quote: Original post by Kars
Very hard to do... a group of melded humans/channelers supply''s energy to a Enervative who "tosses" the package into sub-space/other dimension which travels in a straight line (according to the laws of sub-space/other dimension) until a similar group "catches" the package on the other end. If they miss, or the "toss" is long enough, it can be intercepted either before the receiving group can catch or after they "fumble". Items that are not "caught" are lost forever/slowly disintagrate/quickly disintegrate/explode causing the birth of a new star. Since the item is being "tossed" through the same sub-space/dimension that Psybionts live normally, there is a chance that a curious Psybionts intercepts the package and keeps it for himself/destroyers/or otherwise meddles with the package (plants bug/bomb).
Whoa, this is a cool and unusual concept. It reminds me just a bit of Julian May''s idea for "D-Jumping" in her Golden Torc series, where people ripple space-time to jump to different places and painfully "rubberband" back if they don''t do it right. I hadn''t even thought of bringing the Psybionts into the equation, but that might work. You could think of this like traveling through water with all manner of curious "fish" in the form of psionic life moving about the medium. And who''s to say that you stop only at the end? Maybe there are the equivalent of "islands" you have to travel to in order to successfully jump all the way. These could be places of weird adventure, dunno.
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- channelers and enervatives hunting down the heretic communes who are most likely working for/as smugglers and could be in trouble with the local law anyway.
Yes, that''s cool.
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- enervatives offer finder fees to any Psybiont that intercepts a tossed package since they work with Psybiont on a relatively regular basis anyway.
Aha! Very interesting!
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- Channelers can "link" togeater to create a psionic web to interfere with/stop tosses.
- You wouldn''t be able to "toss" packages to planets that don''t have receivers so someone would still need to take the slow boat to the destination.
This actually could explain a little glitch I have in my backstory, which is the question of why does a 3 million year old empire only control so little space (1 thousand cubic light years). Perhaps they never developed a sufficient jump drive because their transport web was an economic disincentive. Now, the upstart humans and other races didn''t have that advantage, so they developed technology.
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Pictures this. A small group of heretic communes are trapped on a small moon with no way off and an advancing army of channelers. The group does some quick calculations, contacts another heretic commune group half way across the system and then proceed to "toss" themselves (assuming you allow this) as a last resort escape plan.
or
A small group of heretic communes are trapped on a small moon with no way off and an advancing army of channelers. The channelers realize that the heretic commune is about to toss themselves to safety. All the channelers "link" powers causing a psionic net to be formed keeping the heretics in or otherwise interfering with the "toss". The heretic commune still have a chance to sneak out since the channelers are busy creating the web.
This is just great material for missions and game world events, and would be an excellent way of drawing the player into different sides of the conflict. And it could be made morally complex, too. The heretics, despite being the underdogs, wouldn''t always be good guys-- maybe they harbor criminals and pirates because it serves their cause of getting out of dodge at the drop of a hat. And maybe those hunting them have some really good reasons besides ideology for doing so.
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Just waiting for the mothership...