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Nega-Psychic Teams
Posted: Tue Dec 22, 2009 3:00 pm
by Lord Z
The Ghost Story Sourcebook thread got me wondering about this. Are the Paranormal Disruptive abilities of Nega-Psychics cumulative when two or more nega-psychics are together. I realize that a true nega-psychic (not just a normal skeptic) would be a rare thing, but groupings do happen as like-minded and deeply motivated people tend to recognize and associate with each other. Back in first edition, there was the husband & wife team of Nega-Psychic NPCs, so the possibility is canon.
Nega-Psychics, although they don't work well as members in a diverse paranormal investigation team, is invaluable to the human race in a larger sense. In the world of BtS-2, the Nega-Psychics are the world's last and best defense against the worst of the other-worldly threats. This is especially true if Nega-Psychics can stack their penalties.
A third level Nega-Psychic has on average 13 Negative PPE, but that is primarily only useful in disrupting magic when the NP is participating in a ritual. If an Ancient Evil appears on Oak Street, that same NP could walk right up to thing and have these affects: Negative PPE increased to 52, Mind Block Auto-Defense, penalty of 50% greater cost to use PPE or ISP fueled powers, -208% to any percentile-based psychic power (which are mostly sensitive), -10% to any percentile-based skill, and will annoy the ancient evil by describing how fake his rubber costume looks. Of course, the ancient evil probably has considerable physical ability and could crush the lone NP like a jelly bean.
What if that NP were part of a team and if that team was part of a larger strategic operation? Ten NPs of the same experience level would combine their penalties: 500% greater cost to use PPE or ISP powers, -2080% to any percentile-based psychic power, and -100% to any skill so long as all of the NPs are verbally debunking. The range of these effects probably does not stack and remains at 3' (.9m) per experience level or 9' (2.7m).
Notice that in the PCC description, the skill percentage penalty does not mention only applying to skills which have percentages. I would interpret a -100% penalty as meaning that even non-percentile skills are shut down. That would include Weapons Proficiencies, Languages, and Hand to Hand training bonuses. Pretty much all that Ancient Evil could do is trash wildly or rely upon its minions. This may be why one of the reasons why alien intelligences rely so much upon minions, witches, and avatars.
Getting ten NPs together in a crisis would be unfeasible unless some outside influence is gathering them together -- someone who actually understands the NPs and what they can do, someone who is not a Nega-Psychic.
I think that the Court of Tarot probably is thinking along these lines. The Nega-Psychics are annoying but vital to the defense of the world. The Court probably has a program to actively suppress evidenced of the supernatural which would preclude new NPs from developing. The Court might even be secretly sponsoring a team of Nega-Psychics under the guise of a skeptics organization.
Re: Nega-Psychic Teams
Posted: Tue Dec 22, 2009 3:45 pm
by Natasha
I suppose that it depends from how you play it. The problem that I would have is knowing a nega when you see one which became harder with the Second Edition, I think. Getting them to team up may be even harder than herding a million cats.
Also, the First Edition negas had more range as I recall than do the Second Edition ones, so putting them together isn't something I'd really have a problem with in the Second Edition. But getting them together doesn't end the menace, it just puts it off for a rainier day.
Re: Nega-Psychic Teams
Posted: Tue Dec 22, 2009 5:47 pm
by mrloucifer
Anything is possible where psychics are concerned, and adding on powers to enhance ranges or making ISP costs cheaper and what not can( and probably should) be explored.
In the Villains Unlimited book for HU, there is a super psychic duo of identical twins who have a unique attribute when they hold hands their powers can be cast at half the cost. Things like this could be easily applied to BTS psychic physics.
The issues with Nega's in my mind are in the nature of Nega's themselves. Examples off the top of my head include
-The process of corralling Nega's to one location and getting them to cooperate should be a constant issue and stressor on the team. By nature they are stubborn minded and unwilling to consider illogical actions, especially by those they would perceive as paranormal enthusiasts. This would require lots of trickery and coercion to harness a group of Nega's effectively.
- Based solely on how I’ve read and used them in my game, I question the Court of Tarot getting heavily involved in “Nega programs” as I can’t imagine a Nega willing joining under anything but a skeptics group or being the "logists" man of a paranormal group.
-Amassing a gaggle of nega's to a place to combat evil is just as debilitating to the psychic heroes as it is the supernatural.
-As a wicked GM, I'd leave bread crumbs in the player’s mind that would say "With that much negative energy in one location, what kind of repercussions could that create?" Would they short circuit each others nega abilities? Could that energy be harnessed in some unknown way by the supernatural? (I have notes for a creature that can soak up nega energy and convert it being considered for one of my planned books/projects.) Would that energy attract really strong and sensitive creatures to out dimension?
In my game, the fear of the unknown is a key factor (and I believe it should be in anyone’s game since it works so well) and performing something like this just
SCREAMS for an unknown/unpredictable moment… aka, I’m all for unexpected (and horrific) results.
Re: Nega-Psychic Teams
Posted: Thu Dec 24, 2009 4:24 am
by Lord Z
Yeah, I was primarily just thinking out loud and still haven't thought it through thoroughly.
Natasha is correct that the Nega-Psychics by their presence alone don't actually harm anything. They instead debilitate the nastier things. Someone, either the negas or someone else, would still have to shoot the monster.
Mephisto's comparison between a Nega-Psychic team and a Night Hunter team is very interesting to me, and I wouldn't have thought of it.
MrLoucifer is right about the Negas not willingly working for a supernatural parent organization -- at least not knowingly doing so. There might be the rare nega who is willing to indulge the loonies so long as the money is right, but most would not. I was thinking more along the lines of the Court using a front in the form of a large company, government grant, or philanthropic organization.
Also, I'm not comfortable with the way that MrLoucifer implied that negative PPE is the same thing as negative karma.
Even in the best of circumstances, managing a large group of these guys could be a frustrating job. That was another aspect I hadn't considered. Likewise, some new threat being attracted to that concentration of negative PPE is something I wouldn't have thought to include. That's a downright troubling thought.
Re: Nega-Psychic Teams
Posted: Thu Dec 24, 2009 10:02 am
by mrloucifer
Lord Z wrote:Also, I'm not comfortable with the way that MrLoucifer implied that negative PPE is the same thing as negative karma.
Even in the best of circumstances, managing a large group of these guys could be a frustrating job. That was another aspect I hadn't considered. Likewise, some new threat being attracted to that concentration of negative PPE is something I wouldn't have thought to include. That's a downright troubling thought.
If I'm leaving you with troubled thoughts... then my work here is done!
Re: Nega-Psychic Teams
Posted: Mon Dec 28, 2009 2:03 am
by Lord Z
Let me try to return the favor. The first instinct of many players (including myself) is to try to expose the supernaturals in order to rob them of their secrecy. It is feasible, and the game doesn't give us a direct reason not to do this.
Maybe it was done already, and it turned out badly. Perhaps there was a society who did expose the paranormal -- psychics, magic, monsters, everything. Definitive proof was offered to the masses and skeptics were brought around. For a time, life was good. The psychics and mages who had beaten down skepticism (mostly for the sake of their own pride), were renowned as heroes. Then what happened? An entire generation happened with no Nega-Psychics forming. They were raised lacking the skeptical basis upon which Nega-Psychic powers could develop. The society lost it's last and best defense against the darkness. The monsters came and overran the few protectors that the society had. The society vanished, Pride being its own downfall.
There are plenty of extinct cities in world history to use as a basis: Roanoke, Yaxchilan, Malta, Petra, the Greek Dark Ages, etc. That is all before fictional lost civilizations like Atlantis and Shangra La. The tragic pride of the believers could have happened at any of these locations.
Re: Nega-Psychic Teams
Posted: Mon Dec 28, 2009 7:28 pm
by Lord Z
Malta is the site of a forgotten neolithic civilization which built temples that totally kicked sand in the face of Stone Henge. Also, the odds are good that Malta at one time was the basis for Plato's description of Atlantis. Plato described native elephants on the island nation, and unlike other candidates, the island of Malta actually had pygmy elephants at one time (even though there is no evidence of pygmy elephants existing anywhere near Plato's time). If you put the two together, you have a very old civilization that was destroyed through hubris (at least according some of the legends).
Re: Nega-Psychic Teams
Posted: Wed Dec 30, 2009 1:08 pm
by mrloucifer
The idea has merit Lordy Lord Z, you should run with that and see what comes out of it!
Re: Nega-Psychic Teams
Posted: Wed Dec 30, 2009 3:26 pm
by Beatmeclever
Supernatural hunter groups and social maintenance groups could form NP teams by convincing the NPs that they are a team that is going to investigate strange murders, possible terrorist groups/events, hunt down criminals who are committing these acts, or even that they are going to be the active debunkers for the "Skeptical Inquirer." I think that you could form a team like this easily enough as long as your reasoning for the team fits the actions they will be undertaking. They must see the logic in the teaming.
Re: Nega-Psychic Teams
Posted: Sat Jan 02, 2010 9:45 pm
by Lord Z
I like Clever's suggestion about a special crimes unit investigating strange murders. That seems very feasible to me. Part of the trouble with Nega-Psychics is that they aren't as fun to play for most gamers due to the fact that they are always wrong. Dana Scully was intelligent, careful, and reasonable -- and always wrong. In a procedural drama, the Negas would actually be correct often. If there are hoaxers and criminals using supernatural methods to disguise their crimes, this crew would find them. The monsters were often fakes in Scooby Doo, but the shows were still fun. What it would take is the GM restraining from not throwing a monster of the week at the PCs.
I doubt that such a team would be worthy of an article itself. I might write up something like that in Boxed Nightmares 3. First, I want to see what gets done with BN2.
Re: Nega-Psychic Teams
Posted: Mon Jan 04, 2010 10:55 am
by mrloucifer
I dont like to admit it... but I do agree with Lord Z that Nega's arent the best PC's to use. It takes a really resiliant and creative player to make them work in this setting.
That being said, they make for GREAT NPC's! I use one in my game who is a police detective of all things, and NEVER sees the stuff the players see, and he's continual thorn in the players side.
I cant help but wonder if Kevin intended this class as an NPC favorite.
Re: Nega-Psychic Teams
Posted: Tue Jan 05, 2010 7:14 pm
by Lord Z
No one likes to admit agreeing with me. It takes a big man, Loucifer -- a big man.