World of Darkness: Tenebris Raptis
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World of Darkness: Tenebris Raptis

This is a OWoD Revised IRC RPG set in the dark future of 2095. On irc.darkmyst.net
 
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Posts : 421
Join date : 2010-01-30
Age : 47
Location : Australia

Sorcerer... Empty
PostSubject: Sorcerer...   Sorcerer... I_icon_minitimeFri Jul 02, 2010 1:01 pm

Physical:

Sterile (1 pt Merit or Flaw)
Put simply, your sorcerer cannot have children. For those who practice Tantric rituals or require sex as a focus, but do not desire pregnancy or unwanted children, this is a Merit. For those who belong to cultures, strong families or marriages that expect them to have children, this is a Flaw.

The Flow of Ki (3 pt Merit)
Most advanced practitioners of the martial arts spend a lot of time trying to explain that their prowess is not simply a result of skill. Desperately, they seek to explain that their might comes from an understanding of the energy we all possess, the breath of the inner spirit. You understand that lesson in a way that allows you to apply it to physical feats. You may spend Mana (chi, ki, whatever your style calls it) points to reduce the difficulty target number of any dice pool for a physical action. The difficulty number may not be reduced lower than two, nor may you reduce it by more than three. Obviously, you must already have the Mana to spend or this Merit is useless.

Social:

Faction Favorite (2 pt Merit) Awakened mages may be the visionaries who help the Traditions and Conventions build the future, but it is the linear mages who provide the bedrock foundation upon which new recruits, cultural identity, stable Chantries and hopes for the future are actually built. Whether due to a special distinction for conserving the past glories of a Tradition or a solid reputation as one of the backbones of organizational power, you command respect in your Tradition or Convention. This is important because the worldwide influences of the mighty keystone associations od magicians transcend most of the smaller societies that manage to survive the ages. Modify all social rolls connected to Tradition or Convention Status or decision-making by two points of difficulty in your favor.

Force of Spirit (2 pt Merit)
The raw inner force of your soul grants you a certain character that others may find irresistible. Perhaps you glow with an inner light; maybe your beauty seems virtually divine. You may spend Mana points to reduce the difficulty target number of a social roll. No difficulty may be lower than two, and none may be lowered by more than three. Obviously, you must possess Mana points to be able to spend them.

Ritual Congregation (4 pt Merit)
Some magicians require large numbers of believers to aid them in creating the resonance and trappings necessary to invoke spells or rituals. Most individuals limited in such a way become adept at manipulating or swaying audiences into helping them, unwittingly or not. You have carefully cultivated a group of at least 100 members who are at least familiar enough with the concepts of your magical style to serve as useful aids in the process. Of course, most of them are expecting something in return, whether it be redemption, social interaction, or direct magical benefit.

Mistreated Minority (1 or more pt Flaw)
In many cultures, some groups of people falls outside of what is considered normal and acceptable by the majority. Prejudice and racial hatred are powerful forces that continue to divide and harm mankind throughout the world. You may be homosexual or of a different color of skin or even just speak a different dialect. Whatever the difference, it must be something that causes you penalties in social interaction due to no real fault of your own. The degree of penalty, and thus the number of Flaw points gained, depends upon just how harmful and prevalent the prejudicial behavior of the majority is. Storyteller's Note: Even discussinf this sort of Flaw may cause unexpected arguments within your group. If you do not feel that your group is mature enough to explore themes of hatred motivated by race or sexual orientation, then leave them alone. If you do decide to explore it, you will probably learn a lot about yourself and others that you never knew, but make sure everyone goes home happy and still friends. If things get tense, take a break, get some coffee, remind each other that you are all friends and that the reason you are together is because these prejudices are NOT something you feel, just something you know exsists. Unfortunately, these sorts of uncomfortable ideas are often exactly what motivate real-life villains.

Mental:

Strength of Psyche (2pt Merit)
Your character has trained her mind to tap into the deep reserves of mystical energy she possesses. Flooded with increased power of thought or perception, her mental faculties are temporarily increased greatly, and she finds whatever task she undertakes much easier to accomplish. Your sorcerer may channel her mystical energy into mental activities other than magic. You may spend Mana points to reduce the difficulty target number of any die pool for a mental action. The difficulty may not be reduced below 2, nor be reduced by more than three points. Depending upon the use in question, her psyche empowers her perceptive nature, grants her insight into the strange tongue or plunges toward a solution to her puzzle.

Detatched (4pt Merit)
Your psychic has the rare ability to view his psychic abilities as seperate from his physical exsistance and can maintain this distance even under adverse conditions. Wound penalties don't affect your use of psychic powers until your character reaches Incapacitated. If he's Incapacitated, then you may spend a Willpower point to use a psychic power at half the normal dice pool (rounded down). This action may be performed only once per scene, after which the character falls unconscious, so choose last-ditch efforts carefully.

Black and White (1pt Flaw)
The world is really a collection of shades of gray, but your character doesn't see it that way. To you, everything is clear as black and white. You think in terms of people being either for or against you, hot or cold, good or evil, easy or impossible, stupid or genius. This closed mindset can cost you dearly in missed opportunities, misunderstandings and uncer- or overestimation of others. In social situations where your judgmental nature comes to bear, which are more often than you might think, you suffer a one-point penalty to difficulties of rolls. This Flaw is particularly suited to pair with things like Code of Honor and other overly focusing Merits.

Pacifist (5pt Flaw)
Truthfully speaking, this sort of behavior should probably not be considered a Flaw, but as many in society view peace as weakness it can be a disadvantage. Due to strong religious or moral convictions, you will not harm another being. You may defend yourself with warding magic or deflective effects, and may even engage in peaceful demonstrations and resistance. However, you may not cause damage to anyone. It is important to note that this is a psychological restriction, not a supernatural one. Certainly, it is possible for you to hurt someone accidentally, but you would never do it on purpose. Players taking this Flaw should be prepared to play its difficult restrictions. In most Storytelling games there is likely to be some level of physical conflict that makes playing it seem impossible. Nevertheless, great men from Martin Luther King to Ghandi have practiced pacifism.

Supernatural:

Psychic Ritual (2pt Merit)
Your psychic is a true rarity amongst the pure practitioners of the Arts of mental magic. Some realization of the importance of the universe has crept into his conscious sufficiently that he has even managed to create a ritual that allows him to perform some extended psychic effect. You need to create a ritual, approved of by your Storyteller, for one of the levels of one of your character's psychic Paths. When your character performs this ritual, you may use the normal rules for rituals and extended magicl rules, with minor necessary changes. Obviously, as your psychic does not gain Paradox, the penalty for a botch falls to the Storyteller, greatly increasing the horrific effects of the catastrophic failure. Your roll is limited to no more dice than your psychic's Stamina+Parapsychology. (In this case, you may roll simply your Stamina dice, even if you don't have the Parapsychology Knowledge.)

Style Sleeper(2pt Merit)
Magic only works one way, and your character knows it. When other people try to pull stupid tricks, your sorcerer sees them for what they are, or at least tries. Anytime you witness magic that fits into your character's style, everything is fine; your sorcerer is treated as an Awakened being. Anytime she witnesses any magic that falls outside of her style, she counts as a Sleeper. Because this specifically targets your character's enemies while allowing you to merrily continue with your magic as normal, this disbelief in other magic is considered a Merit. There may be times it harms your character, such as when another mage is trying to heal her and she just thinks he cannot do so. More often, however, her incredulity serves as a partial defense against the Arts of others.

Spirit Mentor (3pt Merit)
You have a spiritual companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part, its benefit to you is through the advice it can give. This spirit is in the incorporeal umbra, and the story teller will create the spirit character, but won't reveal to you its full powers and potencies. Mentors of this sort aren't true Mentors of magic, but might give special insights into aspects of Sleeper life that mages have missed or forgotten.

Spirit Sight (3pt Merit)
The character is able to see spirits that are in her near vicinity. While she cannot perceive the Umbra on the other side of the gauntlet, spirits in the umbra that are near to her, she can see as ghostly images that whisp about her, taking no real form other than those ribbons of mist that swirl about, or faint floating orbs of pale light.

Twin Link(4 or 6 pt Merit)
Akin to the Mage Merit Twin Souls, the psychic shares a constant psychic bond with another person. This gives them the benefit of the Level Two Synergy effect. Additionally, the psychics joined by a Twin Link get +2 to their Empathy score but only with regards to what their twin is feeling. As a 6 pt. Merit, the members of the Twin Link can purchase the power Synergy, in addition to other psychic powers they may have, at a cost of 7 freebie points per dot and 3 experience points per dot to raise. This Synergy power works only on the other member of the Twin Link.

Wild Talent (4pt Merit to 4pt Flaw)
Though many psychics lack formal training of their gifts, some lack even the most basic control of their powers. These 'wild' psychics tend to have powerful gifts, though the lack of control makes up for the extra power they might have. To determine the level of the Flaw, use the following table. The total Merit or Flaw cannot exceed 4 points. +1 For every extra die the character has when using the power.

-1 The character must make a Willpower roll (difficulty 7) to use the power. -2 The character can only consciously use the power defensively. (i.e., A precognitive character can activate her Danger Sense, or a telekinetic can use the power to deflect attacks.) -3 The character has no conscious control of the power, but it works more often to the character's benefit than not. (A clairvoyant who has useful clairvoyant dreams.) -4 The character's power activates randomly (at least once per game session) and often at inopportune or embarrassing moments. (The character contacts the spirit of an ancient warrior during a fancy dinner party.)

Blood Magic (5pt Merit)
Perhaps you learned magic from a particularly dark cult. Maybe your spirit needs additional energy, beyond your strength of will, to enact magic. Perhaps you foolishly studied under a vampire or from tomes plundered from vampires. Whatever the reason, your sorcerer's use of magic always requires the sacrifice of his own blood. In some cases, it will simply burn away from inside. In others, the magician must cut himself and include it in the ritual. Each use of magic causes an unsoakable level of bashing damage. Furthermore, the Resonance of your magic is likely to be dark, or at the very least martyred in nature.

Path Natural (5pt Merit)
Your sorcerer is especially talented in the exploration of a single Path of power. He may have a natural inclination toward expressing its nature due to incredible related mundane skills, spiritual might deriving from past lives or a supernatural heritage. He may even have struck holy or unholy bargains for power. During character creation, you should choose one magical Path. In this Path, you pay only three-quarters experience to advance to higher levels or to obtain rituals for the Path chosen.

Struggling Awake (5pt Merit)
For most mages, the act of Awakening is a sudden explosion of realization, regardless of how long the study has taken to get her there. For some, however, the trip to understanding affinitive magic is a bout of glimmering sputters, and this traipsing back and forth across the veil may even happen to sorcerers. A subtle understanding of the broad theories that bind together vast forces of the universe can briefly seem crystal clear and quickly dissolve into a vague sense of loss. In the face of the empty feeling of a deeper understanding, the linear mage once again takes up the reins of power that have been so thoroughly ingraned in her nature, until the glimmer recurs. Whenever the player tries to call upon his Avatar's struggling magic instead of just practicing his normal Paths and rituals, he must first declare what he is trying to do. The Storyteller then rolls a single die. A result of one is a botch- yes, the Awakening is dangerous- with the most likely result being some episode of the Quiet as the sorcerer strives to come to terms with his consciousness. Otherwise, calculate the effect's rating in Arete and Spheres. If the single die roll equals or exceeds this total, then the player rolls normally to cast the effect, using the minimum dice possible- that is, trying to affect minor forces (Forces 2) would require at least four on the initial single die (two for the Forces, two for the Arete) and would allow the player to roll two dice for an effect. If the single die roll falls short, then the magician probably gets some minor effect in the desired direction but fails to do anything spectacular. All other rules apply as normal to a mage, including suffering the forces of Paradox. Fortunately, specialization also applies; All rolls of 10 garner a free additional roll, and a roll of 10 on the initial single die grants one automatic success to the magical effect itself. As one example, Conrad wants to summon an angel to the aid of his Red Monk sorcerer, but does not have the necessary Paths or rituals. His pedagogue of an Avatar pushes him to try anyway. Jess rolls a die and gets a 10, lucky for Conrad. Merely calling a spirit is a Level Two Spirit effect and therefor Conrad's character gets to roll an Arete of two (the minimum required) for the effect. The ten on the Struggling Awake Merit roll does grant him one automatic success, however. Rolling with an Arete of two Conrad proves exceptionally lucky scoring a success and a 10, allowing him to roll again, which grants him another success for a total of four. Jess rules that a lesser angel hears and decides to make an appearance. Unfortunately for Conrad, this is definitely vulgar, and there is a sleeper present (surprise), so his Red Monk garners three Paradox points. "The Lord is meant to move in secre," he laments to himself. If the die rolled a mere two, Conrad's sorcerer would have had but one Arete and one level of Spirit available, and he would be potentially granted a vision of the local spirit realms and any angels that might be there. In desperate trouble, he might soon find himself joining them.

Totem (5pt Merit)
A powerful spirit has taken a special interest in you. This is probably part of your shamanic path, but it is possible that the spirits have simply chosen you for some higher purpose. Maybe you are somehow related to one of the Changing Breeds. The spirit acts as a mentor, and all of the normal rules for mentors apply, allowing the sorcerer to learn Abilities or Paths related to the nature of the spirit more easily. You should come to an agreement with your Storyteller as to a type of spirit that might adopt your sorcerer for what he can offer the natural world. Essentially, the spirit acts like any other mentor except that the wisdom it has to offer are mystical and cosmological beyond the ken of most masterrs. Unfortunately, its knowledge of the real world, outside of whatever its realm of dominion might be, is extremely limited, and it probably believes firmly in the concept of chiminage. (Chiminage is the idea that service between the material and spiritual is the expected way that things work.) This attitude might be present in a mortal mentor, but it is sure to exist in a Totem. A more comprehensive version of this Merit (and of shamanic principles in general) can be found in The Spirit Ways.

Psychic Feedback (1, 2 or 6pt Flaw)
While the psychic is gifted with potent powers, the use of the talent tires him. Some psychics even experience minor cerebral hemorrhages from the strain of using the power. As a 1 point Flaw, the character experiences headaches or dizziness from each use of the power. Roll Stamina + Meditation (difficulty 7) or experience a round of pain or disorientation. All actions while in this state are at a +2 to the difficulty number. As a 2 point Flaw, the psychic experiences minor long-term pain from use of the power. You should roll Intelligence (difficulty 6) to "soak" the power's activation successes, which are scored as bashing damage. As a 6 point Flaw, the psychic takes this as lethal damage, though a "mental soak" is still allowed.

Unsettling Effect(1 or 3 pt Flaw)
Though many psychic powers are completely intangible and unnoticeable, something about your character's psychic phenomena causes others to recognize that there's something weird going on. For one point, you have a single intangible power (like Telepathy or Psychometry) that generates an unsettling effect- perhaps your subjects can feel your character paging through their minds or everyone around the psychic feels a welter of harmless but eerie emotions when she touches a psychically-charged object. For three points, all of your intangible powers (including ones that you learn later) have some sort of unsettling effect like this. This is in addition to any Resonance that your character may have.

Big Mouth (2pt Flaw)
Otherwise Known as Jenz Flaw You talk too much, and it gets you in to trouble. You tend to blurt out painful truths at inopportune times. At least once per high-tension social scene, you must speak your mind. You can avoid the pain and embarrassment this costs by spending 1 Willpower point. This Flaw is particularly dangerous for information-based psychics, who tend to blurt out other people's secrets as readily as their own.

Psi Focus (3 or 5 pt Flaw)
Perhaps your psychic needs his lucky crystals to properly heal the sick. Possibly, his cyberkinetic powers require him to mime the action he wishes the machine to perform. Maybe his telekinesis only works on a hubcap he found one afternoon. Either way, he requires some form of crutch for his psychic powers to work. For 3 points, the character must gesture or speak some catch phrase or incantation for the power to work. For 4 points, the power requires a physical focus to work (crystals, a hypnotist's pocket watch, a harmonica). For 5 points, the power only works with a specific focus, akin to a mage's unique focus. (See pages 202-203 of Mage Revised).

Path Inept (5 pt Flaw)
For some reason, your sorcerer is considerably limited in his ability to advance in the study of a certain branch of your chosen magic. This may be the result of a curse, poor training or even emotional scars from childhood. Whatever the reason, you must choose a single Path from that available to your character's Society. In this Path you must spend one quarter more experience points for any gain of Path level or rituals. Be sure to choose a Path that your character plans to study- your Storyteller has ways to get back at you if you try to avoid your Flaw.

Ritual Sleeper (5pt Flaw)
There is no such thing as the quick fix. Real magic takes time and effort. You cannot just wave your hand and expect the forces of the universe to leap at your beck and call- at least, thats what your character thinks. You do not have access to any instant magic effects whatsoever. All of your sorcerer's magic is therefor limited to rituals. Even normally "instant" effects require some ritual; your sorcerer must devise rituals to perform the squivalents of the fast effects that other sorcerers perform. If the rules for your character's magical society already consider this, your Storyteller may disallow this option for Flaws. Ironically, this means that any time your character witnesses any instantaneous magical effect, she is treated as a Sleeper.
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