The psionic powers given in Waste World RPG are unmodified and generic. They are the sort of powers an experienced, sophisticated psycher, fully in control of all his abilities would have. There are few limitations on them, and those usually apply only at the lower levels. They work pretty much all the time, every time. All their owner has to do is to activate them.
Not all psychers possess the understanding of their gifts or the training needed to make their powers work reliably. The way the powers in the Waste World rulebook work are often best case scenarios. Psionic powers are not always so reliable. By their very nature, they can be very erratic indeed. Some psychers find it difficult to tap into the flows of Power and must spend some of their own life force to fuel their abilities. Others can only use their powers under certain circumstances, such as when another power is actually in operation or when they are wild with rage.
Many psychers require crutches of one sort or another, things to help them bring their powers into focus, ways to discipline their minds and let them channel the Power. Some are brought up to believe that their powers are gifts from the gods and use talismans and holy symbols to bolster their faith. In the dark and superstitious corners of Avernus it is not only ignorant peasants who regard psychers as sorcerers, some psychers see themselves as magi too. They use incantations and gestures to invoke their powers. Some psychers have deep seated mental blocks against using their gifts and can only invoke them under certain circumstances or while under the influence of certain drugs.
It does not matter that many of the things psychers believe about their powers are actually untrue. It is what the psycher believes that counts. Their beliefs actually affect their ability to use their powers. If a psycher is convinced that his powers will only work at night, then his powers WILL only work at night. Perhaps this is only natural when so much of the use of psionics relies on the thought processes of their wielder.
To simulate these affects in the game, we use modifiers. Modifiers affect the cost of psionic powers. The cost multiplier of the power is reduced by a negative modifier. For example, if you possess a power with a cost multiplier of x5 and apply a -1 modifier to it, the power would then have a cost multiplier of x4.
The more limited a power is, the more negative modifiers are applied to it, so all modifiers are cumulative. If you had x5 power and applied two -1 modifiers to it, the new cost would be x3.
If a cost multiplier falls below x2, it is costed like a skill. The stages below x2 are hard, normal and easy. No power can ever cost less than an easy skill. For example if, you had a x2 power and applied a -1 cost modifier to it, it would then be costed as a hard skill. If you had applied a -2 modifier to it, it would be costed as a normal skill. If you had applied a -3 modifier to it, it would be costed as an easy skill.
Here are some of the more common modifiers. This is a partial list. Many more will be covered in future Waste World sourcebooks.
You require to be under the influence of some mind-altering substance to activate your power. This could be alcohol, it could be witchweed, it could be dreamsmoke or one of the drugs mentioned in the Waste World rulebook. Whatever it is, it breaks down the barriers to your use of the power. Without it, you simply cannot activate the power.
You can only activate this power when another power is active. For example, you can only use your levitation when your psionic shield is active.
This power drains your Lifeforce whenever you activate it. It costs 1 LF to activate a power at acolyte level. 2 LF to activate a power at initiate level and 3 LF to activate a power at magister level.
To activate this power you must make a complex series of gestures which are obviously part of the ritual of invoking the power. An attack power invoked with gestures will finish this sequence by pointing at the target. This modifier means that you cannot activate the power while holding things in your hands (other than a requirement for the power, see below), swimming, being grappled or with your hands bound or when otherwise immobilised.
If the power is one which is continuous after being activated and you must continue to gesture to keep it active there is a further -1 modifier. This will prevent you from activating another power which requires gestures to invoke.
To activate this power you must recite a spell or a mantra or speak a prayer. This means that you cannot activate the power while under water, holding your breath, gagged or otherwise held silent or prevented from using the appropriate incantation.
There is a further -1 modifier if you must continue to speak or chant to keep the power activate. This will of course prevent you from invoking another power which requires an incantation to activate.
You require to have something in your possession in order to activate this power. This could be a religious symbol, a sacred dagger, an amulet, your lucky charm or some other amulet or trinket. This talisman may have no real significance except to you, but without it your power simply will not function.
A talisman must have no other purpose than helping you focus your powers. You cannot for instance make a gun your talisman. It also needs to be obviously of a mystical nature- a crystal on a chain, a diadem, a rune encrusted armlet or amulet a carved staff. It must be visible and you need to be able to look at it or touch it with your hand to activate the power.
This power is very unreliable. It only works about 50% of the time. Before you can activate it you must make a success roll with no modifiers. If the result is 11 or more the power works. If it is 10 or less it does not work. Any LF cost for using the power must still be paid.
These are only some of the many modifiers that could be applied to a power. There are many more that might be applied at the discretion of the Narrator. If you can come up with some interesting modifiers for your powers, you should negotiate a value with your Narrator using the ones given here as guides. Always bear in mind that he is in no way obligated to approve your suggestions. No modifier should be worth more than -3.
If the power only works at night (or maybe during the day), this means it only works about 50% of the time so a -2 modifier is appropriate. If your powers only work in the wilderness (not in the city or habzone or any other built up area) this is worth -2.
If the power only works when the user is naked it might be worth -3. (Not wearing armor or survival suits is a serious matter in Waste World.) Only works when AR:0 might be worth this as well.
If the power only works when the user is in the center of a specially drawn pentegram, this too might be worth -3.
Rachel is designing a Psycher. She wants to buy Pyrokinesis but doesn't want to pay x5 for it. She decides that what she needs are some modifiers. Since she pictures her character as someone who believes she is a witch, chanting spells and gesturing with her hands seems appropriate. She also decides that her character learned to focus her powers through a blue gem which she must hold while casting her "spells". This applies a total negative modifier of -3, giving her Pyrokinesis a much more affordable x2 modifier. She could if she wishes make it cost LF as well. This would make it cost the same as a hard skill.
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