Mortal Rules

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Mortals are the bread and butter of society. Other types of supernatural creatures use mortals to recruit from, and as such mortals are often a protected commodity. In general, as a mortal player you are society.

Advantages to playing a mortal:

  • You are not a supernatural being and thus are not afflicted by any of their limitations.
  • You have access to special power classes called Numina that supernaturals do not.
  • You are society and will never have your supernatural betters tell you not to take a mortal position.
  • Native Realm: Realm

Building a Human

Use the Universal Character Creation rules, then add...

  • Place 18 points into Backgrounds.
  • Mortal Energy is called Essence
  • Place 20 points (freebies) anywhere you want on your sheet, including Techniques. Please note that you can spend these points WHILE spending the rest of your character points.

But wait! These won't always add up entirely to the correct number of points. It's okay to bank your points to use with game XP, it simply must be noted on your sheet.

Essence Mortal Energy refreshes to full daily at sunrise.

Ritual Access Mortals with the Hedge Magic Numina may use Hedge Magic Rituals. Mortals with the Faith Numina may use Faith Rituals. Other Mortal types may not use Rituals.

Mortal Powers: Numina

Numina are abilities, generally considered rare among mortals, that have some form of supernatural origin. In order to take Numina, you must first take the Numina Merit.

When purchasing Numina Powers, you must purchase them in order. In order to purchase a level 2 power, you must have purchased the level 1 of the same tree. To purchase a level 3 power, you must purchase the level 2 power from the same tree, etc… Numina do not require teachers to learn.

Faith Numina - you must purchase the Numina: Faith Merit to take any powers in these lists.

Faith in Something Greater - grants the ability to use Faith Fetishes and the ability to purchase Rituals
Level 1) Instill Emotion, 1 Essence, Other, “Calm”
Level 2) Taint Cap, No Cost, Always On
Level 3) Ward Door, 3 Essence, any door, 1 at a time, vs 2 Willpower
Level 4) Element 1: Fire, 2 Essence, Other, Levels & Cure Disease, 1 Essence, Other, Touch
Level 5) Resist: Mental, 3 Essence, Self
Totemic Faith - pre-req: Knowledge of at least one type of shifter at Level 3 or above, RP equivalent in game, or Kinfolk Merit.
Level 1) Healing Touch 1, 2 Essence, Other, Does Not Level
Level 2) Sense Supernatural, 2 Essence, Other
Level 3) Quell Beast, 2 Essence, Other
Level 4) Gauntlet Sight, No Cost, Self, Always On
Level 5) Forgetful Mind, 2 Essence, Other


Hedge Magic Numina - you must purchase the Numina: Hedge Magic Merit to take any powers in this list.

Hedge Knowledge - At character creation only: upon taking the first level you receive 1 free L1 Talisman
Level 1) Talisman Activation, No Cost, Self
Level 2) Sense Item, No Cost, Self, Always On
Level 3) Infusion, variable, Self, Talismans
Level 4) Sense Magic, No Cost, Always On
Level 5) Talisman Creation, variable, talismans


Psychic Numina - you must purchase the Numina: Psychic Merit to take any powers in these lists.

Mind over Body
Level 1) Telepathy, 3 Essence, 1 other
Level 2) Cloak, 1 Essence, Self, unlimited duration
Level 3) Element 1: Fire, 3 Essence, Other, Levels
Level 4) Resist: Mental, 4 Essence, Self
Level 5) Astral Projection, 2 Essence + 1 Will, Self
Body over Mind
Level 1) Hard-to-kill, No Cost, Self, Always On, 20 minutes
Level 2) Healing Touch 1, No Cost, Self, once per day, can be used while unconscious
Level 3) Steal Health, 1 Energy, Other
Level 4) Healing Touch 1, 3 Essence, Other, Levels
Level 5) Augment, 2 Essence, Self, 10 minutes
Spiritualism
Level 1) Medium, No Cost, Self, Always On
Level 2) Channeling, No Cost, Self, 10 minutes
Level 3) Spirit Magnet, 2 Essence, Others, 10 minutes.
Level 4) Resist, 2 Essence, Self, Any cross-gauntlet or Breach power
Level 5) Exorcism, 2 Essence, Others, 10 minutes

Mortal Merits

Ghoul* - 2 Point Merit - May only be taken by Mortals. You are a ghoul, as described in the Ghoul Section of the Rulebook.
Kinfolk - 3 Point Merit - May only be taken by Mortals. You are kin to a Werewolf or other member of the Fera. See the Kinfolk section of the Rulebook for further information.
Numina - 5 Point Merit - You may purchase a single Numina type as Innate Powers. Mortal Only. The Numina merit may only be taken once and only for one type of Numina.
Psychic - See the Psychic Numina section in this chapter.
Hedge Magic* - See the Hedge Magic section in this chapter.
Faith* - See the Faith section in this chapter.

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