The addition of
psi to the setting means that Psi-Tech should play some role.
While the power damper collars we already have may well be enough,
I'd like to take this opportunity to dig through other sources to see
what else there might be. The following list is a compilation of
ideas that either interest me, or seem particularly suitable to
Psi-Wars. I don't know how I'll eventually use them, or even if I
will. Given that most of them have no TL, some of them might be
ancient or lost technologies, or experimental new technologies, or
one-off wonders. But by having this post, once we get to thoroughly
defining the setting, I'll have a point of reference complete with
notes.
Psi-Testing
Equipment: Psi-Tech 9
Things like Zener
cards have become symbolic of paranormal research and psychic powers.
Even Star Wars had something like Zener cards, despite the
fact that one would think that Jedi, being able to sense other Jedi,
would know at a glance if a kid had potential or not. This
technology grounds players in the fact that we're using psionic
powers, not the Force or space magic or something else.
Sensory
Deprivation Equipment: Psi-Tech 10
Early prototype sensory deprivation gear |
Sensory
Deprivation technologies can be very spooky, even frightening, but
the technology itself makes extensive use of Meditation, which
definitely suits the themes of Psi-Wars: I love the imagery of a
psi-master descending into a sensory deprivation chamber and losing
himself in a psionic void in a sort of vision quest. We should also
improve Communion petitions with this.
Psi-Amplifier
Headband: Psi-Tech 12
Headbands are a
bit of a silly-looking accessory, but little says “Space Opera!”
like psions with crystal in the middle of foreheads. Having the
ability to augment your psionic power in a reliable fashion like this
would be highly useful. It should be noted that this will only apply
to individual power talents, not to the Psi Sensitivity talent.
Ultra-Tech has a
similar device (which is also noted as “Or a belt”) on UT 94. At
TL 11, it would add +1 to one talent, while the one in Psi-Tech is
+2. Both cost the same.
Psi-Amplifier
Throne: Psi-Tech 13
For the psionic
overlord! How great would it be to have a battle in the villain's
courtyard while he rains down psionic terror from his throne?
Ultra-Tech has a similar device on UT 94. At TL 11, it adds +6,
while the one in Psi-Tech adds +8. Both cost the same.
Psi-Amplifier
Citadel: 13
Oh man, even
better for the psionic overlord! This creates a profound setting
element, something on a scale appropriate to Psi-Wars, as they would
need to infiltrate the vast complex and get to the carefully
preserved psi-lord at its heart to defeat him. And the whole time, he
has the vast, cosmic power that his Citadel grants him...
Psychotronic
Battery: Psi-Tech 14
Because of our
inclusion of God-Like extra effort and Energy Reserves (Psionic),
we've made fatigue expenditures (of some kind) fairly central. Some
players might appreciate access to more psionic juice. It does have
a psychic vampire vibe, though, and it violates this idea that
“psionics comes from within.” On the other hand, if this can
also power devices, then we get a truly psionic-based
technological infrastructure.
Symbiotic
Crystal: Psi-Tech 15
The close,
personal relationship between a jedi and his lightsaber might be
nicely mirrored by the relationship between psion and symbiotic
crystal. The Symbiotic Crystal was definitely inspired by the
Lensmen lens, and Lensmen definitely served as an inspiration for
Star Wars.
Electro-Psionic
Neutralizer: Psi-Tech 16
What do you do
when you capture a troublesome psion, but you don't want to kill him?
You purge his powers and throw him into exile. This is a
sufficiently dark approach that I think it might be suitable.
Null-Field
Generator: Psi-Tech 16
At least one
author in the Expanded Universe of Star Wars felt it vital to
introduce a new creature, the ysalamir, as a countermeasure for it.
We can just include the Null-Field Generator to get a similar result.
The fear I would have is that if it became widely available, it
would start being standard issue for all troops and such.
Null-Netralizer
Node: Psi-Tech 16
If we have a
Null-Field Generator, it might behoove us to have a Null-Null-Field
Generator! It's expensive and has limitations, but you get a similar
problem with the Null-Field generator, which is every psion will want
one.
Psychotronic
Para-Stealth: Psi-Tech 17
A weird-looking
technology, but excellent for all the same reasons that Anti-Psi
para-stealth is great!
Psionic
Computers: Psi-Tech 20
My assumption has
been that robots couldn't have psi. No droid jedi! But does that
have to be so? If we're going to introduce robotic psions, what does
that involve? What requirements are there? What limitations do they
have?
Psi Scanner:
Psi-Tech 22
The largest
problem with countering psi is that you usually don't even know that
it's going on. If you at least have a monitor that can blip when
someone is trying to read your mind or spy on you, a mundane
character has a better chance of figuring what's going on and
countering it.
Aura
Intensifier: Psi-Tech 23
An interesting
psionic alternative to UT medical technologies. More of a background
concern, though.
Biointensifier:
Psi-Tech 23
Biointensifiers
could serve as an alternative to Psi-Wars medical technology (though
it would be a poor one, as you'd still only heal 2 HP a day while a
TL 11 physician can heal you 4x a day, plus your own healing), but
they're not mutually exclusive either.
Life-Transference
Machine: Psi-Tech 24
These things will
bring back the recently dead and heal someone far faster than TL 11^
medicine or a bio-intensifier... if you're willing to kill a few
people (or just hurt lots and lots of people). An insidious device
worthy of space opera!
Thanatos Field
Generator: Psi-Tech 25
A suitably
villainous safety device that is also slow enough that if players
become trapped in one, they have sufficient time to figure out a
solution.
PK-Sensitive
Materials: Psi-Tech 25
An interesting and
unique way to make PK a little more interesting and tempting. Items
that are one-tenth their weight for the purposes of TK allows a
character to psychokinetically (for example) weild a weapon, despite
having very little TK-Grab.
Psychotronic
Bodyshield: Psi-Tech 25
A good way to turn
the nigh-useless PK- or EK-Shield into something more handly.
However, multiple the value of the above shields by 5, rather than 2,
to compensate for the higher armor divisors.
Memory Crystal:
Psi-Tech 26
The Jedi and Sith
both have “holocron crystals” which are unique to their orders,
but as to why they'd have a unique form of data storage never made
sense to me... unless it was psionic in nature! It isn't, but ours
could be.
Mental
Translator: Psi-Tech 26
In a galaxy full
of languages, I'll never pass up yet another way to have those
languages translated.
Mind-Disruptor:
Psi-Tech 27
Another ranged
weapon that competes with the neurolash effect, but with the added
bonus of having the ability to wipe out psionic ability, or to purge
memories. Worth noting.
Psi-Bomb:
Psi-Tech 28
If you want to be
a terrorist, why not literally use terror as a weapon?
Psionic Mind
Shield: Psi-Tech 29
One of the few
ways non-psionic or non-anti-psi characters can deal with mental
intrusion.
Psychic Lock
and Empathic Lock: Psi-Tech 29
Perfect for
interesting challenges, ancient ruins, etc, where some lost order of
psions locked things away, and only another psion, who can emulate
the right brain-pattern, can open it. Or a way of checking to see if
someone is “pure of heart,” etc.
Telepathic
Switches: Psi-Tech 30
Similar to the
above, but broader in scope, allowing for puzzles that require clever
psi-use, or technologies that really exploit a psi's potential.
Thought Globe:
Psi-Tech 30
A very cool and
genre-appropriate effect.
Drugs: Starting
on Psi-Tech 33
Psi-Drugs aren't
particularly appropriate to Star Wars, but given Psi-Wars'
whole-hearted embrace of Psi, and the presence of Communion (which
wouldn't be affected by drugs), I feel it safe, even appropriate, to
include some.
- Blocker
- Blue Fire
- Brainstorm
- Catalyst
- Mind Hype
- Monobloc
- Psi-Booster
- Trance
- Window
Genetic
Engineering and Cloning: Psi-Tech 35.
If we're going to
have a full science-model of psi, and we like the idea of psionic
bloodlines, then psi is genetic, and genetics can be
manipulated and copied. People who understand the genetics of psi
can breed their own sub-race of psi-warriors. The presence of
Communion keeps this in check: We could outright state something like
“All Genetically Engineered psi-characters must have a 1 point
'Faithful Aberrant' perk” to explain why natural characters
are superior to genetically engineered characters and clones, who may
have great psionic potential, but are cut off from the greater world
of Communion by its refusal to get in touch with them.
Drones:
Psi-Tech 37
Perfect for our
evil psionic overlord.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.