Hi there,
I do it very similarly. In any case, it is always a good idea to take Magister Steven's advise!
Here is how I approach the issue:
ISP/PPE MULTIPLIER: PLAYER-INFORMATION AND CHARACTER PERCEPTION OF STRENGTHENED ISP/PPE RESERVOIRThe ISP rules in BtS-II are good, I like them well, but they are not clear in all their aspects. The following is a clarifier on how the ISP-Multiplier works, especially with regard to (i) what information it conveys to the characters, (ii) when it kicks in and (iii) how it is dealt with technically. [When I talk about “ISP” this shall mean ISP and PPE (as the multiplier rules are the same).]
Suspense is key to the game! The character perception of the event of actual ISP multiplication must not invalidate psychic powers of PCCs or monsters.When investigating the supernatural you will not know immediately whether the thing you are investigating is real or a hoax. That would feel wrong – and would actually make some of the psychic powers useless.
The ISP-Multiplier is NOT a free sense supernatural ability or reliable danger sense. Just because your ISP may rocket does not mean that you are in the presence of the supernatural. This would feel terribly wrong for game purposes and would invalidate, for example, (a) the sense supernatural ability of the Diviner P.C.C. and (b) make metamorphosis abilities of some supernatural monsters completely superfluous.
The ISP rush is like an adrenaline rush. It gives you no information but a psychic-adrenaline kick and a general eerie feeling. You will know when it hits you. What you can describe is something like this: Your heart beats stronger, you break out into a sweat, you have goosebumps, an eerie feeling, etc. You just do not know by how much.
The rush is pure instinct, pure bodily function, NOT reason or conscious perception.In order to diffuse any "detecting power" that the rush might have, I give a low multiplier also in non-supernaturally induced danger situations. It keeps the players on their toes. (Incidentally, this is also within the rules. As stated on page 30 BtS-II core rules the ISP multiplier kicks in in the presence of serious danger, not just when facing magic or the supernatural. Awesome rules.)
Just by virtue of the ISP-rush you will NOT know where exactly the supernatural source or creature is, how strong it is, what kind of creature it is, etc. It will "just" be an eerie feeling accompanying or following the rush. Of course, if a vampire rips out your throat the question is quite moot whether or not you perceive that ISP-rush as well (which you WILL have big time at that moment, though). However, some situations may not be so overt, e.g. you may just be near enough an extremely strong evil entity – maybe there is an incredibly powerful mummy sorcerer awaking in that pyramid you pass by – you will only know that you are in the presence of something supernatural. You will then need to use your brains and psychic powers to find out more.
How to handle the multiplier?The GM may not want to disclose the ISP multiplier itself. I find that a wee bit mundane. It may rob the game of a good part of the horror of the unknown by allowing for categorizing the supernatural, but that may mean that you as the GM have to micromanage the ISP/PPE reservoirs (I do), i.e. do the ISP/PPE tallies yourself.
Examples and Situations of ISP/PPE MultiplicationNot any treasure hunt or research on the supernatural will give you an ISP rush – at least not all the time, not everywhere.
You do not want your players to become too acquainted with, numbed to, the supernatural. Fighting to stay heroically cool in the face of the supernatural is great, but inspiring and retaining a sense dread is essential to the game.
- If you sit in a library, which may be a very important and exciting part of your adventure, you will not have an ISP rush (unless, of course, you would read a book like the Necronomicon).
- When you are on the prowl – that is when actively tracking/hunting the supernatural but not yet (or again) actually battling or coming into direct psychic contact with it or its minions – depending on the concrete situation you will be adrenaline-rushed anyway. Consequently, you will not feel the extra ISP-rush, but you will likely have it at about x2.
- When you are just talking to a monster in disguise, there will be no increase, but once it reveals itself or you engage it in battle, you will feel a sudden rush of psychic energy. The same effect happens when there is any psychic interaction with a supernatural being, such as communing with or banishing spirits, telepathic contact, empathy, if you palm-read a demon you will get that surge, too, etc.
- As magic is also supernatural, spells cast against or effecting you will have the same effect, i.e. you might not know that a spell has been cast (unless it has an obvious effect, you witnessed a ritual, etc.) but you will feel the ISP-rush and may deduce from that that you are in the presence of something supernatural. Lingering spell effects in a given area or cast at others may have the same effect [GM decision, as always]. Remember, the eerie sense of foreboding, inspiring dread, not scientifically crystal clear information is key.
- ISP also increase when a psychic is near a very strong source of the supernatural, but your knowledge may not be specific. Such sources may be an item, such as a relic in the quality of the Ark of the Covenant or the Spear of Longinus, or an extremely strong creature, such as an evil intelligence or a strong demon.
OPTIONAL RULE: Retro-Scaling ISP/PPE-MultipliersNow, for some further thoughts. I have been thinking what happens to those experienced hunters of the supernatural. Are they more calloused to the supernatural? Are they less afraid? Take an old hand ghost hunter as an example: Josua di Marco has fought zombies now for 20 years. He knows everything about them. He, in fact, moves through a horde of them quite unfazed as he has learnt how to not draw them and how to "camouflage". He would be careful, sure, but would di Marco be as afraid of them? Would seeing them still quicken his pulse as much as when he encountered them the first them? Probably not but for special high pressure low control situations. The 3rd and 4th season of The Walking Dead have some great examples for how this looks like, and what (dire) consequences this may have. What, if any, should be the rule consequences? The following is a possible approach:
The ISP multiplier achieves many things.
(i) It inspires a sense of foreboding, it is like the drum beat to the rhythm of approaching or present horror.
(ii) It also explains elegantly why people with magic or psi cannot use their abilities at any time and, hence, why the world has not yet realized the presence of the supernatural.
(iii) It further gives the players a fighting chance against the supernatural. The stronger it is, the better your abilities work.
Now, being more experienced gives you better knowledge of how to combat all kinds of the supernatural, but at the same time you are more calloused. You are tougher and more unfazed. It follows that you should have boni to HF saves - the better you know a creature or phenomenon, the higher your save for that creature, etc. At the same time, your ISP/PPE multiplies is decreased [GM discretion] by one or more steps. This would have the nice effect that "low level" creatures would stay interesting, further helping to retain the sense of dread. Note, however, high pressure situations would increase the multiplier again. No one stays calm when being buried under a mass of zombies is imminent.
I hope this is useful to y'all.
Cheers,
Hendrik