Bag o' Nifties: Tricks for GMs
Biofeedback - The Psionicist's Answer to Body Modification
by Dan PondNovember 1, 2001
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Bag o' Nifties: Tricks for GMsBiofeedback - The Psionicist's Answer to Body Modificationby Dan PondNovember 1, 2001 | The Problem In the All Worldz role-playing setting (www.AllWorldz.com), one of the Great Societies (the Preservers) has a strong taboo against altering their bodies, which they regard as sacred. Unfortunately, this can put Preserver player-characters at a disadvantage against characters with magical, biogenic, and cybernetic body modifications. I wanted to even the playing field a little bit by giving the Preservers a way to match many kinds of body mods without defiling their natural forms. Thus was Biofeedback born. As an aside, it also makes sense in-character that the Preservers would research such techniques. No human being wants to give up rewards for adhering to a belief system that rejects them. This means they must either abandon the belief system (in favor of the rewards) or justify their sacrifice (by devaluing the things they cannot have). Obviously, it's best for the survival of their Society if the Preservers can avoid loosing members to the promise if enhanced strength, longevity, and other "heretical temptations." So, they create a non-heretical alternative that gets them the same rewards without violating their taboo. It's just a smart political move. The Solution: Biofeedback Biofeedback is a system of self-focused meditation that grants practitioners psionic control over their own bodies. The applications of this technique are many and varied, from being able to sense the tiniest details of one's physical condition to the powers of levitation and even invulnerability. The magnitude of these effects is limited only by the constraints of your game's tone and setting. One thing Biofeedback cannot do is alter the body in any artificial way. Healing injuries is possible, since it restores the body to its natural state, but shapeshifting is out of the question. There might be a way to apply the principles of Biofeedback to such an end, but no one who truly adheres to its principles is going to research it. (Certainly not the Preservers!) Biofeedback either enhances the body's normal abilities or prevents outside forces from affecting it. Biofeedback training involves intense mediation, prolonged sensory deprivation, and some kind of apparatus for feeding information about the body's state back to the trainee. (Hence the name "biofeedback.") This three-pronged approach teaches mystics to focus on their own bodies to the exclusion of other stimuli, while allowing them to bring their involuntary bodily functions under conscious control. It also includes a heavy dose of the-body-is-a-temple philosophy; without the proper mindset, it can be quite difficult to achieve the meditative state necessary to tap Biofeedback powers. (Feel free to decrease the Biofeedback skill ratings of players who habitually abuse or endanger their bodies.) There are seven widely taught applications of Biofeedback, each described with rules suggestions below. Characters can learn any of them in isolation (as a Trick, Perk, Talent, etc.), but most mystics pursue them all as part of a comprehensive program (ie. a single Skill).
A Note on Harmless Old Men Though Biofeedback was created as a way to put Preservers on even footing with cyborgs and mutants, it has the potential for far more amusing applications. For example, since it's a mystical skill, it can takes decades to master and has no obvious manifestations (unlike most cybernetic implants). This means that the most powerful Biofeedback users will be normal-looking, elderly people... just the kind of opponent most players will dismiss as harmless. Then he knocks said characters through a wall and bullets start bouncing off his chest! Hilarity ensues. Next Time: Running characters who are smarter than you. All Worldz: A Game of Interdimensional Civilization by ImEG Games | |
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