Design Monologue 13: Human Potential

So, it's no real secret that the Abelites figured out psionics.

That's an overstatement, but a common one among other Homeworlders.

Centuries of genetic engineering led the Abelites to some amazing discoveries. They have radically altered their own genome, to the point where all natural-born Abelites carry genetic modifications engineered hundreds of years ago, and will carry them until evolution or some artificial force changes their genetic code.

The average Abelite possesses great intelligence and exceptional sensory abilities. In particular, they have very sensitive vision and hearing, and adaptation to the extreme environment in which they live on their Homeworld. Those who live primarily on Abel typically install nanomachines to greatly augment their vision, to the point where they can see hints of sunlight through the kilometers of ice that blanket the planet. Visitors to those cities usually employ external devices to amplify the extremely dim ambient light.

Abelites are very perceptive. It is hard to lie to or bluff an Abelite, for they are very keen to notice subtle details of body language and intonation; their common folk rank among the best readers of "normal" genetics. The sensitivity of their perception can equally well lead to false positives, as cultural differences can be easily misinterpreted. For this reason, Abelites who must work with other races typically train to dull their perception, to try to work on a more mundane level.

That's just the average Abelite; they have their extremes.

A small fraction of Abelites, a few percent of the population, possess certain traits which can enable greater heights of mental acuity. As children, these Abelites attend special schools, where they learn to hone their minds. Specifically, they practice meditation, thought control, and mastery of their emotions, as well as altered states of consciousness.

Success in this study yields individuals who can enter trance-like states, in which their mental functions vastly exceed normal human capability. Usually, they learn several specific skills, such as complex mathematical calculations, the ability to speak dozens of languages...or even incredible combat abilities.

The latter case was exploited to great degree during the rising tensions after the second Koruunite war. Abel bred an elite force of hyperintelligent battle machines, augmented by powerful cybernetic technology. Think Data, but programmed for war, and mostly human, rather than mostly machine.

Another coup of Abelite technology was the blending of advanced cybernetics and this genetic talent to produce, effectively, practical psychics. Individuals with the ability to master their own thoughts could be fitted by machinery that would allow them to project said thoughts onto others.

While the most talented Abelite "psychics" had long been employed as interrogators, negotiators, and even personal security advisors, this new breed could take it one step further; they could affect emotions, or even implant suggestions, leading to incredible diplomatic possibilities.

This development they kept to themselves, at least until the Earthgate war. During the desperate retreat from the Earthgate, they realized that only they could turn the tide against the drones. Hyperintelligent humans fitted with cybernetic computer interfaces could battle the drones on their home turf: electronic warfare. It was this special force, more so than their combat elite or psychics, who were first able to recapture compromised ships, automatons, and, most importantly, jumpgates, paving the way for an allied counterattack to reclaim the Homeworlds.

When the smoke cleared, their fellow Homeworlders, as well as their own, more mundane people, began to ask serious questions about the ethics of employing such exceptional individuals.

Thus, came the understanding in the Foundation today.

"Psychics" in the Homeworlds

A bylaw of the Foundation Charter requires that all citizens with exceptional mental faculties be classified according to the following system.

T0
Ordinary human. An extremely intelligent human might rate 0.2 or 0.3; an autistic might rate as high as 0.6 to 0.8, spiking well over 1.0 during episodes. Autism is rare, but not unheard of, as the cure involves sophisticated genetic engineering not available in all corners of civilization.
T1
Ordinary Abelite. This rating implies exceptional perception, which can appear to many to be supernatural. Many a T0 has accused an Abelite of being "psychic", when, in truth, they are just highly intelligent. It is unlawful to discriminate in any way against citizens of T1.0 through T1.9.
T2
Trained Abelite. These are those 5% who complete their mental training. They can alter their consciousness using willpower alone. In double-blind studies, they show abilities of perception and precognition that could be almost considered, scientifically, psychic. Abelite geneticists insist that it is a natural phenomenon, resulting from powers of the human brain, unlocked through genetic engineering and rigourous mental discipline. The Foundation Charter makes no distinction; while they do not call it "psychic", it might as well be. Such individuals are required by the charter to declare their status in courts of law, and when applying for public employment of any kind.
T3
Exceptional trained Abelite. These are a truly special breed. With the aid of cybernetic implants, they can literally read minds, and project their thoughts onto others. More sinister applications of said implants could be used to affect human neural activity in other ways, some fatal. This tier also includes those trained for other purposes, such as battle, or anti-drone warfare. Abelite geneticists insist that this tier is impossible for anyone unaided by cybernetic implants. Such implants are considered military tools, and are allowed only under similar circumstances. Public citizens are forbidding from using such devices, whether trained or not.
T4
As far as the Abelites are concerned, this tier does not exist. Nevertheless, it is classified. This includes individuals who can perform T3-level tasks without cybernetic aid. Also, per the most classified information available to HOFSEC, it includes Abelite psychics who can interface with alien technology.
T5
This hypothetical tier encompasses all "supernatural" powers, such as telekinesis, performed without cybernetic aid. Abelites scoff at the notion that such individuals exist, or are even possible.
files
  • (up)
  • (cur)
  • A Player's Primer
  • Abstract
  • Aeon Korr
  • Aisling Teague
  • An Adventurer's Guide
  • Attributes
  • Character Creation
  • Design Monologue 10: The Reality of Colonization: Lessons from Cowboy Bebop
  • Design Monologue 11: What to do, what to do
  • Design Monologue 12: Adaptation
  • Design Monologue 13: Human Potential
  • Design Monologue 14: Homeworlds Trek
  • Design Monologue 15: Brave New Homeworlds
  • Design Monologue 16: Second Life
  • Design Monologue 17: Founding the Foundation
  • Design Monologue 18: Classes and Roles
  • Design Monologue 19: Tech Talk
  • Design Monologue 1: Creating a Game
  • Design Monologue 20: Diaspora
  • Design Monologue 21: History of the World, Part 2
  • Design Monologue 22: The Not-so-long Arm of the Law
  • Design Monologue 23: EVE Offline
  • Design Monologue 24: Faces of Man
  • Design Monologue 25: Character Advancement
  • Design Monologue 26: 95 Theses
  • Design Monologue 27: The Powers That Be
  • Design Monologue 28: The History of Warfare
  • Design Monologue 29: Let's Talk Politics
  • Design Monologue 2: Basics of the Setting
  • Design Monologue 30: Sufficiently Advanced Technology
  • Design Monologue 3: Technology
  • Design Monologue 4: Objects of Value
  • Design Monologue 5: Adventures...in Spaaaaaaace!
  • Design Monologue 6: Protocols and Designations
  • Design Monologue 7: What's in a Name
  • Design Monologue 8: Spaceships and Other Cool Shit
  • Design Monologue 9: Rules Rule
  • Design Monologues
  • Design: Classes
  • Design: Equipment
  • Design: Feats
  • Design: Races
  • Design: Skills
  • Earth That Was
  • Example Characters
  • Glossary of Terms
  • History
  • Ian Sterling
  • Kieran Chase
  • NARR
  • Overview
  • PPP1-1
  • PPP1-2
  • Phobos
  • Phoebe the Pirate Princess
  • Purpose and Style
  • Rules (Version 1)
  • Rules
  • Session 2, Monologue 10: A Bunch of Homos
  • Session 2, Monologue 11: Trees In Space, or One Hell of a Fungal Infection
  • Session 2, Monologue 13: Home Worlds
  • Session 2, Monologue 14: Braver New Homeworlds
  • Session 2, Monologue 1: Races of the Homeworlds
  • Session 2, Monologue 2: The Great Space Arms Race
  • Session 2, Monologue 3: Homeworlds' Home Worlds
  • Session 2, Monologue 4: Current Events
  • Session 2, Monologue 5: The What-If Machine
  • Session 2, Monologue 6: Space Chivalry
  • Session 2, Monologue 7: Making Magic
  • Session 2, Monologue 8: On the Road again
  • Session 2, Monologue 9: If You Could Tell Time, What Would You Tell It
  • Session 3, Monologue 12: Stars Without Number
  • Special:Menu
  • Special:Style
  • Stars Without Number
  • Stealth
  • Technology
  • Terra Delta
  • The Syndicate
  • Tik'lik'litikki
  • Travelogue 1: Starbase: Concordia
  • Uranik Dorren
  • _badge
  • _home
  • _menu
  • _style.leeloo
  • _style
  • img