Difference between revisions of "House Rules/Sorcerer-Psychic"
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(→Sorcerers vs. psychics: Time of Thin Blood 83, 85) |
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=Merits/flaws= | =Merits/flaws= | ||
* Blood Magic is a flaw, not a merit. (Obvious White Wolf edit fail.) | * Blood Magic is a flaw, not a merit. (Obvious White Wolf edit fail.) | ||
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* Clear Sighted merit (pre-Revised): | * Clear Sighted merit (pre-Revised): | ||
** 3 dot version only works if the target consents (+policy hand waving). | ** 3 dot version only works if the target consents (+policy hand waving). | ||
** 5 dot version can also be used if you have reason to be suspicious (+rules sniping). This is an active effort, so you can spend Willpower for an auto-success. | ** 5 dot version can also be used if you have reason to be suspicious (+rules sniping). This is an active effort, so you can spend Willpower for an auto-success. | ||
+ | * Path Natural merit: Round down, not up. (Compare Sphere Natural, MtA 297) | ||
+ | * Path Inept merit: Round up, not down. (Compare Sphere Inept, MtA 300) | ||
* Twin Link merit: 6 dot version gives you Synergy 2 using up only 1 of your baseline dots, additional dots cost 3 freebies or 7 XP each. (Canon is 7 freebies / 3 XP but this is assumed to be a thinko) | * Twin Link merit: 6 dot version gives you Synergy 2 using up only 1 of your baseline dots, additional dots cost 3 freebies or 7 XP each. (Canon is 7 freebies / 3 XP but this is assumed to be a thinko) | ||
+ | * Wild Talent merit/flaw: Psychic powers only, limit two per PC. | ||
=Miscellaneous= | =Miscellaneous= | ||
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* Numina at 6: Subrace:Sorcerer-Psychic only. Only one numina per PC (you can have others at 5 or lower). Limited at staff discretion. | * Numina at 6: Subrace:Sorcerer-Psychic only. Only one numina per PC (you can have others at 5 or lower). Limited at staff discretion. | ||
* Anti-Psychic: May still purchase sorcery. Affects all non-psychic mental powers (e.g. Fascination, Dominate, but not Hellfire), limit +1 diff (same as Mind sphere). | * Anti-Psychic: May still purchase sorcery. Affects all non-psychic mental powers (e.g. Fascination, Dominate, but not Hellfire), limit +1 diff (same as Mind sphere). | ||
+ | * Healing / Psychic Healing: Can target yourself as long as you're awake and not incapacitated, but wound penalties apply as usual. | ||
* Mana Manipulation 4 to store extra Mana: Immediately before meditation, cast MM4 to reset your cap to (Mana background + MM4 successes), replacing any previous casting. | * Mana Manipulation 4 to store extra Mana: Immediately before meditation, cast MM4 to reset your cap to (Mana background + MM4 successes), replacing any previous casting. | ||
+ | * Summon/Bind/Ward: Creating a Warding Circle requires S/B/W 3+, but only counts as aspect level 1. | ||
=Reduced difficulties and such= | =Reduced difficulties and such= | ||
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* Time is reduced to 1 turn per 2 levels of effect. | * Time is reduced to 1 turn per 2 levels of effect. | ||
** Extended rolls (Sorc Rev 60): Each additional roll doubles total casting time. Can't exceed a single day. | ** Extended rolls (Sorc Rev 60): Each additional roll doubles total casting time. Can't exceed a single day. | ||
− | ** | + | ** Rituals usually take 10+ minutes (Sorc Rev 61); Alchemy and Enchantment are slower as in canon. Extending rituals is limited as specified below. |
* Spending Willpower is not required for sorcerer paths and quick casting. | * Spending Willpower is not required for sorcerer paths and quick casting. | ||
* Hanging effects only increase the difficulty of social/mental attributes when they're included in another magic effect's pool, not for mundane actions. (Psychic powers cannot be hung, but do become more difficult due to hanging effects when otherwise relevant.) | * Hanging effects only increase the difficulty of social/mental attributes when they're included in another magic effect's pool, not for mundane actions. (Psychic powers cannot be hung, but do become more difficult due to hanging effects when otherwise relevant.) | ||
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** Example: Ward vs Simple Spirit (level 1 S/B/W ritual) to Ward vs Ghosts (level 2 S/B/W ritual) requires Lore Spirit 1+ and Lore Wraith 2+ | ** Example: Ward vs Simple Spirit (level 1 S/B/W ritual) to Ward vs Ghosts (level 2 S/B/W ritual) requires Lore Spirit 1+ and Lore Wraith 2+ | ||
* Extended rolls (Sorc Rev 60): Specifies "spells", thus rituals can't be extended unless the individual ritual explicitly says so. | * Extended rolls (Sorc Rev 60): Specifies "spells", thus rituals can't be extended unless the individual ritual explicitly says so. | ||
+ | ** Exception: Summon/Bind/Ward rituals can be extended. | ||
+ | * Hanging effects (Sorc Rev 62) applies to both spells and rituals. (It doesn't consistently mention rituals, but e.g. Get Me The Heck Outta Here! on page 69 is a ritual that says it's often hung.) | ||
=Sorcerers vs. psychics= | =Sorcerers vs. psychics= | ||
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** Mana may not be spent to lower the difficulty of psychic powers. | ** Mana may not be spent to lower the difficulty of psychic powers. | ||
** House rule: Possessed may purchase numina, but ''may not'' spend Mana or any other pool else to lower its difficulty. | ** House rule: Possessed may purchase numina, but ''may not'' spend Mana or any other pool else to lower its difficulty. | ||
− | ** Others with sorcery (Bastet, Kitsune) ''may not'' purchase psychic powers, and may not spend Mana or Gnosis or any other pool to lower the difficulty of sorcery. | + | ** Others with sorcery (Bastet, Kitsune, dhampyrs, dhampirs, 14th or weaker Caitiff) ''may not'' purchase psychic powers, and may not spend Mana or Gnosis or any other pool to lower the difficulty of sorcery. |
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Latest revision as of 20:04, 12 April 2020
"You can't process me with a normal brain."
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Aspects (only applies to sorcery)
Merits/flaws
Miscellaneous
Numina
Reduced difficulties and such
Rituals
Sorcerers vs. psychics
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