iwatt
First Post
My current campaign consists of an alternate reality set in early 1948. Everybody has the bomb, so there is a 4 way cold war, with most superpowers becoming very isolationists. The player's are a team composed of an MI-6 operative who works with Czeck mobsters with partisan ties. Through extorsion, bribes, and the fact that the lead criminal is a persecuted minority (gypsy), the "team" has somehow managed to work together. I've been playing a Return to Castle Wolfenstein plot (can't have Nazis without some plans to run Uber Soldadts
). Thery currently are returning to Prague after infiltrating one of the Uber Soldadt research facilities.
The thing is, one of my players told me he felt his character was developing on lines too similar to another players. I had just reread the Agents of Psi portion of the rulebook, and foolishly reccomended him to play a Telepath. I've never played with Psi rules, but I'm not to worried about them. I'm just a litlle hung up on how to bring in the psionic powers into play. My player and I agreed that his character's near death experience (made the FORT save to satabilize at -9 hp), awakened his latent telepathic powers. He was already an empath (damn gypsy Charismatic heroes with high Diplo, bluff, Gather Info, Criminal backgrounds) with those +15 checks, so we decided that his abilty to manipulate others was really an aspect of his powers. His wild talent is going to be Missive
What I need is:
1) A way to bring in his telepathic powers in to play a "believable" manner.
2) Further plot hooks I can use. Maybe a Nazi Psi-corps?
And I also need your help on this:
I kinda want to have Mind-Flayers as Alien Overlords, but I don't see how to tie them up with a 4-pronged cold war. Any ideas on how to bring this into play would be greatly appreciated.

The thing is, one of my players told me he felt his character was developing on lines too similar to another players. I had just reread the Agents of Psi portion of the rulebook, and foolishly reccomended him to play a Telepath. I've never played with Psi rules, but I'm not to worried about them. I'm just a litlle hung up on how to bring in the psionic powers into play. My player and I agreed that his character's near death experience (made the FORT save to satabilize at -9 hp), awakened his latent telepathic powers. He was already an empath (damn gypsy Charismatic heroes with high Diplo, bluff, Gather Info, Criminal backgrounds) with those +15 checks, so we decided that his abilty to manipulate others was really an aspect of his powers. His wild talent is going to be Missive
What I need is:
1) A way to bring in his telepathic powers in to play a "believable" manner.
2) Further plot hooks I can use. Maybe a Nazi Psi-corps?
And I also need your help on this:
I kinda want to have Mind-Flayers as Alien Overlords, but I don't see how to tie them up with a 4-pronged cold war. Any ideas on how to bring this into play would be greatly appreciated.
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