Psychic N&S Classes

Mysticism, spies, cybernetic implants, & cool vehicles. Discuss these two great classics here.

Moderators: Supreme Beings, Immortals, Old Ones

Guest

Psychic N&S Classes

Unread post by Guest »

Psychic Detective
A police or private detective with psychic powers.
Psionic Powers of the Psychic Detective:
Roll on the following Table to determine psychic powers:
01-20 Diviner; Psychic Dowsing, Reading Signs, Palm Reading, Touch Conveyance, See the Aura of the Supernatural, See the Aura of Magic, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 39-42)
21-30 Latent Psychic; Outlook & Orientation, Mind Storm, Precognitive Dream, P.P.E. base, I.S.P., and Recovering I.S.P. (BTS2, pages 55-58)
31-40 Parapsychologist; Specialized Knowledge of the Paranormal and Magic, Keen Perception, Understanding the Principles of Psionics, Understanding the Principles of Magic, Read Magic, and P.P.E. (BTS2, pages 70-72)
41-60 Physical Psychic; Yoga Style Meditation & Trance States, Summon Supernatural Strength, Standard Meditation, Select additional abilities at levels 2, 4, 5, 6, 11, and 14, Closed to the Supernatural, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 74-76)
61-80 Psychic Medium; The Spirit Guide, See Other Spirit Guides, See & Communicate with Other Spirits, Spirt Channeling/Seance, Auditory Reading, Olfactory Symbols & Omens, Spirit Strike, Hear Death Rattle, Object Read the Dead, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 83-88)
81-00 Psychic Sensitive; Sense Supernatural Evil, Opening Oneself to the Supernatural, Recognize Possession, Recognize Magic Enchantment, P.P.E., I.S.P., Recovering I.S.P., and Selecting Psychic Sensitive Abilities. (BTS2, pages 90-91)
Attribute Requirements: I.Q. 9, P.E.:8
Starting Age: 18
Base S.D.C.: 15
Martial Art Forms: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: Two Years of College or equivalent.
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Automatically receives the Psychic Detective skill program (New). Character can take any two (2) from among Espionage Programs, plus any two (2) Basic Skill Programs or Gizmoteer Skill Programs.
Secondary Skills: Select any eight (8).
Money: $10,000.
Income: Base pay as a Psychic Detective is $650 per week.
Level Advancement Bonuses: Receive one new Secondary skill at 2nd, 4th, 6th, 9th, and 13th levels.
Social Contacts: Being in the investigation business means the character is familiar with other investigators, and law enforcement figures, throughout the world. There's a 25% chance of recognizing a psychic or somebody in the law enforcement business during any investigation. And, because the character is in a known position, there's a 6% chance the Psychic Detective will be recognized by a former client, former colleague, former enemy, or former rival during any investigation.
Psychic Detective Skill Program
Parapsychology (+15%)
Astrology (+15%)
Select two (2) Lore skills from the following list, with a +10% bonus for each: Demons & Monsters, Entities & Ghosts, Faerie & Creatures of Magic, Paranormal & Psionics, Religion, and Superstitions.
W.P. Automatic Pistol or W.P. Revolver (Pick one)

Psi-Soldier
The result of the military’s attempt to produce psychic warriors for the battlefield.
Psionic Powers of the Psi-Soldier:
Roll on the following Table to determine psychic powers:
01-20 Zapper; Impervious to Electricity, Sense Electricity, Electrical Aura & Radiate Electricity, Electricity Absorption, I.S.P. and P.P.E. (Psyscape, pages 81-82) Note: convert all Mega-Damage on one-to-one basis to S.D.C. for all Zapper powers.
21-40 Psi-Slayer; Sleepwalk, Locate & Track Mark, Telekinetic Air Walk, Psi-Dagger (convert Mega-Damage on one-to-one basis to S.D.C.), Other Psionic Powers, I.S.P. and P.P.E. (Psyscape, pages 71-73)
41-60 Psi-Warrior; Levels of Experience & Power, I.S.P. and P.P.E. (Psyscape, pages 78-79)
61-80 Fire Walker; Burning Touch, Commune with Fire, Fire Awareness/Sense Fire, Fire Knowledge, Resistant to Fire, Sense Temperature, Closed to the Supernatural, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 44-45
81-00 Psi-Slinger; Energy Expulsion, Psychic Weapons, Energy Conversion, and Other Psionic Powers (New West, pages 98-99) Note: convert all Mega-Damage on one-to-one basis to S.D.C. for all Psi-Slinger powers.
Attribute Requirements: I.Q. 10 and M.E. of 10
Starting Age: 24
Base S.D.C.: 20
Martial Art Styles: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: Military Academy Graduate.
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Character automatically receives the Basic Military Skill Program with the Psi-Soldier Skill Program (new). The character also selects two (2) Military Skill Programs and any one (1) Basic Skill Programs.
Secondary Skills: Select any five (5).
Money: $6,500
Income: Base of $400 a week from an agency.
Level Advancement Bonuses: Receive one new Secondary Skill at 3rd, 5th, 7th and 10th levels.
Social Contacts: The character keeps track of both sides of the magic war, both the magic organizations, and the military and magical forces of the various governments. As a result character can recognize most prominent spell caster along with the major commanders of anti-magic and magic units (30%). Keeping a very low profile, the character has a 2% chance of ever being recognized.
Psi-Soldier Skill Program
Detect Ambush (+15%)
Detect Concealment (+15%)
Land Navigation (+10%)
Tracking (+10%)
Select two (2) Lore skills from the following list, with a +10% bonus for each: Demons & Monsters, Entities & Ghosts, Faerie & Creatures of Magic, Paranormal & Psionics, Religion, and Superstitions.
Take four (4) Weapon Proficiencies from the following list: W.P. Knife, W.P. Axe, W.P. Crossbow, W.P. Flamethrower, W.P. Grenade, W.P. Black Powder, W.P. Assault Rifle, W.P. Energy Rifle, W.P. Energy Pistol, W.P. Dart Pistol, and W.P. Shotgun.

Mountebank
A psychic who uses their powers for personal gain, often through trickery or deceit.
Psionic Powers of the Mountebank:
Roll on the following Table to determine psychic powers:
01-20 Diviner; Psychic Dowsing, Reading Signs, Palm Reading, Touch Conveyance, See the Aura of the Supernatural, See the Aura of Magic, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 39-42)
21-30 Latent Psychic; Outlook & Orientation, Mind Storm, Precognitive Dream, P.P.E. base, I.S.P., and Recovering I.S.P. (BTS2, pages 55-58)
31-40 Parapsychologist; Specialized Knowledge of the Paranormal and Magic, Keen Perception, Understanding the Principles of Psionics, Understanding the Principles of Magic, Read Magic, and P.P.E. (BTS2, pages 70-72)
41-60 Physical Psychic; Yoga Style Meditation & Trance States, Summon Supernatural Strength, Standard Meditation, Select additional abilities at levels 2, 4, 5, 6, 11, and 14, Closed to the Supernatural, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 74-76)
61-80 Psychic Medium; The Spirit Guide, See Other Spirit Guides, See & Communicate with Other Spirits, Spirt Channeling/Seance, Auditory Reading, Olfactory Symbols & Omens, Spirit Strike, Hear Death Rattle, Object Read the Dead, P.P.E., I.S.P., Recovering I.S.P., and Selecting Physical Psychic Abilities. (BTS2, pages 83-88)
81-00 Psychic Sensitive; Sense Supernatural Evil, Opening Oneself to the Supernatural, Recognize Possession, Recognize Magic Enchantment, P.P.E., I.S.P., Recovering I.S.P., and Selecting Psychic Sensitive Abilities. (BTS2, pages 90-91)
Attribute Requirements: A high M.E. is recommended but not necessary.
Starting Age: 18
Base S.D.C.: 15
Martial Art Forms: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: Special Training
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Automatically receives the Mountebank skill program (New). In addition, select any three (3) Rogue/Criminal skill programs. Also, select two (2) Basic skill programs.
Secondary Skills: Select any eight (8).
Money: $9000
Income: Base pay is $450 a week when working for a crime group.
Level Advancement Bonuses: Receive one new Secondary Skill at 3rd, 6th, 9th, and 13th levels.
Social Contacts: The character has served time in prison. Roll for country and roll 1D20 for number of years (and add to age). Character can also easily pass for an underworld criminal (60%+5% per level). The mountebank has a chance of finding a former friend, accomplice; or acquaintance in most criminal hang-outs or organizations (20% in country of origin, 31% in country where the character was jailed, and 7% everywhere else). This cuts both ways, since other criminals have a 7% chance of recognizing the character.
Mountebank Skill Program
Yarrow Stick Counting (+10%)
Streetwise: Wierd (+15%)
Select Two Rogue skills from the following list, each with a +5%: Cardsharp/Card Shark, Dickering: Dishonest Dickering, Gambling (Dirty Tricks), Imitate Voices & Sounds, Muck Slinging, Palming, Pick Pockets, Seduction, Shell Game, and Fast Talking.
W.P. Knife or W.P. Blunt (pick one)
Post Reply

Return to “Ninjas & Superspies™ & Mystic China™”