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

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?

John Crimmins
Johncrim@voicent.com

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