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Psychic Rules

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│ Call of Cthulhu is produced by Chaosium Inc │
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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
people's hands to get a read. A complex and characteristic skill should be
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.

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