Post by QueenB on Jul 18, 2020 7:19:56 GMT -5
Welcome to the Wild and Wonderful World of Psychic and Sorcerer Kinfolk!
Proceed with Caution.
Please Note Before you get started and delve into this section too far, because she's a big and filthy bitch, you will be responsible for reading all of the rules and guidelines and being acutely aware that traveling this road can be rather treacherous and full of risks both for your PC and those around you.
These concepts will require alot of ST involvement both in creation and play-ability, but can be worth both the risk and reward if done well. However... You will be called out on it if you play it poorly or will even more likely end up dead. Play Smart or be ready with a back up concept.
Additional Disclaimer: Please note that *all* Kinfolk must also meet the specific Character Creation guidelines for their Tribe.
Thank you.
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Sorcerer and Psychic concepts for Kinfolk will be using the following Source Material:
Proceed with Caution.
Please Note Before you get started and delve into this section too far, because she's a big and filthy bitch, you will be responsible for reading all of the rules and guidelines and being acutely aware that traveling this road can be rather treacherous and full of risks both for your PC and those around you.
These concepts will require alot of ST involvement both in creation and play-ability, but can be worth both the risk and reward if done well. However... You will be called out on it if you play it poorly or will even more likely end up dead. Play Smart or be ready with a back up concept.
Additional Disclaimer: Please note that *all* Kinfolk must also meet the specific Character Creation guidelines for their Tribe.
Thank you.
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Sorcerer and Psychic concepts for Kinfolk will be using the following Source Material:
20th Anniversary Werewolf the Apocalypse Kinfolk: A Breed Apart
20th Anniversary Vampire the Masquerade: Hunters Hunted 2
Sorcerer Revised Edition
Additional Resources for Backgrounds, Merits, and Flaws only and at the Storyteller's discretion:
Mage the Ascension 20th Anniversary
Mage the Ascension 20th Anniversary Book of Secrets
If Creating on a Kinfolk Template-
First Numen will be 7 freebie Points per dot and 14 for the Second Path and your kinfolk must be created on a Kinfolk Template with the standard starting Kinfolk Creation guidelines.
If Creating on a Sorcerer/Psychic Template-
You must purchase the Wolf Blood Merit for the appropriate breed type, which is capped at 4 (0 of 4 slots filled), then must be created on a Psychic/Sorcerer Template with the Sorcerer/Psychic Creation Rules below.
You must purchase the Wolf Blood Merit for the appropriate breed type, which is capped at 4 (0 of 4 slots filled), then must be created on a Psychic/Sorcerer Template with the Sorcerer/Psychic Creation Rules below.
-----------------------------The No Nos---------------------------------
Sorcerer and Psychic Kinfolk will not be able to have Gnosis or take *most* gifts; Allowance to purchase gifts will be on a case by case basis and based on a variety of factors.If you are not a full Sorcerer or Psychic and are a Kinfolk with Numina, if you have taken Gnosis, don't even think about it, you still can't mix this shit. Sorry, too bad so sad, you have to pick one.
Sorcerer and Psychic Kinfolk will be allowed to take Rituals knowledge and buy the Rites Background. They will not be prevented from learning kinfolk and garou rites, however, bear in mind that there is a high likelihood that if you start with some, because you're a dirty magician, if anyone finds out you likely will not be able to learn more.
-------------------------------Creation Stats and Guidelines----------------------------
Starting Creation Stats and Guide for Sorcerer/Psychic Template:Attributes: 6/4/3
Abilities: 11/7/4
Backgrounds: 5
Numina Dots: 5
Starting WP: 5
Mana Pool: Equal to Mana Background
Resonance Trait: Equal to your dots in Numina; Please define what points are allotted where: Dynamic, Entropic, Static
Freebies: 21
Freebie Point Expense Chart for variants:
Paths- 7 per dot
Rites and Rituals- 1 per dot
Arcane, Library, and Sanctum- 2 Freebies per Dot
Backgrounds:
Alternate ID, Armory, Backup, Base of Operations, Blessing, Chantry, Chole, Cult, Demense, Dream, Enhancement, Guide, Familiar, Influence, Mob, Node, Past Lives, Patron, Rank, Reliquary, Requisition, Secret Weapons, Spies, Status, and Wonder are Unavailable.
Arcane, Library, and Sanctum are all 2 freebies per dot, other backgrounds will be 1 pt per dot including Rites/Rituals. (Yes, we realize this is repeated from above, but it's better to reiterate.)
Library is capped at 3 dots starting.
Arcane and Sanctum are both capped at 2 dots starting.
Renown will need a brief explanation of how it was obtained.
Rites can be purchased over the 5 dots and can be used to purchase both Sorcerer/Psychic rituals and Garou/Kinfolk rituals at creation with the appropriate Paths and/or Ritual levels.
Sorcerers and Psychics can not have traditional Fetishes that will work appropriately, you might be fooling the Garou and other Kinfolk keeping your secret, but that spirit inside that item knows and is loyal to it's Nation Allies. It just seems to not want to work for you; They can obtain or make Enchanted items or talens and fetishes with the Summoning/Binding/Warding path with the appropriate skill/ability to do so and staff approval; at creation any and all magical or enchanted items need to be listed and explained.
All Sorcerers and Psychics will need a full scope of Foci as found and listed in the Mage the Ascension 20th Anniversary book.
This will include a Paradigm, Practice, and Instruments. While some of you may want to say 'but but' and try to lecture us on why psychics shouldn't need this or sorcerers shouldn't need that, please note that we don't care why you think that, this is how it is.
If you are making a Sorcerer/Psychic who follows the teachings of one of the Societies such as one of the Traditions or Disparates teachings, please note it in the appropriate 'Society' notes as well as what your role in this organization is.
Merits and Flaws follow the Merit and Flaw Guidelines for general Character Creation in addition to the following:
Any merits and flaws that adjust or manipulate experience expenses will be Unavailable.
Modifiers from Merits and Flaws will not stack with other ability modifiers.
Merits and Flaws will need a brief justification in the appropriate section of your sheet.
Please note that occasionally Merits and Flaws not listed can be vetoed by the staff upon review if they are deemed to be inappropriate to the story or setting or game breaking in some way.
Make sure you are taking the most recent printing of merits and flaws and list which book and page number you are pulling them from when you list them on your sheet.
When choosing Paths for Numina, please note that any paths chosen without dots in the appropriate Attributes and Abilities needed to use said path will be denied, regardless of whether or not the path uses an ability that can be rolled without dots. It should be understood that you have a grasp on that ability well enough to have used it to learn your path and craft to begin with, not crap shooting your magic and hoping for the best throughout the learning process.
-------------------------------------The Paths-------------------------------
Sorcery Paths:Alchemy/Brewing/Herbalism:
Any sorts of Alchemical Path will use the rules for Brewing/Herbalism Path from the Kinfolk Book.
Must have dots in Herbalism to have or purchase this path.
Conjuration:
Conjuration will use the rules from the Kinfolk Book.
Must have dots in Occult to have or purchase this path.
Conveyance:
Conveyance will use the rules from the Sorcery Revised.
Must have dots in occult to have or purchase this path.
Curses/Fortune:
The Path of Curses will be used in place of Fortune and will use the rules from the The Hunters Hunted 2 book.
Expenditure of successes will be allowed to go 1 level over current path level.
The death curse from the Sorcery book will be allowed, however, if you use it, there will be *no* getting around the imminent death of your character.
Divination:
Divination will use the rules from the Kinfolk Book.
Must have Dots in Occult to have or purchase this path.
Enchantment:
Enchantment will use the rules listed in Sorcery Revised.
Applicable Crafting rules will apply to create the object to be enchanted.
Must have dots in Crafting and Occult to have or purchase this path.
Creation of *all* enchanted items will require ST approval unless noted otherwise.
Fascination:
Fascination will use the rules listed in Sorcery Revised.
Roll will be Manipulation or Appearance Occult depending on method, to be listed and determined with your ST at creation. Charisma will not be used as even if you are using the power through sweet talking someone, you are still using magic to manipulate the target, I don't care how nice your words are when you do it.
Must have dots in Occult to have or purchase this path.
Healing:
Healing will use the rules from the Kinfolk Book.
Must have dots in Intuition to have or purchase this path.
Hellfire:
Hellfire will use the rules from the Sorcerer Revised Book.
Must have dots in Occult to have or purchase this path.
Be aware that if you have this path you will test positively for wyrm taint.
Mana Manipulation:
Mana Manipulation will use the rules from the Sorcerer Revised Book.
Must have dots in Occult to have or purchase this path.
Oneiromancy:
Oneiromancy will use the rules from the Sorcerer Revised Book.
Must have dots in Occult to have or purchase this path.
Shadowcasting:
Shadowcasting will use the rules from the Sorcerer Revised Book.
Must have dots in Occult to have or purchase this path.
Be aware that if you have this path you will test positively for wyrm taint.
Shapeshifting:
Shapeshifting will use the rules from the Sorcerer Revised Book.
Must have dots in Animal Ken or Science to have or purchase this path. Which method used will need to be established with your ST at creation.
Spirit Chasing:
Spirit Chasing will use the rules from the Kinfolk Book.
Must have Dots in Occult to have or purchase this path.
Must list chosen type of Spirit (What animal or plant bonded to) when taking the path.
Summoning Binding Warding:
This path will use the rules from the Sorcerer Revised Book.
Must have dots in Occult to have or purchase this path.
Be aware you will need separate rituals for each effect of summoning, binding, or warding against a specific entity.
Rituals will need to be specific for the type of entity you are trying to use this spell against without being too vague. For Example: Rats is acceptable, Rodents is not.
Weather Control:
Weather Control will use the rules from the Sorcerer Revised Book.
Expenditure of success will be allowed to go 1 level over current path level.
Keep in Mind you will need to spend at least 1 success in each area of spell effect or crazy shit is about to go down.
Please @ your ST team when using in a scene.
Psychic Paths:
Animal Psychics:
Animal Psychic will use the rules listed in the Sorcerer Revised.
Must have Animal Ken to have or purchase this path.
Anti-Psychic:
Anti-Psychic will use the rules listed in the Sorcerer Revised.
Intuition will be used in place of Meditation, and will be required to have dots to purchase or have this path.
Will be capped at 2. (0 of 2 slots filled)
Astral Projection:
Astral Projection will use the rules listed in the Hunters Hunted 2.
Characters using Astral Projection or otherwise dwelling therein substitute their Physical Traits for Mental and Social Traits. (Wits replaces Dexterity, Manipulation supplants Strength, and Intelligence substitutes for Stamina.)
Roll to use Astral Projection will be Wits+Intuition for the meditation and accessing a 'sixth' sense inside yourself on a deeper level to disembody.
Biocontrol:
Biocontrol will use the rules listed in the Sorcerer Revised.
Intuition will be used in place of Meditation, and will be required to have dots to purchase or have this path.
Channeling:
Channeling will use the rules listed in the Sorcerer Revised.
Intuition will be used in place of Awareness, and will be required to have dots to purchase or have this path.
Clairvoyance:
Clairvoyance will use the rules listed in the Sorcerer Revised.
Intuition will be used in place of Awareness, and will be required to have dots to purchase or have this path.
You will need to notify the STs and the scene you are watching when using this effect.
Cyberkinesis:
Cyberkinesis will use the rules listed in the Hunters Hunted 2.
Must have Technology to purchase or have this path.
Cyberpathy:
Cyberpathy will use the rules listed in the Sorcerer Revised.
Must have Computers to purchase or have this path.
Ectoplasmic Generation:
Ectoplasmic Generation will use the rules listed in the Sorcerer Revised.
Must have Occult to purchase or have this path.
Empathetic/Psychic Healing:
Psychic or Empathetic Healing will use the rules for Empathetic Healing from the Kinfolk Book.
Mind Shields:
Mind Shields will use the rules listed in the Sorcerer Revised.
Precognition:
Precognition will use the rules listed in the Sorcerer Revised.
Intuition will be used in place of Awareness, and will be required to have dots to purchase or have this path.
Will only be usable for plot through use of Downtime Actions or through an ST at the Storyteller's discretion and initiative.
Will be capped at 2. (0 of 2 slots filled)
Psychic Healing:
Psychic Healing will use the rules listed in the Sorcerer Revised.
Will be capped at 2. (0 of 2 slots filled)
Psychic Hypnosis:
Psychic Hypnosis will use the rules listed in the Sorcerer Revised.
Psychic Invisibility:
Psychic Invisibilty will use the rules listed in the Sorcerer Revised.
Psychic Vampirism:
Psychic Vampirism will use the rules listed in the Sorcerer Revised.
At level 3 and above or use of this ability more than 2 times in a lunar cycle the Character will start to seem wyrm tainted.
You will need to @ the STs when you use this ability.
Psychokinesis:
Psychokinesis will use the rules listed in the Sorcerer Revised.
Psychometry:
Psychometry will use the rules listed in the Hunters Hunted 2.
Psychoportation:
Psychoportation will use the rules listed in the Sorcerer Revised.
Pyrokinesis:
Pyrokinesis will use the rules found in the Hunters Hunted 2.
Awareness for the roll will be replaced with Intuition.
Soulstealing:
Soulstealing will use the rules from the Kinfolk Book.
Synergy:
Synergy will use the rules listed in the Sorcerer Revised.
Intuition will be used in place of Awareness, and will be required to have dots to purchase or have this path.
Only Psychics with other Psychic Numina capabilities can purchase this path.
Telekinesis:
Telekinesis will use the rules found in the Hunters Hunted 2.
Awareness for the roll will be replaced with Intuition.
Telepathy:
Telepathy will use the rules found in Sorcerer Revised.
True Faith:
True Faith will use the rules printed in the Kinfolk Book and will not operate as it's own actual magical path as it does in the Hunters Hunted 2.
Can be bought up to 4 dots at creation.
True Faith adds to Willpower rolls in critical situations, adding +1 to the dice pool for each point of Faith. It does not add to rolls used for rites, Gifts, Psychic Phenomena, Hedge Magic, or similar abilities
The Storyteller determines the effects of True Faith, depending on the situation. True Faith may repel vampires or wraiths. The player must succeed on a Faith roll against a difficulty of the opponent’s Willpower. Please @ your ST team when using in a scene.