The Big Book of Psionics

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The Big Book of Psionics

THE BIG BOOK OF PSIONICS

A psychic is a person who is able to experience extra-sensory perception, such as clairvoyance, psychometry, and precognition, or who has other paranormal abilities such as psychokinesis. The study of such paranormal abilities is called parapsychology. The issue of whether or not psychic abilities are real is controversial within science; however, recent polls show a high instance of support amongst scientists and academics.[1] Parapsychologists have scientifically studied psychic abilities for over a century, and many have claimed that belief in some psychic abilities may be scientifically plausible. For instance, parapsychologists such as Dr. Dean Radin, a leading parapsychological researcher and President of the Parapsychological Association, claim that psychokinetic alteration of the output of random number generators is scientifically well-founded.[2] Mediums, like psychics, also claim to have extra-sensory abilities but claim to obtain their information from spirits or the deceased.

The term "psychic" is also featured in many variations of Gnosticism. For a brief treatment of the subject, and how psychics related to pneumatics and hylics in the Gnostic hierarchy, see hylics. The Bahá'í faith acknowledges the reality of the potential of psychic ability, but characterizes many claims as false[1]. Of the true ability itself, it is suggested that individuals do not seek to develop it as it is an unnatural condition perhaps hurting the development of the soul and the natural practice of that ability is from the next world. However there is a distinction between psychic ability and a gift of the Holy Spirit - while the former is to be avoided, the second is to be lauded and the first is often faked while the second is rare and precious. See Some Answered Questions Part Four -- On the Origin, Powers and Conditions of Man section 71. Visions and Communication with Spirits and Lights of Guidance under XLII. Psychic Phenomena. Contents:

1 – The 6 Psionic categories 2 – Psychic Power Points 3 – Abilities Explained 4 – Overuse of PPPs explained 5 – Failed Psionic checks explained 6 – Psychoactive Drugs 7 – Psionic Equipment 8 – Psychic Surgery Explained 9 – The power of tattoos – optional rules 10 – Mutant Psionics – optional rule

Here follows rules for the Roleplaying game Twilight 2000 Powers are divided into 6 categories

1: Psychokinesis: [PK] - Mind over matter, expressing itself as the simple levitation and manipulation of objects.

2: Psychometry: [PM] - The ability to sense the past history of an object or area. Physical contact is required for an object, presence only for an area. Recent impression can drown out older ones.

3: Precognition: [PG] - Visions of the future. The possible futures are all visible, but the more likely futures come in clearer. Range improves with skill, but percentage of success is rather low. [Translation, did you guess right?]. For some unknown reason, it is impossible to see your own death. Range is as in psychometry, but reversed [naturally].

4: Clairsentience: [CS] The ability to sense without using the physical senses. However, it is not possible to just choose a location. It is necessary to "pan" over to it. Applications include 360 degree vision, blindfold vision, etc. If the player has been blinded, struck deaf, etc. This will restore the damaged sense. If the sense was damaged from birth, no repair is possible. Sight attacks, sound based attacks, etc. may work, at the DM's discretion [I'd say yes].

5: Telepathy: [TP] A spectrum of abilities, including empathy, ESP, brainwashing, and possession.

6:Mental Healer: [MH] The abilities to heal/harm one self or other recipients by using mental powers.

Each Psychic has slight skills in each category. In other words they start with 1 skill point in each of the 6 categories.

Experience is distributed between the different categories. High skill in one category does not give half skill in another.

PSYCHIC POWER POINTS - PPPs

Each Psychic has an individual amount of Mental Power hereby called PPPs or Psychic Power Points.

PPP = 1d100 pr point of INT – explained in the table below + Awakening Bonus Intelligence Score Variable Awakening Bonus PPPs Result 1 1-100 Variable ? 2 2-200 Variable ? 3 3-300 Variable ? 4 4-400 Variable ? 5 5-500 Variable ? 6 6-600 Variable ? 7 7-700 Variable ? 8 8-800 Variable ? 9 9-900 Variable ? 10 10-1000 Variable ? Awakening Bonus Table Situation Bonus Male Female Indicator Hit by Lightning 100 – 1000 pr bolt +10% -10% Negative Severe Head Trauma 50 PPPs pr point below 0 +10% -10% Negative Coma 1d100 pr year -10% -5% Neutral Drugs – LSD, Psilocybin, etc 1-1000 +10% +5% Variable Drugs – Black Op 5-500 +5% +10% Variable Guru, Medium, Holy Man 100 - 600 0 0 Positive Stress , Fear , Severe Mental 1 – 100 -25% +25% Negative State Mind Experiments (Black OP) 12 – 1200 0 0 Negative Psionic Attack or Psychic Healer 1 - 400 0 0 Negative or Positive At birth 100-5000 +10% +100% Variable

The Indicator explains how the psychic got his skills, how he awakened the locked zones / Dead Zones of his/her mind.

Positive: This means the Psychic had an excellent starting point of his psychic career giving a bonus to his/her skill-checks (+ 2) Negative: This means the Psychic had a terrible starting point of his psychic career giving a penalty to his/her skills-checks (– 2) Neutral: no penalty / bonus Variable: Determined by the DM at specific situation

This bonus/penalty can be healed or harmed as result of psychic healing or Psionic attack Note: The awakening bonus situations do not imply that you automatically get psychic skills.

PPPs used regenerate at a rate of 1d20xINT pr period of rest. Abilities or powers are divided into the following categories.

Party Tricks: lighting a match, turning a light switch on in the same room, guessing a color etc Lesser Feats: filling a glass of milk by levitating the bottle, lighting a torch Medium Feats: disarming a man, sensing danger Severe Feats: disarming a group of men, mind control, possessing a willing recipient Godlike Feats: Teleportation, Destroying a tank brigade, levitating a Boeing 737, possessing an opponent

Difficulty Table Difficulty Bonus/Penalty PPPS Party Trick Easy 1 –50 Lesser Average 2 51-250 Medium Average 251-500 Severe Difficult 501-1500 Devine Very Difficult 1501 + Psychokinesis – Abilities Mind over matter, expressing itself as the simple levitation and manipulation of objects.

Can light a candle within 20' – Party trick Can light a torch within 20' - Lesser Can light a fire within 20' - Medium Can create small explosions - Severe Inferno – Devine

Psychometry – Abilities The ability to sense the past history of an object or area. Physical contact is required for an object, presence only for an area. Recent impression can drown out older ones.

1 day or less – Party trick 1 month - Lesser 1 year - Medium 10 years - Severe 100 years - Devine

Precognition – Abilities Visions of the future. The possible futures are all visible, but the more likely futures come in clearer. Range improves with skill, but percentage of success is rather low. For some unknown reason, it is impossible to see your own death. Range is as in psychometry, but reversed [naturally].

1 day or less – Party trick 1 month - Lesser 1 year - Medium 10 years - Severe 100 years – Devine

Clairsentience – Abilities The ability to sense without using the physical senses. However, it is not possible to just choose a location. It is necessary to "pan" over to it. Applications include 360 degree vision, blindfold vision, etc. If the player has been blinded, struck deaf, etc. this will restore the damaged sense. If the sense was damaged from birth, no repair is possible. Sight attacks, sound based attacks, etc. may work, at the DM's discretion.

10m – party trick 100m - lesser 5km - medium 50km - severe 500km – Devine

Telepathy – Abilities A spectrum of abilities, including empathy, ESP, brainwashing, and possession.

Can sense emotions in 20m radius - very easy + 3 Can project emotions in 20m, sense in 40m - very easy Can read surface thoughts in 20m, project in 40m, sense in 80m - easy Can read "private" thoughts in 20m, surface thoughts in 40m, project in 80m, sense in160m - average Can project thoughts in 20m - average -1 Can plant a suggestion in 20m - difficult Can control inactive muscles in 20m - difficult -1 Can force a conscious act in 20m - difficult - 2 Can completely control another mind in 20m - very difficult Can possess another body in 20m - very difficult – 2

Mental Healer - Abilities

Fixing skin rashes, sunburns, headaches, minor wounds, sunstroke etc - party trick Fixing sprains, 1st degree burns, slight wounds, minor radiation, - lesser Fixing broken limbs, medium wounds, internal bleeding, light surgery, - medium Fixing serious wounds, 2nd degree burns, medium Rads, medium surgery - severe Fixing critical wounds.3rd degree burns, serious surgery, brain surgery, cancer, disease - devine NOTE: all skill can be applied in reverse – this however takes time to learn (considered very evil)

Using a power that uses more PPPs than you have always have bad results!!! Explained in the table below.

PPPs over Result maximum 1-10 Slight headache – double regeneration time of PPPs – 1 fatigue point 11-25 Severe headache – triple regeneration time of PPPs – 2 fatigue points 26-50 Extreme headache – quadruple regeneration time of PPPs – 3 fatigue points 51-75 Head trauma 1d12 points of damage – reg. of PPPs x 5 – 3 fatigue points 76-100 Head trauma 2d12 points of damage – reg. of PPPs x 8 – 3 fatigue points -1 point of INT for 1 week 101-125 Head trauma 3d12 points of damage – reg. of PPPs x 10 – 4 fatigue points -2 points of INT for 1 week 126-160 Head trauma 4d12 points of damage – reg. of PPPs x 20 – 5 Fatigue points - 1 point of INT for 1 month 161-200 Head trauma 4d12 points of damage – reg. of PPPs x 20 – 5 Fatigue points - 2 point of INT for 3 months 201-250 Head trauma 4d12 points of damage – reg. of PPPs x 20 – 5 Fatigue points - 3 point of INT for 4 months 251-350 Head trauma 4d12 points of damage – reg. of PPPs x 30 – 5 Fatigue points - 2 point of INT for 6 months 351-500 Head trauma 4d12 points of damage – reg. of PPPs x 50 – 6 Fatigue points - 3 point of INT for 6 months 501-600 Head trauma 4d12 points of damage – reg. of PPPs x 70 – 6 Fatigue points - 4 point of INT for 1 year 601-750 Head trauma 5d12 points of damage – reg. of PPPs x 70 – 6 Fatigue points - 4 point of INT for 2 years 751-800 Head trauma 5d12 points of damage – reg. of PPPs x 70 – 6 Fatigue points - 4 point of INT for 3 years 801-1000 Head trauma 3d20 points of damage – reg. of PPPs x 80 - 1 to INT and CON permanently 1001-1250 Head trauma 4d20 points of damage – reg. of PPPs x 100 - 2 to INT and CON permanently 1251-1500 Head trauma 5d20 points of damage – reg. of PPPs x 100 - 3 to INT and CON permanently 1501-2000 As above + affects 1d4 random persons in a 50m radius + 10% chance of vegetable state* 2001-2500 As above + affects 1d8 random persons in a 80m radius + 20% chance of vegetable state* 2501-4000 As above + affects 3d12 random persons in a 100m radius + 30% chance of vegetable state* 4001-7500 As above + affects 10d12 random persons in a 50m radius + 40% chance of vegetable state* 7501-10000 As above + affects 10d20 random persons in a 500m radius + 50% chance of vegetable state* 10001- As above + affects 10d20 random persons in a 5000m radius + 60% chance of vegetable 99999 state* 100000+ You don’t want to know * affects all targets/recipients

Failure table – used when psychic fails his check Missed Description Bad result by table 1 Neglible miss -10 2 Slight miss -5 3 Almost there 0 4 Missed result +1 5 Not a good result +3 6 Bad result +5 7 Really bad result +10 8 Terrible Result +20 9 Horrible Result +30 10+ Catastrophic +42 Result

Result Table # Failed Psychic Check Result -1 Bad headache – no PPPs use for 10minutes 2 Bad headache – no PPPs use for 20minutes 3 Bad headache – no PPPs use for 30minutes 4 Bad headache – no PPPs use for 60minutes 5 Bad headache – no PPPs use for 1 period 6 Bad headache – no PPPs use for 2 periods 7 1 fatigue point 8 2 fatigue points 9 3 fatigue points 1 4 fatigue points + roll again 0 1 1 fatigue points to all within 5m 1 1 2 fatigue points to all within 10m 2 1 1 fatigue point to all within 50m 3 1 2 fatigue points to all within 100m 4 1 3 fatigue points to all within 50m 5 1 3 fatigue points to all within 100m 6 1 4 fatigue points to all within 10m 7 1 4 fatigue points to all within 50m 8 1 5 fatigue points + roll again 9 2 Body damage 1d12 pr location 0 2 Body damage 2d12 pr location 1 2 Body damage 3d12 pr location 2 2 Body damage 1d12 pr location to all within 10m 3 2 Body damage 1d12 pr location to all within 20m 4 2 Body damage 2d12 pr location to all within 50m 5 2 Body damage 2d12 pr location to all within 100m 6 2 Body damage 3d12 pr location to all within 50m 7 2 Body damage 3d12 pr location to all within 100m 8 2 Ammo within 5m goes off (explodes) 9 3 Ammo within 20m goes off (explodes) + roll again 0 3 Ammo within 50m goes off (explodes) + roll again 1 3 Ammo within 100m goes off (explodes) + roll again 2 3 All electrical equipment within 5m is destroyed + roll again 3 3 All electrical equipment within 50m is destroyed + roll again 4 3 All electrical equipment within 100m is destroyed + roll again 5 3 Animals within 1km goes into frenzy – heading towards the psychic at full speed + roll again 6 3 Animals within 5km goes into frenzy - heading towards the psychic at full speed + roll again 7 3 Animals within 20km goes into frenzy - heading towards the psychic at full speed + roll again 8 3 Body damage 1d12 pr location + 2 fatigue points to all within 100m 9 4 Body damage 1d12 pr location + 2 fatigue points to all within 100m + Ammo within 5m goes off 0 (explodes) 4 Body damage 2d12 pr location + 2 fatigue points to all within 100m + Ammo within 5m goes off 1 (explodes) 4 Body damage 3d12 pr location + 2 fatigue points to all within 100m + Ammo within 5m goes off 2 (explodes) 4 Body damage 3d12 pr location + 2 fatigue points to all within 100m + Ammo within 10m goes off 3 (explodes) 4 Body damage 3d12 pr location + 2 fatigue points to all within 100m + Ammo within 50m goes off 4 (explodes) 4 Body damage 2d12 pr location + permanently loose 1 point of INT 5 4 Body damage 2d12 pr location + permanently loose 2 point of INT 6 4 Body damage 2d12 pr location + permanently loose 2 point of INT and 1 Point of CON 7 4 Body damage 2d12 pr location + permanently loose 2 point of INT and 1 Point of CON and STR 8 4 Body damage 2d12 pr location + permanently loose 2 point of INT and 2 Point of CON and STR 9 5 Body damage 4d12 pr location + -1d100 PPPs permanently 0 5 Body damage 4d12 pr location to 1d6 random targets within 100m + -1d100 PPPs permanently 1 5 Body damage 4d12 pr location to 3d6 random targets within 100m + -1d100 PPPs permanently 2 5 Body damage 4d12 pr location to 3d12 random targets within 100m + -1d100 PPPs permanently 3 5 Body damage 4d12 pr location to 4d12 random targets within 100m + -1d100 PPPs permanently 4 5 Coma for 1 year + -1d100 PPPs permanently + roll again 5 5 Coma for 2 years + -1d100 PPPs permanently + roll again 6 5 Coma for 1d12 years + -1d100 PPPs permanently + roll again 7 5 Random Organ failure + roll again 8 5 2 random organ failure + roll again 9 6 Roll twice 0 6 Roll three times 1 6 Ever see the film scanners 2 Psychoactive drug A psychoactive drug or psychotropic substance is a chemical substance that acts primarily upon the central nervous system where it alters brain function, resulting in temporary changes in perception, mood, consciousness and behavior.

These drugs may be used recreationally to purposefully alter one's consciousness (such as coffee, alcohol, cocaine or cannabis), as entheogens for spiritual purposes (such as the mescaline-containing peyote cactus or psilocybin- containing mushrooms), and also as medication (such as the use of narcotics in controlling pain, stimulants to treat narcolepsy and attention disorders, as well as anti-depressants and anti-psychotics for treating neurological and psychiatric illnesses).

Many of these substances (especially the stimulants and depressants) can be habit-forming, causing chemical dependency and may lead to substance abuse. Conversely, others (namely the psychedelics) can help to treat and even cure such addictions.

An assortment of psychoactive drugs

STIMULANTS Sympathomimetic Amines Psychomotor Stimulants Amphetamines Cathinone (Khat) Methylphenidate Cocaine Aminoketones Bupropion Diethylpropion SSRIs Fluoxetine Fluvoxamine Paroxetine Sertraline MAOIs TCAs TeCAs Maprotiline Mirtazapine Trazodone Ephedrine Pseudoephedrine Methylxanthines Caffeine Theophylline Theobromine ANTIPSYCHOTICS Atypical antipsychotics Clozapine Risperidone Olanzapine Quetiapine Sulpiride Ziprasidone Typical antipsychotics Haloperidol Fluphenazine Thioridazine Chlorpromazine Pimozide Perphenazine CBD Cholinergics Nicotine Betel nut Muscarine Atomoxetine DEPRESSANTS Sedative Hypnotics Alcohol Ether Barbiturates Chloroform Chloral hydrate Methaqualone GHB Benzodiazepines Alprazolam Diazepam Flunitrazepam Temazepam Lorazepam Narcotic Analgesics Opium Codeine Morphine Heroin Oxycodone Hydrocodone Methadone Fentanyl Psychedelics Cannabis THC MDMA MDA MDEA Mescaline DOM LSD Psilocybin AMT DMT Ibogaine Dissociatives Nitrous Oxide Ketamine DXM Tiletamine PCP Salvinorin A Ibotenic acid Muscimol Deliriants Dimenhydrinate Diphenhydramine Scopolamine Atropine

A brief history of drug use Drug use is not a new phenomenon by any means. There is archaeological evidence of the use of psychoactive substances dating back at least 10,000 years, and historical evidence of cultural use over the past 5,000 years.[4]

While medicinal use plays a very large role, it has been suggested that the urge to alter one's consciousness is as primary as the drive to satiate thirst, hunger or sexual desire.[5]

Some may point a finger to marketing, availability or the pressures of modern life as to why humans use so many psychoactives in their daily lives, but one only has to look back at history, or even to children with their desire for spinning, swinging, sliding amongst other activities to see that the drive to alter one's state of mind is universal.[6]

This relationship is not limited to humans. A surprising number of animals consume different psychoactive plants and animals, berries and even fermented fruit, clearly becoming intoxicated. Traditional legends of sacred plants often contain references to animals that introduced humankind to their use.[7]

Biology suggests an evolutionary connection between psychoactive plants and animals, as to why these chemicals and their receptors exist within the nervous system.[8]

The 20th century has seen governments initially responding to many drugs by banning them and making their use, supply or trade a criminal offence. During the Prohibition era in America, alcohol had this approach used for 13 years. However, globalization has made many governments realize that the use of illicit drugs can no longer truly be eradicated. In many countries, there has been a move toward harm reduction by health services, where the use of illicit drugs is neither condoned nor promoted, but services and support are provided to ensure users have the negative effects of their illicit drug use minimised. This often goes hand-in-hand with supply reduction strategies by law enforcement agencies. Other psychoactive drugs

 Aphrodisiacs o Bremelanotide

 In a broader sense also: o Antiemetics o Analgesics o Antiepileptics Ways psychoactive drugs affect the brain

There are many ways in which psychoactive drugs can affect the brain (see neuropsychopharmacology). While some drugs affect neurons presynaptically, others act postsynaptically and some drugs don't even affect the synapse, working on neural axons instead.[citation needed] Here is a general breakdown of the ways psychoactive drugs can work.

1. Prevent The Action Potential From Starting o Lidocaine, TTX (they bind to voltage-gated sodium channels, so no action potential begins even when a generator potential passes threshold) 2. Neurotransmitter Synthesis o Increase - L-Dopa, tryptophan, choline (precursors) o Decrease - PCPA (inhibits synthesis of 5HT) o Causes increased sensitivity to the five senses, due to an increasing number of signals being sent to the brain. 3. Neurotransmitter Packaging o Increase - MAO Inhibitors o Decrease - Reserpine (pokes holes in the synaptic vesicles of catecholamines) 4. Neurotransmitter Release o Increase - Black Widow Spider venom (ACh) o Decrease - Botulinum Toxin (ACh), Tetanus (GABA) 5. Agonists - Mimic the original neurotransmitters and activate the receptors o Muscarine, Nicotine (ACh) o AMDA, NMDA (Glu) o Alcohol, Benzodiazepines (GABA) 6. Antagonists - Bind to the receptor sites and block activation o Atropine, Curare (ACh) o PCP (Glu) o Caffeine (adenosine) 7. Prevent ACh Breakdown o Insecticides, Nerve Gas 8. Prevent Reuptake o Cocaine (DA), Amphetamines (E) o Tricyclics, SSRIs (5-HT, NE)

- based on information taught in NSC 201, Vanderbilt University [citation needed] Philosophy and morality of psychoactive drugs

For thousands of years, people have studied psychoactive drugs, both by observation and ingestion. However, humanity remains bitterly divided regarding psychoactive drugs, and their value and use has long been an issue of major philosophical and moral contention, even to the point of war (the Opium Wars being a prime example of a war being fought over psychoactives). A majority of youths and adults consume one or more psychoactive drugs. In the West, the most common by numbers of users are caffeine, alcohol, and nicotine, in that order. Most people accept restrictions on some and the prohibition of others, especially the "hard" drugs, which are generally illegal in most countries.[9][10][11]

Because so many consumers want to reduce or eliminate their own use[12], many professionals, self-help groups, and businesses specialize in that field, with varying degrees of success. Many parents attempt to influence the actions and choices of their children regarding psychoactives.

Debate continues over whether each psychoactive drug being considered is or is not spiritual, sinful, therapeutic, poisonous, ethical, immoral, effective, risky, responsible, recreational, a weapon to use against enemies, a boost to the economy, etc. These attitudes can often be deeply rooted in philosophical and/or religious beliefs, making it difficult to reach consensus or agreement on the proper moral and philosophical stance regarding psychoactive drugs. A major point of contention regards the role of government, whether it should, with respect to each drug, remain neutral, make use safer, educate for abstention, educate for moderation, regulate trade, require a prescription, restrict promotion, prohibit altogether, alter penalties, change enforcement, and so on. Various Governments has made drugs that either lower or raise psychic powers as the table below explains. Drug PPPs INT OB STR CO AGI CHA TYP SKILL Side Effects S N E Amphetamines -30% -2 +2 +1-3 +1-5 +1-2 -2 STIM -2 Khat -10% -1 +1 - +1 - - STIM -1 Mathylfenidate -25% -1 +1 +1 +1 - -1 STIM -1 Cocaine -40% -2 +1 - +1-3 - +2 STIM - Bupropion -27% -1 +1 - - - - STIM -1 Diethypropion -36% - +1 +1 - - - STIM - Fluoxetine -22% - +1 - - +1 -1 STIM - Fluvoxamine -16% - - - +1 - - STIM -1 Paroxetine -12% - - - +1 - - STIM - Sertraline -36% - +2 - - - - STIM -1 Maprotiline -47% -3 +3 +1 - +1 -1 STIM -1 Mirtazapine -40% -2 +1 - +1 - - STIM - Trazodone -22% - - +1 - - -1 STIM - Ephedrine -15% - -1 - +1-2 - - STIM -1 Pseudoephedrine -20% - -1 - +1-3 - - STIM -1 Caffeine -6% ------STIM - Theophylline -18% -1 - - - - - STIM - Theobromine -20% -1 +1 - - - - STIM - Clozapine -40% -2 -3 - - - -1 ANTI -1 Risperidone -50% -3 -2 - -1 -1 -1 ANTI -1 Olanzepine -66% -3 -1 -1 - - -1 ANTI -2 Quetiapine -67% -3 -4 -2 - -1 -2 ANTI -1 Sulpiride -80% -5 -6 -2 -2 -3 -2 ANTI -3 Ziprasidone -12% -1 - -1 -5 - -1 ANTI - Haloperidol -15% -1 - - -1 - - ANTI -2 Fluphenazine -44% -2 -1 - - -1 - ANTI - Thioridazine -38% -1 - -1 - -2 - ANTI -1 Chlorpromazine -60% -3 -1 - -1 - -1 ANTI - Pimozide -50% -1 -2 - - - - ANTI -1 Perphenazine -40% -2 - - - -2 - ANTI -1 CBD -22% - - - -1 -1 - ANTI - Nicotine -1% - - - -1 - -1/+1 ANTI - Betel Nut -2% ------ANTI - Muscarine -6% ------ANTI -1 Atomoxetine -10% ------ANTI - Alchohol -75% -1+ -3+ +- -2+ -3+ +- DEP -2+ R Ether -80% - -2+ -3+ -2+ -2+ -1 DEP -3+ R Barbiturates -90% -1+ -5+ -3+ -3+ -3+ -2+ DEP -5+ R Chloroform -65% -1+ -3+ -1 -2 - - DEP -2+ R Chloral Hydrate -30% -1+ -1+ - - -1 - DEP -1 R Methaqualone -20% -1+ -1 -1 -1 -1 - DEP -1 R GHB +10% -3+ +- +- +- +- -1+ DEP -3+ R Alprazolam -40% -1 -2+ -2+ -2+ -1+ -1 DEP -1+ R Diazepam -60% -1+ -3+ -2+ -1+ -3+ -2 DEP -1+ R Flunitrazipam -50% -1+ -1 -2 -1+ -2+ -1 DEP -2+ R Temazepan -40% -1+ -2 -1 -1+ -2+ -1 DEP -1 R Lorazepam -50% -2+ -3+ -3+ -2+ -2+ -1 DEP -1+ R Opium -70% -2+ -2+ -2+ -2+ -1+ -2 DEP -3+ R Codeine -20% - 1 - - - - DEP - R Morphine -80% -2+ -3+ -3+ -3+ -2+ -2 DEP -2+ R Heroin -95% -3+ -3+ -4+ -3+ -3+ -3 DEP -4+ R Oxycodone -48% - - - -2 -1 - DEP - R Hydrocodone -40% -1 -1 - -1 -2 - DEP -1 R Methadone -66% -2+ -2+ -3+ -2+ -3 -1 DEP -2+ R Fentanyl -70% -1 -4+ -3+ -4+ -3+ - DEP -5+ R Cannabis +5%+ -1 -1 -1 -2+ -2+ +- PSY - C THC +12%+ -1 -2 -1 -2+ -2+ +- PSY - C MDMA +25%+ +1 -1 - +2+ +- +- PSY -1 C MDA +20%+ - -1 - +1+ +- +- PSY -1 C MDEA +15%+ - -1 - +1 +- +- PSY -1 C Mescaline +70%+ +2+ -2+ - +- -2+ +- PSY +- C DOM +33%+ +- -2+ - - - +- PSY - C LSD +100% +2+ -3+ - +- -2 +- PSY +- + C DRUG PPPs IN OB STR CO AGI CHA TYP SKILL Side Effects T S N E Psilocybin +60%+ +1+ +- - +- - +- PSY +- C AMT +40%+ - -1 - +- - +- PSY +- C DMT +20%+ - -1 - +- - +- PSY +- C Ibogaine +15%+ - - - -1 - +- PSY +- C Nitrous Oxide -3% - - -1 - - +- DISS - Ketamine +17% -1 +-2 - - -1 -1+ DISS -2 DXM +23% ------DISS - Tiletamine -6% ------DISS - PCP +150% -2 -3 -1+ +1-3 -2+ -2 DISS -3+ Salvinorin A +10% ------DISS -1 Ibotenic Acid +15% - - -1 - - - DISS - Muscimol +16% - - - -1 - - DISS - Dimenhydrinate +6% - - - -1 - - DISS +1 Diphenhydramine +19% - - - -1 -1 - DISS - Scopolamine +10% - -1 - -1 - -2 DISS -1 Atropine - - +1 - - - - DISS - Remifentanil -99% -4 -4 -5 -5 -5 -2 DEP +- death R

But there are other ways……….

Psi-Helmet MK1

Protects versus Telepathy Attacks – 40%

Egyptian Psi-Helmet

Protects versus Telepathy Attacks – 75%

Golden NFL Helmet

- Protects versus Telepathy Attacks – 10% PSI-Helmet – “Helmet of Clear Thought” PPPs + 15% - SKILL +2 – TP defense 50%

Jan Wolframers – Rainbow Hat PPPs +1% - TP defense - 10%

PSI-Orgon Beamer

Emits a ghastly green ray, which chills to the bone. Range: 50m (rifle skill) may be used as a laser to “swipe” multiple individuals. Target must make CON+INT/3 or suffer 2-40% PPPs loss. For 2 days Takes 2 min to re-charge. Must be powered by a normal generator or car. Non Psionics must make initiative check or flee for 5 minutes. Donaldson HPP – ETO-Abator

This strange little machine is used by Psionics to enhance their Psionic potential. The headgear is usually attached by a trained professional (6 minutes) or not 15 minutes.

Power source: battery – lasts for 15 uses before recharge/new battery.

Raises PPPs 15% for 1 hour (all game rules apply for exceeded use ) Raises 1 of the 6 skills (user chooses) 1d6 skillpoints for 1 hour Cumulative use possible but has a 10% pr cumulative use of getting a bad result (see table above) Roll 1d20 add 10 20 30 40 50 etc to the roll depending on how many times it was used and check result on table above.

Weight: 25kg

Cost: 2.5M$

MK65 – Psionic Grenade 1

Explodes on target and emits a yellow gas that has the following effect

Telepathy block (both ways) Lowers the PPPs for target(s) 50% for 1d12 minutes 300g MK66 – Psionic Grenade 2

Explodes on target and emits a green gas that has the following effect

Raise PPPs on target 40% for 1 hour Lower all Psionic skills , divided in 2 for 1 hour 300 g

MK67 Prionic Grenade 3

Explodes on target and emits a red foul-smelling gas

Lower Psychokinesis skill : divided by 3

Has a small 3% chance of waking a non-psionic into a Psionic. – 300g MK68 Psionic Grenade 4

Explodes with an invisible, and odorless gas ,and not making any noise, jus a small piff….

Gives all psionics headaches, making it unbearable to use their powers. They stand out in a crowd this way ;)

300 g Wilhelm Guttenberg’s uncontrollable Psion-generator Flux Modulator Apparatus

This strange contraption was made in the early 1930s by Wilhelm Guttenberg, a brilliant young German scientist. He had a theory that by lowering this apparatus 500m under the earth he could create a Psionic Flux that would make an area above ground be an immensely stable for Psionic powers. However the result was a completely different one. After its first use the apparatus created a dead zone of about a kilometer in diameter which no Psionic powers could be used. This happened in a German forest now called Totenwald (the dead forest). He then changed his device and used a lot more power (causing a power shortage in Bavaria) with a complete different result. This time the apparatus created a wild-psionic area the size of Manhattan Island. This place is now called Smertenkopf because of people get unbearable headaches. He himself was standing next to the apparatus which resulted in giving him massive Psionic potential (PPPs in the 50000 range) however he also lost his mind in the process and was last seen in German mental institution that burned down in 1953 (cause unknown). The Device itself was captured by the Americans in 1946 and shipped back to the USA to an undisclosed location.

The powers of the PGFMA are unknown to this day. Mk 3004 – Psion Helmet

Blocks TP attacks.

OBS -2 , AGI:-2

Wt.: 4kg

Mk 443Gb XX9 – Psionic Coating agent.

Strange fluid that can be coated over ones head. Is usually contained in a large container. Must not be drinked. But smeared on the skin as a sunblock. Last for 2 hours.

Abilities: PPPs +25% for duration. Raises all abilities by 3.

Small chance of backfire 5% - abilities in reverse permanently. Psychic surgery

From Wikipedia, the free encyclopedia

Psychic surgery should not be confused with psychosurgery.

Psychic surgery is allegedly a paranormal surgical procedure, practiced chiefly in the Philippines and Brazil. It is performed by self-styled psychic doctors or psychic surgeons, who claim and are reported to extract "tumors" or other presumed pathological objects (pus, bones, and so on) from the patient's body through a bloody but painless and invisible "incision", often made with bare hands and without the use of antiseptics or anesthetics. Psychic surgeons often claim special magical or paranormal abilities. Practitioner Leony Romero claims an innate ability to "raise the vibration" of his hands so that they can pass through the patient's tissues, and turn "diseased energy" into physical matter. Skeptics tend to doubt such claims of paranormal talents, and further argue that sleight of hand can best explain psychic surgery. Philippines

In the Philippines, the procedure originated in the 1940s with Eleuterio Terte. Terte and his student Tony Agpaoa trained others in his techniques. Terte and many of his students were associated with a religious organization, the Union Espiritista Christiana de Filipinas (The Christian Spiritist Union of the Philippines.)

In 1959, the procedure became widely known in the U. S. through the publication of Into the Strange Unknown by Ron Ormond and Ormond McGill. They called the practice "fourth dimensional surgery," and said "[we] still don’t know what to think; but we have motion pictures to show it wasn’t the work of any normal magician, and could very well be just what the Filipinos said it was — a miracle of God performed by a fourth dimensional surgeon."

Perhaps the most famous psychic surgeon is Alex Orbito, who became well-known in the U. S. through association with actress Shirley MacLaine. On June 14, 2005, Orbito was arrested by Canadian authorities and indicted for fraud [1].

Psychic surgery made U.S. tabloid headlines in March 1984 when comedian Andy Kaufman, diagnosed with lung cancer, traveled to the Philippines for a six-week course of psychic surgery. Practitioner Jun Labo claimed to have removed large cancerous tumors and Kaufman believed the cancer had been removed. However, Kaufman died of metastatic carcinoma on May 16, 1984. Brazil

The origins of the practice in Brazil are obscure; it may derive from Candomblé rituals, or it may have been inspired by reports from the Philippines. In any case, by the late 1950s several "spiritual doctors" were practicing in the country. Many of them were associated with Kardecism, a major spiritualistic religion in Brazil, and claimed to be performing their operations merely as channels for spirits of deceased medical doctors.

The most famous Brazilian psychic surgeon was José (Zé) Arigó, who claimed to be channeling for a certain Dr. Fritz. Unlike most other psychic surgeons, who work bare-handed, Arigo used a blade. Other psychic surgeons who claimed to channel for Dr. Fritz were Edson Queiroz and Rubens Farias Jr.. The most popular one today (especially abroad) is João de Deus, who operates in Abadiânia, state of Goiás.

According to the descriptions of Yoshiaki Omura (1997), Brazilian psychic surgery appears to be different from that practiced in the Philippines. Omura refers to practitioners using techniques resembling Qi Gong, Shiatsu massage, and chiropractic manipulation. Many patients were injected with a brown liquid, and minor surgery was performed in about 20% of the cases observed. While Arigó performed his operations with kitchen knives in improvised settings, Omura reports that the clamping of the blood vessels and the closings of the surgical wounds are now performed by licensed surgeons or licensed nurses. Other locations

There are a handful of practitioners in the UK, notably Stephen Turoff, who operates the Danbury Healing Clinic in Chelmsford, England.

A San Francisco Chronicle article refers to psychic surgery as being practiced within "a kind of psychic underground in America, England, Russia and many other countries." Fraud and sleight-of-hand

Psychic surgery was discredited by the U.S. Federal Trade Commission in 1975. In a unanimous opinion, the commission declared that "'psychic surgery' is nothing but a total hoax." Judge Daniel H. Hanscom, in granting the FTC an injunction against travel agencies promoting psychic surgery tours, said: "Psychic surgery is pure and unmitigated fakery. The 'surgical operations' of psychic surgeons ... with their bare hands are simply phony."

James Randi, a stage magician turned psychic debunker, has repeatedly exposed psychic surgery as a fraudulent sleight-of-hand confidence trick. He has stated that in personal observations of the procedure, and in movies showing the procedures, he can spot sleight-of-hand moves that are evident to experienced stage magicians, but might be missed by a casual observer. Randi has replicated the effects himself by sleight-of-hand [2] [3] [4]. Professional magicians Milbourne Christopher and Robert Gurtler have also observed psychic surgeons at work, and claim to have spotted the use of sleight-of-hand.

As a magic trick, psychic surgery is surprisingly easy to duplicate. First, the "surgeon" will slightly roll or pinch the skin over the area of the "operation". When his flattened hand reaches under the roll of skin, it looks and feels as if he's actually reaching into the patient's body. Simultaneously, the surgeon will have small bags of chicken or rat entrails palmed in his hand, or hidden beneath the table within easy reach. These entrails simulate the "diseased" tissue that the surgeon is supposedly removing. If the surgeon wants to simulate bleeding, he squeezes a bladder of animal blood. It is a simple illusion requiring very little practice. (Like most magic tricks, it's best practiced in front of a mirror.) If done properly, it can fool most patients and onlookers. Some "psychic surgery" does not solely rely on this magic trick.[5]

In 1990, the American Cancer Society stated that it found no evidence that "psychic surgery" results in objective benefit in the treatment of any medical condition, and strongly urged individuals who are ill not to seek treatment by psychic surgery.

While not generally hazardous to the patient, medical fraud of this kind carries considerable risk of the patient delaying or forgoing any competent medical help — sometimes with fatal consequences.

This (above) Is the psychic version off course you also have the more “painful” and eventful versions Over the years since the dawn of man, doctors, surgeons, scientists, holy men, priests, governments, witches and gurus have tried to fix, cure, alter, enhance the most interesting part of the human body; THE BRAIN. This has resulted in a lot of questionable results but over the years we (man) have learned much or rather we have learned how little we know of the human brain.

Often it showed that the patient were just as mad as his curer. So here is a table that explains what can be achieved (good and bad) by messing with the brain. Surgery Type Success Moderate Catastrophic PPPs Gain Other Rate Failure Rate Failure rate Brain surgery – homemade 1% 4% 95% 1-50 Bad idea Brain surgery – medical facility 10% 50% 40% 10-200 Brain surgery – government funded 15% 15% 60% 1-1000 Brain surgery – mad scientist or 3rd world 8% 12% 80% 1-2500 Risky Psychic surgery – amateur 1% 80% 19% 1-50 Psychic surgery – novice 10% 80% 10% 1-100 Psychic surgery – experienced 25% 70% 5% 1-300 Psychic surgery – professional 40% 57% 3% 1-1000 Experimental Surgery – year up to 1500 1% 9% 90% 1-100 Experimental Surgery – year 1501 – 1800 2% 8% 90% 1-200 Experimental Surgery – year 1801 – 1900 5% 5% 90% 1-300 Experimental Surgery – year 1901 – 1939 7% 3% 90% 1-400 Experimental Surgery – year 1940 – 1950 10% 10% 80% 1-500 Experimental Surgery – year 1951 – 1969 12% 8% 80% 1-600 Experimental Surgery – year 1970 – 1979 15% 5% 80% 1-700 Experimental Surgery – year 1980 – 1989 20% 20% 60% 1-800 Experimental Surgery – year 1990 – 1999 25% 25% 50% 1-900 Experimental Surgery – year 2000 + 30% 40% 30% 1-1000 Future Tech? ? ? ? ? ? Choosing to undergo Any of these kinds of operations to unveil psychic potential is very risky and if you fail after the first operation you will usually not try it again, but you can try as many times as you have initiative points. NOTE: People very seldom do this by their own choosing, and usually are used as an experiment themselves. NOTE: Psychics can also try this but have ½ the chance of success. (rounded up) So what happens if you fail the dice roll or let it be said “ if the surgeons fail their check”……hehe

Failure table Dice roll Moderate Catastrophic Dice Moderate Failure Catastrophic Failure Roll 1 Headaches for 6 months Roll on moderate table 2 Headaches for 1 year Memory loss 1 week 3 Headaches for 5 years Memory loss 1 month 4 Headaches for 5 years Memory loss 1 year 5 Headaches for 10 years Memory loss 10 years 6 1 disorder Memory loss 15 years 7 1 disorder Memory loss 20 years 8 1 disorder Memory loss everything 9 2 disorders Concentration problems – 1 to all rolls 10 2 disorders Concentration problems – 1 to all rolls 11 2 disorders Concentration problems – 1 to all rolls 12 2 disorders Concentration problems – 2 to all rolls 13 2 disorders Concentration problems – 2 to all rolls 14 2 disorders Concentration problems – 2 to all rolls 15 2 disorders Concentration problems – 3 to all rolls 16 3 disorders Coma 1d12 months 17 3 disorders Coma 1d12 years 18 4 disorders Brain death – 1d6 years 19 Roll 2 times Brain death – needs a miracle to be cured 20 Roll on catastrophic table Death NOTE: That all catastrophic results also get the moderate damage results. NOTE: Memory loss does not mean you forget your skills and ability to talk etc. NOTE: All disorders are at the DMs discretion. NOTE: Headache results can be noise, light or even humidity induced and usually results in a painkiller habit. All this is at the DMs discretion NOTE: Brain Death is very seldom cured if ever. NOTE: There is only one cure for death and that is being a Hindu. (DMs discretion)

Scary is it not ?

Well there are more subtle ways to achieve your Psionic potential…being hit by lightning as stated earlier. THE POWER OF TATTOES Optional rule. Tattoo

From Wikipedia, the free encyclopedia

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A tattoo is a mark made by inserting pigment into the skin; in technical terms, tattooing is dermal pigmentation. Tattoos may be made on human or animal skin. Tattoos on humans are a type of body modification, while tattoos on animals are most commonly used for identification.

Tattooing has been practiced worldwide. The Ainu, the indigenous people of Japan, wore facial tattoos. Tattooing was widespread among Polynesian peoples, and among certain tribal groups in the Philippines, Borneo, Africa, North America, South America, Mesoamerica, Europe, Japan, Cambodia and China. Despite some taboos surrounding tattooing, the art continues to be popular all over the world.

Terms

It is commonly believed that the original root word of 'tattoo' comes from the Samoan or the Tahitian word tatau, meaning to mark or strike twice (the latter referring to traditional methods of applying the designs).[1] The first syllable "ta", meaning "hand", is repeated twice as an onomatopoeic reference to the repititive nature of the action, and the final syllable "U" translates to "color".[citation needed] The instrument used to pierce the skin in Polynesian tattooing is called a hahau, the syllable "ha" meaning to "strike or pierce".[citation needed] (This is not to be confused with the origins of the word for the military drumbeat — see military tattoo.) The first closest known usage of the word in English was recorded in the diary of Captain James Cook in 1769 during his voyage to the Marquesas Islands. The text reads, “...they print signs on people’s body and call this tattaw”, referring to the Polynesian customs.[citation needed] Sailors on the voyage later introduced both the word and the concept of tattooing to Europe.[2]

In Japanese the word used for traditional designs or those that are applied using traditional methods is irezumi ("insertion of ink"), while "tattoo" is used for non-Japanese designs.

Tattoo enthusiasts may refer to tattoos as tats, ink, art, or work, and to tattooists as artists. The latter usage is gaining greater support, with mainstream art galleries holding exhibitions of tattoo designs and photographs of tattoos. Tattoo designs that are mass-produced and sold to tattoo artists and studios and displayed in shop are known as flash. History

Main article: History of tattooing

Tattooing has been a Eurasian practice at least since Neolithic times. Mummies bearing tattoos and dating from the end of the second millennium BCE have been discovered at Pazyryk on the Ukok Plateau. Tattooing in Japan is thought to go back to the Paleolithic era, some ten thousand years ago. Various other cultures have had their own tattoo traditions, ranging from rubbing cuts and other wounds with ashes, to hand-pricking the skin to insert dyes. Purpose

Religious theme

Tattoos have served as rites of passage, marks of status and rank, symbols of religious and spiritual devotion, decorations for bravery, sexual lures and marks of fertility, pledges of love, punishment, amulets and talismans, protection, and as the marks of outcasts, slaves and convicts.

Today, people choose to be tattooed for cosmetic, religious and magical reasons, and as a symbol of belonging to or identification with particular groups (see Criminal tattoos). Tattoos of favorite bands and football teams' logos are fairly common in the west. Some Māori still choose to wear intricate moko on their faces. In Cambodia and Thailand, the yantra tattoo is used for protection. People have also been forcibly tattooed for a various reasons. The best known is the ka-tzetnik identification system for Jews in part of the concentration camps during the Holocaust. European sailors were known to tattoo the crucifixion on their backs to prevent flogging (since it was a crime to deface an image of Christ).

Tattoos are also placed on animals, though very rarely for decorative reasons. Pets, show animals, thoroughbred horses and livestock are sometimes tattooed with identification and other marks. Pet dogs and cats are often tattooed with a serial number (usually in the ear, or on the inner thigh) via which their owners can be identified. In Australia, the symbol Φ is tattooed in the ears of cats and dogs to indicate that they have been spayed or neutered. Also, animals are occasionally tattooed to prevent sunburn (on the nose, for example). Such tattoos are often performed by a veterinarian and in most cases the animals are anaesthetized during the process. Branding is used for similar reasons and is often performed without anaesthesia, but is different from tattooing as no ink or dye is inserted during the process.

When used as a form of cosmetics, tattooing includes permanent makeup, and hiding or neutralize skin discolorations. Permanent makeup are tattoos that enhance eyebrows, lips (liner or lipstick), eyes (liner), and even moles, usually with natural colors as the designs are intended to resemble makeup. Prevalence

Tattoos have experienced a resurgence in popularity in recent decades in many parts of the world, particularly in North America, Japan, and Europe. The growth in tattoo culture has seen an influx of new artists into the industry, many of whom have technical and fine art training. Coupled with advancements in tattoo pigments and the ongoing refinement of the equipment used for tattooing, this has led to an improvement in the quality of tattoos being produced. Movie stars, models, popular musicians and sports figures are just some of the people in the public eye who are tattooed, which in turn has fueled the acceptance of tattoos. During the 2000s, the presence of tattoos became evident within pop culture, inspiring television shows such as A&E's Inked and TLC's Miami Ink. The decoration of blues singer Janis Joplin with a wristlet and a small heart on her left breast, by the San Francisco tattoo artist Lyle Tuttle, is taken as a seminal moment in the popular acceptance of tattoos as art.[1].

Lower back tattoos are more common among young women.

In many traditional cultures tattooing has also enjoyed a resurgence, partially in deference to cultural heritage. Historically, a decline in traditional tribal tattooing in Europe occurred with the spread of Christianity. A decline often occurred in other cultures following European efforts to convert aboriginal and indigenous people to Western religious and cultural practices that held tattooing to be a "pagan" or "heathen" activity. Within some traditional indigenous cultures, tattooing takes place within the context of a rite of passage between adolescence and adulthood.

A poll conducted online between July 14 and 20, 2003 (Harris 2003), found that 16% of all adults in the United States have at least one tattoo. The highest incidence of tattoos was found among the gay, lesbian and bisexual population (31%) and among Americans ages 25 to 29 years (36%) and 30 to 39 years (28%). Regionally, people living in the West (20%) were more likely to have tattoos. Democrats were more likely to have tattoos (18%) than Republicans (14%) and Independents (12%); approximately equal percentages of males (16%) and females (14%) have tattoos. Negative associations

Secular attitudes

Conspicuous tattoos and other body modification make gainful employment difficult in a great deal of fields

Although in some walks of life, they are not a burden. Head tattoo on office manager, three months healed.

Some employers, especially in professional fields, still look down on tattoos or regard them as contributing to an unprofessional appearance. Tattoos can therefore impair a wearer's career prospects, particularly when inked on places not typically covered by clothing, such as the hands, neck or face. It is not unusual for tattoo artists to refuse to tattoo these very conspicuous areas.

In some cultures, tattoos still have negative associations despite their increasing popularity, and are generally associated with criminality in the public's mind; therefore those who choose to be tattooed in such countries usually keep their tattoos covered for fear of reprisal. For example, many businesses such as gyms, hot springs and recreational facilities in Japan still ban people with visible tattoos, in part because of their association in the popular imagination with the yakuza, or Japanese mafia. In Western cultures as well, some dress codes specify that tattoos must be covered.

According to popular belief, most triad members in Hong Kong have a tattoo of a black dragon on the left biceps and one of a white tiger on the right; in fact, many people in Hong Kong use "left a black dragon, right a white tiger" as a euphemism for a triad member. It is widely believed that one of the initiation rites in becoming a triad member is silently withstanding the pain of receiving a large tattoo in one sitting, usually performed in the traditional "hand-poked" style. One reason the Chinese associate tattoos with criminals is because historically criminals who were released from prison for minor crimes were given a tattoo on their face as a "warning sign" to other people.[citation needed] In the United States many prisoners and criminal gangs use distinctive tattoos to indicate facts about their criminal behavior, prison sentences, and organizational affiliation. This cultural use of tattoos predates the widespread popularity of tattoos in the general population, so older people may still associate tattoos with criminality. At the same time, members of the U.S. military have an equally established and longstanding history of tattooing to indicate military units, battles, etc., and this association is also widespread among older Americans. Tattooing is also widespread in the British Armed Forces.

Tattoos can have additional negative associations for women; "tramp stamp" and other similarly derogatory slang phrases are sometimes used to describe a tattoo on a woman's lower back. The prevalence of women in the tattoo industry itself, along with larger numbers of women wearing tattoos, has somewhat changed these perceptions.

Slang within the industry is not limited to women's tattoos.Tattoo artists traditionally refer to a small bikini line tattoo as a "tramp stamp", and the larger lower back pieces as "ass antlers". Tiny, interlocking tribal armbands are often referred to as "tribble", and unskilled artists are referred to as "scab merchants", or "scar vendors", originally according to Sailor Jerry. Slang and jargon within the tattoo industry evolves as quickly as customer's-"custie's"- tastes change.

Abrahamic religious prohibitions

Main article: History of tattooing

Some followers of Abrahamic religions—Judaism, Christianity, and Islam—feel that their religious doctrine proscribes or constrains tattoos among followers, or has other religious significances. Procedure

Modern tattoo machine in use: here outfitted with a 5-needle setup, but number of needles depends on size and shading desired

Some tribal cultures traditionally created tattoos by cutting designs into the skin and rubbing the resulting wound with ink, ashes or other agents; some cultures continue this practice, which may be an adjunct to scarification. Some cultures create tattooed marks by hand-tapping the ink into the skin using sharpened sticks or animal bones or, in modern times, needles. Traditional Japanese tattoos (irezumi) are still "hand-poked," that is, the ink is inserted beneath the skin using non-electrical, hand-made and hand held tools with needles of sharpened bamboo or steel.

The most common method of tattooing in modern times is the electric tattoo machine, which inserts ink into the skin via a group of needles that are soldered onto a bar, which is attached to an oscillating unit. The unit rapidly and repeatedly drives the needles in and out of the skin, usually 80 to 150 times a second.

The modern electric tattoo machine is far removed from the machine invented by Samuel O'Reilly in 1891. O'Reilly's machine was based on the rotary technology of the electric engraving device invented by Thomas Edison. Modern tattoo machines use electromagnetic coils. The first coil machine was patented by Thomas Riley in London, 1891 using a single coil. The first twin coil machine, the predecessor of the modern configuration, was invented by another Englishman, Alfred Charles South of London, in 1899.

"Natural" tattoos

According to George Orwell, coal miners could develop characteristic tattoos owing to coal dust getting into wounds. This can also occur with substances like gunpowder. Similarly, a traumatic tattoo occurs when a substance such as asphalt is rubbed into a wound as the result of some kind of accident or trauma. These are particularly difficult to remove as they tend to be spread across several different layers of skin, and scarring or permanent discoloration is almost unavoidable depending on the location. In addition, tattooing of the gingiva from implantation of amalgam particles during dental filling placement and removal is possible and not uncommon. A common example of such accidental tattoos is the result of a deliberate or accidental stabbing with a pencil or pen, leaving graphite or ink beneath the skin.

Dyes and pigments

A wide range of dyes and pigments can be used in tattoos, from inorganic materials like titanium dioxide and iron oxides to carbon black, azo dyes, and acridine, quinoline, phthalocyanine and naphthol derivates, dyes made from ash, and other mixtures.

Iron oxide pigments are used in greater extent in cosmetic tattooing. Many pigments were found to be used in a survey[1] of professional tattooists. Recently, a blacklight-reactive tattoo ink using PMMA microcapsules has surfaced. The technical name is BIOMETRIX System-1000, and is marketed under the name "Chameleon Tattoo Ink".

Studio hygiene

The properly equipped tattoo studio will use biohazard containers for objects that have come into contact with blood or bodily fluids, sharps containers for old needles, and an autoclave for sterilizing tools. Studios are also required by law to have hot water.

A reputable tattooist will wash his or her hands before starting to tattoo a client, and between clients, as well as wear disposable latex gloves (a new pair for each client). He or she will refuse to tattoo minors without parental consent, (in some states and countries it is illegal to tattoo a minor even with parental consent) as well as intoxicated people, people with contraindicated skin conditions, those who are pregnant or nursing, or those incapable of consent due to mental incapacity, and attempt to ensure that the customer is satisfied with and sure about the design before applying it. Moreover, she or he will open new, sterile needle packages in front of the client, and always use new, sterile or sterile disposable instruments and supplies, and fresh ink for each session (loaded into disposable containers which are discarded after each client). Also, all areas which may be touched with contaminated gloves will be wrapped in clear plastic to prevent cross-contamination. Equipment that cannot be autoclaved (such as countertops, machines, and furniture) will be wiped with a hospital-strength germicidal disinfectant.

Membership in professional organizations, or certificates of appreciation/achievement, generally require that an artist is aware of the latest trends in equipment and sterilization. However, many of the most notable tattooists do not belong to any association. While specific requirements vary between jurisdictions, many mandate formal training in bloodborne pathogens, cardiopulmonary resuscitation, and cross contamination. A local department of health regulates tattoo studios in many jurisdictions.

For example, according to the health department in Oregon and Hawaii, tattoo artists in these states are required to take and pass a test ascertaining their knowledge of health and safety precautions, as well as the current state regulations. Performing a tattoo in Oregon state without a proper and current license or in an unlicensed facility is considered a felony offense. [2] Tattooing was legalized in New York City, Massachusetts, and Oklahoma between 2002 and 2006.

The time it takes to get a tattoo varies with size and complexity. A smaller tattoo done by machine may take fifteen minutes; another might take hundreds of hours or multiple sessions. Prices vary widely for this service globally and locally, depending on demand, experience of the artist, regulatory fees, and local economy.

Aftercare

Tattoo artists, and people with tattoos, vary widely in preferred methods of caring for new tattoos. Some artists recommend keeping a new tattoo wrapped for the first twenty-four hours, others suggest removing temporary bandaging after a few hours. Many western tattooists advise against allowing too much contact with water for the first few days; in Japan, in contrast, a new tattoo is often bathed in very hot water early and often.

General consensus for care advises against removing the scab that forms on a new tattoo and avoiding exposing tattoos to the sun for extended periods, which can contribute to fading. Various products may be recommended for application to the skin, ranging from those intended for the treatment of cuts, burns and scrapes, to petroleum jelly or lanolin. In recent years, specific commercial products have been developed for tattoo aftercare. In other cases, the client will be advised to use no products on a new tattoo. A properly applied tattoo will heal as well no matter the aftercare, as long as infection is avoided.

Tattoo removal

While tattoos are considered permanent, it is possible, to varying degrees, to remove them. Complete removal, however, is often not possible, and the expense and pain of removing them typically will be greater than the expense and pain of applying them. Some jurisdictions will pay for the voluntary removal of gang tattoos.

Tattoo removal is most commonly performed using lasers that react with the ink in the tattoo, and break it down. The broken-down ink is then absorbed by the body,mimicking the natural fading that time or sun exposure would create. This technique often requires many repeated visits to remove even a small tattoo, and may result in permanent scarring. The newer Q switch lasers are said by the National Institute of Health to result in scarring only rarely, however, and are usually used only after a topical anaesthetic has been applied. The NIH recognizes five types of tattoo; amateur, professional, cosmetic, medical, and traumatic (or natural). Amateur tattoos are easier and quicker to remove, usually, than professional tattoos. Areas with thin skin will be more likely to scar than thicker- skinned areas. There are several types of Q-switch lasers, and each is effective at removing a different range of the color spectrum.

Some wearers opt to cover an unwanted tattoo with a new tattoo. This is commonly known as a cover-up. An artfully done cover-up may render the old tattoo completely invisible, though this will depend largely on the size, style, colours and techniques used on the old tattoo. Some shops and artists use laser removal machines to break down and lighten undesired tattoos to make coverage with a new tattoo easier. Since tattoo ink is translucent, covering up a previous tattoo necessitates darker tones in the new tattoo to effectively hide the older, unwanted piece.

Health risks Modern tattoo artist's latex gloves and sterilized equipment.

Because it requires breaking the skin barrier, tattooing may carry health risks, including infection and allergic reactions. In the United States, for example, a person who receives a tattoo will generally be prohibited from donating blood for 12 months (FDA 2000), unless the procedure was done in a state-regulated and licensed studio, using sterile technique(Red Cross,2006). Most studios that are eligible can provide vouchers.

Modern western tattooers reduce such risks by following universal precautions, working with single-use items, and sterilizing their equipment after each use. Many jurisdictions require that tattooists have bloodborne pathogen training, such as is provided through the Red Cross and OSHA.

] Infection

Since tattoo instruments come in contact with blood and bodily fluids, diseases may be transmitted if the instruments are used on more than one person without being sterilized. However, infection from tattooing in clean and modern tattoo studios employing single-use needles is rare. In amateur tattoos, such as those applied in prisons, however, there is an elevated risk of infection. To address this problem, a program was introduced in Canada as of the summer of 2005 that provides legal tattooing in prisons, both to reduce health risks and to provide inmates with a marketable skill. Inmates were to be trained to staff and operate the tattoo parlors once six of them open successfully.[2]

Infections that could be transmitted via the use of unsterilized tattoo equipment include surface infections of the skin, herpes simplex virus, tetanus, staph, fungal infections, some forms of hepatitis, and HIV. No person in the United States is known to have contracted HIV via a commercially-applied tattooing process. Washington state's OSHA studies have suggested that since the needles used in tattooing are not hollow, in the case of a needle stick injury the amount of fluids transmitted may be small enough that HIV would be difficult to transmit. Tetanus risk is prevented by having an up-to-date tetanus booster prior to being tattooed. The Centers for Disease Control and Prevention states that no data exist in the United States indicating that persons with exposures to tattooing alone are at increased risk for HCV infection. In 2006, the CDC reported 3 clusters with 44 cases of methicillin-resistant staph infection traced to unlicensed tattooists (MMWR 55(24)). One should not consume alcohol directly before or after getting a tattoo. Not only does it weaken the body’s ability to deal with physical stress, alcohol thins the blood, causing more bleeding during the procedure.

Allergic reactions

Allergic reactions to tattoo pigments are uncommon except for certain brands of red and green. People who are sensitive or allergic to certain metals may react to pigments in the skin with swelling and/or itching, and/or oozing of clear fluid called sebum. Such reactions are quite rare, however, and some artists will recommend preforming a test patch.

For those who are allergic to latex, many artists are using non-latex or will use non-latex gloves if asked.

There is also a small risk of anaphylactic shock (hypersensitive reaction) in those who are susceptible, but the chance of a health risk is small. Tattoo Inks

Although the FDA technically requires premarket approval of inks; because of limited resources, it has not actually approved the use of any ink for tattoos. As of 2004 they do perform studies to determine if the contents are possibly dangerous, and follow up with legal action if they find them to have disallowed contents including traces of heavy metals or other carcinogenic materials (see CA lawsuit). The first known study to characterize the composition of these inks was started in 2005 at Northern Arizona University (Finley-Jones and Wagner). The FDA expects local authorities to legislate and test tattoo inks and inks made for the use of permanent cosmeticians. In California, the state prohibits certain ingredients and pursues companies who fail to notify the consumer of the contents of tattoo inks. Recently, the state of California sued nine ink manufacturers, requiring them to more adequately label their products.

There has been concern expressed about the interaction between magnetic resonance imaging (MRI) procedures and tattoo inks, some of which contain trace metals. Allegedly, the magnetic fields produced by MRI machines could interact with these metal particles, potentially causing burns or distortions in the image. The television show MythBusters tested the theory, and found no interaction between tattoo inks and MRI.

However, research by Shellock and Crues reports adverse reactions to MRI and tattoos in a very small number of cases. Wagle and Smith also documented an isolated case of Tattoo-Induced Skin Burn During MR Imaging. According to the American Chemical society, home-made tattoos, in which metallic inks have been used in larger quantities, cause these reactions. Temporary tattoos

Temporary tattoos are not really tattoos. Rather, they are a type of body sticker, like a decal. They are generally applied to the skin using water to temporarily transfer the design to the surface of the skin. Temporary tattoos are waterproof but can be removed with oil-based creams, and are intended to last only a few days.

Magician Penn Jillette (of Penn & Teller fame) writes in his book "Penn & Teller's How to Play in Traffic" that he had a special tattoo made on his arm that used no pigment (it was simply a needle). Penn states that the tattoo left a red scar that had a discernable pattern, but would heal to near invisibility after five or six years.

Other forms of temporary "tattoos" are henna tattoos, also known as Mehndi, and the marks made by the stains of silver nitrate on the skin when exposed to ultraviolet light. Both methods, silver nitrate and henna, can take up to two weeks to fade from the skin.

Airbrush tattoos are another popular form of temporary tattoos. This process involves using a stencil design and spraying paint through the stencil onto the skin. This form of tattoo lasts approximately a week and is said to be the more realistic type available today. The original form of temporary tattoos, usually found in bubble gum, were an ink transfer that often made the image look blurry and would come off with water contact. Todays temporay tattoos use vegetable dyes and a layer of glue similar to what is found in a band-aid. These tattoos can look extremely realistic and last up to 3 weeks. Forensics

Tattoos are sometimes used by forensic pathologists to help them identify burned, putrefied, or mutilated bodies. Tattoo pigment is deep enough in the skin that even severe burns will often not destroy a tattoo.

Rules supplement.

In Twilight 2000 Psionic Characters may undergo ancient tattoo ceremonies which can alter their Psionic abilities. These rituals are time-consuming and must be undertaken in one go or the tattoo is a failure. A ritual usually takes 3-5 weeks of meditation, fasting, and painful tests. These tests are given by a guru or medium of some sorts which are “in tune” with process. Finding persons who can give such tattoos may be a test or mission in itself, as they are usually secluded and very hard to find. Each character may have 7 tattoos, one for each hit location. For each tattoo given the character looses one point of initiative, even if it is a failure. These points can regenerate by normal play. The tattoos themselves can be in different ways. Examples are:

To focus an ability To raise or lower PPPs To protect oneself against Psionic attacks To enhance a special power

The possibilities are or more correctly were endless because of the decline in persons trained in the ancient arts of psionic tattooing.

Early man didn't perceive tattooing as only art, they gave tattooing a mystical or magical significance. Tattooing to bring a person into a relationship, with a God, a magic power or future state was an idea with wide geographical distribution. Early tattooing was used to symbolize the fertility of the earth and of womankind, preservation of life after death, the sacredness of chieftainship and other cultural factors. The ancient Celts didn't believe in written record keeping, consequently, there is little evidence of their tattooing remaining. Most modern Celtic designs are taken from the Irish Illuminated Manuscripts, of the 6th and 7th centuries. This is a much later time period than the height of Celtic tattooing. Designs from ancient stone and metal work are more likely to be from the same time period as Celtic tattooing. In CELTIC BRITAIN, Charles Thomas writes, " A suggestion is that the Picts painted or tattooed their faces, bodies and exposed limbs and that by so doing they were maintaining in the far north a custom of great antiquity and former wide occurrence. In Scotland, tattooing may have been a pre-Celtic, pre-Iron Age inheritance; yet there appears to be tattooed cheeks on Gaulish coins, and we know of Caesar's remarks about the painted bodies, of the British tribes, while one post-Roman Irish source refers to tattooed shins - by far the most likely meanings would be those concerning the status or rank, the group affiliation and the occupation of anyone bearing such marks." In CELTIC ART, author I.M. Stead says, "All the Britons dye their bodies with woad, which produces a blue color and this gives them a more terrifying appearance in battle " Caesar's observation is expanded by Herodian: 'they mark their bodies with various figures of all kinds of animals and wear no clothes for fear of concealing these figures.'

Psionic Tattoo – Celtic

Place: Arm

Time: 4 weeks

Difficulty: Hard (difficult)

Power: Grants owners a Focus boost in one of the 6 categories each full moon. (+2 to ability + 15% PPPs)

The focus boost is chosen to a specific ability at start of the ritual.

The Ritual itself is conducted by a skilled Psionic tattooist in the arts of Celtic design. And starts at full moon and ends by the next full moon. The person given the tattoo must stay at the location for the whole process and participate in meditation and Celtic chants. The tattooist gives the participant several test of the mind and will which must be passed for the tattoo to be a success.

Note: The ritual is always conducted in areas rather high above water and in places that resemble the highlands of Britain. If the tattoo is given in Britain the tattooist is given a +2 bonus to his roll. MUTANT S

Optional Rules LIFE FINDS A WAY

As the a-bombs started raining down, the world suffered numerous casualties. But to some, this was the beginning of a new era. The fallout created, morphed and changed the DNA of various creatures, even humans. Scientists have tried for decades to mimic the effects of thermo-nuclear fallout, but alas…they needed a bigger laboratory. So for the time being no positive results were made in the labs. After the start of the Twilight, small numbers of animals and humans were changed for the better or worse. Most of them died within weeks of the initial radiation. But some survived, scattered around the wilderness and empty cities. At first they themselves believed they were mad or downright insane. Voices came from nowhere, sights and smells just appeared, and other times things would move or catch fire by themselves. Off course the were those who got other augments like increased or reduced strength, agility or constitution, but those who had their minds changed or opened were known as the Psionic Mutants. Government officials denied any knowledge of the claims of terrified farmers and the like. But as the governments fell one by one so did society and as the lands around the world were driven into chaos and anarchy the Mutants prevailed. They quickly banded together and flourished in small encampments in the badlands, which the unclaimed wilderness now was called. The theory behind the possibility of such a thing as Psionic Mutants is simple: LIFE FINDS A WAY.

MUTANTS

Mutants are put into two different groups, the Non-Psionic Mutants and the Psionic Mutants. Their strength and weaknesses are quite different and manifests itself in many different forms. In the beginning they were hunted down, so many of them have a special hatred for all things non-mutant. This has off course resulted in casualties on both sides of the battle, but one thing is clear. The few mutants alive today are usually all very good in staying alive. Either they use camouflage or battle tactics or ambushes or off course their abilities. As central governments lost their control, the areas were mutants roamed were deemed inhabitable by normal folks. Signs with warnings were put up on one side of the border, sculls on spears on the other. It must be said that Psionic Mutants could live in enclaves of normal human beings without being discovered, but the non-psionic mutants didn’t have a chance. They were driven out, burned out or fled before they would be burned on the stake. In the US Midwest Christian cults would claim it was god punishing anyone with mutant abilities, had crusades all

along the country side. Their crusade ended almost at the same day their ammo ran out. POWERS

The Psionic Powers of Mutants are rather similar to the power of “normal” Psionics. Though they have a bigger chance of triggering powers in aggravated or hopeless situations as the table below explains. As mutants normally are not played by player characters their powers are much to the DM’s discretion. Mutants have fixed Psionic ability(s), so they have no chance of increasing their skills, only their PPPs and only by getting more radiation which usually have very bad effects.

PSIONIC MUTANT POWER TABLE INTELLIGENC PPP Chance of Psyhokinesis Psychometry Clairsentience Precognition Telepathy Mental E s psionic Healer outburst 1 100 75% 1 1 1 1 1 1 1 125 70% 2 1 1 2 1 1 1 150 60% 2 2 1 2 1 1 2 200 70% 2 2 1 2 1 2 2 225 65% 2 2 2 2 2 2 2 250 60% 3 2 2 2 2 2 3 400 65% 3 2 2 3 2 2 3 500 60% 3 3 2 2 2 2 3 600 55% 3 3 3 3 2 2 4 700 60% 3 3 3 3 3 3 4 800 55% 4 3 3 3 3 3 4 900 50% 4 3 3 4 3 3 5 100 45% 5 3 4 4 3 3 0 5 110 40% 5 3 5 4 3 3 0 5 120 35% 5 4 5 4 4 4 0 6 150 30% 6 4 5 4 4 4 0 6 160 25% 6 5 5 4 4 4 0 6 170 20% 6 5 5 5 4 5 0 7 180 15% 7 5 5 5 5 5 0 7 200 10% 7 5 6 5 6 5 0 7 250 9% 7 5 6 6 6 5 0 8 300 8% 8 6 6 6 6 6 0 8 320 7% 8 7 6 7 7 6 0 8 350 6% 8 7 7 8 7 6 0 9 400 5% 9 8 7 8 7 7 0 9 430 4% 9 8 7 8 8 8 0 9 450 3% 9 8 8 8 8 8 0 10 500 3% 10 9 8 8 8 8 0 10 700 2% 10 9 9 9 9 9 0 10 999 1% 10 10 10 10 10 10 9

The colors describe the different radiation damage and Psionic skill of the Mutant. GREEN = Mutants who have slight radiation. WHITE = Mutants who have moderate radiation. RED = Mutants who have severe radiation. Slight radiation Moderate Radiation Severe Radiation

MUTAN TS CHAPTER 2 “As the war on terror spins out of control, governments realize that they need a workforce and soldiers immune to the effects of fallout and chemical weapons, one radical solution was to alter man himself….behold the terror following when man plays god” - Albert Wunderstern – Post nuclear Acopalypse history of the world. Armageddon Press 2014, 3rd edition. Over the years after the Twilight fell, as described above loads of mutants appeared. Most of them developed strange, horrifying, gruesome, detesting, and even fascinating abilities. Some as described above mutated their brain and some their bodies. It’s these mutants, the non-psionic mutants, I am going to describe below. Rumors have it that the most of them was result of the nuclear fallout, but some governments managed to create what is known as a mutagen. Mutagens are highly unstable mixtures of various chemical compounds that alter, change or damage the DNA of a recipient. As such experiments were highly illegal, immoral and frowned upon. They were kept in the dark corners of secret labs, so they were called BLACK PROJECTS. Usually recipients were prisoners on life-sentences, illegal immigrants, religious enemies, political enemies, brain-washed soldiers, prostitutes, runaways or missing people. They underwent horrible and unimaginable painful experiments that usually ended up death of the recipient. The numbers of mutagen recipients is a well kept secret as all electronic databases are virtually destroyed or broken. But it is widely expected to be in the tens of thousands…maybe even in the hundreds of thousands.

As central command in various countries ended almost instantly, the scientist and officials got bolder and started what is to be known as GENO-TESTING. Geno- testing was experiments targeted on entire villages, towns….even cities. One thing they had in common they never had what you could call a happy ending. One by one the Geno-testing experiments ended in tragedy, and whole cities were wiped out for what the scientist called “the common good” or “in the name of science”

The methods used in Geno-testing were as numerous as there were subjects. Mutagen was administered in shampoo, the water supply, in food, in aftershave, in hairspray, in animals, in children’s toys, in insects, in cars seats, in school vaccinations, in beer, in milk, in newspapers and even in cigarettes. The reason for this was to get variable results in human demographics. Various environmental groups, government officials, skeptics and conspiracy theory groups claimed that the people were subjects of vile experimenting, but they were quickly killed, silenced or disposed off. Almost all of these Geno-testing experiments resulted in awful mutations and most of them died or were killed, but a small number fought back or escaped outside the safe-zones that were put up. This is their story……

The mutagen experiments, chemical spills, psycho-shock-drug experiments, nuclear fallout and natural mutations all produced various mutants, all with various strange and sometimes powerful mutations, making them able to climb walls, breathe under water, granting superhuman strength or even wings. But along came also loads of debilitating diseases, weaknesses, allergies and other side-effects. As we all know you can’t have it all.

You could say with great power comes great responsibility, but with mutants you never get power without some horrible side effects. Mutants rarely approve of their new status, and many of them are either dreaming of better times or actively seeking a cure of their predicaments. Some of them have been promised a cure of sorts but as human technology is set back 500 years or more, this would be nothing short of a miracle. MUTANT POWERS Below is 3 tables that demonstrates various mutant powers – more can off course be made at DM’s discretion. TABLE 1 DICE Ability ST CON AG CHA INT AV Move. ROLL R I Rate 1 Ability change +1 - - -1 - - - 2 Ability change +2 +1 -3 -2 -1 - - 3 Ability change size x2 +3 +2 -3 -4 -2 +1 - 4 Ability change size x2 +4 +3 -4 -4 -3 +1 /2 5 Ability change size x 3 +5 +4 -4 -6 -3 +2 /4 6 Ability change -1 +1 +1 -1 - - - 7 Ability change -2 +2 +1 -1 - - - 8 Ability change -3 +3 +1 -2 -1 +1 X2 9 Ability change -3 +4 +2 -2 -2 +1 - 10 Ability change size /2 -4 +5 +3 -3 -3 +1 - 11 Ability change -1 +2 +1 -3 -2 - - 12 Ability change -1 -1 +2 -1 +1 - X2 13 Ability change size/2 -2 +1 +3 -4 - - X2 14 Ability change size/2 -2 -1 +4 - +1 - X2 15 Ability change size/3 -3 +1 +5 - - - X3 16 Ability change -1 -1 +1 - +1 - - 17 Ability change -1 - - -1 +2 - - 18 Ability change -2 -2 +1 +1 +3 - - 19 Ability change -3 +1 -1 -2 +4 - - 20 Ability change -3 - -2 +1 +5 - -

TABEL 2 – Features DICE FEATURES ROLL 1 Deformities, gills able to breathe under water 2 Deformities , Wings, able to fly 3 Deformities , webbed hands and feet, swim x 4 4 Deformities , extra limb 5 Deformities , extra limbs 6 Deformities , asbestos skin , able to walk though flames 7 Deformities , no eyes , blind , keen hearing 8 Deformities , no eyes , blind , radar 9 Deformities , useless arms or legs 10 Deformities , extra fingers 11 Deformities , tusks , can bite for 2d12 damage 12 Deformities , suction on feet and hands , can climb on ceilings 13 Deformities , loss of hands , arms or legs 14 Deformities , feline legs , frog legs , goat legs 15 Deformities , snout , can smell as a blood hound 16 Deformities , Lycanthropy 17 Deformities , claws on hands and or feet 18 Deformities , extra eye(s) , improved vision 19 Deformities , enlarged tongue , can’t talk 20 Deformities , ink gland, acid gland , slime , rubber limbs

The result(s) above is rolled by DM under the creation process of mutant NPCs.

In the case of player characters obtaining willingly or unwillingly mutations the DM should choose to roll at least 3 times pr table to get the result that seems most plausible and sometimes devastating for the character/player. It is not an option for players to choose to play a mutant, even if they beg. They should rather play a truck driver , working for “The big evil chemical production company” and have a horrible truck accident in a town called something like Traumaville or Bad Luck Junction or something. Spilling waste or whatever over themselves and a good deal of the inhabitants in that village/town that also mutate, so he will start play with loads of mutant enemies, that long for revenge on him, his family, his friends, his co-workers, his cat and so on…… TABLE 3 – POWERS – optional DM’s discretion (1d20) DIC POWER E ROL L 1 Infravision 2 Feign Death 3 Camouflage 4 Berserk Rage 5 Hated enemy – bonuses when attacking 6 Extreme stealthy 7 Persuasive with other mutants 8 Madness – no initiative rolls 9 Hunger 10 Radioactive 11 Spikes that shoot out of the back 12 Lack of pain receptors in brain (initiative bonus) 13 Can go days without food 14 Can go weeks without food and water 15 Poisonous bite 16 Infective bite 17 Stench – penalties to enemies ion close combat 18 DM choice 19 Roll twice 20 Roll 3 times

All power above are described by DM to fit his campaign. As noted earlier when the shits hit the fan or in other words, when the mutagen hits the DNA……

Picture smuggled out of a BLACK OP Mutagen testing plant in OHIO,USA.

TABLE 4 – SIDE EFFECTS – 2d20 DICE SIDE EFFECTS ROLL 2 Extreme allergies 3 Blood thirst 4 Limbs brake easily 5 Hydrophobia 6 Insanity and all its variations 7 Insomnia 8 Internal bleeding 9 Radiation sickness 10 1d6 random diseases 11 Extreme hatred – can not resist attacking hated enemy 12 Loss of all memories 13 Insufferable cancer (incurable) 14 Loses consciousness randomly 15 1d10 disorders 16 Always in pain 17 Fear of light and or darkness 18 Debilitating disease – 1d100 days to live 19 Unknown disease spreads something like zombies 20 Extreme Parkinson’s disease – contagious 21 Lung cancer 22 Skin rot 23 Unstable radiation 24 Fear of loud sounds like gunfire 25 Animals hates the mutant 26 Extreme smell 27 28 29 30 31 32 33 34 35 36 37 Roll 2 times 38 Roll 3 times 39 Roll 4 times 40 Roll 5 times (I de tomme feltene kan du fylle ut noe rolf) Scene from a black-op experiment –undisclosed location. Scenes from a Black-OP Geno-testing site in Kentucky 3 minutes before radio contact broke. There were no known survivors………or so they thought……

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