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Overview
Far Sight, telepathy, telekinesis, each hero has a gift that sets them apart from the everyday people around them. The institute pulled you together to uncover hidden mysteries, but can they be trusted? They are not the only actors out there either. Others seek the same things as the Institute. However, their origins and goals are radically different.
Each of the heroes possess some degree of psychic ability. They may have been part of a university or independent study into the paranormal, or discovered due to rumors of their abilities. In either case, they have been recruited by the Institute, a collection of psychics and researchers dedicated to uncovering the paranormal mysteries of the world, and trying to understand them. While this globe hopping may not appeal to all, the Institute’s records, and training can help psychics to both understand and control their own abilities has been able to draw others to their ranks.
The world the Institute has chosen to explore is one of mystery and horror they can barely understand. To survive, heroes will need to learn as much as they can before attempting to face supernatural forces. Even then, they will need to be cunning and quick to survive. Typical operations require the investigators to research the subject before going into the field. Research may lead the investigators needing to accomplish one or more side tasks in order to safely engage a supernatural threat.
Known Factions
The following are groups of paranormal investigators known to the Institute. This list is not comprehensive, and there are any number of cults, groups, and cabals that may pose as larger factions. Heroes are assumed to be part of the Institute.
The Institute: In 2007, when Princeton’s Engineering Anomalies Research Lab (PEAR) was closed, and the research folded into International Consciousness Research Laboratories (ICRL) a number of researchers broke from the larger organization. With almost thirty years of research, records, and connections, these researchers founded the Institute for Paranormal Special Investigations (IPSI, or more commonly the Institute). The Institute postulates that a collective of verified psychics working together can better understand, and validate, documented but unproven paranormal phenomena. As such, the Institute collects, classifieds, catalogs all such events, no longer interested in proving the Theory of PSI, the Institute focuses their efforts in documenting hidden truths for those willing to see it.
Filii Hermagedon (Children of Megiddo): Little is known about this sect of the Catholic church. This is a working assumption based on the religious vestments and trappings they carry unapologetically. Members of the Institute who have encountered them have said they are cordial, but keep their distance. Because the Filii Hermagedon have not openly shared information with the Institute, rumors abound regarding their charter. One persistent rumor, based on the organization’s name alone, being that they are either working towards, or actively trying to prevent the coming apocalypse.
Koestler Parapsychology Unit (KPU), University of Edinburgh: Once maintaining close ties with PEAR, KPU was considered a sister program based out of the UK. However, since PEAR was closed in 2007, the Institute has not established ties with KPU. There is little explanation as to why leadership opted to sever ties with the University of Edinburgh’s paranormal research group, but KPU has begun their own field research, or KPFU teams. The Institute’s stance remains chilly, but amenable so long as their goals do not conflict. However, there are direct orders not to disclose any relationship between PEAR and the Institute to KPFUs.
Neue Thule Gesellschaft (The New Thule Society): Even before the fever dreams of a madman, fueled the reach of the original Thule Society, there were those within the occult circles of Germany that understood the need to collect artifacts and relics of religious and supernatural importance. Although officially defunct as of 1934, their works and influence were clearly laid out within the Nazi party. It is unclear when the New Thule Society formed, or if it is in fact new at all, but rather a continuation of the original group. What is known is that this group maintains a deep interest in hoarding relics with potential paranormal ties. While the New Thule Society maintains their distance and secrets, they have been willing to work with investigators freely to accomplish shared goals.
The Swords of Godalming: A group of professed monster hunters dating back to the early 19th century. Little is known about the Swords of Godalming as they see any with paranormal abilities as a potential threat. Institute researchers have tied the name, and oldest records of the Swords of Godalming to the novel Dracula. While the works of Bram Stoker are currently classified as fiction by the Institute, it is unclear if the Swords, or the book came first. At this time, the Institute has not been able to verify the existence of vampires, werewolves. There have been encounters with entities that help to validate the claims of the Swords. The Institute has been targeted by the Swords during several investigations, despite having seemingly similar goals. Some, mostly older members, are more willing to work with the Institute. Nevertheless, the general rule is, avoid at all costs.
Concepts
Everyday heroes, not superheroes
- Characters have their own goals the force them to work together
- Relationships can be more adversarial, an investigative team is not a super team
Powers are not all inclusive, creative power use and Willpower is key
- Real world weapons and evil are just as dangerous as the supernatural
Trust issues are real issues
Sanity optional rules in effect. (See Beta Bullpen)
Inspiration
Books: The collected works of HP Lovecraft, Lovecraft Country, the collective Hellblazer graphic novels
Films: The Exorcist, The Serpent and the Rainbow, The Ring, Sleepy Hollow, The Conjuring series
Age
Cinematic/Dark – Bad things happen, and bad people aren’t afraid to hurt others. In a fight a gun is deadly, and if the stakes are right, people will not be afraid, much less hesitate to use them. Motivation is key. Being willing to kill, is not the same as indiscriminate killing. The opposition has their motives and may even cross the lines if they need to, if the circumstances are right.
Tone
Macabre Exploration, with Philosophical or Introspective elements. Supernatural things happen, but they don’t happen in a vacuum. The reasons why something is occurring should be just as important as to what is happening. Investigators will often need to understand why something happens to stop it.
Scope
Global exploration of supernatural phenomena and relics. The heroes will face threats that fall outside the mundane that must be kept hidden from the public. Threats will generally be of a scale that the heroes will need to find creative solutions to overcome.
Power Level
Low Powered, each hero has a psychic gift. This power should be narrowly defined, but may have vercisile application. For example, there should not be a master of psionic powers, but a telekinetic may be able to levitate themselves in addition to objects.
Power Examples
The following powers were taken from, or inspired by the powers provided in the core Metahumans Rising book. Each power was selected for their unique or iconic nature.
Bio-Manipulation
- Parent Attribute: Constitution/ Primary Role: Offense
Lingering MA
Defended By: Might MA
Devastating MA
Secondary Role: Support: Medical (Full Role) MA2
New Senses: Diagnostic Sight, Sense Illness TY
Healing (Self) MA
Healing (Others) MA
Limited: Requires skin to skin contact
Cost: 1 Power + 14 Boons/AP
With a touch the hero can heal or harm directly manipulating a target’s biology.
Far Sight
- Parent Attribute: Senses/ Primary Role: Support: Serendipity
New Senses: Tracer Sight TY
(S) Tracker Sight 7
Cost: 1 Power + 4 Boon/AP
Boons
Tools: (Psychic) Bug, (Psychic) Tracer MA
Dynamic Waypoint MA2
Limited: Only to place Tracer or Bug, the character never actually moves.
Cost: 2 + 4 – 1 = 5 Boons/AP
The character can concentrate on a person, object, or location, doing so allows them to receive visions of the target. While the visions are often clear, the locating multiple targets in rapid succession can take their toll on them.
Luck
- Parent Attribute: Fortune/Primary Rle: Support: Pick One: Fortune, Intuition, or Serendipity
Alternate Source (Themed Source: Coincidence/Environment) MA2
Invisible MA
Not that Hurt (Healing (Self)) MA
Lucky Guess (Prediction) MA
Secondary Role: Defense MA
It’s Luck Not Armor (Passive Defense) MA
Secondary Role: Offense (Full Role) MA2
– Devastating MA
Locked Power: Full Role: Offense and Devastating can only be used with Alternate Source. Player must describe the effect First (No Cost)
Limited Power: Lucky Guess must be extremely specific.
Cost: 1 Power + 18 Boons/AP
Lucky guesses and dice rolls are just the tip of the iceberg. The character is a walking maelstrom of serendipity and coincidence. It’s all possible with Luck: from a surprise punch to moving at just the right time. Who’s to say it’s not just chance? The character is so lucky it’s annoying. The worst wounds are never that bad and they have a weird tendency to guess what’s about to happen. Fight them on the streets and beware stray light poles. In the rain? Lighting strikes.
Pyrokinetic
- Parent Attribute: Mental/Primary Role: Support: Outlast
Ranged TY
Line TY
Control: Fire MA
Secondary Role: Offense MA
Devastating MA
Cost: 1 Power + 8 Boons/AP
The hero can generate heat, even flames, or manipulate fires around them.
Strange Visions
- Parent Attribute: Fortune/Primary Role: Support: Fortune
Prediction MA
Secondary Role: Defense (Full Role) MA
Passive Defense MA
Secondary Role: Offense MA
Cost: 1 Power + 8 Boons/AP
The character is plagued with strange visions of events yet to come. Often they are beyond their ability to interpret. Other times they can mean the difference between life and death. At the very least, the character has come to trust their Intuition. In a fight, they know they have to move, and what will happen if they don’t.
Telekinetic
- Parent Attribute: Intelligence/Primary Role: Support: Strength
Ranged MA
Control: Telekinesis MA
Barrier (Does Not Root, Mobile Barrier) MA3
Secondary Role: Offense MA
Blast MA
Defended By: Might MA
Cost: 1 Power + 16 Boons/AP
The character can manipulate objects within a range. If forced to defend themselves, the character can also push others with a telekinetic punch that strikes at the speed of thought. All while protected by a personal force field. It’s impossible to avoid the character should they set their mind to you.
Telepathy
- Parent Attribute: Intelligence/Primary Role: Support: Expression, Etiquette, Negotiation, or Intimidation
Ranged MA
Lingering TY
Meddling (Disorenting) MA2
New Communication: Telepathy TY
Secondary Role: Defense
Cost: 1 Power + 8 Boons.AP
The character can scan the thoughts of others, open lines of telepathic communication, even distract people with noise directly into their mind. By picking up on ambient thoughts and intentions, the character is better able to defend themselves, reacting a split second faster based on thoughts not actions.