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Psionics

A staple of the 1980s movies that inspired this setting is the


character with powers of the mind. These uniquely talented
individuals are called Psion. Below you will find rules for
optional character classes that can be included in your game
if permitted by the GM.

Optional character Classes


These Classes are considered Optional and it is up to GM
discretion as to include or not include in the game. Please
check with your GM before creating an Optional Class.

Psion classes
Psion Sub-Classes: Experiment X, Pyro, Telekinetic

Psionic attacks use the wisdom bonus unless otherwise


noted. Roll a Psionic Attack and add your Modifiers. The
total becomes the DC of the Mental Saving Throw the target
must make.

Anytime you activate a Psionic Power you must roll on the


Psionic Activation Chart on the next page. Each time you
activate a Psionic Power, roll a d20. The rolled number effect
happens. On a fizzle, your ability fails and lose your action
the round. If you fizzle on 3 straight Psionic rolls you lose 1
point of Constitution PERMANENTLY.

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Psionic Activation Chart
1 Fizzle. Lose 1 HP.
2 Success. Lose 1 HP.
3 Success. Lose 2 HP.
4 Fizzle. You are stunned for 1d4 rounds. You cannot
attack and are at -2 to Armor Class and all rolls for
that duration.
5 Success. No negative effect.
6 Fizzle. Everyone else within 60’ loses 1 HP.
7 Success. However, the effect of the ability is halved
(rounded up).
8 Success. Lose 1d4 HP, cannot go below 1 HP.
9 Fizzle. Lose 1d4 HP, cannot go below 1 HP.
10 Success. Double the effect of the ability. Lose 1 HP.
11 Fizzle. No negative effects.
12 Fizzle. Lose 2 HP.
13 Success. Double the effect of the ability but after you
pass out for 1d4 rounds.
14 Success. In addition to the success, everyone within
60’ takes 1 HP of damage.
15 Fizzle. Your ability is successful but targets a
different target than intended, anyone within 60’.
16 Fizzle. You are knocked back 20’ taking 1 HP of
damage.
17 Success. Your target is knocked back 20’ taking
another 1 HP of damage.
18 Fizzle. Lose 1 HP. You phase to the “other side” for
1d4 rounds.
19 Success. The effects of the ability effects everything
within 60’.
20 Success. Lose 1 HP. Double the effect of the ability.
Your next Psionic Power Activation roll does not
require a roll and is at +4.

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Experiment x
All you remember is being locked in a cage for weeks at a time.
You have blocked out most of everything. Maybe you will
remember one day, but you hope for the sake of your sanity and
the safety of your new-found friends that you never do.

PREREQUISITES: Intelligence 14, Constitution 12, Wisdom 10

LEVEL 1 – You get no skills at 1st level, but gain skill points as
normal when leveling. +1 to Intelligence or Wisdom, -1 to
Charisma, +2 to Mental saves & -1 to all Melee Attacks. Gain
Psionic Attack: Activate Psionic powers. Make a psionic attack on
up to 3 targets. It does 1d6 damage. Anytime you activate a
Psionic power, you can see & communicate with the Other Side for
1 minute.

Level Advancement
2 Gain 2 skills. Gain Psionic Fear: Activate Psionic
powers, make an attack on up to 3 targets (one roll) If
they fail, they run away for 1d6 minutes. +2 to Psionic
attacks.
3 Gain 2 skills. Gain Psionic Flee: Activate Psionic
powers, you and all allies move at double speed for 1d6
minutes (not in a car). +2 to Mental saves. +1 to Wisdom
4 Gain 1 skill. Gain Psionic Hold: Activate Psionic powers
to make up to 3 people pass out for 1d6 minutes.
5 Gain Phasing. Activate Psionic powers twice (any fizzle
negates, but both side effects occur). If successful, it
lasts 1d6 minutes. As an action, you may enter or leave
the Other Side. You may put someone into the Other
Side or pull someone out (if they do not cooperate, you
must roll on the activate Psionic power chart and make
an attack).

STARTING EQUIPMENT: a dirty medical gown

NOTE: Experiment X does not roll for background during character


creation. The GM may choose a background and reveal it through
roleplaying.

"I've used up all my weapons and I'm helpless and bereaved."


- Veteran of the Psychic Wars, Blue Oyster Cult
93
Pyro
You have always been drawn to the allure of a flickering fire. One
day you swear the flame moved when you thought hard about it.
Over time you realize that you can control fire. Maybe if you keep
concentrating you will be able to do whatever you want with the
thing you are most drawn to.

PREREQUISITES: Intelligence 10, Wisdom 13

LEVEL 1 – Beginning Skills: Intimidation & Paranormal.


Toughness +1 (Fire), +1 to Critical & Mental saves, +1 Psionic
attacks, -1 Charisma. Gain Pyrotechnics: Activate Psionic powers
(lasts 1d6 minutes). While active, you may perform minor tricks
and move the flame up to 10'. You may try to blind a player with a
Psionic Attack, if they fail they are at -2 to Armor Class, -4 on all
Attack Rolls and move at half speed for 1d6 minutes.

Level Advancement
2 Gain Pyro Attack: Activate Psionic powers. Strike a
target within 100' with a fireball (must have an open
flame). It does 1d6 +1 damage and combusts the player
(they take 1 hit point every turn until extinguished).
3 Toughness +2 (Fire), snuff fire at will (up to 60')
4 Toughness +3 (Fire), Gain Pyromancy: Activate Psionic
power. You may look into a fire to see and
communicate with the Other Side. Lasts 1d6 minutes.
5 Gain Spontaneous Combustion. Activate Psionic powers
twice (if either fizzle, it fails but both side effects
happen). If your attack succeeds, the target explodes in
a fiery death. If the target is already on fire you get a +3
on the attack.

STARTING EQUIPMENT: bicycle, 2 lighters, box of matches,


bottle of butane, a cheap camera, 2 rolls of film, basic clothes,
backpack, 4d6 dollars

"People on their way to work and baby what did you except.
Gonna burst into flame."
- Burning Down the House, The Talking Heads

94
Telekinetic
Being picked on by the rest of the kids was a normal part of the
day, until one day you had enough and screamed at the bullies to
leave you be. The bullies all fell to the ground and ran off. Now
they avoid you like the plague. What made that happen? Maybe
you are something special?

PREREQUISITES: Intelligence 11, Wisdom 12

LEVEL 1 – Beginning Skills: Paranormal & 1 knowledge skill of


your choice. +1 to Psionic attacks, -1 to Charisma, +1 to Mental
saves. You have Telekinesis. You can move up to 1lb of items at
will. You may make a Psionic Attack on a target doing 1 damage.
Gain Push. Activate Psionic powers. Make a Psionic Attack (100'
range). If successful, the target is pushed 20' in any possible
direction doing 1d4 damage.

Level Advancement
2 Gain Advanced Telekinesis: You can move up to 2 lbs of items
each round (2 points of damage). Gain Psionic Hold: Activate
Psionic powers to make up to 3 people pass out for 1d6
minutes.
3 Gain Wall of Force. Activate Psionic powers. If successful you
create a wall of force 10' x 10' anywhere within 60'. It blocks
all attacks. It can be suspended, climbed or made into a boat.
It lasts 1d6 minutes. +1 Mental saves
4 Gain Superior Telekinesis. You can move up to 5 lbs of items
each round (1d6 damage). Gain Levitation. Activate Psionic
powers. You can make up to 5 targets Levitate up to 10'.
Lasts 1d6 minutes.
5 Gain Psionic Ultimate: Activate Psionic powers twice (any fizzle
negates this, but both side effects occur) to try to make
someone's head explode. If they pass, they do not die and
they take 1d6 damage.

STARTING EQUIPMENT: bicycle, basic clothes, backpack, 4d6


dollars, a pocket full of change, a journal & a pen

"Let's toast the hero with blood in his eyes. The scars on his mind
took so many lives."
- Die Hard the Hunter, Def Leppard

95
Experiment x
Name: Sven “Doc” Berglowe
Alignment: Neutral Description
Class: Experiment X Height: 5’8”
Level: 1 Weight: 133 Lbs
XP: 0 Hair: Brown
Background: Unknown Eyes: Brown
Sex: Male
STR: 8 (-1) Age: 14
INT: 16 (+2) Languages: English
WIS: 13 (+1) Class Abilities: -1 Melee attacks, +2
DEX: 11 Mental saves, Psionic Attack:
CON: 13 (+1) activate power roll, choose up to 3
CHA: 7 targets, if successful it does 1d6
SUR: 12 damage to each. Anytime you
activate a psionic power you can see
HP: 10 ARMOR CLASS: 10 into & communicate with the Other
ATTACKS: 1 Side for 1 minute.
ATTACK BONUS: Melee -2, Psi +1 Skills: None.
Savings Throws: Courage: 14 Money: $0
Critical: 9 Death: 14 Mental: 15 (+2) Possessions: A dirty medical gown.
Poison: 7

Pyro
Name: Fiona “the Flame” Flannis Weight: 110 Lbs
Alignment: Neutral Hair: Red
Class: Pyro Eyes: Green
Level: 1 Sex: Female
XP: 0 Age: 15
Background: You have a fear of Languages: English, Irish, French
crowds (but are on medicine for it) & Class Abilities: Toughness (Fire) +1,
you are a foreign exchange student +1 to Critical & Mental saves, +1
from Ireland. Psionic attack, Activate Psionic
Powers (roll) lasts 1d6 minutes,
STR: 10 while active you may do minor flame
INT: 13 (+1) tricks within 10'. You may try to
WIS: 17 (+2) blind something with a psionic
DEX: 16 (+2) attack (if they fail they are -2 AC, -4
CON: 9 attack rolls & ½ speed for 1d6
CHA: 8 (-1) minutes). Add +2 AC if you do not
SUR: 15 attack in a turn. +1 to all saves. Can
HP: 7 ARMOR CLASS: 14 do a back flip.
ATTACKS: 1 Skills: Intimidation 1 (+1),
ATTACK BONUS: Melee +0, Range Paranormal 1 (+2), Martial Arts,
+2, Psi +3 Investigation 1 (+3), Science 1 (+2),
Savings Throws: Courage: 16 Mathematics 1 (+2)
Critical: 9 (+1) Death: 12 Mental: 15 Money: $16
(+1) Poison: 11 (+1 to all saves) Possessions Bicycle, 2 lighters, box
of matches, bottle of butane, cheap
Description camera, 2 rolls of film, basic clothes
Height: 5’3” & a backpack.
96
Telekinetic
Name: Adriana “Siracco” Peyro Height: 5’11”
Alignment: Evil Weight: 140 lbs
Class: Telekinetic Hair: Black (Dreads)
Level: 1 Eyes: Brown
XP: 0 Sex: Female
Background: You are a foreign Age: 15
exchange student from France & Languages: English, French,
you have a pop culture obsession Berber, Arabic
with Star Trek. Class Abilities: +2 AC if you do not
attack in a turn, +1 to all saves, can
STR: 11 do a back flip, +1 to Psionic attacks,
INT: 14 (+1) +1 Mental saves, Basic Telekinesis
WIS: 16 (+2) (can move 1 lbs. And do a Psionic
DEX: 16 (+2) attack for 1 dmg anytime), Push –
CON: 9 activate psionic powers (roll) do a
CHA: 11 psionic attack within 100' for 1d4
SUR: 9 and it knocks them back 20'.
Skills: Paranormal 1 (+2),
HP: 8 ARMOR CLASS: 14 Electronics 1 (+2), Martial Arts,
ATTACKS: 1 Investigation 1 (+3), Language –
ATTACK BONUS: Melee +0, Range Arabic, Mechanics 1 (+2)
+2, Psi +4 Money: $12
Savings Throws: Courage: 11 Possessions: basic clothes, bicycle,
Critical: 9 Death: 11 Mental: 12 (+1) backpack, a pocket full of change &
Poison: 15 (+1 to all saves) rocks, journal & pen
Description

97
Core Classes Updates
Here is a list of the Core Book classes and how to take them
to 6th or 7th level. Plus, a few new options for each of the
classes.

Break Dancer
At Level 1 your Dance check DC is 15.
At Level 3 you may add +1 to Initiative
6- +2 to Basic Athletics, +1 to Initiative, Toughness +1
7- May use another Survival point to re-roll any failed combat
or skill roll.

Bully
At 3rd Level the Fear save is Mental, not Wisdom.
6- Toughness at +1, +1 to melee damage, +1 to Basic Athletics
7- Gain Advantage on your first attack when attacking
something with less HP than you.

Experiment X
At 4th Level you may gain Advantage on all Mental saves.
At 5th Level you may gain 1 Skill, gain Outsmart.
6- May use another Survival point to re-roll any failed Psionic
Activation roll. Gain 1 Skill.
7- Gain Mind Drain. Activate Psionic powers. If you fizzle or
the target saves, they take 1d6-1 damage. If successful, they
take 4d6 damage, but they cannot go below 1 HP. If they go
to 1 HP they pass out for 1d6 minutes, and are at half saves
and half INT for 1d6 hours. You temporarily gain 1d6 hit
points and 1 CON for 1 hour (can go above max).

48
Punk Rocker
At Level 1 you may switch Driving for Photography.
At Level 3 you get +2 to Terror checks as well
At Level 5 you get +2 to Terror checks
6- Toughness +2, +1 to melee attacks and damage
7- May use an extra Survival point to re-roll any failed
combat, save or skill roll, +1 to Survival

Pyro
At Level 1 you may gain Photography at +1 and Stealth.
6- +3 to Intimidation, can intensify fire at will (within' 100',
+1 damage to ignited items each time intensified), Immunity
to all Fire damage.
7- Gain: Fireball. Activate Psionic powers. If successful,
everything in a 5'x 100' area in front of you takes 4d6
damage. They do not get a Mental save, but they can make a
DEX check to negate ½ of the damage.

Telekinetic
At Level 1 you may gain extra skill of your choice.
At Level 2 you may gain +1 to Paranormal
6- Your Superior Telekinesis is increased to 20 lbs (1d10
damage). +2 to Mental saves.
7- Your Superior Telekinesis is increased to 30 lbs. (2d6+1
damage). You may make a Psionic Activation roll, if
successful double your weight limit for 1d6 minutes (add 1d6
damage). May be stacked.

53
TELEPATH
Your powers are a blessing and a curse. Everywhere you go
the thoughts of the hoi polloi course through your mind. It
took years for you to train your mind enough to hold those
thoughts at bay, so you can focus on the information that
you wish to receive. Some telepaths will hone their talents to
control the minds of others, while others will use their powers
to glean information to use for their benefit or amusement.

Telepaths are psionic and use the rules on p. 91 & 92 of the


Core Book. While using any telepathic ability, you cannot do
anything else. If your concentration is broken, the effect
stops. Telepaths can understand the thoughts of creatures
and people that speak other languages, or none at all.

PREREQUISITES: Wisdom 11

LEVEL 1: Investigation, Paranormal at +1, Stealth, +3 to


Mental saves, +2 to Initiative, +1 to Psionic attack, gain
Outsmart.

Glean Information: make a psionic attack at a target, if the


target fails their save you can glean basic information from
their mind for 1 minute. If you read for more than one
minute, the target becomes aware that someone is in their
head and gets another save attempt each minute. You may
use this on animals and monsters as well.

Psychometry: you can touch non-living item to obtain


memories and basic information about the recent history of
the item. Make an Investigation check to reach further back
in time (DC based on how far back you wish to go).

Calm Mind: make a Psionic attack, if successful the target


becomes calm and loses all hostility for 1 minute. Can be
used on animals and monsters.

26
Level advancement
2 Remote Viewing: Activate Psionic power. If
successful you can remote view a target within 100
miles + 100 miles per level. You may use a Survival
point to double the range. Lasts 1d20 minutes. You
must have a personal item of the target.
3 Suggestion: Activate Psionic power at Advantage
and make a psionic attack, if the target fails their
save you briefly gain control of their mind. You can
make up to 2 simple three word or less suggestions
to the target within 30 seconds. They must follow
if possible. May use on animals and monsters. +2
to Paranormal or Investigation, +1 to Outsmart
4 Cannot be surprised, +1 to Psionic attack, Mind
Reading: make a psionic attack, if the target fails
their save you can read their mind for 1d4 minutes.
May use on animals and monsters.
5 Mind Block: you are immune to telepathy and
remote detection, and gain Advantage on all
Mental, Intimidation and Persuasion saves. Gain
+2 to AC from Range attacks and +1 to Outsmart.
6 You always have Initiative. May spend an extra
Survival point on any failed save or skill roll.
7 Mass Control: Activate Psionic power and make a
psionic attack on up to 6 creatures within 100'.
Those that fail their save freeze in place for 1d6
minutes. You control the target as Suggestion.
Once both suggestions are made the control breaks
1 minute later. May use on creatures and monsters.

STARTING EQUIPMENT: moderate clothes, bicycle or


skateboard, 100d6 dollars, back pack, a journal, a pocket
knife, books on psychics and paranormal

“My weaknesses. You know each and every one (it frightens
me).” Depeche Mode, A Question of Lust

27
Mechano-Mage
Technology has always bewitched you. You love to tinker
with gadgets and feel an odd kinship with machines and
computers. You study the magical arts, but prefer to focus
on things less mystical and more modern.
PREREQUISITES: Intelligence 10
LEVEL 1: Computer Skills, Driving, Electronics, Knowledge:
Magic, Mathematics, Mechanics, Video Games, +5 to all skill
checks involving machines or electronics (can attempt to use
machines or electronics you have never seen before), can
communicate with machines by touch, can short out/ jam
small electronics by touch, Toughness: Electricity +2
Level advancement
2 Shocking Touch: (touch attack at +1, does 1d4
damage, save against Critical or they pass out for
1d4 minutes), Pick 1 Minor Spell
3 Gain Advantage on all skill rolls involving
machines or electronics
4 Can remotely use, short out/ jam, control and
communicate with machines & electronics up to
200' (1 at a time), gain Outsmart
5 Pick 1 Minor Spell, Can control multiple
mechanical or electrical devices at once (INT
modifier +1)
6 Can remotely use, short out/ jam, control and
communicate with machines & electronics up to
400' (INT modifier +3)
7 Pick 1 Major Spell or 2 Minor Spells. May spend an
extra Survival point on any failed range attack or
skill roll.
STARTING EQUIPMENT: specific style of clothing (greaser,
steam punk, cyber punk, leather goth, etc.), a subscription
to Popular Mechanics, 10d6 dollars, pocket knife, flashlight,
note books, tech manuals, Transformers collection, tons of
spare parts, bicycle, latest video game system and games.
“My heart is human, my blood is boiling, my brain IBM.” -
Styx, Mr. Roboto
30
CLAIRVOYANT
You have always been lucky. You see flashes of images of
the future in your mind's eye. Those images have become
clearer the older you have gotten and your luck has
increased as the images have sharpened. The more you
meditate and focus, the more you see. How do you wish
to use these gifts?

PREREQUISITES: Wisdom 11

LEVEL ADVANCEMENT
1 Precognition – You can see brief flashes of the future and
other places (GM's discretion). You gain Advantage on
Initiative, +3 to AC & +1 to hit. You can spend 1 action
concentrating on an item, location or person you can see,
or are familiar with. For your next action, roll a d20 and
add your Wisdom bonus. If it is higher than 10, you
gleam some info about that thing's near future or current
status if far away. The higher the roll, the clearer the
information.

+1 to Mental save stat, Paranormal at +2, Investigation,


Knowledge – Magic and an additional language.
2 Retro-cognition: You can briefly see flashes of the past of
an item or being. You can spend 1 action concentrating
on the item or being that you can see or touch. For your
next action, roll a d20 and add your Wisdom bonus. If it
is higher than 10, you gleam some info about that thing's
past. The higher the roll, the clearer the information.
You can briefly see and speak to a nearby ghost that
owned (ignore Terror), or was very familiar with, the
object you are concentrating on.
3 +2 to Paranormal, +2 to Mental save stat, +2 to Terror
checks against ghosts
4 You may spend an extra Survival point on any failed roll.
5 +2 to Investigation, +2 to Initiative, you can try Retro-
cognition on remote items & people.
6 True Sight: You see things how they truly are & can see
spirits in any realm (you can see through illusions,
holograms, etc.), +3 to Terror checks against ghosts
7 Anyone attacking you is at Disadvantage. Your flashes of
the future/ past become clearer.

6
STARTING EQUIPMENT: $500, books about psychic
phenomena & the paranormal, moderate clothing, small
tent, sleeping bag, bicycle or skateboard, hunting knife,
sunglasses, small bag of salt, subscription to Fortean
Times, large collection of paranormal books & movies.
Choose 1 of these to start with: Lucky Charm (+1 to AC),
Ring of Sight (You may re-roll one of your Precognition or
Retro-cognition rolls per day) or Enchanted Earring (+2 to
Mental save stat).

“Just by looking through your eyes he could see the future


penetrating right in through your mind. See the truth and
see your lies, but for all his power couldn't foresee his own
demise.”
- Iron Maiden, The Clairvoyant

7
PARAPSYCHOLOGIST
You have always been drawn to the lure of the Other Side
and the idea of life after death. When most people hear
things that go bump in the night they run away, you run
towards the noises with your camera. The idea of
spending the night in a “haunted house” would terrify
most, but you get excited thinking about what gear you
should take.

PREREQUISITES: Intelligence 9, Wisdom 7

LEVEL ADVANCEMENT
1 Investigation at +2, Knowledge – Ghosts at +3,
Photography, Paranormal at +2, Science,
Electronics, +2 to Courage save stat, +1 to
Terror checks
2 Keen Senses – you gain a +2 to all spot & listen
checks, +1 to Knowledge- Ghosts
3 +2 to Paranormal or Science, +2 to Terror
checks, See Ghosts: make a Knowledge-
Ghosts check. If successful, you can all ghosts
within 30'
4 +2 to Investigation, +2 to Photography or
Electronics
5 Gain Advantage on all Knowledge- Ghosts
checks, Gain Outsmart
6 Gain Advantage on all Courage saves & Terror
checks, Gains Knowledge – The Other Side at
+1
7 You may spend an extra Survival point on any
roll.

8
STARTING EQUIPMENT: 6d10 dollars, subscription to
Fortean Times, telescope, books about ghosts & religion,
bicycle or skateboard, library card, iron bar (d6-1 damage),
local ghost hunters membership card, a high-quality
flashlight, a tent, sunglasses, nice camera, several rolls of
film, files of photographs, Ghost Hunter's Investigator's
Kit (p. 30), several notepads full of sightings and
information.

“If there's something weird and it don't look good. Who


you gonna call? Ghostbusters!”
- Ray Parker, Jr., Ghostbusters

9
MYSTICAL GHOST HUNTER
To you, ghosts undoubtedly exist and they need to be sent
back to the Other Side, friendly or not. You study the
mystic arts in an attempt to find the best way to track and
dispose of apparitions and visitors from the Other Side.

PREREQUISITES: Wisdom 8, Survival 7

LEVEL ADVANCEMENT
1 Investigation at +1, Knowledge – Ghosts at +1,
Knowledge – Magic, Stealth, +1 to Courage
save stat, +1 to Terror checks, you can
telepathically track ghosts at +2 (Once tracked,
you can see them and touch them. If you lose
track of them, you must re-track them to see
or touch them again), +2 AC against ghosts
2 *Door to the Other Side, can speak to ghosts
(that you can see), *Tether Ghosts
3 +2 to Knowledge – Ghosts, *Expel Ghosts
4 +2 to Track Ghosts, +2 to Courage save stat &
Terror checks
5 +2 to Investigation, +1 to hit and damage to
ghosts, +2 to Expel Ghosts
6 +2 to Expel Ghosts, Attuned to The Other Side
& Your World (do not roll on crossing over
tables)
7 You may spend an extra Survival point on any
failed attack, expel or skill roll.

*Door to The Other Side: (Psychic power, x6 a day) You


can briefly open a one-way door to The Other Side to
dispose of ghosts, entities or items. It lasts up to 1 minute
per level and can only be seen by psions, magic users or
creatures from The Other Side. You may use a Survival
point to keep it open twice as long.

10
*Expel Ghosts: (1 per day, per level) Range & Radius: 50'
+ 10' per level. You can exercise ghosts from this realm.
Roll a d20 and add your expel bonuses & Wisdom bonus.
All ghosts within range roll a d20 and add their hit dice to
the roll. If you cannot see a ghost, they get a +8 to their
roll. Any ghost that rolled lower than your expel roll are
frozen for 1 minute. If there is a door to The Other Side
nearby (200'), they are expelled. An expelled Ghost
cannot return for 1 month.

*Tether Ghosts: Ghosts cannot teleport or blink out


when within 50' of you.

STARTING EQUIPMENT: 6d10 dollars, moderate


clothing, small tent, sleeping bag, bicycle or skateboard,
hunting knife, iron bar (d6-1 damage), sunglasses, Ghost
Hunters Investigator's Kit (p. 30), subscription to Fortean
Times, large collection of paranormal books & movies.
Some ghost hunting gear . . ., protective charms, traps,
weapons, etc.

“The bedroom was ice cold, but the fire was burning still.
The blinding light. The family ghost had risen again...the
ghost.”
- King Diamond, The Family Ghost
11
NULLIFIER
Ghosts, psychics and magic are all malarkey. People that
believe in that monkey crap are just dummies. This is the
typical view of a Nullifier. You think all of the talk about
such things paranormal is a waste of time. You just live
your life and never see any evidence of magic of psychic
phenomenon. Unbeknownst to you, you were born with
the ability to negate magic and psychic powers and are
completely immune to their effects.

PREREQUISITES: Survival 9

LEVEL ADVANCEMENT
1 Nullifier – You are immune to all ghost, psychic and
magical effects. You exude an 5' aura that dampens
the effects of ghost, magic and psychic powers. All
continual area effects within that aura are negated.
All effects attached to a character or creature are
halved in effect and duration.

When Ghost, Magic and Psychic phenomenon occurs


around you, you have a knack of turning your head or
sneezing when it happens. You just never see
anything. Game Masters feel free to be inventive with
ideas on why the Nullifier never sees any magic or
psychic occurrences. You are at -2 on all Spot checks.
Nullifiers cannot see or go to the Other Side.

+2 to Mental save stat, 6 Skills (select one that gets a


+2 and another at +1)
2 +1 to SUR, +1 to any save stat
3 +5' to Nullifier Aura, +2 to one Skill, Immune to Terror
4 You may reroll one failed Mental save a day at
Advantage, -1 to all Spot checks
5 All attempts at psychic or magic abilities are at
Disadvantage if within the Nullifier Aura
6 You may spend an extra Survival point on any failed
attack, save or skill roll.
7 +5' to Nullifier Aura

12
STARTING EQUIPMENT: 8d10 dollars, moderate to nice
clothing, small tent, sleeping bag, bicycle or skateboard,
pocket knife, sunglasses, flashlight, various items
associated with skill selections (GM's choice).

“Null and void of any care is where the answer lies.”


Overkill – E.vil N.ever D.ies
13
You’ll Never Get Me Pot ‘o Gold
“That ain’t workin’. That’s the way you do it. Money for nothin’
and your chicks for free.”
-Dire Straits - Money For Nothing

As hard as it is to believe, a leprechaun has been seen in


J’town! No one has caught it yet, but it seems to be leading
residents towards Darwin State Forest. Surely if the
leprechaun is real then there must be gold in the forest!
Reverend Phillips and his congregation are speaking out
against these tales of pagan witchcraft, but that’s not stopped
thoughts of gold and gems to creep into the thoughts of the
young and old.

Sadly, the leprechaun of the forest isn’t real. In actuality an


alien predator known as a mimic escaped out of one of the
UFO’s that frequents the forest. Using its psychic abilities, it
learned about St. Patrick’s Day and legends of leprechauns
and their gold from an unfortunate park ranger that stumbled
across it’s lair.

It now uses psychic constructs that look like leprechauns to


lure residents to its lair.

Leprechaun Psychic Construct


Armor Class: 12
Hit Dice: 1
Move: 15
Attacks: 1 per Round
Attack Damage: Shillelagh 1d6 damage
Special: Non-lethal
Bonuses: +2 to hit
HDE: 1
*Any damage done by the construct is non-lethal and knocks
opponents out at 0 HP, rather than killing.

4
Pot ‘o Gold Mimic
Armor Class: 15
Hit Dice: 4
Move: 15
Attacks: 1 per Round
Attack Damage: Pseudopod 2d6 damage
Special: Camouflage, Psychic, Sticky
Bonuses: +3 to hit, +1 to Toughness, +2 to Damage
HDE: 4

This alien carnivore is a


master of disguise. It
uses its psychic abilities
to play into the desires of
the local population. It
then sends it’s psychic
constructs to lure prey. It
can perfectly mimic
inanimate objects.
Despite its appearance,
the creature is extremely
sticky and any opponent
that touches it must
make a DC 15 Strength
check to break free of it.

5
ALIEN IN DISGUISE
You have been sent to Earth on a mission of great
importance. You are disguised as a teenage Earthling,
enrolled at Jeffersontown High School. Roll for, or choose,
your natural form and mission.

7
d10 NATURAL ALIEN FORM (CHOOSE OR ROLL)
1 GASEOUS FORM – You come from a gas planet and
have a natural gaseous form. You can breathe in
any atmosphere & are immune to poisons. In your
natural form, you take no physical damage. Your
disguise is organic and regenerates 1 HP every 30
minutes.
2 TENTACLE FORM – You come from an oceanic
planet and have a natural tentacle-like form. You
can breathe underwater. In your natural form, you
have Toughness +2 and an additional attack. Your
disguise is organic. It regenerates 1 HP every 15
minutes and you have Toughness +1.
3 LIVING MACHINE – Your race are sentient
machines, or you are a machine that has been sent
by an unknown alien race. You are immune to
poison, toxins & all forms of mind control. You gain
+4 to Mechanics & Computer Skill. Your body is bio-
mechanical. It regenerates 1 HP an hour. You can
transfer your essence into another machine within
1 mile (x3/ a day). You are odd (-2 to CHA).
4 ALIEN PARASITE – Your race is a small alien
parasite that has infected a human body. You have
total control of that person. If the host dies, you may
try to infect another person once a day. Your
parasite body (6” worm with 2 HP, 9 Move and can
climb anything) is attracted to refuse and filth. You
have a slight, odd smell (-2 to CHA).
5 WOLF-LIKE FORM – Your race has a wolfen form.
You are covered with hair (Toughness: Nature +2),
have retractable claws (+d4 damage) and are
remarkable agile (+2 to DEX). Your disguise is an
organic gel that makes you look human (it lasts up
to 8 years).

8
6 NORDIC ALIEN – Your race looks like Nordic
humans (tall, pale, blonde hair). You do not wear a
disguise. You stand 6'+ tall, gain a +2 to CHA (can
exceed 18) and have a calming aura (+2 to AC & +2
to Persuasion).
7 SNAKE LIKE FORM – Your race is bipedal reptilian.
You have retractable fangs & claws (+d4 damage)
and night-vision. You have Advantage on all Poison
saves. Your disguise is an organic skin (if badly
damaged it takes a full day to repair).
8 GREY ALIEN – Your part of the Grey alien race. You
are shorter than normal (5' 2” or shorter), gain +3
INT (can exceed 18), -2 STR & -1 CHA (you seem
weird). Your disguise is a hologram of an extremely
high-tech level.
9 BUG ALIEN – Your race is green-skinned race of
bugs with retractable metal antennas (while
extended: +4 to Listen checks & you cannot be
blinded). You are shorter than normal (5' 4” or
shorter), gain +2 SUR and have Advantage on all
poison & gas saves or checks. Your disguise is bio-
mechanical (+1 to AC, heals 1 HP per 15 minutes).
10 SHAPE CHANGER – Your race are natural shape
changers. You can instantly change form into any
humanoid of a similar size (+/- 1'). You can grow
extra arms (+1 extra action), claws/ fangs (+d4
damage), webbed appendages (+10 to Swim), 1'
larger (+1 STR, - 1 DEX), 1' smaller (+1 DEX, -1
STR), gills (water breathing), wings (but they do not
work), etc. Be creative and ask your GM for
boundaries.

9
d8 YOUR MISSION (CHOOSE OR ROLL)
- All Aliens in Disguise gain: Computer Skills,
Electronics, Language – English, Mathematics &
Science in addition to your mission skills.
1 GENERAL INFORMATION – You are here to gleam
cultural, technical and scientific information from
Earthlings. Nothing nefarious or very specific.
Starting Skills: Investigation +1 & Knowledge
General.
2 MILITARY INFILTRATOR – You have been sent to
Earth to gather information about its military
defenses and help your people eventually colonize
Earth. Starting skills: Investigation at +1, Knowledge
– Military & the choice of Martial Arts or Wrestling.
3 CULTURAL MISSION – You have been sent to Earth
to gather information about its customs, culture,
music, foods, etc. You represent a galactic group of
races that wish to see if Earthlings are ready to be
accepted as an advance race. Starting skills:
Investigation & the choice of 2 (Art/ Music, Cooking,
Dancing or Photography).
4 LONE SURVIVOR – You might be the last of your kind
and are, for now, stuck on Earth. You may be seeking
a way to get home, or you might just be seeking to
make the best of a bad situation. Starting skills: First
Aid & Stealth.
5 SCIENCE MISSION – Your mission is to gather
information about Earth's creatures and
environment. Starting skills: Investigation at +2,
Botany & +2 to Science.
6 MAGIC MISSION – You are on a mission to learn
about and document how magic works. Your home
planet has no magic and your superiors wish to learn
more about it. Starting skills: Investigation,
Knowledge- Magic at +1 & Paranormal. You gain
Toughness: Magic +2.

10
7 FOOD MISSION – You are on a mission to see if
humans, or perhaps another species, are a good food
source. Your race loves the flavor of humans, or other
Earth animals. They have been slowly abducting
Earth creatures for food, but your superiors are
seeking to expand the harvesting due to a food
shortage on your home world. Your job is to blend in
and report back with information and new recipes.
8 Roll another mission and add this: HORNY MISSION
– You have a basic mission but are constantly
distracted by your hormones and you have taken on
a new mission, to get laid. You are constantly day
dreaming about humans of the opposite sex, same
sex or both.

LEVEL ADVANCEMENT (ALIEN IN DISGUISE)


2 Knowledge – Local at +1, Create a safe space
(where you store artifacts, info and are making a
homing beacon)
3 +1 to SUR, +1 to Investigation
4 +2 Extra Skill Points, +2 to skill of your choice
5 You can now communicate with your species at
your safe space (Lone Survivors gain +2 SUR
instead).
6 You may spend an extra Survival point on any
failed roll. +2 to Investigation.
7 Your species comes to pick you up, or to give you
another mission. (Lone Survivors gain +1 to 2
attributes or to all saving throws).
STARTING EQUIPMENT: 10d10 dollars, basic Earthling
clothes, a bicycle or skateboard, a flashlight, a pocket knife&
a small laser pistol (d6 damage or stun x6 a day). Each alien
has a small device the size of a remote control, that can
record sound & video. It can also teleport you & 200 lbs. to
your “safe place” once per day.
“I wanna know what you're thinking. There are somethings
you can't hide.” Information Society, What You're Thinking
(Pure Energy)
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