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Call of Cthulhu

Compendium

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Psychic Skills

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PSYCHIC SKILLS

Clairvoyance (00%)

Also known as second sight, clairvoyance enables perception beyond the normal human senses, allowing the psychic to gain information about an object, person, location, or physical event. The clairvoyant may sense ghosts and invisible Mythos creatures, identify the rough whereabouts of a missing object or person, detect whether a tragic event occurred in a certain place, and so on.

The psychic concentrates for 1D6 rounds, focusing solely on the thing they wish to know about, spending 1D6+1 magic points in the process, and making a Clairvoyance roll. If the roll fails, the psychic is unable to determine anything and may attempt to push the roll (requiring a further spend of 5 magic points). A success means the psychic is able to perceive some relevant information. The nature and detail of the information gained are the purview of the Keeper. Often such information will be vague or incomplete.

If an outside force (another psychic, monster, etc.) does not wish to be “read” then the difficulty level of the roll is raised. Certain objects may assist in a reading, such a photograph of a missing person or an object personal to the clairvoyant hero. In such situations, the Keeper may reduce the difficulty of the skill roll. If the psychic reads and senses a Mythos presence, or somehow connects with the alien intelligence, they must make a Sanity roll, losing the usual amount for that monster. Other situations may also call for Sanity rolls at the Keeper’s discretion.

Divination (00%)

Using a ritual (such as tarot cards, crystal dowsing, Ouija board, rune stones, etc.), the psychic is able to divine the future in some fashion. Usually, this centers on a specific question, such as, “Is there danger at the house on Ocean Avenue?” or, “Is Dr. Zarkov alive?” The question should be answerable with a yes or a no, with any additional information given at the Keeper’s discretion.

A reading takes 1D10 rounds, costing the psychic 1D6 magic points and requiring a successful Divination roll.

Medium (00%)


Akin to divination and clairvoyance, a medium is able to communicate with spirits, perhaps even alien presences. The medium effectively becomes a channel for an outside intelligence—opening up a part of their mind to allow the incorporeal spirit to communicate. Often this takes the form of the spirit talking through the medium’s mouth but can also manifest as words or phrases that pop into the medium’s mind.

The medium must spend 1D10 rounds preparing themselves and then a Medium roll is made to determine if a psychic link is established, with 1D10 magic points spent (whether the roll is successful or not).

The Keeper arbitrates the nature and content of such psychic conversations. Bear in mind that outside forces do not always like to be contacted and that, in any event, the conversation is short, lasting only for a few minutes at best. The unseen world is awash with all manner of incorporeal beings and the medium has no way of knowing just what they will connect with. If a malevolent presence hijacks the situation, the medium may attempt an opposed POW roll to cast out the malignant entity. If failed, the entity may be able to control the medium’s body for up to 1D10 rounds before the medium falls unconscious and the entity is thrown off. Such events are likely to call for Sanity rolls.

Psychometry (00%)

Like a sponge sucking up water, the psychic is able to absorb impressions and emotions from a physical (non-living) object, such as a book, a house, or a cigarette case. The reading is able to determine what the object’s owner is (or was) like, their overriding personality, and perhaps further information.

The psychic must touch the object and spend 1D10 minutes concentrating (they can do nothing else during this period). At the end of this time, a Psychometry roll is made and 1D6+4 magic points are spent. Strong emotions come first (sorrow, hatred, or love), followed by more specific impressions. Some possibilities include:

  • If the object was used to murder someone (possibly how long ago and a rough idea of the location).
  • If the object belongs to a person who is already known to the psychic, then the psychic can confirm the object’s ownership.
  • If the object belongs to a person unknown to the psychic, then the psychic can gain impressions of owner’s sex, body type, and personality.
  • Impressions of the object’s history (where it was made, places it has been for a length of time).

Further information is at the discretion of the Keeper; the information collected by psychometry should be relatively vague, as its use can unbalance investigations if not managed by the Keeper.

Telekinesis (00%)

This ability allows the psychic to manipulate objects by the power of their mind. Usually, this means moving a small physical object for a short distance.

Possible objects include: candlesticks, knives, vases, chairs, plates, rocks, swords, typewriters, and so on.

The psychic is able to move any inanimate objects that an average person could easily lift and throw at the cost of 1 magic point per item. The psychic is able to move such objects either slowly or quickly, allowing objects to be hurled into opponents during combat if so desired (see following).

  • Outside of combat, the psychic makes a Telekinesis skill roll and spends 1 magic point to move the object (normally in any direction, for up to 5 meters).
  • During combat, the psychic makes a combined Telekinesis and Throw roll and spends 1 magic point. The combined roll must be equal to or under both their Telekinesis and Throw skills to be successful in terms of a ranged weapon (the roll cannot be pushed). The target of the attack (if aware) may attempt to Dodge (opposed by the psychic’s roll). Damage inflicted is commensurate with the nature of the object thrown (usually 1D4 to 1D6 for small-to-medium sized items).

Telekinesis may also be used to defend against physical attacks, acting as a form of invisible armor. The psychic must succeed in a Telekinesis roll per attack and spend 1 magic point to gain 1 point of armor (10 magic points for 10 armor, and so on). When used in this manner the psychic may not push the roll.

Optional: where a psychic wishes to move an object beyond the capacity of an average person, such as a car, the cost in magic points is determined by the number of people it would realistically take to lift and move the object, and the Telekinesis roll difficulty is increased to Extreme. The object cannot be thrown or raised-up high, but it can be dragged slowly a short distance (up to 3 meters).

For example: Eugene the psychic attempts to move a small car. The Keeper estimates that it would take six people to lift and move the car a short distance, so Eugene needs to spend 6 magic points to accomplish the feat and succeed in an Extreme Telekinesis roll.

Attributes

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