Psychic Sensitive

Psychic Sensitive P.C.C.

The psychic sensitive has a number of abilities which allow him to sense the supernatural, manipulate the world with the power of the mind, and even heal wounds and disease. This Psychic Character Class (P.C.C.) assumes that the psychic was a young, normal man or woman who has suddenly discovered his/her special abilities.

These psionic powers may have forced the character to abandon his/her normal life to embark on one of adventure. His powers may have inspired the character to go out into the world to become a hero and/or to make his fortune; either one is equally likely.

As a psychic sensitive, this character is painfully aware of the supernatural predators, creatures of magic and monsters that plague humans and other mortal beings. The psychic ' s powers enables him t o find, see and combat many o f these beings.

Consequently, many sensitives devote their lives to helping others combat demons and other supernatural menaces.

The life of the psychic is not always an easy one. Although adventurers and mercenaries are usually quick to accept a psychic among their group, many normal folk fear them as bewitched, inhuman monsters or frightening mutants. These people fear what they don't understand so they shun, chase away, or even attack characters with psychic abilities.

Likewise, even in communities, like those in Bizantium, the Western Empire and Timiro, where magic and psionics are considered to be commonplace, psychics are often accused or suspected of mind control and other forms of mental manipulation.

This fear and suspicion is not groundless paranoia, history is filled with Mind Mages who have used their incredible powers to shape, manipulate, conquer or destroy kingdoms. The Mind Mage is among the most feared P.C.C.s on the planet. By contrast, the Psi-Healer is the most respected of the psychics.

The Powers of a Psychic Sensitive

1. Sense Psychic and Magic Energy

If psionic powers or magic is being used within the character' s range of sensitivity, he will sense it. The psychic impression will indicate whether the energy source is far or near, up or down, and whether it is a small or great amount of energy, but cannot track or pinpoint exactly where it is or who is expending it. If the energy is being continually expended, like a series of magic or psionic attacks, or a long duration effect, the character can pinpoint its location to within 20 feet (6 m).

Base Skill: 30% +5% per level of experience (roll once every melee round).

The presence of other P.P.E. sources of energy may confuse the sensation and impair locating the approximate source; -10% skill penalty. Close proximity to a ley line (2 miles/3 .2 km) will reduce the ability by half. Close proximity to a ley line nexus point (4 miles/6.4 km) will completely obliterate it.

On the other hand, the psychic can sense ley lines and nexus points up to two miles away (3.2 km).

Range: Other than ley lines, the character can sense the expenditure of psionic and magic energy at a distance up to 200 feet (61 m) +50 feet (15.2 m) per level of experience.

Duration: Automatic and constant.

I.S.P.: None, automatic ability.

2. Sense supernatural beings

Like a bloodhound smelling a familiar scent, the Psychic Sensitive can sense the presence of powerful supernatural beings. This includes gods, godlings, greater elementals, greater demons and deevils, and even dragons and practitioners of magic who are 10th level or higher.

Base Skill: 30% +5% per level of experience

+10% when face to face with such a being (even if the creature is disguised). The psychic may be able to identify the nature of the being by scent alone at half his skill level (i.e. 15 % at level one, 17 % at level two, 20% at level three, etc.).

The tracking by psychic scent is also done at half the current skill level.

Range: Sensitivity to the presence of a supernatural being not using its powers is 50 feet (15 m) per level of the psychic's experience.

Sensitivity to supernatural magic or psionics being expended through spell weaving or attack, is 1000 feet (305 m) +100 feet (30.5 m) per additional level of experience.

Duration: Automatic and constant.

I.S.P.: None, automatic.

Note: Close proximity to ley lines and nexus points have the exact same adverse effects as described in #1 above.

3. Psionic Powers

At level one, the psychic automatically has the following abilities: see aura, sense evil, presence sense, meditation, and six psionic abilities of choice from the sensitive category.

Additional psionic abilities: The character gets to select one additional power from the sensitive category for each additional level of experience, starting at level two. In the alternative, one super psionic power or one physical power can be selected at levels 3, 6, 9, 12 and 15. Available super psionic powers are limited to empathic transmission, group mind block, hypnotic suggestion, mind block auto-defense, mind bolt, mind bond, and telemechanics.

4. I.S.P.

To determine the character's amount of Inner Strength Points, take the number of M.E. as the base, roll 2D4x 10, and add it to the base number. The character gets another 10 I.S.P. for each additional level of experience, starting at level one.

Considered to be a master psionic.

5. P.P.E.

Most of the character' s P.P.E. has been expended in the development of psychic abilities.

Permanent P.P.E. Base: 2D6.

6. Bonuses

As a master psionic, the Psychic Sensitive needs to roll a 10 or higher to save versus psionic attack (plus any M.E. attribute bonuses).

+3 to save vs mind controlling drugs, potions, and magic charms,

+5 to save vs possession,

+2 to save vs horror factor.

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Psychic Sensitive P.C.C.

Alignments: Any

Attribute Requirements: Only psionic powers, but a high I.Q. and M.E. are strongly recommended. Multiple O.C.C.s are not possible.

O.C.C. Skills

  • Dowsing (+15%)
  • Streetwise (+6%)
  • Languages: Native Tongue at 98% plus two of choice (+15% each)
  • Lore: Two of choice (+10% )
  • W.P.: Two of choice

Hand to hand: basic can be selected as one "other" skill, hand to hand: expert at the cost of two "other" skills, or martial arts (or assassin if an evil alignment) for the cost of three "other" skills.

O.C.C. Related Skills

Select nine other skills at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.

  • Communications: Any
  • Domestic: Any
  • Espionage: Intelligence and Escape Artist only.
  • Horsemanship: General or Exotic only.
  • Medical: First Aid only.
  • Military: None
  • Physical: Any, except Acrobatics, Gymnastics and Wrestling.
  • Rogue: Any
  • Science: Any (+10% on Mathematics skills only).
  • Scholar/Technical: Any (+ 10% on Lore, Language and Literacy only)
  • Weapon Proficiencies: Any
  • Wilderness: Land Navigation and Wilderness Survival only.

Secondary Skills

The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels two, four, seven, ten and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

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Starting Equipment

Two sets of clothing, boots, hat, belt, blanket, backpack, one large sack, four small sacks, a water skin, dried meats and fruit equal to food rations for 1D4+1 weeks, a small silver cross, a pocket mirror, 1D4+1 wooden stakes, a small mallet, and a tinder box.

Armor

Starts with a suit of studded leather (A.R. 1 3 , S.D.C. 38).

Weapons

Starts with a silver-coated dagger, and two other weapons of choice. All are basic S.D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later.

Money

The character starts with 200 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty.