"Psychic Rules" - читать интересную книгу автора (Call of Cthulhu RPG) Under Keeper prerogative, variations of a power may be accomplished, either
at equivalent or x1/2 Psychic skill. It is suggested that at most one or two variations should be allowed. Since Psychic skill is used solely to connect and prevent disconnection, the Keeper should rarely allow full skill for variations. A Keeper may also require a round or two of additional concentration, or increased cost, for such efforts. The amount to which powers can vary is up to the Keeper's vision of how Psychic abilities should work. Exs: Precog who can see visions of people's future tries to see a vision of the future of a place, Precog at x1/2 skill or double connect cost, or two additional round of concentration. Same precog tries to see the present appearance of a place, at x1/5 skill, or five times connect cost, or five added rounds of concentration. Telekinetic of iron tries to start a fire, sense iron, or TK wood at x1/2 skill. Telekinetic of iron at touch range tries to move an object further at x1/2 skill. -------------------------------------------------------------------------------- Main Mechanic: Most Psychic phenomena use the following mechanic, in one form or another: Using a Psychic abilty works in steps. To connect the power to a target requires either 1 Magic Point or 1 SAN. Then a Psychic skill check is required to successfully connect To use a power, once connected, requires another 1MP or SAN, and an appropriate check: Control someone: Magic test Scan someone: Power test Scan uncontested: Idea, Spot Hidden, Listen, or other skill to interpret Affect uncontested: Luck or other skill to understand what is attempted To switch powers being used requires a check of the new Psychic skill, but no MP or SAN. Failure requires original Psychic skill check to avoid disconnecting. If the use of a power fails, another Psychic skill check to avoid disconnecting. Every minute connection is up requires another 1MP or SAN. Disconnecting requires a Psychic skill check at x2, with no cost. If a disconnect is contested, it may be treated as a Psychic use. If total SAN loss, from connect to disconnect, is 5 or more, must roll the Psychic skill again to avoid temporary insanity. -------------------------------------------------------------------------------- Required Time: |
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