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Old 02-18-2021, 10:25 AM   #28
Prince Charon
 
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Join Date: Dec 2012
Default Re: [Psi/Space] Irar, the Jewel in the British Crown

The three largest land predators are a quadrupedal species of owl the size of a bear (SM+1, a few at +2), a giant carnivorous relative of the squirrel (SM+0), and the ape-folk of Belfan. The 'mouse' niches are mainly filled by tiny (SM-7 or less) relatives of the woolly mammoth, though there are rats and mice in some areas. Roaches of various types are also annoyingly common.

Coeb'lds are mostly GURPS Banestorm Kobolds, save that they have, on average, 30 points in one or more Talents, which tend to run in families; the Irari consider the fact that Coeb'lds are basically always talented in some set of skills as evidence that they were genetically engineered. Some Coeb'lds are very strong-willed, though most aren't. Some Coeb'lds buy down or buy off Short Attention Span, or more often replace it with an Obsession or Compulsive Behavior, or have a Short Attention Span that only kicks in for things with no relation to an Obsession or Compulsive Behavior that they have. A Coeb'ld is far more likely to have IQ 9 and Natural Scientist 4, or even 6, than to have base IQ higher than 10 (which is not to say that they don't exist, they're just quite rare). Coeb'lds among their own people tend not to have Social Stigma (Uneducated), naturally (apart from those who lack a proper Coeb'ld education). Oddly, they are genetically similar enough to humanity to produce viable offspring.

While no Coeb'ld nation has a proper space program, some groups and a few individual scientists have begun work on liquid-fuel rocket technology, with an eye toward eventually reaching the Moon and other planets.

Most Coeb'lds who demonstrate psi abilities at all use psi drugs, and in many cases, have no active powers without them (though they may have Psi Talents or even Psi Perks). Thus, they make less use of ritual psi than the Irari or Gormelites; those that do are more likely to use Ritual Magic, Religious Ritual, or Symbol Drawing as their core skill, though there are some who make use of Meditation or Combat Art skills. Several styles have Esoteric Medicine or Fortune-Telling as a prerequisite and/or a complementary skill. Book styles are rare, but less so than among the Gormelites, who only have one Book style (though with several Books) that the Irari are aware of, practiced by one community. (Therefore, 'common' in the paragraphs below tends to mean 'common for those who use ritual psi at all,' rather than 'common for Coeb'ld psis in general.')

One power or path that was a surprise to the Irari is Necrokinesis: psychically animating dead bodies, usually through specialized psychokinetic or ergokinetic effects (in some cases, the animation is performed by astral entities with Barrier Breaking and PK or EK, rather than by a living psi directly); it is most often illegal. Some styles put Biokinesis & Necrokinesis in the same Path, though certainly not all; Bioknesis itself (including Psychometabolism and related Psychic Healing abilities) is found in most Coeb'ld styles, though it is sometimes divided up by general type of lifeform (not specific species, but specific kingdoms or broad categories within a kingdom). There is an equivalent of Cyberpsi that affects fluidic computers; it is part of Psychokinesis when not a separate power/path. Electrokinesis and Photokinesis are sometimes separate paths, and sometimes together. Photokinesis is sometimes instead placed with Sonokinesis and minor psychokinetic or biokinetic effects in a path that is mostly translated as 'Glamourie.' Psychic Vampirism is generally a distinct path, and frequently illegal, or at least requiring a license. ESP, Probability Alteration, and Meta-Psi paths are fairly common to most styles. Telepathy and Teleportation are somewhat rare as separate paths, though some rituals in other paths may include some telepathic effects (e.g. 'Telereceive (Shallow)' and Telescan are commonly part of ESP paths, and Mind Shield is often part of Meta-Psi or Psychic Vampirism). Astral Projection is more complicated, and is covered below.

Most Coeb'ld cultures divide Astral Projection (which includes Spirit Communication) into several Powers or Paths based on which spirits are being contacted. Known examples include Celestial Communion (the gods and their servitors, or other astral entities that are considered 'elementally good'), Diabolism (evil spirits, often overlaps with the more hostile parts of Probability Alteration or Psychic Vampirism), Necromancy (ghosts, overlaps with or is treated as part of Necrokinesis; some styles place both under Diabolism), and Naturism (nature spirits, may overlap with Biokinesis or Animal Telepathy (or include abilities thereof, and possibly regular Telepathic abilities, as well), and overlaps with Probability Alteration in regard to the weather), which is sometimes divided further based on the environment (sea, desert, forests, et cetra), or by types of life, or separates weather spirits into their own Path (Kairomancy). Dream Control also seems to fall into this area, though sometimes nightmares are under a form of the Path of Diabolism, with other dreams either being their own Path, or part of Celestial Communion or Necromancy. Other branches of Astral Projection are possible (e.g Spirits of Mathematics), but less common. Some styles consist entirely of Astral Projection paths. Necromancy and Diabolism are frequently illegal, and some or all branches of Naturism may be, depending on the nation.

Due to the local conditions mentioned in the first paragraph, some plants, animals, and other lifeforms can 'weaken the barrier' between the Outer Astral Plane and the physical world, whether for Astral Projection abilities in general, or only for specific branches of Astral Projection. This means that where these effects are active, some or all Astral Projection abilities (as well as any other abilities that one tries to use through Barrier Breaking) gain a bonus, generally between +2 and +7. The Barrier Breaking and Cross-World Communication techniques gain twice that bonus (though abilities used through Barrier Breaking only gain the unmodified bonus), as do the various forms of Spirit Communication. The lifeforms that cause this are often essential ingredients in related psi boosters.

As with some humans, a number of Coeb'lds have Psi Adept with an 'Only When Nude' or 'Only When Skyclad' limitation - the latter being in this context 'nude in a location with no roof, other than possibly tree branches.' Gadget or Trigger limitations that are psychological crutches are fairly common limitations on Psi Adept. Like other races, 'One Path Only' or 'Limited Paths' limitations are quite common ('Astral Projection Paths Only' is one of the more common examples, though the Coeb'lds have multiple conflicting theories as to why, if they acknowledge it at all). Environmental and astrological limitations are also fairly common.

One rare but famous ability does not appear to be available with ritual psi: Astral Patron, a form of Divine Favor with 'Astral Projection, -10%' replacing 'Divine, -10%' (see also the Totem Spirits webarticle - scroll down to 'Divine Favor and Totems'; the most powerful Astral Patrons that seem to exist in this setting (including on other planets, if any are found) would fit 'Minor Deity, -15%'; 'Minor Spirit, -50%' is far more common). Coeb'lds with this power are nearly always granted high positions in the priesthood of whichever faith worships their Patron (or more often, worships their Patron's Patron).

Many native psi drugs are addictive to various degrees. This is particularly known to be a problem in the case of Necrokinesis-boosters in general, Necromancy-boosters specifically, and Diabolism-boosters (the latter being psychologically addictive to a great degree).


Thoughts?
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Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted.
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