
The Undernet source for CP2020 Free
Form Role Play
MINDSTAR
Note: the following role description is loosely
based on Peter
F. Hamilton's cyberpunk trilogy, Mindstar Battalion.
The Mindstar is a very powerful role and will be reserved
for NPCs only.
In the EuroTurk War, an incredible secret weapon was
revealed by the British government, the Mindstar Battalion. These
amazing soldiers were able to single-handedly wipe out the
Turk/Chinese cybersoldier battalions that had marched over Italy and
France with little resistance. Although the British Army denied it,
rumor held that the Mindstars were psychically enhanced by use of the
outlawed Espergland, an artificial gland that amplified the usually
very nominal psychic powers of some people so that they could perform
amazing feats. When the People's Socialist Party took over England
after the war, one of the first decrees was that all the Mindstars
should be eliminated as a threat to public safety, and with the use
of their incredible propaganda machine, the populace came to fear and
hate the very soldiers who had saved them from defeat by the Turks.
Although the PSP claims to have eliminated all of the Mindstars,
reports continue to surface of encounters with underground soldiers
who can fry a netrunner's head just by looking at him funny or hurl
telephone poles through the air without even touching them. Such
tales are immediately discredited by the PSP. After all, who could
believe such wild stories?
Special Ability: Espersense
Espersense is the ability of the Mindstar to use
his Espergland to increase his psychic abilities.
Career Skills: Awareness/Notice, Handgun, Rifle, Education
(Military), Brawling or Martial Art, Stealth,
Empathy,
Telepathy,
Telekinesis
Empathy is the
ability to pick up and understand the emotions and thought patterns
of others (at level 4: +8 to Human Perception, +6 to interrogate, +2
to Dodge/Escape, +2 to Stealth). Successful Empathic reading requires
that the char roll a higher Espersense + Empathy - (10 - subject's
INT) on 1d10.
Telepathy is the ability to plant
emotions or suggestions in others (at level 4: +6 to Intimidate, +6
to Seduction, +6 to Persuasion). Successful Telepathic relay requires
that the char roll a higher Espersense + Telepathy - (10 - subject's
INT) on 1d10.
Empathy/Telepathy on animals: requires Zoology skill of 6 or
greater.
Telekinesis is the ability to
manipulate objects in the physical world. The greater the mindstar's
Telekinesis, the larger/heavier object he will be able to manipulate.
Cybernetic Telekinesis: requires Cybertech skill of
4 and Anatomy skill of 6. The cybernetic telekon is specially trained
to manipulate and disable neural links in the subject. If successful,
the subject will lose control/use of any cyberware connected to that
link. The mindstar must first detect or learn the exact
location/nature of such links. Roll a higher Espersense + Telekinesis
- (10 - subject's EMP) on 1d10.
Example: Merlin tries to disable Delorean's neural link to his
artificial heart and lungs. Merlin has Espersense 7 and Telekinesis 3
with the qualifying Cybertech and Anatomy skills. Delorean has an EMP
of 8. Merlin must roll a 8 [7+3-(10-8)] or better to succeed on the
attack. Merlin gets lucky and rolls a 9 and Delorean suddenly finds
himself unable to breathe and with a heart attack.
For other skill descriptions please see
Skills.
As you can see, a mindstar can eventually become so powerful
nothing will be able to stop him. It is therefore recommended that
Referrees adopting the Mindstar role use it only for NPCs or progress
PCs very slowly.
Playing the Mindstar in FFRP:
Mindstars are generally paranoid and isolated,
never able to reveal themselves to those around them. In a normal
combat situation they will use their soldier's training, only
bringing out their telekinetic abilities as a last resort. They much
prefer to rely on empathic and telepathic manipulation which can get
them what they want without revealing to the subject that they have
just had a brush with one of the legendary Mindstars. Overuse of the
Espergland results in a buildup of toxins in the body, draining the
mindstar and usually causing temporary neurological side effects such
as weakness, loss of coordination, and severe headache.
Earnings: Mindstars live not by any salary but by their wits,
often aquiring goods by simply creating the impression in the mind of
the seller that they've already paid, which of course is discovered
later to be untrue, but since the mindstars often manipulate the
memories of their victims, it's often hard for the victim to remember
just who it was that swindled them, or how.
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