Difference between revisions of "Mortal Rules"

From Dark Prospects Rules
Jump to navigation Jump to search
(precluded first change)
Line 9: Line 9:
 
* You have access to special power classes called Numina that supernaturals do not.
 
* 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.
 
* You are society and will never have your supernatural betters tell you not to take a mortal position.
 +
* Expected Gameplay: Social
 
* Native Realm: Realm
 
* Native Realm: Realm
  

Revision as of 12:33, 21 October 2018

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.

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. Faithful characters enter play with the Level 0 Ritual: Power from Faith. This ritual imbues a Symbol of Faith (Fetish) with power for a cost of 1 or more Essence. Wearing the symbol, prominently displayed, provides 3 times that much Essence after wearing the symbol for 15 minutes per Essence put in during the Ritual. All of the Essence is gained at once at the end of this duration. Removing the symbol breaks the Ritual. This Ritual may only be used by a character who lacks both the active Ghoul and Gnosis Access merits. Faithful characters are created with a single Symbol of Faith (Fetish).

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., No Cost, Self
Level 2) 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 3) 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 4) 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 5) 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, 1x/60 seconds, Other
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

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 lack both the active Ghoul and Gnosis Access 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.

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 an active Gnosis Access or Ghoul merit 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.

Psychics also gain access to specialized fetishes called Psychic Foci.

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 Essence, Self, does not level, 1x/10 minutes OR after 10 minutes in the dying state
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 Essence, 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
Control
Level 1) 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, Self/Other
Level 2) ResistResist: You may call resist to the power(s) described on the power descriptor line.: Status, 1 Essence, Self
Level 3) 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., 1 Essence, Other
Level 4) 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 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
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
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) 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., 2 Essence, Others, 10 minutes.
Level 4) ResistResist: You may call resist to the power(s) described on the power descriptor line.: (Any breach power), 2 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 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., 1 Essence, Self, 1 Hour
Granting - Granting cannot be your highest level Psychic tree.
Level 1) Give EnergyGive Energy: Allows the user to give one of their primary Energy pool. If an energy type is not specified it is converted automatically to the recipient’s Energy pool. Use the sig call: "Giving Energy 1" for universal exchange and "Giving [pool type] 1" for specific energies.: Essence, 1 Essence, Other
Level 2) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: Hard-to-killHard-to-kill: You may remain in the dying state for up to the duration of this power. Overrides Aggravated Damage., 1 Essence, Other, 20 minutes
Level 3) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: 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, Other, 10 minutes
Level 4) Mass CloakMass Cloak: Physical. Place one hand from up to 2 targets on your shoulders, call “Mass Cloak”, then you and the associated targets use the cloak hand sign; place your hand in front of your face, palm inward, fingers spread. If either of those targets take an action or speak then they leave cloak. If you leave cloak, all targets leave cloak. If you wish to bring a target into cloak without leaving cloak, you may bring that target’s hand to your shoulder assuming you are able to. Cost is per target and must be spent each time you place a hand on your shoulder., 1 Essence Per Target, Others
Level 5) Shared StrengthShared Strength: Grant the allowed power(s) to another target for up to 1 hour unless otherwise specified on the power descriptor line. Shared Strength may only be used to grant one power per use. The cost listed is to use the Shared Strength power itself. You must also pay the cost of the power described. In the ItemMaker, this means the cost of the unmodified item. In a power tree, this is the cost of the power in that tree. If the power is not located in that tree, there is no additional cost. If the power can be used multiple times during that hour, you must spend energy per use you wish to give. Notify the player with sig call: “Shared Strength: [power name] [number] uses [time]”. The target does not *need* to use the power if they do not wish to. You may not give Shared Strength as a power. Shared Strength is freely resistible.: 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, Other

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.
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.

===Mortal Flaws===

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

Category:Chapters