Saturday, January 3, 2026

STARFARING PSONICS BEING DEVOPLED HERE BY CAPATIN HEDGES AND HIS TEAM OF SHREVEPORT PLAYERS THESE ARE PLAY TEST RULES

 Hello to all my felow monsters across the multiverse today were going To create and apply to Zimrala some of Zimrala's new powerful psionic monster concepts to Ken St. Andre's 1976 Starfaring 




You must bridge the gap between fantasy "Monster Kindreds" and 1976's science fiction crew-based mechanics. In Starfaring, characters use four primary attributes: Mentality, Psi, Physique, and Health. Here is how to adapt your psionic monster for interstellar play: 





1. Attribute Translation
The Psi Stat: Unlike other RPGs, Starfaring (1976) has a dedicated Psi attribute. Instead of using the "Wizardry" or "Intelligence" multipliers from Monsters! Monsters!, apply a Psi Multiplier to your monster race (e.g., a "Void-Brain" might have a Psi x3 multiplier).
  • Saving Rolls (S.R.): Use the classic Starfaring formula for psionic feats: S.R. = 20 minus the attribute (usually Mentality or Psi). A powerful psionic monster will have a much lower (easier) target number for mental attacks. 
2. Scientific "Lore" Integration
  • The LSDX-6000 Factor: In the Starfaring setting, psionic powers were originally granted to humans via a drug called LSDX-6000. To make your monster race "powerful," define them as a species that produces this substance naturally or evolved in a high-concentration environment of it.
  • Moon Crystals vs. Star Crystals: While Zimrala uses Moon Crystals for power, Starfaring uses Brahma, Shiva, and Vishnu Crystals for ship systems. A psionic monster could be "attuned" to these starship crystals, allowing them to mentally manipulate ship shields or weapons systems directly. 
3. Adapting Special Powers
Convert the Zimrala abilities into Starfaring mechanics:
  • Psychic Blast: Targets the enemy’s Mentality attribute. On a failed Saving Roll, the target is stunned for a number of rounds equal to the monster's Psi multiplier.
  • Phase-Shifting: Allow the monster to bypass physical ship bulkheads by making a Psi Saving Roll.
  • Mental Shielding: In Starfaring, specific tech like the Psionic Nullifier helmet exists to block powers. A powerful psionic monster should have a natural "Psi-Dampening" field that forces enemies to make Mentality rolls just to approach them. 



4. Playable Race Structure
Monster Type MultipliersUnique Starfaring Ability
Ether-PilotPsi x2.5, Mentality x2Navigational Intuition: Can replace a ship’s Instrumentation Computer with a Psi roll.
Crystal-EaterHealth x2, Psi x3Energy Drain: Can "eat" the charge of a Brahma Crystal to restore Health.
Shell-MindMentality x4, Physique x0.5Ship Integration: Can exist as a "Shell Person," becoming the starship itself.
5. Implementation in Combat
  • Psi Combat: Use the Monsters! Monsters! concept of "always-on" abilities, but resolve them using Starfaring's 2d6 Saving Roll system.
  • Chaos in Space: Keep the Zimrala Chaos Factor but flavor it as Subspace Interference. If a monster fails a Psi roll while in warp, they might accidentally draw the attention of "super-intelligent robots" or cause a ship-wide hallucination. 


In the context of 
Zimrala: World of Monsters
 and 
Starfaring (1976)
, you can combine classic science fiction tropes with fantasy monster mechanics. These psionic rules focus on Saving Rolls (S.R.), attribute multipliers, and unique "always-on" traits typical of Ken St. Andre's designs. 

1. Core Psionic Skills
Instead of a broad "magic" skill, psionics in these systems are categorized by their function. In a 2026 campaign, consider these primary skills:
  • Psi-Projection (Offensive): Used for mental attacks like "Mind Thrust" or "Psychic Blast." The target typically defends using their Mentality or Psi score.
  • Psychokinesis (Manipulative): The skill of moving objects with thought. Applications include assembling devices remotely, parrying melee weapons mid-air, or restraining machines.
  • Telepathy (Communicative): Sending and receiving thoughts. At higher levels, this includes Mind Control or "Psychic Rapport" to share senses with allies.
  • Psi-Sense (Passive): Detecting other psionic users or hidden entities within a certain range (e.g., 60 feet). 
2. Special Abilities (Power Categories)
You can structure your monster's innate powers into "Disciplines" often seen in 2nd Edition or high-level sci-fi settings:
  • Biokinesis (Psychometabolism): Healing wounds by mental focus or temporarily boosting a physical attribute (like Physique).
  • Psychoportation: "Vanishing" from one spot and appearing in another, or "phasing" through bulkheads.
  • Clairsentience: Foresight that grants a bonus to initiative or allows a reroll once per encounter, representing a "peek" into the immediate future.
  • Energy Manipulation: "Molecular Agitation" to sear targets or "Cryokinesis" to freeze mechanical components. 
3. Starfaring-Specific Psionic Rules
To stay true to the 1976 Starfaring setting, use these specific mechanics:
  • The Saving Roll (S.R.) Rule: To use a power, the player must roll 2d6. The target number is 20 minus the Psi or Mentality attribute. A powerful monster might have a multiplier (e.g., Psi x3), making their S.R. extremely easy.
  • Psi Strength Points (PSP): Treat psionic power as a resource. Every ability has a cost (e.g., 5 points to levitate an object). If points hit zero, the character may take damage to their Health or Constitution to "push" their powers.
  • LSDX-6000 Interaction: Since this drug grants psionic potential in Starfaring, your monster might have a "Natural High" ability, making them immune to psi-dampening tech or allowing them to regenerate Psi points faster than humans.
  • Technopathy: A monster ability to "interface" with starship instrumentation, allowing them to pilot or repair a ship with their mind instead of a computer. 
4. Playable Monster Trait Examples
Ability Name EffectCost/Rule
Mind CrushDirect mental damage that ignores armor.10 PSP / Mentality S.R.
Kinetic ShieldBlocks physical projectiles with a mental wall.Passive or 5 PSP/round
Ghost-PhaseMove through 5 feet of solid matter per level.15 PSP
Aura of ChaosForces nearby enemies to roll vs. Confusion.Zimrala Chaos Factor
This expands on the previous concept with a detailed "bridge" ruleset connecting Zimrala's monster creation with Starfaring's (1976) mechanical chassis.
The "Mind-Warper" Supplement (Unofficial Bridge Rules)
To play a powerful Psionic Monster in the Starfaring universe, you use Zimrala's "Monster Kindred" multipliers applied to Starfaring's four attributes.
1. Creating Your Psionic Monster
In Starfaring, characters have four stats: MentalityPsiPhysique, and Health. Instead of rolling standard stats (3d6), apply these Zimrala-style Multipliers to create a "High-Psi" species.
Monster ArchetypeMentalityPsiPhysiqueHealthSpecial Power
Void-Brain (Controller)x4x3x0.5x1Telepathic Hub: Can communicate with ship computers as if they were people.
Crystal-Stalker (Hunter)x1x2x3x2Phase-Shift: Can walk through solid matter (walls/hulls).
Star-Wurm (Parasite)x0.5x4x2x3Energy Drain: Feeds on Brahma Crystals (ship fuel).
Example: To build a Void-Brain, you roll 3d6 for Mentality (e.g., you roll a 12). Multiply that by 4 for a Mentality of 48. Your Saving Roll (S.R.) target is now incredibly low (easier), making you a mental god compared to humans.

2. The Core Rule: Psionics by Saving Roll (S.R.)
In Ken St. Andre's Starfaring, you don't look up complex tables. You use the Saving Roll.
  • The Rule: To use a power, roll 2d6.
  • The Target: You must roll greater than your S.R.
  • The Formula: S.R. = 20 - [Attribute]
Because your Psionic Monster has massive attributes (e.g., Psi 40), your S.R. is technically negative (-20). This means you automatically succeed on routine tasks. You only roll for "Impossible" feats where the GM applies a penalty (e.g., "Trying to crush a starship hull with your mind" might have a +30 difficulty).

3. Psionic Power List (The "Always-On" Abilities)
These abilities replace the "Spells" from Monsters! Monsters!. They cost Psi Points (equal to your Psi stat) to use if they are stressful, or are free if they are innate.
A. Offensive Powers (Combat)
  • Mind-Fry (Telepathy):
    • Effect: Attacks the enemy's Mentality.
    • Mechanic: The target must make a Mentality S.R. If they fail, they are stunned for 1d6 turns.
    • Cost: Free for Psionic Monsters.
  • Kinetic Lash (Telekinesis):
    • Effect: Hurls loose objects (wrenches, cargo crates) at 1d6 damage per 10 points of your Psi stat.
    • Mechanic: Make a Psi S.R. to hit.
B. Utility Powers (Ship Operations)
  • Crystal Attunement:
    • Lore: Starfaring ships use Brahma (Engine), Shiva (Laser), and Vishnu (Shield) crystals.
    • Ability: A Psionic Monster can touch a Shiva Crystal and fire the ship's lasers using their Psi stat instead of the gunner's accuracy.
  • Ghosting (Psychoportation):
    • Effect: Teleport up to 100 feet.
    • Risk: If you roll doubles on your S.R., you trigger "Subspace Static" (see below). 

4. The "Chaos Factor" in Space: Subspace Static
In Monsters! Monsters!, the Chaos Factor lets monsters alter dice rolls. In Starfaring, use this adapted table whenever a Psionic Monster rolls "Snake Eyes" (double 1s) or pushes their powers too hard. 
Roll 1d6 for Subspace Static Effect:
  1. Feedback Loop: You take 2d6 damage directly to your Health as your brain overheats.
  2. Gravity Glitch: Artificial gravity reverses in your section of the ship for 1 minute.
  3. Broadcast Thoughts: Every crew member hears your internal monologue for 1 hour.
  4. Crystal Drain: The nearest Brahma Crystal (engine) loses 10% of its charge.
  5. LSDX-6000 Overdose: You enter a euphoric state; your Psi doubles, but you cannot tell friend from foe.
  6. Reality Tear: A random monster from the Zimrala setting (e.g., a slime worm) teleports onto the bridge.

5. Specific Interaction: The "Psionic Nullifier"
Human crews in Starfaring use Psionic Nullifier Helmets. 
  • The Monster's Counter: A powerful Psionic Monster can try to "Burn Through" a helmet.
  • Mechanic: The monster spends 10 Health (physically hurting itself) to force a single mental command through the helmet. The target gets a standard Saving Roll to resist.
Ready-to-Play Monster: The "Ether-Ghaz"
A floating, jellyfish-like creature composed of translucent gas and nerves.
  • Mentality: 30 (High Intellect)
  • Psi: 50 (God-tier Power)
  • Physique: 4 (Extremely frail)
  • Health: 15
  • Innate Ability: Vacuum Life. Can survive in space without a suit.
  • Weakness: Brahma Addiction. Must drain 1 Unit of energy from a ship's drive crystal every week or lose 1d6 Psi.

To master the hybrid Zimrala/Starfaring system in 2026, you should understand how Ken St. Andre's core philosophy of "loose, fun, and fast" mechanics translates between high-fantasy and sci-fi settings.

In both systems, the Saving Roll is your primary engine. Difficulty Scaling: Standard difficulty is a Level 1 S.R. (target 20). In 2026, GMs typically use "Stunting" rules from M!M! 2.7 to allow psionics to achieve cinematic effects.
The "Impossible" Feat: Because a powerful monster’s Psi or Mentality can easily exceed 20, "Leveling Up" the S.R. is necessary. A Level 2 S.R. targets 25, Level 3 targets 30, and so on. 

2. Moon Crystals and Starship Power
The World of Zimrala uses Moon Crystals to store Wizardry power. In the hybrid system, these are functionally identical to the Brahma, Shiva, and Vishnu crystals used in Starfaring ships.  Resource Siphoning: A psionic monster can treat a starship’s power crystals as an external "mana battery." The Risk: Drawing power directly from a ship's Brahma Crystal might trigger the Chaos Factor, potentially causing engine stalls or attracting "Etherdragons" from Zimrala’s void. 

3. Advanced Attribute Interactions
Wizardry vs. Psi: In this hybrid, Psi is the raw output, while Mentality is the control. If a monster has a high Psi but low Mentality, its powers are powerful but "unstable," often triggering the Chaos Factor on even successful rolls.
The Constitution/Health Link: In Ken St. Andre's designs, Constitution (or Health) serves as your hit points. If your monster runs out of Psi points, you can "burn" Constitution to fuel mental feats at a 1-for-1 ratio. 

4. Integration with Zimrala Locations
The latest Monsters! Monsters! 2.7 update ties your monster directly to the Zimralan continent, which contains portals leading directly into space. 
Space Portals: Your psionic monster might not have been born on a spaceship but could have stepped through a portal in the ruined dwarven city of Gael'Ka and found itself aboard a Starfaring vessel. 

5. Essential Equipment and Threats
Psionic Nullifiers: These Starfaring helmets are the "anti-magic" of this system. A powerful monster can attempt a Psi vs. 30 S.R. to mentally "shatter" a helmet from a distance.
The Monster Rating (MR): For secondary monster NPCs or summons, use the MR system (Attack/Defense in one number) to keep combat fast instead of full stat blocks. 


HERE IS THE NEW SUMMURY TABLE I AM USING IN MY GAMES RIGHT NOW! BECUSE THE KIDS AND ANGELA WANTED TO PLAY IN THE COSMOS STAY TRUNED ON THIS BLOG WITH OUR NEW WEEKLY GAME REPORTS.
Summary Table for 2026 Hybrid Play
Rule Element   Source SystemHybrid Application
Chaos FactorM!M! 2.7Triggers on "Snake Eyes" or when siphoning ship power.
StuntingM!M! 2.7Allows creative "Rule of Cool" psionic uses beyond basic attacks.
Shell PeopleStarfaringA monster's brain can be installed into a ship, becoming a "living" vessel.
Saving RollsBoth20 - [Attribute] is the base for all psionic checks.

In the hybrid Zimrala/Starfaring system (2026), Stunting and the Chaos Factor serve as the two primary "flavor" engines for psionic characters. They provide a narrative way to bypass standard spell lists while introducing the inherent unpredictability of mental powers in the Zimralan void.
1. Stunting: The "Freeform" Psionic Engine
Stunting is a rule from Monsters! Monsters! 2nd Edition that allows monsters to perform unique actions not covered by standard spells. For a powerful psionic monster, this replaces a rigid "power list" with creative mental feats. 
The Mechanic: Instead of choosing a pre-defined spell, you describe a cinematic psionic action (e.g., "I mentally vibrate the air molecules in the starship corridor to create a deafening wall of sound").
  • The Saving Roll (S.R.): The GM determines which attribute the stunt uses—usually Psi or Mentality.
    • Level 1 S.R.: 20 - Attribute.
    • Scaling: More complex stunts (like "Telepathically hacking a ship's AI") require a higher Level S.R. (Level 2 targets 25, Level 3 targets 30, etc.).
  • The Reward: Success means the stunt happens exactly as described. In M!M!, "Doubles Add and Roll Over" (DARO) applies, meaning a lucky roll can make a psionic stunt far more powerful than intended. 
2. Chaos Factor: The "Wild Talent" Modifier
The Chaos Factor (CF) is a value from 1 to 9 that represents the instability of the current environment (e.g., a "5" is stable, while a "9" is a chaotic void). It functions as a meta-currency for psionic monsters to "push" their powers.
 Adjusting the Dice: A monster can use the Chaos Factor to "tweak" a roll. If your Psi Saving Roll for a stunt is a near-miss, you can spend a point of CF to modify the result.
  • Involuntary Triggers: In the Zimrala setting, if you roll "Snake Eyes" (double 1s) while performing a psionic stunt, the GM rolls on the Chaos Table.
    • Low CF (1-3): Your power fizzles or causes a minor mental headache.
    • High CF (7-9): A Psychic Echo occurs. Your stunt works, but it might attract an Etherdragon from Zimrala's moons or cause "Subspace Static" that shuts down the ship's comms. 
3. How They Interact in a 2026 Hybrid Game
When you combine them, you get a high-risk, high-reward psionic system:
Phase
ActionMechanic
Step 1: The StuntYou describe a mental feat (e.g., "Mental Shield").The GM sets an S.R. Level (e.g., Level 2).
Step 2: The RollYou roll 2d6 + Psi Attribute.Doubles: DARO applies; the shield is impenetrable.
Step 3: Chaos CheckCheck for "Snake Eyes" or environment.If you fail but have CF available, you can "spend" chaos to succeed—but this increases the scene's instability.
Step 4: The ResultSuccess or "Chaos Event."A successful high-chaos stunt might "leak" your thoughts to the entire crew via the ship's instrumentation.
Summary for Players
  • Use Stunting for everything: if you want to fly, read minds, or melt a gun, just describe it and roll your Psi S.R..
  • Fear the Chaos Factor in deep space: the higher the CF, the more likely your "Psychic Stunt" will rip a hole into Zimrala or alert hostile "Super-intelligent robots" from Starfaring lore. 

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