Races in games of Fire On The Suns may be psionic. While this may refer to some spectacular mental
abilities (such as hiding a ship from view), it will more commonly refer
to obscure quirks of neurobiology and physiology.
The monsters known as Thought Eaters, for example,
subsist by feeding on the neurotransmitter chemicals of a variety of sentient
species. While not strictly a psionic ability, their “intellivore” physiology is
considered to be a Level III Telepathy/Empathy skill, which is simply called
Eating. Some psionic abilities appear to ignore the laws of
physics. For example, Cloaking, a Level II Telepathy/Empathy skill, can affect
people reading LR scan displays dozens of light years away, even if the psion
performing the Cloaking is unaware of their presence. Also, the Unspeakable
Ones' intrusion into our reality (FOTS Game 3) caused sensitives across
Known Space to collapse all at once, in complete defiance of the lightspeed
limit to natural communication. It is possible these abilities are keyed through
higher-dimensional space, in which every point in the universe can be said to
coexist in a single 1-dimensional point. In order to build a psionic race under the Design rules,
you must first spend 10 Attribute Points (AP) on the Racial Trait of Psionic
Ability. This is required for any psionic discipline, and allows the
player to choose a single Level I Telepathic/Empathic, Level II, or Extrasensory
Perception Skill. Additional Level I or ESP skills, after a psionic discipline
paid for with 10 AP, cost 5 AP a piece. Level II Telepathic/Empathic skills cost
10 AP each, whether or not other disciplines have been purchased. Level III
Telepathic/Empathic skills may not be purchased as part of a Designer Race, and
may not be researched until a psionic monster or NPR race has been encountered
which possesses that ability. In standard FOTS sufficient psions are assumed either
naturally to occur in the population of a psionic race or to be trainable out of
that population. Building a Psionic race is not without disadvantages.
The GM may rule that certain non-psionic races cause severe and inadvertent
psionic interference among your people (see the effects of Shrieking,
below). Machine races will be entirely unaffected by the offensive
Telepathy/-Empathy powers – they have no fallible subjective perceptions to
muddle. (Your defensive Extrasensory Perception disciplines will work
against them, though.) You will be more vulnerable to certain types of monster,
and will indeed tend to attract such creatures. Also, you may not choose
Hyperspace Drive as your method of FTL travel; the physics of that domain drive
Psions mad. Research into Psionics should not generally be construed
as technology, but as a process of learning to expand existing skills. It does
not produce new equipment per se, but allows a race's Psions to learn the
newly developed method/skill. A non-psionic race may bioengineer Psions by pursuing
research into both Psionic and Biological tech, although this will require
access to members of a psionic race or monster. Any research into psionics is
very expensive, and will require multiple successes. A non-psionic race may develop technological means of
countering particular psi abilities. This will also require access to members of
a psionic race or monster, but might be cheaper than “conventional” psionic
research. Note that research subjects need not be willing volunteers. POWs or
beings “collected” through intel operations will suffice. Psionic abilities, for game purposes, are divided into
three categories for in-game purchase and use. The psionic abilities may be
societal, unit-based, or cabal-based. Societal psionic abilities are those that
are a part of the society as a whole; there aren’t any specific units that have
them. Harmonizing is a classic example of this, as is Dreaming. Unit-based
psionic abilities are those that tend to affect the functioning of whole FOTS
units, and cause the unit to pay an increased cost for their use. While there
might be groups of individuals involved who constitute a cabal, this doesn’t
show up at the level of game mechanics. Cloaking is an example of a unit-based
psionic ability; if you want a ship to have psionic Cloaking, you need to pay a
+15% unit surcharge on it (in addition to needing the Cloaking ability in the
first place). The cost of Cloaking will depend on the base cost of the unit.
Unit-based abilities have no effect on the construction time of most units built
with them. Ground units with psionic abilities, however, require a second turn
of training. Cabal-based abilities are built around cabal, discrete teams of
psionically adept individuals. A cabal is treated as a 0,0,0,1ground unit, but
as it consists of far fewer individuals, it can function in any flag bridge or
barracks space, including one being put to other uses. The base cost of a cabal
is 10 RP’s. However, it takes a +15% unit surcharge for each psionic ability it
carries. The cabal can be trained in one turn if it has only one psionic
ability. Finding and Illuminating are two examples of cabal-based psionic
abilities. A Finding cabal will cost 12 RP’s, and is normally assigned to one
sector or another to foil espionage in their zone. An Illuminating cabal
attached to a fleet (typically working from the flagship and its flag bridge)
will negate enemy psionic Cloaking for the entire immediate fleet. Cabal-based
abilities may also be treated as unit-based abilities for ground units; one
could, for instance, build an Illuminating space marine division, for a second
turn of training time and a +15% surcharge for the unit. Many psionic abilities may be combined in the same cabal
or other unit. For example, it is possible (though expensive) to create a
Burner/Dancer Powered Armor unit. Players are encouraged to suggest different
combinations, and entirely new disciplines. Remember that in all cases, the GM’s
ruling on feasibility is final. Machine races may never develop psi abilities,
although they may develop their own equivalents through nanotechnology and
other exotic means. The 10 AP Racial Trait Psionic Ability grants any
one, or an ESP discipline. Each additional costs
5 . Harmonizing: Allows the
members of the race to truly understand each other each other’s thoughts and/or
feelings, allowing it to work towards common goals with a minimum of friction.
Such races tend to be more productive and unified, with greatly reduced chances
of civil war. The Harmonizing discipline allows for the halving of all SR
penalties. Harmonizing is a societal ability. Translating: To reflect the
ability to work in the native language of the scientific texts, Translating
races get a 25% bonus to RP’s spent on R&D from each free communication
bonus rather than 20%, and enjoy a base cost of 200 RP’s for tech transfers
rather than 250 RPs. Linking: Allows perfect
synchronicity between two minds on different ships or in different ground combat
units. This emulates the effects of Datalinking in the Battle Engine. Linking is
a unit-based ability; however, it, like Datalink and unlike most psionic
unit-based abilities, is free. Calling: Caller Cabals
supercede FTL Communications rules. A TF/TG with one aboard always responds to
orders, regardless of distance. This also increases the chance of tactical
surprise, as such ships can maintain communications silence. Note there must be
a Caller Cabal at your homeworld for this to work. Calling is a cabal-based
ability. Intercepting: Interceptor Cabals possess
the ability to “listen in” on another race’s psionic communication,
possibly catching fleet orders being transmitted by Callers or other
sensitive information. A psionic Traffic Analysis unit, if you will.
Intercepting is a cabal-based ability. Each enhanced ability costs 10 AP, requires Psionic
Ability. Shrieking: General psionic
“white noise” broadcast interference, causing headaches, loss of concentration,
and possibly temporary madness in unshielded individuals. The end result is
similar to ECM Tech. This can be developed as a general, low strength counter to
any race, or a powerful counter designed for use against a specific race, and
useless against all others. Certain non-psionic races may have this effect on
psionic ones, such as the particularly strong feedback human minds cause in
close proximity to Q’Tez. The general, low-strength counter variety of Shrieking
is a cabal-based ability; the race-specific variety is a societal
one. Cloaking: A unit with
Cloaking is one trained to make even relatively distant observers pay it no
attention. It broadcasts “ignore me” psionic suggestions all about. A unit with
functioning Cloaking is invisible to psi-susceptible units more distant than
tactical combat range and less distant than the current range of cloaking
devices, the system used to project psionic impulses over astronomical
distances. Units entering tactical range are in sufficient instinctive danger
that the “ignore me” suggestions simply become unacceptable. Units beyond the
influence distance are not sufficiently “hit” with the suggestion to ignore the
Cloaked units. The initial range for Cloaking is 0 sections; only units inside
that section and outside tactical combat range are incapable of noticing the
Cloaked units. This remains a very handy effect, however, in that enemy
interception forces need to cover that range between being too distant for the
effect and being too close for it, during which time they can’t notice the
Cloaked unit and can’t really get over the mental blocks to locate the Cloaked
units within the section. Range may be increased by one section per Development
success. Nothing done by the Cloaked unit but altering the range or voluntarily
ceasing to be Cloaked will void the effect. Psi-shielding and Illuminating are
examples of effects on the observer’s part that can void the
effect.
Cloaked units
will ordinarily enjoy a surprise effect. They do not otherwise enjoy a tactical
benefit to Cloaking; once you notice them at all, there’s nothing but the shock
to impede locking weapons on them. Minefields will not be surprised by Cloaked
units.
Cloaking is a
unit-based ability and carries a 15% unit surcharge. Masking: The ability to
make others to perceive you as someone other than you are. Sort of a
half-strength Cloaking. Adds a sizable bonus to intelligence and
counterintelligence rolls. Also allows the training of Masker Cabals, which make
it possible to disguise your fleets as someone else’s (success in this is by no
means guaranteed). Masking is a unit-based ability. Casting: Units with
Casting create illusory duplicates in the minds of the enemy, causing many shots
to land harmlessly on targets that don’t actually exist. A unit with Casting
carries a FLICKER 50 tag; when an attack is “blocked” by the flicker effect, it
has been aimed at the duplicate and so does no damage. Casting is a unit-based
ability. Burning: A
crippling/incapacitating directed version of Shrieking, strong enough to cause
hallucinations, delirium, or permanent psychosis. Any ground unit type can be
built as a Burner unit, and receives a 50% boost to damage ratings and a 10
point DEFENSE bonus. Psionic combat units tend to be disproportionately
expensive, and slow to train. Burning is a unit-based
ability. Hushing: A psionic
“ECCM” ability which counters Shrieking. Hushing is a cabal-based
ability. Illuminating: Counters
Cloaking and attempts to Mask ships as another race’s. Illuminating is a
cabal-based ability. Reading: Actually
tracing the pattern of another’s thoughts, and browsing the accrued contents of
their mind. The ultimate lie detector; counters the Masking bonus to
intelligence and counterintelligence rolls. If a race possesses both Masking and
Reading, it may spy on non-psionic enemies virtually at will, with minimal
chance of detection. Reading is cabal-based ability. Scattering: Counters and
dispels the mental illusions created by Caster Cabals. Scattering is a
cabal-based ability. Quenching: Quencher Cabals counter the
psionic abilities of enemy Burner units, reducing them to just another
ground unit. Quenching is a cabal-based ability. Normally only available to monsters and NPR “bad
guys.” Eating: Eaters strip
neurotransmitters from a brain immediately upon direct physical contact, usually
for the purposes of nourishment. Every organic enemy ground unit’s Hl rating is
reduced to one in ground/boarding combat – once defenses are breached by Eaters,
the troops are quickly “devoured.” Death of the mindless body is quite swift.
Treatment as a unit-based, cabal-based, or societal psionic ability is at GM
discretion. Chilling: Chillers cause
irrational fear in enemy forces, drastically lowering their break off level.
Treatment as a unit-based, cabal-based, or societal psionic ability is at GM
discretion. Twisting: Twisters subtly
alter the electrical activity and chemical balance of a brain, allowing memory
and personality reconstruction. Useful in creating deep cover agents, double
agents, loyal servant races, or in taking over a world without a fight. Think
pod people. Treatment as a unit-based, cabal-based, or societal psionic ability
is at GM discretion. Flaying: Flayers are
capable of quickly and brutally ripping the personality and will from a being,
effectively taking control of their body. At the start of ground/boarding
combat, a roll is made for each enemy unit present - each success brings one of
them to your side for the duration of the battle. Unlike the victims of Eaters,
after combat is concluded the flayed units survive, and continue to serve as
your loyal soldiers. Future attempts to exert any form of psionic control over
flayed units will be fruitless; there is no mind left to effect. Players may
flay their own units to combat psionic races. While morally reprehensible, such
troops ignore the combat effects of all psionic disciplines. Just pray this
doesn’t make it on to GNN. Treatment as a unit-based, cabal-based, or societal
psionic ability is at GM discretion. Breeding: Breeders are a
nasty variant of Flayers, which alter the neurochemistry of their victims such
that they become new Flayer-type monsters upon the conclusion of combat.
Breeder infestations are best left unmolested, or annihilated from orbit.
Treatment as a unit-based, cabal-based, or societal psionic ability is at GM
discretion. The 10 AP Racial Trait Psionic Ability grants any
one, or a Level 1 Tel/Emp discipline. Each additional costs
5. Dancing: A “danger
sense” and acute 3D situational awareness. This provides ships of any size a
-10% ECM-like penalty to enemy fire on them, and a –30% penalty to enemy fire on
any ship of Hl 14 or smaller. Larger vessels are too cumbersome and
unmaneuverable to benefit to that degree from the few seconds of warning this
skill would provide their helmsmen. Any ground unit may also be built as a
Dancer Cabal. Dancing is a unit-based ability. Finding: Finder Cabals
are Security and Secret Police units par excellence. All non-psionic
enemy intel operations in their sector automatically fail, usually in the
most disastrous way possible. Finding is a cabal-based
ability. Seeking: Seeker Cabals
are inexplicably drawn to psionic ruptures, spatial anomalies,
paleotechnological artifacts, undiscovered sentient races, and monsters. You’ll
never know which until you get there. Seeking is a cabal-based ability.
Echoing: This ability is
hard to make practical use of, but creative players will find innumerable
applications. This is the ability to recover knowledge about the history of any
object merely by physical contact and meditation. One application of Echoing may
be assigned mechanics as follows: An Echoing cabal at work on a recovered
derelict or archaeological ruins provides a 50% bonus to RP’s spent on
reverse-engineering or dig efforts. Echoing is a cabal-based
ability. Dreaming: The ability to
gain impressions or glimpses of the future. This is the most unreliable of the
espar disciplines, and you will be unable to use it on demand. Rather,
this is a device for the GM to use to move the plot along, with hints and
suggestions of what will occur. If you believe that forewarned is forearmed, you
will want this discipline. Dreaming is a societal ability.
span>
15.1.0
Telepathy /
Empathy
Level I –
Listening
Level II –
Interfering
15.2.0 Extrasensory
Perception
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