The Keeper determines the use of psychic skills in Pulp Cthulhu. The standard approach allows such skills to be available for both heroes and villains; however, the Keeper could restrict their use to just villains if that better suits their game style and concept. The Mystic archetype and the Occultist and Yogi occupations all provide for the option of taking psychic skills at the Keeper’s discretion. Psychic skills can enhance the roleplaying experience, and play firmly in the pulp vein but, if unchecked, the use of psychic skills can unbalance the game. The number of psychics in a game is best left to the style of play; although it is recommended that only one hero at a time should be psychic. Such individuals are meant to be rare, so they should be rare in the game. Using psychic powers costs magic points, which work in a similar way as for spells. If the hero does not have enough magic points remaining to power the psychic ability (i.e. their magic points become exhausted), they should attempt a CON roll. If the roll is successful, the hero remains conscious and any outstanding magic point cost is taken directly from the hero’s hit points (in effect, they are using up their physical vitality to power the ability). If the CON roll is failed, the hero falls unconscious and the psychic ability fails to work. When making a psychic skill roll, a failed roll means nothing has happened (the ability’s magic point cost is paid and lost). To observers, the character seems to hesitate for a moment; perhaps there is a strange look in their eye for a split second. A failed roll may be pushed, with suitable justification, allowing the psychic a second attempt.
Opposing skill/Difficulty level for using psychic skills: • Regular difficulty: plenty of time to concentrate in a quiet environment. • Hard difficulty: in the middle of dramatic action (such as a fight).
Sample consequences of failing a roll: the psychic blacks out; Sanity loss; the psychic completely misinterprets the information received leading to danger or disaster; the power used is released in an unexpected and dangerous manner; a dangerous or malevolent being attempts to possess the psychic.
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.