Showing posts with label Telepathy. Show all posts
Showing posts with label Telepathy. Show all posts

Friday, January 15, 2016

Sci-Fi: Hive Minds, Telepaths, Terminators and Demons


There are aspects of science fiction which border on the esoteric. Some might even be considered the dark side of mystical. Others are extrapolations based on observations of nature. Demons are an occult phenomena, plain and simple. Hive minds exist on our world in the communities of the beehive and the ant colony. Let us take a brief look at them from a sci-fi perspective.


Hive Mind

The Borg of Star Trek share something with the Bugs of Starship Troopers and the monsters of Alien. They are controlled by a higher level of intelligence. In effect, this is a Hive Mind. It works similarly to the unseen intelligence that coordinates an ant colony and bee hive. The hive mind of Starship Troopers was embodied in a class of Bug known as a “brain.” The Borg collective seemed to have a hive mind centered on its ship. In fact, the top of the hive mind was killed off in the first Next Generation movie. Skynet served like a hive mind for all the mechanical weapons and robots in the Terminator franchise.

Member of a hive mind have little or no volition. They are 100% obedient to the Mind that controls them. They can only make choices insofar as fulfilling their assigned work. Even then, it is pretty much reactive. A bee can choose the flowers it visits, but these choices are governed by instinct rather than reason. The bee follows its programming, so to speak, in fulfilling the command of its hive mind.

The A.I.s of Space Above and Beyond are coordinated through a “modem” each has, allowing it to transmit and receive to other A.I.s. However, they are independent units and not part of a hive.

As most hive minds go, the over-mind gives the individual units their orders and dispatches them to where it wants them. The individuals take it from there when they get to the place to do their job. In most cases, these units will do everything in their power to do that job. How far they go is a matter of the degree of volition and intelligence they have. For instance, suppose a large fissure were opened up in the ground between the unit and its objective. Some types might be stopped in their tracks, unable to move.  Others may be stalled until they get new orders. There are some, like ants, who would use members with special capabilities. The rank and file workers might be stalled, but pathfinder units would be alerted and look for a route around or through the obstacle. Once found, they would lead the workers through the new route. A more intelligent type might begin its own efforts to bypass the fissure. It would be driven to fulfill its mission and be possessed of enough intelligence to deal with most unforeseen circumstances. No matter how they stack up, however, the hive creatures would be stalled for a time when confronted with an unexpected obstacle or problem. The amount of time it takes depends on the species. Ants would remain confused until the pathfinders were alerted and went into action. A Terminator had enough programming and artificial intelligence to solve problems on its own. It seems that when one member of the Borg collective solved a problem, others in his hive also gained that ability.

The hive mind provides command and coordination. Destroy the hive mind or block it from communicating to its units, and they would normally hesitate for a turn. Some types would resume their mission and some would hold in place or return from whence they came. Terminators would not hesitate, as they are not reliant on Skynet to direct them through their mission. Skynet never solved the problem of transmitting and receiving signals through time.

Hive minds have their limits. They take time to make changes in their plans and the directions given their units.  Hive minds are predictable because they each have their distinct ways of doing things. They are ponderous, and that makes them slow and predictable.

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The Borg leader of the first “Next Generation” movie reminded me of Terminator in having living flesh over metal parts. Her attempt to implant living tissue on the android Data is much like the living flesh developed to cover a Terminator robot. Star Trek’s Borg and the Skynet of the Terminator movies both have aspects of a hive mind. The individual Borg and the Terminators both follow the will dictated by their respective controlling minds. They are programmed to obedience and act at the behest of their hive minds. What makes Terminator different is that he cannot transmit his info back to the future, whereas Borg can relay info back to their hive ship.


Telepaths and empaths

Science fiction has had its share pf psychic types, despite the claim that such practices are un-scientific. Despite all the science, sci-fi has had various characters with telepathic abilities.  They may be mind-readers or persons with the ability to communicate mentally, or both.

Telepathy is one of the psychic powers acknowledged by New Agers, parapsychologists and occultists. Others include clairvoyance, divination, psychokinesis, telekenisis and astral projection. With my background in esoteric spirituality, I know the theory and reality. These are not great powers that make people wise and all-knowing. One thing I will warn you is to avoid those psychic parlors that advertise themselves. The other is to take anyone’s claims of being psychic with a grain of salt the size of a medicine ball.  I have known a very rare few people who had some kind of psychic talent, and even then, it was not 100% and was not all the time.

A telepath or any other psychic is easy to jam by a person who is focused. He can also be jammed by noise, confusion, and anything that interrupts his concentration. They have very limited power to influence others, if at all.


Terminators

The Terminator franchise centers on a type of robot that is programmed to find and eliminate a target. It is provided with flesh over its metal frame to pass as a living being. A later type is “liquid metal”. There was a comic series from DC in the 1960s called “Metal men” which were a team of robots made of various metals. The one made of Mercury was a liquid robot.

The Terminator is based on a primal fear that shows up in dreams: the implacable pursuer that will not be stopped.

Robots are machines that can be programmed for various tasks. Some can be programmed and then set out on their own to complete their assigned tasks.  Others need to be guided from a control center, much the way drones are controlled. They are implacable because a robot can only follow its programming. It has no alternative choice. Artificial intelligence would give a robot the means to solve problems encountered while fulfilling its mission. A.I, would not give it volition.

For science fiction stories and skirmish games ,a robot could be programmed to attack a specific person or place. It would be a modern-day Assassin, much like the Assassins of the medieval Islamic Ismaili sect in the Middle East. Both are often sent on suicide missions. While the Ismaili would do it for a better place in his afterlife, the robot does it because of programming. The human assassin may feel fear and a host of other emotions that may make him hesitate or change his mind. A robot has neither emotions nor fear of harm to deter it.

Other human versions are the modern suicide bomber and the Japanese kamikaze.

A robot could be programmed to kill by a direct attack on an individual, such as battering, stabbing or shooting. The robot might also carry an explosive which detonates when it reaches its target. During World War II, German combat engineers had a small tracked vehicle called ‘Goliath.” it was packed with explosives and sent on tasks ranging from blowing up anything from barbed wire obstacles to tanks. This was controlled through a long wire and was an early form of attack drone and robot.


Demons

Most of the so-called demons are actually breakdown forces happening in realms other than the physical. They are intelligent, and are psychologically programmed to find places to fulfill their purpose. In their rightful place, they are fine. It is when they are taken out of that place that there is trouble.

Think of wood decay. Like it or not, but it has its uses. Without wood decay, our forests would be choked with the remains of dead trees. Take wood decay and place it in a new place, like a house, and it is destructive.

Wood decay’s nature is to seek and find places to do its thing. Offer it a new place, like a porch and it will go to work with the same mechanical efficiency in which it tackles dead logs.  It will stop when it is stopped and returned to its natural place. So it is with demons. Those who invoke them invite them to a place where they can do their thing. If they get out of control, they remain a while and wreak havoc. The reason for problems is this is not their natural place. However, as it is not their place, they eventually go back where they belong, much as a fish that gets beached tries to return to water. There is nothing to keep them here.

In a sci-fi context, a demon would do what it could to prolong its stay, providing their were enough opportunities to do its thing. It would leave only if forced to fo so, or if it no longer found enough opportunities to sustain itself here. Like a robot, it is “programmed” to fulfill its specific mission.

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Sci-Fi; Adding Mystical Power to Games

 
The mix of mystical powers and science fiction is hard enough to reconcile. Though the Warhammer 40,000 series of games seems ot have done it, they are a genre all their own. Warhammer blends science fiction and fantasy and technologies that have long since passed plausible reality. It is strictly a game that stands alone. Most science fiction does not blend the two easily. 
The following examples are ideas on what might be usable in sci-fi games. They are general concepts which can be adapted to fit within a game. I wrote them with the intention that they serve as idea which others would want to alter and adapt to fit their own games. Please feel free to adapt as you see fit.
Shambattle Spy Rule: Each side designates one soldier of the enemy to act as a spy. This figure is played as a normal soldier on the other wise. The spymaster chooses when to activate him. At that point, he is operated by the spymaster. He can be used to attack enemy soldiers.
In my opinion, there have to be limits. He cannot be an officer. You may have to limit what kind of soldier he is. Maybe he cannot be a heavy weapons man, or an elite trooper, etc.
Telepaths and empaths: there is little use for telepathy in the heat of a battle. Like most psychic skills, its use is for non-combat situations. Indeed, most psychics cannot use their skills when under duress, such as in a gunfight. They need time and enough calm to concentrate. The one use in a battle game would be to expose the spy. Should a telepath come within a half move of a spy, the agent is exposed. To make it harder, neither the telepath nor those within a half move of him can have fired that move. The also cannot be involved in hand to hand combat or the operation of a weapon.
Zen / The Force: A fighter using spiritual power will have certain advantages. The use of Zen and the Force are both legendary in their respective fields. The first obvious effect is to enhance the fighter’s offense and defense in close combat. A fighter can strike and deflect weapons.
A second enhancement is for those fighters who may use aimed weapons. They will have improved accuracy, like snipers. Think of Luke using the force to aim his missiles in the first Star Wars movie, or a Zen Kyudo archer hitting target.
The Force allows a fighter to move objects and attack at a distance. He can push an enemy or knock him down, depending on his skill.
With Zen and the Force, there are levels of ability. We can simplify this for game purposes. These would be Novice, Average and Master. We think of a novice as Luke first learning to use the Force. A Master is a highly accomplished fighter. Historical figures like Miyamoto Musashi and fictional characters like Obi Wan and Darth Vader are masters.
A Novice gets +1 when defending and attacking with a sword or light saber. If using the Force he can also deflect one shooter per turn using a standard firearm. (This is not a Zen power, except whe ndeflecting arrows and hand-launched projectiles).
An Average warrior gets +2 on attack and defense. A Force user can deflect 2 shooters per turn using standard personal firearms.
A Master gets +3 on attack and defense. Usoign the Force, he can deflect three shooters with personal weapons or one squad-level heavy weapon.
As novices have yet to develop enough concentration, they must roll before using the Force. On a six-sided die (not the nerdy D&D dice) 1 and 2 he fails the concentrate and so fight as a normal fighter.
An average Force fighter who is not shooting or in close combat can stop an opponent at 1/2 move away. This does not work on other Force users, nor on officers, as they have developed sufficient will to be unaffected. The affected individual cannot move for 1 move.
A Master force fighter can push an opponent to the ground at 1/2 move. The individual cannot move for 1 turn and fights at -1 for one turn. If the opponent is an Average Force user, he can only push him back. A Master can use this skill against anyone with whom he is not engaged in combat.
Like a telepath, a Force fighter will detect a spy at up to 1/2 move away.
A Master is going to be a very powerful piece in a game, so steps must be taken to retain game balance.
Rule of Three: to make close combat more practical ,we had invented the Rule of Three for the updated Shambatte (A Game for Old Fashioned Toy Soldiers) and OMOG. A figure attacked by three figures resolves combat thus:
In a 2 to 1 fight, the single fighter is penalized:
He fights at -1 against the first enemy
He fights at -2 against the second foe
If there is a third enemy in the fight, the defender still fights the first and second enemies as above. The third automatically kills him. This Rule applies to all normal fighters and the Novice.
 
For fighters using the Force, an Average level fighter has the Rule of three extended to a Rule of Four. He gets -1 for the first enemy, -2 each for the 2nd and 3rd enemies, and is automatically killed if there is a 4th enemy.
For a master, he fights the first enemy at no loss, the second fighter at -1, and additional enemies at -2. He is not automatically killed, no matter how many are in the melee..
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Thinking of Sci Fi commanders, who would be my picks? Kirk was too much of a hothead and too impatient. He got a lot of people killed. Not a guy you want on your side in a gunfight. Adama was too laid back. Picard was passable., Archer and Crichton both would be good in small actions with a squad or smaller. Darth Vader was good with small units and larger operations. He would be a good man to have on your side in a small gunfight and a larger assault.
Vader’s problem is the material with which he must work. Let’s face it, folks, Imperial Stormtroopers are matched by Star Trek’s red-shirt security for coming up short in a fight. If Vader had troops like the mobile infantry of Starship Trooper, he would have done wonders. Even with mediocre troops, Darth Vader got things done