Human Psychic
Psychics have a number of abilities that allow them to sense the supernatural, manipulate the world with the power of the mind alone, and even heal wounds and diseases. These powers have the unfortunate side-effect of revealing to them the Nightlords and their minions, which makes them targets for extermination! Persecuted by the monster-controlled government, psychics have to hide and seek the companionship of other outcasts (like the Nightbane). Many have decided to fight back and have joined forces with secret societies, cults, the Nightbane, the Spook Squad, and others. Some have become psychic mercenaries, others adventurers, and some still try to hide and live peacefully.
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigor d6
Skills: Academics d6, Athletics d4, Common Knowledge d4, Fighting d4, Focus d8, Notice d6, Occult d8, Persuasion d4, Research d4, Science d6, Stealth d4
Pace: 6; Parry: 4; Toughness: 5
Hindrances: Hesitant, Outsider (minor), Ruthless (major), Secret (major),
Edges: Alertness, No Mercy, Strong Willed, Super Powers
Gear: Pistol (Range 12/24/48, 2d6 damage, AP 1), personal items.
Special Abilities
- Mind Control (5): Forgetful (+2). Smarts (+1).
- Mind Reading (3): Memory Mastery (+5). Strong (+2).
- Mind Shield (1): Area Effect (+4).
- Telekinesis (3)
- Telepathy (2): Range (+2)
Mechanics