Kvankii-Peep game

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AKA: "a horrifying game idea" game

Setting: post-AIF

Referee: RooK

Player(s): Dave - playing the Cadbury's Telepathic Cream in a Kvankii Egg.



SETTING

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 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 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 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.


CHARACTER(s)

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.
Kvankii construct: 31-point being, with no physical attribute being less than the Trupepol original.


MENTALIST

Test occupation variant.

Intelligence Requirement:Simple (1)
Stage Stamina:1D-1 (0-5)
Maximum Stages:10
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...

ABILITY TYPE RANGE COST STAGE
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
Possess mental control perception 3 3
Hitchhike mental control perception 3 4
Spasm physical control perception 1 1
Limb physical control perception 2 1
Body physical control perception 3 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
Cryptic Hint prescience N/A 0 1
Good Hint prescience N/A 1 2
Juicy Morsel prescience N/A 2 3
Real Nugget prescience N/A 3 4
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
Ranged Parry prescience N/A 1 2
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
Mark prescience infinite 1 2
Telepathy miscellaneous perception 0 1
Neural Blast miscellaneous perception 1 2
Mental Veil miscellaneous perception 0 0
Mental Shield miscellaneous perception 1 2
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