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-   -   [Psionics] [Space] Psi Trek - Worldbuilding (https://forums.sjgames.com/showthread.php?t=165164)

Prince Charon 08-24-2020 12:47 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, if I'm reading it right it looks like the consensus is that the Sparrials have a small interstellar polity. I can work with that.

Sparrials question III

What sort of government do the Sparrials have? Note that the options may be combined (e.g. '4 and 7' would be a feudal representative democracy, or '6 and 8' a corporate theocracy).

1. Technocracy

2. Oligarchy

3. Dictatorship

4. Representative democracy

5. Athenian democracy (probably via the internet)

6. Corporate state

7. Feudal (probably in combination with something else)

8. Theocracy

9. Clan/tribal

10. Caste (probably in combination with something else)

11. No planetary nor species-wide government

12. Something else.


Please include the number(s) of your preferred option(s) when you vote. Depending on the results, there may be another vote or two to narrow things down.

Vikingv 08-24-2020 01:58 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
8. Theocracy

TGLS 08-24-2020 02:38 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
12) Kakistocratic Dictatorship. Sparrials are so concerned with their government abusing them (a development after first contact), they rather a badly run and powerless one over an oppressive and competent one.

Phantasm 08-24-2020 04:15 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
I'm curious about a mixture of 6. Corporate State and 7. Feudal without it devolving into a cyberpunk dystopia.

TGLS 08-25-2020 08:48 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
67a) The polity is controlled by one extremely large corporation that dominates all rival governmental entities. As long as other factions (governments, corporate departments) don't challenge the company on the main business line, things are OK.

67b) The polity is a consortium of a number of businesses. They usually cooperate, but sometimes things get messy.

Prince Charon 08-28-2020 06:17 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Interesting concept. Both of TGLS's suggestions could be true at different points in their history. I'm leaving the vote open for now, but expect a new question soonish.

ericthered 08-28-2020 06:49 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
67b. For optimal targets of theft.

Prince Charon 08-30-2020 07:46 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK the answer appears to be '67b) The polity is a consortium of a number of businesses. They usually cooperate, but sometimes things get messy.'


Sparrials question IV

How many systems do the Sparrials control?

As with the Cidi question, I will most likely be averaging the results.


EDIT: This seems to be the consensus:
Quote:

Originally Posted by Phantasm (Post 2341527)
1 system, their homeworld. However, they are found far and wide as a significant minority outside their homeworld, to the point that 85% of the Sparriel population exists in other systems. They just don't control those systems. Too much work, not enough time for everything else. Let the hyoomonz run things....


Vikingv 08-31-2020 05:49 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
after further consideration, Phantasm's answer is so much better than mint

1 system, their homeworld. However, they are found far and wide as a significant minority outside their homeworld, to the point that 85% of the Sparriel population exists in other systems. They just don't control those systems. Too much work, not enough time for everything else. Let the hyoomonz run things....

ericthered 08-31-2020 07:07 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
About 10 systems

TGLS 08-31-2020 07:38 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
2% of the USA

Phantasm 08-31-2020 09:27 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
1 system, their homeworld. However, they are found far and wide as a significant minority outside their homeworld, to the point that 85% of the Sparriel population exists in other systems. They just don't control those systems. Too much work, not enough time for everything else. Let the hyoomonz run things....

Prince Charon 08-31-2020 07:18 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by TGLS (Post 2341521)
2% of the USA

I can't count this, since we haven't decided how many worlds the USA has, and that number can change rather faster than the Sparrials' number can.

TGLS 08-31-2020 07:53 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Fair enough, but if we decide they control say, 20 systems, and the USA ends up controlling 80, that might not be what people voting actually meant. Likewise if we say 20 and the USA ends up controlling 80 000.

I probably should have said this earlier, but barring a Phantasm answer, it's difficult to assign numbers.

Prince Charon 09-04-2020 05:19 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, Phantasm's answer got two votes, do we want to just go with that one instead of averaging?

Prince Charon 09-09-2020 07:44 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, Phantasm's answer has been edited into the question post. Now, are there any other questions about the Sparrials that you would like to see answered (please specify which), and if you'd prefer to move on, who or what would you like to move on to?

Prince Charon 09-18-2020 11:24 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Orions question I

Following the Unification Wars, the Orion Union's government fell, and the nation became the Orion Free States (or the Orion Commercial States, depending on the translation; some official documents in other polities even call them something like 'the Orion Free and Commercial States'). How different are the two governments, though, apart from the externally-imposed laws about slavery? You can combine options if you think they can fit.

1. Basically the same, with a few names changed.

2. Pretty similar, but the Orion Free States are less obviously corrupt.

3. Similar, but rather more corrupt, to the point that while the Orion Syndicate was effectively controlled by the Orion Union, the government of the Orion Commercial States is itself under the control of the Syndicate.

4. The Orion Free States are less united than the Orion Union, which makes them less of a military threat, but means that the central government has less say in internal matters.

5. The central government of the Orion Free States is effectively toothless, existing only ceremonially. Different member states must be dealt with as individuals.

6. Ironically, the Orion Free States are more united than the Orion 'Union' had been toward the end, and may even be more united than it ever was.

7. The Orion Free States and the Orion Commercial States are effectively two overlapping polities that meet at the top, with the Commercial States being those that are corpocracies, and the Free States being those that are not... though some Orion polities are members of both.

8. Something else (please specify).


Please include the number of your preferred option or options when you vote.

Phantasm 09-18-2020 11:57 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
I'm leaning toward this:

3. Similar, but rather more corrupt, to the point that while the Orion Syndicate was effectively controlled by the Orion Union, the government of the Orion Commercial States is itself under the control of the Syndicate.

The Syndicate may or may not openly control the government, but the Orion government does not do anything without the approval of the Syndicate.

Despite this, I kinda see most Orions enjoying far greater freedoms and lower taxes under the Syndicate than under the old Union. Shall we say that the old slaver culture has adapted to a piracy culture?

Emerald Cat 09-19-2020 06:24 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2344244)
Orions question I

[...]

How different are the two governments, though, apart from the externally-imposed laws about slavery? You can combine options if you think they can fit.

1. Basically the same, with a few names changed.

[...]

6. Ironically, the Orion Free States are more united than the Orion 'Union' had been toward the end, and may even be more united than it ever was.

A combination of 1 and 6. Specifically, the different names are merely a difference of translation.

Vikingv 09-19-2020 06:53 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
4. The Orion Free States are less united than the Orion Union, which makes them less of a military threat, but means that the central government has less say in internal matters.

ericthered 09-19-2020 07:20 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
I like 5. The states have been effectively broken up.

Prince Charon 09-20-2020 10:29 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by ericthered (Post 2344297)
I like 4. The states have been effectively broken up.

Just to make sure, do you mean 4 or 5? You wrote 4, but the description fits both of them.

Vote remains open, while I get a new one ready.

ericthered 09-21-2020 06:28 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2344612)
Just to make sure, do you mean 4 or 5? You wrote 4, but the description fits both of them.

Vote remains open, while I get a new one ready.

Sorry, I mean 5. I'll edit that.

Prince Charon 09-23-2020 11:08 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
So far the votes are 3, 1 & 6, 4, and 5. I'm wondering if I should try to combine all of them (no idea how), or do something between 4 and 5, with maybe some of three, since 'more corrupt' doesn't directly alter the rest.

TGLS 09-23-2020 12:00 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
I vote for 6

Prince Charon 10-06-2020 07:58 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, I guess the answer is '6. Ironically, the Orion Free States are more united than the Orion 'Union' had been toward the end, and may even be more united than it ever was.' Sorry it took so long to reply, real life and other distractions happened.

Orions question II

This is technically two questions: First, what is the average Control Rating of the Orion Free States? I would prefer that the CR is at least 1, and suspect it should be a little higher than that.

Second, roughly what is the Corruption number of the Orion government (see also GURPS City Stats p9), which is to say, how much is the CR reduced by when applying bribery or connections (generally Political, Criminal, or Business)? This number varies between 0 and -6 (and cannot reduce the CR below 0), while the Control Rating is a positive number, so it should be easy to distinguish it from the answer to the first question.


Please include the numbers of your preferred options when you vote.

Prince Charon 10-09-2020 03:54 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
No replies from three days, so I'm posting a new question, since I have one ready this time:

Orions question III

How influencial is the Orion Syndicate, or how influenced is it, in the post-Unification Wars Orion government? This is separate from the corruption number in the previous question, as that number is general, and this is specific to a singe organization.

1. Much like the Orion Union, the Syndicate is a wholely-owned subsidiary of the government of the Orion Free States, though it does have some influence with specific politicians.

2. The Syndicate is not truly controlled by the Orion government, though they do influence each other.

3. The Syndicate and the Orion government are mutually antagonistic.

4. The Syndicate has more influence over the government of the Orion Commercial States than the government has over it.

5. The Syndicate effectively is the Orion government.

6. Something else (please specify).


Please include the number of your preferred option when you vote.

EDIT: The answer is 2, by a tiebreaker vote.

Phantasm 10-09-2020 04:11 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
My vote is for "5. The Syndicate effectively is the Orion government."

TGLS 10-09-2020 04:41 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Well, I forgot to post my answer for II so:

Worlds in the Orion Free States range from CR2 to 5 (average 3.1). Corruption ranges from 0 to -3 (average -1.2), and is higher on high CR worlds.

III: I choose 6, The Orion Syndicate is an influential member of the OFS, composed of remnants from the Orion Union

Before the Orion Union collapsed, the union struggled to control contraband (i.e. goods that did not pay the appropriate bribes and customs). During the collapse, businesses that operated outside of the protection of the Union rose up against the Union and formed independent governments. The war was not followed up on, as compromise won out leading to the restructuring into the Orion Free States. The Orion Union's former government was reformed into the Orion Syndicate, becoming the largest member of the Orion Free States.

Prince Charon 10-10-2020 01:54 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by TGLS (Post 2347647)
Before the Orion Union collapsed, the union struggled to control contraband (i.e. goods that did not pay the appropriate bribes and customs). During the collapse, businesses that operated outside of the protection of the Union rose up against the Union and formed independent governments. The war was not followed up on, as compromise won out leading to the restructuring into the Orion Free States. The Orion Union's former government was reformed into the Orion Syndicate, becoming the largest member of the Orion Free States.

Um, that would be interesting worldbuilding, if the Orion Syndicate hadn't already been established as, basically, the Orion Mafia-equivalent (under the OU, they were basically a big, state-run, organized crime syndicate; they were and are the source of the deniable Orion pirates who went out and caused trouble mainly for rival powers).

TGLS 10-10-2020 05:17 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2347760)
Um, that would be interesting worldbuilding, if the Orion Syndicate hadn't already been established as, basically, the Orion Mafia-equivalent (under the OU, they were basically a big, state-run, organized crime syndicate; they were and are the source of the deniable Orion pirates who went out and caused trouble mainly for rival powers).

Well, easy enough fix. The Orion Syndicate swallowed up the Union at the end, and went on to become the largest member of the OFS.

Vikingv 10-13-2020 05:52 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
2. The Syndicate is not truly controlled by the Orion government, though they do influence each other.

Prince Charon 10-16-2020 07:51 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, the vote for Orions III is one vote each for 2, 5, and 6. If we don't get more votes soon, I'll just pick one of those to apply my tie-breaker to.

Prince Charon 10-23-2020 10:19 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
I might do another Orions question later, but this popped into my head today, and I thought it might be of interest:

United Space Authority Space Forces Academy question I

(Not sure how many of these I'm going to do, but it is an institution quite important to the setting.)

How many campuses does the USASF Academy have?

1. Just the main campus, which might be in San Francisco on Earth.

2. The main campus and a few small satellite campuses in various locations.

3. Each member state has its own Academy campus.

4. Each major planet has its own Academy campus, and there are small campuses even on some low-population planets.

5. There still isn't a single 'Space Academy' for the USASF, rather their officers come from the academies and universities of the member states, with a short 'Unified Doctrine Training Course' (or something like that) when joining the Space Forces, or during training at their home school.

6. Something else (please specify).


Please include the number of your preferred option when you vote.

TGLS 10-23-2020 10:52 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2350060)
I might do another Orions question later, but this popped into my head today, and I thought it might be of interest:

United Space Authority Space Forces Academy question I

6) The USASF Academy has fewer than a half dozen campuses scattered across USA space, but many universities have small Space Force Training Corps attached to them. The USASF Academy offers both training programs for people coming out of high school and those who are being retrained.

Vikingv 10-24-2020 06:54 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
3. Each member state has its own Academy campus.

Emerald Cat 10-24-2020 07:20 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2350060)
How many campuses does the USASF Academy have?

3. Each member state has its own Academy campus.

Prince Charon 10-26-2020 06:36 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, so far 3 is winning. I'm leaving the poll open for now, but before I start writing up the next question, also on USASF Academy, is there any question about the Academy that you'd like to vote on?

Prince Charon 11-01-2020 02:32 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
United Space Authority Space Forces Academy question II

How long does a future officer spend as a cadet?

1. About a year.

2. About two years.

3. About four years.

4. It varies by the specialization the cadet is going for.

5. It varies by what campus one is studying at.

6. It varies by species, or by individual learning rate, regardless of campus or specialization.

7. Something else (please specify).


Please include the number of your preferred option when you vote.


EDIT: The consensus appears to be roughly 'The Academy is normally a four-year program, with medical students taking eight years, but can be lengthened or shortened based on the needs and abilities of individual students.'

AlexanderHowl 11-01-2020 04:05 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
A combination of 3 and 4. Cadets spend a minimum of 4 years in training, but they may qualify for an additional 2 year of training depending on their specialty. For example, Engineering and Medical cadets receive an additional 2 years of training. In addition, cadets receive 'deck training' during their summers, starting in the summer before their first year, in order to evaluate their fitness to serve as officers in their chosen field. Many cadets end up serving on the spaceship where they spent their first summer when they graduate as an Ensign (as a Lieutenant in the case of Engineering and Medical cadets).

Vikingv 11-02-2020 05:55 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
7. Something else (please specify).

Two years of basic training, followed by two years of specialized training for the field they are planning to enter (navigation, science, weapons).

isf 11-02-2020 10:57 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
6. It varies by species, or by individual learning rate, regardless of campus or specialization.


Given TL advances and the ability to customize learning for each student, this seems like the most reasonable way to train. Humans in real life often suffer from being produced like a one-size-fits-all factory product: I'd expect having aliens in the organization would make the modern methods of teaching fail even harder for many people.

TGLS 11-02-2020 11:23 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
3/4/6: It's generally a four year program, though it can be stretched out or accelerated based on the whims of students. Medical doctors take twice as long to graduate.

Prince Charon 11-05-2020 03:00 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, so two vote for three and four, and two votes for 6, but one of each of those is the same vote. Anyone else want to vote, or should I try to do some combination (probably close to TGLS's idea, though 'whims' is a little too casual for this)?

Prince Charon 12-15-2020 03:04 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Sorry this took so long. I got writer's block on new Academy questions, but yesterday came up with ideas for at least three on a new subject:

FTL Communications question I

As far as I can tell, we haven't touched much on communications at interstellar distances. Each of the options below are likely to have a range of effects on the setting, some more than others.

1. Couriers only, no FTL signals. This may be the case for less advanced but still warp-capable civilizations, even if other forms are chosen. Alternatively, FTL communications might have been developed by some or most civilizations before warp drive. That's probably a subject for a different vote.

2. Telepathy. FTL communication works by massively extending the ranges of existing telepaths. Electronic communication at interstellar ranges is not possible unless both telepaths also have useful cyberpsi abilities. Also, communication between telepaths who know each other well is far easier than long-range communication with unknown recipients.

3. Telepathy, but using long-range psychotronic generators, so an active telepath is not needed, and computers can communicate with each other directly.

4. ESP. Communication systems scan for specific beacons, which display information, often visually, for the sensors. Psi Sense/Signature Sniffer psychotronic generators can allow the identification of the scanning system, though transmission outside of prearranged times requires planning (e.g. scanning the area around a known receiver off and on in a pattern that means 'I have a long message, scan me,' or 'please send help'). Without a beacon, or with the beacon turned off, detailed scanning at interstellar ranges may be difficult or impossible. However, an active beacon is far more easily located by hostile sensors than a location or vehicle with an inactive beacon. An interstellar internet may be possible, but the option below is probably better for it.

5. Ergokinetic transceivers allow direct communication between computers. This may have the same 'beacon' problem as ESP, or may allow broadcasting, but with sufficient speed and range, allows for the possibility of an internet that spans Known Space.

6. Teleportation (indirectly). Space warps are detectable at interstellar ranges, and thus warp-capable civilizations often develop the means of extending their detection radius, and of sending more data in shorter timeframes. This is normally broadcast, and indeed, tight-beam transmissions may be difficult or impossible.

7. Most or all of the above have been used, and may still be in use. If most, please note which should be excluded.

8. Something else (please specify). This may be 'all of the above plus this other thing or things.'


Please include the number of your preferred option when you vote.

Phantasm 12-15-2020 03:56 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
While I am a fan of "Couriers only, no FTL signals" for my own setting, it's not meant to be a Star Trek style setting. For matching the Star Trek feel, I think
Quote:

Originally Posted by Prince Charon (Post 2358329)
3. Telepathy, but using long-range psychotronic generators, so an active telepath is not needed, and computers can communicate with each other directly.

is the better option.

TGLS 12-15-2020 08:58 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
3 or 5 is primary, but all the others have been used for some reason or another (perhaps to keep things secret)

Prince Charon 12-18-2020 05:23 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Two votes isn't much of a consensus, so I'm leaving this vote open for now. The next question is already written, it just might require a couple of edits based on the final answer to this one.

Emerald Cat 12-19-2020 09:19 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2358329)
FTL Communications question I

I vote a broadcast-only variant of 5. I would be OK with an FTL internet that suffered the appropriate lag at long distances.

ericthered 12-19-2020 09:48 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by TGLS (Post 2358373)
3 or 5 is primary, but all the others have been used for some reason or another (perhaps to keep things secret)

I second that. some preference for 3.

Prince Charon 12-20-2020 05:57 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, one clear vote for just three, one clear vote for a version of five, and two votes for basically three or five with a variant of seven.

So, if there are no objections and no more votes until I post the next question (probably tomorrow or Tuesday), the answer is that psychotronic telepathy is the primary means of FTL communication, but that a range of other (presumably less efficient in various ways) methods are also used.

Prince Charon 12-21-2020 05:33 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
FTL Communications question II

How quickly do FTL communications travel? This includes two related questions; for clarity, each question requires a different type of response.

1. Only about as fast as existing vessels' maximum speed. Real-time conversations are only possible within the same star system, and not even all of it. Vehicle or task force commanders have a great deal of lee-way to interpret orders and make decisions, as any new orders will most likely arrive long after a crisis has been resolved.

2. TOS speeds. Real-time conversations are possible within several parsecs, but vessels far from their home base might take hours, days, or even weeks to get a response from higher authority. Vehicle or task force commanders will still have a fair bit of lee-way, though less than above. (For gaming reasons, this is my preferred option.)

3. TNG+ speeds. Real-time conversations are possible at very long ranges, and even beyond those, new orders can arrive in minutes or hours. Commanders have rather less lee-way in most cases.

4. Basically instant at all known ranges. Commanders have very little lee-way to interpret orders or improvise plans.

5. Something else (please specify).


Please include the number of your preferred option when you vote.


The speed of FTL communication varies by era, YES or NO.
(I'd prefer NO, but it did change between Star Trek TOS and Star Trek TNG.)


The speed of FTL communication varies by type, TRUE or FALSE.
(For what it's worth, TRUE allows for more reasons for some methods to be used more than others, with Telepathy probably being the fastest type, unless it has some other advantages over faster methods, like range, generator size, or energy cost.)

TGLS 12-21-2020 06:00 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
NO, FTL doesn't vary by era.
TRUE, FTL has a variable speed depending on type.
5) Psychotronic telepathy is speed 1 or 2. Range-extender telepathy with a live telepath is speed 3 or 4 but can't be done "just cause" (at the very least, because the emergency telepaths at HQ don't have the time to answer random calls).

Phantasm 12-21-2020 06:02 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
I'm partial to 2 to give crews enough time to get stuff done and circumvent orders that "came in too late".

No opinion on the TRUE/FALSE questions.

Emerald Cat 12-21-2020 09:23 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2359130)
FTL Communications question II

How quickly do FTL communications travel?

I vote 2.

FTL communication speed varies by era: Yes. However, this is due to the FTL relay network being more distributed rather than advances in the communications technology. The main obstacle to extending the network is convincing foreign powers that the relays won't be used as a platform for espionage.

The speed of FTL communications varies by type: Yes, but no more than +/- 50%.

johndallman 12-22-2020 03:53 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2359130)
4. Basically instant at all known ranges. Commanders have very little lee-way to interpret orders or improvise plans.

This depends to some degree on service culture. A recent example: when the 2004 Indian Ocean happened on December 26th 2004, HMS Chatham was in port in Bahrain. The captain realised what was needed, recalled the crew from shore leave immediately, and set off down the Persian Gulf towards the Indian Ocean. The British Prime Minister announced two days later that he was sending a warship to assist, but it had sent itself.

Vikingv 12-22-2020 05:53 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
2. TOS speeds. Real-time conversations are possible within several parsecs, but vessels far from their home base might take hours, days, or even weeks to get a response from higher authority. Vehicle or task force commanders will still have a fair bit of lee-way, though less than above. (For gaming reasons, this is my preferred option.)

FTL communication speed varies by era: Yes. However, this is due to the FTL relay network being more distributed rather than advances in the communications technology.

ericthered 12-22-2020 08:39 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
2: TOS speeds, which are really good for gaming.

Yes, speed should vary by type, and Yes, speed should vary by era.... but not too much, unless we're dealing with extreme situations.

Prince Charon 12-23-2020 08:02 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Just so you know, question III is going to contain a timeline of FTL communications development, and the question will be whether it should be changed (and if so, what changes should be made) or accepted as is. I'll be using the answer to this question to help me write it, so it may be closer to New Years than to Christmas when it arrives.

Vote remains open.

Inky 12-24-2020 02:24 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by TGLS (Post 2359132)
TRUE, FTL has a variable speed depending on type.
5) Psychotronic telepathy is speed 1 or 2. Range-extender telepathy with a live telepath is speed 3 or 4 but can't be done "just cause" (at the very least, because the emergency telepaths at HQ don't have the time to answer random calls).

I vote for this. It would also allow for eerie fluke things to happen with telepaths in your own ranks, like that time Mr Spock "heard" the USS Intrepid go down from light-years away. That's kind of how psychic phenomena are in Star Trek - there's a certain level of fairly well-understood phenomena that people pretend follow predictable scientific rules, and then every once in a while they defy the rules. No opinion about the era thing, that sounds like it'd come down to how it worked out in practice in the game.

Prince Charon 12-28-2020 04:27 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, vote is closed, and I'm going to work more on the timeline, which I hope to post by or shortly after New Years. If necessary, I might post an incomplete timeline and ask for suggestions.

For the numbered vote, 2 wins, but TGLS's vote is compatible with it and the varying by type vote below, and thus is included. For speed varying by era, YES wins, and I'm taking the suggestion that this should be mainly due to improving relay networks. It may also be interfered with or enhanced by local conditions, but mostly it'll be where the relays are. For speed varying by type, TRUE wins, unless I'm very confused.

Prince Charon 01-02-2021 04:07 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
OK, Happy New Years (and may 2021 be better than 2020, preferably a lot better)!

I have been somewhat ill this week, and was really out of it for most of yesterday, so I haven't gotten as much done as I'd like... and it's possible that my screen may be dying. So, I'm posting the WiP below, in the hope of getting help with it (several entries don't have dates, and many need to be turned into actual sentences):

Timeline of development of Faster Than Light communications (Incomplete):

1966: First known example of interstellar-range telepathy, as the crew of a Vulcanian freighter ambushed by Orion pirates are able to send off an unassisted telepathic shout that is received by a Vulcanian defence vessel three light-years away.

1984: Vulcanians make use of psi-amplifiers to boost telepathic ranges for interstellar communications. This is stressful for both the equipment and the telepaths, resulting in messages being short and rare.

2031: Experiments in psychotronic telepathy on Earth, fidelity falls off at -1 per three cm.

2057: Experiments in psychotronic ESP <Tellarites>

September 8, 2086: Human development of warp drive.

2091: Experiments in psychotronic telepathy <equivalent to Telesend 3>

2097: Experiments in space-warp modulation <short effective ranges (1d-2 light years), low signal fidelity, but at least it works>

<DATE>: Experiments in psychotronic ergokinesis <Orions>

<DATE>: Experiments in psychotronic ESP

<DATE>: Experiments in psychotronic telepathy <equivalent to Telesend 4>

<DATE>: Experiments in psychotronic space-warp detection <effective range nearly doubled>

<DATE>: Experiments in psychotronic telepathy <equivalent to Telesend 5>

<DATE>: Experiments in psychotronic ergokinesis

<DATE>: Experiments in psychotronic telepathy <equivalent to Telesend 6; Space-warp modulation now inferior to telepathic methods, but useful as a secondary channel at short ranges, or on spacecraft, which cannot carry psychotronic transceivers yet>

2155: Interstellar-range psychotronic telepathy systems small enough to be carried on dedicated communications spacecraft are in use.

2189: Interstellar-range psychotronic telepathy systems small enough to be carried on regular starships are in use; space-warp modulation fully relegated to secondary uses.

Prince Charon 01-12-2021 09:41 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Sorry this took so long.

FTL Communications question III

Timeline of development of Faster Than Light communications:

1897: Vulcanian development of warp drive.

1907: Andorian development of warp drive.

1924: Pachekki development of warp drive.

1930: Tellarite development of warp drive.

1932: Betazoid development of warp drive.

1933: Orion development of warp drive.

1966: First known example of interstellar-range telepathy, as the crew of a Vulcanian freighter ambushed by Orion pirates are able to send off an unassisted telepathic shout that is received by a Vulcanian defence vessel three light-years away.

1972: Cidi development of warp drive.

1984: Vulcanians make use of psi-amplifiers to boost telepathic ranges for interstellar communications. This is stressful for both the equipment and the telepaths, resulting in messages being short and rare.

2007: Andorians begin performing experiments in using psychotronic ergokinesis for FTL communication.

2031: Experiments in psychotronic telepathy occur on Earth, but the signal fidelity falls off at -1 per three cm.

2063: The Tellarites begin experiments in psychotronic ESP for purposes of FTL communication.

2086: Human development of warp drive.

2091: Experiments in psychotronic telepathy at Utopia Planitia reach the equivalent of Telesend 3.

2095: Sparrial development of warp drive.

2097: Experiments in space-warp signal modulation within and around the Sol system achieve short effective ranges (1d-2 light years, minimum 1) and have low signal fidelity, but at least it works. Relay stations are begun between Sol and nearby star systems.

2103: Tellarite experiments in psychotronic ESP show significant results, due to the development of long-range psychotronic beacons.

2110: Caitian development of warp drive.

2114: Experiments in psychotronic ergokinesis by the Orions are somewhat disappointing, though it does allow them to tap into Andorian communications for a time.

2121: Experiments in psychotronic telepathy reach the equivalent of Telesend 4.

2127: Experiments in space-warp signal modulation have nearly doubled the effective range of the system (1d+1 light years), though some paraphysicists are more optimistic about psychotronic telepathy, due to the results the Vulcanians get from their own psychotronically-boosted telepathy.

2136: Experiments in psychotronic telepathy reach the equivalent of Telesend 5.

2149: Experiments in psychotronic telepathy reach the equivalent of Telesend 6, though interstellar ranges still require very heavy and bulky equipment. Space-warp signal modulation is now inferior to telepathic methods, but it is still useful as a secondary channel at short ranges, or on spacecraft, which cannot carry psychotronic transceivers yet.

2155: Interstellar-range psychotronic telepathy systems small enough to be carried on dedicated communications spacecraft are in use.

2189: Interstellar-range psychotronic telepathy systems small enough to be carried on regular starships are in use; space-warp modulation fully relegated to secondary uses.


Does this look good to you, or should it be modified? If the latter, please suggest changes.

Prince Charon 01-19-2021 04:32 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
SC Interstellar Survey Service question I

The Solar Cooperative Interstellar Survey Service (see also GURPS Space pp26, 204-205) is the institutional successor to NASA, the ESA, and other civilian space exploration programs. While the Service includes a large bureaucracy, a significant Logistics Division (which also runs the Survey Stations that the more well-known branches operate from), spacecraft design engineers, scientists, and so on, there are two branches that most people think of when they hear of the Survey Service: the Exploration Division, and the Astrographic Division.

The Exploration Division covers both the First-in Scouts who would explore new systems and briefly examine new worlds, and the Expeditionary Branch who follow up on their discoveries. Contrary to the fiction of the period, First-in Scouts did not travel in single-person scoutships. Generally, the crew of a First-in Scout vessel would be around three to seven, and sometimes as many as twelve. While First-in Scouts are trained for First Contact situations in an emergency, they do not specialise in them, and if intelligent life is detected, they will retreat and leave it to the Expeditionary Branch. The latter travel in larger vessels, sometimes have crews of nearly a hundred, mostly scientists and lab technicians. In some eras and in some regions, Expeditionary vessels either are the First-in Scouts, or send warp-shuttles in as scouts while the mothership waits at the edge of the system. On some occasions, a task force of several vessels would be sent, though this is normally something that would be done later, to construct a Survey Station and bring in the Office of Colonial Affairs, various subnational or private interests, et cetra. When a location was deemed to be a high risk (e.g. the last vessel or vessels failed to return) one or more SWAT or Interstellar Patrol vessels would be part of the task force, and the mission would be under the command of a senior Space Patrol officer (so that they have the authority to order a retreat, or other useful precautions). Harsh experience has also shown that First Contact situations should be treated as high risk, even if the specific risks are different.

The Astrographic Division are generally considered the more boring of the two, but they serve a vital purpose, keeping both planetological and astronomical data up to date, including a range of spacial anomalies, some of which can be quite dangerous. Astrographic Division vessels tend to be larger than First-in Scouts, but smaller than the largest Expeditionary Branch vessels, rarely having crews of more than fifty.

When the bill which chartered the Survey Service was originally interoduced, there was some debate about giving them their own security division, but it was eventually decided that the Space Patrol could have a bump in budget to provide enough security personnel for the SCISS's needs.


Space crews, like airliners, sea crews, and so on, need a rank structure, even if it's a loose one. While not a serious problem for the tiny crews of First-in Scouts (which are basically like the Space Shuttle in terms of crew numbers), larger vessels and the stations run by the Logistics Division need a workable system of ranks, albeit they don't need more than maybe one rank above 'commanding officer of one vessel or station'), and they mostly don't need as many ranks below that as an Interstellar Patrol cruiser would.

So, the question: What system of ranks should I base the ranks of the SCISS on, and should they use just one system, or do the divisions each have their own?

1. Basically NASA style, with few ranks but a number of positions (e.g. the Space Shuttle list on that page). Due to the larger crew numbers on many Survey Stations and all interstellar-capable Survey vessels other than the First-in Scouts, we'd still have to add a few more ranks, perhaps basing the higher ranks on the grades that the Space Operations Badge comes in.

2. Roughly Merchant Navy style ranks and something like naval rates (the ETO branch would probably be replaced by a Science branch, and the Medical Department might be expanded to form a Life Support Department).

3. Police style, basically the same ranks as the SC Space Patrol, if fewer of them.

4. Army style (e.g. the US Space Force, with fewer ranks).

5. Royal Air Force style, with fewer ranks.

6. Something else (please specify).


Please include the number of your preferred option when you vote. If you want the Logistics Division, Exploration Division, and Astrographic Division to use different ranking systems from each other, please list the numbers with the name of the division.


EDIT: By two votes, NASA style wins.

Vikingv 01-20-2021 06:01 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
1. Basically NASA style, with few ranks but a number of positions (e.g. the Space Shuttle list on that page). Due to the larger crew numbers on many Survey Stations and all interstellar-capable Survey vessels other than the First-in Scouts, we'd still have to add a few more ranks, perhaps basing the higher ranks on the grades that the Space Operations Badge comes in.

Prince Charon 01-22-2021 05:18 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
One vote does not a consensus make, but if no-one disagrees, I can work with this. Vote remains open for a few days.

TGLS 01-22-2021 05:44 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Alright then:

6) There are no "ranks" that are preserved from assignment to assignment. There are classifications (i.e. Geology, Piloting, Personnel Administration, etc.) and levels, but this indicates experience and performance, not authority. There are hierarchies, but these exist only for the duration of the assignment.

Emerald Cat 01-22-2021 06:13 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2363417)
SC Interstellar Survey Service question I

1. Basically NASA style ranks.

Prince Charon 01-25-2021 12:12 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
SC Interstellar Survey Service question II

Does this seem like a good arrangement of ranks et al for the Survey Service? If changes need to be made (including changes or expansion of details in the 'Notes' section), what do you suggest?

Rank 5 [25]

Command Starpilot (starpilot badge with wreathed star)

Rank 4 [20]

Senior Starpilot (starpilot badge with star)
Station Master (spacecrew badge with wreathed star and upper chevron)

Rank 3 [15]

Starpilot (starpilot badge)
Master Spacecrew (spacecrew badge with wreathed star)

Rank 2 [10]

Assistant Starpilot (starpilot badge with lower chevron)
Senior Spacecrew (spacecrew badge with star)

Rank 1 [5]

Spacecrew (spacecrew badge)

Rank 0 [0]

Assistant Spacecrew (spacecrew badge with lower chevron)
Space Cadet (no insignia)


Notes

The spacecrew and starpilot badges are visually similar to the current American Space Operations Badge, with the exception that where the Space Operations Badges has a circular globe, the starpilot badge has a heater shield (with an arrowhead device similar to that on the Space Operations Badge), and the spacecrew badge has a circular Sol system (with a device representing the crewmember's primary area of expertise). The 'lower chevron' on the Assistant badges is a point-down chevron below the central circle or shield. The 'upper chevron' on the Station Master's badge is just the opposite, being a point-up chevron above the wreathed star.

Both starpilots and spacecrew go through the Space Survey Academy, learning a variety of needed skills. The distinction is that a starpilot is fully certified in piloting interstellar spacecraft (rather than only sub-light, or FTL but only within a star system), in Astrogation, and in command. (While all of these are required classes for all cadets, certification is far more rigorous than merely passing the basic class.) The small crew of a First-in Scout is likely to consist entirely of fully-qualified starpilots, in case of emergency, while a Survey Station might have no starpilots assigned (though the latter is unusual). It is not unusual to graduate from the Academy as spacecrew, and continue one's education until one passes the certifications exams for starpilot - indeed, this is where the Service gets most of its starpilots, as while graduating directly to Assistant Starpilot is possible, it is rare.

An important distinction between Master Spacecrew and the other spacecrew ranks is that one must pass the Command Exam to qualify for the rank. That does not mean that passing the Command Exam immediately allows promotion to Master Spacecrew - one must also be a Senior Spacecrew who is up for promotion.

Station Master is an unusual rank, but due to legislation, an official one. The commanding officer of a Survey Station (with the positional title of 'station commander') might be either spacecrew or a starpilot, but when a Master Spacecrew is assigned to command an unusually large station with significant crew, or that otherwise includes a level of command responsibility that requires a higher rank, they may be promoted to this rank.

The qualification devices on spacecrew badges come in a wide variety: a staff with one snake wrapped around it for medical, a coiled lightning bolt for engineering, a stylised eye for the sciences, a wrench for damage control, a dish antenna for communications, a leaf for life support, and so on.

Vikingv 01-25-2021 01:57 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
no objection

Prince Charon 02-03-2021 06:27 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Does anyone have another question about the SC Interstellar Survey Service that you think needs asking? If not, is there a question on another subject that we need to ask?

Prince Charon 03-21-2021 01:44 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Should I declare this template final, or does anyone have suggestions for changes or additions?

Betazoid Template (possibly final?)

Attributes

IQ +1 [20]

Secondary Characteristics

Per +1 [5]

Social Background

Languages: 22nd Century Betazoid (Native) [0].

TL: 10^

Cultural Familiarity: 22nd Century Betazoid [0].

Subtotal: 25


Advantages

Protected Power (Telepathy) [5]
Telepathy Talent 4 [20]
Emotion Sense 4 (Cosmic: No roll on unprotected minds, +50%; Always On, -50%) [20]
Telereceive, Shallow (Cosmic: No roll on unprotected minds, +50%; Always On, -50%) 4 [27]
Telesend 3 [21]

Perks

Skill Adaptation (Emotion Sense based on Per). [1]
Skill Adaptation (Telereceive based on Per). [1]

Subtotal: 95


Disadvantages

Chummy [-5]

Quirks

Doesn't understand mental privacy. [-1]

Subtotal: -6


Features


Skills

Emotion Sense [Per/H] [1] Per+2*
Telereceive [Per/H] [4] Per+4*
Telesend [IQ/H] [1] IQ+2*

*Includes +4 from Telepathy Talent.

Techniques

Multiplicity (H) Telereceive-5 [6] Telereceive-0
New Approach (H) Telereceive-5 [0] Telereceive-5
Universal (H) Telereceive-5 [2] Telereceive-4

Universal (H) Telesend-5 [2] Telesend-4

Subtotal: 16

Total: 130

Notes

I gave them 'Chummy' to represent the fact that they're used to perceiving the thoughts of others around them, and thus become uncomfortable when they're relatively alone.

Note that 'unprotected minds' is a somewhat different category than 'unshielded minds,' as the mind of someone using Mind Block or similar is not shielded, but is protected; likewise, someone with a Mind Shield who deliberately lets the Betazoid read their thoughts is unprotected against their Telepathy. In other words, if a Betazoid is faced with someone who is not using any method that actively or passively resists mind reading, they automatically read the subject's emotions and surface thoughts, but if resisted at all, they need to roll for it. Note also that Emotion Sense normally works the same on anything that can feel emotions, regardless of sapience, so the Animalism technique is not needed.

Inky 03-21-2021 01:52 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Why "Protected Power"? Is there anything in the series (or your own personal taste) to suggest that anything that can mess up a telepath's senses wouldn't work as well on a Betazoid as on any other telepath?

It is, I believe, not always on (unless, again, you're deliberately doing that differently in Psi Trek). There was an episode, I think called "Tin Man", which featured a Betazoid who was born unable to turn off his telepathy and had developed mental problems from the constant noise.

Captain Joy 03-21-2021 08:37 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2372342)
Attributes
IQ +1 [20]

Secondary Characteristics
Per +1 [5]

I would drop both if these. A race that had a full +1 IQ bonus would be perceived as generally more intelligent than humans, and I just don’t see that with Betezoids. The Per +1 is not so bad, but I’d still drop it.

Quote:

Originally Posted by Prince Charon (Post 2372342)
Disadvantages
Chummy [-5]

Quirks
Doesn't understand mental privacy. [-1]

Notes
I gave them 'Chummy' to represent the fact that they're used to perceiving the thoughts of others around them, and thus become uncomfortable when they're relatively alone.

I thought I had a problem with these, but you’ve convinced me otherwise.

Prince Charon 03-22-2021 07:47 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Inky (Post 2372344)
Why "Protected Power"? Is there anything in the series (or your own personal taste) to suggest that anything that can mess up a telepath's senses wouldn't work as well on a Betazoid as on any other telepath?

That's been on the template long enough that I'm not sure why it's there. I think I included it out of habit, though I may have read someone arguing that races who all have a single power seem reasonably likely to have Protected Power for that one. Need to think about it, but maybe I should drop it. I'm not sure if Trek ever showed things that can disrupt telepathy, rather than just prevent specific minds from being 'heard,' so I can't refer to an episode to check.

Quote:

Originally Posted by Inky (Post 2372344)
It is, I believe, not always on (unless, again, you're deliberately doing that differently in Psi Trek). There was an episode, I think called "Tin Man", which featured a Betazoid who was born unable to turn off his telepathy and had developed mental problems from the constant noise.

They really don't act like they can turn off their telepathy, nor do the other characters behave like it's an option that the Betazoids refuse to exercise (which would make the quirk an OPH of -5 or worse, instead), rather than just one of the things that you have to deal with while being around them. As for Tam Elbrun, the article doesn't say that he can't turn it off, just that that "Betazoids in this condition do not have the natural ability to ignore background thoughts from others."

Quote:

Originally Posted by Captain Joy (Post 2372471)
I would drop both if these. A race that had a full +1 IQ bonus would be perceived as generally more intelligent than humans, and I just don’t see that with Betezoids. The Per +1 is not so bad, but I’d still drop it.

I'll need to think about that, but you may be right. There isn't much point when they already have a high Telepathy Talent.

Quote:

Originally Posted by Captain Joy (Post 2372471)
I thought I had a problem with these, but you’ve convinced me otherwise.

Cool. Thank you.

Anders 03-22-2021 08:03 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
I think the quirk is fine, but maybe a note that it can easily develop into a full-blown Odious Personal Habit.

Prince Charon 03-23-2021 03:58 PM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
New version of the template:

Betazoid Template (final)

Social Background

Languages: 22nd Century Betazoid (Native) [0].

TL: 10^

Cultural Familiarity: 22nd Century Betazoid [0].

Subtotal: 0


Advantages

Telepathy Talent 4 [20]
Emotion Sense 4 (Cosmic: No roll on unprotected minds, +50%; Always On, -50%) [20]
Telereceive, Shallow (Cosmic: No roll on unprotected minds, +50%; Always On, -50%) 4 [27]
Telesend 3 [21]

Perks

Skill Adaptation (Emotion Sense based on Per). [1]
Skill Adaptation (Telereceive based on Per). [1]

Subtotal: 90


Disadvantages

Chummy [-5]

Quirks

Doesn't understand mental privacy. [-1]

Subtotal: -6


Features


Skills

Emotion Sense [Per/H] [1] Per+2*
Telereceive [Per/H] [4] Per+4*
Telesend [IQ/H] [1] IQ+2*

*Includes +4 from Telepathy Talent.

Techniques

Multiplicity (H) Telereceive-5 [6] Telereceive-0
New Approach (H) Telereceive-5 [0] Telereceive-5
Universal (H) Telereceive-5 [2] Telereceive-4

Universal (H) Telesend-5 [2] Telesend-4

Subtotal: 16

Total: 100

Notes

I gave them 'Chummy' to represent the fact that they're used to perceiving the thoughts of others around them, and thus become uncomfortable when they're relatively alone. Some Betazoids can be unusually annoying about mentioning the thoughts around them, upgrading their quirk to a full OPH.

Note that 'unprotected minds' is a somewhat different category than 'unshielded minds,' as the mind of someone using Mind Block or similar is not shielded, but is protected; likewise, someone with a Mind Shield who deliberately lets the Betazoid read their thoughts is unprotected against their Telepathy. In other words, if a Betazoid is faced with someone who is not using any method that actively or passively resists mind reading, they automatically read the subject's emotions and surface thoughts, but if resisted at all, they need to roll for it. Note also that Emotion Sense normally works the same on anything that can feel emotions, regardless of sapience, so the Animalism technique is not needed.


Thoughts?

Inky 03-24-2021 01:54 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Prince Charon (Post 2372517)
They really don't act like they can turn off their telepathy, nor do the other characters behave like it's an option that the Betazoids refuse to exercise (which would make the quirk an OPH of -5 or worse, instead), rather than just one of the things that you have to deal with while being around them. As for Tam Elbrun, the article doesn't say that he can't turn it off, just that that "Betazoids in this condition do not have the natural ability to ignore background thoughts from others."

That's fair. Maybe like how some people with autism or some other medical conditions can't ignore background noises or tune them out to focus on one sound over another, but everyone can hear them all the time, they're just not listening, but if you said their name they would hear it.

I've seen it said that Betazoids have an unfortunate habit of saying exactly what they're thinking because on their home planet they're used to everyone already knowing anyway. That would probably be some form of Truthfulness. On the other hand, in the few TNG episodes I've seen I honestly haven't noticed that myself. Maybe leave that up to the player to add as an individual disad if they want to, like the OPH you mentioned.

I like the new version! I was surprised that it's as much as 100 points, but if that's the value GURPS does give for their psychic powers, then that's the value it gives.

Captain Joy 03-24-2021 06:12 AM

Re: [Psionics] [Space] Psi Trek - Worldbuilding
 
Quote:

Originally Posted by Inky (Post 2372792)
Maybe leave that up to the player to add as an individual disad if they want to, like…

I think this is good advice for racial templates in general. I only put things in a racial template that I think nearly every member of that species should have; but, I also include a bunch of "Common Traits" that members of that species are encouraged to take.


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