Difference between revisions of "Psychics and Sorcerers House Rules"

From Player Wiki
Jump to: navigation, search
(Extended Rolls)
 
Line 342: Line 342:
 
== '''Extended Rolls''' ==
 
== '''Extended Rolls''' ==
  
Psychic powers can not access extended rolls.  Psychics with Sorcery can use extended rolls for Sorcery only.  Unless the book says differently for a specific power, one (1) willpower is spent at the onset of the ritual but the TIME is takes to complete the ritual is longer for each roll used.
+
Psychic powers can not access extended rolls.  Psychics with Sorcery can use extended rolls for Sorcery only.  Unless the book says differently for a specific power, one (1) willpower is spent at the onset of the ritual but the TIME is takes to complete the ritual is longer for each roll used: the first roll is one (1) turn; the second roll is three (3) turns; the third roll is six (6) turns; the fourth roll is nine (9) turns, etc.
  
 
[[Psychics_and_Sorcerers_House_Rules#Top|Back to the Top]]
 
[[Psychics_and_Sorcerers_House_Rules#Top|Back to the Top]]
 
  
 
== '''Learning Powers''' ==
 
== '''Learning Powers''' ==

Latest revision as of 18:21, 24 February 2021

Psychic Sorcery Other

Alchemy

Alchemists must be either: Alchemical, Herbalist or Chemistry based. This will flavor what you can create and how your rituals take place. This will be jnoted on you.

When you purchase a rank of Alchemy you will receive one ritual of the same rank for free with it.

Level 5 mentions duplicating other supers powers (gifts, disciplines, etc), you MUST have an appropriate Lore(s) to do this.

Alchemical preparations will expire after 1 IC Month.

Back to the Top


Conjuration

Prepared objects must be jnoted.

Back to the Top


Conveyance

Levels 1-3 require some 'steed' as described in the books: think flying carpets, super powered Segway, etc. Level 4 and 5 has left the need of the steed behind. Remember, you can't allocate successes to an aspect higher than your rating in the path. Vertical movement is included in measuring Distance traveled.

Travelling requires an uninterrupted path from the first destination to the second destination. Any obstruction that a human body could not pass through prevents travelling or requires circumventing.

Teleportation is possible with all levels of Conveyance. Range, Speed and Number rules apply. Teleportation causes the target to disappear from view during the movement and also allows the target to pass through any obstruction.


Back to the Top

Counterspell-Unweaving

Counterspell and Unweaving are four separate rituals and must be purchased (3XP) separately.

Counterspell and Spirit Counterspell do not have the extended casting times associated with most rituals.

Unweaving and Spirit Unweaving do not require Lore to use, but the effects must be studied successfully.


  • Counterspell - Effects Sorcery, Thaumaturgy and True Magick
  • Unweaving - Effects Sorcery, Thaumaturgy and True Magick
  • Spirit Counterspell - Effects Fae, Spirits and Shifters
  • Spirit Unweaving - Effects Fae, Spirits and Shifters.


Back to the Top


Divination

Divination at its heart is looking to the future and trying to discern what will come. However, the book notes looking back - at level 5. On Sheltering Sky, trying to divine what was, can only be done at level 5.

As we can not predict everything that happens on the game, divination even at a high Accuracy Aspect may not be as accurate as you want. Or, we may have to let you know - we'll let you know, when we know.

Back to the Top


Enchantment

When you purchase a rank of Enchantment you will receive one ritual of the same rank for free with it.

Enchanted items are detectable by Mana Manipulation and other supernatural abilities to sense magical objects.

Back to the Top


Fortune

With the Fortune path, you cannot specify what form the good or bad fortune will take with a straight path casting. It is only through the development of a ritual that you can specify what form the good or bad fortune will take.

In other words when you cast a Fortune spell without a ritual, you can only determine target, duration, and severity, and then you let it go. Fortune will manifest the way it wills after that. The target of the spell will get bad luck or good luck as you determine. You cannot say "I am going to curse his finances" without having learned or created the ritual "Curse Finances."

Inanimate objects can be targeted by Fortune.

Duration Aspect:

1 dot - 1 day

2 dot - 1 week

3 dot - 1 month

4 dot - 3 months

5 dot - 6 months

6 dot - 1 year

Back to the Top

Hellfire

During the casting of Hellfire, Special Effects are handled like other aspects with successes being allotted to use the Special Effect. To use any Special Effect, it must be purchased via XPspend at the cost of 'successes required to use' + 1, and will be noted on your +sheet as a gift. For example: Earthquake will cost 3 XP, and require 2 successes to use.

Back to the Top



Mana-Manipulation

Ritual: Infusion - Infusion is only used on edible items (ie: cookie, orange juice, sushi etc). While it is transferable from person to person, there is no guarantee it will be usable with an individual who didn't create it. Any infused edible, regardless of how many points of mana it holds, will degrade within 2 weeks.

Back to the Top


Oneiromancy

At level 2, the Effects call for a Wits+Dreamcraft roll to affect dreams. Dreamcraft ability is replaced with Lucid-Dreaming ability.

Back to the Top


Shapeshifting

When you hang a shapeshifting spell, you must have the target present. This means that you cannot hang a shapeshifting spell to turn an opponent into a frog, unless the opponent sat through the casting of the hanging spell.

You can not shapeshift yourself into another person. You can change your hair color to reflect some animals, but the fine tuning required to look like another person is just out of the scope of this power.

Back to the Top


Summoning, Binding and Warding

You can not summon, bind or ward supernatural entities without an appropriate ritual.

Binding and Warding Rituals

Creatures effected:

Note: This clarifies what technology are affected per dot. The sorcerer can not affect high-umbral spirits or banes. See book for other creatures.

1 dot - Simple mechanical devices (ie: guns, knives, toaster, bikes, etc).

2 dots - Large devices (ie: television, simple motor systems, etc)

3 dots - Complex devices (ie: Computers and computer operated systems, cars, etc).

4 dots - Technomagical devices

5 dots - Massive devices (Airplanes, entire buildings, etc)


Time Aspect:

1 dot - 1 scene

2 dot - 1 day

3 dot - 1 week

4 dot - 1 month

5 dot - 1 year


Warding Rituals

Per the book, each dot of Summoning, Binding and Warding causes the subject to lose one die from all warded entities/physical actions against the sorcerer. Only entities or items can be warded against (ie: bullets, vampires, swords etc..).

Distance Aspect

Circle wards can be created with 3+ successes. Each dot of Summoning, Binding and Warding will allow 250 feet in a warding circle.

Level 1 - 250 sq ft Level 2 - 500 sq ft Level 3 - 750 sq ft Level 4 -1000 sq ft Level 5 -1250 sq ft

Summoning Rituals

Creatures effected

Note: This clarifies what technology is affected per dot. See book for other creatures.

1 dot - Movable simple mechanical devices (ie: wheel, pulley, bikes, carts etc)

2 dots - Movable larger devices (ie: simple motors such as scooters, lawnmowers etc)

3 dots - Movable complex devices (ie: cars, trucks, etc)

4 dots - Technomagical devices (ie: Mobile supernatural items etc)

5 dots - Massive devices (Airplanes, tanks, etc)


Back to the Top

Animal Psychic

Shifters (werewolves, bastets, etc) in animal form can be communicated with and understood via Animal Psychic.


Back to the Top


Astral Projection

Since there have been a few questions about powers used via Astral Projection, let me clarify. As the books state, powers used via Astral Projection are at difficult +2. Any power being used with Astral Projection must be of lesser or equal level. In other words, if a Psychic has Astral Projection 3, he can use Psychometry 1, 2 and 3, but not Psychometry 4 or 5.


Back to the Top

Channeling

Channeling is a non-aggressive ability which does not negatively effect the ghost who's abilities are being channeled. That is, the ghost still has access to the abilities and, while it may have knowledge of the psychics use of that ability, it feels no negative effects. Channeling gives the psychic a sweet 'taste' to the wraiths. BUT, this does not mean a wraith who is filled with rage and would abhor the psychic's use, must share. Refusal is possible.

Success rolls to gain access to a ghost's abilities does not mean you are possessed by the ghost nor do you acquire added information about the ghost which is not directly related to the ability. Once the channeling of an ability is dropped, the knowledge of the ability is gone. The Channeler may have a "Wow, I did that" moment because he recalls his actions, but he has very little understanding of /how/ he did it. Lores cannot be permanently learned via Channeling.

Channelers can call upon wraiths in the area (the grid square). If they haven't identified them and there are no jnotes, it is up to the storyteller to decide whether there is a nearby wraith with the appropriate skill. However, a channeler may have a list of designated wraiths that they can channel, and this does not require the wraith be in the same grid square as them. To become familiar enough with a wraith to channel its abilities from afar (and jnote), the psychic must access the wraith for three different scenes or events.

Channeling gives the Channeler additional die equal to the ghosts level in the ability. For example: Joe channels Pat's Security to see a security system. Joe has Security-3 and Pat has Security-4. The roll will be Joe's Perception+Security+4, effectively giving Joe a roll with Security 7.

Back to the Top


Clairvoyance

Other powers can not be used through a Psychic's Clairvoyance viewing.

Back to the Top

Precognition

Level 5: seeing your own future. While we can make guesses as to what will occur on grid, if there are no jobs in, we can not give you definitive answers. We may set init modifiers for combat or make you aware of plans as we find them out. You will need to be patient as ST and PrP runners themselves are not precogs themselves.

Back to the Top


Psychic Healing

Level 1. Diagnosing another supernatural may come up with unusual results, but without proper lore no race identification can be officially confirmed.

Level 2: While psychic healers can not heal Aggravated damage, they can use this power to help stabilize someone suffering from Aggravated damage.

Level 3: Even if the Bashing damage is explained as a broken bone (as some books allow for even with Bashing), the healing power will work. Level 3 heals Bashing, no matter how it is described.

Back to the Top


Telepathy

Telepathy has three facets – Sensing, Projection, and Control.

The difficulty for the Intelligence + Empathy roll is always the permanent willpower of the target. That means that the Mind Shields power, the mind shield of a mage’s Mind Sphere, and other similar abilities defend against it.

Sensing can only be detected by characters with Awareness or other special powers.

Projection can be detected by characters with Awareness, special powers, or if the projected emotion or thought is ruled, by the storyteller, to be so strange as to make the targeted character question the situation. For example, if the character is terrified of their own child or unafraid of a charging tiger. Even if this condition is met, the targeted character must win a contested roll with the psychic, the target’s int+alertness vs the psychic’s manipulation+subterfuge.

Control can always be detected by the targeted character, but the targeted cannot determine who is controlling them without Awareness or a special power.

Characters who are aware of a telepathic power being used against them can negate the use by spending a willpower.


SENSING

Level 1 Sensing: With a successful roll, the telepath can determine if there is someone else in the room/gridspace with them without visual confirmation.

Level 2 Sensing: With a successful roll, the telepath can determine how many minds are in the room/gridspace with them without visual confirmation. The telepath can read the surface thoughts of a target in their visual line of sight.

Level 3 Sensing: With a successful roll, the telepath can determine the locations of each mind within the room/grdispace as they are without visual confirmation. The telepath can read recent memories and near-future (within a day) plans of a target in their visual line of sight.

Level 4 Sensing: With a successful roll, the telepath can read the surface thoughts of a target in the same room/gridspace as they are without the target being in visual line of sight. The telepath can read deep thoughts and distant future plans (longer than a day) in their visual line of sight.

Level 5 Sensing: With a successful roll, the telepath can read the recent memories and near-future (within a day) plans of a target in the same room/gridspace as they are without the target being in visual line of sight. The telepath can read into the subconscious of a target in their visual line of sight.

A simple success is needed to sense minds that are not in visual sight. Reading surface thoughts and deeper thoughts gives the telepath a number of questions equal to the number of successes they rolled.


PROJECTION

Level 1 Projection: The telepath can project a single emotion to a target.

Level 2 Projection: The telepath can project a single word idea or emotion to a target.

Level 3 Projection: The telepath can project communication equal to three words per success rolled.

Level 4 Projection: The telepath can hold a telepathic conversation with the target as long as they have visual sight on the target. Holding a conversation telepathically is a mental action in combat.

Level 5 Projection: Once established, the telepath can hold a telepathic conversation with the target even if they leave line of sight.

Level 4 and 5 Projection abilities last the scene, once established. The subjection can negate the contact by spending a willpower.


CONTROL

Level 1 Control: The telepath can sense if someone is being controlled.

Level 2 Control: The telepath can cause an involuntary movement. This is limited to a jerk of the limbs or a stutter. In certain situations it may require an athletics roll to avoid falling down or dropping something. The number of successes must be overcome.

Level 3 Control: The telepath can cause the target to receive false sensory input for one round per success. Alternatively, the telepathy can make them take a single action.

Level 4 Control: The telepath can cause the target to receive false sensory input for a scene. The target gets a single perception+alertness roll vs 6. If the target scores greater than the telepathy roll, they know they are seeing an illusion. Alternatively, the telepath can control the target for a number of rounds equal to the number of successes rolled, though all physical actions are at +1 difficulty and social actions are at +2 difficulty, and the pools for all physical actions are capped by the lower of the two pools. Thus, if a possessed character shoots a gun, and the possessing telepath has four dice in dex+firearms and the possessed target has eight dice, the telepath rolls four dice, and if the possessing telepath has eight dice and the possessed target has four dice, the telepath rolls four dice.

Level 5 Control: The telepathy can possess the target for a scene. Pools are capped similarly, but physical actions take no difficulty and social actions are at +1 difficulty.

Back to the Top

Extended Rolls

Psychic powers can not access extended rolls. Psychics with Sorcery can use extended rolls for Sorcery only. Unless the book says differently for a specific power, one (1) willpower is spent at the onset of the ritual but the TIME is takes to complete the ritual is longer for each roll used: the first roll is one (1) turn; the second roll is three (3) turns; the third roll is six (6) turns; the fourth roll is nine (9) turns, etc.

Back to the Top

Learning Powers

1) If you do not app a psychic, you can not learn psychic powers. You are either a psychic or you aren't. Thus, only those who app a psychic will ever be able to learn psychic powers.

2) Sorcery - ICly Non-mages can learn sorcery if they have some sort of a teacher. OOCly, you must get permission from your current wizard and the mortal+ wizard before putting in the XP spend. We have to make sure there is no CoI with alts. You will also become subject to the rules of /both/ spheres, as well as the expectations of /both/ sphere wizards. Other supers must maintain their other powers at 2/3 total (ie, 6 dots of disciplines means 2 dots in sorcery IF you can find an IC teacher). If a member of another race learns Sorcery, they are considered cross sphere characters.

3) Psychics and Sorcery: If psychics wish to learn sorcery, they can do so, but must maintain Psychic powers at 2/3 total powers. Eg: if you have 2 dots in psychic powers you can buy 1 levels of a sorc power, if you have 6 dots worth of psychic powers, you can have a total of 2 dots in sorc powers. Other races can teach powers.

3) Library as teacher. Occult Libraries can teach sorcery powers within limits. An occult library can teach as many dots in the following way.
Level 1 - Learn 1 power to level 3, with 3 rituals
Level 2 - Learn 2 powers to level 3, with 3 rituals each
Level 3 - Learn 3 powers to level 3, with 4 rituals each
Level 4 - Learn 4 powers to level 4, with 4 rituals each
Level 5 - Learn 5 powers to level 5, with 5 rituals each
For both Dots in powers and rituals, these need to be jnoted at the time the library is first put on someones sheet. If it is not noted, the library can not be used to learn sorcery powers or rituals.
Libraries can not teach Psychic powers. I run with the psychic phenomenon is relatively modern - in the last 150 years or so. The next step of evolution/mutation. As such, there are not enough books written about it to account for learning it out of a library.

4) Ritual Creation and Learning. A sorcerer can use a ritual learned without understanding the basis behind it, but creating a ritual requires knowledge to support that. For example: To create a ritual Warding against Wraith requires the appropriate level of Warding plus Wraith Lore. To learn the ritual from another sorcerer and use it requires only the appropriate level of Warding.

Back to the Top

NPC Psychic/Sorcerers as Allies on your Sheet

This holds true for Psychics and Sorcerers just as it does for other Supernaturals. Allies, in my opinion, will help you out of a bind. They are loyal to you, quite probably your friend. They will help you in most instances without expectation of a payoff of some kind. That said? They are not educators. If you have an Ally and want them to teach you Sorcery? They won't do it. That takes them to a level of uselessness and they don't want that. They want to /help/ you, not educate you. If you wish to learn Sorcery? There are PCs and statted bitted NPCs on the grid. Find an In. Go out and RP. Manipulate, cajole, earn trust, etc.

If you still want the NPC as an Ally on your sheet? Understand they will not be local to Pokoh's Peak. They will know of the Mortal+ Society at the discretion of Mortal+ Staff. The point of an NPC ally is not to subvert another sphere, but to add to you and your own. Given the theme of Mortal+ for Sheltering Sky, I will work to make sure even the NPCs follow that theme as much as possible.

Such Allies will have a moratorium of 3 months before they will be allowed on non Psychic/Sorcerer sheets. I am keeping cross sphere on sheets to a minimum initially. What happens on grid is something else entirely and I fully expect and welcome cross sphere interactions (just nothing that will cross sheets til 3 months from game opening at the earliest).

Back to the Top


Creating New Rituals

Please note, a ritual not listed in the book, is considered unknown and requires actual creation. This means:

1. The ritual being created must be 1 level LOWER than the sorcerer's Path (this can be bypassed with +6 successes on the roll in #2, but yikes!)

2. The sorcerer must make an Intelligence + Occult vs 9 roll with a minimum of 3 successes to create the ritual.


Sorcerer's Book, page 61


Back to the Top