Psi-Corps P.C.C. (Babylon Five):


Background information is excepted from Voltayre's Encyclopia Xenobiologica


"You were raised by the Corps, clothed by the Corps. We are your father and your mother."
Alfred Bester, Psi Cop, 2259 C.E.


History:
With the advent of provable, full-blown psychic ability in humans around 2110 C.E., telepathic regulatory agencies were immediately set up to counter the fears of the “normal” population. Most of these legislations were confused attempts to calm a frightened populace which failed or were overturned by courts of law. None were a complete solution for appeasing the suspicious public and the human rights of telepaths.

It was not until 2150 when Earth Alliance President Robinson created the Psi Corps of today. According to Psi Corps propaganda, the impetus for her policy centered around the heroic act of William Karges, head of her personal security staff, and a secret telepath. Using his abilities, he thwarted four terrorist attempts on Robinson's life. He supposedly died saving the presidential hovercade from being bombed.

With his death she passed equal-opportunity laws to ensure that telepaths could register their abilities without fear of discrimination. President Robinson also chartered Psi Corps (a conglomeration of the various telepathic regulatory agencies at the time) to help telepaths live in society, and not simply "keep the normals safe." Psi Corps' role was to locate, control, and license telepaths for work in commercial, legal (with very stiff regulations), and military sectors. Unfortunately, her policy never stuck to the ideals that it touted. Telepaths were still discriminated against buy forcing them to wear gloves (for the protection of the normal's privacy), marking them as a teep. In addition, telepaths are generally excluded from holding high public office, or even endorsing a candidate (although this has changed - current Earth Alliance president Clark was endorsed by the Corps in his bid for the Vice-Presidency).

According to the Psi Corps rules, all telepaths are forbidden from engaging in unauthorized scans. The Psi Corps is a monolithic agency now, with several major divisions: Psi Cops, Military, Research and Development, the Mix, and others. Earth Force uses telepaths from the Military Division on a loan-out or special intelligence basis, rather than within their core units of soldiers and officers. The Mix was created under the Internal Security Act of 2156. Psi Corps was given technical jurisdiction over it.

It grew into the biggest conglomerate of private telepaths in the Earth Alliance. is a commercial branch that provides telepathic services for businesses. Once headed by the visionary Arthur Malten, it is now no longer the ambitious agency it was since his untimely death on Mars. While the Psi Corps has its own Commerce division, the Mix is a much more popular choice for commercial telepaths. Their employees almost equal that of Psi Corps and have scores of offices on more worlds and stations than the Corps itself. Since telepathy has been proven, the commercial application of psi powers has been a lucrative business. It has also kept many business deals honest. A commercial telepath can be hired by one or both groups, or both can hire their own teeps. It is not uncommon for both negotiating parties to share the cost of hiring one teep. A hired telepath is not bound to volunteer that her employer lying. If the other party asks, the telepath would simply refuse to answer (which signals the other group that you're lying).

Telepaths are heavily encouraged to enter Psi Corps, and normals are given incentives to turn telepaths in. Discovered telepaths are given three choices: join the Corps, be imprisoned, or be administered drugs that smothers telepathic abilities and live the life of a normal. There are rumors that those who refuse to join or take the drugs simply disappear. Even the "choice" of the psychic-suppression drugs is deadly, contrary to Psi-Corps propaganda; eventually wearing the patient down mentally and physically.


P-Rating System:
Telepaths are rated by Psi Corps according to the limit of one's abilities according the P-rating system. Initial tests determine the P-potential of a teep.

P-1 to P-2 Telepathic abilities are minimal and erratic: mild empathy, some blocking abilities. Telepaths at this level are not officially "taken in" by the Corps, however, the Corps tracks and logs them for genetic purposes.
P-3 to P-4 Mildly stronger than the above abilities. These telepaths serve functionary roles within the Corps; their jobs range from manning Psi Corps testing facilities to public relations and bureaucratic positions.
P-5 to P-6 Can receive strong emotions, some detailed information in brief bursts. Telepaths of this rating usually belong to the Commercial Telepath Corps.
P-7 to P-9 Can receive strong emotions, some detailed information in brief bursts. At his level, leadership positions within the Corps are available: from administrating the numerous testing and training centers to managing the Commercial Telepath Corps.
P-10 to P-11 powerful enough to rip the information out of a resisting person. Telepaths of this level are hired mostly as teachers or indoctrinators of other telepaths.
P-12 A telepath of this level either becomes a Psi Cop or dead. A Psi Cop is given the authority to enforce all Alliance laws governing telepaths and is charged with recovering rogue telepaths. The scanning range of a P12 telepath is greatly increased when in hyperspace, allowing her to pinpoint the location of ships through though waves emanating from the crew.
P-13+ Genetic therapy can push a telepath beyond normal limits. At this level, telepaths begin to sense the universe at its component levels. Insanity is a very real danger since the massive psi abilities are unstable to an untrained mind. Telekinesis, empathy, and telepathy are at a very high level allowing the telepath almost god-like powers. Only one known human has been able to ascend to this level and survive. Unfortunately for the Corps, the subject, Jason Ironheart, killed the lead researcher on the project and erased the experiment data. He was later thought killed while trying to escape Babylon.

Education:


"We're Everywhere for your Convenience" - Psi Corps ad


It is the duty of all Earth Alliance citizens to insure that telepaths of any age register with Psi Corps. Telepathy usually develops near or during puberty. Testing Centers are widespread on Earth. In addition to established Centers, there are mobile units that travel from school to school testing students for psi potential. Young telepaths are removed from their family unit and placed in the local Psi Corps Center. To lessen the psychological damage each telepath is assigned a senior student for support for one year. The senior student has been trained in the use of subtle calming and brainwashing techniques that strengthens the young telepath's loyalty to the Corps. At the Center, the child is tested to determine her psi level and skill at using her abilities. Basic instruction is also given; mainly in the area of blocking out the thoughts of others. However, no matter how strong the telepath is, there is always a "background hum." After a year, the telepath is usually transferred to the Psi Corps Academy


Training at the Academy is difficult and most burn out before their training is complete. Telepaths are drilled in the use of their powers within the Corps guidelines. Scanning is strictly controlled. Unauthorized scans require a court order or the assent of the subject's next of kin. Evidence uncovered by a scan is not admissible in a court of law unless it is performed on the subject's deathbed (with the subject's permission) and there is corroborating evidence. In addition to instruction in the use of telepathy, the Corps offers extensive courses in many “normal” fields: economics, scientific theory, tactics, government, criminal law, xenology, etc. Commercial telepaths are given training in negotiation skills and business law. Commercial telepaths need clearance, payment, and details of the business transaction before they will mediate a deal. Telepaths entering work on criminal cases are very few in number. Scanning criminal minds is very stressful and leads to a high burn-out rate. After seral years of education, the telepath is to choose an internship to determine if a certain section of Psi Corps is what he wishes to join. If that division is not to the telepath's liking, a transfer to another section is usually granted.


Those rare individuals rated P12 are taken to a special training center where they receive top-notch instruction. Each Psi Cop is checked out on all the fastest military hardware, allowing them to operate on their own if needed. Although P12s are given the best of everything, they must always have total loyalty to the Corps.


Blips:


Telepaths that refuse to take sleepers or join the Corps become "blips." They are placed in concentration camps to be used by the Corps as they wish. Each Blip much wear a bracelet that is coded with their personal data, P-Rating and internment history.


Game Rules:


Determining Character Psionics:


Players can choose to not roll for psionics but otherwise roll to see if a character is psionic. On a roll of 1 to 35 (the same percentage as rifts characters) on a percentile, the character is psionic and follow the rest of the chart. If a game master and the player agrees, a character can start as a psionic without the roll. Most psychic in B-5 are telepaths not telekinetics. A player may chose for his character to be a telepath but the character must roll a 1 to 10 on a percentile to be a telekinetic. Of course, if gamester and player agree the character can be a telekinetic but it should be rare in the game.


Determining P Rating:


Level of telepath is maximum level that the tp can reach in ANY of his psionic skills. further advance only possible through manipulation of powers through drugs (Younger races, roll on random insanity table) or through genetic manipulation of the entire tp (done only by Vorlons, no side effects). People raised beyond P-12 rating such as Lyta Alexander and Jason Ironheart are beyond the scope of these rules and game masters must come up with appropriate rules if they come up or are created.

Psi-Corp
Rating
Dice Roll:
(Percentile)
P-1: 01 - 20
P-2: 21 - 38
P-3: 39 - 54
P-4: 55 - 66
P-5: 67 - 75
P-6: 76 - 86
P-7: 87 - 91
P-8: 92 - 96
P-9: 97 - 98
Special* 99 - 00

If a 99 or 00 is rolled, Roll another percentile:
P-9: 01 - 70
P-10: 71 - 84
P-11: 85 - 94
P-12: 94 - 00

Number Psionic Abilities (Telepath):
P-1 to P-2: Mind Block and chose one other Sensitive Psionic Ability (Considered Minor Psionic - I.S.P.: ME + 2D6 + 1D6 per level)
P-3 to P-4: Mind Block and chose two other Sensitive Psionic Abilities. (Considered Minor Psionic - I.S.P.: ME + 2D6 + 1D6 per level)
P-5 to P-6: Mind Block, Sixth Sense, and chose three other Sensitive Psionic Abilities. (Considered Major Psionic - I.S.P.: ME + 4D6 + 1D6+1 per level)
P-7 to P-8: Mind Block, Sixth Sense, and chose four other Sensitive Psionic Abilities. (Considered Major Psionic - I.S.P.: ME + 4D6 + 1D6+1 per level)
P-9: Mind Block Auto Defense, Sixth Sense, chose one Super Psionic Ability, and chose four other Sensitive Psionic Abilities. (Considered Master Psionic - I.S.P.: ME + 1D4x10 + 2D6 per level).
P-10: Mind Block Auto Defense, Sixth Sense, chose two Super Psionic Abilities, and chose four other Sensitive Psionic Abilities. (Considered Master Psionic - I.S.P.: ME + 1D4x10 + 2D6 per level).
P-11: Mind Block Auto Defense, Sixth Sense, chose three Super Psionic Abilities, and chose five other Sensitive Psionic Abilities. (Considered Master Psionic - I.S.P.: ME + 1D4x10 + 2D6 per level).
P-12: Mind Block Auto Defense, Sixth Sense, chose four Super Psionic Abilities, and chose five other Sensitive Psionic Abilities. (Considered Master Psionic - I.S.P.: ME + 1D4x10 + 2D6 per level).

Psionic Abilities Available (Telepath):
Sensitive: Super:
Astral Projection (Rifts page 119)
Clairvoyance (Rifts page 121)
Commune with Animals (PF page 169)
Commune with Spirits (PF page 169)
Dispel Spirits (PF page 169)
Empathy (Rifts page 121)
Intuitive Combat (Psyscape page 39)
Mask I.S.P & Psionics (Psyscape page 40)
Mind Block* (Rifts page 122)
Object Reading (Rifts page 122)
Presence Sense (Rifts page 122)
Remote Viewing (Psyscape page 41)
See Aura (Rifts page 122)
See the Invisible (Rifts page 122)
Sense Evil (Rifts page 122)
Sense Time (Psyscape page 42)
Sixth Sense* (Rifts page 123)
Speed Reading (Rifts page 123)
Telepathy (Rifts page 123)
Total Recall (Rifts page 123)
Advanced Trance State (PF page 172)
Bio-Manipulation (Rifts page 124)
Cause Insanity (PF page 173)
Cure Insanity (PF page 173)
Empathic Transmission (Rifts page 124)
Group Mind Block (Rifts page 124)
Hypnotic Suggestion (Rifts page 125)
Induce Nightmare (PF page 175)
Insert Memory (PF page 175)
Invisible Haze (PF page 175)
Mental Illusion (PF page 176)
Mentally Possess Others (Rifts page 126)
Mind Block Auto Defense* (Rifts page 126)
Mind Bond (Rifts page 126)
Mind Wipe (Rifts page 126)
Psychic Omni-Sight (Psyscape page 43)
Psychosomatic Disease (Psyscape page 43)
Radiate Horror Factor (Psyscape page 44)
PF = Palladium Fantasy Second Edition)


*These abilities are automatic for some or all telepaths


Number Psionic Abilities (Telekinetic):

P-1 to P-2: Mind Block and chose one other Physical Psionic Ability* (Considered Minor Psionic - I.S.P.: ME + 2D6 + 1D6 per level)
P-3 to P-4: Mind Block and chose two other Physical Psionic Abilities. (Considered Minor Psionic - I.S.P.: ME + 2D6 + 1D6 per level)
P-5 to P-6: Mind Block, Resist Fatigue, and chose three other Physical Psionic Abilities. (Considered Major Psionic - I.S.P.: ME + 4D6 + 1D6+1 per level)
P-7 to P-8: Mind Block, Resist Fatigue, and chose four other Physical Psionic Abilities. (Considered Major Psionic - I.S.P.: ME + 4D6 + 1D6+1 per level)
P-9: Mind Block Auto Defense, Resist Fatigue, chose one Super Psionic Ability, and chose four other Physical Psionic Abilities. (Considered Master Psionic - I.S.P.: ME + 1D4x10 + 2D6 per level).
P-10: Mind Block Auto Defense, Resist Fatigue, chose two Super Psionic Abilities, and chose four other Physical Psionic Abilities. (Considered Master Psionic - I.S.P.: ME + 1D4x10 + 2D6 per level).
P-11: Mind Block Auto Defense, Resist Fatigue, chose three Super Psionic Abilities, and chose five other Physical Psionic Abilities. (Considered Master Psionic - I.S.P.: ME + 1D4x10 + 2D6 per level).
P-12: Mind Block Auto Defense, Resist Fatigue, chose four Super Psionic Abilities, and chose five other Physical Psionic Abilities. (Considered Master Psionic - I.S.P.: ME + 1D4x10 + 2D6 per level).

Psionic Abilities Available (Telekinetic):
Physical Super:
Alter Aura (Rifts page 116)
Deaden Senses (Psyscape page 37)
Death Trance (Rifts page 116)
Ectoplasm (Rifts page 117)
Float (PF page 165)
Impervious to Cold (Rifts page 117)
Impervious to Fire (Rifts page 117)
Impervious to Poison (Rifts page 117)
Levitation (Rifts page 117)
Mind Block* (Rifts page 118)
Night Vision (Rifts page 118)
Resists Fatigue* (Rifts page 118)
Resist Hunger (Rifts page 118)
Resist Thirst (Rifts page 118)
Spontaneous Combustion (PF page 166)
Summon Inner Strength (Rifts page 118)
Telekinesis (Rifts page 118)
Telekinetic Leap (PF page 167)
Telekinetic Lift (Psyscape page 38)
Telekinetic Punch (PF page 167)
Telekinetic Push (Psyscape page 37)
Teleport Object (PF page 167)
Bio Manipulation (Rifts page 124)
Catatonic Strike (PF page 173)
Electrokinesis (Rifts page 124)
Hydrokinesis (Rifts page 125)
Mind Block Auto Defense* (Rifts page 126)
Mind Bolt (Rifts page 126)
Pyrokinesis (Rifts page 127)
Telekinesis (Super) (Rifts page 127)
Telekinetic Force Field (Rifts page 127)
*These abilities are automatic for some or all telekinetics


PF = Palladium Fantasy Second Edition)


Character OCC:


In many ways, the telepaths and telekinetics in the B-5 universe should be treated like the psionic character classes in Beyond the Supernatural. Telepaths and telekinetics chose an OCC in addition to their Psionic abilities. Most OCC are available but if playing in a magic rich environment or if magic using characters are available, master psionic cannot become magic using character classes. Due to the telepaths constantly working to improve their psionic abilities, Major Psychics need 10% additional experience points and major psionics need 20% additional experience points per level. Minor psionics do not pay any additional experience points. Their character level effects the range of psionic abilities but does not effect the characters Psi-Corps rating.


Player Character Blips:


Player character blips in the B-5 universe will be hunted by the Psi-Corps. Telepaths and Telekinetics from Babylon 5 Universe that cross into the Phase World Universe will be very suprised at the amount of tolerance that the CAF and most other governments give to psionic individuals.


Effects of Sleepers:


Sleeper are a drug that stops telepathic and telekinetic abilities. On the short term, sleeps will only shut off all psionic abilities. If the sleepers are only taken on the short term, their telepathic abilities are stopped for one week. In the long term, the Sleepers effect the mental and state of the person taking the Sleepers. For every two years that a person is taking sleepers, the characters Mental Endurance is reduced by one point. For every five years that a person is taking sleeper, the characters Intelligence and Mental Affinity is reduced by one point and the character must roll against insanity and if failed, pick up a random insanity. For every ten years the person is taking sleepers, all physical abilities are reduced by one point. If the characters mental endurance is reduced by the sleepers to below 5, the character must save vs insanity and if failed, the character will attempt to commit suicide.


Non-Human Telepaths and Telekinetics in the Babylon 5 Universe:


Few if any non-human cultures are as organized or controlling as Psi Corp although many cultures have requirement that the Psionic individuals enter public service. When creating non human psionics in the B-5 Universe, create the character like you would a human telepath but most of the rules of Psi-Corp do not apply.




[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]

[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]


[ Anla-Shok TM, Brakiri TM, Delenn TM, Dilgar TM, Drahk TM, Drazi TM, Earthforce TM, G'Kar TM, Londo Mollari TM, Minbari TM, Narn TM, Pak'ma'ra TM, Psi-Corp, Starfury TM, Valen TM, Vir Cotto TM, Vorlon TM, Vree TM, and Z'ha'dum TM are trademarks owned by Warner Brothers Television. ]

[ Babylon 5 is copyrighted © Warner Brothers Television. ]


Background information from Voltayre's Encyclopia Xenobiologica.


Writeup by Kitsune (E-Mail Kitsune).


Rifts Conversion Copyright © 1998, Kitsune. All rights reserved.



Return