Difference between revisions of "Mortal Rules"

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:: Level 5) {{PowerTip|Forgetful Mind}}, 1 Essence, Other
 
:: Level 5) {{PowerTip|Forgetful Mind}}, 1 Essence, Other
  
 +
: '''Dark Faith'''
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:: Level 1) {{PowerTip|Absorption}}, NA, Self
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:: Level 1) {{PowerTip|Blindness}}, 1 Essence, Other, 60 seconds
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:: Level 1) {{PowerTip|Haunting}}, 1 Essence, Other, 10 minutes
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:: Level 1) {{PowerTip|Counter}}: (magic damage), 2 Essence, Self
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:: Level 1) {{PowerTip|Energy Burn}}, 1+ Essence, Other
  
 
<span style="font-size: 115%">'''''Hedge Magic Numina'''''</span> - you must purchase the '''Numina: Hedge Magic''' Merit to take any powers in this list.
 
<span style="font-size: 115%">'''''Hedge Magic Numina'''''</span> - you must purchase the '''Numina: Hedge Magic''' Merit to take any powers in this list.

Revision as of 21:58, 17 May 2016

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 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.

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
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, “Calm”
Level 2) Taint CapTaint Cap: You have a maximum Taint level of 3 rather than 5., No Cost, Always On
Level 3) Ward DoorWard Door: Attach a 3x5 card to a door with the following text: “This Door Is Warded [start time], [duration], Spend [cost] to enter”. Unless otherwise specified, this power lasts for 2 hours. You may expend additional energy to increase the duration by 1 hour per energy spent. None may not pass through this door from the warded side without spending the required pool or being invited. In order to invite another character, you must remain within touch range of the door. If the power descriptor line lists a type and target cost, adjust the text to: “This Door Is Warded against [type] [start time], [duration], Spend [cost] to enter”. The target type must spend the required pool to pass through the door from the warded side or be invited., 2 Essence, any door, 1 at a time, vs 2 Willpower
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. 2: Fire, 1 Essence, Other, Levels & 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., 1 Essence, Other, Touch
Level 5) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Mental, 2 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 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, Does Not Level
Level 2) 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., 1 Essence, Other
Level 3) 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., 1 Essence, Other
Level 4) Gauntlet SightGauntlet Sight: Buff, Sight. You can perceive across the gauntlet, into both realms at once. You are aware which side the gauntlet someone is on, or if they're in both. You may not target cross-gauntlet (including sensory powers) without Breach or similar., No Cost, Self, Always On
Level 5) 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
Dark Faith
Level 1) AbsorptionAbsorption: When struck for damage you may choose to take that damage to your Energy pool instead of your Health pool if you have at least as much Energy as damage taken. Use the "Filtered" call with this power., NA, Self
Level 1) BlindnessBlindness: Status, Disable. Throw a packet at the target and call "Blindness" - the target cannot see anything while this effect is active. The player is expected to keep their eyes open for safety reasons, but cannot use any power that would normally require sight. That is, they cannot throw packets, attack, or use any non-touch power., 1 Essence, Other, 60 seconds
Level 1) HauntingHaunting: Mental. Use the sig call "Haunting: The Voices Call". For the duration of this power your target must roleplay hearing voices and sounds that aren't there., 1 Essence, Other, 10 minutes
Level 1) CounterCounter: When you are struck by the damage type described you may spend energy to call "Resist, counter [resisted call]", where number is the amount of damage you would have been dealt. Your attacker takes that damage instead of you. This damage cannot be modified and can also be countered back.: (magic damage), 2 Essence, Self
Level 1) Energy BurnEnergy Burn: Physical. By default, this power drains 1 energy then deals 1 damage for each energy drained. Touch your target and call "Energy Burn: [number]" where [number] is the amount total amount of damage you wish to do. Putting up to 3 additional energy into it will increase [number] by 1 per energy added. The target loses that much of their energy pool and takes as much damage as energy drained., 1+ 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 ActivationTalisman Activation: You may use Hedge Magic Talismans., No Cost, Self
Level 2) Sense ItemSense Item: 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
Level 3) InfusionInfusion: Place one or more Talismans on the ground - draw a circle around them (this need not be a physical circle) - meditate uninterrupted for 5 minutes and when completed you may recharge any of these items by spending an amount of energy described on their item tags per charge filled. You may refill as many charges as you can afford., variable, Self, Talismans
Level 4) Sense MagicSense Magic: 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) Talisman CreationTalisman Creation: You may create Hedge Magic Talismans. To do so, you will need energy of any sort from Energy Talens. Tonics of Vitality are worth 1/2 of an Essence for purposes of creating Talismans. To create a Talisman, you will need 12, 14, 18, 24, or 32 total Energy from Talens for a level 1, 2, 3, 4, or 5 Talisman respectively. At check-in, turn in the Energy tags and describe the Talisman you wish to create. Check-in should provide the new Talisman tag for you. Adding someone else's tagged Fetish, Fetter, or Relic (level 1) Item to the equation reduces the cost of the Talisman by three times the source item's level (3-15), and destroys the original item's tag., variable, talismans


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

Mind over Body
Level 1) 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, 1 other, 10 minutes
Level 2) CloakCloak: Buff. Use the cloak hand sign: place your hand in front of your face, palm inward, fingers spread. You are considered invisible except to the power Cloak Sight. You cannot be targeted by a character who cannot see you, but you are affected by mass powers.You may not move your feet, speak, use any power which requires your character to speak, or take any aggressive action aside from Mental powers while using this power. This power has a 1 minute cooldown., 1 Essence, Self, unlimited duration
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. 2: Fire, 1 Essence, Other, Levels
Level 4) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Mental, 2 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
Body over Mind
Level 1) Hard-to-killHard-to-kill: You may remain in the dying state for up to the duration of this power. Overrides Aggravated Damage., No Cost, Self, Always On, 20 minutes
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. 1, No Cost, Self, 1x/10m, can be used while unconscious, does not level
Level 3) Steal HealthSteal Health: Physical. Touch a target, call “Steal Health 1”, the target’s health is reduced by 1 and your health is increased by 1., 1 Energy, Other
Level 4) 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, Levels
Level 5) 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
Spiritualism
Level 1) MediumMedium: You may hear individuals in the Umbra even when you are in the Realm. You may not see across the Gauntlet, unless you could normally, but you can hear just fine., 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) Spirit MagnetSpirit 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., 2 Essence, Others, 10 minutes.
Level 4) ResistResist: You may call resist to the power(s) described on the power descriptor line., 2 Essence, Self, Any cross-gauntlet or Breach power
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

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 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*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.

Category:Chapters