Everyverse RPG Paranormality
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About this ebook
—Magic: There are three levels of specialization and a comprehensive list of over 700 spells.
—Aura: Control the seven chakras of your body’s energy field and their 63 powers.
—Psionics: Harness the psychic abilities of your mind. Active and passive modes, six realms, three parameters and three options give 324 possible effects.
—Reality alteration: Tinker with the laws of nature if you dare! You might change the world, but you can’t escape the results.
—Synchronicity: Why do some people always come out smelling like a rose? They have the power to arrange lucky coincidences even after the fact!
Read more from Dennis J. Parizek
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Book preview
Everyverse RPG Paranormality - Dennis J. Parizek
PARIZEK
Copyright © 2016 ParDen Us Gaming, a division of Parizek Development, LLC.
Website: http://rpg.parizekdevelopmentllc.com
Author: Dennis J. Parizek
Production: Debra Hoenig Parizek
Cover art by Javier Chavarria
Soul Sheet designed by Brandon Perkins
All rights reserved. No part of this book may be reproduced, stored, or transmitted by any means—whether auditory, graphic, mechanical, or electronic—without written permission of both publisher and author, except in the case of brief excerpts used in critical articles and reviews. Unauthorized reproduction of any part of this work is illegal and is punishable by law.
ISBN: 978-1-4834-5647-8 (e)
Because of the dynamic nature of the Internet, any web addresses or links contained in this book may have changed since publication and may no longer be valid. The views expressed in this work are solely those of the author and do not necessarily reflect the views of the publisher, and the publisher hereby disclaims any responsibility for them.
Any people depicted in stock imagery provided by Thinkstock are models,
and such images are being used for illustrative purposes only.
Certain stock imagery © Thinkstock.
Lulu Publishing Services rev. date: 9/1/2016
This supplement was produced thanks to the support of these Kickstarter project backers:
Jim Poland (AKA Brighton)
Duane Hartse
Terry Owen
Cary Grell
Matthew Ashton
Christopher S Stuetzle
Timothy Baker
Zagham Karim
Jeremy Kear
Rob Deobald
Peter A R Collins
Nick Cescon - The Average Gamer
Wright S. Johnson
Daniel Kraemer
Dakotah Oker
Alexander Redshaw
Rob Lines
Peter Bryant
Craig Wright
Andy Barrett-Venn
Andrew Doc
Cowie
Michael Stevens
Liam Christie
W. J. Nash
Richard Stern
CA Moody
Martin Carter
The EYE RPG Club Thailand
Elosva
Kevin McCullough
Drako Silverani
Murray K Dahm
Lexter L Seda Sanchez
Patrice Mermoud
Edhrin
Danny Godin
Thunderspell
Joseph Ross Goforth
Floor Coert
Jean-David Lanz
Robert and Amanda Daley
Jim Sharples
Ron Schachtner
Lukken
Jason Dandy
Wayne Shaw
Kris Havlak
David Connors
Wiles
Ryan Holdbrooks
Jeff Becker
Willykaceres
Bryant Stevenson
Luis Campos Castro
Mary & Delaney Mckinny
Rob Baldwin
David Holden
Ian Dominey
Andre’ Roy
Luke D. Zimmerman
Scott Crandall
Brian Quirt
Jason Italiano
Mark van Esch
Thozmp
Alvin Leadbetter
Charles Myers
Ryan Kent
Chris Snyder
Lee Boswell
Olivia
Walter Manbeck
Dan Elwell
Walt Larson
Tiffany Towles
Craig Huber
Thanodin
Luc Teunen
Senator Cybus
Stephen Gros
George Monnat, Jr.
Gabriel Tanenhaus
Kevin Harris and Katrina Bresnick
Robert Dempsey
James Pacheco
Mark Edwards
Heidi
CONTENTS
INTRODUCTION
PART ONE: THEORY
A UNIVERSE IS BORN
PSYCHOLOGY: STUDY OF THE SOUL
WHAT IS A SOUL?
SUPERNATURAL ENTITIES
THE ALL
PART TWO: TRADITIONS
BOGUS OR REAL?
EXOTERIC MYTHS
THE STUFF OF TRADITION
ESOTERIC INTERPRETATION
PERENNIAL PHILOSOPHY
PART THREE: SYMBOLISM, ALTERED STATES, TALENT, MANA
SYMBOLISM
ALTERED STATES
DRUG ABUSE
TALENT
MANA
PART FOUR: POWERS
BASICS
MODIFIERS
EFFECT LISTS
NATURALISTIC EFFECTS
RITUALS
ENCHANTMENT
SUPPLICATION
CHANNELING
AURA
PSIONICS
SYNCHRONICITY
REALITY ALTERATION
MAGIC
PART FIVE: CHANGING THE ODDS
TRADITION VS. TALENT
COMBINATION
BORROWING TALENT
GROUPS
AMPLIFIERS AND DIMINISHERS
PARANORMAL DEFENSE
LIMITING CONDITIONS
RITUAL EFFICACY
MISFIRE
PART SIX: CHARACTER GENERATION
PROFESSIONS
EQUALIZERS
EXTRA ATTRIBUTES
TALENT
POWERS AND VULNERABILITIES
ENHANCEMENTS AND LIMITATIONS
ENHANCEMENTS
LIMITATIONS
SIDE EFFECTS
NONHUMAN CHARACTERS
SKILLS
EFFECT SUBSKILLS
COMPLEX GENERATION
POSSESSION
POSSESSOR PCS
MULTIPLE PERSONALITIES
SOUL GENERATION
IDENTITY
ATTRIBUTES
COLUMN 1
COLUMN 2
COLUMN 3
COLUMN 4
COLORS
BAGGAGE
AFFINITIES
PART SEVEN: KARMA
KARMA GUIDELINES
LEGACY
CLIMBING THE LADDER
PLAYING KARMA
JUST DESSERTS
CLEAN THOUGHTS AND RIGHTEOUS LIVING
I KNOW IT WASN’T YOUR FAULT!
OF COURSE I DON’T HAVE A RECEIPT!
DEUS EX MACHINA
APPENDICES
APPENDIX A: AURA EFFECTS BY CHAKRA
APPENDIX B: PSIONIC EFFECTS
PSIONIC DIFFICULTY FACTORS
APPENDIX C: MAGIC SPELLS BY LEVEL
SIMPLE MAGICS
MINOR MAGICS
MIDDLE MAGICS
MAJOR MAGICS
SPECIAL MAGICS
APPENDIX D: PARANORMAL HELPER
PREPARING THE PARANORMAL HELPER
USING THE PARANORMAL HELPER
EVERYVERSE RPG SOUL SHEET
INTRODUCTION
The intent of this book is to help create realistic supernatural simulation in roleplaying. While it will not provide any detailed information, it uses concepts from paranormal traditions around the world and encourages a realistic feel during play. For those who are still concerned about the introduction of realism, a reading of this book will reassure you - this style actually makes supernatural practices look less attractive than that of other games.
The material is organized in seven sections plus appendices.
Part One covers paranormal theory and introduces the concepts and vocabulary that will be used in the rest of the book.
Part Two explains the importance of background and assists the GM in building and running a realistic (but not real) paranormal tradition.
Part Three concerns symbolism, altered states, and Mana. The use of psychoactive substances in religious and mystical traditions is nearly universal, so of necessity this option is included. Again, a reassurance for concerned adults – EVERYVERSE RPG Paranormality does not advocate drug use. It does not describe actual substances nor explain the use of them, and takes pains to portray the heavy price one pays.
Part Four, Powers,
details in individual paranormal abilities.
Part Five deals with factors that enhance or diminish a character’s powers.
Part Six shows how paranormality fits into character generation, and includes the new layer Complex Generation.
Part Seven explores the concept of Karma, which is a feature of many paranormal traditions and may be used to link a series of characters.
The appendices contain further explanation of powers, effects and spells plus a paranormal helper.
If, like me, you see no reason why paranormal activities should not be simulated with the same loving detail lavished on combat, this is the book for you. Enjoy!
PART ONE: THEORY
A UNIVERSE IS BORN
In