An unofficial supplement to White Wolf's Storyteller series
Set in the World Of Darkness
By Mark J. Janecka (janecka@globalserve.net)
"10 seconds The pain begins
15 seconds You can't breathe
20 seconds You explode."
/-------\ /-------\ | | | | | | | | | / \ | | / \ | | / \ | | / EPH-1 \ | | (____________) | \__________________/ BIOCARBON AMALGAMATE
'Calm down...just let me give you this last injection and I will let you up. There now, you feel clearer don't you? Not so much noise in the head anymore, eh? Good. Now tell me, what were you doing to that woman in the restaurant? You don't really know...you say she was making you think about her. But she didn't speak to you did she? No, she used a voice without words -- the ones people speak when their lips don't move. And when people make you think about them it hurts and when you hurt they begin to hurt too. But it is not them, it is you who has a problem -- they don't know anything about it. But I can teach you about your Telepathy. You are not crazy; you are what is called a Scanner, a person born with special extrasensory abilities.
'You were born a Scanner because you are a creation of science gone awry. Let me explain: In the 1940's a drug called Ephemerol was test-marketed as a mild tranquilizer for pregnant women. Years after the births of their babies, the children were found to be abnormal. Many exhibited emotional problems and psychotic behavior. It was also found that all of them were endowed with extraordinary psychic powers. Many committed suicide or were institutionalized either because of their behavior or just because they were Scanners. It was later found that the very drug which created them could be used to control them. Ephemerol can be used to tranquilize a Scanner's powers, making him calmer and more manageable. The more mildly disordered Scanners could live nearly normal lives if they could obtain Ephemerol. Some managed to live without it. When these Scanners had children of their own, it was discovered that the Scanner condition was heritable. Almost all children of Scanners were themselves Scanners, some more stable than their parents, and some less so.
'You are one of these children. Scanners are rare and difficult to detect and find. Believe it or not, this is fortunate for you. There are many, Scanners and non-, who would take advantage of you, control you, for the sake of controlling your power. One of these is the drug company responsible for your creation. Biocarbon Amalgamate has kept a tight lid on the results of their experiments. Few of the public believe in the existence of Scanners, though many have heard of them. Scanners are considered to be only the stuff of Tabloids. Their notoriety kept at a minimum, Biocarbon Amalgamate wants to study Scanners because they, that is, you are dangerous. There are also factions of Scanners who would seek you as well. Some groups exist for simple mutual support of those like themselves, and some believe themselves to be superior to the normal folks and wish to dominate them.
'You have been lost for too long and are lucky that I found you. It is only a matter of time before you are found by others as well and you must learn to use your powers, to survive and to thrive as a Scanner. We'll help you here; we'll teach you what we know. You are among friends...'
These rules are in the public domain and may be copied and distributed. The use of "Storyteller," "World Of Darkness," "Firestarter" and "Scanners" and the quotes, names, and concepts therefrom is not a challenge to the ownership of the rights to the companies associated with these works. The use of them in this set of rules is without permission.
The "World Of Darkness" and "Storyteller" series of role-playing games are published by White Wolf Inc.
"Firestarter" is a Dino De Laurentis film, and a Universal Release by Universal City Studios, 1984, released on MCA home video, and based on the Stephen King story of the same name.
"Scanners" is A David Cronenberg film, a Filmplan International Production, and an Embassy Pictures release, 1981.
The origin of Scanners is described in the Prologue, however there is a little more to tell. There are perhaps only a few thousand Scanners in existence in North America; it is not known how many exist outside of North America. As a result of experiments run by the Progenitor convention of the Technocracy, the drug Ephemerol was developed. Due to a big cover-up, it is not currently known whether the creation of Scanners was deliberate or an accident. Some believe that some members of the Progenitors had been running experiments on the Sleeper populace to see if they could create people who were Awakened at birth and thus wield the power of a mage from early on in life. A side effect which may or may not have been deliberate was that the progeny created might wield their powers without fear of Paradox, thus giving them an edge comparable to the Marauders who seem to be able to resist or do away with Paradox. Regardless of intentions, the experiment was not entirely successful. Success was found in that the Scanners could wield extraordinary mental power in even the most Vulgar ways without being affected by any sort of Paradox. Unfortunately, Scanners are by nature, unstable. They are prone to migraine headaches, emotional outbursts, and psychotic delusions. Perhaps Paradox innately and chronicly affects their minds. Many lack the ability to fully use their powers or even to control themselves, and many lose themselves among the seedier elements of society. They may be hunted by Technocracts who wish to study them and learn what went right and what went wrong. They may be hunted by others who wish to collect Scanners for the use of their power. Fortunately for the Scanners, they have great ability both to conceal and to defend themselves.
Scanner characters are very much like those of normal human beings. Decide on a character Concept. Scanner characters can be of any Concept, but something reclusive or odd is especially appropriate; Scanners usually have rather intense personalities. Ask how old the character is -- is he a first or second generation Scanner? Who were his parents and how did they react when his problems and powers were discovered? Where did he live and where does he live now? Who knows that he has special abilities? Does he take Ephemerol to help him deal with his abilities? Does he get it legally or illegally? Has he encountered other Scanners or representatives of the Technocracy? How has he dealt with them? Once these questions have been thought about, decide upon a Nature and a Demeanor that suit the character's Concept.
Scanners have a maximum rating of 5 for both Attributes and Abilites. Attributes are divided into Primary, Secondary, and Tertiary. Each attribute starts with one dot in it already, and 7, 5, and 3 points are added to them in order of priority, just as with other characters in the Storyteller system. Abilities are likewise divided into Primary, Secondary, and Tertiary, with 13, 9, and 5 points put into them, respectively. Players should be allowed to choose Abilities from any of the games subject to the Storyteller's discretion as to what is or is not likely or appropriate for the character.
Advantages for Scanners are all psi-related abilites; they are are the psi-powers of Entropy, Fatalism, Pyrokinesis, Sensing, Telekinesis, and Telepathy. All Scanners start with one dot in Telepathy and may distribute three more among any of these powers. All Scanners also have a special skill called Biofeedback.
A Scanner character receives 6 points to spend on Backgrounds. Backgrounds which are appropriate for Scanners are Allies, Arcane, Dream, and Influence, as described in Mage, and Contacts, Fame, and Resources, as described in Vampire.
The player of a Scanner character must also choose one Psychic Disorder for his character. Scanners are inherently unstable and if for any reason a Scanner's Willpower Points drops to three or below, he must make a Willpower Points roll (Difficulty = 6) or suffer from his Disorder. Even if he makes this roll, he must roll again each time his Willpower drops by another point below three. For every one point gain in the character's Willpower Points, a new roll may be made to overcome his Disorder if he is currently suffering from it. A Scanner player may choose amongst four types of Psychic Disorders: Derangements, Migraines, Shadow personality, Teledementia and Voices. These are described in their own section.
A Scanner character starts off with a Willpower Score from one to five: Roll 1d10, divide by 2 and round up.
Once the above have been determined, the Scanner gets 15 Freebie Points to spend on Attributes, Abilities, Advantages, Backgrounds, and Merits & Flaws. Merits & Flaws are purchased just before Freebie Points are spent; full rules for them can be found in the players' guides for Vampire and Werewolf. The costs for use of Freebie Points are as follows:
Trait | Point cost |
Attributes: | 5 |
Abilities: | 2 points per dot |
Willpower: | 1 point per dot |
Backgrounds: | 1 point per dot |
Telepathy: | 6 points per dot |
*Favourite psi-power: | 7 points per dot |
Other psi-power: | 8 points per dot |
* A Favourite psi-power is one chosen by the Scanner player during character creation. This represents a single non-telepathic power in which the character has particular talent.
Most Psi-powers are activated by making a Willpower Points roll. At this point it is important to clarify a distiction of terms: A Willpower Score roll is like that usually made in the Storyteller system -- take a number of dice equal to the Willpower Score and roll them against a stated Difficulty number (the standard Difficulty is six). A Willpower Points roll is a little different and is rolled for Scanner characters to use their psi-powers. Most psi-powers require a Willpower Points roll to use, though some do use other rolls. When making a Willpower Points roll, one takes a number of dice equal to the character's current number of Willpower Points (not Score) to roll against a stated difficulty. Also, the maximum number of dice in this Willpower Points pool is equal to the rating of the power being used, so even if a Scanner has ten Willpower Points, he can roll only up to five dice (if his rating is this high) to use a psi-power. If the Storyteller is running a campaign in which characters' Advantages may attain ratings above five, then he may allow Scanners to attain Psi-power ratings above five, as well. No new powers for ratings above five are described in this text, but the Scanner's Psi-power Dice Pool is increased accordingly, subject to the size of the character's Willpower Points pool. A character can have different ratings in different psi-powers. A character may also spend a point of Willpower to gain an Automatic Success; in this case the Willpower Points roll may be made before the Willpower Point is spent; this makes it possible to roll up to six Successes. The difficulty number is 3 + the rating of the effect desired as described under the psi-power's listing; this is just like the Difficulty of a Mage casting a magickal effect. In addition, the Difficulty can be modified by the situation; the following table from Mage has been edited for Scanners:
Activity | Difficulty Modifier |
---|---|
Take an extra turn | -1 |
*Connection to target | -1 to -3 |
Fast-Cast | +1 |
Distracted | +1 to +3 |
* Connection to target requires the Scanner to have possession of a personal item belonging to or something which was once a part of the target. The more personal the item, the better the modifier. This reduces the difficulty of the roll only if the Scanner has the power of Psychometry (Sensing III).
Botching a Willpower Points roll costs the character a Willpower point and in addition, at the Storyteller's discretion, a spectacularly bad effect may be caused by the power being used (such as the psi-power backfiring. A Scanner character regains one point of Willpower at the end of a scene in which he has in some way defeated another Scanner. Note that neither Quintessence nor Paradox mean anything to a Scanner. They cannot accumumulate either one, nor can they use or be affected by them, respectively.
When a Scanner uses his powers, it is usually obvious that something is happening. Even if there are no explicit effects upon the environment, a Scanner using a psi-power often wears a grimace of concentration or effort upon his face. Telepathic effects on subjects are noticeable in that the subject usually feels some stress upon his mind and his body may begin to show signs of stress as well. Unless he is familiar with such effects, the subject will not know what is happening and will be at a loss to control or explain it. A Scanner may try to hide the use of his powers by attempting to use them calmly and with subtlety. If the character makes a Manipulation + Subterfuge roll (Difficulty = 6), then neither he nor the subject of his telepathic effect feel or show any signs that a psi-power is in use, unless the effect is a damaging one. Meditation can be used instead of Subterfuge. The subtle use of a psi-power cannot usually be traced back and attributed to a specific person.
* Perceive Entropy: The Scanner can identify entropy's existence as a distinct phenomenon in reality; he is able to sense its manifestations. The Scanner can identify instabilities in objects, systems, and events.
** Control Randomness: The Scanner develops the ability to control how randomness propagates in events and determines the outcome of any minor event that would normally be considered random.
*** Diffuse Energy/Destroy Matter: The Scanner begins to learn how entropy diffuses some of the physical incarnations of reality. He can cause inanimate objects and machinery to disorganize at accelerated rates.
**** Wither Life: Entropy's effects on living organisms are much more complex than the above processes. The Scanner can control entropy's interactions with life.
***** Intellectual Entropy: The Scanner's ability to control entropy extends to affect information systems, ideas, and thoughts.
Basic Abilities: Kismet: Roll Perception + Fatalism (Difficulty = 6) to sense whether something is more or less important in the "overall scheme of things."
* Fatal Vision: Roll Perception + Fatalism (Difficulty = subject's Willpower) to tell if a person is fated to die soon, and how it will happen.
** Danger Sense: Whenever the character is in imminent danger, the Storyteller may roll his Perception + Fatalism (Difficulty = 6); each Success increases the amount of forewarning the character receives.
*** Interpretation: Roll Manipulation + Fatalism (Difficulty = subject's Willpower). For each Success, the character may ask one short question about the subject's future or past.
**** Lachesis' Measure: Roll Perception + Fatalism (Difficulty = 6). The number of Successes indicates the amount of information the Storyteller will bestow to provide guidance to the character's course of action.
***** Luck: The character has learned to perceive, work within, and to some extent, manipulate, the threads of destiny. At the beginning of each story, the character may roll Wits + Fatalism (Difficulty = 6). The number of Successes equals the number of potential botches that the player may ignore for the duration of the story. It costs 1 Willpower point to activate this art.
Rating | Flame size |
---|---|
* | Candle |
** | Palm of flame |
*** | Camp fire |
**** | Bonfire |
***** | Conflagration |
The range of this power is line-of-sight and the effect must be along or project from a surface in the character's environment (including his own body which is immune to any fire which the character controls). The fire lasts for only as long as the character concentrates upon it unless it has a fuel source present. The character uses a Willpower Points roll as described above to determine hits and damage done. This damage is equivalent to that of the Forces sphere in Mage, and is considered to be Aggravated.
* Immediate Spacial Perceptions: This is equivalent to Correspondence I, found in Mage. The Scanner possesses a keen understanding of how objects relate in space. She can intuitively sense distances between objects and sense objects and motion in her immediate vicinity.
** Aura Sight: This is equivalent to Auspex II in Vampire, page 94 [in the first edition]. No Willpower roll is necessary; roll Perception + Empathy (Difficulty = 8).
Successes | Result |
1 | Can distinguish basic emotions. |
2 | Can identify subject's mood. |
3 | Subject's Demeanor may be distinguished and, if he is a supernatural creature, what type of supernatural creature. |
4 | Changes in mood can be detected. |
5 | Can determine the subject's true Nature. |
*** Psychometry: This is equivalent to Auspex III in Vampire, page 95 [in the first edition]. No Willpower roll is necessary; when examining an object by touch, roll Perception + Empathy (Difficulty is at Storyteller's discretion, depending on age of the impressions and the mental and spiritual strength of the person who left them).
Successes | Result |
1 | Can read the subject's aura. |
2 | Sex, name, and age of the subject come to mind. |
3 | You know the basic thoughts and emotions of the subject at the time the object was last handled. |
4 | A "snapshot" of the last time the subject had the object is pictured in your mind. |
5 | You know how the subject acquired the object. |
**** Correspondence Perceptions: This is equivalent to Correspondence II in Mage. The Scanner can psychically extend his sensory perceptions beyond his immediate environment; he need only picture the location in his mind's eye to extend his perceptions there and see, hear, and smell anything at the remote location as if he were standing there. Correspondence Perceptions is especially useful to Scanners because using this in conjunction with other psi-powers allows the Scanner to use the Correspondence Range chart in Mage, instead of the range limits normally used for the other psi-power.
***** Astral Projection: This is equivalent to Auspex V in Vampire, page 95 [first edition]. The Scanner can expand his consciousness to such a degree that he can separate his mind from his body and travel at speeds of 500 mph. It costs 1 Willpower point to enter the astral realm and a Perception + Occult roll (Difficulty = 6) must be made to determine how well the character perceives astral reality; the number of Successes rolled determines how well the character can navigate and thus arrive close to his chosen destination. He cannot interact with the physical world unless he spends a point of Willpower to manifest in a ghost-like form for one turn. The character can view the physical world without interacting with it. Other astral forms can interact directly with the character.
Rating | Strength Dice Pool | Weight (lbs) |
* | 0 | 1 |
** | 1 | 40 |
*** | 3 | 250 |
**** | 5 | 650 |
***** | 8 | 1000 |
****** | 10 | 1500 |
******* | 12 | 3000 |
******** | 14 | 5000 |
********* | 16 | 7000 |
********** | 18 | 9000 |
Make a Willpower Points roll (Difficulty = rating of effect + 3). The rating of the effect is determined by how much strength he wishes to exert, eg: the weight he wants to manipulate or how much damage he wants to do. Effects and damage done (if any) are determined by the size of the Dice Pool of telekinetic strength, as if the character were applying physical strength, not by the Dice Pool of Willpower Points. The character remotely manipulates an object as if he were using physical strength equivalent to this Dice Pool. In addition, a Willpower Score roll (Difficulty = 9) may be made to increase the number of dice in this Dice Pool as per the usual rules for lifting heavy objects. At rating III, the Scanner may use Telekinesis to levitate himself and fly at a rate equivalent to his normal movement rate, substituting his Telekinesis rating for his Dexterity rating. The Psi-power Dice Pool may be split to affect multiple objects. Effects last as long as the Scanner concentrates upon them, and the range of this power is line-of-sight.
If the Scanner has the Psychometry power (Sensing III), then her telepathic ability can also extend to machines. The character can link to an artificial nervous system such as a computer has. Linked this way, the Scanner can perform any telepathic activity upon the computer that she could with a living human mind (subject to the limitations of the computer's 'mind'), including attacking it, withdrawing or changing memories (information), instructing it, or deluding it.
Some special effects that Scanners can learn to do with their Telepathy are described below, with brief descriptions of Mind effects:
* Empower Self: The Scanner has explored and mastered her own mind, developing such abilities as eidetic memory, amazing computational speed, and multi-tasking. In conjunction with Biofeedback, a Scanner can use the Rote, "Serene Temple" as described in the first edition of Mage, page 226: each Success rolled adds a factor of one to the acceleration or deceleration of her body's functions.
** Mental Impulse: The Scanner has learned to contact another mind, but is limited to subconscious impulses and empathic communication.
*** Mental Link: The Scanner is able to establish clear links between her own consciousness and the minds of others. She can link for telepathic communication or for telepathic invasion of another's thoughts and memories. She also has full command of perceptual illusions and can make psychic assaults.
The Scanner can forge a mental link to a subject strong enough to use her Biofeedback ability upon the body of the subject, in order enhance or heal or perform any other Biofeedback effect upon the subject as the Scanner would upon herself.
The Scanner can forge a link to a subject in such a way as to give support to the subject's psyche. The Scanner can send one of her own Willpower points to the subject who may keep or spend this point as he wishes.
**** Control Minds: The Scanner is able to control the thoughts of another sentient being. She can also alter a mind to cure or induce insanity, change memories, or set up perceptual barriers similar to post- hypnotic suggestions.
A Scanner who is using her Psychometry power (Sensing III) to telepathically link to a machine can use her telepathic control to record specific telepathic effects inside a computer's memory, on magnetic disk, tape, or other electronic medium, or transmit the effect through communication lines. Such an effect may be something such as a telepathic attack, or an attempt to dominate and give a specific command to whomever views or listens to the recording. The Scanner simply rolls as if she were trying to affect another person, but instead focuses on recording the effort (this has a Difficulty of at least 7, or higher if the effect she is trying to record has a Difficulty greater than 7). If she rolls at least 3 Successes, then any time the recording is played back, the telepathic effect which was recorded is invoked. There may be a limited number of times such a recording can be played and still have an effect, however; the Storyteller may limit this to one playback per Success rolled during the recording, at his discretion.
***** Untether: The Scanner can untether her mind from her corporeal form and travel freely at speeds greater than 500 mph. This is a form of astral projection, but works a little differently from the version described under Sensing V. The Scanner's perceptions are limited to those of a magickal or psychic nature. She is impervious to physical harm. She can manifest in a ghostly gray form for one turn by spending a point of Willpower. Other astral travelers can interact directly with the Scanner. At this level, a Scanner can use her telepathic powers to permanently transfer her personality into another body if she can defeat the mind presently occupying that body. In conjunction with Psychometry (Sensing III), a Scanner can also do this with a complex machine such as a large computer or an information network. This is described fully in the section titled Telepathic Attacks, below.
"With all those other voices in your head how can you hear your own voice?"
Due to the nature of their powers, Scanners are innately mentally unstable. Perhaps they do not have full control of their own powers or cannot cope with the angst of having and using them. Every Scanner has a Psychic Disorder, a sort of side effect of his own mental powers. During character generation, the player of a Scanner must choose amongst five disorders: Derangements, Migraines, Shadow Personality, Teledementia, and Voices.
With regard to Scanner powers, it is important to note that, as with Magick, Willpower may be used to resist a direct effect as described in Mage: Willpower Score roll (Difficulty = 8), each Success removes one from the Scanner's Successes.
With regard to repetition of events (Mage, "the domino effect"), a Scanner may retry failed efforts as many times as he likes -- the situation does not have to change before he tries again. However, if the situation is exactly the same from one attempt to the next, the Storyteller may increase the Difficulty of the roll by one for each failed attempt ("it's just too damn hard to do right now").
Scanners can use Conjunctional effects with their Psi-powers just as mages may perform Conjunctional Magick. It is especially useful to conjoin Sensing IV (Correspondence Perceptions) and another Psi-power to increase the range at which a Scanner may use this power (usually to beyond line-of- sight). This is described in the Sensing Psi-power in the Scanner Advantages section.
Scanners can Act In Concert with their Psi-powers. This works just as mages do with their magickal Spheres, as described in Mage: Each Scanner involved must possess the Psi-powers necessary to perform the effect, and each rolls his Dice Pool; the total number of Successes obtained on all of the rolls powers the psychic effect, and if one character botches, everyone botches.
A Scanner can use "Countermagick" ("counterpsychic") effects against another Scanner who is using Psi-powers that he, himself, has. This works just as a Mage uses Countermagick as described in Mage book: If the defending Scanner has Psi-powers that correspond to the opponent's effect, then he rolls his Psi-power Dice Pool against the same Difficulty that his opponent is rolling against, and each Success cancels one of his opponent's Successes.
A Scanner can also perform Countermagick against Magickal effects cast by Mages. This works as Countermagick is described in Mage, with the following correlations: Telepathy correlates with the Mind Sphere, so all Scanners can use Countermagick against Mind effects. Biofeedback correlates with the Life and Prime Spheres: A Scanner's innate control of his bodily functions gives him the ability to resist magickal effects upon his body; his Biofeedback rating is considered to be equal to his Stamina + Meditation. The Entropy Psi-power correlates with the Entropy Sphere of magick. Telekinesis and Pyrokinesis Psi-powers both correlate with the Forces Sphere and can be used to resist kinetic and heat-related effects, respectively. Sensing and Fatalism correspond to the Correspondence Sphere; these extrasensory perceptive abilities allow a Scanner to detect and attempt to avoid the effects of Correspondence magick. If a Scanner has both Sensing and Fatalism, use the one with the higher rating for his Countermagick Dice Pool. Scanners cannot perform Countermagick against the Spheres of Matter, Spirit, or Time.
Mages can also perform Countermagick against Scanner Psi-powers; this works as described in Mage with the following correlations: Mind correlates with Telepathy. Forces correlate with both Telekinesis and Pyrokinesis. At the Storyteller's discretion, the Matter Sphere may also be used to counter Pyrokinesis. The Entropy Sphere correlates with the Entropy Psi-power. Prime, Mind and Life Spheres can be used to counter attacks or effects involving Biofeedback. Correspondence cannot be used to counter Sensing, which is a passive Psi-power.
Countermagickal/Counterpsychic effects operate by opposing the effect at the level of the effect (be it physical, telepathic, or whatever), not at the level of Quintessence flow or the threads of reality.
Scanners have many vicious ways to control, warp, and break a human mind or body with just a thought. Different methods have different advantages and disadvantages to them. Depending on the goals and the powers of a Scanner, he has many options open to him in this regard. The following are a repetition of the charts found in Mage, edited for use with Scanners:
Damage Dice Multiplier | |||
Psi-power Rank | Entropy | Forces | Other |
* | x0 | x0 | x0 |
** | x0 | x1 | x0 |
*** | x0 | x2 | x1 |
**** | x4 | x3 | x2 |
***** | x5 | x4 | x3 |
Range | |||
Successes | Entropy | Forces | Other |
1 | Line of sight | Touch | One turn |
2 | Very familiar place Once close target | One scene | |
3 | Familiar place | All in vicinity | One day |
4 | Known of place | Select those in vicinity line of sight | One story |
5 | Anywhere on Earth | Any or all in sensory range | Permanent |
This is a conjunctional effect in which a Scanner uses his ability to manipulate probability to improve his chances of hitting in physical combat. Telepathy I allows the Scanner to use his mental ability to multitask so he can initiate this effect and attack in the same round. The Scanner rolls his Willpower Points Dice Pool (Difficulty = the Difficulty of the attack he is making). The number of Successes rolled is added to his Dice Pool used for attacking, thus improving his chance to hit by manipulating sheer luck.
This conjunctional effect is essentially the reverse of Lucky Shot. Telepathy I allows the Scanner to use his mental ability to multitask so he can initiate this effect and dodge or attack in the same round. The Scanner uses his ability to manipulate probability to reduce opponents' chances to hit him. Roll Willpower Points Dice Pool (Difficulty = same Difficulty as to Dodge the attack). The number of Successes rolled is the number of Successes by which the attacker's attack roll is reduced.
This is an effect that some Scanners can use for physical defense against a single source of attack. The Scanner uses a sudden pulse of heat or force against a source of attack in order to deflect it away from himself. The Scanner must first select an opponent or other source of attack in order to psychokinetically block attacks. Roll a Willpower Points Dice Pool (Difficulty = 6, the standard number for a Soak roll) and multiply the number of Successes by the Damage Dice Multiplier found under "Forces," in the chart found in Mage. This is the number of damage dice soaked per attack from the selected source. This effect takes most of the Scanner's concentration and must be renewed each round. The Scanner's Dice Pool can be split amongst this effect and any other effects he wishes to employ during the same round.
This is also an effect that some Scanners can use for physical defence. It produces a protective heat or force shield around the Scanner or any other target he chooses (use the "Other" column of the range chart found in the Mage book, to determine maximum area of effect). This shield is omnidirectional and provides one die of damage Soaking for every Success rolled with the Scanner's Willpower Points Dice Pool (Difficulty = 6, the standard number for a Soak roll). This effect is continuous as long as the Scanner does not use his Willpower Points Dice Pool for anything else. The Scanner's Dice Pool can be split amongst this effect and any other psychic effects he wishes to employ during the same round.
This telepathic effect links the Scanner's mind to a subject's emotional centers. Roll the Scanner's Dice Pool (Difficulty = 5); the number of Successes equals the number of turns the target subject is incapacitated trying to cope with intense and conflicting emotions of the Scanner's choice. If the Scanner attains 5 or more Successes then he induces a temporary Derangement in the subject (Storyteller's choice as to an appropriate Derangement -- consider the emotions invoked and the subject's personality as a guide). This Derangement manifests itself after the subject's incapacitation ends and will last for several (11 - Willpower Score of subject) hours.
Empathic Assault is a very dangerous attack to use upon Vampires and Werewolves who must always keep their violent sides at bay. If a Scanner successfully uses this attack upon one of these creatures then the creature must immediately roll a check against Frenzy or Rage, respectively (Difficulty = 5); vampires should use their Self-Control Virtue for this roll. If the check fails, the Vampire or Werewolf immediately goes wild, entering a full Frenzy or Rage. If the check succeeds, then the Vampire or Werewolf will be incapacitated normally as described above. The Vampire or Werewolf may choose to deliberately fail his check if he prefers Frenzy or Rage to incapacitation for a short time, which is usually the case for such creatures.
A psychokinetic Scanner can use his power to suddenly and forcefully shatter, disrupt, or otherwise "blow up" a target. Using either heat or kinetic force, the Scanner can cause physical damage directly to a target using the "Forces" damage-dice multiplier from the Sphere Effects chart in Mage. In the case of Telekinesis, use the Psi-power Dice Pool, not the strength Dice Pool, to determine damage dice.
Goad is similar to but simpler than Empathic Assault. It is an attack upon the emotional centres of a subject in an effort to induce a hasty (and usually imprudent or violent) action. Roll the Scanner's Dice Pool (Difficulty = 5); the number of Successes equals the number of turns the subject will give in to his impulsive or aggressive emotions. Depending on the situation, the subject may fly into a rage and attack, leap off of a building, or do something similarly impulsive. Generally, he will do whatever he happens to have in mind at the time.
This effect is very dangerous to use upon Vampires and Werewolves, for the same reasons as with Empathic Assault. See Empathic Assault, above, for a description of what happens with these creatures.
The Scanner can forge a link to and affect a subject's autonomic systems as described under Telepathy III, but in this case, uses Biofeedback to wreak havoc on the subject's bodily systems. Roll the Scanner's Dice Pool (Difficulty = 6); this does one die of damage to the subject per Success rolled. The attack is so physically traumatic that at least one damage roll is always a Success: a successful attack always does a minimum of one level of damage.
This telepathic effect allows a Scanner to warp one or more subjects' perceptions. When he does this, he confuses the subject about what her senses tell her. As a result, for each Success the Scanner rolls, the subject's Dice Pool is reduced by one for performing actions that affect her outside environment. In particular, this effect is useful to reduce a subject's ability to attack or defend against the Scanner; her Dice Pool for attacking and dodging is reduced by one die per Success the Scanner rolls. If the Scanner wishes to affect multiple targets, he requires at least three Successes. If the Scanner uses this effect in conjunction with Psychometry, he can warp the senses of electronic detectors, microphones, cameras, and the like to register poorly or falsely; audio recordings are garbled and video images are hazy or overexposed, for example.
This is a telepathic attack which causes a wave of electrical activity to surge through a subject's brain to such an extent that he suffers effects similar to a grand mal epileptic seizure. This seizure lasts as long as the Scanner concentrates upon the attack and does nothing else. This attack does one die of damage regardless of how long it lasts. Upon termination of the attack, the subject will fall unconscious for one hour per Success rolled (Difficulty = 6) by the Scanner, and wake up bruised and sore. Falling unconscious can be avoided if the subject spends one point of Willpower to remain awake.
This is often used as a psychic feint in Scanner combat. It allows a Scanner to implant false sensory input of any sort he can imagine (usually something he has experienced himself) into the mind of a subject. The number of Successes rolled (Difficulty = 6) reflects the complexity of the hallucination he may induce. One Success would be something simple such as a faint scent of smoke or a flicker of movement in the corner of the eye. Five Successes would allow for a vivid and detailed hallucination involving all five senses. If the Scanner is trying to induce a hallucination of something particularly unlikely or of something that neither he nor his subject have ever experienced, then the Difficulty of the roll is increased by two, to eight. In most cases, the hallucination lasts for only as long as the Scanner concentrates on maintaining it.
This telepathic effect allows a Scanner to become effectively invisible. He telepathically influences one or more subjects' minds to ignore him, no matter what he does, as long as he does not try to directly interact with or directly affect the subjects. With one or two Successes, a Scanner could walk right past a security guard or a guard dog without being noticed. With three or more Successes, the Scanner could walk through a crowded room, only casually bumping into people, and remain completely unnoticed. If the Scanner uses this effect in conjunction with Psychometry, he can cause electronic detectors, video cameras, and the like to ignore him too; alarms do not go off, cameras point the other way or simply do not record a clear image, for example.
This is a violent psychophysical assault often used by Scanners who have greater telepathic proficiency than psychokinetic proficiency. This conjunctional effect assaults a subject's neurons directly with a combination of telepathic and psychokinetic powers -- it overexcites the neural system on a physical level and causes a sudden epileptic-like spasm and burns similar to the effect of a high-power electric shock. Roll the Scanner's Dice Pool (Difficulty = 6); use the "Forces" chart in Mage to determine damage dice.
Not quite as effective as a Neuropsychic Assault, this effect is best described as a stereotypical mental attack ("I'm gonna psi-fry your brain!"). Roll the Scanner's Dice Pool (Difficulty = 6); use the standard chart for magickal damage ("Other" column) from the Mage book to determine the damage dice. This effect tends to be more effective than the Biofeedback Attack if the Dice Pool is large, but less effective than the Biofeedback Attack if the Dice Pool is small.
Will Draining is exactly that: a telepathic attack upon the psyche of a character that drains away his Willpower Points. Roll the Scanner's Dice Pool (Difficulty = 6 or the subject's Willpower Score, whichever is higher); the number of Successes rolled is the number of Willpower Points the subject loses. For each successful attack, the Scanner gains 1 (and only one) Willpower Point, up to his maximum score. He may limit his maximum number of Successes if he wishes. Will Drain can be especially serious to Scanners since they may suffer from their Psychic Disorders when they reach 3 or less in Willpower Points. If this occurs, then the Scanner causing the effect has the option of letting the target experience his own Psychic Disorder, or of inducing the Psychic Disorder that he himself has, in the subject. This works on normal folks and Awakened beings other than Scanners as well: If their Willpower Points reach zero, the Scanner may induce his Psychic Disorder in them. The disorder is temporary, and remains until they regain at least one point of Willpower.
To induce a delusion is to cause someone to believe something that is not true. The Scanner delves deeply into the memory and cognitive faculties of the subject and literally "changes his mind." This effect will not cause a subject to ignore sensory data or common sense but can change what he thinks is true about something, including about himself. This ability combined with Induce Hallucination could cause someone to fully believe that he is someone else and somewhere else, although this is difficult to do. Roll the Scanner's Dice Pool (Difficulty = 7); the number of Successes rolled determines both the length of time the delusion lasts (see the Magick Range and Duration table in Mage to determine duration), and the pervasiveness of the delusion. One Success could make a subject believe that he left his wallet at home or that a certain person he had just passed by was actually someone else. Five Successes could make someone forget his name and entire family.
This powerful telepathic effect allows a Scanner to access a mind (or a machine if combined with Psychometry) and transmit or receive reams of information between his mind the subject's.
To rape someone's mind of information, the Scanner needs first to drain his Willpower to zero (see Will Drain, above). The Scanner must then roll five Successes (Difficulty = 10) to drain information from the subject's mind. The Scanner can then learn literally everything the subject knows -- personal information, Talents, Skills, Knowledges -- these are all downloaded into the Scanner's own mind. He will have all the Abilities of the subject in addition to his own. Attributes, Advantages, and Backgrounds cannot be gained by the Scanner. For Abilities the characters have in common, use the higher rating between the two characters (the information is considered redundant). For Abilities just gained from the subject, the Scanner uses the subject's rating. Once he has reached in this far, the Scanner has the option of spending one point of Willpower to wipe clean the subject's mind of any or all knowledge: He can reduce or remove Abilities and wipe out memories.
Use of this power entails some risk. The Scanner is subjecting himself and his subject to such psychic trauma that each must roll his Willpower Score (Difficulty = 10) or he will gain a Psychic Disorder. The Storyteller may choose a suitable Disorder or just randomly determine one from those described in the Psychic Disorders section, above.
To rape a machine of information, the Scanner must first gain access to the data he is interested in; this may entail breaking or bypassing computer security measures. Sometimes it is useful to try other mental attacks such as Telepathic Assault to break through, or Induce Hallucination or Induce Delusion to give a machine false input. The Storyteller must adjudicate this on a case-by-case basis. Once access to the data has been achieved, the Scanner must mentally access the machine: roll Dice Pool (Difficulty = 7). The number of Successes indicates the amount of clear information the Scanner can get out of the machine: One Success = 20% of what is available in the machine, two Successes = 40%, ..., 5 Successes = 100% of what is available in the machine. Once he has reached this far, the Scanner has the option of spending one point of Willpower to wipe out as much of the data as he has access to (20 to 100% of it).
Mindfeed: A Scanner capable of Mindrape can also send reams of information into another mind (or machine, when also using Psychometry). This is similar to but simpler than the methods described above. A human being does not need to be incapacitated but must be willing and open to the Scanner's mind. For each Success rolled, the Scanner can transfer one dot's worth of an Ability or a single vivid memory. A machine will accept mental input into it as if it were accessed normally (through a keyboard, data line, etc). Dice rolls must be completed as described in the above paragraphs in order to measure success. When uploading to another living mind, the Scanner still risks psychic trauma for himself and his subject, and each must roll against his Willpower Score (Difficulty = 7) to prevent gaining a Psychic Disorder.
A Permanent Possession is the psychic transference of a mind and personality from one brain to another. The Scanner takes with him his Social Attributes of Charisma and Manipulation, all his Mental Attributes, all his Abilities (Talents, Skills, Knowledges), and his Advantages. He gains the Physical Attributes and Appearance of the new body he occupies. What Backgrounds he can take with him, or gain from the new body, are up to the Storyteller. This very difficult effect was achieved mind-to-mind between Cameron Vale and Darryl Revok at the end of the original Scanners, and was achieved mind-to-machine by Helena in Scanners III: The Takeover.
For a Scanner to transfer his personality to another person's brain, he first must somehow mentally incapacitate his subject or reduce his Willpower Points to zero, like with Mindrape. Next the Scanner must roll 5 Successes (Difficulty = 10) to occupy the subject's brain. At this point he is sharing the brain with the original personality. He must then psychically assault it to a lethal level -- ie: kill off the original personality. This is done by making a Willpower Score roll for each character (Difficulty = the other character's Willpower Score). Whomever rolls more Successes destroys the other character's personality and keeps the body. A stalemate should be rerolled. The Scanner's original body falls into a coma once the transfer has taken place, and it will eventually die on its own.
To possess a machine, the Scanner must use Psychometry in conjunction with Permanent Possession. Like with Mindrape, the Scanner must first defeat any security systems that would prevent him from having full access to the machine. Next he must telepathically access the machine. If the Storyteller considers the system to be big or complex enough to hold a personality (something like a mainframe or an information network should do) then the Scanner must roll 5 Successes (Difficulty = 10) to get in. If there are no other minds in there, then the Scanner has free reign of the system (consider the character's skill with computers if he tries anything fancy). The character need only beware of any security programs he may have missed and of purging by antagonistic sysops. The Scanner's original body falls into a coma once the transfer has taken place, and it will eventually die on its own.
This effect was used by the villain in Scanner Cop II: The Showdown. It is the ability to psychically attack and drain another Scanner of her power -- killing her in the process. The attacker rolls his Willpower Points Dice Pool; the Difficulty is 8, or the victim's Willpower Score, whichever is higher. If successful, the attacker forms a telepathic link to pump entropy into his victim. This causes damage at five levels per Success rolled, as per the Entropy damage dice multiplier. The attack must be renewed each round. If the victim dies while under this attack, her mind and body suffer powerful entropic effects and give up their energy to the attacker, which turns the victim into a burned and withered husk. At the moment of her death, the attacker absorbs psychic energies which they have in common. In game terms, this means that for every level (dots rating) of each Psi-power the victim had, the victor gains one die of supplemental power to add to his own Dice Pool when using that same Psi-power. The victor gains no dice in Psi-powers that are not common to both Scanners. These supplemental dice are specific to each Psi-power, and are kept in a separate pool beside his Psi-powers' regular Dice Pool. He can use these supplemental dice to add to his Dice Pool for using that Psi-power whenever he wishes, but each time that one of the supplemental dice rolls a Success, he loses that die from the supplemental Dice Pool for that Psi-power; each successful use of the power he has cannibalized uses up some of the power he has absorbed. Eventually, he will run out of supplemental Psi-power and will have to cannibalize another Scanner if he wants more.
Psychic Cannibalism works only upon those with Scanner Psi-powers, and not upon mages or vampires or any other such creature that happens to wield a similar power.
At the cost of one point of Willpower per scene, a Scanner who is traveling astrally can manifest his astral body as a physical body in the physical world. At the Storyteller's option, the character may instead "physically" manifest his astral body in the Spirit world or in the realm of the dead (cost 1 Willpower point to try, plus roll Willpower Points Dice Pool at Difficulty of at least 8). This solidified astral body can be directly interacted with by both material and other astral forms. It has a Strength score equal to the Strength Dice Pool listed on the chart under the description of Telekinesis. Its Dexterity equals the Scanner's Wits, and its Stamina equals his Intelligence. The body has the same Health levels as does a normal character but if reduced to Incapacitated or worse, the body is disrupted; the Scanner's mind is forced to return to his natural body and he loses a Willpower Point. No real damage is done to the Scanner by physically harming his astral body, but harm done to his natural physical body will carry over as Health levels of damage to his solidified astral form. The character appears very much like a semi-luminescent ghost in the form of his self-image. This form both looks and feels more solid when higher Telekinesis ratings are used.
Trait | Cost |
New Ability | 3 |
New Psi-Power | 10 |
Willpower | current rating |
Abilities | current rating x 2 |
Attributes | current rating x 4 |
Telepathy | current rating x 6 |
*Favourite Psi-Power | current rating x 7 |
Other Psi-Power | current rating x 8 |
Ephemerol is the mutagenic drug which creates Scanners. Any woman given Ephemerol during pregnancy will give birth to a Scanner child, whose powers are active at birth (or sometimes even before, as demonstrated in the first Scanners movie). This drug is a mild tranquilizer and has little significant effect on normal people or supernatural beings. The drug does affect Scanners, however. A dose of Ephemerol (EPH-1) restores a Scanner's Willpower Points by one, thus giving him a new roll against his Psychic Disorder if he is currently suffering from it. One dose also reduces each of the Scanner's Psi-power ratings by one point (a Scanner's Biofeedback ability is not affected in this way -- it is more like a special skill than a psychic power). Since Ephemerol is also a tranquilizer which particularly affects Scanners, five or more doses can render him unconscious for up to five hours: roll against Stamina (Difficulty = 6; # of unconscious hours = 5 - # of Successes rolled). The dosage level in a character's system drops by one every twelve hours, thus a Scanner's Psi-power ratings will recover at a rate of one level per 12 hours. Ephemerol is available in injectable and, just recently, also in pill form, as a prescription drug. It is made available (by the Technocracy) to whomever needs it for only $2.00 per dose (of course then they can find and keep track of you, can't they?) Scanners often use it to control their Psychic Disorders and attempt to live normal lives. Illegally, Ephemerol can be bought, costing at least $20.00 a dose.
EPH-2 and EPH-3 are the second and third generation versions of the original Ephemerol, EPH-1. They were designed to help control Scanners and their symptoms, but the drugs were unsuccessful. EPH-2 removes Psychic Disorder symptoms in a Scanner, but quickly numbs his conscience and instills him with psychotic and often megalomaniacal traits. A single dose will restore a Scanner's Willpower Points to his maximum and nullify the effects of his Psychic Disorder, but he also turns self-centered, plotting, and evil. A dose must be administered every twelve hours or its effects will wear off. EPH-2 is also somewhat poisonous: Every week during which even one dose is used, the Scanner must make a Stamina roll (Difficulty = 6) or permanently lose one point of Stamina. A character whose Stamina reaches zero, dies. EPH-3 is only a slight improvement upon EPH-2. It removes Psychic Disorder symptoms just as well, and has the same conscience-numbing effects as does EPH-2. However, these latter effects take several days of continual usage before the Scanner's personality is affected -- say, one day for every two points of the character's Willpower Score. Also, EPH-3 is not at all poisonous. EPH-2 and EPH-3 are not commercially available, although they may be available on the black market for prices of at least $200 a dose. The forms they come in are injectable, pills, and dermal patches.
EPH-4 is the latest and most beneficial form of Ephemerol. Developed solely for use by Scanners, it has no effect on anyone else. It is not poisonous nor tranquilizing but does have a side effect which may or may not have been intended by its creators -- a Scanner character is unable to improve his Willpower Score while on this drug. In game terms, this means that a Scanner character cannot spend Experience Points to improve his Willpower rating if he has, at any time during the previous month, taken any EPH-4. This can keep a Scanner from growing too powerful. A single dose of EPH-4 restores one Willpower point to a Scanner, and automatically completely suppresses his Psychic Disorder for twelve hours. EPH-4 is not commercially available to the public. It is available to Scanners working in government jobs, the military, law enforcement, for Biocarbon Amalgamate, or directly for the Technocracy, if they are known to be Scanners --but the institution controls the supply. The drug may also be available on the black market for around $500 per dose. It comes in injectable, pill, and dermal patch forms.
Amphetamines are a very bad thing to give to a Scanner -- they crank up neural and metabolic activity. Depending on the amount and type of amphetamine given to a Scanner, his physical and psychic activity levels will be somewhat to greatly increased. The Storyteller should assign a drug dose a rating from one to five. In game effects, the amphetamine will give the Scanner resistance to pain from wounds such that he can ignore Dice Pool penalties of up to a rating equal to the drug dose's rating. Above that level, the ratings are not reduced, however -- the full penalty is applicable. Also, each rating of the drug will boost the Scanner's Dice Pool for using his Psi-powers by one. The poor Scanner will also be cranked up so badly that he can't think straight: lower his Intelligence, Charisma, and Manipulation Attributes by one for each rating of the drug dose (minimum possible score is zero). How long the drug remains effective in his system is up to the Storyteller; a one level drop in the rating of the drug dose after every one to three hours is reasonable.
Hallucinogens are also very bad for Scanners. The game effects are similar to those for amphetamines except the character is cranked down rather than cranked up, so his Psi-power Dice Pool is not affected. He will also automatically suffer from his Psychic Disorder until the drug wears off.
Depressants are the safest psychoactive drugs for Scanners. They affect them in the same way as they affect normal human beings, and neither enhance nor inhibit Psi-powers. They can be used to relieve a Scanner of the symptoms of his Psychic Disorder: For every dose of depressant administered, allow the Scanner to make a new roll to overcome his Psychic Disorder if it is currently affecting him.
Psi-power boosting drugs: With the failures of EPH-2 and EPH-3, the Technocracy is wary of trying to make more of these sorts of things. But they do keep trying...
Other drugs affect Scanners just as they would affect normal human beings.
A Scanner character can contribute to group harmony. His aims and goals are unlikely to conflict with those of other characters. Werewolves may wish to increase their Renown by combating the Wyrm; Vampires may seek to grow in personal power and influence or attempt to achieve Golconda; Mages may seek Ascension, Wraiths seek Transcendence, and Changelings to return to Arcadia. Within a Chronicle, a Scanner may find reason to help other characters in attaining their long-term goals, but will probably find more common their immediate interests in the story taking place. Companionship with those who understand and appreciate the supernatural world is a good simple reason for a Scanner to join and remain with such a group. A Scanner character can make a good part of a team in World Of Darkness games.
The character has a peculiar psychosis that causes him to hear dramatic music almost every moment of his life. It is not disturbing or distracting; he can ignore it as he would a radio in the background. The music will always be appropriate to the Scene in the story, and he is the only one who can hear it. If he is astute, he can use the mood of the music to interpret dramatic atmosphere, use it as a hint of what is going to happen, and guide himself in appropriate actions. [The Storyteller may want to play suitable music for dramatic effect.]
The character is allergic to one type of drug, as described in the Ephemerol And Psychoactive Drugs section. The player should choose which type of drug his character is allergic to: Ephemerol, amphetamines, etc. For each dose of this drug that the character takes, he must make a Stamina roll (Difficulty 6) or suffer one Health level of damage.
The character has used enough amounts and combinations of drugs that his blood has become permanently tainted with chemicals. This does no harm to the character (his body is used to it), but makes his blood unusable for blood transfusions (recipients take one Health level of damage per pint), and, more importantly, makes the blood distasteful to vampires. A vampire can safely drink the blood, but upon first tasting it, must make a Willpower roll (Difficulty 8) to continue drinking, unless she is desperate enough to Frenzy. Vampires with heightened senses can smell unspilled tainted blood in a character with this Merit.
The Scanner has an unusual metabolic resistance to the negative effects of any form of Ephemerol. The drug will still restore Willpower points to the Scanner as described under each type of Ephemerol, but for each point of this Merit, the character is immune to one dose of the debilitating effects of the Ephemerol. In the case of EPH-1, one point will immunize the character to one level of Psi-power reduction. For EPH-2, and EPH-3, for each Merit point, the Scanner can safely take one dose of the drug without becoming psychoticly evil and can tolerate one dose per week without being affected by the poisonous character of EPH-2. In the case of EPH-4, the character requires 3 points of this Merit to be immune to the drug's side effect of preventing the spending of experience points to improve Psi-powers as described in the drug section of Scanners.
The Scanner has such difficulty using his powers that whenever he activates a Psi-Power, he must make a Stamina roll (Difficulty = rating of effect+3) or take one Health level of damage. He can never use his powers with subtlety -- he always shows stress when using a Psi-power. This flaw does not affect the use of Biofeedback. The 3-point version of this Flaw is as above except it occurs with the use of only one Psi-power that the Scanner possesses (chosen by the player). Neither version of this Flaw can be taken more than once.
The character's aura is for some reason almost impossible to read. Perhaps the character appears to have no aura to those who can see them, or perhaps his aura is faint or confusing. Anyone trying to read the character's aura must roll against Difficulty 10. The character tends not to leave readable psychic traces, either. Anyone attempting any form of Psychometry on the character's possessions must roll against a Difficulty of 10.
The cortices of the brains of many animals, including humans, contain ferrous compounds that orient themselves to magnetic fields. Migratory animals use these to help navigate. The character has this same ability to detect magnetic fields. He can find magnetic North and detect electrical machinery that would turn a compass needle. When navigating unfamiliar territory, the Difficulty for finding his way around is reduced by two.
The character is able to control his dreams and is fully aware of his state of consciousness when dreaming. As a result, he is particularly resistant to hallucinations and delusions: his Difficulty to resist them is decreased by two.
The character may add one dot to his Perception or Intelligence or Wits Attributes, to a maximum limit of six. If this does not immediately bring his Attribute above five, he still has the potential to improve his attribute above five through spending experience points.
For some reason, the Scanner never attained the special skill of Biofeedback and cannot use any effect requiring it.
The Scanner's powers have a particular affinity for some kind of subject so that when using a Psi-power on that type of subject, his Difficulty is reduced by one. Such an affinity is chosen by the player, and might be something such as Werewolves, Vampires, Gypsies, the insane, characters with a particular Nature, animals, computers, metals, etc.
The Scanner's powers have a particular difficulty affecting some kind of subject so that when using a Psi-power on that type of subject, his Difficulty is increased by one. Such an aversion is chosen by the player, and might be something such as Werewolves, Vampires, Gypsies, psychiatrists, characters with a particular Nature, animals, computers, metals, etc.
This Flaw cannot be chosen with the Inscrutable Aura Merit. The character has a strong aura that tends to leave a residue in places where he has been. Characters who can see auras can follow where he has gone for up to 24 hours since he has been there, and the Difficulty of using Psychometry on his property is reduced by two. At scenes where he has experienced intense emotion, he may leave empathic traces that even normal people can feel for a time thereafter.
There is something about how the character looks that makes people think he is a little crazy. He is limited to a maximum of one Success when rolling dice using his Charisma Attribute.
Through some defect, the Scanner never developed any telepathic abilities. His Telepathy rating is zero and can never be increased. His Biofeedback ability is not affected by this Flaw.
One of the Scanner's Psi-powers (chosen by the player) is limited to a range of touch. He must physically touch any subject he wishes to affect with this Psi-power. The Psi-power Sensing will not extend his range. This Flaw cannot be applied to the Sensing Psi-power
Whenever the character uses a Psi-power, his aura manifests itself for all to see. Only those who know how to read auras will know what the colours and patterns mean, but anyone will be able to see a nimbus of light around the character during the turn he activates a Psi-power. Characters possessing the Inscrutable Aura Merit are still Difficulty 10 to read, but the glow still manifests itself. It is impossible for the Scanner to make subtle use of his Psi-powers.
One of the Scanner's Psi-powers is not fully under his control. When distracted or stressed, the power acts almost with a mind of its own and will affect the character's environment or the people in it. These effects are not usually harmful, but tend to be noticeable or somewhat unusual. For each point of this Flaw, one dot's rating of one Psi-power (chosen by the player) can manifest itself in this way. Obviously, more dots mean greater effects. These effects should be adjudicated by the Storyteller according to the scene at hand. This Flaw does not ever reduce the Scanner's dice pool for using his Psi-powers.
Psychological: Compulsion, Intolerance, Low Self-Image, Nightmares, Phobia, Overconfident, Short Fuse, Shy, Soft-Hearted
Mental: Absent-Minded, Amnesia, Common Sense, Concentration, Confused, Eidetic Memory, Iron Will, Lightning Calculator, Self-Confident, Time Sense, Weak Willed.
Aptitudes: Fast Learner
Supernatural: Danger Sense
To reiterate: These rules are in the public domain. Distribute them as you wish, but I ask that they remain intact and that appropriate credit be given where it is due. I do not dispute nor wish to infringe upon the ownership of rights to White Wolf's Storyteller series products, Scanners, Firestarter, or any other company or title that has inspired me to write this. I also would like to thank Hank Driskill and John Gavigan whose Highlander: The Gathering supplement also inspired me to write this work. Comments, ideas, and suggestions can be sent to me at my email address, which is presently: jsquared@hookup.net
Mark J. Janecka, | 1995 03 14 | Version 1.00 |
1995 05 23 | Version 1.03 | |
1996 03 02 | Version 1.04 | |
1996 10 29 | Appendix 1 added |