Neon City Overdrive - Psions.pdf

(2134 KB) Pobierz
PSIONS
NEON CITY
OvERdriVe
BY NATHAN RUSSELL
1
Psions
© 2020 by Nathan Russell, all rights reserved.
Peril Planet game studio
www.PerilPlanet.com
Writing and design by Nathan Russell
Published by Nathan Russell © 2020
Cover:
Jukka Nieminen
Interior art:
Tithi Luadthong, Jukka Nieminen
Fonts:
Six-sided dice
font by Vulpinoid Studios,
Hacked
font by David Libeau,
Relapse
font
by Roland Huse.
Neon City Overdrive, Psions, all original characters, creatures and locations, logos, the
Action Story logo and the Peril Planet logo are © 2020 of Nathan Russell.
No part of this publication may be reproduced or transmitted in any form or by any means,
electronic or mechanical, including photocopying, recording, or any information storage
or retrieval system, without prior permission in writing from Nathan Russell. Requests for
more information can be sent to info@perilplanet.com.
Permission is granted for the purchaser of this book to print one copy for personal use.
This game is a work of fiction. All characters and events portrayed in this work are fiction.
Any resemblance to real people or organizations is purely coincidental.
Peril Planet
www.PerilPlanet.com
CONTENTS
OPEN YOUR MIND .................... 4
A toolbox approach ............................ 4
Your brave new world ........................ 5
Repercussions ....................................... 8
Special rules .........................................10
PSIBERPUNKS ......................... 34
The hook ...............................................34
The low-down .....................................35
Setting rules .........................................36
Trademarks ...........................................38
Flaws .......................................................38
Threats ...................................................39
USING POWERS ...................... 12
Using psionic powers .......................13
Psionic combat....................................14
Traumas .................................................15
GRIMM CITY ............................ 40
The hook ...............................................40
The low-down .....................................41
Trademarks ...........................................43
Triggers ..................................................45
Flaws .......................................................45
Gear .........................................................46
Threats ...................................................47
Using this PDF: Turn off background
layers for easier printing.
Click any page number to return to
this table of contents.
PSIONIC POWERS ................... 16
Psionic power profiles ......................17
Common triggers ...............................19
Common psionic effects..................19
Biokinesis ..............................................20
Metahealing .........................................22
Precognition ........................................24
Pyrokinesis............................................26
Technopathy ........................................28
Telekinesis.............................................30
Telepathy...............................................32
3
OPEN
YOUR
MIND
Psychic powers, psionics and the untapped powers of the mind have long been
a staple of science-fiction, cyberpunk included. In this supplement for
NEON CITY
OVERDRIVE
these ideas are explored, providing both players and GMs with tools
to add amazing powers to their games.
This book introduces a variety of ways to incorporate psionic powers into your
own games and describes seven types of powers that characters might have.
Finally, two example settings are provided to illustrate how to bring all of these
ideas together.
A TOOLBOX APPROACH
Introducing amazing powers into your games can be fun and exciting, but every
group will have different expectations. Some will want psionics to be rare and
terrifying to behold, while other groups might want it to be as common as skins
or cyberware. These choices always come down to the preferences of your group
and as a consequence this book does not attempt to prescribe the look and feel
of powers. Instead, a variety of options are presented to get you started.
This book uses the terms “psionics” and “powers” to describe the multitude of
amazing abilities a character might have. Specific power types and effects are
given their own names, but they are all collectively “psionic powers”.
4
PSIONS
YOUR BRAVE NEW WORLD
What do psionic powers look like in your game? Are they even psionic? Where
do these powers come from? Are they a natural evolution of mankind, a lab
experiment gone wrong, or more mystic in nature? The origin or source of
psionics in your game will affect the overall tone of your setting. Following are six
examples of how psionics might be incorporated into a setting.
PSIONIC ORIGINS
1
EVOLUTION
2
CHEMICALLY INDUCED
3
MUTATION
4
EXTRATERRESTRIAL
5
NANOTECH
6
REAWAKENING
For a particularly gonzo approach to your
cyber-psionic game, you could have powers
from all these origins. Use the table to
determine where each psionic character gets
their powers.
EVOLUTION
Those with psionic powers are simply another step in the evolutionary chain of
man. There have been many examples of people with these powers in history but
now they are more common than ever, with abilities that can be better measured,
replicated and categorized. Perhaps there are still only a small number of psions,
or maybe they are growing in number every day.
CHEMICALLY INDUCED
Individuals can unlock the full potential of their mind by taking an advanced
drug or specially formulated serum. Maybe this has been carefully developed in a
laboratory, or perhaps it is an unexpected side effect of some other experiment.
Who is responsible for this chemical activator? Are they trying to harness its
power, keep it a secret, or destroy all evidence of its existence?
WHAT FORM OF CHEMICAL INDUCEMENT?
1
2
3
4
5
6
Surgical:
The psion is implanted with a special organ that secretes a
chemical into their bloodstream.
Drug:
The psion requires a regular dose of a drug to use their powers.
Activated:
A one-time procedure (or accident) unlocks psionic powers.
The cuff:
Psions wear a cybernetic bracelet that injects them with a drug.
Dander:
An airborne antigen from the no-zone can unlock powers.
Symbiote:
A genetically modified or extra-terrestrial insect burrows into the
psion’s skull and releases a toxin that unlocks their powers.
5
Zgłoś jeśli naruszono regulamin