New Streel Adventures Project

Non-Player Character Race

The Brights of Corpco Type: Medium Omnivore (1.6 meters tall while standing, 1.1 meter tall with limbs retracted, 80 kilograms)

Number:
1-2 in the open; 5-50 in communities; rare 100-500

Move:
Slow, 12/25 meters/turn; 2 movement limbs, 2 movement/manipulator limbs

IM/RS:
+5/50

Stamina:
40

Physical Attack: 35% (20% youth, 43% elder)

PS:
+2

Average Lifespan: 70 years

Average Statistics for an Adult:
STR/STA 35/40, DEX/RS 50/50, LOG/INT 80/50, PER/LDR 35/35

Average Statistics for a Youth: (Age 0-17)
STR/STA 25/25, DEX/RS 40/40, LOG/INT 70/40, PER/LDR 25/25

Average Statistics for an Elder: (Age 65+)
STR/STA 30/35, DEX/RS 45/45, LOG/INT 100/50, PER/LDR 45/45

Special Attack:
Electric shock with physical attack, causes 2d10 damage plus stun; Mentalist: Power Drain (see below)

Special Defense:
Half damage from electrical attacks; Mentalist Disciplines (see below)

Native World:
Unknown; on Corpco (New Streel) they can be encountered in practically any terrain (not just desolate areas as the tribal humans believe)

Description:
A very alien species when compared to the Core Four, a bright is a silicone-based life form that can feed off of light energy, but it gets much more nourishment from absorbing the energy found in plants, animals and, of course, artificial sources such as batteries or power grids. 

Note: they probably should have a need to consume some kind of food physically.


The body of a bright is roughly spherical with translucent skin under which its glowing, gelatinous organs are visible. It has six retractable limbs, two of which to the sides are thin and stalk-like with the equivalent of three fingers at the end that can perform delicate work such as working control panels, holding a beam weapon, etc.

Two other limbs at the front can be either used for movement or carrying heavy objects. Its two rear limbs are normally used for walking movement like legs. In order to run, it must make use of its forward limbs.

Brights do not have traditional senses of smell, sight, taste or hearing. Their entire outer skin has receptors for detecting light (well into the infrared and ultraviolet frequencies); electricity; radio waves; electrical fields - including those of living organisms, machines and robots; sound waves; radiation; etc. In many ways, these senses are much more acute than the Core Four and most other species.

Its sense of touch is worse than many other species. They cannot detect odors or taste, however. When feeding, they give off a tell-tale ozone like smell. Its internal glow also brightens, shifting from orange to yellow to green and then to light blue as the bright goes from being hungry to satisfied.

Physical Attacks/Defenses:
Brights can fashion and use tools and weapons, but during hand-to-hand combat, they are capable of unleashing an electrical charge that causes 2d10 damage, in addition to punching damage. Characters who are shocked and are not protected by an anti-shock (A-S) implant or a gauss screen would also need to perform a Stamina check to avoid being stunned for 1d10 turns.

Brights will only take half-damage from electrical attacks - including if another of its kind attacked them - but other weapons will affect them as normal unless protected by one of their various Mentalist powers (see Channeling: Energy Barrier, for example). To safeguard themselves, brights will often use their psionic abilities to misdirect or hide from potential enemies.

Communication Skills:
Brights communicate with each other through bursts of short-range radio waves and light pulses. It can "shout" and be heard by other brights up to 3 kilometers away under ideal conditions. Normally its Channeling: Energy Barrier, Electrascreen, Infrascreen and Static powers are used for communicating with others of its kind.

Reproduction: Asexual - parthenogenesis. Brights are technically female, but they are only fertile generally between the ages of 16 to 20 years GST. They lay but one egg every one to two years. A few are infertile for one reason or another and cannot lay any eggs at all. They, thus, have a very slow population growth rate when compared to the Core Four races.

Laying an egg temporarily decreases the mother's Strength and Stamina scores by about half. They slowly recover at a rate of 1 point per day, but they can perform normal actions and use their psionic powers. If they are wounded, however, then they would need additional rest to recover from their wounds.

The bright embryo in the egg takes 13 weeks GST to mature before hatching. During this time, not only the mother but an entire community of brights will watch over and protect the eggs from harm. Some bright legends talk of fertile ancestors who received a promise from the Creator that their offspring would be as numerous as the stars in the sky.

From Youth to Elder
When the egg hatches, the young bright is fully formed, but is rather weak. It has received a partial knowledge of what its mother knew up to the time its egg was laid. Youths still need training and instruction as they grow toward adulthood. Their psionic powers begin to blossom.

Power Drain is the first discipline to manifest itself because that is how the creature feeds. They reach sexual maturity about age 16, a year before most of their other Mentalist powers begin to manifest. Adults are considered those beings between the ages of 17 to about 64 years GST.

Elders are generally the wisest and most powerful of the brights and are the ones who tend to manifest more powerful disciplines such as Link, Link: Focal Point and a power that Frontier experts have later termed to be "Banishment." This last power was what was used to imprison the Scarlett Ghosts but at the cost of many lives. When a bright begins to die, others in its community will ceremonially feed off of its energies, which is supposed to impart some of the elder's power and wisdom to the rest of the species.

The Brights of Corpco History & Society

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History:

An intelligent species, the Brights on Corpco are the remnant of a once high technological civilization that existed concurrently with the Tetrarch Societies and appear to have been a client-species or a member of that ancient civilization. The Brights had colonized Corpco some 22,000 years ago, building an intricate web of cities with a total planetary population that numbered around 1 billion at its height.

When the Tetrarchs fell, the Scarlett Ghosts rampaged across the world, bringing death and destruction to the Brights. Many fell to the energy vampire-like creatures while cascading power outages and the collapse of their high-tech industries caused additional fatalities.

At some point, the more powerful of the Brights managed to corral the Scarlett Ghosts, banishing them or imprisoning them in a type of psychic cage, but at the cost of hundreds of lives per vampire. By the time this was done, their population had fallen to some 2,000 individuals, but only a quarter of which were of reproductive age.

The Brights entered a dark age, losing much of their history and technical knowledge. They eked out an existence on the planet. Although they are still omnivores – capable of draining the life force energy from animals and plants and even power sources – most Brights will only feast on energy from plants or microbes. They believe that the powers of their ancestors and the practice of absorbing energy from animals somehow unleashed the Scarlett Ghosts.

Society Notes:

Brights do have a concept of individuality, but because of the partial shared memories of their ancestors – given to them at birth – they have a strong communal concept. They live and work to support their communities.

Their “told stories” – if they were human, they would be called oral stories, but brights do not need to breathe and thus don’t have lungs, air sacs and do not usually use sound to communicate – tell of a time when their ancestors made great machines, had powers to sustain great communities and traveled the stars. They even had a written language at one time, courtesy of their “neighbors” (the Tetrarch Societies).

The brights long for a time when their race was united – at least according to stories – but now each community is run by its own its own leadership, whether it is a single leader or a council of elders.

In general, most brights do not try to fight each other, but they believe that they are a fallen race due to the arrogance of their ancestors and that has led to conflict between individuals and communities. One of the general tenants of most brights is that they will not feast off of the energy of animals and insects, but it is much easier to get concentrated energy from animals.

However, some brights have abandoned the dictates of the others and do feed off of animal and insect energy. These beings – called feasters – are ostracized by most communities, which is why they’ve started their own. Brights and feasters occasionally come into conflict, leading to battles and killings.

Relations with the Tribal Humans & Streel Colony

One thing that the normal brights and the feasters agree upon is that sentient beings are not food. When the original human colonists accidentally weakened the prison holding of the trapped Scarlett Ghosts, which nearly killed them all off, the brights banished it, but at a great loss of life.

For the most part, the brights and the feasters stay away from the tribal humans and Streel’s operations, though a few more curious types will observe them. Some feasters will even get a quick snack by draining power cells, parabatteries or tap into other Streel power sources.

The Malevolents

The brights and feasters have a criminal element too. Those that commit horrendous crimes such as feeding off of another bright or a sentient being are known as malevolents. The attacks of these criminals are why the tribal humans are confused whether the brights are good or evil creatures.

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Mentalist Powers of the Brights

Common Mentalist Disciplines: Brights have inborn psionic powers. The ones listed below are common for adults of the species to have. Youths have the powers with a (Y) after them but lower their chance of success by -20 percent; they have not developed the other disciplines yet. Give Elders a +20 percent modifier.

Power Drain (Y)

Success Rate: 50%. Limit: 1 use every other turn. Range: 10 meter radius.

Effect: Similar to Leach Life, the Power Drain discipline saps all non-bright life forms and energy sources of 1d10 STA (or 1d10 SEU). Half of the total damage inflicted on others becomes a temporary STA boost for the Bright – it will lose any STA above its normal level after an hour. The being can be much more selective in its power by touching a plant (or animal or power source) and slowly feed at the rate of 1 STA or SEU per turn rather than an area attack; this is how it feeds.

Channeling: Energy Barrier

Success Rate: 50%. Limit: 4 uses per day. Duration: 6 turns.

Effect: While this discipline is in use, the bright cannot use Power Drain. This power allows the bright to channel any energy attacks – such as beam weapons, electrical currents, sonic waves, etc. – away so it will not be harmed. If a character or object is directly behind the bright, roll the attack again with a -30 percent modifier to see if it is hit.

Electrascreen

Success Rate: 60%. Limit: None. Duration: 10 turns.

Effect: The bright can create and project a shape in the electro-magnetic spectrum. Anyone scanning for a force field’s tell-tale signature will believe they see one where it doesn’t exist. This discipline also helps fool robots, remote sensors, etc.

Infrascreen

Success Rate: 60%. Limit: None. Range: 20 meters. Duration: 10 turns.

Effect: The bright can create and project an image in the infrared spectrum. Anyone scanning for infrared images or heat signatures will detect the image, believing the bright is where nothing exists. This discipline also helps fool robots, remote sensors, etc.

Levitation (Y)

Success Rate: 100% (STA). Limit: Two turns of rest after each use. Range: 16 meters above ground. Duration: 12 turns.

Effect: The bright can levitate off the ground, on average up to 16 meters. It cannot fly, but would rather have to pull itself along somehow to move sideways; this could be accomplished if it floated up into a tree canopy or along a wall or cliff side. If falling, a bright could use this power to come to a feather-light stop, but the referee should use his best judgment since a lot would depend upon the speed and distance the creature is falling.

Mental Invisibility (Y)

Success Rate: 110% - target’s LOG. Range: 30 meter radius. Limit: Does not affect robots or characters observing an area using remote sensors. Duration: 10 turns.

Effect: The bright can force all creatures – except other brights – within range not to notice it. The character makes an attack roll against all creatures within range (a Logic contest between the bright and the intended victims). Any creature or character successfully attacked cannot sense the bright, but others who succeed can. If other characters enters the bright’s sphere of invisibility, a new attack roll is made for each one. Characters who previously detected the bright but were then forced not to when they entered the area of effect receive a +20% modifier to their defense rolls. Any character or creature attacked by the bright will immediately notice it, but the bright gets a free attack. Automatic success and failure rolls have no further effect.  

 Shield

Success Rate: Automatic (LOG); Range: Self; Limit: None, but cannot use other Mentalist powers while in use. Duration: While concentrating.

Effect: This discipline allows the bright to automatically known when someone is trying to intrude on its thoughts or perform a mental attack. It does not indicate who is doing the intruding or attacking nor does it tell what power is being used. The bright can – and usually will – throw up the shield the following turn. It will prevent the use of Telepathy (including Read and Send Thoughts), Empathy, Illusion, Suggestion and Possession. All other mentalist attacks or probing would have a -30% modifier against them. The bright can maintain the shield for as long as desired but cannot use its other psionic abilities. After prolonged use – more than a day – it will start suffering damage to its Logic score.

Static (Y)

Success Rate: 60%. Range: 80 meters. Limit: None.

Effect: With this discipline, the bright sends out a disruptive field of mental energy that interferes with broadcast transmissions including communications, scanners (radar, sonar, IR, UV, etc.) and radio communications between a robot and a robot brain or computer control facility.  

Teleport: Limited

Success Rate: 60%. Range: 60 meters. Limit: Every other turn; it can walk but not run while trying to use this discipline.

Effect: The bright can teleport to an area that it can clearly see within 60 meters of itself (40 meters for youths, 80 meters for elders). If an automatic failure is rolled (98-00) then it is stunned for 1d10 turns and cannot use this power again for 8 hours. Or, if there is a creature, character or object touching the bright, it could use this power to send that thing to the destination spot – even in mid-air. This would cause falling damage while any characters directly under the falling object would need to make a Reaction Speed check to avoid getting hit.

Elder Mentalist Powers

Not all bright elders develop the following Mentalist disciplines and some can learn other ones, but these are important for fighting the Scarlett Ghosts and their ilk.

Link

Success Rate: Automatic (LOG); Range: 10 meters; Limit: 4 other brights, Duration: 10 turns.

Effect: The bright elder can link its mind with up to four other brights (and possibly Mentalist characters) within range. For every one linked to the bright, it receives an additional +10 percent modifier for whatever other discipline(s) it attempts to use the following turn. If the discipline has a range, it is boosted by 50 percent for every mind linked. If the power inflicts damage, that is improved by 25 percent for every mind in the link. The other brights/Mentalists joined in the link can do nothing else but offer support. If the character they are linked to sustains damage (mental or physical) then they too absorb one-tenth of that damage (round down any fractions).

Link: Focal Point

Success Rate: Automatic (LOG); Range: 100 meters; Limit: A total of 10 linked groups of brights/Mentalists, Duration: 10 turns.

Effect: A very powerful psionic power – and very rare -- the bright elder not only can link its mind to four other brights (it has to have the Link discipline before this one develops) but can join that group with 9 other parties of linked brights/Mentalists within range. A maximum of 50 brights/mentalists can be linked in such a manner. For every one linked to the bright, it receives an additional +10 percent modifier for whatever other discipline(s) it attempts to use the following turn. If the discipline has a range, it is boosted by 50 percent for every mind linked. If the power inflicts damage, that is improved by 25 percent for every mind in the link. The other brights/Mentalists joined in the link can do nothing else but offer support. If the character they are linked to sustains damage (mental or physical) then they too absorb one-tenth of that damage (round down any fractions).

Imprisonment

Success Rate: 20%. Range: 20 meters. Limit: Once per day; only useful against energy-related beings. Duration: Indefinite.

Effect: This power essentially bonds and imprisons another being in an inanimate object – such as a building – or even a living thing such as a tree. The imprisoned creature is unable to act or move or even communicate while “encased.” (Exception: the Scarlett Ghost appears to have the ability to influence others by generating negative feelings such as envy, lust, greed, hatred, etc.) The imprisonment ends when either the inanimate object is destroyed or the living being dies.

Banishment

Success Rate: 10%; Range: 10 meters; Limit: once per day; Duration: Indefinite.

Effect: Another very powerful psionic power – and very rare – the bright elder can use this power to banish a creature or character to alternative plain of existence. This power is not used lightly, however, as it’s chance of success is low, but it also causes harm to the elder – possibly even death – and damage and possible death to those supporting it. Often the elder uses this power while using Link and/or Link: Focal Point. The damage that the elder receives is based on the Stamina/Logic of its opponent.