Difference between revisions of "Character Generation/Sorcerer-Psychic"

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| [[Backgrounds]] || 5 || 1
 
| [[Backgrounds]] || 5 || 1
 
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| Willpower || 5 || 1
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| Willpower || 5 || 1 (Max 8)
 
|-
 
|-
 
| Mana Pool || equal to Mana background
 
| Mana Pool || equal to Mana background

Revision as of 16:56, 20 March 2021

Notes:

  • We consider Sorcerers and Psychics to be the same thing.
  • Sorcerers may purchase psychic powers.
  • Psychics may purchase sorcerer powers.

Choose: Concept, society (Faction) if any, Nature, Demeanor, and Essence (Dynamic/Static/Entropic)

Stat Baseline Freebies per additional dot
Attributes 1 in each + 6/4/3 5
Abilities 11/7/4 2
Numina 5 7
Rituals see below 3 per ritual, regardless of level
Backgrounds 5 1
Willpower 5 1 (Max 8)
Mana Pool equal to Mana background
Freebies 21

Numina (Sorcery Paths and/or Psychic Powers)

  • For paths with rituals, pick one of those rituals per dot in that path
  • You can only take a higher-level ritual if you have at least one of that path's rituals at each lower level
  • Example: Hellfire doesn't have any level 1 rituals, so Hellfire 2+ lets you start with Fire's Weal (2) and Hellblade (2)
  • Example: Enchantment 3 lets you start with 1/2/3 or 1/1/2, but not 1/3/3
  • For Alchemy and Enchantment rituals taken in chargen, it's assumed that you already created one instance each for personal use.
    • If the effects of the item depend on how many successes you got when creating it, then you should roll for creation as usual, including any optional spends/modifiers that were available to you when you were first approved.
    • They can be created in any order, in case that matters.
    • This does not use up any '+rules magical items' tokens.

Select Resonance (adjective related to Essence)