If
you look at pulp fiction and its various tropes, you’ll see that, every now and
again, there’s a character who has supernormal powers, abilities beyond the
strictly normal, which help push forward the stories in which they’re involved.
Characters like this aren’t a bad thing: they’re usually gateways into the
extra-natural and often, value-added members of a campaign. In my career as a Call of Cthulhu Keeper, I’ve run
supernaturally augmented characters and they’ve been a boon every time. Here’s
how it’s done...
Each
of these character types has been brought to me by my players. They’ve asked
for characters who have some unquantifiable talent that would give them an edge
in the story to come. In each case, we discussed what benefits the character
would have and all of the possible side-effects such ‘powers’ would entail. In
every instance, the players were willing to take the rough with the smooth. For
every ‘power’, we defined the extent of the character’s abilities together –
this is crucial: each side of the equation has to know the rules in order for
this to work. In each case, the extra rules and their special effects meant
that the overall story was enriched and made that much better.
Character
Number One – The Psychometric Character
This character is one who can “read” objects to work out the motivations and objectives of those who own - or owned - them. Fundamentally, this is a gift to the Keeper: the information doesn’t have to be literal; it can come as random images which the player has to interpret, or it can appear as symbols. The object should be defined as being emblematic of the person being targeted, something that they carry with them constantly, or which is significant to their worldview – a scrap of paper that they just happened to have touched is insufficient.
When
I had this character to work with, I made the information appear as images
which the player then had to interpret, often with the help of their fellow
party members. It worked a treat. It was especially cool when, having gotten a
flash of some strange vista that meant nothing to them at the time, they
encountered the same scene at a later moment and information fell suddenly into
place, often giving them a warning about imminent danger. This is the sort of
thing that makes your gaming great!
Mechanics: Give the player ‘Psychometry’ as a skill. A successful roll will let them know what
object will give the best results when evaluating a target; touching the object
will give them a vision (as the Keeper decides, depending on the success of the
attempt) and re-rolling the skill will prompt them, or give them results in
much the same fashion as a successful Library
Use roll. As the Keeper chooses, use of this power may require bed-rest -
or some other kind of recovery - on the part of the character afterwards.
Each
attempt to ‘read’ an object should take at least 10 minutes, with time to rest
and clear the mind in between. If the Keeper allows, the Investigator can halve
or even quarter their skill value, in order to make a hurried evaluation,
where time is of the essence.
Character
Number Two – The Lucid Dreamer
A
character may wish to be a practitioner of the Dreaming skill and actively bring this power to bear on the party’s
Waking World investigation. This, of course, requires the character to have a
significant Dreaming and/or Dream Lore skill. The character is able to use their Dreaming skill to gain insight into their Waking World
investigation. This may require them to sleep in the place where the cause of
their investigation occurred, or to hold a significant piece of evidence in
their hands as they sleep (something that the legal powers may frown upon).
Roaming in the resulting dreamscape may be cryptic, or blatant, as the Keeper
sees fit, but shouldn’t detract from gameplay: the Keeper may embroil the other
players as Dreamlands-based characters to give them something to do as the
Dreamer wanders aimlessly. Making these alter-egos relevant to their Waking
World counterparts has extra value in such a game.
As
an extra feature, the Keeper may allow the Dreamer to be aware of what’s going
on in the vicinity of their sleeping body, possibly through omens appearing in
the dreamscape around them. This ups the ante, especially if their somnolent corpus is being threatened by Waking
World enemies. Again, as the Keeper decides, the character may be able to
communicate what they’re seeing to the rest of the party, possibly while
Dreaming under hypnosis.
The
trick here of course is to make whatever goes on in the dreamscape pertinent to
what’s going on in the Waking World. It’s especially nifty if the party are
pursuing an enemy who has the ability to pass over into the Dreamlands, like a
ghoul for instance. It also allows the party to gain access to libraries and
similar lore even while they’re far out in the Back of Beyond without a
bookstore in sight – after all, it’s only a short hop to the libraries of
Ulthar when you’re sleeping out in the Congo jungles!
Character
Number Three – The Fated Adventurer
This
permutation is easiest of all: have the player pick a doomed bloodline from
which their character is derived. The player then knows that anything to do
with their fated family is going to be problematic – even if, in actual fact,
it isn’t. In one of my games, one character was related to Elisabeth Bathory –
“Countess Dracula” – and his immediate forebears had done their darnedest to
distance themselves from all connexions. Any reference to vampires sent this
character into a wheezing fit. I didn’t even need to build vampires into the
campaign – each vague reference to blood-suckers or Romania made the player
hyperventilate. Cool.
Ways
to make this ‘power’ work are as follows: the character’s family might have
been the source of a terrible scandal which automatically puts them at odds
with another family, or families; being called out in a duel, snubbed in
public, or targeted in a vendetta,
are occurrences which could definitely liven-up a player’s day job! Some
blemish on the family escutcheon – being related to Lord Byron for example, or
being Aleister Crowley’s cousin - might dramatically affect a character’s Credit Rating at the most inconvenient
time. Finally, the evil fate might be an inherited curse, such as the male
heirs to the family estate never outliving their 30s, being destined to die in
a horse-riding accident, or being fated to die should they ever set foot in
Lisbon – watch them blanch with fear when the ship they’re on has to make an
emergency stopover in Portugal!
Character
Number Four – The Ghost Magnet
This
works best when facilitated with a character who has a grand estate. The
deceased forebears of this character have a vested interest in their descendant
maintaining their reputation. To this end they show up – usually unannounced –
and offer advice about the situation at hand. This may be useful, or anything
but, depending upon the malicious nature of the Keeper. Ghosts tend not to think
about the effect their appearance has upon the living, and so those SAN rolls
will soon start to have an impact. Even if the advice that the ghost offers is
useful!
Such
familiarity with the undead might have other side-benefits as well. The
character might only have to make a Spot
Hidden roll in order to determine if a building is haunted, and a similar
roll might well be all it takes for this character to see through a fake. The
character might become the focus of a poltergeist, or get randomly taken over
by ghostly entities on a successful POW vs. POW contest: not especially
positive powers it must be said, but “seeing dead people” will certainly take
your story to interesting places!
Character
Number Five – The Snake Charmer
This
character works best as an Oriental, or one born in India, or some other part
of the Sub-continent. Due to their upbringing, the character has uncanny powers
over elapid reptiles – that is, snakes with aggressive, poisonous tendencies,
such as cobras, kraits and mambas. Using their training they can bend certain
snakes to their will, force these snakes to assume rigid postures for
indefinite periods, or cause them to flee in fear.
Mechanics: in every instance, the power requires an
expenditure of 5 Magic Points per
snake and the character’s POW is compared to the POW of the particular snake on
the Resistance Table. Snakes can be made to attack specific individuals, search
areas for specific items, assume the form of a walking-stick, or bangle, for up
to six months, or flee in fear of the character, as they see fit. POW must be
divided evenly (round down) between the reptiles if more than one is present –
try controlling more snakes than you can handle and things might get tricky!
Snakes
don’t need to eat often, so causing them to become rigid is not too problematic
an option. When the character uses this power on a snake to make it appear as
an ornate walking, or swagger, stick, bangle, armband, or necklace, the Keeper
should roll 1d4+2 to see how long the the reptile will maintain this rigor.
Obviously, this information should not be made available to the character
casting the effect! If the snake is attacked while holding its form, the
creature is killed instantly.
As
a nifty side-effect to these various options, the Keeper might allow the
character to be immune to (normal) snake venom, although this would make them a
definite target for Yig and its worshipers!
Character
Number Six – The Berserker
A
weird fiction stand-by: this character can call upon mystical powers to increase
their combat skills – at great cost to their usual ability. This is best done
with characters who have had some kind of mystical martial arts training in
Shambhala or similar. It’s also a useful power for NPCs to have – especially
such pulp-fiction stand-bys as Sikh bodyguards or Chinese batmen – and can be a
Keeper’s secret weapon if the party gets into any serious biffo.
Mechanics: By spending one point of CON, the player gains the
temporary skill of Martial Arts and
gains two attacks a round, one at the beginning and again at the end of each
round, for the rest of the combat in which it is initiated. They also gain an
extra 10 hit points below zero, which means they survive even after they should
be dead – and, unless healed up to 0, or higher, before the end of the fight,
they definitely will be – no exceptions. This power is very useful if extra
damage rules for Martial Artists are also used. The expenditure of CON happens
at the end of the fight, to reflect the permanent physical impairment that ‘going
into overdrive’ incurs.
If
the Keeper desires, the character might also gain access to other Martial Arts manoeuvres or even spookier
combat powers, such as invulnerability to fire, or an inability to be damaged
by edged or Impaling weapons. The
rationale behind the power is everything and should inform specifics.
*****
A
little thought can come up with many other variants on these basic models. Just
remember that both the Keeper and the Investigator need to be completely au fait with the limits and advantages
of the ability and be willing to wear the results – it’s always possible to
overlook a glaring loophole that gives one side of the equation an unreasonable
benefit. If this happens, take the concept back to the drawing-board, talk it
out with your team and bash it into some other shape until it works properly.
Remember
too, that a little goes a long way. If every Investigator in your team has a
‘superpower’, that might well be the rationale that keeps them together – kind
of like The League of Extraordinary
Investigators. However, it’s best to keep such characters few and far
between and make them a true rarity.
Oh,
and don’t let it stop you arming your party’s enemies with similar abilities
either...!
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