During both mine and my players time with Stars Without Number we found that Psionic Powers were very, Final. Often very powerful with very specific results. The lack of counters or detection meant that game-play became too easy for the psionic and significantly frustrating for the GM. It also means that a single Psionic NPC could dominate the battlefield. As such I have crafted several optional rules to help mitigate this in play.
There are two main ways to detect the use of Psionic Powers using mental powers, Telepathy and Metapsionics. Of the two Metapsionics are significantly more potent, often being able to passively detect the use of MES powers.
Telepathy:
Telepathy can detect the use of Telepathic powers under unique circumstances. For example they must have a direct line of sight of either the victim or user of the power at the time of activation. Even then they must pass a mental save or fail to notice it. If they do pass then:
They know that the power was used and if they can see the victim they know that they were the target. If they can see the Psionic then they know that they were the user.
They don't know what the power used was only that it was telepathic.
The Telepath must have achieved at least level 2 within the discipline.
Metapsionics:
Metapsionics, a discipline specifically designed to spot and interact with psionic abilities and as such can more reliably perceive their use. A Metapsionic is immediately aware when a psionic ability is used within 50 meters of themselves with the following restrictions:
Unless they have direct line of sight of the user they are unaware which discipline the power is from or the details of the effects, just detecting the Meta shift in the area.
They must pass a mental save in order to know the origin point of the power, otherwise they only know that it was used.
The Metapsionic must have achieved at least level 4 within the discipline.
As of this moment in history their are only three ways of avoiding detection, the first is to refrain from using them, the second is advanced technology and the third is the Biopsionic discipline.
Biopsionics:
When using a psionic power that the user doesn't wish to be detected, they can make a mental save to temporally twist and turn their psionic pathways, effectively masking their use. If successful, their power can only be detected by advanced pretech or visual inspection. The user must have achieved a level of at least 3 within the Biopsionic discipline to be able to mask their powers.
When using the Advanced Combat Rework rules as laid out on this website. You will find that many Psionic abilities have different action costs to activate. Some are free action while others require two full actions to bring into play. In order to make sure that as little confusion as possible comes from this, we have made sure to list the action cost of each psionic power below. Please remember that is section only works if you're already using the Advanced Combat Rework as well.
Biostasis: - 2 Actions; Psychic Succour: - 2 Actions; Purge Toxin: - 2 Actions; Invincible Stand: - Free Action;
Augment Organism: - 2 Action; Metamorph: - 2 Actions; Psychic Vitality: - 2 Actions; Entropic Resonance: - 2 Actions;
Nine Lives: - Free Actions.
Psychic Harmonization: - 1 Action; Psionic Static Field: - 2 Actions; Metapsionic Concert: - 2 Actions; Neural Surge: - 2 Actions;
Cerebral Path Shift: - 2 Actions; Psychic Backlash: - 2 Actions; Armour of Wills: - 2 Actions; Psychic Avalanche: - 2 Actions;
Eye of the Storm: - 3 Actions.
Omen: - 1 Action; Terminal Reflection: - Free Action; Alternate Outcomes: - Free Action; Destiny's Shield: - Free Action;
Forced Outcome: - GM Discretion; Cursed Luck: - 2 Actions; Foretelling: - Special; Not My Time: - Free Action;
Strange Attractor: - 3 Actions (Lasts till Precog's next turn).
Remote Manipulation: - 2 Actions; Telekinetic Press: - 2 Actions; Complex Manipulation: - 2 Actions; Telekinetic Ram: - 2 Actions;
Kinetic Shield: - Free Action; Telekinetic Counterstrike: - Free Action; Bootstrap Flight: - 2 Actions; Kinetic Bleed: - 2 Actions;
Mind Over Motion: - 3 Actions.
Empathy: - 1 Action; Metalinguistics: - 1 Action; Mental Link: - 1 Action; Memetic Probe: - 1 Action;
Surface Telepathy: - 2 Actions; Psychic Assault: - 2 Actions; Selective Probe: - 2 Actions; Deep Memory Analysis: - N/A;
Overpowering Will: - Free Action.
Sidestep: - 1 Action; Jaunt: - 1 Action; Spatial Shift: - 1 Action; Greater Shift: - 1 Action;
Transit Jump: - 2 Actions; Extended Translation: - 2 Actions; Regional Jump: - 2 Actions; Continental Jump: - 2 Actions;
Orbital Warp: - 2 Actions.
Interface: - 1 Action; Manipulate: - 1 Action; Ghost in the Shell: - 2 Actions; Intrusion: - 2 Actions;
Administrator: - 2 Actions; Dominator: - 2 Actions; Wireless Mind: - 2 Actions; Artifical Playground: - 3 Actions;
Electronic Soul: - N/A Actions.
Colour Flare: - 1 Action; Spectral Sound: - 1 Action; Shadow Play: - 1 Actions; Rainbow Wave: - 2 Actions;
Surround Sound: - 2 Actions; Phantom Actor: - 2 Actions; Searing Spectrum: - 2 Actions; Cerebral Choir: - 2 Actions;
Psionic Theater: - 3 Actions.