Latent Psychic P.C.C.:


The The The Latent Psychic essentially “has the best of all worlds”.  Although, it may seem so, since the Latent Psychic can select any powers from various focuses, they have the disadvantage of not being able to get the “real juicy” powers.  These psychic characters usually don’t even want to try to focus their powers.  They usually just say “hey, I got it, guess I can use it.”  As a result, Latent Psychic characters tend to know a little about all of the other psychics and little about their own ability.


Special P.C.C. Bonuses & Abilities:


1.       Powers List: As with all P.C.C.’s, psychic abilities are selected from a list.  However, the list for Latent Psychics is not a list of powers they can select from, it is a list they can not select from.  When buying usually the cost to buy the psi-power is equal to it’s casting cost—check with the GM for the exact cost of certain powers.

Any Super Psi Powers

Any Mind Bleeder Powers


2.       Energy Conversion: Very handy and exclusive to a Latent Psychic is the feature that they may “buy” I.S.P.  Each point of P.P.E. spent gives the Latent Psychic 3 I.S.P.  There is also another side to this.  Where instead of permanently using P.P.E. to buy permanent I.S.P., the Latent Psychic can choose to instead convert P.P.E. into I.S.P., temporarily.  This energy conversion takes up one attack per 5 P.P.E. being converted (which means that only 15 I.S.P. per attack can be gained).

3.       Natural Psychic Powers: An alternative to buying a psi power is to make it a “natural” power.  With this option, a Latent Psychic will have to spend 3× the P.P.E. to buy the psi-power, but the power will not cost I.S.P. to use and will have no limit to the amount of times it can be used a day.  However, this does not mean that they will have no duration either.  If a power has a duration, the psychic must remember to activate a power again if they want the effects to work.  Note: Any psi-powers that can have I.S.P. pumped into them (i.e. Telekinesis or Levitation) can still be purchased as a Natural Psi-Power, but the power is used as if the maximum amount of I.S.P. that can be put into the power is equal to the character’s M.E.  For example, a character with a M.E. of 12 that buys Telekinesis, as a Natural Psi-Power will mean that they can use the power as if only 12 I.S.P. can be put into the power.  Meaning that a maximum of 60 lbs. can manipulated, with unlimited effect.

4.       P.P.E.: Latent Psychics start with a base P.P.E. equal to their P.E. + 3D6 and they gain an additional 1D6 P.P.E. per level of experience.

5.       I.S.P.: Latent Psychics start with a base I.S.P. equal to their M.E. + 1D4 I.S.P. per level of experience.

6.       Other Bonuses: +1 to save vs. Horror Factor, +1 to save vs. Psychic Attacks, +1 to save vs. Magic.  An additional +1 to save vs. Horror Factor at levels 3, 6, 9, 12 and 15; and an additional save vs. Psychic Attacks at levels 4, 7, 10 and 13.


Latent Psychic P.C.C.

Also Known As: Minor Psi, Latent Psi and simply a Psychic.

Alignment Restrictions: None.

Attribute Requirements/Bonuses:  M.E. of 12 or higher.  If lower than 12 adjust to 12.

O.C.C. Programs:  The character may roll on the education table or if the GM allows it, they may select an appropriate Education Level to go with the characters' background.

Secondary Skills: Select 1D6+4.  Some skills are not usually available as secondary skills, but MIGHT be made available if there is a reasonable explanation for it.