Monday, April 27, 2020

WthC - Psychics in the City


This is a very, VERY, basic write up on how I want psychic powers to work in Welcome to the City. An untested rough draft with only one psychic ability listed. Basically to see what people think of the mechanics behind it.


Psionic abilities


Characters with Psionic powers have a bit of an advantage over characters who do not. While mechanical balance in the game system it is instead placed into the setting. Those with these abilities aren't seen favorably by most of the City populace. They are treated with distrust because of what they can do that they cannot. Even the government feels this way and marks all known Psions with a DNA tattoo along the right side of their face going from the forehead down. This tattoo also works to identify what powers they have, as there are scanners that 'read' the markings.


A character has a Psychic Trait that works just like regular Traits, by determining the number of dice rolled. Starting characters will have a rating of one or two.


Each Psychic Abilities work the same as regular Abilities except they must be rolled each time the power is used. Although if the roll is done at a time when the character is not under any sort of duress they get a bonus die.


They also have a Psychic Reserve that is determined by taking the players Mental Trait and doubling it. These points are spent when using the characters psychic abilities. It costs one point to use an Ability, they also use may spend points to increase the power level of an ability the amount increased in this fashion is determined in each individual Ability. Also you may spend two points for a bonus die on a single roll.


Failure to make the roll when using a Psychic Ability is simply a failure to accomplish anything. The character concentrates and nothing happens.


If you run out of Psychic Reserve points you may still attempt to use the Abilities. However if you choose to do so and fail your roll then the character looses a point off of their Mental Stability.


The Psychic Reserve is refilled after a good six hours of uninterrupted rest.





Telekinesis


Novice Level. May move an object of up to 10 pounds at the rate of a slow walk. For each Psychic Reserve point that is put in you may increase the amount by 10 pounds or double the speed at which you move it. Example: moving a 30 pound object at twice the rate of speed would cost 4 points of your Psychic Reserve: 1 for basic use, 2 for increasing the weight twice and 1 for doubling the speed.


Skilled Level. May move an object of up to 100 pounds at the rate of a slow walk. Each point put in can increase the amount by 100 pounds or double the speed at which you move it.


Expert Level: Same as the previous levels but the weight is now in 1000 pound increments.


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