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San Antonio by Night: Numina

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San Antonio by Night: Numina Empty San Antonio by Night: Numina

Post by Marius Sun Jun 05, 2011 5:32 am

For the record, Numinists and Sorcerers are not compatible. You can't have a character with both. I'm happy to accommodate your concept but a core concept of WoD is the difference between concious magic and subconcious magic and I want to maintain that dichotomy.

Sometimes supernatural energies manifest themselves in people without training. These spontaneous displays of magic are not entirely under the practitioner's control, often having self-destructive side-effects, drawing heavily on life force when overused. For example, a pyrokinetic might start to run a fever every time he started a fire with his mind.

Unlike magic, the numinist is unable to develop their powers through study. Instead they must practice their powers. This usually restricts them to one single power. If a character is created with multiple powers, then an explanation should be given how the powers are related. For example, a pyrokinetic might develop hysterical strength (bio-control) as he was exposed to extreme heat. Unfortunately, this wouldn't make him immune to the damage, but he would ignore the penalties until he returned to normal temperature.

The list of effects I am comfortable running in this campaign are:

Animal psychic - Charisma+Animal Ken
(Communicate, control and ghost ride animals.)
Anti-psychic - No roll (always on)
(Block supernatural powers other than rituals, hanging rituals and enchantments.)
Astral Projection - Perception+Meditation
(Travel outside your body.)
Bio-Control - Stamina+Meditation
(Perform nearly-superhuman physical feats)
Channeling - Perception+Awareness
(Increase ability scores by communicating with or allowing the spirits of the dead to control you.)
Clairvoyance - Perception+Awareness
(See distant places)
Cyberkinesis - Manipulation+Computer
(Control Electronics)
Cyberpathy - Perception+Computer
(Read electronic information)
Ectoplasmic Generation - Charisma+Performance
(Create physical matter)
Psychic Hypnosis - Manipulation+Expres​sion(First three levels of dominate.)
Mind Shields - No roll.
(Reduce successes by level. This can be taught, but requires concentration to maintain.)
Precognition - Perception+Awareness
(Ability to see the future. Never a perfect power. Talk to me about what you want ahead of time if possible.)
Psychic Healing - Perception+Medicine
(Detecting ailments, repairing injuries, speeding recovery and even performing surgery without tools.)
Psychic Invisibility - Wits+Stealth
(Obfuscate, self only.)
Psychokinesis - Wits+Empathy
(Telekinesis. Cap is strength 4.)
Psychometry - Perception+Empathy
(Spirit's touch with a touch of clairvoyance.)
Pyschoportation - Perception+Alertness
(Teleportation. Caps at about 900 feet. Wild talent can improve this.)
Pyrokinesis - Manipulation+Meditation
(Create, maintain and manipulate fire. No immunity, no extinguishing. Use with caution.)
Telepathy - Intelligence+Empathy
(Sense emotions, read thoughts, probe minds.)

All rolls include the power level, so your pool caps at 15. In addition, you can use your Mana background to achieve auto-successes. Willpower cannot be expended for success when using powers.

Drawback: You suffer exhaustion when you overuse your powers. Whenever you roll a one when activating your powers you tally that. Each time you accumulate ten ones, you take one level of exhaustion. (Bashing damage.)
Marius
Marius

Posts : 260
Join date : 2010-05-11

Character sheet
Name: Marius
Position: Arbiter of Greater Sacramento
Status: Acknowledged, Brave, Exalted, Well-Known and Just

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