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Original post by ahw
As usual, you come up with great ideas Wavy :-)
Thanks! I''m glad to see you''re still haunting these boards! Now if I could only get Nazrix to come back.
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Some thoughts on the psymbiots :
I am starting to get a feel that those psymbiots (I am pronouncing that like "symbiots" in Stargate) are jsut ghosts really.
Yes, I wanted them to be somewhere between ghosts and semisentient "dying will / last wish." This works into a couple of plot points in the game, such as where the monsters known as Siegers come from and why they''re attacking everybody, and why another race that drains the lifeforce of other races exists.
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I dunno if you know the roleplaying game called Wraith, but basically, you play ghosts. And there are a LOT of concepts developed in there that seem to resonate with ideas you are talking about here.
Aha! Another resource to stea-- *ahem* consult!
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This in turn binds the ghosts (I am using "ghost" here, but you can hopefully draw parallels for yourself) to places, to people.
There is only two possibilities for a ghost, ultimately.
Oblivion or Transcendance.
This is fascinating.
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Now imagine your psymbiots as ghosts.
Why are they psionics creatures ? Because they are pure willpower.
The problem is that they have their own internal conflict, one side wants to give up, go to sleep, embrace Oblivion. The other wants to live again, to reincarnate, whatever.
Okay, I''m with you. This would almost make psybionts / psymbionts (still haven''t decided which sounds cooler) somewhat like NPCs that take up residence in your mind. It''s a very funky / unusual concept, which I like, and reminds me of Great Sky River, Greg Bear''s novel where people consulted the compressed memories of dead ancestors imbedded in their skulls. The tradeoff was that the personality fragments could argue with one another and distract, just as much as they could help.
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If you expand the concept of ghosts to alien races, you can have some very strange and hard to understand "ghosts", you call them psymbiots.
Hmmm... What about the "spirits" of the First Ones, the first species to ever become sentient in the entire universe? What if it was their will moving around. This actually MIGHT work for the whole backstory I have in mind (which I don''t yet want to give away but involves what happened to a race that experienced the collapse of their own universe).
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There are also those beings which are the very stuff of collective consciousness. Created from the nightmares or dreams of people. Those dont know about being alive, having a body, they are curious, possibly friendly beings when formed from dreams. Needless to say their nightmarish counterparts are the bane of living beings and want nothing more than to abuse or destroy life.
This is more where I imagined psybionts coming from. Regions that experienced great trauma would breed viral or parasitic psybionts as well as malignant creatures like them that only did harm. Regions that experienced tranquility, on the other hand, would build up so much psionic energy from minds being overlayed millennia after millennia that psybionts would arise.
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So you would still have your nomenclature of more or less powerful psymbiots, depending on how long they have existed in that form,
then you would have their origin : are they of the same species as the psionists, are they from an alien species, or are they creatures of sheer phantasm ?
then what is their alignment/goal : Oblivion or Transcedence. Are they benevolent towards life or not, do they seek to corrupt and destroy the psionist to feed on her once he is dead and a newly born psymbiot ? Or do they just want a master/friend because they feel so alone and miss being alive ?
Now THIS provides some intricate detail without a massive amount of extra effort (stat variation, rather than animation and such). However, in order to have this, there would need to be fewer psybionts, or you might get inevitable clashes. What does it mean to have one psybiont who wants oblivion while another wants transcendence? I forsaw psybionts as a way of increasing player Talents. This is more like the mag concept in Phantasy Star, where you have a magic "familiar" that does things for you.
I''m definitely not against the idea, I like some of the uncertainty and nuance. But if I were to use it, I''d have to synthesize some of the elements you''ve mentioned. As I mentioned above, I''m looking for ways to vary races. Maybe one variant is how psybionts work. In fact, the Zelenae mindgod race may be far too powerful compared to other races. What if psybionts functioned on multiple levels, with the Zelenae aware of and susceptible to psybiont motives. Perhaps being so powerful, Zelenae draw to them more sophistocated, willful psybionts?
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Ultimately, even if the psymbiots can help the psionist, they feed on her. The question is, is the loss worth the gains ?
Abuse the use of psymbiots and ultimately, they will erode your sanity, feed on your emotions, drain your willpower, your spakle of life, turning you into an empty shell of a living being.
Okay, time to make a post about a sanity meter (coming soon
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What is psychic energy ?
Now, I love the concept of channeler/enervator.
The way I see it, the enervative type is your typical monk, using his Chi to gain superhuman powers.
Right, you''ve got it!
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What I am having trouble with is the channeler. The concept is sound and all, but how do you decide the amount of energy available ?
I am considering several ideas :
I like these possibilities. The way I see it, though, is that all life is fundamentally connected via a "vital spark" concept, no matter the time or place. Everything that existed, exists and will exist, exists simultaneously in some frame of reference. Life is a kind of willful energy, inhabiting the smallest space and time possible (planck space) that wells up to infuse matter and changes it according to matter''s limits. This can create anything from bacteria to a human being.
Channelers tap directly into that medium, that lifeforce, and move it through the matter of their own flesh. Now the matter is EVERYWHERE at once, but channelers can only tap into areas of the highest concentration they can relate to. This usually means lifebearing planets, and especially places where intelligent beings have resided. It can also exist in deep space wherever intelligent life (such as superconducting silicoid creatures) have existed.
Ordinarily, this would make channelers absolutely useless in most places because the bulk of the cosmos would be a desert to them. While this is somewhat true, there''s an in-game phenomena called a "warpfall" that''s changes things. Warpfalls are ripping up the fabric of time and space in the game, creating hazards and swapping locations in the local galaxy. They appear to be related to Siegers, the monsters in the game, and anything related to them is highly psionically charged. So planets and these volatile warpfalls, which can stretch for kilometers or light years (through empty space or even stars and planets), are like reefs for channelers.
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1) the small god (as in Terry Pratchett''s novels)
I''ve got a variant of this in a race called the J''tiri. J''tiri have no form, but rather shanghai the bodies of other races (leaving me with one less race to model and animate, btw
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). They gather together as many slaves as possible and convert their health to psionic energy. The more slaves, the larger their psionic reserves. (This is almost like the player playing a psybiont, come to think of it.)
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The trick is, the emotions tend to "taint" the channeler.
So a happy crowd will make the empath happy, and will make his powers more "happy" (how a wall of power can be happy... that''s a good question), while a place of death and sorrow will impede the character, making him relive those bad events.
Interesting. I have an empath as a personality type in the game whose morale goes up or down based on surroundings. However, it would be interesting to play around with the concept of tainted energy. Maybe this would be a great way to help balance out the channeler and enervative psionicist? The channeler has to deal with environments that fluctuate AND energy taint, while the enervative draws on her own energy, but with the tradeoff that it is limited.
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as a side note, the advantages of having a psymbiots become obvious for the channeler that is in a deprived environment.
The empath going to deep space in a cryotank will particularly appreciate the company of psymbiots to keep her happy during the flight but also to have some sort of back up power source.
Since the psybionts draw from the user''s energy, the channeler would have problems in deep space or other barren areas. I feel this should be balanced with an idea of interdependence between channeler and enervative. Maybe the two can transfer energy between one another with certain strategic tradeoffs? I haven''t thought this out carefully, but maybe this is one way psionicists to work together in tandem: Enervatives can bond together and be a source for channelers, and channelers can feed a limited amount of energy at a time to enervatives?
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the Psionic schools
I have thought about it and I cant help but put my two cents (based on Mage the Ascension RPG).
I like many of the changes you''ve suggested here. The names are more scientific, as well-- I may just use them for Terrans who have discovered psionics with the scientific method, and leave what I have for more mystical folks like the Zelenae.
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scale and precision
I think you could have some sort of value that indicates the particular scale to which a psionist uses her powers.
Micro, macro and nano/pico are good variants, and they also expand psionic Talents by segmenting them with little extra work.
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Being proficient on one doesnt necessarily prevent a psionist to work on another scale, but it should, to a certain extent.
For someone used to blastin ships by unleashing force waves at them, it should certainly take some mental exercise to affect
another person''s body on the molecular level without blasting them to little bits...
What do you think of the idea of a Talent tree, where as you improve, you can invest in different branches, but some tradeoffs need to be made because some paths are irreversible? For instance, at the outset, you can choose to specialize in an individual power in its three forms (micro, macro, nano). If you choose all three, you can develop all three later on. If you choose only two, then after a certain point, you can''t go back and develop the one you left off. Same for choosing only one form, you can''t go back and develop the other two.
Theoretically, you''d either advance quickly and specialize, or be a generalist who is weaker overall.
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Now, by combining various schools (Mage the Ascension calls them Spheres), you can do some pretty amazing things.
As you begin, you can usually do thing on a normal scale (human scale). As you progress in power, the magnitude of the effects you can achieve increases too, but as I said earlier, it would be interesting to make it difficult for someone used to work on a certain scale to have troubles with another.
Again, great suggestions. I''m going to need some time to play with the ideas you mentioned. One of the things I like is the promise of mixing and matching schools to form new powers that affect different things-- such as mixing Force with Entropy prevents certain events from even happening. However, this could get VERY HAIRY very quickly, as I''d have to be sure that for every permutation there isn''t hiding some dominant game strategy that suddenly makes the game no fun. When you design discrete powers, you can test them and balance them individually. But when you blend them, you''d better have a very good system for resolving potential conflicts.
Of course, I''m coveting the power creation gameplay that Morrowind and Freedom Force provide, so I''ll definitely look into this.
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Just waiting for the mothership...