From: "G.G.Lepper" To: wfrp@gojira.monsta.com Subject: WFRP: >New Career: Sensitive New Basic Career: Sensitive A little seed of Chaos is in every person. That little seed can twist and alter people. However, sometimes, the taint of chaos doesn't always come in physical form. For some it can be a curse, for others, a blessing. A Sensitive is a person tainted by Chaos, and as a result receives some time of precognitive types of power. They don't start off with a career, because up until this point in their lives, they relied on their "gifts" to get them through life. WS BS S T W I A Dex Ld Int Cl WP Fel +10 - - - +2 +10 - - - +10 +10 +20 - Skills: Roll once: 01-15 Clairaudience 16-40 Clairvoyance 41-65 Empathy 66-100 Psychometry Magical Awareness Sixth Sense 50% chance of Meditation Career Entries: None. This career should only be used when the GM gives it to a player as a starting career for a specific campaign. If you are given this career by the GM, it means you're probably an exceptional player, and can handle the responsibility! Don't disappoint your GM! Career Exits: Could be anything. Since the Sensitive has relied on his/her abilities, it's really up to the players' roleplaying abilities and the GM kindness to both determine exits. Exits in the academic field are most likely, e.g Wizard's Apprentice. Note: Before the character could control their gift, they often experienced random and painful experiences. For example, a Clairaudient of voyant seeing their father beat their mother senseless in the next room. The gifts also occur in their dreams, so sometimes others' nightmares creep into theirs. All this uncontrolled mayhem has played havoc with the Sensitives mind, and therefore, they have start with one mental disorder. This can be determined by the GM, or rolled randomly Sensitive's Gifts Clairaudience: The sensitive can hear things beyond their range of hearing. A sensitive sitting in their room in the inn, could possibly hear all the activity happening in the inn. They rarely hear whole conversations, but usually just hear fragments. If a sensitive wishes to use this ability, they must roll under their WP. If successful, they may (GM's allowance) be able to hear what's going on in a nearby area. The range for this ability is the WP stat in yards. WP=30, the Sensitive can pick up a specific conversation within 90 yards. Clairvoyance The sensitive can see things beyond their range of vision. They often get flashes of imagery, for a few seconds, faces, clothing, but they can't understand what is being said. Even with read lips, the sight is ethereal, and such a skill could not normally be used. The possible range and use for this skill is the same as Clairaudience. Empathy The sensitive is particularly aware of the emotional state of a person nearby. Usually, this is a fairly passive skill. A person's mental state is usually visible from their body language. And Empathy just confirms what the sensitive's other perceptions tell him. But in cases of extreme mental distress, insanity, or emotional intensity, the Empath will become more aware, and can look through people's image management. If the Empath thinks somebody is lying to them, they can use Empathy to sense guilt. If when questioning the person, and they feel guilty, it still might concern something else. Maybe the fellow slept with his friends wife. If the person is a sociopath, no guilt would be detected. The emotions that can be picked up would be like exuberance, happiness, contentment, anger, hatred, rage, sadness, loneliness, apathy, guilt, frustration, and other extremes. To find the effective range for this skill, it's one tenth of the empath's WP in feet. WP of 40, effective range of four feet. To use this skill to probe someone's mental state, a test against WP in needed. If successful, the senstive has discovered only the person's mental state, not the reasons for it. Psychometry The sensitive is particularly aware of the latent experiences stored in objects. By touching an object, and successfully testing against WP, the psychometrist can pick up fleeting images attached to the object. A weapon might conceal glimpses of it's maker, it's bearers, or its victims. But which are which, the sensitive might not know. It could be very dangerous, picking up strange objects, or Chaos artifacts! Problems using the bedpans, or garderobes also. The range for this ability is touch. How much of these fleeting images is understood by the psyometrist is determined by the GM and the success of the dice roll. Note: each intentional use of a Sensitive's gift by the PC, whether successful or not, reduces the Sensitives Will Power by ten. There is a cost for exerting oneself! This is not recovered until the Sensitive has slept. If the GM uses the Sensitive's gift to advance the game along, the GM decides whether or not to subtract from Will Power. Also, if a Sensitive, when testing against Will Power, rolls a double (e.g. 66, 88, 100), and that double is above their Will Power, they're ability has worked, but in a horrible way. A Clairvoyant or Clairaudient may have peered into the Chaos realms, an Empath may have looked into places in a person's heart that shouldn't be viewed! And a Psychometrist might have almost lost their personality in the object they were examining. When this happens, the Sensitive must immediately make a WP roll based on the new reduced level. If they succeed, they gain 1 Insanity Point, and can avoid the worst of it. If they fail, they gain 1d6 insanity points, as the horror of it alters their minds! Looking places you shouldn't, SHOULD BE RISKY! This is not a Psionic character class. This is a person tainted with Chaos, (but not Chaotic), and it's both a curse and a blessing!!! This brings that taint in humanity into play in the game. Chaos is in every human! By the way, this is for humans only! Notes: Most rolls for the initial use of the "gifts" should be done by the GM. A success, may give vague clues. Give cryptic or obscure answers. Don't answer, "Yeah, she feels guilt. The type of guilt that only a high Priestess of the Golden Phallus of Slaanesh should feel!" No, more like "You sense a dark and turbulent past about this woman. You feel a shiver up your spine." A person who relies only on their "gift" should get set up by the GM to humble the player! A failed non critical use may produce nothing, or a false or an irrelevant image decided by the GM. That's why the roll should be done in secret. Whether or not successful, the GM should make sure that the WP drops. This increases the chance of the exhausted and weary Sensitive of making a mistake... Also, the GM can use passive (GM induced effects, as opposed to active use, chosen by the PC.) effects to move the game along. The character's are going nowhere, the GM passes the sensitive a note, with a vision. They neglected to get the power word neccessary for the artifact, the GM gives the Sensitive a note. Since it's not the Player using the ability actively, more a plot device of the GM, WP should not drop, since it's a perk compared to the other disadvantages. This also gives the GM a constant plot device, and the ability to pass lots of secret little notes! Which I love to do! The GM should only give this starting Basic career to an exceptional role player, and only then if it's part of the campaign. This career should never be used as a random role! Also, the GM should not show undue favor to the Sensitive. Si Cheers! Rev. Garett Lepper zza95ggl@sheffield.ac.uk "Before bed, I prefer to bludgeon myself to sleep." -DM, Bob 3:16