The 23rd Letter

The 23rd Letter

The 23rd Letter

1st ed by Matt Johnston, John Fleming, Colin Johnston, Eamon Watters, Mark Lamki, Lesley McLarnon (1996) Crucible

A sci-fi conspiracy RPG, set in a world where psychics are real and becoming more and more commonplace. The PC’s are psychics or humans caught in the secretive war between government projects and the corporate powers. It uses a simple skill-based system (the “ERIS” system), which includes rules for psychic powers.

Description

The time is now.

Psychics exist, not many, but enough – enough to worry those in power, and interest those who seek power. Governments and Corporations fight over them. The Network provides an imperfect refuge for those that escape the clutches of those who would abuse them or their powers.

Thousands are maimed and killed each year by the Corporations and Governments. Some do this for power, some for defence, but they all do it, – for the next war will be fought with the mind – and the victor will control the destiny of the human race.

The 23rd Letter was a breath of fresh air when it first came out in 1996 – with innovations such as Quality of Success and Wound Conditions. It was described as a ‘gun game where the guns matter’ and also a ‘brilliant technothriller system’. A game where the people with ‘superpowers’ avoided getting hurt at all costs.

The corporatist dytopia is describes has come to pass in the real world so players should still be comfortable in fitting in. But just how much easier would your life be if you could read the minds of the people around you? How does that affect trust when you’re used to knowing how others think.

(not owned)

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