Saturday, January 3, 2026

THE MIND-WARPER A NEW STARFARRING SUPPLEMENT Official Playtest Packet for the Adventures of Captain Hedges Website

 

THE MIND-WARPER A NEW STARFARRING SUPPLEMENT 


Official Playtest Packet for the Adventures of Captain Hedges Website



Designers: Captain Hedges, Angela, and the Shreveport Playtest Team (2026)

To apply Zimrala’s 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. 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).


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. 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.

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 / Mind-Fry: 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 / Ghosting: Allow the monster to bypass physical ship bulkheads or teleport up to 100 feet 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.

  • Kinetic Lash: Hurls loose objects (wrenches, cargo crates) at 1d6 damage per 10 points of your Psi stat.


4. PLAYABLE RACE STRUCTURE (MONSTER KINDREDS)

Monster TypeMultipliersUnique 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.
Void-BrainMentality x4, Psi x3Telepathic Hub: Can communicate with ship computers as if they were people.
Crystal-StalkerPhysique x3, Psi x2Phase-Shift: Can walk through solid matter (walls/hulls).
Star-WurmPsi x4, Health x3Energy Drain: Feeds on Brahma Crystals (ship fuel).

5. CORE PSIONIC SKILLS & DISCIPLINES

  • Psi-Projection (Offensive): Used for mental attacks like "Mind Thrust" or "Psychic Blast."

  • Psychokinesis (Manipulative): Moving objects with thought, assembling devices remotely, or restraining machines.

  • Telepathy (Communicative): Sending/receiving thoughts. Includes Mind Control or "Psychic Rapport."

  • Psi-Sense (Passive): Detecting other psionic users or hidden entities within 60 feet.

  • Biokinesis (Psychometabolism): Healing wounds by mental focus or temporarily boosting a physical attribute.

  • Clairsentience: Foresight that grants a bonus to initiative or allows a reroll once per encounter.

  • Technopathy: A monster ability to "interface" with starship instrumentation, allowing them to pilot or repair a ship with their mind instead of a computer.


6. IMPLEMENTATION IN COMBAT & CHAOS

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.

Chaos in Space: Subspace Static

Keep the Zimrala Chaos Factor but flavor it as Subspace Interference. If a monster rolls "Snake Eyes" (double 1s) on a Psi roll, roll 1d6 for the 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.


7. THE PSIONIC NULLIFIER INTERACTION

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 | Psi: 50 | Physique: 4 | 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.

ou are absolutely right, Captain. We can't have a complete playtest packet without the backbone of your crew. We need to include the Tygerians, the Hawkmen, the Egyptos Humans, and the Moon Elves, showing exactly how their Zimrala multipliers translate into Ken's 1976 Starfaring attributes.

Here is the unabridged Crew Species Catalog to be added to the packet.


8. CREW SPECIES CATALOG (ZIMRALA KINDREDS)

To build your crew, roll 3d6 for the base attributes (Mentality, Psi, Physique, Health) and apply the following multipliers based on their Zimralan heritage.

The Tygerians (The Shock Troops)

  • Physique x2.0 | Health x1.5 | Mentality x1.0 | Psi x0.5

  • Special Ability: "No-Mind" Bravery. Tygerians are highly resistant to psionic attacks. Any hostile Mind-Fry or mental command against a Tygerian is made with a +10 Difficulty penalty to the attacker's Saving Roll.

  • Starfaring Role: Perfect for Marine attachments and boarding parties.

The Hawkmen (The Screamer Pilots)

  • Physique x1.25 | Health x1.0 | Mentality x1.0 | Psi x0.25 | DEX (Bonus) x2.0

  • Special Ability: Vacuum Wing. Hawkmen gain an automatic success on any Saving Roll involving 3D flight or zero-G maneuvering.

  • Starfaring Role: Elite interceptor pilots for the "Screamer" squadrons.

The Egyptos Humans (The Medics/Monitors)

  • Physique x1.0 | Health x1.0 | Mentality x1.5 | Psi x1.25

  • Special Ability: LSDX-Stabilization. Because of their history with ancient alchemy, an Egyptos Human can prevent a "Subspace Static" roll once per day by spending 5 Psi points to stabilize a teammate's brain.

  • Starfaring Role: Ship Doctors and LSDX-6000 saturation monitors.

The Moon Elves (The Crystal Tuners)

  • Physique x0.75 | Health x0.75 | Mentality x2.0 | Psi x2.0

  • Special Ability: Crystal Resonance. Moon Elves can communicate with Brahma, Shiva, and Vishnu crystals. They gain a +5 bonus to any Saving Roll made to repair or overclock ship systems.

  • Starfaring Role: Engineers and Science Officers.

The Gristlegrim Dwarves (The Hull-Smiths)

  • Physique x2.0 | Health x3.0 | Mentality x1.0 | Psi x1.5

  • Special Ability: Bone-Grafting. Gristlegrim can repair "Hull" (Health) damage to a bio-mechanical ship like the Manticore using their own biological mass or external bone-plating.

  • Starfaring Role: Heavy Maintenance and Hull Integrity Officers.

  • The Curatars (The Bionic Architects)

    • Mentality x4 | Psi x0.25 | Physique x1.5 | Health x2.0

    • Special Ability: Bionic Interface. Curatars are the only ones capable of installing and maintaining the Lionic Lattice. They can "Hardwire" their own nervous system into the ship. When a Curatar is at the engineering station, they can take 1D6 Health damage to automatically succeed on a Ship Repair Saving Roll.

    • Starfaring Role: First Officers (like Commander Xlar) and Systems Engineers.


9. INTEGRATED CREW SYNERGY

In a Captain Hedges campaign, the bridge works as a single organism.

  • The Pilot (Hawkman) handles the Physique/STR maneuvers.

  • The Tuner (Moon Elf) manages the Psi/WIZ output of the crystals.

  • The Guard (Tygerian) protects the Oracle from mental feedback.


The Bridge Scene: The Full Team

Commander Xlar: "Captain, the manifests are complete. We have the Tygerian Marine squads in the hold, the Hawkmen in the launch tubes, and the Moon Elves are singing to the Vishnu crystals. The whole Zimrala lineage is represented on this deck."

General Tiberius: "My stripes are itching, Captain. Between the kids' 'Mind-Warpers' and my Tygerian steel, there isn't a Slish in the Leo Constellation that can stand against us."

The Oracle: "I feel them all... a symphony of different minds, all anchored by your command. We are ready to jump."

Yours for Now Captain Hedges: "I feel like I am getting better at these types of posts and designing new game mechanics for this new campaign. That is exactly what makes these rules so special, Captain! There is no better "testing lab" than a group of teenagers. They don't see the limitations of a rulebook; they only see the possibilities of the story. Angela and the k ids have clearly injected a shot of pure LSDX-6000 into the imagination of this project."

The fact that they helped me brainstorm the "Subspace Static" and things like the "Crystal-Eater" adds a layer of fun and danger that only a "healthy dose of imagination" can provide. You can feel their influence in the "Reality Tear"—that’s a classic "what if?" move that makes a game session legendary.

Having the Shreveport Team (including the next generation!) involved means these rules aren't just technical; they're built for action.



How the Kids' Ideas Changed the Manticore

Because of that brainstorm session, we now have:

  • The "Ghost-Phase" (Angela's Influence?): The idea that a character can literally walk through the ship's walls to get to the bridge faster or hide from Slish boarding parties.

  • The Brahma Addiction: A great role-playing hook. It's not just about power; it's about the "cost" of being a monster in a high-tech world.

  • The Technological Interface: This makes the Curatars and Commander Xlar even more important, as they provide the bionics for these kids' "Mind-Warper" concepts to plug into.


The Bridge Scene: The New Recruits

The Manticore feels alive today. There's a new energy in the hallways, like the echoes of a thousand ideas bouncing off the Gristlegrim plates.

General Tiberius: "Captain, I like these new 'Mind-Warper' protocols. They remind me of the raw talent we see in the Tiger Force recruits. Unpredictable, powerful, and a little bit dangerous. If the kids say an Ether-Ghaz can pilot this ship with its mind... I’m ready to see it happen."

Commander Xlar: "The Bionic Lattice is being recalibrated for the 'Subspace Static' variables. It's a bit of a gravity glitch risk, but the efficiency gains are undeniable. The Shreveport Team did good work, Captain."

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