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Psi Rangers
A Supplement for Lightspeed
By Christian Conkle
Ps ii iii Rangers
An Expansion Supplement for Lightspeed
By Christian Conkle
Introduction
The Game
through hyperspace without a spaceship. They are
gods! And who better to police gods than other gods?
Psi Rangers is an expansion to Lightspeed. Using
these rules, the players can create and play characters
who are members of the most powerful police force in
the Galaxy, the Astro Police Psi Rangers. It draws
heavily upon such anime as Cosmo Police Justy, Akira,
Locke the Superpower, Mai the Psychic Girl, Fist of the
North Star, and Dragonball Z , as well as media as
diverse as Babylon 5 , Star Trek , and Star Wars . Psis
aren’t just regular run-of-the-mill mind-readers and coin-
pushers. They’re POWERFUL! They can destroy
planets. They can raise mountains. They can travel
Psi Rangers uses a simpler version of Atomik Psioniks
by Mark Chase. Atomik Psioniks is afull-fledged Psionic
Powers Plug-In for Fuzion and incorporates many
concepts that may be considered too complicated for
Instant Fuzion. However, for more detailed psychic
power rules, be sure to check out Atomik Psioniks.
Beginning Psi Psychic characters represent new Psi
Rangers, just graduated from the Psi Academy. They
can be any age, but they are still relatively
inexperienced with their Psychic Powers and potential.
Psi Galaxy
The Galaxy
Energy is the energy found between particles in the
Quantum universe. This energy has been known by
many names in many cultures throughout history* * . It
was the discovery that the human nervous system
acted as a sort of “antenna” for Psi Energy, both
sensitive to and generating it, that opened the doorway
to complete understanding of the mysterious
phenomena known to man for ages.
In the Twenty-Seventh Century, Mankind has
discovered interstellar travel and began migrating to off-
world colonies. Intelligent races were encountered in
space and on other planets, not all of which were
friendly towards humans. The Galaxy is ruled by two
major powers, the Interstellar Federation and the Pan
Solar Empire, with remnants of the Old Earth Empires
such as China, United States, Brazil, and Japan, filling
in the gaps. About 30% of the Galaxy remains
unexplored, this area is called the Frontier, and is the
source of much colonization, though of the 60% of the
Galactic disk that is explored, less than 1% of the star
systems are actually colonized.
Ten distinct applications of Psi Energy have been
discovered so far. Astral Projection is the ability to
project the consciousness away from the physical body.
Biokinesis is the ability to alter one’s own Physiology.
Cognition is the ability to allow one’s senses to
transcend time. Extra-Sensory Perception allow one’s
senses to transcend space. Electrokinesis gives the Psi
power over electricity. Psychodymanics is the power to
control Psi Energy itself. Quantum Transcendence is
the ability to shift the Quantum State of the body into
other forms of being. Telepathy is the ability to directly
communicate with and manipulate the minds of others.
Telekinesis is the power to control the kinetic energy of
an object. Thermokinesis is the power to control the
molecular energy of an object.
Technology has advanced as well. Artificial and anti-
gravity have been perfected. Bionic replacement of
limbs has become practical. Lasers, Force Fields, and
advanced anti-ballistic armor are all available to the
nervous and paranoid. In computer science, cybernetic
human-computer interfaces are available, linking man
to the machine. Hyperspace technology allows viable
travel and communication over interstellar distances. It
finally seemed like there was nothing mankind could not
accomplish.
Psi Energy
* Throughout history, scientists and philosophers have
discussed the existence of a life-force or energy that is
anti-entropic, that is an energy that increases structure
and energizes the living system. There are over 700
recorded names for various forms of life-energy. Some
of these names include: Prana, Ki, Chi, Ruach,
Telesma, Nous, Yesod, Pneuma, Holy Spirit, Wodan,
Facultas Formatrix, Vril, Mana, Manitu, Sila, Mungo,
Wong, Ngal, Njom, Ayik, Odic Force, Orgone, Elan
Vital, Bioplasma, Psionics, Dielectric Energy, Energy,
Synergy, Noetic Energy, etc .
Mankind has also unlocked the potential of Psychic
Powers. Using new technology and research into the
nature of the Quantum universe, science has finally
gained an understanding of psychic powers and how to
identify them and control them.
The largest step came in the early 2100s when
scientists discovered the link between the Quantum
universe and Psi Energy. Psi Energy, or Psionic
Energy, is an aspect of Zero-Point Energy. Zero-Point
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Psi Rangers
A Supplement for Lightspeed
By Christian Conkle
Psi Sensitives
Psi Academy
Though all humans are sensitive to, and exert minor
control over, Psi Energy, only very few have been
discovered to be in true contact and control over the
Quantum Universe around them. These individuals are
known as Psi Sensitives, or Psis. In fact, only one in
every billion people ever show true Psi potential. This
puts the current number of Psis in the entire Galaxy at
48,500, hardly a medium-sized city spread over
hundreds of thousands of Light Years. Current figures
estimate only 582 Psis are born each year.
All Probationary Psis must carry the PMT until they
graduate from the Psi Academy. The Psi Academy
teaches the newly Awakened to harness and use their
powers, as well as the complicated ethics such abilities
involve. Students attend Psi Academy for 4 years.
Awakened students learn the fundamentals of how to
use their power and how to develop their abilities. They
are taught ethics and responsibility. Non-Psi students,
known as “Mundanes” attend Psi Academy as well to
learn how to interact with and manage Psis. Many Psis
work side-by-side with Mundanes either as associates
or as employer-employee, and the Psi Academy
prepares them.
Potential Psis manifest their latency at puberty. At that
point, if they are identified, they can choose to undergo
a process called “Awakening” in which their powers are
brought out in the open and greatly enhanced.
While at the Academy, the Psi may choose one of
several courses of study. Machina, the power of work,
stresses Telekinesis and action and is the most
utilitarian and popular of the courses. Mens, the power
of the mind, stresses mental powers such as Telepathy
and Empathy. Sentire, the power of space, stresses
sensual powers such as Clairsentience. Corporalis, the
power of the body, stresses Biokinetic powers. The
courses are not exclusive, and students of one course
take classes that teach powers in another course. For
example, a Mens student can learn Telekinetic powers
as an elective.
There is no formal process for finding and identifying
Latents. However, if, by chance, a Latent is discovered,
notification of the Latency can be sent to the Psi
Academy. The Psi Academy will send a team to
interview and educate the Latent. The Latent is
informed of their powers and their potential, as well as
their options. Latents are given the option of being
Awakened by another Psi.
Latents can be Awakened at any point of their lives,
and many Latents lead normal lives without ever being
identified or Awakened. Prior to choosing to be
Awakened, Latents are made aware of the implications
of their decision. In exchange for the Federation paying
for the Awakening process and education, along with
providing a full scholarship to the Psi Academy, the
Latent agrees to register his power with the Federation,
and to attend and graduate Psi Academy.
A Psi can leave the Academy at any time for any
reason. However, doing so forfeits the contract signed
by the Psi prior to Awakening. The Psi must reimburse
the Federation for the costs of Awakening and the
Academy education. In addition, they are still registered
as Probationary Psis and must carry the PMT at all
times. Should Probationary Psi fail to abide by their
agreement and refuse the PMT, the Psi who Awakened
them will be contacted and asked to aid in the location
of the offender. The offender will then be subject to
punishment ranging from fines to incarceration.
Awakening is a process in which a Latent undergoes an
intense telepathic scan by another, more experienced,
Psi. The process has been likened to finding and
opening a hidden door in the Latent’s mind. The
Awakening process takes several hours and leaves
both the newly Awakened, and the older Psi,
psychically bonded for life. No matter where the two
Psis go in the Galaxy, both will know where the other is.
Upon graduation, the Psis lose their probationary status
and no longer have to carry their PMT, however, they
will be expected to pay back the cost of their education.
The graduate will receive automatic credit towards their
Academy repayment if they choose a civil service
career with the Federation either in StarForce, as a
Diplomat, or with the Astro Police. Some Psis choose a
lucrative career with a Mega-Corporation or Old Earth
Empire and quickly pay off their Academy debts with
their high salaries. Yet others choose the lonely life of a
Freelance Psi, going wherever work takes them. By far,
the least popular choice is that of an Astro Police Psi
Ranger.
The newly Awakened Psi is given a probationary status
and is restricted in the level and types of Psi powers he
is allowed to use. While on probationary status, the Psi
must carry or wear a Psychoreactive Monitoring
Transceiver. The PMT records the level and type of Psi
powers being used by the Psi and relays that
information via the Hypernet to a monitoring authority.
Violation of the probationary restrictions can result in
fines.
At this time, the Pan Solar Empire lacks the technology
to locate and process Psi sensitives. It is even
theorized that due to the harsh life within the Empire,
there may exist no Psi sensitives among the population.
A few of the Old Earth Empires, notably China, the
United States, and Japan, have the ability to Awaken
Psi Latents, but all of the governments, as well as
Mega-Corporations, make use of Psis by hiring
Federations Psis upon graduation from the Academy.
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Psi Rangers
A Supplement for Lightspeed
By Christian Conkle
Astro Police Psi Rangers
The Astro Police Rangers recruit Psis to protect the
security of the Interstellar Federation and its colonies.
Since Psis are so rare, they are only called upon to
resolve the most powerful of threats, so-called Ultra-
Threats.
Psi Rangers typically come from the Machina course of
the Academy. Machina teaches primarily practical
applications of Psi powers such as Telekinesis and
Self-Defense, and suits the Ranger lifestyle perfectly.
However, all courses are recruited and welcomed into
the Rangers.
In addition to their Psi Academy training, Psi Rangers
undergo the same training regime as any other Ranger.
They are similarly equipped and supplied. For all intents
and purposes, a Psi Ranger is treated just like any
other Ranger. All Rangers are equal.
Though they are capable of travelling interstellar
distances with the powers alone, most Psi Rangers
prefer to travel in their Peacekeeper Starfighter,
keeping their less reliable power as a backup.
Although Psi Rangers are issued a blaster pistol, they
rarely use them or even carry them. When your natural
powers allow you to level cities, a Blaster Pistol
provides little advantage.
Psi Rangers even earn the same pay and benefits as a
regular Ranger. Psi Rangers are paid a stipend of 50
credits a month and a monthly equipment maintenance
allowance of 10 credits a month as base pay.
Successful completion of missions also provide
bonuses of 100 to 1000 credits depending on the
importance and/or difficulty of the mission.
Typical Psi Ranger
Physical : 4 Mental : 6 Combat : 5 Move : 4
Hits : 20 Defense : 8
Psi Power Level: 60-360 Control: -1
Psi Rangers have access to the same equipment and
support as regular Rangers, though they make less use
of them, preferring their powers instead.
One difference between regular Rangers and Psi
Rangers is the uniform. Psi Rangers do not require as
much protection from the elements as regular Rangers,
and so do not need the bulky insulated flight suit they
wear. Instead, Psi Rangers prefer a tighter-fitting
variation of the standard Ranger uniform. While on
assignment, some Psi Rangers will also wear a long
coat favored by Rangers on patrol in inclement
weather.
Skills : Computers 2, Concentration 3, Evade 5, First
Aid 1, Hand-to-Hand 2, Perception 2, Perception 2,
Persuasion 2, Pilot Grav Vehicle 2 Astrogation 1, Pilot
Starfighter 1, Ranged Weapons 1, Shields 1, and
System Operation 2
Psi Methods : TK Blast 4, TK Control 3, TK Shield 5,
Life Support 4, Hyperspace 3, Intangibility 3, Telepathic
Send 2, Mind Shield 3, and Psi Sense 3.
At present there are fewer than ten Psis working for the
Rangers. Their immense power and utility means that
they are often needed and are usually separated by
thousands of light years. Occasionally a threat to the
galaxy emerges that is so immense that all the Psi
Rangers come together to defeat the menace.
Equipment : Stunner (10DC Stun only, +1 accuracy,
60m range), Space Suit (5 KD), Datapad (2 POW),
Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills).
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Psi Rangers
A Supplement for Lightspeed
By Christian Conkle
Federation StarForce Psis
Corporate Psis
The Federation employs the services of several
powerful Psis for Galactic Defense and Exploration.
These Psis act in small teams and are often assigned
to a Starship or Starbase.
The Mega-Corporations of the Old Earth Empires offer
large salaries and prestige to Psis. The Psis provide
market research, industrial intelligence, and even
augment advertising campaigns and transaction
verification and authentication. Some Mega-
Corporations even use their Psis for covert operations
against governments or other Mega-Corporations.
These covert operations range from intelligence
gathering to sabotage.
StarForce Psis are highly elite and admired. However,
their numbers are few so their use is reserved for only
the most dire situations.
Unlike Ranger Psis, StarForce Psis are treated like
kings. They are pampered and spoiled and given every
priveledge. This has caused some resentment among
the normal StarForce personnel who deal with Psis, but
StarForce Command views it as a necessary evil in
order to keep the powerful officers appeased.
The demand for Psis among Mega-Corporations is very
high, and Psis can expect to draw huge salaries from
the competing employers. The Mega-Corporations,
however, will require unreasonable contracts of their
employees in exchange for the exorbitant salaries.
These contracts are to prevent the Psi from changing
jobs. As a result, many Mega-Corporations offer
“Corporate Extraction” with their job offers, helping the
Psi leave their old company both legally and,
sometimes, physically.
As a result, many StarForce Psis are arrogant, snotty,
and generally disliked by everyone except other
StarForce Psis.
Typical StarForce Psi
Physical : 3 Mental : 8 Combat : 4 Move : 4
Hits : 15 Defense : 6
Psi Power Level: 100-600 Control: -1
Typical Corporate Psi
Physical : 3 Mental : 7 Combat : 5 Move : 5
Hits : 15 Defense : 6
Psi Power Level: 100-600 Control: -2
Skills : Astrogation 1, Computers 2, Concentration 3,
Evade 3, Hand-to-Hand 3, Perception 3, Persuasion 3,
Pilot Starfighter 1, Ranged Weapons 1, System
Operation 1, and Tactics 1.
Skills : Computers 2, Concentration 3, Games 1,
Perception 3, Persuasion 2, Performance 3, Current
Events 1.
Psi Methods : Hyperspace 2, Life Support 2, Mind
Shield 2, Psi Sense 2, Telepathic Send 2, TK Blast 2,
TK Control 2, TK Shield 2
Psi Methods : Clairvoyance 2, Emotion Sense 3,
Hyperspace Travel 1, Interface 1, Life Support 1,
Mental Illusion 2, Mind Control 3, Mind Scan 3, Mind
Shield 3, Precognition 2, Psi Jamming 1, Psi Sense 1,
Psi Static 1, Retrocognition 1, Steal Knowledge 1,
Telepathic Send 1, Thought Sense 2.
Equipment : Stunner (10DC Stun only, +1 accuracy,
60m range), Space Suit (5 KD), Datapad (2 POW),
Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills).
Equipment : Stunner (10DC Stun only, +1 accuracy,
60m range), Datapad (2 POW).
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Psi Rangers
A Supplement for Lightspeed
By Christian Conkle
Freelance Psis
Ultra-Threats
Freelance Psis buck the system and work on their own.
They support themselves and sign no contracts. Their
pay is less than Corporate Psis, but they can work for
whomever they want wherever they want, and often get
to write their own rules.
There are many ultra-powerful threats to Galactic
security. Many are natural, some are man-made,
brought upon ourselves through folly.
Rogue Psis
Many Freelance Psis are relatively benign corporate
consultants, hired for a particular job. They provide
many of the same services as Corporate Psis, though
rarely on sensitive operations or projects.
By far the most common threat comes from Rogue
Psis. Unidentified Latents usually spend the rest of
their lives never knowing of the potential within them.
Some Latents can display minor psychic powers, the
ability to “feel” a room, read surface thoughts, or bend a
spoon, for example, but never to the extent of an
Awakened Psi.
Other Freelancers become mercenaries, fighting for
one of the Old Earth Empires in any of their many
internecine disputes. A Psi Mercenary is a one-man
Mercenary army, often capable of ending disputes
single-handedly. Like all Freelance Psis, Psi
Mercenaries demand, and receive, huge payment for
their services.
Latents can undergo a spontaneous Awakening,
however, due to intense trauma or stress. This process
often drives the Latent insane, or the newly powerful
Latent might abuse the newfound powers. These out-
of-control Psis are called “Rogue Psis”.
Lastly, there are Psi Bounty Hunters. These Psis could
have become Rangers, but for whatever reason
preferred to remain freelance. Their work often overlaps
with Ranger work, which does not endear them to the
Rangers, but they are not technically illegal, and can
operate within the Federation so long as they are
properly liscenced and bonded.
Every attempt is made to apprehend Rogue Psis and
rehabilitate them in an effort to cure any mental illness
they may have incurred, or teach them the proper use
of their powers. Sometimes, however, incalcitrant
Rogue Psis provide no other option than termination.
Typical Freelance Psi
Physical : 5 Mental : 4 Combat : 6 Move : 5
Hits : 25 Defense : 10
Psi Power Level: 100-600 Control: -3
Skills : Computers 2, Concentration 4, Current Events
2, Evade 4, First Aid 2, Hand-to-Hand 3, Perception 2,
Persuasion 2, Pilot Grav Vehicle 2, Ranged Weapons
1, Stealth 2, Streetwise 2, and System Operation 1.
Psi Methods : Hyperspace 3, Life Support 3, Mind
Blast 3, Mind Shield 3, Psi Sense 1, Telepathic Send
2, TK Blast 4, TK Control 4, TK Shield 4
Equipment : Stunner (10DC Stun only, +1 accuracy,
60m range), Space Suit (5 KD), Datapad (2 POW),
Analyzer (Adds +2 to any Perception, Technology,
Tracking or Survival skills).
Typical Rogue Psi
Physical : 3 Mental : 5 Combat : 2 Move : 3
Hits : 15 Defense : 6
Psi Power Level: 10-60 Control: na
Skills : Stealth 3, Computers 2, Engineering 3,
Navigation 2, Survival 2, Technology Skill (Pick One) 2,
Perception 3, Tracking 2, Evade 4, Hand-to-Hand 3,
Ranged Weapons 2, Pilot Grav Vehicle 3, Pilot Ground
Vehicle 3, Systems Operation 2.
Psi Methods: Telepathic Send 2, TK Blast 4, TK
Control 3, TK Shield 5
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