is 
  interposed between the public and the true Psionics Institute. 
  The false institute provides harmless meditation training (at 
  high cost and dubious effectiveness). Promising candidates 
  are carefully evaluated and may be invited to attend the true 
  institute. 
   
  THE PSIONICS INSTITUTE 
  Flux 
  Institute Name 
   
   - 5 <World> Institute of Psionics 
   - 4 <City> Institute of Psionics 
   - 3 <PatronName> Institute of Psionics 
   - 2 Room 28, Psych Department, <World> University 
   - 1 <World> Industrial Training Center 
    0 <World> Psionic Institute 
   +1 <Name> Retreat for Personal Development 
   +2 Imperial Society of Magicians and Wonderworkers 
   +3 Society for the Development of Psionics 
   +4 Zhodani Cultural Exchange Institute 
   +5 The Gimalarash Institute 
   
  THE TRUE INSTITUTE 
   A True Psionics Institute provides psionics testing, training, 
  and mentoring. 
   
  CP= Psi 
   Every character has an obscure and usually unreferenced 
  characteristic called Psionics (abbreviated Psi). Characters 
  do not generate Psionics until it is first called for by the 
  referee and the situation. 
   Psionics is the capability to use Psionic Abilities. 
   Universal Structure. All sophonts generate Psionics with 
  2D +3 - Life Stage. A character tested in infancy for Psi rolls 
  2D +3. Characters are more likely to be tested in adulthood: 
  a human character at age 18 (Life Stage 3) rolls 2D +3 -3. 
   Recording Psionics. Psionics is not normally indicated in 
  references to a character. When necessary, it is stated 
  independently as CP=N or Psi=N. The value should be stated 
  in Ehex. 
   Psionics Is Genetic. Record the first Die of Psi as the 
  genetic D. 
   
  Psionics Testing. 
   A Psionics Institute provides high quality testing and 
  evaluation of an individual for Psionics Ability. 
   Preliminaries. The Psi Test involves detailed 
  brainscanning and further evaluation (including under stress) 
  of the individual. The Test takes a full day. 
   A Psi Test costs Cr1,000. For suitable or indigent 
  candidates, the cost is waived. 
   The Psi Test. The Psi Test generates the individual’s Psi. 
   If Psi has already been generated (in an Awakening), that 
  value is used. Reduce it by -1 for each full four years since it 
  was generated. 
   If Psi has not been previously generated, create it with 2D 
  +3 - Life Stage. 
   Psionics Is Genetic. Record the first Die of Psi as the 
  genetic D. 
   Psionics Potential. Any character with Psi=7 or greater is 
  evaluated by an Institute as having potential, and they 
  recommend that he should be trained. Anyone can proceed, 
  however, regardless of recommendation. 
   Psionic Abilities Are Acquired. Once a character has 
  been tested for Psi and received initial training, he begins his 
  life-long quest to acquire (learn, discover) a variety of Psionic 
  Abilities. 
   
  PSIONICS EDUCATION AND TRAINING 
   Psionics Institutes provide Education or Training for 
  characters with potential. The process consists of a series of 
  training sessions which investigate the character’s psionic 
  abilities. 
   Psionics, however, has an element of philosophy 
  enmeshed in its teachings. To encourage an understanding 
  of the universe, any specific Psionics Institute will only 
  provide one Training Session. Once that session is complete, 
  the character must (in his travels) find another Psionics 
  Institute for his next Training Session.
  
   
   
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  The Five Stages Of Psionics 
   
  The Five Stages of Psionics 
   The adherents of Psionics progress in their understandings 
  of the science through five distinct stages, each with its own 
  meaning and importance. 
   Those who understand Psionics understand a simple 
  question which also serves as a secret recognition code: 
   
   What Stage Are You? Huh? 
  The person clearly has no clue what this question means. 
  The conversation progresses to other subjects. 
   What Stage Are You? Second Stage? And you? 
   The conversation has begun; each has tentatively revealed 
  an interest in, and an understand of, Psionics. 
   
  THE FIRST STAGE 
   The character learns his basic aptitude and a simple trick.  
   A character attending his first training session determines 
  explores his psionic strength and determines if it is balanced, 
  or if it is concentrated in one of the Basic Abilities. 
   Every Psionic has (or may have) three Basic Abilities: 
  Direct, Self, and Remote. These abilities control the 
  circumstances and results of psionic activity.  
   The first training decision is whether to remain equal in all 
  three, or if he should concentrate his powers in one or two 
  areas. The decision will last a lifetime.  
   Basic Ability Allocation. The character has three times 
  Psi in points available to allocate to Direct, Self, and Remote, 
  but no Basic may be allocated less than Half CP in points. It 
  is possible to allocate zero points to an Ability.  
   
   Direct requires physical contact between the operator and 
  the subject. Psionic tasks assume Direct.  Direct is limited to 
  R= 0 Contact. 
   Remote operates at a distance from the operator and 
  without physical contact. Remote Psionic tasks add a 
  Remote component (and cost). Remote is limited to R= CP. 
   Self reflects the power of Psionics onto the individual 
  himself. Self Psionic tasks are distinct from Remote or Direct.  
   
   At the end of the First Training session, the character also 
  learns a fundamental psionic arcane ability (some call it a 
  trick):  
   
   To cloud other minds  
   Check Psi (2D) 
   
   Success forces others to completely ignore the character 
  (and those around him as part of his group). The effect does 
  not affect security sensors, imagers, or technological devices. 
  Most new Psionics try out their new ability as soon as 
  possible.  
   Finally, the character is formally declared a First Stage 
  Psion. 
   
  THE SECOND TRAINING SESSION 
   The character learns his aptitude for ESP. 
   A character attending his second training session 
  determines explores his ESP Extra Sensory Perception 
  abilities. There are six Psionic Senses corresponding to the 
  six natural senses.  
   
  Sensing Mirrors The Known Senses 
   Sensing operates in very same way as the known senses: 
  Vision, Hearing, Touch, Smell, Awareness, and Perception. 
  The distinction is that an Operator need not have the 
  corresponding physical sense in order to have a Psionic 
  Ability. The use of the Psionic Senses allocates CP and 
  Abilities into the Sense Action requirements for Constant. 
  Other applicable Mods are imposed and the Action is 
  resolved. Use of the Psi-Senses is Remote; Range is 
  counted from the operator.  
   
  Basic Ability Allocation 
   The character has three times Psi in points available to 
  allocate to the six Psionic Senses, but no Psionic Sense may 
  be allocated less than Half CP in points. It is possible to 
  allocate zero points to an Ability.  
   The points allocated to the Psionic Sense become the 
  Sense Constant. Psi- Touch and Psi- Smell actions (normally 
  required to be in contact and using 2D) are instead resolved 
  with dice equal to Range. If Psi-Vision is selected, any three 
  adjacent wavelengths may be selected. 
   The Psionic Senses operate without regard to barriers and 
  obstructions. Objects larger or smaller than Benchmarks 
  produce Mods equal to the difference in Size.  
   At the end of the Second Training session, the character 
  has learned the basics of ESP. He is also instructed in the 
  dangers of fatigue when using ESP: after every Psi-Sense 
  action, there is a chance of overwhelming fatigue: Check 
  Endurance; failure advances Attention Level (see The 
  Personal Day) one lower.  
   At the end of the session, the character is declared a 
  Second Stage Psion. 
   
   For example, Human Citizen Uvasti Seng 666B99 Psi-5 
  has found a new Psionics Institute for his Second Training 
  Session. He has (Psi-5 x 6 = ) 30 points to allocate among 
  the Psionic Senses. He decides to concentrate and allocates 
  all 30 points to Psi-Vision.  
   After the session, in his ship, he stands in the cargo hatch 
  and experiments. About a kilometer away (Range = 5) there 
  is a person on an access road under some lights. He looks 
  out into the distance (he isn’t looking for the person; the 
  action determines if he Spots or notices it). His Vision Action 
  is V- 16-RGB. He must roll 16 or less on 5D (about a 40% 
  chance of noticing it). He rolls 16 and he Spots the person.  
   
  To Spot an Object  
  Range < Vision + Benchmark + Adjust + Comment  
  5D < 16  
   
  Now he turns and scans the darkness across the tarmac. He 
  cannot See a thing. He turns his attention to his Psi- Vision. 
  There is a Size-5 Attack Beasts almost at the horizon 
  Range= 6.  
   
  To Spot an Object Psi-Vision  
  Range < Psi-Vision + Benchmark + Remote + Mod  
  5D < 30 - 1  
   
  He must roll 29 or less on 5D (which is almost automatic). He 
  is amazed at how clearly he can see in the dark. Then ( 
  Check End [not C5]) he is overcome by a feeling of fatigue; 
  he closes the cargo hatch and retires for the night.  
  
   
   
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  THE THIRD TRAINING SESSION  
   The character explores his aptitudes for ECM.  
   A character attending his third training session determines 
  explores his ECM Extra Corporeal Manipulation abilities.  
   Extra Corporeal Manipulation uses psionic ability to move 
  or change matter or energy in the environment. In a very 
  general way, Manipulation represents active (rather than 
  passive) Psionics.  
   Manipulation may be Remote or Direct.  
   There are six Psionic ECM Abilities: Move, Teleport, 
  EShift, The Touch, OOB, and Mentation.  
   
  Basic Ability Allocation 
   The character has three times Psi in points available to 
  allocate to the six Psionic ECM Abilities, but no Ability may 
  be allocated less than Half CP in points. It is possible to 
  allocate zero points to an Ability.  
   The points allocated to the ECM Ability become the 
  Constant in the use of the Ability.  
   At the end of the training session, the character is formally 
  declared a Third Stage Psion.  
   
  Move 
   Move is the Ability to change an object’s physical location.  
   
   To Move an Object  
   Range (nD) < Constant + Remote – Size  
   Range (nD) < Constant + Direct - Size  
   
   Move is a physical location change (Psychokenesis if the 
  operator is touching the object; Telekinesis if the operator is 
  remote) rather than Teleport. If an operator performs Move 
  on himself, it is Levitation. It is possible for an operator to 
  Move an object which standing or riding it.  
   Move can impart a Speed to an object. Minimal speed and 
  location change is easy and automatic. The maximum speed 
  that can be imparted is Move Constant divided by 10 (retain 
  fractions).  
   Gravity is not involved in the Move process.  
   
  Teleport 
   Teleport is the Ability to move objects (including the 
  Operator himself) instantaneously to a distant point.  
   Teleport is instantaneous.  
   Teleport Distance. Teleport requires that the operator 
  visualize (or sense) the destination. A Psion can Teleport to a 
  location he can see (or use another of his senses to sense). 
  excluding As a practical matter, possible Teleport distance is 
  the limit of ordinary vision (R=8 = 500 km). 
   Teleport ignores all intervening obstacles: it passes 
  through walls, matter, energy differences, all barriers.  
   Temperature Change. An object or a person who changes 
  altitude is subject to a temperature change effect: Altitude 
  Change R = Range. If the subject increases altitude, the 
  subject sustains Cold- R. If the subject decreases altitude, 
  the subject sustains Heat-R.  
   
   To Teleport  
   Range (nD) < Constant + Remote - Size  
   Range (nD) < Constant + Direct – Size  
   
   Teleport using Direct requires the operator physically touch 
  the object being teleported.  
   
   Explorer Bin Lagash (CP=9, Teleport-8, Size=5) is 
  surveying a world far beyond the Imperial frontier. Surprised 
  by a snowcat (Size=3, Range=1), he reacts instinctively as it 
  leaps and tries to teleport the snowcat one kilometer straight 
  up (=Range 5). He needs to roll 17 - 1 - (3 + 1) - 5 = 7. He 
  rolls 6 and succeeds. The Snowcat inexplicably finds itself 
  1000 meters up, immediately suffers Cold-5, and is falling.  
   Bin likes the dramatic; a better-trained user would simply 
  teleport the Snowcat 50 meters away Range=2, leaving the 
  animal unharmed. He would need to roll 17 - 1 - (3 + 1) - 2 = 
  10, giving a substantially better chance of success.  
   
   Stutterport. It is possible for an operator to continuously 
  teleport an object over a series of very small distances.  
   
   To Stutterport  
   Range (nD) < Constant + Direct - Size  
   Each action takes 1/C3 seconds (Endurance-7 allows 
  seven actions per second.  
   
   Rogue Ank Lagash 777B77 (CP=9, Direct-9, Teleport-9) 
  climbs aboard a slab of rock (Size=6) and concentrates. He 
  needs to roll (9 + 9 – 6) = 12 on 2D which is automatic. The 
  slab moves about 50 meters instantaneously; he keeps 
  concentrating, and the slab moves another 50 meters in the 
  same direction. Ank could keep this up all day long (he 
  thinks), but after perhaps 21 of this short teleports (Check 
  End each time), he feels a wave of fatigue and grounds the 
  slab. He has moved about (21 teleports of 50 meters each ) = 
  1,050 meters; each teleport controlling thought took about a 
  seventh of a second: the slab had an effective speed of (21 
  teleports / 7 ) = 3 seconds; (1,050 meters / 3 seconds) = 350 
  meters per second.  
   
  Eshift or Energy Shift  
   Energy Shift is the Ability to channel energy from the 
  environment into or out of object: Energy Transfer is the 
  equivalent of a heat pump.  
   
   To Shift Energy In  
   To Shift Energy Out  
   Range (nD) < Constant + Remote - Size  
   In Contact (2D) < Constant + Direct - Size  
   Self (2D) < Constant + Self - Size  
    
   Success in Eshift allows the operator to impose Hot-N, 
  Cold-N, or Elec-N where N is the Eshift Constant (N = actual 
  points transferred, not Dice).  
   Energy Shift can be used in both positive and negative 
  ways. It can inflict damage on objects, or it can counteract or 
  cancel damage inflicted on objects.  
   Characteristic Shift. Eshift can also transfer or enhance 
  Characteristics.  
   
   To Transfer a Characteristic  
   Range (nD) < Constant + Remote – Value  
   Contact (2D) < Constant + Direct – Value 
   
   Transfer may be out (from the operator to the subject) or in 
  (from the subject to the operator). The transferred value 
  remains with the recipient for about an hour and then wears 
  off one point per minute. The donor’s characteristic is 
  similarly reduced.  
   
  The Touch 
  
   
   
  - 00 - 
   The Touch is the Ability to influence biological processes. It 
  may be a positive or a negative activity. The Touch is Direct 
  or Self.  
   
   The Healing Touch  
   The Hurting Touch  
   Direct (2D) < Constant + Direct – Size – Hits  
   Self (2D) < Constant + Self – Size - Hits  
   
   The operator lays his hands (manipulators) on the subject 
  and removes (or inflicts) hits (damage). Hits are expressed in 
  points (not Dice). If the action is Self, the operator is healing 
  his own wounds.  
   
  OOB 
   Out Of The Body is the Ability to project one’s 
  consciousness to a location apart from the body and without 
  regard to barriers. The individual is equipped with his own 
  senses and his psionic senses in the remote location.  
   
   To Travel OOB  
   Range (nD) < Constant + Self  
   The consciousness (indeed, the personality) of the 
  operator leaves the body to travel to the remote location; the 
  body remains unconscious for the duration of the activity. 
  Travel time to the location is about one minute per Range 
  Band. The operator may remain OOB as long as he desires, 
  but when the operator becomes Tired, the consciousness is 
  drawn back to the body. 
   An operator in OOB can observe with the physical senses 
  as well as the Psionic Senses. He cannot interact with 
  physical objects except through Psionic abilities. 
   
  MENTATION 
   Mentation is the Ability to read, influence, and control 
  minds. The process is one of domination: those with greater 
  Psi are able to influence those with lesser (or with no) Psi.  
   
   To win a Psionic brawl.  
   Difficult (3D) < Psi + Remote - PsiShield  
   Opposed (up to 4). Resolves the brawl in one task. All 
  losers receive 2D hits. The winner is unscathed.  
   
   To Control A Mind  
   Difficult (3D) < Psi + Remote - PsiShield  
   Difficult (3D) < Psi + Direct  
   Opposed (2). Resolves in one task.  
   The Loser is obeys the winner for 1D Rounds.  
   
   To Read A Mind  
   Difficult (3D) < Psi + Remote - PsiShield  
   Difficult (3D) < Psi + Direct +Mod  
   Opposed (2). Resolves in one task. 
    The winner obtains the information from the mind of the 
  loser. 
   
    Armor. PsiShield is a defense against the Remote psionic 
  efforts; it does not restrict defenses. 
   
   
   
  THE FOURTH TRAINING SESSION 
   The character explores his abilities in Ethics.  
   A character attending his fourth training session finds that 
  the focus has shifted. He already has a potentially wide array 
  of abilities and has had the opportunity to use them in 
  everyday life. The Fourth Session teaches no abilities; it 
  instead deeply examines the personality of the individual and 
  its disposition toward Ethics.  
   
  The Test 
   The character undergoes a simple but formal test under 
  the supervision of a committee of advanced Psions. Their 
  examination probes into the depths of the character’s mind 
  and personality and evaluates it.  
   
   Roll Flux for a value between +5 Good and – 5 Evil.  
   Roll Flux for a value between +5 Order and – 5 Chaotic.  
   In each case, 0= Neutral.  
   
   The committee (the Referee) then discusses these results 
  with the character (the Player). Through a process of 
  negotiation, they adjust the results to values which the 
  character accepts as ideal.  
   The process is entirely non-judgmental: no specific results 
  are encouraged or discouraged.  
   
   At the end of the session, the character is formally 
  declared a Fourth Stage Psion.  
   
  FINDING A FIFTH STAGE INSTITUTE 
   A Fourth Stage Psion or higher must find an institute which 
  is in tune with his personality. When the character finds and 
  approaches an Institute, roll Flux twice to produce values for 
  Good/Evil and Order/Chaos. An institute which does not 
  coincide with the character’s general values will be (sadly) 
  turned away.  
   
  The Types Of Institutes 
   Order / Good 
  Neutral / Good 
  Chaotic/ Good 
   Order/ Neutral 
  Neutral / Neutral Chaotic/ Neutral 
   Order/ Evil 
  Neutral/ Evil 
  Chaotic/ Evil 
   
   For example, Fourth Stage Psion Ank Lagash Tested -3 
  Chaotic +2 Good and after some negotiation with the 
  Committee, he accepted a rating of -3 Chaotic +3 Good. 
  While visiting a world, he locates a Psionic Institute (which 
  the Referee determines is Order Good (the specific values 
  don’t matter).  
   They turn him away as unsuited for their disciplines. 
   
   THE FIFTH TRAINING SESSION 
   The character explores his abilities in the Intuitions.  
   A character attending his fifth training session discovers 
  the details of the Intuitions and his abilities with them.  
   
  The Intuitions 
   There are three Intuitions: Insight, Luck, and Curiosity.  
   Curiosity relates to the serendipitous acquisition of 
  information.  
   Insight relates to the processing of information.  
   Luck relates to forcing favorable outcomes.  
   
  Basic Intuition Allocation 
   The character has two times Psi in points available to 
  allocate to the three Intuitions, but no Intuition may be 
  allocated less than Half CP in points. It is possible to allocate 
  zero points to an Intuition.  
   At the end of the training session, the character is formally 
  declared a Fifth Stage Psion.  
   
  
   
   
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  Using The Intuitions 
   The Intuitions are values to be Checked.  
   Only One At A Time. In each gaming session, randomly 
  select one of the three Intuitions (even if the character has 
  that Intuition at zero-value). The Intuitions are available one-
  at-a-time. Once one has expressed itself, it becomes 
  dormant until both of the others have expressed themselves 
  as well.  
   
   Check Insight. The character can see (or puzzle out) 
  correct action, which usually expresses itself as a question: 
  “Why don’t we try (blank)?”  
   Roll 2D. If the result is equal or less than Insight, the 
  proper course of action reveals itself to the character.  
   
   Check Curiosity. The character wonders about the nature 
  of objects or the environment, which usually expresses itself 
  as a question: “Why is that (blank)?”  
   Roll 2D. If the result is equal or less than Curiosity, the 
  nature of the object becomes apparent.  
   
   Check Luck. The character is naturally lucky. When a 
  negative event occurs, he has a chance that it will miss him. 
  “Just lucky I guess.” Luck applies to its holder: it cannot be 
  shared or transferred to others.  
   Roll 2D. If the result is equal or less than Luck, the 
  negative event does not happen.  
   
   
   
  THE SIXTH STAGE  
   The Sixth Stage represents the beginning of self-instruction 
  and self-improvement….  
   
   
   
   
   
   
   
   
   
  PSIONICS IS AN ORGANIC ABILITY 
   Non-organic (electronic, fluidic, photonic, positronic) brains 
  are incapable of psionics.  
   On the other hand, a semi-organic brain with psionic ability 
  is capable of psionics and may even be enhanced by its 
  nonorganic computing power.  
   Organic personalities with psionic ability retain that ability 
  but cannot use it while in purely electronic form. If overlaid or 
  implanted on an organic or semi-organic brain, the psionic 
  abilities of the personality become usable again.  
   
   
  TRADITIONAL PSIONIC ACTIVITY EQUIVALENCES 
    
  Traditional Psionic 
   
  Astral Projection  OOB 
   
  Clairalience  Psi-Smell 
   
  Clairaudience  Psi-Hearing 
   
  Clairgustance  Psi-Smell (the Taste aspects) 
   
  Clairsentience  Psi-Touch 
    
  Clairvoyance Psi-Vision 
   
  Cryokinesis  Eshift 
   
  Electrokinesis  Eshift 
   
  Healing  The Touch 
   
  Levitation Move 
    
  Mind-Reading Mentation 
   
  Out of the Body  OOB 
    
  Psychokinesis Move 
    
  Pyrokinesis Eshift 
   
  Remote  Viewing Psi-Vision 
    
  Telekinesis Move 
   
  Telepathy Mentation 
    
  Teleportation Teleport 
   
   The traditional names for paranormal activity have their 
  equivalents in Psionics, as shown in this table. 
   
   
  
SOURCE: textdata/thevault/Traveller/09 - Traveller5/Traveller5/T5 Underlying PDFs/T5=7800 Psionics Chapter.pdf