"Psychic Rules" - читать интересную книгу автора (Call of Cthulhu RPG) Psychic Rules
┌─────────────────────────────────────────────┐ │ │ │ │ │ Call of Cthulhu is produced by Chaosium Inc │ └─────────────────────────────────────────────┘ Psychic phenomena are somewhat different than magical phenomena, although there are some common points. Keepers should take care not to overrun magical spells and purposes with Psychic abilities. Where Psychic abilities become very much like magic, a Keeper should reconsider its use. In some areas the similarity may be satisfactory. Psychics may be regarded as witches, hedge wizards, or kooks, but true Psychics have a not inconsiderable ability. Psychic phenomena lack the raw power of most true magic, though this also means a lessened destruction to the mind. Psychics must be designated as such at chargen (though Keepers are free to introduce 'awakenings' as desired). Psychics have some form of unusual birth circumstance, such as a 7th son of a 7th son, eyes of different colors, born with a caul, born during an auspicious astrological event, and so forth. A Psychic may pick, as 'hobby' skills, Psychic skills. Each skill is rather narrowly focused in what it affects and how it operates. Note that Psychic phenomena often have very characteristic and synchonistic ways of operating. A precog may only get visions featuring water, or a empath might need to look at designed. Sometimes, non-Psychics may manifest Psychic talents briefly. These people are either latently Psychic or expressing some talent all people possess. One of the most well known and common of these manifestations is for a girl to exhibit sporadic minor Psychic phenomena during puberty. A Keeper may allow extreme stress or other events to bring on the chance of a Psychic episode, and further allow a character to gain a Psychic skill. If so, it is highly recommended that such events be very rare. Psychic skills are roughly divided into two areas: ESP and PK. ESP (Extra Sensory Perception) covers the broad gamut of abilities that perceive the world in ways mundane man has refused to accept, looking into the future or over distances. The ESPer faces a world which is more mysterious, less explicable, than that of peers. ESP offers insights and information inaccessible to the ordinary person, but it also exposes the ESPer, and can be quite detrimental to the psyche. PK (PsychoKinesis) gives a powerful ability to directly control the world and manipulate it, beyond that of mortal man. Pekes have great power, though it can disappear as quickly as it comes. -------------------------------------------------------------------------------- |
|
|