[SGII] Psychics in SGII: The ones that go "boom."

1 posts ยท Sep 10 1998

From: John Crimmins <johncrim@v...>

Date: Thu, 10 Sep 1998 00:51:18 -0400

Subject: [SGII] Psychics in SGII: The ones that go "boom."

Here are, as requested, my (entirely theoretical) rules for the Imperial
Thoughtcasters. I do not know how playable, if at all, these rules are; they
are designed to reflect a specific view of psychic powers, one not fully
compatible with any background that I am aware of. That being said, I think
that these do look like fun, and that's at least a good start.

I'd want to do some playtesting before making extensive use of them, though.

If you met a Thoughtcaster in a bar, you wouldn't be too impressed. He'd be
the guy sitting in the corner staring at his table and talking to himself. The
one who would not meet your eyes if you were talking to him, or respond with
anything above a mutter.

But if someone in the bar were to start an argument.... His eyes would
suddenly light up. You might see the faintest of smiles cross his face.

And if that argument were to become an actual fight.... That faint smile would
become an open grin. He would suddenly become animated, speaking excitedly to
anyone close to him.

If blood were to be spilled? He'd leap up onto a table, and begin to
dance, singing an off-color ditty.

And if someone were to decide to take a swing at *him*? That's when things
would start bursting into flame. Or exploding. Or worse.

Thoughtcasters feed on pain, fear, and hatred. They thrive upon the same
emotional states that would cripple or kill a Terran Esper. They are not
healthy people. They give sociopaths something to aspire to.

Thoughtcasters are not individuals. They are tools. They are living weapons,
used by their masters to sow as much pain and destruction as possible before
they are consumed by their own twisted abilities.
Ironically, they are not particularly effective weapons-it is believed
that the Imperium uses them more for their entertainment value than for any
tactical gain. They are usually kept in an APC until the enemy is within
sight; at this point they are shoved unceremoniously out of the APC and
towards the enemy. They do not have long lives. The ones that are not killed
in battle (a very small number indeed) seldom live long past their third
decade.

***Game Rules*** Again, these are all highly theoretical. Any feedback would
be appreciated.

Thoughtcasters are generally deployed as Single Characters. They may be
attached to a squad, but this is usually a Very Bad Idea, for reasons, which
will shortly become clear.

The standard Thoughtcaster has the following statistics: Quality: Veteran or
Elite. Armor: effectively Heavy Powered Armor (d12 save) Mobility: 12" Weapon:
Ballista Assault Rifle. Firepower 3, Impact 12, Treat all targets as being two
Range Bands farther than they actually are.

Thoughtcasters are treated in most ways as normal characters. They have
two actions/activation, and move and fire normally.  However, there are
some differences.

All units with a Thoughtcaster within their LOS must make a Reaction Test in
order to *not* fire upon him. This test is Threat Level 2 for enemy units, and
Threat Level 0 for allied units. This is due to the instinctive revulsion
caused by their psychic presence.

All fire at a Thoughtcaster has its Impact Value lowered by one die type.
Being psychic does have *some* advantages, after all.... Plus, they need all
of the help that they can get.

"Suppression" markers, although placed as normal, have no direct effect upon a
Thoughtcaster's activities. The Thoughtcaster may move and fire as he pleases.
However, see below.

Until and unless a Thoughtcaster has been fired upon, he has no special
abilities. When he is the direct focus of hatred and aggression, however, the
Thoughtcaster is able to make use of the psychic energy that this generates.
Thoughtcasters may "spend" Suppression markers to provide energy for a variety
of effects; the Suppression markers, in this case, represent the hostility
that the Thoughtcaster is channeling, rather than the morale effect of
incoming fire.

If a Thoughtcaster becomes involved in a melee, each round of combat generates
the equivalent of one Suppression marker for him.

Possible Psychic Effects-A partial list.
Swift Feet: The Thoughtcaster may double his speed for one activation. A
combat move is 2d12x2. Costs one Suppression marker (SM).
     Fiery Wrath of an Angry God: Causes someone/something to explode.
Messily. Target vehicle or unit is attacked with Firepower 6, Impact d12.
Costs 3 SM. Hammerhand: Gives the Thoughtcaster an extra die (equal to his
quality die) in Close Combat, as well as granting one extra CC attack. Costs 2
SM. Teleport: Moves the Thoughtcaster to anywhere on the board, so long as
"anywhere" is the center of any enemy unit that has been firing at him. Costs
2 SM. Etc.: It's late, and I cannot effectively articulate anything more.
 I
imagine some sort of directed EMP for shutting down vehicles, the ability to
impose a berserker frenzy on enemy troops, and lots of other fun tricks.

However!

If a Thoughtcaster accumulates three or more SM, the Threat Level (to avoid
shooting him) rises to 4 for enemies and to 2 for allies.

And lastly, each turn that the Thoughtcaster has at least one SM, the
controlling player must roll the Thoughtcaster's Quality die. If the result is
equal to or less than the number of SM on the Thoughtcaster, his head
explodes.

The Thoughtcaster's head, not the player's.

What, did you think that it was all wine and roses?

Any thoughts?