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#1 |
Join Date: May 2014
Location: Indiana, United States
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I’m working on a sci-fi setting I’d like some help with a few matters.
1. I want to have psionic powers in the setting (at least telepathy) but want to keep the flavor strongly sci-fi rather than falling into the superhero genre. I could use some input on how to do that. My current thoughts about it are that it’s a question of power levels, with common sci-fi psionic powers being largely (though not totally) limited to telepathy with certain limitations on it. But what about other abilities? Or those abilities power levels? 2. I’m trying to figure out how to put stats to a collection of abilities and effects for the telepathy I’m imagining in the setting currently. So here are some of the abilities and effects. a. Telepaths can sense strong thoughts and emotions even without wanting to, as if someone in the room is telepathically shouting. b. Most of the time, telepaths have to focus and forge a telepathic link in order to perform further actions. This attempt perhaps requires a skill roll (maybe telepathy itself as a skill?) If it fails, it can be tried again and the subject remains unaware of the attempt. If successful the telepath begins to fall into a gestalt mind with the target. c. As the gestalt state begins the telepath has to maintain mental discipline to keep from falling into a gestalt mind state with the target. This forces the telepath, who starts with a mild state of identity confusion, to spend time sorting out and maintaining identity separation from the target. If successful the telepath maintains his own identity and may act upon the target, inflicting various effects like ecstasy, agony, deeper probing of memories, reading surface thoughts, etc. d. Telepaths experience the urge to devour the other self in a gestalt, a failure to resist this urge results in the telepath willingly failing to establish a separate identity in the merger. e. If failed, or the telepath willingly fails this, and falls into a gestalt mind which leads to the telepath reflexively (outside of the telepaths control) trying to assume control over the new gestalt mind. f. During the reflexive attempt to control the gestalt state of mind the target risks losing parts of their identity to the telepath which causes the target to gain identity/personality traits from the telepath. This is completely outside of the telepath’s control and what personality or identity changes occur in the target are up to GM whim. (Generally a setup for dramatic scene stuff). g. While in a gestalt mind the telepath may enact one of three actions: i. Attempt again to establish separate identity, making the earlier check again. If successful the telepath ends the gestalt mind and they return to the normal separate identities, however there may be changes to the target as above due to the time spent merged and struggling reflexively for control. ii. Attempt to maintain the gestalt mind but not assert dominance attempting to leave space for the other identity. This attempt can fail, if so, it results in the same result as the next action. If successful a stable shared gestalt mind might be formed (if participants are all willing). iii. Attempt to assert control over the gestalt mind which the target may try to resist. If the target fails the telepath finds himself in control of the gestalt mind (in the manner of a hive mind) which grants full access to the subject’s memories, etc., and limited control over the targets body (jerky non-delicate control). |
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#2 |
Join Date: Oct 2004
Location: San Francisco, CA, USA
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I might look at a slightly modified form of the Uncontrollable limitation on just the Mind Reading part of the ability to signify that occasional mental "shout".
Maybe Uncontrollable Appetite (Minds) (only when in gestalt: some accessibility limitation) for that aspect? My only other immediate thought is that an uncontrolled gestalt mind might logically leave the telepath with bits of the other person's personally too. Last edited by transmetahuman; 06-28-2020 at 01:41 PM. Reason: more thoughts |
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#3 | ||||||
Banned
Join Date: Aug 2004
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1. Give most people in the setting Easy to Read (Psychic Only +0%) [-10] Quote:
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2. Enhance Mind Reading with Reflexive +40%; Quote:
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You can eavesdrop on others’ surface thoughts. You must be able to see or touch the subject to affect him. Without Concentrating you can instantaneously roll a Quick Contest of IQ+6* vs. the subject’s Will. Modify the roll for range penalties to the subject (see p. 550). If you lose, you may try again, at no penalty. Should you critically fail, you may try again, at no penalty. (Decreased Immunity 3) *Reliable gives +10, Reflexive gives -4, total +6 Or Mind Reading (Area Effect +300%; Decreased Immunity 3 +150%; Reflexive +40%; Reliable +10, +50%) [202] as above but you can simultaneously roll quick contests vs everyone in range (64 yards), but without Compartmentalized Mind you can only focus on one thought stream at once (Think of it like being in a noisy bar, you can hear everyone, but only focus on one person at once.) |
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#4 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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You may (or may not) find my Vulcan Mind Meld a useful worked example.
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#5 | |||||
Join Date: Apr 2005
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For all realistic psi powers, levels of Reduced Range are appropriate. Quote:
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#6 |
Join Date: May 2014
Location: Indiana, United States
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Thanks for the suggestions so far. It's been helpful!
I actually own several of the Psi books (Psionic Powers, Psis, Psi Campaigns, and some others). I'm just now going over the rules again in some of the books. Now one thing I'm debating though is, Is this too complex of a setup to be fun for players? Another question I'm debating is how to play psionics in the campaign. I've been initially thinking about psionics as a result of the mind manipulating forces that were previously unknown. The existence and access to those forces has only been recently (with in a few generations) learned of from precursor technology which uses telepathy as its form of communication, and to facilitate that activates certain genes in those who attempt to use the tech found in ruins along with infecting them with helpful biotech nanites (partly for gene activation, partly for better accessing forces these precursors used). Using this tech requires certain genes and so only some people get the benefits if they interact with the tech in the ruins. Though alternatively I've pondered eschewing a technical explanation for a mysticism type approach, but I remain torn as that's been done a lot already with Dune and Star Wars. |
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#7 |
Join Date: Feb 2016
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I would suggest something different. Allow people to purchase the Psionic Talents and Psionic Skills, but I would not allow them to purchase beyond the first level of Psionic Powers. If they wanted to manifest Psionic Powers beyond the first level, I would suggest using the Power Corrupts rules from Horror (p. 146-148). Instead of calling it corruption though, call it 'psychic strain' and have any disadvantages that manifest be purely mental in nature.
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Tags |
psionics, sci-fi, space, telepathy |
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