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Mortals Chapter Three

POWERS (3.0)

Mortals may buy Numina with Experience Traits at character creation (the text on page 140 implies otherwise). They may not take multiple types of Numina, with the exception of True Faith). Multiple paths within the same type are acceptable, though certain Numina types have additional restrictions.

Numina that add Attribute Traits are not cumulative, so Physical Traits gained from an Alchemy potion would not add to those gained from an Enchantment talisman; only the highest bonus will apply.

Numina that allow for the recovery of Willpower do not allow a character to recover more than two Traits per session.

PSYCHIC PHENOMENON (3.1)

Psychics must choose a “primary path” of psychic phenomenon (making all other paths “secondary”). The psychic may develop the entirety of her primary path without assistance, but learning additional paths is both costly and difficult.

To learn a secondary psychic power, the psychic must seek out another who has the desired power and is willing to teach it to her, or have a generous and widely versatile mentor. She must also pay higher Experience Trait costs for any secondary path powers (four for Basic, eight for Intermediate, twelve for Advanced). A psychic can rarely develop more than a single path of psychic phenomenon, and she may never be as skilled in a secondary path as she is in her primary path. Thus a psychic cannot study additional paths (Basic levels) until her primary path reaches Intermediate level, and she cannot take Intermediate levels in any secondary path unless her primary path has reached Advanced. It requires High Approval for a mortal to learn powers from more than two secondary paths.

When a psychic phenomenon does not specifically list the difficulty for the Static Challenge (or does not provide an alternate system of testing), use the following guideline: three Traits for Basic powers, six Traits for Intermediate, and nine Traits for Advanced.

Anti-Psychic
Buying any level of this path requires Mid Approval.

Astral Projection
The projecting psychic can only use her other psychic phenomenon to affect the physical plane while she is manifested. Powers that rely upon (or exude from) your physical body cannot be used, nor can powers above Basic level.

Clairvoyance
Despite the effects of an identically named power from another venue, the Revised version of this psychic phenomenon does not locate objects or people. It functions only on locations.

“Very familiar” typically applies only to the clairvoyant’s home, a place (about the size of a building) that she has lived at almost exclusively for six months or more. Such places may be tuned in upon with relative ease. What the psychic perceives is limited only by the Clairvoyance power she is using.

“Known” places are those that the clairvoyant frequents, and has spent a lot of time studying in person. Only Basic level psychic phenomenon may be used in conjunction with this power (provided the psychic has sufficient levels of Clairvoyance to do so). A character may only “Refocus” once from her original point of reference (as described on page 168). Such locations are treated as being “unfamiliar.”

“Unfamiliar” locations are those that the clairvoyant has only been to once, or has only been able to study from a distance (perhaps through a telescope). Such locations may not be viewed in anything better than a haze. Sounds are slightly muffled, scents are difficult to discern, and vision is too blurry to read any writing or recognize those who are in the area. No powers can be used through an unfamiliar connection.

Clairvoyance may not be used on a “completely unknown” location (“unfamiliar” replaces that difficulty level on the chart). The Storyteller has the final word on the degree of familiarity the psychic has with the location being spied upon.

Psychic Invisibility
Do not use the bonus Trait system presented on page 179. Instead, if a character attempts to perceive the psychic, use the chart on page 94 of Dark Epics, equating Psychic Invisibility levels to mage Spheres.

Psychic Invisibility, Forget You Ever Saw Me
If the psychic affected a subject significantly before attempting to disappear from sight and memory (such as having inflicted damage or stolen a possession), the subject will not forget that the psychic was there or what she did.

Psychic Vampirism
The psychic may not gain more than one bonus Willpower Trait above her normal level.

Psychometry
Even at the Advanced level, the “rough images” described by the text are not enough to positively identify them or allow for the use of Clairvoyance upon them. Psychometry is a powerful tool for seeing events in the past, but is imprecise when it comes to identifying people or specific details.

Psychometry, Touch the Soul
A “general impression” of the owner’s location means your knowledge of their location is accurate to within 5 miles, and the Storyteller will provide a vague description of the area (i.e. “a damp cave about the size of a closet” or “a comfortable apartment with a view of the river”). When the psychic begins to use an object as a focus in this way, the link between it and its owner begins to decay. After a few days, the object will no longer be usable to determine the previous owner’s location.

Psychoportation
These powers still require the normal concentration and activation time, and may not be fast cast. This means that that when Psychoportation is used, the character will not leave the scene until the end of the turn. The entirety of the travel takes place in the following turn, regardless of distance.

Pyrokinesis, Fireworks
The difficulty of the Static Willpower Challenge to extinguish one’s self is 6.

Synergy
This Numina is not used in the Sanctioned Chronicle.

Telepathy
Note that the Sanctioned chronicle makes use of the optional rule splitting Telepathy into three different Numina paths: Telepathic Sensing, Telepathic Projection, and Telepathic Control. Each is a separate path of psychic phenomenon.

SORCERY (3.2)

The Camarilla’s Sanctioned chronicle makes use of the optional rules for Freeform Spells, Grades of Success, and Tradition Advantages and Disadvantages, where appropriate.

The Willpower Trait spent to “hang” a spell is in addition to the normal cost to cast it. The test to cast must be made as the spell is hung, and then again when the spell is actually cast. Hanging complex spells is extremely difficult, such that the sorcerer may not successfully hang a ritual spell, nor may she employ teamwork or extra Grades of Success in the casting.

New sorcery spells are Low Approval, but their use from game to game is somewhat limited. If a sorcerer is played in another Storyteller’s game, that Storyteller must specifically approve each of the character’s spells before they can be used. The Storyteller is at liberty to deny any new spell brought into her game, or alter the system for it when it is used in her game.

In the text under the heading “Rituals”, ignore the reference to the Rituals Ability.

Alchemy
Storytellers should discourage sorcerers from “flooding” the game with items not intended for the their own use. It requires High Approval for an Alchemy item to be transferred to another character that is not a member of the Mage or Mortal venue.

Alchemy never benefits from extra Grades of Success. The duration of Alchemy items is one scene, not one turn.

Enchantment
Enchantment may not be used to mimic non-Sorcery powers.

Healing
Only one level of damage is healed per level of the spell used. A single extra Grade of Success allows the sorcerer’s healing spell to take effect instantly.

Hellfire
The range and duration of Hellfire are unmodified by this supplement, but the damage levels it can inflict are altered thusly: one level for Basic effects, two levels for Intermediate, and three levels for Advanced effects. Spells that combine this damage with damage from other attacks simply add a level to the guideline above. For example, Hellblade as an Initiate spell adds only one level of damage (the maximum for its level), but as a Master spell adds three levels of damage. In the example of the Master level spell, attacks from the weapon inflict a maximum of four levels of damage, regardless of the type of weapon, or additional affects used in combination with it.

Variations of Hellfire are allowed in the Sanctioned chronicle (see the ‘Hellwind, etc.’ boxed text on page 211), but very limited game mechanics are applied. Unlike fire, varied energy types do not cause combustible materials to catch fire, nor do they cause vampires to test for Rötschreck. Non-standard elemental effects apply a one-Trait penalty to a certain type of challenge for a number of turns equal to the level of the spell being used (Apprentice, Initiate, Disciple, Adept, Master).

For example, cryogenic attacks may cause surfaces to become icy, applying a penalty to all physical challenges where movement is involved. Poisonous vapors make apply the penalty to all challenges involving perception, or where the challenger needs to see her target. The Storyteller designs the penalty at the time the sorcerer learns her first level of the power. The penalty is applied over the entirety of the spell’s area of effect, so in some cases, it might be applicable to only a single person.

Summoning
The challenge against the target, which occurs after the challenge to see if the spell is successful, is a Mental Challenge (rather than a Mental vs. Willpower Challenge), unless the target does not have Mental Traits (as is the case with many types of spirits).

STIGMAS AND AGENDAS (3.3)

New Stigmas are Low Approval and require no expenditure of Experience Traits, but their use from game to game is somewhat limited. If a Dauntain is played in another Storyteller’s game, that Storyteller must specifically approve each of the character’s Stigmas before they can be used. The Storyteller is at liberty to deny any new Stigma brought into her game, or alter the system for it when it is used in her game.

The Banal Bunks optional rule on page 234 is only used for Agendas in the Changeling venue.

THEURGY (3.4)

Theurgists must choose a “primary path” of Theurgy (making all other paths “secondary”). The theurgist may develop the entirety of her primary path without assistance, but learning additional paths is both costly and difficult.

To learn a secondary path of Theurgy, the theurgist must seek out another who has the desired power and is willing to teach it to her, or have a generous and widely versatile mentor. She must also pay higher Experience Trait costs for any secondary path powers (four for Basic, eight for Intermediate, twelve for Advanced). A theurgist can rarely develop more than a single path of psychic phenomenon, and she may never be as skilled in a secondary path as she is in her primary path. Thus a psychic cannot study additional paths (Basic levels) until her primary path reaches Intermediate level, and she cannot take Intermediate levels in any secondary path unless her primary path has reached Advanced. It requires High Approval for a mortal to learn powers from more than two secondary paths.

Via Geniorum
To clarify, there are five levels of this Numina: Grade One (Basic), Grade Two (Basic), Grade Three (Intermediate), Grade Four (Intermediate), and Grade Five (Advanced). Each level of Via Geniorum purchased gives the theurgist a free ritual from that path’s list, of the same (or lower) level.

Via Medicamenti
Any normal use of these powers that halves healing time can be further improved by the expenditure of an additional Willpower Trait. In this case, the healing takes places instantly. No patient can be instantly healed of more health levels in a single day than the theurgist has levels in Via Medicamenti. (one wound level at Basic, two at Intermediate, and three levels at Advanced.)

Via Medicamenti, Ease Suffering
The highest type of wound level penalty that can be negated is Incapacitated, requiring the theurgist to have the first Intermediate power (or higher) in the Via Medicamenti (one power negates Bruised, two negates Wounded, and three negates Incapacitated).

Via Medicamenti, Hand of Christ
When the theurgist reaches this level of power, she can affect aggravated damage as though it were only lethal.

Via Oraculi
This path of Theurgy is not used in the Sanctioned Chronicle.

TRUE FAITH (3.5)

Characters require High Approval for True Faith. Traits of True Faith beyond the first cost 3 Experience Traits each and must receive High Approval before being purchased, even by Inquisition hunters. This Numina does not determine or change the character’s Type. Some rare characters (theurgists in most cases) possess it in addition to other Numina.