Difference between revisions of "Mortal Rules"
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Revision as of 22:21, 25 October 2015
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.