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Ectoplasmic Generation

Among the more freakish of psychic phenomena, this is the stuff of spirits, plasma made into tangible form. Through force of will and personality the psychic tugs on ghostly energies and make them solid.

Roll: Charisma + Occult

• The Big Sneeze
The psychic can summon up some strands of snotty material. The ectoplasmic created by this power wells out of the psychic’s orifices or follows in the wake of her touch, leaving slimy, glistening trails. Each success scored causes the psychic to leave a slime trail that lasts for one turn. This goo is disturbing and nasty but has no deleterious effects. Summoning up this goo only has a diff of 5. The psychic can also vaguely summon ectoplasmic fog. The thick white mists boil out of the psychic’s eyes, nose and mouth. This cloud generated is vaguely spherical and has a diameter of about five feet, plus one foot per success rolled in generating it. The cloud hangs mid-air in front of the psychic and does not move. The cloud slowly dissolves leaving only viscous goo behind. In still air the cloud lasts two turns, plus one turn per successes rolled. A stiff wind will disperse the cloud in half the time. The diff to raise the cloud is 6.

•• The Mists
The psychic’s control of the ectoplasmic cloud coalesces and the cloud begins to obey the commands of the summoner. The cloud no longer disperses in wind and last as long as the summoner concentrates on it. If kept in a sphere, the fog would have a radius of five feet, plus one foot per success rolled in generating it. However, the psychic has rudimentary control over the shape of the fog, though it is merely basic control. No complex shapes can be formed, yet. The cloud initially appears in front of the psychic, though the cloud can move five feet a round if the summoner desires. Once the psychic’s concentration lapses, the cloud dissolves in five rounds. Diff is 7.

••• A Fog So Thick
By investing a greater portion of her will into the cloud it becomes solid to the touch. The cloud itself feels like cotton candy and requires a Str roll diff 6 to pass through. If the roll succeeds, the character travels at one-quarter of normal walking speed. Attacking the fog with normal weapons rarely does any good. Bullets, blades and fists may shift the solid ectoplasm, but cannot break it down. To generate the fog, the player rolls against diff 8. The fog appears in front of the summoner and does not move. The psychic shapes the wall at the time of creation, though the total volume of the ectoplasm would be a sphere with a radius of five feet plus one foot for every two successes rolled. The cloud remains solid so long as the psychic concentrates upon it. When the concentration lapses, the cloud remains ( though no longer solid) for three rounds.

•••• Dream Shaper
The psychic’s greater control of her ectoplasm allows her to mold it into complex shapes. The creation may look like anything the psychic wishes though the ectoplasm remains a dull white color. The summoner creates the shape near her, roll against diff 8. Once created, the shape moves at 10 yards per turn. During creation, the psychic gets one point for every success rolled to divide among the creatures physical characteristics.

The dense ectoplasm takes bashing damage from bullets and cutting weapons and lethal damage from impacts and fire. It’s bashing soak is determined by it’s Stamina, and it has no lethal soak. It has three bashing health levels. The creation disappears after taking any lethal or more than three bashing. The creation is a puppet, controlled by the will of the psychic. It cannot travel outside the psychic’s perception or perceive anything the psychic does not perceive. If concentration lapses, the creation vanishes in a puff of smoke.

••••• Tulpa
By a powerful investment of mental energy, the psychic creates an ectoplasmic extension of his will. Unlike the Dream Shape, the Tulpa possesses rudimentary intelligence. The psychic spends a point of willpower and rolls Charisma + Meditation diff 7. The psychic can spend additional points of Willpower and create the Tulpa as an extended action. Every success generates 3 points.

The points can be spent as follows:
Dot of Physical Attribute 1 point
Dot of Mental Attribute 2 points (cannot exceed creators)
Health Level 1 point
Extra Senses 1 point (one free at creation, if given any mental Attributes)
Extra Movement 1 point/yard (the creation flies as fast as a person can run based on it’s Dex without an investment of points)

© 2018 - 2023 by Vanessa Gabler and Sanguine Sands. Proudly created with Wix.com.

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