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Old 02-12-2020, 04:25 PM   #261
NineDaysDead
 
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

Quote:
Originally Posted by Prince Charon View Post
Preliminary Vulcanian Template, help wanted

Attributes

ST +7 [70]; DX +2 [40]; IQ +1 [20]; HT 11 [10]
I'd consider using both Kromms "knowing your own ST" rules from Pyramid 83 and the rules from Power ups 9 for ST and high tech.

3 times the ST under KYOS is ST 15. Cost for ST under PU9 page 4 is

TL
8 = 6/Level
9 = 5/Level
10 = 4/Level
11 = 3/Level
12 = 2/Level

If the base TL is 10, then ST +5 would cost 20 points.

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Originally Posted by Prince Charon View Post
'Extended Lifespan (Early Maturation) 1.5' is meant to represent the fact that Vulcanians can live for over 250 years, but apparently not 360.
'Extended Lifespan (Early Maturation) 1.5' would mean they would live 3 times as long? Meaning 360 would be the equivalent of 120. Given that it's just possible for real world humans with Longevity to make to 122 and these Vulcans probably have access to huge HT bonuses to aging rolls from tech, maybe consider dropping Longevity from the racial template.
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Old 02-14-2020, 07:33 AM   #262
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

The vote is still open, if anyone wants to chime in. I'm thinking that I'll close it on Sunday night, or on Monday.
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Old 02-17-2020, 03:18 AM   #263
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

OK, the vote remains open right now, but I should be back in a few hours (Monday afternoon or evening, probably) to close it. If no one votes before then, the results will be that there were wars with the Kzin and Crystal Computers (who have two votes each, if I'm counting correctly) before the Romulan War.

The Kaa, Xindi, Andorians, and Orions have one vote each, so while the SC won't have gone to war with any of them in that period, there were political tensions, spying, smuggling, skirmishes, piracy, 'deniable operations,' and other things that adventures are made of. If you want to add to or otherwise alter this, feel free to chime in soon.
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Old 02-17-2020, 07:21 PM   #264
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

OK, vote is officially closed. I am working on posts relating to the Kzin and the Crystal Computers. In the specific case of the latter, consider the implications of hacking on the Internet of Things, when the devices being hacked are psychotronic (EDIT: and so are the hackers, in this context, though the CC are also alive).
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Old 02-19-2020, 08:21 AM   #265
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

On the War with the Crystal Computers in the Psi Trek setting.

In 2151, war was beginning. The Crystal Computers, silicon-based lifeforms native to the planet 1110100100001011 (called 'Von Berg' by the Solar Cooperative, which had a few small colonies there, mostly for mining and research), were violently hostile to organic life, and had powerful psychic abilities, but were unable to affect non-Crystal life without a vector: Their telepathy and organic minds operated on what might be called different frequencies, so that no communication was possible. However, the psychotronic technology that the colonists brought with them served as a bridge. Once the Crystal Computers understood the communication protocols that the human colonists' equipment used, they hacked into the Internet of Things. As they subverted the various systems, they found several with telepathic interfaces, which served as the key they needed to attack the humans' minds directly. Within hours, nearly the entire human population of Von Berg was 'mind-blasted into oblivion,' most dying, and many others rendered comatose. Those who remained conscious were attacked by their own equipment, save for a few that were not near anything that was both 'net-enabled, and capable of attacking; the latter survived longer, but in many cases died of starvation, thirst, or suffocation before help would arrive. A small number of colonists escaped on alien vessels that used different network protocols, or on military spacecraft that kept all the important systems air-gapped, and in most cases had telepathic shielding. Likewise, those already in orbit were out of range of the Crystals.

Von Berg was quarantined while the various affected nations tried to decide what to do. Meanwhile, the Crystals used the colonists' service robots and such to modify the spacecraft that remained on the planet, and to build more robots, space vehicles, and weapons, using the information in the bases' own computers; this construction is simplified by the much more limited life-support needed by the Crystal Computers (sunlight, and a nutrient bath around the Crystals' roots). A few of the Crystals were carefully cut out of the rock that supported them, and transferred to the jury-rigged attack vessels. The war entered it's second phase when the Crystals launched several vessels into space, immediately destroying the orbiting stations, and destroying or damaging those spacecraft that did not retreat fast enough. They then set about repairing the damaged spacecraft using parts from those that were destroyed, and recycled the rest of the spacecraft and station remains to build more, generally cruder, vehicles., often in rough geometric shapes.

The active and clear hostility of the Crystals merited a military responce, though there were other attempts to communicate. The limits of fleet size and the need to keep assets available for trouble elsewhere meant that an overwhelming force could not be sent, but a significant number of Space Patrol vessels, supplemented by Vulcanian, Pachekki, and Tellarite vehicles (along with observers from several other local races), arrived at Von Berg in less than a month. This large task force was able to defeat the Crystals, albeit not as fast as they might prefer. Towards the end, some of the Crystals took to assimilating the organics on the few vessels they managed to capture from the combined fleet, absorbing their knowledge and overwriting their minds with the Crystals' network; many other Von Berg Crystals objected to this, in a few cases violently enough to be noticed by the organics (though the reason was and is unknown). In 2152, a small Andorian task force and a second Solar task force arrived, and the remaining vehicles and surface installations controlled by the Crystals were destroyed. The planet was bombarded with precise munitions, and further attempts were made to convince the surviving Crystals to surrender. These offers were refused. Eventually, the bombardment was stopped, but Von Berg remains quarantined to this day. Few attempts have been made to establish communications since then.

Analysis of the after-action reports and debris fields determined that several vessels controlled by the Crystals, including a few with assimilated humans and other organic sophonts on them, are missing. Since the missing vessels appear to have all been either FTL-capable, or able to be carried by warp-equipped vehicles, this is a serious concern.


(OOC: The planet that the Crystal Computers are from being called Von Berg is in the article in GURPS Aliens (pp122-123), I didn't make it up. Given how long it takes to get a book published and when it came out, it's clearly a coincidence, but it's a sufficiently amusing one that I couldn't ignore it.)

Thoughts?
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Old 02-20-2020, 10:46 PM   #266
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

Made a small edit to the above for purposes of clarity:

'Towards the end, some of the Crystals took to assimilating the organics on the few vessels they managed to capture from the combined fleet, absorbing their knowledge and overwriting their minds with the Crystals' network; many other Von Berg Crystals objected to this, in a few cases violently enough to be noticed by the organics (though the reason was and is unknown).'

Also, trying to work out what attack or attacks the Crystal Computers were using against the organic life on their world. Currently thinking either an Area Effect Mental Blow with an unusual Neurological Damage option ('Stroke,' maybe?), an Area Effect Mental Stab, or a new power, probably called Mind Blast. Also, thinking that they'd be using Brute Force Attacks (Psionic Powers p65 text box) once they encountered Mind Shields.

Still working in the Kzin Wars.
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Old 02-23-2020, 11:47 AM   #267
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

The Kzin Wars writeup is taking longer than I'd like, but it occurred to me that there's a question that I should ask at some point, so it may as well be now:

TGLS pointed out that the Gormelites and the Nausicaans fit the same narrative niche, so I'm wondering if they should both be in this setting, or only one of them. If both, some work is needed to distinguish them, like the Gormelites maybe still being stuck on their own planet, and/or perhaps being a subject race of the Kzin, or a 'client' race of the Orions or Kaa. What do you think?
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Old 02-24-2020, 05:49 AM   #268
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

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Originally Posted by Prince Charon View Post
TGLS pointed out that the Gormelites and the Nausicaans fit the same narrative niche, so I'm wondering if they should both be in this setting, or only one of them. If both, some work is needed to distinguish them, like the Gormelites maybe still being stuck on their own planet, and/or perhaps being a subject race of the Kzin, or a 'client' race of the Orions or Kaa. What do you think?
Well, if your going to have three (surely there will be Klingons) big mean tough guy (BMTG) races, then your going to need to niche them out. In Trek off the top of my head, we have:

1) Klingons, Imperial BMTGs
2) Naussicans, Freelance BMTGs
3) Jem'Hadar, Janisarry BMTGs
4) Kazon, Squabbling BMTGs
5) Hirogen, Hunting BMTGs

Keep in mind 4 and 5 are isolated relative to the rest and can get away with stepping on their toes. Copying one of the others niches is certainly doable. Other niches:

Primitive BMTGs
Ex-Slave BMTGs
Ultraviolent BMTGs
Ritualistic BMTGs
Bipolar (as in switches from Docility to Aggression unpredictably) BMTGs

Obviously, most of these have some overlap. Primitive and Socially Unstable niches make sense together, along with Freelance type. Klingons mix/trade Imperial with/for Ritualistic.If the niches overlap, I think the trick is to ensure that the niches can share some room. For example, if Naussicans are Freelance BMTGs and Gormelites are Ultraviolent BMTGs, then Gormelite Mercs are used as shock troops. Of course, it would be probably better to make a cleaner split.
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Old 02-24-2020, 12:58 PM   #269
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

We can safely ignore the Jem'Hadar as well, for 'now,' as the wormhole to the Gamma Quadrant isn't opening for centuries, and is still about a hundred years after when I'd be planning to run a game if I found a group for this setting.

Hmm. Gormelites starting out as Primitive BMTGs who get effectively enslaved by one of the other races (currently thinking Kzin, Kaa, or Orions, but possibly more than one), thus being Janissary BMTGs for a while, and then becoming Ex-Slave BMTGs once they're free could work. I'd considered mentioning them in one of the Kzin Wars on that basis.

Thoughts?

Sorry the Kzin Wars are taking so long to write.
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Old 02-27-2020, 04:23 PM   #270
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Default Re: [Psionics] [Space] Psi Trek - Worldbuilding

OK, I guess we can come back to the Gormelites later. Meanwhile, since the Human-Kzin Wars article is being very frustrating, here's something else that's in need of review:

Ranks and Organization of the Solar Cooperative Space Patrol

Ranks

(See also Ranks and insignia of NATO.)

Ranks with greater responsibility, and/or greater social influence than the number of personnel normally under their command would indicate, are listed with levels of Courtesy Rank appended.

Commissioned Officers

Rank 8 [40]

OF-9 Commissioner

Rank 7 [35]

OF-8 Deputy Commissioner
OF-7 Lieutenant Commissioner

Rank 6 [30]

OF-6 Chief Superintendent
OF-5 Superintendent

Rank 5 [25]

OF-4 Lieutenant Superintendent

Rank 4 [20]

OF-3 Chief Inspector

Rank 3 [15]

OF-2 Inspector
OF-1 Lieutenant Inspector


Officers in Training

Courtesy Rank 3 [3]

OF(D) Space Cadet


Non-Commissioned Officers & Enlisted Personnel

Rank 2 [10]

OR-7 Senior Sergeant (w/Courtesy Rank 2 [2])
OR-6 Staff Sergeant (w/Courtesy Rank 1 [1])
OR-5 Sergeant

Rank 1 [5]

OR-3 Corporal
OR-2 Space Constable first class

Rank 0 [0]

OR-1 Space Constable
OR-1 Space Recruit

Recruits and Cadets have no Legal Enforcement Powers.


Organization

The Space Patrol is organized into directorates, which tend to be more paramilitary in structure, and bureaus, which generally appear more civilian and bureaucratic. Few bureaus have their own dedicated spacecraft. Members of most of these branches have Legal Enforcement Powers [5]; significant exceptions are noted.

Depending on size, a directorate or bureau may be headed by a Deputy Commissioner or a Lieutenant Commissioner, a sub-directorate or division would be headed by a Lieutenant Commissioner or Chief Superintendent, and a field office might be lead by a Superintendent, Lieutenant Superintendent, or Chief Inspector (on rare occasions, an Inspector might be granted the title of Acting Chief Inspector to fill the position while paperwork for a promotion goes through, or a higher-ranking officer is assigned).


*System Patrol Directorates
Each system that has a human colony has its own System Patrol Directorate, sub-directorate, or field office, of a size commensurate with the needs of the colony (mainly population, economy, general crime rate, and presence and disposition of other polities in the area). The largest is the Solar Patrol Directorate (originally just the 'Patrol Directorate'), which is responsible for the Sol system, and has sub-directorates for the orbitals of each planet in the system (and several large asteroids and moons) with significant human presence. Although many space vehicles assigned to a SPD are equipped with warp drive, few are designed for interstellar journeys. Most personnel from most of the other directorates and the various bureaus are attached to a specific SPD or SPsd, though some are unattached, traveling to where-ever they are needed, or are assigned to Patrol Headquarters on Capital Station.

*Interstellar Patrol Directorate
The branch that most humans in the pre-USA era think of when someone says 'Space Patrol,' this directorate is responsible for escorting interstellar freighters, pursuing suspects who flee beyond the effective range of the local SPD, hunting down space pirates, performing spot inspections of freighters between systems for smuggled goods, and so forth. Their vessels are often the largest in the patrol, intended to be away from their home bases for months or possibly years at a time. Some IPD vessels are not even capable of planetary landings. SCSPIPD personnel have LEP (national/international jurisdiction) [10].

*Emergency Services Directorate
Primarily called in for search and rescue, the SCSPESD serves to supplement existing emergency services, and to provide them where none exist. Though they have few dedicated interstellar spacecraft, those they do have are a welcome sight at disasters across known space, even coming in to assist worlds with little or no existing human presence. Some ESD personnel have LEP (national/international jurisdiction) [10]. Most will at least have a Courtesy Legal Enforcement Powers perk.

*Special Weapons and Tactics Directorate
The most overtly military branch of the Space Patrol, SWAT personnel are trained and equipped to deal with more heavily armed criminals that would be the norm. IPD vessels often have a few SWAT teams and shuttles for serious boarding actions, and to repel same when dealing with the more well-funded pirates. Since First Contact, this directorate has been expanded to include a number of fairly large, fast, and well-armed FTL spacecraft, though they are not designed to spend as long away from home as IPD vessels; for both that reason and a need to reduce target profile, SWAT spacecraft tend to be smaller than IPD vehicles of comparable roles and crew numbers. The creation of a dedicated military service separate from the Patrol was discussed, but the idea was unable to get much traction. The member-states that had their own military services still did expand them somewhat, however. Some SWAT personnel have LEP (national/international jurisdiction) [10].

*Criminal Investigation Bureau
The detective branch of the Space Patrol. Most detectives have some form of LEP [10], usually 'free to engage in covert investigations;' some may have 'national/international jurisdiction;' having both is worth [12].

*Intelligence Bureau
The espionage and counter-espionage branch, also known as the Space Security Service. The IB is divided up into thirty Sections, by specialty or area of responsibility; there are rumours of another, far more secret section, responsible for truly black operations, but Section 31 is probably a myth. Many agents have LEP (free to engage in covert investigations) [10] or LEP (national/international jurisdiction, and free to engage in covert investigations) [12]. Some agents effectively have LEP [15], though a license to kill is a rare achievement.

*Research and Exploration Bureau
REB serves as a liaison between the Space Patrol (primarily the IPD) and the SC Survey Service's Exploration Division (see also GURPS Space pp204-205), as well as various SC-member state scientific & exploration programs, universities, and private concerns. The REB has no spacecraft of its own, though REB personnel often serve as science officers or similar on IPD vessels, or are assigned to Survey vehicles or the frontier stations which they operate out of. Relatively few people in this branch have LEP at all, beyond the Courtesy LEP perk.

*Supply Bureau
In charge of making sure food, ammunition, new uniforms, and so on get to where they need to go. The SCSPSB has a number of warp-capable armed cargo vehicles, some with quite long operation ranges. Relatively few people in this branch have LEP at all, beyond the Courtesy LEP perk, though officers and crew on armed freighters will have LEP [5] (jurisdiction being the freighter's operational area, or location in deep space when dealing with pirates).


Is this acceptable? If not, what changes or additions would you suggest?
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