Presented here are new options to add to to the design of your



Download 166.15 Kb.
Date conversion19.12.2017
Size166.15 Kb.
Presented here are new options to add to to the design of your

Characters. There are new Assets to help you create para-psychic

or xenomix Characters as well as modified Assets to help you

create new kinds of Tagers, along with new Drawbacks to help

you balance them out. There are also five new professions that

fit nicely within the worlds presented in this book.

NEW ASSETS

Erupted Para-Psychic (2)


Prerequisite: Latent Para-Psychic Asset required

Your Character’s latent para-psychic ability has blossomed into

amazing powers that he can now consciously control. Erupted

para-psychics begin with one First Order power in whichever

group of para-psychic powers they choose as their primary talent

– Environmental, Manipulative, Sensory, or Somatic. See

Chapter Five for more details. They may acquire other powers

through the expenditure of Cheats. However, erupted para-psychics

also begin with one Insanity Point, in addition to any others

they might gain as they acquire powers.

Those who have chosen to command eldritch sorcery cannot

be para-psychics, as the powers are two sides of the same coin.

Sorcery relies on instruction, while para-psychics are born with

an intuitive understanding of cosmic power. Those who undergo

the Rite of Sacred Union likewise cannot command para-psychic

powers – Ta’ge symbionts won’t bond with para-psychics.


Exceptional Para-Psychic (4)

Prerequisite: Erupted Para-Psychic Asset and Tenacity of 8 or more required

Your Character has greater access to the powers of the cosmos

than most of his kind. While normal para-psychics only have access

to First and Second Order powers in their secondary talent

and only First Order powers in their tertiary talents, your Character

breaks beyond those boundaries. He is capable of reaching

the full range of powers in his secondary talent (all Orders) and

both First and Second Order powers in his preferred tertiary talent

(choose one when you purchase this Asset).

However, the Experience cost to manifest powers is steep:

To erupt a new Third Order Sensory or Somatic power within the exceptional

para-psychic’s secondary talent costs 70 Experience.

To erupt a new Third Order Environmental or Manipulative power within


the exceptional para-psychic’s secondary talent costs 80 Experience.

To erupt a new Second Order Sensory or Somatic power within the exceptional



para-psychic’s preferred tertiary talent costs 70 Experience.

To erupt a new Second Order Environmental or Manipulative power



within the exceptional para-psychic’s preferred tertiary talent costs 80 Experience.

For more details about para-psychic powers, see Chapter Five.


Lucid Dreamer (3)

Prerequisite: Tenacity of 7 of more required

Your Character has the ability to “wake up” inside his own

dreams. Through access to some level of consciousness, he can

bend his dreams to his will. His dream world is his playground.

He gains a +4 Test Bonus to any Dreaming Magic that happens

inside his own dreams and is beneficial. Likewise, sorcerers suffer

a -4 Test Penalty to any Dreaming Spells that would affect him

adversely, that normally don’t require a Contest; he gains a +4

Contest Bonus to those that do.
White (4)

Xenomix Characters Only

Your Character is one of the strange and unusual children born

to xenomixed couples. Not an albino, his skin is snow white. He

is innately otherworldly and is a natural born para-psychic. See

the White Xenomix Racial Template on p. 31 for complete rules.

Only Characters who have this Asset can be White Xenomixes.


Zoner (2)

Prerequisite: Latent Para-Psychic and Erupted Para-Psychic Assets required

Somehow, the mysterious energies of the Nevada Zone have

found their way into your Character. He didn’t even have to be

born with latent ability. The moment the Zone touched his being,

he erupted in a big way – at the cost of his sanity. In addition

to the First Order power granted to an erupted para-psychic, a

Zoner begins with one Third Order power in whichever group

of para-psychic powers you choose as his primary talent – Environmental,

Manipulative, Sensory, or Somatic. He also begins

with one First Order power in whichever group of para-psychic

powers you choose as his secondary talent. You may acquire

other powers through the expenditure of Cheats. However, he

begins with a total of five Insanity Points (including the one from

the Erupted Para-Psychic Asset, but not including any he may

gain through the acquisition of his powers), along with the accompanying

two permanent psychological disorders and the -1

Test Penalty for future Insanity Tests (including those required

for the acquisition of their powers). Work with your Storyguide

to determine these disorders. They shouldn’t be a cakewalk – at

least one of them should compromise your Character’s ability to

function in society.

Furthermore, if a Zoner has chosen to register with the New Earth

Government, this Asset confers the equivalent of the Watched

(3) Drawback – a Zoner cannot choose the Watched Drawback

again. If a Zoner has chosen to remain anonymous with the

powers that be, he gains the Hunted (4) Drawback as soon as he

pops up on their radar. These drawbacks do not count against a

starting Character’s Drawback limits.

White Xenomixes cannot be Zoners – something in their makeup

won’t allow the alien energies of the Zone to penetrate. Parapsychically

capable monsters likewise cannot become Zoners.

Zoners & You

Zoners are dangerous. They’re crazy and they have a bunch of

power right off the bat. You should check with your Storyguide

to see if a Zoner will really fit into your story. Storyguides, seriously

assess whether or not a Zoner is going to work in your

story.

New Assets

Special Services Training (4)



Prerequisite: must be either erupted para-psychic or sorcerer

Special Services training provides your Character with a variety

of benefits. He can now acquire any or all of the Gunplay Cascades,

if you use those optional rules. If not, he gains two free Focused

combat skill Specializations during Character Design. He

gains access to the special gear used by the agency, he becomes

a ghost in the system as his identity records and paper trail are

carefully erased to maintain anonymity, and he is no longer required

to wear visible identification if he is a para-psychic.

However, all Special Services Characters begin the game with

one Insanity Point, in addition to any others acquired through

learning rituals or para-psychic powers.


Special Services Sorcerer (4)

Prerequisite: sorcerers only, Special Services Training Asset

In addition to the regular perks of Special Services, your Character

is a sorcerer with access to other benefits. When he acquires

this Asset, he may choose a familiar, a fetch, or a mystical

unborn as a companion even if he is not capable of casting

any of the appropriate summoning spells. He also immediately

acquires the products of any Enchantment spells he knows. For

example, if he knows Imbue Glamour Lock, he begins the game

with a functioning Glamour Lock. He also begins with either a

full Corporal Restorative or Powder of Ibn-Ghazi, even if he does

not know the appropriate rituals. Special Services Sorcerers are

also provided the time for the intensive study required to learn

new rituals. He also gains access to illegal spells as long as he has

a legitimate reason for on-the-job knowledge and use.

Alternative Egos

MODIFIED ASSETS

Tager (4)

The basic Ta’ge symbionts list on p. 97 of the Core Book is expanded

to include the Echo, the Mirage, and the Spectre, in addition

to the Phantom, Shadow, and Whisper.

Tager: Exceptional (2)

The exceptional Tager list p. 97 of the Core Book is expanded to

include the Vampire, in addition to the Nightmare.

NEW DRAWBACKS

Call of the Void (4)

Occult Scholar, Para-Psychic, or Sorcerer Characters Only

Somewhere during his occult explorations your Character made

a big mistake. Perhaps he intoned the name of Hastur at the

wrong time, came too close to a lost artifact of power, read the

wrong passage in the wrong forbidden tome, or crossed into the

wrong dream. Regardless, he has drawn the attention of powerful

beings from beyond and his dreams are no longer always

his own. Your Character is now regularly afflicted with terrifying

nightmares, alien visions bestowed on him by the dark powers.

Each month your Character must now succeed at a Challenging

Tenacity Feat Test or gain 1 Insanity Point (Drama Points may

not be used to modify this Test). Fortunately, as these visions are

mystical in nature, he does not suffer from sleepless nights and is

not fatigued by the terrors that play out in his dreams.

Dream Barren (3)

Your Character is one of the rare people in the world that simply

does not dream. Unfortunately, this deficiency comes from

a psychic void within the Character that leaves him particularly

vulnerable when he sleeps. He suffers a -2 Contest Modifier to

any sort of magical ritual or para-psychic power that might influence

him when he sleeps that allows some sort of Contest

to resist. Those that don’t allow for Contests receive a +2 Test

Bonus to affect him.

He also cannot acquire Qualities related to dreaming or nightmares.

If your Character is also Mystically Void, the penalties are

cumulative.

Misfit (1-4)

Your Character simply doesn’t fit in. There’s something about

him that naturally draws sidelong glances, avoidance, unusual

treatment, and sometimes outright prejudice or violence. Perhaps

he’s oddly deformed or a marked para-psychic in a rural

area. Perhaps he’s one of them halfbreed “starchildren.” Or

maybe he simply refuses to conform to the norms of society and

chooses to stick out like a sore thumb. Whatever the cause, your

Character can expect to be treated differently, and often in not

a very nice fashion.

The skill point bonus you receive for this Drawback depends on

how much of a social outcast your Character is:

1 – People might give you a weird look or talk behind your

back.


2 – Some places you have real problems fitting in.

3 – As rule, people everywhere treat you differently (like an unwanted

alien or a second class citizen).

4 – People everywhere treat you as if you were a freak. You sometimes

draw violent reactions.
Shadow Walker (3)

For some reason, the dark things of the universe are attracted

to your Character. Perhaps he played with the wrong cosmic

power, is cursed, or is just a victim of fate. Whatever the source,

the effects are the same. Dark magics always come into play or

go wrong around him, he finds himself surrounded by para-psychics

(especially those in a Burn), and he’s in the neighborhood

of ground zero when an unspeakable horror finds its way into

the world. Even if he is not irresistibly drawn to the shadows, the

shadows are irresistably drawn to him. It is difficult for Characters

with this Drawback to function for long periods of time

within polite society. They tend to live on the fringes or fully within

the arcane underground.
NEW SKILL

PARAPSYCHOLOGY



Attribute: Intellect

You are fascinated by para-psychic phenomena. You understand

the intuitive manifestations of cosmic power that para-psychics

wield. You seek to plumb the biology, the physiology, and the

metaphysiology that creates para-psychics. Your quest is to find

what makes one person para-psychic and another normal. You

seek to understand the limits of these amazing powers. You may

also be part of an effort to create ways of blocking para-psychic

abilities, in order to make the world safe from renegade Burners

or unstable Zoners.

To delve into the biological mental aspects of Parapsychology,

you must be an Expert in the Medicine (Psychological) skill.


Student: You amuse people at parties with what you “understand”

about parapsychology.


Novice: You have begun to understand the principles of what

para-psychic abilities truly are.



Adept: You are a competent parapsychologist with a true awareness

of the benefits – and dangers – of para-psychic abilities.



Expert: You have begun to master the lesser known theories and

principles in the parapsychological field. You are starting to understand

the biochemistry and physiology behind it.

Master: You pioneer new parapsychological theories and are

a respected researcher in the field. Your understanding of the

cosmic principles associated with this may make some others

regard you as “a little out there.”



Specializations: Burning, Environmental Powers, Eruption, Latent

Ability, Manipulative Powers, Orgone Theory, Para-psychological

Physiology, Para-psychological Suppression, Sensory

Powers, Somatic Powers, Para-psychological Theory, White Xenomixes,

Zoners
CHAPTER THREE...alternative egos

New Races


XENOMIX (AMLATI)

Human/Nazzadi Halfbreed

Racial interbreeding is natural. It’s what happens

when two separate types of people meet and their

cultures start to meld together. Those that choose

mates of different races are often drawn to

the exotic looks and ways of the other and

vice versa. Not surprisingly, the same goes

for the intermingling of the Human population

with the Nazzadi. It wasn’t long

after the “alien” race was integrated into

the New Earth Government that the first

xenomixed babies were born.

Xenomixed children are uncommon, but

not so unusual that most people haven’t

met or known one. The Human race has

accepted them with the same aplomb

as their jet-black parents, but they don’t

have as easy a time of it among the Nazzadi.

Unless a xenomixed child (or amlati

in the Nazzadi tongue) embraces his alien

heritage, he will never truly be accepted by the

Nazzadi half of his family.

A xenomix is pretty much what one would expect

from a union of the two species. With jet black

hair, silvery gray skin, and eye colors straying into

lavenders and grays, something about them is simply

exotic.

• Racial Abilities – +1 Skill Point, Low-Light Vision,


*Asset: Alluring (1), *Drawback: Misfit (1)

• Recommended Skills – by Profession

• Attribute Modifications – Choose either +1 Agility

or +1 Tenacity

* These do not count against a xenomix Character’s

starting skill points or against his Drawback limit.



Low-Light Vision

This ability functions identically to the Human version

of Nightvision (the Asset).

Xenomix Characters

Xenomixes are a pretty new phenomenon. The

first xenomixed children were conceived the

first year after the First Arcanotech War ended

2066. They were born starting later that year.

This means that if your game begins in 2085,

the oldest a xenomix Character can be is 19

years old. Whites didn’t show up until a year

later – the oldest a White Character can be in a

game set in 2085 is 18 years old.
WHITE XENOMIX (SIDOCI)

Unusual Human/Nazzadi Halfbreed

Something strange happened when Humans started interbreeding

with the Nazzadi. Every so often, a xenomixed child would be

born that was completely white. Not albino. Truly white. Snow

white hair, skin, even eyes. While a normal xenomix is what scientists

would expect from a Human/Nazzadi union, they were and

still are at a loss to explain why these unusual children are born.

Whites, as they are commonly called, are different from other

children. There is something innately otherworldly about them,

besides the way they look. They are naturally para-psychic, many

times from birth. And though they seem to have a firm and

grounded view of the world, they always seem to be one step

removed from it.

As one might expect, White xenomixes have difficulty fitting in

anywhere. There are so few of them in the world, it is difficult for

people to get used to them. While most people know somebody

who knows one or sees one regularly, few have met one personally.

Parents of Whites oftentimes have difficulty adjusting to their

strange child and many are given up for adoption. What’s worse

is that the New Earth Government keeps a watchful eye on White

xenomixes, something most families would rather not endure.

• Prerequisite: In order to play a White xenomix, you must purchase

the four-point White Asset during Character Design.

• Racial Abilities – Nightvision, Oddity, Para-Psychic, Strong-

Minded, *Asset: Alluring (1)

• Recommended Skills – by Profession

• Attribute Modifications – +1 Tenacity

* This does not count against a White xenomix Character’s starting

skill points.


Nightvision

Whites inherit their Nazzadi parent’s ability to see in the dark.

Their nightvision allows them to see in very low light conditions,

though not in complete darkness, up to 50 yards. It takes no time

for their eyesight to adjust from light to darkness. This vision is

black and white.



Para-Psychic

Born with supernatural abilities, Whites gain both the Latent

Para-Psychic and Erupted Para-Psychic Assets for free, at no skill

point cost.



Oddity

Whites are unusual to most people. Furthermore, the New Earth

Government keeps tabs on Whites because they’re still not sure

what’s going to come from them. They gain the Misfit (4) and

Watched (3) Drawbacks, which do not provide any additional

skill points nor do they count against their starting Drawback

limit.

Strong-Minded

Whites have a firmer grasp on themselves and the world around

them. They gain a +4 Test Bonus to all Fear and Insanity Tests.

White Characters

White xenomixes are rare. Before you set your heart on playing

one, please talk with your Storyguide to make sure that it is

appropriate for your game. Furthermore, there should never be

more than one White Character in any play group, unless your

Storyguide has a specific type of story in mind.
New Professions

Arcane Investigator

There are those who make their living walking in the shadows

others don’t want to explore. Arcane Investigators are the brave

souls who live in the world of the occult, searching after whatever

it is that someone would pay them to find. Sometimes they

are simply private investigators who take the occult-related cases

that other PI’s won’t. Sometimes they are finders of rare artifacts.

Sometimes they look for those who have been lost in the

shadows.

There are the unscrupulous who moonlight on the wrong side of

the law. These Investigators search after forbidden tomes, dark

magic, and those who would sell their soul-staining powers to

anyone who can meet their price, all for clients who would

rather remain unnamed. It is a dangerous world within a

dangerous world. The money, however, is a temptation that

some cannot resist.

On the other hand, there are those rare individuals so obsessed

with the shadows that they delve solely for their own curiosity.

These Investigators do what they must to earn enough

money to survive, but their true calling lies in the secret world.

Of any Arcane Investigator, it is these who are the most singleminded

in their pursuit of things man was not meant to know.


Attributes: Higher than average Intellect and Perception recommended.

Suggested Skills: Law Enforcement, Observation, Occult, Research,

Streetwise



Required Qualities: Ally (2), Contact (3), Duty (1)

Suggested Qualities: Shadow Walker (3)

Special Gear: a good portable computer, a small or medium

pistol with a permit, and a Sentrytech Mk-IV light concealable

armored vest.

Sample Attributes:

Human/Nazzadi

Agility 5/6

Intellect 7/7

Perception 8/7

Presence 6/6

Strength 5/5

Tenacity 5/5

Sample Skills:

Bureaucracy: Student

Computers: Student

Dodge: Novice

Hobby: Student

Languages (Per Race): Per Race

Law Enforcement: Novice

Literacy: Novice

Marksman: Student

Misdirect: Student

Observation: Novice (Adept, if Human or Xenomix)

Occult: Novice

Persuade: Novice

Regional Knowledge: Novice

Research: Novice

Streetwise: Novice (Adept if Human)

Trivia: Student

Ashcroft Foundation Advisor

Ashcroft Advisors are hand-picked, well-educated, and carefully

indoctrinated to advise the government. The power they wield is

impressive, all from behind the scenes. An Ashcroft Advisor cannot

be removed from office – he remains even as the politicians

change. He does not need to concern himself with voters, campaigns,

and elections – he is appointed to his position. He is not

at the mercy of the political winds – he is beholden only to the

principles of the Ashcroft Foundation and his duty to preserve

his fellow man. And because he is not a civil servant, he is spared

the hounding of the media by the mighty lawyers of the world’s

largest corporation.

There are many levels of government to which an Ashcroft Foundation

Advisor may be appointed. Some work with city utilities,

some work with arcology planners, while others work with

federal budget and oversight committees. But these are not the

most prestigious jobs. The positions almost all Advisors hope

to acquire are those that put them in the thick of things, such

as advising in city hall, senate committees, ministries, and especially

the military.

In general, Ashcroft Advisors are a level-headed, clear-thinking

bunch. They are not prone to emotional outbursts nor do they

let their personal feelings cloud the most effective or efficient

course of action. Most also leave their work at work and clearly

separate their personal from professional lives, and most especially

do not discuss politics in polite company.


Attributes: Higher than average Intellect and Presence recommended.

Suggested Skills: Bureaucracy, Education, Persuade, Savoir-

Faire


Required Qualities: Authority (2), Wealth (1), Oath: Mission of

the Ashcroft Foundation (2), Duty (2), Watched (2)



Special Gear: A nice vehicle, an excellent wardrobe, and a topof-

the-line palmtop computer.



Sample Attributes (Politico):

Human/Nazzadi

Agility 5/6

Intellect 8/7

Perception 6/6

Presence 7/7

Strength 5/5

Tenacity 5/5

Sample Skills (Politico):

Bureaucracy: Adept

Computers: Student

Education: Expert (Master, if Human or Xenomix)

History: Student

Hobby: Student

Languages (Per Race): Per Race

Literacy: Novice

Observation: Student

Performance (Oratory): Novice (Adept, if Human)

Persuade: Adept

Regional Knowledge: Novice

Savoir-Faire: Adept

Trivia: Student

Federal Agent

While soldiers and mecha pilots wage war in distant places,

there are those who take up the fight at home. Whether it be

against those who would explore the darkest magics and unleash

horrors upon the world, against those who would bring

innocents together in the worship of ancient and terrible beings,

or against those who would dare to prey on their own in a world

gone mad, Federal Agents are those that seek to keep the citizens

of the New Earth Government safe from the things that threaten

them in their own neighborhoods.

There are two primary law enforcement agencies at play in the

Strange Aeon. The Office of Internal Security fields agents to

investigate crimes that violate the draconian laws regulating

the mystical in society. Stalwart, these agents face threats from

which most would turn away. The Federal Security Bureau toils

to root out those who would still take advantage of their fellow

mortals, whether through violence, vice, or deceit, most especially

those who would set up black churches for the worship of

unholy things.

Agents in the employ of the FSB are typically revered as the white

knights, working within the system to bring criminals to justice.

Those agents who fight for the OIS have a different experience.

They are the proverbial “men in black” with the power to make

people disappear. To most they are out of sight. To the rest, they

are feared.


Attributes: Higher than average Intellect and Perception recommended.

Suggested Skills: Law Enforcement, Observation, Occult, Streetwise,

Surveillance



Required Qualities: Authority (3), Duty (2)

Suggested Qualities: Shadow Walker (3)

Special Gear: A suit of concealed armor (such as Sentrytech Mk-

!V or Mk-V), a sidearm (such as a UT-7 Hornet, CS-40 Defender,

or CS-44 Enforcer), surveillance gear, and a good portable computer.

Sample Attributes:

Human/Nazzadi

Agility 6/7

Intellect 6/6

Perception 7/6

Presence 6/6

Strength 5/5

Tenacity 6/6

Sample Skills (OIS or FSB-SCD Field Agent):

Computers: Student

Dodge: Novice

Hobby: Student

Languages (Per Race): Per Race

Law Enforcement: Novice

Literacy: Novice

Marksman: Novice

Observation: Novice (Adept, if Human or Xenomix)

Occult: Student (Adept if Human)

Persuade: Novice

Regional Knowledge: Novice

Security: Novice

Streetwise: Novice

Surveillance: Novice

Trivia: Student

Para-Psychic

Para-psychics occupy an unusual place within the New Earth

Government. They are people who cannot control that they have

been naturally gifted to mold the power of the cosmos to their

will, unlike sorcerers who actively choose their path. Yet still,

even more so, they find that they do not fit in with regular people

and are most often distrusted by the population at large. However,

the military, the government, and certain private industries

understand that para-psychics are valuable assets, so it can be

easy for the properly gifted to rise to the top of society and command

generous salaries.

Those who are gifted with powers classified as Dangerous or Invasive,

and who choose or are forced to register with the government,

must display visible identification at all times. The penalties

of not doing so are severe. Most para-psychics wear stylish

pins that fit on any clothing, but others wear armbands, specialized

clothing, or even tattoos to identify themselves. Of course,

a para-psychic doesn’t necessarily need to register…

Para-psychics find themselves in many roles in society. Those

with manipulative or sensory abilities find themselves recruited

by large corporations and the government. Those with environmental

or somatic powers find that the military or law enforcement

comes knocking. But their most diverse jobs are found in

the more loose private sector. Some work as therapists, using

their abilities to help others work through their issues more effectively.

Some work as private investigators, using their abilities

to find things others might not. And others simply use their gifts

to get ahead in whatever life they’ve chosen to lead.


Attributes: Higher than average Intellect and Tenacity recommended.

Suggested Skills: Observation, Para-Psychic Powers

Required Qualities: Erupted Para-Psychic, Latent Para-Psychic,

Misfit (3) (or 4 for Dangerous or Invasive Powers, if registered),

Watched (3) (if registered)

Special Gear: None

Sample Attributes (Therapist):

Human/Nazzadi

Agility 5/6

Intellect 7/7

Perception 6/6

Presence 5/5

Strength 5/5

Tenacity 8/7

Sample Skills (Therapist):

Computers: Student

Education: Master (Focused in Psychology, if Human)

Hobby: Student

Languages (Per Race): Per Race

Literacy: Adept

Medicine (Psychological): Adept (Focused in Psychotherapy, if

Human or Xenomix)

Observation: Adept

Regional Knowledge: Novice

Savoir-Faire: Novice (Adept, if Human)

Science, Life: Adept

Trivia: Student

Sample Para-Psychic Powers: Empathic Projection

Insanity Points: 1

Zoner

Zoners never asked for the lives they are forced to lead. One

day they were normal people, most likely without the barest

hint of para-psychic aptitude – not even latent ability. The next

they were bathed in alien energies and erupted into impressive

para-psychics in a scarring and painful ordeal. Normal citizen to

power-house overnight, but with a serious price.

Zoners are, to an individual, crazy. The dramatic and instantaneous

onset of such power rips through a person’s body and

leaves his psyche scarred. People do not trust Zoners, nor are

they comfortable even having them around – the ones that are

still capable of functioning in society, that is. It is rare to find a

Zoner that can still fit into his life after his change and it is rarer

still to find one that isn’t functionally a criminal or vagabond.

Registration isn’t even really an option, as the New Earth Government

would quickly round a registered Zoner up for testing

and experimentation. And then there’s Burning, something to

which Zoners are inevitably drawn through constant abuse of

their prodigious powers. Bad things tend to happen when Zoners

are around.

To the Zoner, his life was an accident and it isn’t right that he

should have to pay for it. But he is, at his core, a lunatic who

commands great cosmic forces. No one said the Strange Aeon

was fair.


Attributes: Higher than average Intellect and Tenacity recommended.

Suggested Skills: Observation, Misdirect, Para-Psychic Powers,

Streetwise



Required Qualities: Erupted Para-Psychic, Latent Para-Psychic,

Zoner, Misfit (3 or 4) (for Dangerous or Invasive Powers, if registered

– or just for being crazy)

Special Gear: None

Sample Attributes:

Human/Nazzadi

Agility 5/6

Intellect 7/7

Perception 6/6

Presence 5/5

Strength 5/5

Tenacity 8/7

Sample Skills (Former Student):

Athletics: Novice

Computers: Novice

Dodge: Adept

Education: Novice

Hobby: Student

Languages (Per Race): Per Race

Literacy: Novice

Misdirect: Adept

Observation: Novice (Adept, if Human or Xenomix)

Regional Knowledge: Novice

Streetwise: Novice (Adept, if Human)

Survival: Novice

Trivia: Student

Gravikinesis: Student

Power Boost: Student

Pyrokinesis: Student

Sample Para-Psychic Powers: Pyrokinesis, Gravikinesis, Power

Boost (Environmental primary talent, Somatic secondary talent)



Sample Psychological Disorders: Paranoid Schizophrenia, Minor

Physical Disorder (Sleeping), Schizotypal Disorder (7 Insanity



Points)

Designing Special Services Characters

Special Services and the Eldritch Society

Despite the fact that the Duty Drawback already precludes it, it

deserves to be said: there are no Tagers within Special Services.

With the kind of things Special Services deals with and keeps its

eye out for, they would eventually figure it out – and then kill the

Tager. Ditto for Dhohanoids and pretty much any other kind of

arcane shapeshifter or metaterrestrial.

Here are the requirements, new Qualities, and new profession

templates so that you can design and play Special Services Characters.

Requirements

Several things are required to design a Special Services Character

and they may in fact be the most restrictive type of Character to

design. There are a number of required skill and Qualities, and

your Cheats are spent for you.

The following skills and minimum levels of expertise are required

for starting Special Services Characters:

• Dodge: Novice

• Fighting: Novice

• Law Enforcement: Novice (one Specialization as a Focus)

• Marksman: Novice (one type of Gunplay as a Focus)

• Observation: Novice

• Occult: Novice

There are two Assets required for all Special Services Characters,

totaling seven points:

• Authority (3) – Special Services agents wield broad federal

power.

• Special Services Training (4)


There are three Drawbacks required for all Special Services Characters,

totaling eight points:

• Duty (3) – Special Services isn’t just a job, it’s a lifestyle.

• Misfit (1) – Those who’ve served with Special Services rarely fit

in with everybody else.

• Watched (3) – Even if your Character is not a felon, he’s part

of one of the most secret and exclusive branches of government

service.

There are two Assets required for para-psychic Special Services

Characters, totaling six points:

• Erupted Para-Psychic (2)

• Latent Para-Psychic (4)

There is one Asset required for magically capable Special Services

Characters, totaling four points:

• Special Services Sorcerer (4)

As you can see, Special Services para-psychics begin with thirteen

points worth of Assets chosen for them and sorcerers begin

with eleven chosen. All Special Services Characters begin with

eight of their ten maximum points worth of Drawbacks chosen

for them. Para-psychics are then down six points and sorcerers

are down four points, just out of Qualities. On top of that, thirteen

points worth of the initial twenty points of skills are already

spent on required skills. This leaves a para-psychic with one free

skill point and a sorcerer with three points.

Para-psychic Special Services Characters must use two of their

Cheats for skill points, giving them four more points for a total

of five. They must use their other four Cheats on their parapsychic

abilities, as described on p. 57 of Vade Mecum. Sorcerer

Special Services Characters must likewise use two of their Cheats

for skill points, giving them four more points for a total of seven.

They must use their other four Cheats either to acquire more

spells or to increase their Orgone, as described on p. 65 of the



Core Book.

White Characters are the one exception. They must spend four

of their Cheats to acquire another eight skill points, using the

remaining two Cheats for their para-psychic abilities.

Of course, Special Services Characters can acquire up to two

more points for skills or another Asset by choosing two more

points worth of Drawbacks.

Special Services Field Agent

Field Agents are the para-psychic combatants of the Special

Services. They are the much needed muscle in every investigation,

bringing both natural and supernatural force to bear in the

face of unnatural threats. Under peaceful conditions, they are

in charge of crowd control and managing crime scene security.

They are the men in black telling people that there is nothing to

see and reminding those who have seen that silence is golden.

Of any agent of Special Services, it is those para-psychics classified

as Field Agents that must most often endure the most awful

and mind-bending horrors. Investigators and sorcerers often

discover the terrible truth behind that which they research, but it

is the Field Agents who must face it head on.

Typically, Field Agents are gifted either in the Environmental or

Somatic talents, or both. It is vitally important that the Field

Agents of Special Services have more than just their guns with

which to fight, considering that which they must face. Their

para-psychic powers are rarely subtle. Their greatest advantage,

and many would say freedom, is that they are allowed to utilize

any of their powers in the line of duty, even those considered

Dangerous or Invasive, without fear of government reprisal or

even a need to wear identification.

What is perhaps the greatest benefit to being a Special Services

agent is that, in their odd off hours, they don’t have to be parapsychic

or identified as such. For a few hours, they can just be

normal.


Attributes: Higher than average Perception and Tenacity recommended.

Suggested Skills: Observation, Para-Psychic Powers

Required Qualities: Authority (3), Erupted Para-Psychic, Latent

Para-Psychic, Special Services Training, Duty (3), Misfit (1),

Watched (3)

Special Gear: Special Services gear

Sample Attributes:

Human/Nazzadi

Agility 7/8

Intellect 5/5

Perception 7/6

Presence 5/5

Strength 5/5

Tenacity 7/7

Sample Skills:

Athletics: Student

Dodge: Novice

Hyperagility: Student

Intimidate: Novice

Languages (Per Race): Per Race

Law Enforcement: Novice (Focus: Crime Scene Security)

Literacy: Adept

Marksman: Novice (Focus: Handgun Gunplay)

Occult: Novice (Adept, if Human or Xenomix)

Observation: Novice

Pyrokinesis: Novice

Regional Knowledge: Novice

Security: Student (if Human)

Stealth: Novice

Sample Para-Psychic Powers: Pyrokinesis, Hyperagility (Environmental

primary talent, Somatic secondary talent)

Sample Psychological Disorders: None (1 Insanity Point)

Special Services Investigator

Investigators are the para-psychic detectives of the Special Services.

They are the agents who investigate crime scenes, examine

evidence, and follow up (or generate) leads. They para-psychically

feel their way through the horrors left behind by what they

seek, and probe the minds of those who might know.

While some might argue that it is the Field Agents who face the

most gruesome horrors and in fact must fight it, there are those

that would argue that Investigators deal with a dread beyond

that. It is often they who find the truth behind that which they

investigate and who are forced to go to the dark places where

those paths lead.

Investigators are most often recruited from those para-psychics

gifted in either the Manipulative or Sensory talents, or both.

While Retrocognition is the only Sensory power considered offensive,

nearly every Manipulative power is Dangerous, Invasive,

or both. Such para-psychics enjoy the amazing leeway to freely

use their powers in the line of duty, without worry of arrest or the

need to wear the mandatory identification.

Like Field Agents, Special Services Investigators enjoy the ability

to take off their hat and coat, so to speak. They are never

required to wear para-psychic identification and can blend in

seamlessly with whatever small private life they maintain.


Attributes: Higher than average Intellect and Tenacity recommended.

Suggested Skills: Law Enforcement, Observation, Occult, Para-

Psychic Powers



Required Qualities: Authority (3), Erupted Para-Psychic, Latent

Para-Psychic, Special Services Training, Duty (3), Misfit (1),

Watched (3)

Special Gear: Special Services gear

Sample Attributes:

Human/Nazzadi

Agility 5/6

Intellect 7/7

Perception 7/6

Presence 5/5

Strength 5/5

Tenacity 7/7

Sample Skills:

Dodge: Novice

Fighting: Novice

Languages (Per Race): Per Race

Law Enforcement: Novice (Focus: Evidence Gathering)

Literacy: Novice

Marksman: Novice (Focus: Handgun Gunplay)

Misdirect: Novice

Observation: Novice (Adept, if Human)

Occult: Novice

Psychometry: Novice

Regional Knowledge: Novice

Streetwise: Student (Novice, if Human or Xenomix)

Surveillance: Novice

Telepathy: Student

Sample Para-Psychic Powers: Psychometry, Telepathy (Sensory

primary talent, Manipulative secondary talent)

Sample Psychological Disorders: Phobia (choose one) (2 Insanity

Points)

Special Services Sorcerer

Sorcerers complete the triumvirate that makes up Special Services

field agents. While Field Agents fight against sinister threats

and Investigators study leads and evidence, it is up to Sorcerers

to know. They are broadly educated and fonts of knowledge

on all the strange and unfortunate things which Special Services

must face.

Furthermore, the ability to utilize magic makes them the utility

player, cosmically-speaking. Those that have the luxury often

choose to fill in the gaps between para-psychic Field Agent and

Investigator. Others choose to seek whatever kind of magic they

sought before they were recruited, knowing that no ritual is without

its uses.

To some sorcerers, working as an agent of Special Services is

like getting presents. They have access, legitimate access, to all

known magical rituals and are given the time and space to learn

and use them. While the regulations may state that a sorcerer

is only supposed to learn an illegal spell if his job requires it,

that is rarely the practice. No one knows when a Special Services

sorcerer will need knowledge of the dark arts, so when a sorcerer

requests such knowledge it is usually granted. And then there is

the additional bonus that each magically-capable agent is given

his choice of a familiar, a fetch, or a bonded mystical unborn,

without fear of federal reprisal – something of which few other

sorcerers in federal employ can brag. That, of course, doesn’t

even take into account the enchanted objects with which they

can play. All in all, it’s not a bad package for what equates for

many to a life of indentured servitude.


Attributes: Higher than average Intellect and Tenacity recommended.

Suggested Skills: Education, Occult, Research

Required Qualities: Authority (3), Special Services Sorcerer,

Special Services Training, Duty (3), Misfit (1), Watched (3)



Special Gear: Special Services gear, Familiar, Powder of Ibn-

Ghazi


Sample Attributes:

Human/Nazzadi

Agility 5/6

Intellect 8/7

Perception 5/5

Presence 5/5

Strength 5/5

Tenacity 8/8

Sample Skills:

Computers: Student

Dodge: Novice

Education: Novice

Fighting: Novice

Languages (Per Race): Per Race

Languages (R’lyehan): Novice

Languages (Tsath-yo): Student (if Human)

Law Enforcement: Novice (Focus: Evidence Examination)

Literacy: Adept

Marksman: Novice (Focus: Handgun Gunplay)

Observation: Adept

Occult: Novice (Adept, if Human or Xenomix)

Regional Knowledge: Novice

Research: Novice

Sample Rituals: Phantom Vision, Ward Against Sorcery, Ward

of Corporal Protection, Ward of Solitude


Sample Psychological Disorders: None (1 Insanity Point)




The database is protected by copyright ©hestories.info 2017
send message

    Main page