Since the war it is believed that about 30% of the population has developed some sort of psychic ability. About a third of these kill themselves. Half of the remain are so insane that they are either killed, wander off to the desert and die or must be kept by some kindly soul who will feed, and clothe them (extemely rare). The remaining psychic 10% of the population are capable of some psychic ablities. They are split into five categories not only by power but also because all sane practioners seem have similiar personality traits. A word or a short phrase is used so it isn't overly limiting to the players. Psychics have only a single power.
Telepathic - Parental Judge
Healing - Maternal or sadist or destroyer
ESP - Nomadic or exastentialist
Psychokenesis - Stoic
Read Aura
Cost: 1/D6
End: 1
Range: Cost*10 Meters
Description: This ability allows a psychic to view a visual
representations of the targets psyche. This ability conveys emotion,
presence, type, and strength of psychic powers.
This ability uses the
Will+Psi vs Will+Calm mechanism; damage must exceed
Resistance for the ability to have effect.
Project Impression
Cost: 1/D6
End: cost/2; 1/rnd to maintain
Range: Cost*10 Meters
Description: This ability allows a psychic to project an impression
about the psychics character to the target as if it is the targets own
perception. These impressions are general in nature and don't have any
direct control over the targets actions. This ability can make the psychic
seem more impressive, dangerous, peaceful, etc. than he normally would
be. This ability is most useful during a first impression or so after,
it will have little or no effect on someone who has known the psychic for
years.
This ability uses the
Will+Psi vs Will+Calm mechanism; damage must exceed
Resistance for the ability to have effect.
Gremlin
Cost: 2/D6
End: cost/2; 1/rnd to maintain
Range: Touch
Description: This ability works against machines causing them
to stop working, this can be due to a number of reasons, either
electrical short, mechanical jamming, etc. The difficulty of effecting
an object varies by how complex the object is, simple objects are hadrer
to break.
This ability uses the
Will+Psi vs Target Number. Damage is rolled and applied to the SDP;
keep in mind this is rarely structural in nature and in most cases won't
have visible effect. When suffiecient damage is done to the
device it stops working. In most cases when this effect is no longer
maintained the device will heal at a rate of 1 SDP per round.
| Target Numbers | |
|---|---|
| complex hetrogeneous network | 15 |
| computer | 17 |
| automantic weapon | 20 |
| revolver | 22 |
| Electronic Lock | 25 |
| Radio | 27 |
| electic Motor | 30 |
| Lock | 32 |
| pulley | 35 |
| levers | 37 |
| wheel | 40 |
See Energy
Cost: 5
End: 1/min
Range: LOS
Description:
This ability grants the psychic two basic abilities first is the ability
to see and discriminate the flow of EM energy (IR, UV, visible, radio,
x-ray, etc.) This is almost a taste
or touch perception. Secondly this perception extends 360 degrees.
Basic perception is an Int+Psi Skill, however this ability also opens up
access to two new skills: track EM, and interperet EM. These skills
allow the psychic to track the source of EM energy and interperet encoded
messages in EM respectively. Both of these skill levels are capped by Psi.
Adaption
Cost: 5
End: See Below
Range: Self
Description: This ability allows the psycic the arrange his body
to survive in a number of normally adverse conditions. Adaption is
really five seperate abilities. These abilities will kick in automatically
when needed so long as there is end to pay for them. After game begins
extra immunities can be purchased at a cost of one point per with GM
approval.
| Regeneration (RECovery hits per day) | REC End per day |
| Self Contained Breathing | 1 End per Round |
| No Need to Eat or Sleep | 8 End per day |
| Immunity to Disease | 1 End per Round |
Healing
Cost: 2/D6 -1
End: Cost/2
Range: Touch
Description:
This is the perverbial laying hands ability. This ability can only heal
the maximum that can be rolled ont he dice per person per day. In order
for this ability to work the healer must make a will+Psi ability vs the
amount of hits the target has taken. If successful the healer then rolls
the 'damage' and that many hits are returned to the target.
Scry
Cost: 5
End: Cost/2+ 1/min to maintain
Range: Cost x 50 Meters
Description:
This ability allows the psychic to project his or her senses of sight and
hearing to a distance. Will+Psi vs 20 is used to place the senses
perciesely. Once there Int+Psi is used to perception rolls. The psycic
can see and hear as if they were there. The psycic must make a
Int+Awareness to notice anything going on around there body. Anyone
doing any damage to the body will immedietly severt he connection.
Psychometry
Cost: 5
End: Cost/2 + 1/min to maintain
Range: Touch
Description:
This ability allows the psychic to read the past of an object or location.
Will+Psi is used to home in on the event or time frame. This is normally
vs 25 but depending on the significance, time frame and trauma involved,
this number can be significantly modified. Once a connection is established
the same effects described under Scry apply.
Repair
Cost: 2/D6 -2
End: Cost/2
Range: Touch
Description:
This is the perverbial laying hands ability except that it works on
objects not people.
This ability can only heal
the maximum that can be rolled ont he dice per object per day. In order
for this ability to work the healer must make a will+Psi ability vs the
complexity table (See Gremlin). If successful the healer then rolls
the 'damage' and that many hits are returned to the object.
See Weakness
Cost: 5
End: Cost/2
Range: Cost x 10 meters
Description:
This ability gives the psychic insite into the nature of matter and
shows points where structrures are most vulnerable to attack.
The Psychic rolls Will+Psi vs 20 if successful the targets armor is
effecively halved vs the Psychic's attacks. This ability takes the whole
round to use and can be used more than once, however each time it is
used the difficurlty rises by 3. This ability may only be used against
a single target at a time.
Modifiers
The above abilities can act in different ways by applying modifiers. Each modifier causes a coresponding penealty to the Psi roll, and an increase in the End expended.
For example say you want to project an impression to a crowd of people. Normally this is a Will+Psi vs Will+Calm effect. Let's say you have a 5 Will and a five Psi, and you want to effect a cone (-4) of people. That means it would be 6 (5+5-4) + die roll vs the each targets Will+Calm+10. You'll need to be better then them.
| Adder | Modifier | Effect |
|---|---|---|
| AoE: Hex | -2 | |
| AoE: Line | -4 | Len=DC*2 |
| AoE: Radius | -4 | Radius=DC/2 |
| AoE: Cone | -4 | 60 deg, Width(end)=DC/2 |
| AoE: Any | -4 | Hexes=DC/2 |
| AoE: Selective | -2 | In addition to AoE Penalty |
| Increased Max Range | -1 | x5 Range |
| Ranged | -1 | allows a Touch ability to be used at range. |
Cardinal Anquon
Mental: 5
Combat: 2
Physical: 3
Move: 2
theology 7, oratory 5, leadership 5
Cardinal Anquon is now a feeble old man. He was the assistant to the original Cardinal Anquon before the war. Anquons own papers call for the imminent retrun of the messiah, he is strugling to live long enough to see it.
Ezekial Son of Crosby - Zeke the Wanderer
Mental: 4
Combat: 4
Physical: 4
Move: 5
AK:US 7, combat 4, travel 5, survival 5
Zeke is a guide by trade and a carteographer by birth. Immediatly after the war Zeke's grandfather began drawing a new map of the transformed world. The tradition has been passed down through the family. For money Zeke works as a guide and messenger.