Cthulhu Rising - Psychic Powers.pdf
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PSYCHIC POWERS
INTRODUCTION:
UEAF units on missions that might benefit from
the availability of psychic powers.
The powers of the mind are incredible. In the
early 22
nd
Century, an article was published in
the New England Journal of Medicine, offering
proof of the existence of latent psychic ability.
The government immediately assigned the
Committee on Psychic Phenomenon
(CPP) the
task of investigating these claims. The
research undertaken by the CPP verified the
existence of at least five different types of
latent psychic phenomenon in a minority of the
population. To prevent a major panic, the
government took steps to regulate and monitor
all those citizens who developed psychic
ability.
After completing Federal Service, many
psychics continue to work for the MAA, but
some go freelance, and find work for one of
the many PSPs - Psychic Service Providers -
private organisations licensed and regulated
by the MAA who hire out their talents to block
telepathic snooping and other paranormal dirty
tricks. It has become common practice for
executives of large corporations and
government bodies to employ such agents as
'psychic security'.
THE PSYCHIC PLAYER CHARACTER:
The
'Metasensory Administration Agency'
(MAA), a quasi-governmental organisation
formed out of the
Committee on Psychic
Phenomenon
, was created to help these
individuals harness and use their powers for
the benefit of the United Earth Federation. The
Metasensory Registration Bill
was passed in
2115, requiring all citizens who show signs of
latent psychic ability to be registered, by law,
with the MAA.
Actual background skills are detailed in
Character Generation. Psychic abilities are
generated as follows:
Chance of Psychic
Ability
:
The base chance of an individual having
psychic ability is to have a POW stat of at least
10, and to make a successful POWx1% check.
A player can only make this check once.
Once an individual displays latent psychic
ability (usually during childhood or in early
adolescence), they are taken to an MAA
testing centre, where their psychic potential is
measured, and rated against a Psychic Ability
scale from P1 to P12 depending on their
power. They are then enrolled in the
Metasensory Academy, where as well as
receiving a normal education, they learn to
harness and develop their powers. After
graduation, psychics are required to perform
Federal Service in one of the MAA’s two main
branches:
Starting Talents and Levels
:
Ever since the MAA began evaluation and
registration of all known psychics in 2115,
there has never been recorded a psychic
possessing abilities in more than one of the
four classified Psychic Talents.
A player creating an Investigator with psychic
ability must immediately choose their particular
Talent. They can alternatively roll on the
following table:
01-50
Telepathy
51-75
Precognition
76-85
Adjustment
MetaPol:
Attached to the Federal Law Enforcement
Authority, MetaPol, or the Metasensory Police,
is mainly made up of telepaths and precogs,
who use their powers to interrogate those who
have committed crimes against the Federation,
or to predict the outcome of certain events.
86-00
Animation
The Psychic Ability Scale:
An Investigator with a POW of 10 is rated P1
on the Psychic Ability Scale. For each point of
POW over 10, this rating increases by 1. So for
example a starting Investigator with psychic
ability who has POW 16 is rated P7 by the
MAA. The highest rating an Investigator can
start with is P9 (POW 18).
PsiCorps:
A quasi-military branch of the MAA, PsiCorps
operatives are usually assigned as ‘psychic
security’ to government officials, or attached to
Psychic Ability determines what kind of psychic
effects the Investigator is capable of creating,
as each Talent is broken down into Abilities,
which require a certain Psychic Ability Level
(P1-12) to perform.
The Psychic with this ability can sense the
presence of other minds, the number of minds
present, the general type of minds (animal,
human etc.) and their approximate location.
Sense Life is a P1 Ability, requiring 1PP to
perform (plus any additional for range).
Activity may last for up to 60 seconds.
Shielded minds are undetectable.
Ability Scores
:
Once an Investigator has established his/her
starting Talent and Psychic Ability Level, they
have a base chance of POWx1% in each
ability.
Telempathy
:
The communication of basic feelings and
emotions. This ability serves well in the
handling of animals. Emotions of others can
be read using Telempathy.
Metasensory Academy training means an
Investigator gets INTx10 to allocate as
percentiles between the abilities associated
with their chosen Talent. All the abilities do not
have to have points given to them, but points
undistributed are lost. No skill can start at
higher than 75% (including stat bonuses).
Telempathy is a P2 Ability and requires 1PP to
perform (plus range costs). Activity may last for
up to 60 seconds.
Psi Points (PP)
:
Equal to POW stat. Psychic Abilities require
the expenditure of Psi Points, with further
points needed to perform Effects depending on
the range.
Read Surface Thoughts
:
The most commonly known feature of
Telepathy. Only active, current thoughts are
read by this ability, with the subject (if
themselves not a Telepath) unaware of the
activity. Shielded individuals may not be read
in this fashion.
Recovery
:
Expended Psi Points are recovered at a rate of
1d6 per hour.
This Ability is P4 and requires 2PP to perform
(plus range costs). Activity may last for up to
60 seconds.
THE PSYCHIC TALENTS:
Project Thoughts
:
Complementary to the above ability is the
ability to send thoughts to others. Telepathic
individuals are normally open to such
transmissions, but may close their Shields
against them if they become bothersome. A
thought transmission may last up to 120
seconds. This is a P5 Ability, and requires
2PP to perform, plus normal costs for range.
There are five recognised classifications of
psychic ability:
TELEPATHY
The most frequently manifested Talent
amongst Psychics, Telepathy is the ability to
contact other minds directly. In rudimentary
forms, it allows the communication of feelings
and emotions; in advanced forms, it allows the
transfer of information. There are several
levels of telepathy, which depend on the
psychic strength and experience of the user.
Probe
:
The application of great psychic strength will
enable a telepath to delve deep into the mind
of a subject and then to read their innermost
thoughts. Questioning can be used in this
procedure to force the subject to divulge
specific information. Lies can be easily
detected by the telepath. Probe cannot be
used against a shielded mind. Probe is a P6
Ability, costing 4PP to perform. Probing takes
10 minutes.
Shield
:
All Telepaths learn how to create a mental
shield, which protects the mind against
unwanted telepathic interference. Such a
shield is automatically active and requires no
PP to maintain. Shield also gives the Telepath
protection from any attempted Psychic Assault
from a fellow Telepath. For full details of how
this affects an attempted Psychic Assault by
fellow Telepath, see ‘Assault’.
If the Psychic succeeds in their Ability skill
check, they must make a POW vs POW check
against the victim of the Probe. See below for
results:
Sense Life
:
The most elementary form of telepathy is the
ability to detect the presence of other minds.
POW vs POW
Result:
Effect:
Because the difference between Alexei’s POW and
the cultist’s POW is 5, the cultist is stunned for 5
melee rounds, as well as taking a hit point of
damage and temporarily losing 1d3 POW.
Critical
success
Telepath retrieves all the required
knowedge required. Victim is left
injured (-1d4 HP and -1d3 POW)
and unconscious for 1d6 hours.
The cultist is sent reeling, and Alexei uses the time
to make good his escape…
Special
success
Telepath gains 2d3 items of
information.
Victim
is
left
unconscious for 1d3 hours.
Normal
success
Telepath retrieves 1d3+1 items of
related information. Victim is left
stunned for 1d3 minutes.
Assault is a P8 Ability, and requires 5PP to
perform (plus any range cost). The assault
takes 1 MR to occur.
Failure
Telepath fails to gain any
information. Cannot Probe victim
again for 8 hours.
A Psychic Assault against a fellow Telepath is
difficult, because all Telepaths learn early on
how to create a mental shield. In game terms,
the Shield gives a Telepath +1 POW per 2
points of POW they possess over 12.
Fumble
Telepath fails to retrieve any
information and loses 1d6 extra
PP. Cannot Probe victim again for
24 hours.
Assault
:
Violence may be dealt by a Telepath. Against
and unshielded mind, the result is often
unconsciousness and possible death. If the
Telepath succeeds in their Assault skill check,
they must make a POW vs POW check
against the victim of the Assault. See below for
results:
Example:
Alexei the Telepath is attacked by Sebastian, a
rogue Telepath, who attempts a Psychic Assault.
Sebastian has 68% in Assault, and rolls a 44 – a
success. As the wave of psychic energy strikes
Alexei’s mind, Sebastian must now make a POW vs
POW check to see if his Assault can penetrate
Alexei’s Shield.
POW vs POW
Result:
Effect:
Alexei has POW 17, and Sebastian has POW 15.
Because Alexei is a Telepath, he gains +3 POW
from his Shield when calcuating the POW vs POW
roll for the Assault. With this boosting his POW to
20, Sebastian has a 25% chance to succeed with
his Assault. Sebastian rolls a 29. Alexei’s Shield
blocks the Assault.
Critical
success
Victim is rendered unconscious*
immediately for a number of hours.
-1d4 HP and -2d6 POW (regained
at 1 point per hour). If this reduces
the victim’s POW to zero or below,
they must make a POWx1% roll or
die. Success means the victim is in
a coma for 20-POW days.
Special
success
Victim is stunned* immediately for
a number of minutes. -1d3 HP and
-1d6 POW (regained at 1 point per
hour).
Mass Assault:
Powerful Telepaths can project an Assault
attack against more than one individual at a
time. Mass Assault only works at Medium
range or less, and affects up to a maximum of
the Telepath’s POW/2 of minds within a 3m
radius (round down).
Normal
success
Victim is stunned* immediately for
a number of MR. -1 HP and -1d3
POW (regained at 1 point per
hour).
Failure
No effect.
Fumble
Telepath
receives
psychic
Mass Assault is a P10 Ability, and requires
10PP to perform (plus any range cost). The
effect takes 1 MR to occur.
feedback and stuns* self.
*to calculate how many melee rounds,
minutes, or hours a victim of a Psychic Assault
is stunned or unconscious, deduct the victim’s
POW score from that of the Telepath.
Read Psychic Imprint:
When a person dies, they leave a residual
psychic imprint that can linger for several
hours after death. Powerful Telepaths can
detect this psychic imprint, and gain an
impression of the last thoughts and feelings of
the recently deceased. This impression usually
comes in the form of cryptic flashes of words
and images (the Keeper should decide as to
what these images and words actually are).
Example:
Alexei the Telepath performs a psychic assault on a
kinife-wielding cultist who has been sent to kill him.
Alexei has 62% in Assault. Rolling a 22, he sends a
wave of psychic energy at his foe. Alexei has POW
17 and the cultist has POW 12. A bit of simple math
shows that Alexei has a 75% chance to succeed the
POW vs POW roll. He rolls a 42. A Normal success.
A psychic imprint fades after a number of
hours equal to the deceased’s POW. To
successfully gain any useful information, the
Telepath must make a POWx5% roll, with their
POW reduced by 1 for every hour it has been
since the person died.
Hint is a P2 Ability, and requires 1PP to
perform (plus any range cost).
Forsee Outcome:
This effect allows the Precog to actually see
the outcome of an action before doing it, and
then choose whether or not to perform this
action.
Read Psychic Imprint is a P12 Ability, and
requires 12PP to perform. The effect takes 1d6
minutes to occur.
The ability is limited to single, immediate
physical actions, such as firing a pistol,
jumping a pit, sneaking past a guard etc. This
ability does not allow a Precog to see the
results of more complicated actions, like what
would happen if they entered a room, or read
aloud from a mythos tome, for example.
PRECOGNITION
Precognition is the direct knowledge or
perception of the future, obtained through
extrasensory means. Precognition occurs most
often in dreams. It may also occur
spontaneously in waking visions, auditory
hallucinations, flashing thoughts entering the
mind, and a sense of "knowing."
If the Precog makes his Ability skill roll before
performing an action, they can then choose
whether or not to perform the said action
dependent on the result of the action skill roll.
There are several levels of precognition, which
depend on the psychic strength and
experience of the user.
Example:
Serena the Precog is confronted with a deep, dark
pit, which blocks her progress inside an alien
temple. She isn’t sure if she can jump across the pit,
but it is the quickest way to escape the creatures
pursuing her.
Sixth Sense:
Precogs sometimes get spontaneous flashes
of events in the immediate future, allowing
them to anticipate and react a split second
earlier than a normal human. This split second
can mean the difference between life and
death.
Serena has 54% in Forsee Outcome, and chooses
to use her power to see if she would make it across
the pit if she chose to jump. She rolls 41 – success.
In game terms, Sixth Sense allows the Precog
to re-roll a skill check to get them out of
danger. Only reactive, non-offensive Skills can
be affected by Sixth Sense. Obvious ones are
Dodge, Vehicle, Hide, Sneak. Other Skills may
be affected at the Keeper’s discretion.
Serena looks into the future, and makes her Jump
roll. She has 58 in Jump, but alas rolls a 73. Seeing
that attempting to jump across the pit would result in
her plummeting to her death, Serena wisely decides
to look for another way out of the temple before her
pursuers find her…
Sixth Sense can be used a 1/day per 3 points
of POW that the Precog has over POW 10.
e.g. a POW 16 Precog can use his/her Sixth
Sense ability twice in any 24 hour period. The
Precog player can declare use of the skill
before or after a skill roll.
Foresee Outcome is a P4 Ability, and requires
3PP to perform.
Prediction:
This ability allows the Precog to receive
portents of the future, usually in the form of
waking visions and auditory hallucinations. The
portents received normally concern events up
to a maximum of 24 hours into the future.
Sixth Sense is a P1 Ability, and requires 1PP
to perform.
Hint
:
The basic ability to sense things at some point
in the distance that the Precog will visit. The
Precog will become aware of the most
rudimentary characteristics of a location (e.g.
beyond a sealed pressure door). The Keeper
will give a basic description (e.g. “a room,
containing 4 entities”).
It is up to the Precog player to interpret them. If
they are having trouble, a generous Keeper
could allow a POWx5% roll for some hints. The
Keeper should prepare the information that the
Precog receives, as revealing too much can
ruin the player’s feeling of free-will and limit the
Keeper’s choices also. The information should
be no more than a few words and images.
Prediction is a P6 Ability, and requires 5PP to
perform.
immediately, and lasts for 1d20 minutes
(determined in secret by the Keeper), then
declines at the rate of 1 STR point per minute
until normal levels are reached.
Vision:
The ability to dream of possible future events.
A Precog has no power over the exact nature
of these dreams. Sometimes they can reveal
portents of the near future, sometimes vague
forshadowing of events months into the future.
The further into the future these events, the
vaguer they are.
This is a P4 Ability, and requires the Adjuster
to be in close physical contact with the
recipient of the enhanced strength.
Enhance CON
:
Psi Points may be converted into physical
constitution points on a temporary basis. 1 PP
can be converted into 1d3 CON up to a
maximum of the Adjuster’s current level of
ability in Adjustment. Enhanced CON takes
effect immediately, and lasts for 1d20 minutes
(determined in secret by the Keeper), then
declines at the rate of 1 CON point per minute
until normal levels are reached.
As with Prediction, the Keeper should prepare
the information that the Precog receives
carefully. Dreams can be surreal, and Vision
often provides information in the form of
strange images and words.
Prediction is a P8 Ability, and requires 5PP to
perform.
This is a P5 ability, and requires the Adjuster
to be in close physical contact with the
recipient of the enhanced consitution.
ADJUSTMENT:
Adjustment is the talent that allows control of
one’s own or another’s body, through psychic
manipulation on a cellular level.
Enhance DEX
:
Psi Points may be converted into physical
dexterity points on a temporary basis. 1 PP
can be converted into 1d3 DEX up to a
maximum of the Adjuster’s current level of
ability in Adjustment. Enhanced CON takes
effect immediately, and lasts for 1d20 minutes
(determined in secret by the Keeper), then
declines at the rate of 1 DEX point per minute
until normal levels are reached.
Heal:
Wounds and injuries may be healed rapidly
using this Ability. Hit Points may be restored
by the application of this ability, exchanging
1PP to regenerate 1HP. Body parts that have
been maimed or severed cannot be repaired
using Heal.
Heal is a P1 Ability, and requires the Adjuster
to be in close physical contact with the
wounded person. Healing occurs at a rate of
1MR/HP healed.
This is a P6 ability, and requires the Adjuster
to be in close physical contact with the
recipient of the enhanced dexterity.
Tap:
Adjusters with this Ability can actually drain Psi
Points from anyone they come into close
physical contact with. Once the skill check is
made successfully, a POW vs POW roll is
required for every MR that the Adjuster wishes
to continue tapping a victim for Psi Points. If
this roll is failed, the Adjuster can drain no
more Psi Points from the individual for 24
hours. Each round the Adjuster makes his
POW check allows 1d6 PP to be drained. If a
victim reaches 0 PP, they fall unconscious.
Suspend Animation
:
Personal body activity may be suspended for
varying periods of time. An Adjuster with this
Ability may enter a suspended animation state
(similar to Cryosleep, but without the intrinsic
danger of death) by willing themselves into it.
Such a state continues for 7 days, without
need for food or water, and with minimal air
needs. Suspended animation may be stopped
at any time by external stimulus.
Suspend Animation is a P2 Ability, and costs
3PP.
Enhance STR
:
Psi Points may be converted into physical
strength points on a temporary basis. 1 PP
can be converted into 1d3 STR up to a
maximum of the Adjuster’s current level of
Psychic Ability. Enhanced STR takes effect
Tap is a P7 Ability, and requires 3 PP to
perform.
Cure Posioning:
An Adjuster with this Ability can use their
psychic power to neutralize posions and toxins
in their or someone that they are in close
physical contact with’s bloodstream.
Plik z chomika:
MIQD
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