Mortal Rules

From Dark Prospects 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.
  • Expected Gameplay: Social
  • 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.
Essence
Mortal Energy refreshes to full daily at sunrise.
Ritual and Fetish Access
Mortals with the Hedge Magic Numina may use Hedge Magic Rituals and with the first level of Hedge Knowledge allows the use of Talismans.. Mortals with the Faith Numina may use Faith Rituals and Fetishes. Other Mortal types may not use Rituals. Some special Mortal Fetishes may come into game. These will include special text to indicate that any mortal may use these, but those should be incredibly rare.

IMPORTANT! As a mortal, unless otherwise contradicted, you are subject to the Delirium whenever you see someone in an animal/monstrous mask.

Delirium - A supernatural effect caused by seeing a character in beast form or war form - this is represented by the player wearing an animal mask. Mortal characters (without the Kinfolk or Ghoul merits) react to delirium by forgetting or rationalizing what they’ve seen. Rationalization consists of coming up with explanations - that wasn’t a giant wolf-man you saw, it was a theatrical performance gone wrong. 1-3 willpower characters should flee from the situation or collapse unconscious and rationalize or forget what occurred. 4-9 willpower characters may stay and watch, but will rationalize or forget what occurred. They may even engage in a fight if they wish - they may also choose to react as if they have 1-3 willpower. Characters who reach 10 willpower are automatically immune to Delirium. They need not rationalize or forget. If a character who is playing a mortal character sees you and does not react, you may make a “Delirium” call to let them know what should be happening.

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 for that specific Numina. You may only take the Numina merit once.
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. Up to 3 Numina trees may be purchased at Innate costs. If there are additional trees to purchase, these are bought at non-innate costs.

Faith Numina - you must purchase the Numina: Faith Merit to take any powers in these lists. Characters with this Numena gain the Conviction tree as an innate, and choose one of Zeal, Mercy or Vision as a second innate. They cannot learn or be taught any other Faith trees unless they have the Depth of Faith merit, which grants 1 additional tree at non-innate costs each time it is purchased. When building a Faithful, you must also choose at least one Vow, listed below, which represents your character’s understanding of how they must behave to be “worthy” of the power they wield. The Convicted are not simple magicians, the fuel for their abilities is their Faith in themselves and their own ideals– to violate those ethics is to undermine their own power. If a Faithful character intentionally breaks their Vow, they lose access to Faith Numena until the next sunrise. A Faithful character with the Meditation skill may expend a use of Meditation to regain the use of their Numena early, instead of gaining the usual benefits of a Meditation, but only once per event.

Faithful characters may utilize Faith Fetishes and Faith Rituals (both Custom Rituals and Systemic Rituals)

Each Faithful character starts play with an Idol, a special tagged Magic Item which serves as a store of willpower to help the Faithful utilize their Numena and stand strong in the face of Darkness. The Idol begins each game containing a number of Willpower equal to the Faithful’s rank in the Basic Conviction tree, which the Faithful can spend as though they were her own provided the Idol is prominently worn on her person or held in her hand. The Idol cannot be recharged in play. The Idol does not take up an Attunement slot. Characters with the active Ghoul, Gnosis Access or Artist merits can still make use of their Idol but can spend only 1 willpower per game from it no matter how many levels of Conviction they have. If a Faithful character loses their Idol they can obtain a new tag at the start of their next game. A given Idol is tied to the Faithful who created it and cannot be used by other Faithful.

Conviction No other Faith tree can be higher than Conviction
Level 1) BreachBreach: You may use the described power Cross-gauntlet. Use the sig call “Breach:” preceding your normal sig call. Unless otherwise specified, you may also use the power without the Breach call to use it in your current realm. If the power you are using over Breach has its own cost, you must also pay the cost of that power.: AvertAvert: Mental, Signaled. Hold your arm straight toward a single target with your palm out and fingers pointed upward, use the sig call "Avert: come no closer". The target may not move closer to you but can move in any other direction as long as you maintain the hand position. You may not attack a character you have Averted., No Cost, Other & Taint CapTaint Cap: You have a maximum Taint level of 3 rather than 5., No Cost, Always On
Level 2) Magic AwarenessMagic Awareness: When you resist any power that is used on your character you know what power was used. You do not know where the power came from. This power has no effect unless you resist a power, passive, Self
Level 3) Cloak SightCloak Sight: Buff, Sight. You may see any individual with the cloak hand sign up who is in a realm you can see; you are are aware they are cloaked, and can target them normally., 1 willpower, Self, 1 hour
Level 4) Irresistible: TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 1 willpower, character who resists your Avert, Other
Level 5) ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: RationalizeRationalize: Mental, Instant. The target will remember the most mundane and uninteresting possible explanation for the rationalized event or time frame. Upon reflection, nothing will have seemed particularly striking or out of the ordinary, nor needs to be followed up on. This power is intended to keep secrets and repair the veil. + ImmunityImmunity: You are immune to the effect in the title. Immunity effects with durations are exclusive.: Delirium, self, always on & Break BondsBreak Bonds: Touch your target, say “Break all Bonds” - if the target is under the effect of any bond-like effects then they are removed., Self only, 1wp
Mercy
Level 1) HealerHealer: You receive the first 3 levels of the Medicine skill at no cost when you purchase this power. (Bandage, Assess, Stabilize), no Cost, self. You may use faith healing practices or trappings appropriate to your faith when using any Medicine ability instead of the usual props or actions required by Medicine.
Level 2) Cleanse TaintCleanse Taint: You may remove 1 level of taint and 1 additional level of taint per energy spent above the base cost. To do so, call “Cleanse [number] [type] Taint” - if type is not defined, you may call “any.”: Wyrm, 1 willpower per 3 levels of taint, Self or Other
Level 3) ClarityClarity: Mental, Instant. Remove any single Mental Effect or Dream effect or shut off a Derangement - if shutting off a Derangement it cannot be reactivated again for 10 minutes., 1 willpower, Other & Quell BeastQuell Beast: Mental, Instant. Use the sig call "Quell Beast, calm your Frenzy" and designate your target. The Frenzy effect is removed from that target., No Cost, once per Recovery, Other
Level 4) Break BondsBreak Bonds: Touch your target, say “Break all Bonds” - if the target is under the effect of any bond-like effects then they are removed., 1 willpower, Other, & Cure AilmentCure Ailment: Remove a single disease or poison effect from the target. If curing a disease effect, the target may destroy any disease cards they have on them. Touching a target while using this power to cure a disease prevents the remaining disease cards from being handed to you., No Cost, Once per Recovery, Other or Self, Touch
Level 5) RevitalizeRevitalize: Make a silent 15 count. You may not use any offensive powers or speak while making this count. Touch your target and use the sig call: “Revitalize, your health pool is now full.” The target is healed to their full health value., 1 willpower, Other & ResurrectionResurrection: On a Dead target (as defined in the power descriptor line) call: “Resurrection. Return to life” - the target may return to life at 1 health. The target’s health pool is halved for the remainder of game and they lose one point of PERMANENT Energy. Your Primary Energy pool is halved for the remainder of game. For each of the involved characters the effects linger through the next game they are present for if this power is used on the last day of game., no cost, other, once used the character may never use this power again
Zeal
Level 1) ResistResist: You may call resist to the power(s) described on the power descriptor line.: any tainted power, No Cost, Once per Recovery, Self. The cost does not increase when used against Aggravated Damage
Level 2) ExorcismExorcism: Mental, Instant. This ability has two uses. One, touch a target you believe is possessed, call “Exorcism: leave this vessel now” - if the target is being possessed then the possessor must leave the body and the target falls unconscious as if affected by Merciful Sleep. The second is usable only indoors. Use the call “Exorcism: All in the Umbra leave this room now” - all beings in the Umbra must do as commanded and leave the room. They may not return for the next 10 minutes as long as they remain in the Umbra., No Cost, Once per Recovery, Other
Level 3) Elemental WeaponsElemental Weapons: Call “Elemental Weapons: [type]” As described in the power descriptor line. For the duration of the power, all damage described in the power descriptor line is converted into the described element.: Fire, 1 willpower, Self, 10 minutes
Level 4) InertInert: Status. Use the sig call: "Inert: no Energy" and throw a packet. If struck the recipient of the packet may not spend Energy for the duration of this power., No Cost, Once per Recovery, Other, boffer or touch delivery only
Level 5) AegisAegis: Physical. Use the sig call “Aegis” and designate the target (usually the caster). Target is immune to all damage and Status for the next 60 seconds. Target can still be affected by Mentals, but will not take damage while under their effects. Use the Immune calling rules when struck. Irresistible damage does not penetrate Aegis. This power may not be used for at least 1 minute after the effect ends., 1 willpower, Self, 60s, 1/day
Vision
Level 1) Sense SupernaturalSense Supernatural: Mental, Instant, Sensory. If a type is not specified on the power descriptor line then you may use the sig call: “Sense Supernatural: Are you a supernatural creature?” - you may not ask the type. If a type is specified, you may ask “Sense Supernatural: Are you a [type]?” - the target must respond truthfully. A supernatural creature is any character not written on a Mortal character sheet. If "any" is listed in the power description, or if multiple supernatural types are listed, you must choose one type each time you use the power., 10 seconds or 1 willpower, Other & Sense TaintSense Taint: Mental, Instant, Sensory. Sig call: "Sense Taint: [type]", where the type is listed on the Power Descriptor Line. If the target is affected by that type of taint then they must answer with what level. If "any" is listed in the power description, you must choose one type each time you use the power.: Any, 10 seconds or 1 willpower, Other
Level 2) Sense NameSense Name: Mental. Instant. Sensory. Upon activating the power, use the sig call "Sense Name: what is the name you use for yourself." The target should respond with whatever name they most closely identify with. If the character has no name (for example, a nameless Wyld spirit, or an animal), they should respond with "no effect.", 10 seconds or 1 willpower, Other & VisionsVisions: Send the target to ST camp to obtain a Vision. Instruct them to provide your name and request a Vision. no cost, Self, 1/day
Level 3) HonestyHonesty: Mental. You may ask the target a number of questions as defined on the Power Descriptor Line. They must answer honestly. Use the sig call "Give me Honesty:" before each question. Targets need not reveal character sheet information, such as supernatural type, powers, etc., 1 willpower, Other, 3 questions
Level 4) Read AllRead All: You may read any and all written text, even if you may not use it., Self, Always On
Level 5) PrecognitionPrecognition: When affected by any power or effect, you can activate this power to call “Dodge!” to ignore the triggering power or effect. Most sources of this power have a cooldown of an hour or more, but there are rare exceptions., No Cost, self, 1/hour

Faithful Vows

Each Faithful character must choose at least one Vow to live by in order to retain access to their powers. Faithful characters can choose to abide by additional Vows– and those with the Depth of Faith merit must choose additional Vows. A Faithful character who violates one of their Vows cannot make use of Faith powers, their Symbol of Faith, or any Faith fetishes they have until the next sunrise, nor can they perform or participate in Faith Rituals. If the Faithful character possesses the Meditation skill, they may choose to Meditate to restore their access to their Numena, but doing so expends a use of Meditation and provides no other benefit besides restoring their Faith. Available Vows are listed below.

Peace: You cannot participate in violence, except in defense of yourself or another person. If you witness another person initiate violence, you must not choose to assist them, even if they then come under attack. You can attempt to deescalate a violent situation via use of power or coercion, provided you are not taking a clear side and are using minimum viable force.
Charity: You must do your best to aid those who ask for your help, so long as what they’re asking for doesn’t cause harm to themselves or others. You do not need to be successful in your assistance, nor do you necessarily need to give them exactly what they asked for, though you must be genuinely trying to help.
Humility: You may not have the Resources, Income or Prospecting backgrounds, and cannot accept money as payment for a service rendered except as a proxy for another individual. You may request and receive charity, and may exchange one service for another. If you have a crafting skill, you may accept money to craft something, provided you take only what is required to craft the object, or else return the excess as soon as you can (that is, you may not profit from your creation). Your gear and garb should reflect your humble way of life.
Respect: You must not raise your voice to, insult or curse another person, regardless of your feelings about them. You may oppose their actions or argue against their beliefs, even fight them, but must do so respectfully. In combat, you cannot strike an unprepared opponent, must accept a surrender, and must give your foes an opportunity to defend themselves.
Honor: You must endeavor always to keep the spirit of your word when you give it. If you break your word involuntarily, you must make a good faith effort to make up for having done so. If it is impossible to make amends (say, you promise to protect someone and they die) you are considered to be in violation of this Vow.
Truth: You must not lie. If you say something you believed to be true at the time, and later learn that it was false, you must make a reasonable effort to correct the misunderstanding if you have the opportunity.
Silence: You must not speak, whisper or shout. Being forced to speak via use of supernatural power (such as the Obedience power) does not break this Vow unless you requested that the power be used on you or otherwise arranged for it to be.
Courage: You must not show fear or back down from a confrontation or conflict for fear of social censure or violence being directed at you. You may hold yourself back if doing so is the best way to preserve an innocent’s safety. You may retreat from a fight only if doing so would spare the life or reputation of another person. Being forced to flee due to supernatural powers (such as Terror) does not violate this Vow so long as you rejoin the fray as soon as you can. You are not obligated to pursue a fleeing foe or refuse an enemy’s surrender.

Hedge Magic Numina - you must purchase the Numina: Hedge Magic Merit to take any powers in this list. Hedge Mages receive double Essence when gaining Essence from Energy Talens, Tonics of Vitality, and Meditation as long as they do not have the Gnosis Access, Artist or active Ghoul merits. All Hedge Mages may use Talismans. The Talisman Infusion ritual is required to recharge Talismans. The Talisman Creation Ritual is required to create a Talisman. Hedge Mages should also consider the Connection background, to recharge and connect to additional talismans beyond the first five.

Note that the Dodge, Inhuman Evasion, Inhuman Vitality and Inhuman Resolve powers cannot be placed into Talismans due to the way they function.

Hedge Knowledge - At character creation only: upon taking the first level you receive 1 free L1 Talisman
Level 1) Protect ItemProtect Item: Target may call a single resist to any Shatter or Disable Item call on that item. If this effect happens then you know who used Shatter on your item, and that they attempted to shatter it. This effect lasts until end of game or until the effect occurs., 1 Essence, Item, End of Game, Any Talisman
Level 2) Sense AuraSense Aura: Mental, Instant, Sensory. Use the sig call "Sense Aura", you may ask the target their current strongest emotion, if they are supernatural, if they are your Type, if they are under a ritual effect, or if they have any magic items on them., 1E, Other & ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Any Drain or Burn effect), 1E, Self
Level 3) Item SightItem Sight: If you are able to physically read the tag or 3x5 card on an item then you may read and understand its contents. This means that you must be within range to study the item. If you see that an item is tagged and you are standing near the person, you may ask to see the tag. The in-game effect is that the individual sees you staring at their item. A person using this ability is obviously and in-game studying the object in question., No Cost, Self, Always On & ConcealConceal: You may wrap a number of tagged items described in your power descriptor line with an orange band, making them out of game. If the power does not describe a number, then you may do this with a single item. If someone searches you for tagged items you do not need to turn these items over. If you do this with a weapon and a concealed weapon check is used on you, you may answer “no” regarding that weapon. If you have other weapons on you, you must still answer “yes”. In order to use an item that was previously Concealed, you must first remove the orange band., 1E, Self, Cost is per item, Any number of items.
Level 4) Magic AwarenessMagic Awareness: When you resist any power that is used on your character you know what power was used. You do not know where the power came from. This power has no effect unless you resist a power, No Cost, Always On
Level 5) Essential TransactionEssential Transaction: Allows the target to exchange 1 in a pool with an amount from another pool. 1 Willpower and 2 Energy can be exchanged. 1 Energy and 2 health may be exchanged. 1 Willpower and 4 Health may be exchanged., Variable, Self, 1x/hour

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

Psychic characters who do not have the Gnosis Access, Artist or (active) Ghoul merits on their sheet gain access the following powers:

  • Amplify EmotionAmplify Emotion: Mental. Use the sig call: "Amplify emotion: [described emotion]." The target must already be feeling the emotion described. The target becomes overwhelmed by the emotion described for the duration of this power.: Excitement, 1 Essence, Other, 10 minutes, 1x/1m, Realm Target Only
  • Emotional RegenerationEmotional Regeneration: If you remain within 10 feet of a character who is under the effect of Amplify Emotion and feeling the emotion described, gain 1 Essence every 2 minutes. If you remained within range of an individual whom you used Amplify Emotion on for the full duration of that power then you may choose to grant the target 1 Essence at no cost to yourself. Increase this grant to 2 upon reaching Level 3 in the Psychic Granting tree, and 4 upon reaching Level 5 in the Psychic Granting Tree.: Excitement, No Cost, Self, Always On
  • Sense EmotionSense Emotion: Mental, Instant, Sensory. Ask the target if they are currently feeling the described emotion.: Excitement, No Cost, Other, Realm Target Only
  • Crowd-Based Passive Regeneration: No Cost, Self, Always On: When with a group of 5 or more other people in a non-combat setting, the psychic regenerates 1 essence per 30 minutes. The individuals within the group may change, so long as 5+ remain present. Group is defined as a range of 20 feet or within a single room.

In addition to standard Essence Fetishes, Psychics also gain access to specialized fetishes called Psychic Foci which allow them to strengthen or share their powers. Foci and their mechanics are detailed in the Using Magic Items section of the wiki.

Psychics do not have their own Rituals.

Psychics choose three of the following trees to be innates, and must be taught the others in order to learn them (learned trees are purchased at non-innate costs).

Body Control
Level 1) Increased HealthIncreased Health: Power: Increased Health: 4, No Cost, Self, Always On
Level 2) Healing TouchHealing Touch: Touch the target and use the sig call “Healing Touch [x]”. The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2, 1 Essence, once per Recovery, Self Only, levels, this power can also be used after 10 minutes in the Dying state, as an exception to the usual rule governing power use while Dying.
Level 3) Healing TouchHealing Touch: Touch the target and use the sig call “Healing Touch [x]”. The target of this power is healed for the amount designated on your power descriptor line. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4. 2, 1 Essence, Other Only, does not level
Level 4) Inhuman VitalityInhuman Vitality: When targeted by a status effect, disease effect, Ongoing effect, or the effects of a Tagged Poison, spend the listed energy and call “Resist” to ignore the triggering effect. Each time you use this power before Recovery, the cost increases by 1 to a maximum of 3. When you Recover, the cost resets back to its base level., 1+ Essence, Self
Level 5) Drain PoolDrain Pool: Physical. You may drain the pool described in the power descriptor line. Once the sig call for this power begins, the user may not move from their current position. You may use your natural reach to maintain contact, but you may not lean to increase your reach. The target may move away from the user to disengage from this power, unless another power has immobilized them. Use the sig call: "Tapping 1, Tapping 2, Tapping 3, Draining [type] 1, Draining [type] 2…" If the target does not have that pool, they must respond with "No effect." If you have the named pool then you gain the same amount that you drain all at once after the draining call ends.: Health, 1 essence, Other & AugmentAugment: Increase that damage you deal with brawl and melee attacks by 1 unless otherwise specified. You may not increase your damage above 4. This ability stacks with other instances of Augment, but you cannot use the same source of Augment twice (each use must come from a different power tree location.), 1 Essence, Self, 1 hour
Mind Control
Level 1) Instill EmotionInstill Emotion: Mental, Instant. Use the sig call "Instill Emotion: [name of emotion]". The emotion becomes the primary thing the character feels, pushing all other emotions to the side. This change in emotion may only be instant, but the effects last until external forces begin to impact that character. Making a character happy may only last until they turn to see their friend bleeding out again. Making a character angry may only last until someone offers them a kindness. , 1 Essence, Other, only emotions the user is currently feeling
Level 2) CommandCommand: Mental, Signaled, Disable. Use the sig call "Command: [single word]" in conjunction with the command hand signal. The target must attempt to complete the command as given to the best of their understanding. The target must continue to attempt to enact this command for as long as the hand signal is maintained, or until they are out of line of sight from the user. Example commands are: “Dance”, “Duck”, “Come”, “Follow”, “Stop”, "Leave". If the command is nonsensical or impossible to achieve, the target may choose to either attempt to do so anyways, or may stand still and think about how they could do so for the duration., 1 Essence, Other, 60 seconds & Suppress EmotionSuppress Emotion: Mental. Use the sig call "Suppress emotion:" followed by an emotion you believe the target is experiencing - the target finds themselves unable to feel that emotion for the duration of this power., 1 Essence, Other/ Self, 10 minutes, does not override other mentals except Instill Emotion when used as a Self power.
Level 3) TerrorTerror: Mental. Use the sig call "Terror: Run from me." The target must flee from you and must attempt to remain away from your presence for the duration., 1 Essence, Other, 10 minutes
Level 4) Forgetful MindForgetful Mind: Mental, Instant. Use the signature call “Forgetful Mind” - the target forgets the last 10 minutes of in-game activity., 1 Essence, Other, 10 minutes
Level 5) ObedienceObedience: Mental. Lasts 10 minutes or until task is completed, whichever comes first. Use the sig call "Obedience: [command less than 10 words]" in conjunction with the command hand signal. The target must attempt to complete the command as given. This power cannot be used to force a character to do anything that would obviously cause them to suffer damage, change their state of consciousness, or prevent them from defending themselves when attacked., 1 Essence, Other, 10 minutes
Telepathy
Level 1) Sense DesireSense Desire: Mental, Instant, Sensory. Use the sig call: "Sense Desire" - target must tell you their strongest current desire., 10 seconds of staring or 1 Essence, Other
Level 2) TelepathyTelepathy: Mental, Special. Use the telepathy hand sign, hand with first 3 fingers closed, thumb and pinky spread. Look into the eyes of your target - the target may refuse Telepathy by simply not returning the gesture for no cost. Speak in a whisper or very soft voice - your target will hear your voice in their mind. Others who see this should ignore your communication., 1 Essence for 10 minutes of telepathy, Self
Level 3) Cloak SightCloak Sight: Buff, Sight. You may see any individual with the cloak hand sign up who is in a realm you can see; you are are aware they are cloaked, and can target them normally., 1 Essence, Self, 1 hour
Level 4) Inhuman ResolveInhuman Resolve: When targeted by a mental effect, spend the listed energy and call “Resist” to ignore the triggering mental effect. Each time you use this power before Recovery, the cost increases by 1 to a maximum of 5. When you Recover, the cost resets back to its base level. Note that this does not count as a Willpower resist and does not confer temporary mental immunity as spending a willpower does., 1+ Essence, Self
Level 5) Astral ProjectionAstral Projection: Drop a 3x5 card that states “All who see this card may read it”, [Your name], [Your character's name], and "Astral Projection". Then equip a white headband and travel as normal. While in Astral Projection, you may use any Mental or Status powers against targets in the Umbra but may not attack anyone physically, you also effectively have the Gauntlet Sight power active. If you would take damage from any source, lose 1 willpower instead. If your willpower reaches 0, go out of game, return to your body, then remove any headbands you may have on. You return to consciousness with 0 willpower. You may return to your native realm instantly at any time - there is no energy cost for this. When returning to your native realm, regardless of the reason, go out of game and return to where you left your body card, then remove any headbands you may have on and return to game. While in Astral Projection you may open doors as if in the Realm., 1 will, Self
Spiritualism
Level 1) MediumMedium: Buff, Hearing. This power allows you to hear, but not see, characters on the other side of the gauntlet from you, regardless of which side you are on. You are not automatically aware of which side of the gauntlet a given sound came from, though you may be able to guess. You may not target across the gauntlet with this power alone, even when using the Breach power., No Cost, Self, Always On
Level 2) ChannelingChanneling: Other. Raise your right hand into the air with a closed fist, look down. Any Umbral target may approach you and possess your body even if they do not have the Possession power., No Cost, Self, 10 minutes
Level 3) Wraith MagnetWraith Magnet: Mental, Instant. Call “Wraith Magnet: Wraiths come to me!” all Wraiths in the room or within 10 feet must come to you. They need not be friendly once they arrive., 1 Essence, Others, 10 minutes.
Level 4) ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Any breach power), 1 Essence, Self
Level 5) ExorcismExorcism: Mental, Instant. This ability has two uses. One, touch a target you believe is possessed, call “Exorcism: leave this vessel now” - if the target is being possessed then the possessor must leave the body and the target falls unconscious as if affected by Merciful Sleep. The second is usable only indoors. Use the call “Exorcism: All in the Umbra leave this room now” - all beings in the Umbra must do as commanded and leave the room. They may not return for the next 10 minutes as long as they remain in the Umbra., 2 Essence, Others, 10 minutes & Gauntlet PerceptionGauntlet Perception: Buff, Sight. This power allows you to both see and hear targets on the other side of the gauntlet from you, regardless of which side you are on. You are aware which side the gauntlet someone is on, or if they're in both. You may not target across the gauntlet (including sensory powers) without Breach or similar., 1 Essence, Self, 1 Hour
Kinesis
Level 1) AvertAvert: Mental, Signaled. Hold your arm straight toward a single target with your palm out and fingers pointed upward, use the sig call "Avert: come no closer". The target may not move closer to you but can move in any other direction as long as you maintain the hand position. You may not attack a character you have Averted., 1 Essence, Other
Level 2) Bind FootBind Foot: Status. Throw a packet with the call "Bind Foot". The affected target may not move from their current location., 1 essence, Other, 60 seconds & KnockbackKnockback: Physical. Touch the target with a boffer or hit them with a packet or bullet (as described in the power location) and call “Knockback X.” The Target must take X steps directly away from you as quickly as they safely can. 3, No Cost, Packet Delivery, Other
Level 3) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4.: Metal or Earth 2, 1 Essence, Other, Levels
Level 4) ElementElement: Physical. Throw a packet with the sig call: “[name of element] [amount of damage]” (Example: Fire 3). If the element is not defined, you may use any of the 4 Western elements (Earth, Air, Fire, Water) or the five Eastern elements (Fire, Earth, Water, Wood, Metal) - you must choose which elemental system you intend to use before ever using this ability and should not switch between them. If this power levels this amount increases by 1 for every level you purchase in its associated power tree past where it was obtained, to a maximum 4.: Fire 2, 2 Essence, Other, Does Not Level
Level 5) FreezeFreeze: Status, Disable. Use the signature call “Freeze” and throw a packet. If successful the target may not move their body for the duration of this power. Characters under this effect may move their head and speak, as well as use mental effects, self powers, and resist powers. Resisted effects will not end this power., 2 essence, Other, 60s

New Background: Connection (Hedge Mage Only) - This Background may be purchased multiple times.

Each level of this background allows you to charge a single Talisman at that level while using the Infusion ritual, as well as Connect to an additional single Talisman at that level.

Mortal Merits

Ghoul*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 2 Point Merit - May only be taken by Mortals. You are a ghoul, as described in the Ghoul Section of the Rulebook.
Kinfolk - 3-5 Point merit - May only be taken by Mortals; see the Kinfolk section of the Rulebook for further information. For 3 points you are kin to a Werewolf. For 5 points you are kin to a specific kind of Fera instead, chosen at character creation.
Kinain - 3 Point Merit - May only be taken by Mortals. You are a Kinain, as described in the Kinain section of the rulebook
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*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - See the Psychic Numina section in this chapter.
Hedge Magic*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - See the Hedge Magic section in this chapter.
Faith*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - See the Faith section in this chapter.
Depth of Faith*May be purchased with or provide XP, not limited to freebies and flaw points, including after character creation. - 3 Point Merit (Requires Faith Numina) - Choose an additional Faith tree that you do not currently have access to. You gain the ability to purchase that tree at non-innate costs without a teacher. In addition, you must choose and abide by an additional Vow that you do not currently abide by, with the usual sanction for violating it. This Merit may be purchased twice, granting the Faithful access to all Faith trees in exchange for abiding by 3 total Vows.

===Mortal Flaws===

Precluded First Change - 6 point flaw - As a Mortal character, you may never First Change into a Supernatural.

Category:Chapters