Telepathic help

Yrtalien

Mongoose
I'm running a game that will put the characters in a situation that should end in them finding the Mindrider graveyard in the Timbari Anomaly. For those that don't know this is the place where the Mindriders left their bodies should they ever need them when then decided to become creatures of pure thought.

Two of my players are telepaths and I want to include interesting thinga-ma-bops for them that are examples of advanced (First One) Mindrider Telepathic Technology. Most everything will probably be swept up by the ISA (two of my players are rangers) so I don't have to worry about anything too powerful ending up in player hands but I'd like some interesting stuff.

Can anyone come up with a few ideas for new telepathic technology that I can include in my game?

I'm going to hate it when these boards are gone : (
Thank you,
Oscar
 
By way of example:

I was thinking of a metal that is physically responsive to telepathy. So that a telepath could act as though telekinetic as concerned it.

A sphere of it would roll about as you desired even rise off the floor....

Not certain of what mechanic would be involved though...

Thanks again,
Oscar
 
Well, for a completely telepathic race try ... everything. The doors to the ship have no control panel and won't open unless you send a telepathic signal to them asking them to. The control sections of the ship are all telepathic, no displays or control panels. The ship's bridge could look like a structured lounge with reclining couches rather than control stations. It could be extremely difficult for a non-telepath to work out even where the bridge is. For a telepath, the ship could be even worse. After an age of being left alone, it finally has a telepath to talk to. Any telepaths in the party could be bombarded by status information and requests for orders. Alternatively, if the party starts forcing doors, the ship may begin to consider them a threat and try telepathically influencing them to leave - or assaulting them telepathically.
 
Nice stuff: a machine which will create whatever you think of.

Nasty stuff: the same machine, but your telepaths aren't as self-disciplined as the Mindriders. See "Forbidden Planet".

Counterpart to Yrtalien's metal: a crystal which actively inhibits telepathy. Great for telepaths who want to relax for a while, not so good if you're relying on your power and don't realise the crystal is there.

And the Mindriders won't have left such a place unguarded. There should be any number of traps, including some triggered by telepathy. Make sure everyone remembers what happened to Z'ha'dum, even if there's nothing quite that destructive here...
 
I do not know if you consider this technology or not but...

There was an episode of B5 that involved an illegal drug called 'Dust' if I remember correctly.

At the end of that episode Bestor in talking to a fellow psycop stated that they formulated Dust to make telepaths better and make more telepaths in general implied the project was a complete failure.

Well how about using technology to formulate an new/secret/here to formerly unknown drug that speeds up the synapse of the brains of telepaths firing beyond the normal increase of the known drugs as a form of new technology.

Such would be interesting in that the new drug needs to have a place for its manufacture, people to transport the drug, and of course some possible nasty side effects of which you as Game Master might think up to make the drug a risky thing to do as well.
 
Back
Top