AKA: "a horrifying game idea" game
Player(s): Dave - playing the Cadbury's Telepathic Cream in a Kvankii Egg.
Planet Zelatyce is not a happy place. It is a smallish and crudely terraformed world created as a planet-sized suburb of thriving and dynamic city planet in a cooler orbit (both in terms of radiation flux from the system's star and closer alignment to the best part of the Golidocks Zone) for people insufficiently wealthy to afford living in such an important place. After said dynamic world was hit with a nova bomb, which shunted a surprisingly large portion of the star's actively fusing mass through a heavily-shielded foldspace, Zelatyce found itself not-quite orbiting a not-quite star and without the economic or political reasons for existence it once had.
As a result, most of the population of Zelatyce fled. Not to anywhere, necessarily, just anywhere not on the permanent nighttime and increasing chill of Zelatyce. First were the people with ships. Then went the people who worked on building themselves ships. After a few decades, this winnowed down Zelatyce's population to about 10% of what it had originally been. The people that stayed had various reasons for staying. Some had been born there, and felt like they should not abandon their home. Others were less sentimental and more just plain stubborn.
Most people living on Zelatyce are deeply pragmatic, concerned with the arrayed and endless task of turning a planetoid-sized neighborhood into a self-sufficient interstellar space station as the atmosphere gradually sublimates away and the upper layers get increasingly colder from the reduced atmospheric insulation and almost-absent sunlight. Within the population also exists a clear vein of resentment. The earliest forms of that resentment was aimed squarely at the terrorists who had committed the act of planeticide, then shifted to those who were able to move on, and then finally ended up as a vague resentment for the structures of intergalactic society.
Quietly, there were some beings that chose to move to Zelatyce. There's always people looking for the darkest, most out-of-the-way places to get lost in, to hide. But there were also those who saw Zelatyce as an opportunity. Most important among these: some Kvankii-Lood, and some Trupepol.
These particular Trupepol are very far from Old Earth, and trying to stay beneath the notice of the flourishing Gaiamon Empire. Their mission is to try to help nurture the spark of public resentment into a purifying flame of anti-machinery reformation. Awkwardly, they have come to more fully understand the implications of this particular planet needing life support, so have tempered their course to specifically target thinking machines. This has yielded some promising (to them) trends of thought to not only mistrust robots, but to be fearful of having biological beings infested with machines that affect their thinking. Their cherished core is an anti-nanoscopic-robot movement.
The Kvankii were originally drawn to the misery of hundreds of millions of low-prospect biological sentients, plus the undefended bounty of megatons of construction material. However, the emergence of the anti-machine movement led to their calculations of the probable presence of Trupepol mentalists. Which in turn gave them a nasty idea to try. Which is, as is well known, the favourite kind of idea for Kvankiis.
AKA: A nasty idea.
AAKA: "Grald Zaidovitch"
Not sure if that's just the Trupepol name, or includes the Kvankii.
Having brought in a specialized operation team, the Kvankii's have stealthily found a low-level Trupepol subject. They studied the subject in as much detail as their most paranoid mathematical models would allow, given the reality-warping capabilities of Mentally Based Abilities. This allowed them to create a terrifyingly accurate construct of the Trupepol's external appearance. They then subdued the Trupepol without it even realizing what had happened. They then transferred the Trupepol's brain into the not-skull of the terrifyingly accurate construct. The construct mediates all of the Trupepol brains standard sensorium. Moreover, the construct has at least one stage of mathematician in order to seamlessly edit the sensory experience to manipulate the Trupepol's understanding of reality.
Character details and the constructs mission parameters to follow.
Trupepol original: 25-point being. 2nd stage, at least one stage of Mentalist.
Kvankii construct: 31-point being, with no physical attribute being less than the Trupepol original. 2nd stage, at least one stage of Mathematician.
Test occupation variant.
|Intelligence Requirement:||Simple (1)|
|Stage Stamina:||1D-1 (0-5)|
|Bonuses:||5 new Abilities from the MBA table|
Essentially, for a stage of Mentalist you get to pick five (5) more abilities that you are capable of. When gaining a new stage, you can change selections from previous stages.
Mentally Based Abilities
Test Mentalist variant.
RANGE is still under development, because it needs tweaking.
COST is the number of points of Willpower sequestered by activating the ability.
STAGE is the minimum stage of Mentalist required to select the ability.
The duration for employing an ability is the duration that a being is willing (pun attempted) to be down that much Willpower.
It is possible to use an ability the drives a being to zero or lower Willpower, but the effect will be brief as the being will fall unconscious at the end of their turn and will not wake up until they regain positive Willpower again.
Regaining the spent Willpower is... something I have to work out. At least 1 point per hour. But maybe more, and faster. Perhaps by spending dice towards some cumulative total...
|Read Emotion||mental control||perception||0||1|
|Alter Emotion||mental control||perception||1||2|
|Read Thought||mental control||perception||1||1|
|Alter Thought||mental control||perception||1||2|
|Read Memory||mental control||perception||2||2|
|Alter Memory||mental control||perception||2||2|
|Bonus to Movement +1 meter||biological||touch||1||1|
|Bonus to Physical Attribute +1 (Total < 7)||biological||touch||1||1|
|Bonus to Physical Attribute +1 (Total >= 7)||biological||touch||1||2|
|Negative to Physical Attribute -1||biological||touch||1||1|
|Healing / Harming 1/die(pool)||biological||touch||1||1|
|Healing / Harming 1d6/die(pool)||biological||touch||1||2|
|Healing / Harming 1stam/turn||biological||touch||1||3|
|Telekinesis 100 N||manifestations||perception||1||1|
|Blunt Telekinesis ~4000 N - 1D Damage||manifestations||perception||1||2|
|Energy Manipulation - Attack 1d6||manifestations||perception||1||2|
|Energy Manipulation - Absorb (4 pts)||manifestations||perception||1||1|
|Energy Manipulation - Generate 100W||manifestations||perception||0||1|
|Produce Noise - Non-specific clicks and wispers||manifestations||perception||0||1|
|Produce Noise - Mimic Voice +1 to Persuade||manifestations||perception||1||1|
|Produce Noise - Startling Roar / Scream||manifestations||perception||2||1|
|Produce Noise - Ear-Piercing Rukus||manifestations||perception||3||1|
|Fold Space 1m²||manifestations||perception||10||5|
|Totally Unfair Knowledge||prescience||N/A||4||5|
|Bonus to Hit +1||prescience||N/A||1||1|
|Bonus to Duck +1||prescience||N/A||1||1|
|Bonus to Parry +1||prescience||N/A||1||1|
|Bonus to Sneak +1||prescience||N/A||1||1|
|Bonus to Hide +1||prescience||N/A||1||1|
|Bonus to Locate +1||prescience||N/A||1||1|
|Bonus to Pilfer +1||prescience||N/A||1||1|
|Luck +1 any roll||miscellaneous||N/A||2||2|
|Bestow (give power to another)||miscellaneous||touch||3||3|
|Combine (+1 mentalist)||miscellaneous||N/A||3||3|
2019.03.15 - The Terribleness Begins
- deployed in the alley - with KG8E and 7B7
- stooge tries to appear to revive Grald - no Oscars were awarded, but Grald doesn't notice
- experience: realizing that Grald needs regular sleep
- tavern gets remembered - Gorshum is summoned to get Grald operating again
- make a plan to bother drug dealers
- mugger (a real one) - chokes to death on a well-placed throat punch... eventually
- m Alice bot - dubs Burnie as "confused monkey" and transforms med into tool kit
- KG8E is unimpressed after 7 hours of quiet
PLOT 1.01 - Rabble Rousing Mentalists Versus Drug Pushing Robots
Burnee stands mostly-recovered after dealing with the mugger in his own way, having rendered Grald unconscious for the fight and the subsequent repairs. This region of apartment stacks is not popular, other than to transit towards more habited areas, so there is not much urgency. However, long gaps in Grald's memory has an increasing probability of making him too paranoid to function.
Is Grald's clothing bulky enough that I can hide the took kit? I know Burnee can prevent Grald from seeing it, but want to hide it from others too. Burnee hides it as well as possible and then sprawls on the ground and lets Grald wake up. He won't be able to see the new gear or the dead mugger. After a few paranoid looks around Grald will continue to the spaceport.
A closer review of Grald's clothing returns a command ping, which Burnee can handily wrangle past the simple verification block (the password was never changed from the factory default). It turns out that it's a utility tunic, designed to help carry implements and adjust for the varying levels of protection required in dodgy life support systems. When active, it has robotic filaments that enable it to form thermal layers or ventilation, as well as countless pockets. Amusingly, its current inventory includes some tools (small of the back), and 8 patches in the sleeves.
Basically, the first part is easily done.
As Grald comes to, he will also worry about the time elapsed, and considers checking his phone as he goes.