RolePlay onLine RPoL Logo

, welcome to Blood Feuds and Burning Buildings

13:35, 26th April 2024 (GMT+0)

NUMINA, BACKGROUNDS.

Posted by BookwormFor group 0
Bookworm
GM, 1 post
Sun 13 Sep 2020
at 18:02
  • msg #1

NUMINA, BACKGROUNDS

Numina are of 3 types - Psychic, Sorcery and True Faith
You have 2 points to put in a Numina


TRUE FAITH - not a Numina, but a following of God that lends certain powers

PSYCHIC POWERS
Animal Psi
Anti Psi
Clairvoyance
Empathic Healing
Mind Shield
Necro-Psi Channelling
Precognition
Psychokinesis
Psychometry
Telepathy

Animal Psi is the ability to contact animals. The more intelligent or trained the animal is, the easier it is to give commands. The psychic needs a clear line of sight to the animal in question and must make noises corresponding to the animal (i.e barking at a dog).

1 The psychic can read the basic intents and wants of the animal before them. The powers affect higher mammals.
2 The psychic can give the animal an easy command for it to fulfill. The animal is under no obligation to do so. The psychic also gains an understanding of the mental state of the animal. The powers affect lower mammals.
3 The psychic gains an instinctive understanding of what the animal wants. They can communicate with several animals at once and or give a single animal a more complex command. The powers affect birds.
4 The psychic can connect their mind with an animal, seeing through their eyes and using its senses as their won. They can see through their memories to witness past events and anticipate their instinctive reactions. Powers affect reptiles.
5 The psychic can gains total control over an animal, allowing their mind to follow them while it does the task given to it. Powers affect all animals, with difficulties remaining in regards to fish and insects.

Anti Psi
Anti Psi is the rare ability to shut down other psychic numina. While useless against Garou gifts or vampiric disciplines, for some reason it provides a limited protection against the Mind Sphere. Anti Psi is constantly active and actively surrounds the psychic at all time. A psychic with anti psi talents cannot possess any others.


1 The Psychic suppresses other psychic abilities in a five meter radius around the user and subtracts one dice from any attempt to use psychic abilities.
2 The Psychic suppresses other psychic abilities in a ten meter radius around the user and subtracts two dice from any attempt to use psychic abilities.
3 The Psychic suppresses other psychic abilities in a fifteen meter radius around the user and subtracts three dice from any attempt to use psychic abilities.
4 The Psychic suppresses other psychic abilities in a twenty meter radius around the user and subtracts four dice from any attempt to use psychic abilities.
5 hover bullet The Psychic suppresses other psychic abilities in a twenty-five meter radius around the user and subtracts five dice from any attempt to use psychic abilities.

Clairvoyance
The psychic can cast out their senses while still maintaining their consciousness inside their body. The more familiar the psychic is with the location or the person that is observed, the easier it becomes.

1 The psychic sees things in the building they are in through a dream-like haze.
2 bullet The psychic can see events in a fifty mile radius around them, with sounds being muffled and distorted.
3 The psychic can see and hear clearly at a distance, with gaining the ability to experience touch. The radius expands to 250 miles.
4 The psychic can experience touch, sight and hearing, along with a vague sense of smell. The radius expands to 2000 miles.
5 The psychic can use all five senses while theoretically projecting themselves all across the world.

Empathic Healing
The psychic can establish an empathic link that allows them to influence the healing process of another person. This extends to psychic ailments as well. The psychic takes these injuries onto themself and has to cure them at a normal rate.

1 The psychic can soothe grief and similar minor ailments.
2 The psychic can mend surface injuries.
3 bulletMenu bullet The psychic can heal acute illnesses or mend broken bones.
4 The psychic can mend internal injuries
5 The psychic can heal severe psychic damages, including derangements and harano.

Mind Shield
The psychic can erect mental defences against supernatural intrusion. This includes mage spells, vampiric disciplines, changeling cantrips and other mind-based abilities. [10] This power has no individual abilities. Instead, its levels just raise the difficulty for an intruder to penetrate the psychics mind.

Channelling
Necro-Psi, also called Channeling, is an ability that allows a psychic to contact the ghosts of the dead. The dead are under no compulsion to react to this attempts of communication, and might indeed be hostile. The psychic may also draw on their abilities for themselves.

1 The psychic can hear any ghosts nearby.
2 bullet The psychic can communicate with ghosts in the area.
3 The psychic can see into the Shadowlands.
4 The psychic becomes a beacon to spirits, who find themselves attracted to them. When a ghost possesses them, they might contest him for control.
5 The psychic can communicate freely with ghosts and channel two at once.

Precognition
The psychic can gain glimpses of the most probable turn of event and at times even see the future.

1 The psychic’s prediction for random events, like a dice roll, becomes more accurate.
2 The psychic can meditate to receive visions of a possible future. These visions are vague and metaphoric and rely on a lot interpretation to be useful.
3 The psychic can sense when they are in danger.
4 The psychic can see what immediate reaction an action would have.
5 The psychic can see the most probable future at the moment.

Psychokinesis
Psychokinesis, also called telekinesis, allows a psychic to move objects without touching them. As long as they maintain control over the levitating object, the psychic may interact with them in any way they could do normally.

1 The psychic can raise one-half kilogram
2 The psychic can raise 10 kilograms
3 The psychic can raise 100 kilograms
4 The psychic can raise 250 kilograms
5 The psychic can raise 500 kilograms

Psychometry
Through touch, the psychic can learn something about an object and the people that interacted with it in the past. The stronger the emotional resonance, the easier it is to read it.


1 The psychic can read the general psychic resonance of an object to gain an approximate image.
2 The psychic can see events that occurred near the object in the past 24 hours.
3 The Psychic can discover and understand the complete history of the object or place
4 The Psychic can attune herself to an object, allowing her to align her vision to the location of the owner of the object.
5 The psychic gains a clear image of any resonating event that took place near the object and can follow its psychic trace

Telepathy
Telepathy - is the talent of dominating another’s mind with the one of the psychic.


 The psychic can sense basic emotions of a target, send a minor impulse to it or cause it to twitch.
2 The psychic can read surface thoughts, transmit a single idea or cause one short notion
3 The psychic can read recent memories or future plans, transmit complex emotions or ideas or cause one unusual action
4 The psychic can read deep thoughts, send several sentences or temporarily seize control over the target’s body
5 The psychic can read the deepest, subconscious secrets of a target, hold a conversation with them or take complete control of their body, including the rewriting of memories.


SCORCERY - Paths of scorcery are not Numina but paths of powers Humans can learn

ALCHEMY         FASCINATION
CONJURATION     HEALING
FORTUNE         HERBALISM
DIVINATION      DOWSING
SHADOW CASTING  WEATHER CONTROL

Paths
The diverse forms of sorcery can include Roma curses, high school Wiccans' spells, voodoo and folk magic. However, specific effects can be codified into various Paths, each representing a fairly narrow category of magical effect. Two sorcerers may achieve the same effect with very different methods and use very different terminology, but they are still on the same Path.

Alchemy
The user uses alchemical rites to perfect and combine material objects to eventually purify their own soul. People can practice it as a kind of advanced chemistry, traditional herbalism or as a mystical science.

Price of Failure: The created substance either does not work or has the opposite effect.[1]

1 The Alchemist can create versions of pre-existing chemicals or concoctions that are simply more effective than its mundane counterpart.
2 The Alchemist can create substances that allow for a minor mystical change (for example, a powder that allows to exceed their normal physical limits)
3 The Alchemist can create substances that mimick the effects of low-level supernatural abilities, as well as begin to imbue metals with strange powers.
4 The Alchemist can create substances that can enhance a person beyond human limits. Lower level substances can now easily be created via a travel kit.
5 The Alchemist can create substances that mimick the effects of mid-level supernatural abilities. However, these potions can have nasty side effects depending how potent the concoction is made, and require studying the supernatural subject as well as getting reagents from them. Materials such as wolf fur, vampire blood, fairy blood etc. in order to produce the potion.
6 The Alchemist has reached the pinnacle, becoming able to create a Philosopher’s Stone, become immortal, transmute one element into another or even grant himself supernatural abilities.

Conjuration
Also called telekinesis or apportation, Conjuration allows the user to move pre-prepared objects with the force of his magic. More complex actions of the controlled object demand the use of rituals. In Mage Revised, it has four aspects (Accuracy, Distance, Number and Weight).

Price of failure: The objects either don’t move or the sorcerer summons something completely different at the wrong place.

1 The Conjurer can move one small object within the range of 10 feet for a few feet.
2 The Conjurer can move simple items or conjure them from another location within the range of up to 15 feet.
3 The Conjurer can move larger, more complex objects. In addition to conjuring it up, they may also levitate it within the air. The objects may not be heavier than 200 pounds and must be within 25 feet.
4 The Conjurer can move large objects like a piano, even as complex life forms with at least half the mass of a human being. Maximum range is 50 feet.
5 The Conjurer can move or conjure a human, provided the subject is willing or unconscious. Objects can be summoned from 60 feet.
6 The Conjurer can conjure and move objects the size of a truck, as well as up to three human-sized lifeforms within the range of 100 miles.

Fortune
Cursing, also called the Path of Fortune, is the art of applying hexes and curses to a person. For the curse to work, the user must harness their hatred and spite against the target, preferably with some parts of them at hand. These curses activate themselves when coincidence would allow them to. Supernatural beings have a chance to notice and resist the curse. While not specified in Revised, Curses are divided in their potency between Severity and Relation. This path can also provide blessings.

Price of Failure: The curse either does not work or turns back on the caster.

1 A brief inconvenience targets one person.
2 A lasting injury or embarrassment targets one person and a closely related person or friend.
3 A serious injury or illness targets a person and two similar relations.
4 A lasting illness or injury targets a person as well as of their relatives or friends.
5 Death befalls a person as well as all of their relatives and friends.

Divination
By using a certain style of divination, the user can see events in the past or the future. Before a divination session can take place, the user must meditate or pray in preparation. In Revised, it is divided into the aspects Time and Accuracy.

Price of Failure: The divination either fails or shows a dangerously distorted image.

1 See one week into the past or future with an overall sense of accuracy.
2 See one month into the past or future with notable accuracy.
3 See one year into the past or future with greater accuracy.
4 See ten years into the past or future with remarkable accuracy.
5 See the span of a lifetime into the past or future with enormous accuracy.
6 See as far into the past or future as possible. Even when the divination is wrong, it contains elements of truth.


Dowsing
Dowsing is the practice of locating lost items with magical means. For this, the user needs a magical attuned implement to use. In addition, the Dowser becomes more keen to investigation and a general sense of deduction. Some practice Dowsing as a part of Divination, older traditions see both practices as separate.

Price of Failure: The user does not find the object or is lead in circles.

1 The Dowser can find a small item of them within a radius of fifty feet. The Dowser also gets a general sense for yes-no-question pertaining themselves.
2 The Dowser can find any personal item within the radius of a mile. The Dowser also gets a general sense for yes-no-question pertaining others.
3 The Dowser can find any personal item anywhere, while being able to locate other items and accumulations of elements (like air behind a false wall) within a mile. The Dowser also gets definite sense for simple yes-no questions pertaining themselves.
4 The Dowser can instantly locate personal items, as well as items belonging to someone else. The Dowser also can sense magic, hidden emotions and illnesses.
5 The Dowser can instantly locate any item, as well as locate specific substances like gold.

Fascination
The user can make a target fall in love with another person. The magic can either be casted on the user themselves or on an amulet or something similar to allow its effects to take place on others. In Mage Revised, it has three aspects (Duration, Level of Influence and Number).

Price of Failure: The spell either does the opposite of what it was designed to achieve, severely harms the victim’s mind or makes them deranged.[9]

1 Appear favourable to a target.
2 Appear general likeable.
3 Make people go out of their way for you.
4 Make people actively seek your approval.
5 Make people highly devoted to you.
6 Cause people to become your literal servants.

Healing
The user can heal wounds, illnesses and similar ailments. While rarely a permanent treat, Healing often at least manages to ease pain. The user needs at least a minimum of medical knowledge to apply their treats correctly. In Mage Revised, it has five aspects (Bashing Damage, Lethal Damage, Pain, Toxins and Others). In the Dark Ages, it had a counterpart called Infliction, which worked the opposite and caused harm instead.

Price of Failure: The healing either does not take place or is inverted.

1 Soothe minor injuries and debilitations for a limited period of time.
2 Heal wounds and illnesses like the flu.
3 Mend broken bones and get an incapitated person going again.
4 Manage to fix compound fractures and severe trauma, speeding up the healing process and preventing infection, as well as healing chronic illnesses like asthma.
5 Cure near deadly wounds and heal maladies like AIDS or cancer permanently.
6 Bring a person back that has recently died. However, if the persons does not receive immediate medical attention, they will likely just die again.

Herbalism
Similar to Enchantment and Alchemy, herbalism deals with the assembly of powerful brews from natural elements. While not as powerful as the Path of Healing, Herbalism has the advantage of being readily available once created. Its effects are slower, but are perceived as more natural and are less likely to fail once brewed.

Price of Failure: The potions either does nothing or is actually poisonous.

1 Cure minor aches and similar effects that would not be considered magic.
2 Create potions whose effects are seen as miraculous, but not outright magical in and of themselves.
3 Create concoctions whose effect are obviously unusual.
4 Create brews that manage to be miraculous while still working under the Consensus.
5 Create obviously magical potions, whose effect might not be instantaneous, but works slowly and subtly

Shadowcasting
Shadowcasting, also called the Path of Shadows, concerns itself with the control over darkness. In the western world, it thought to have some relationship to the Infernal, but no definite proof has been provided. The shadows brought forth are vulnerable to sunlight.

Price of Failure: The users’ sight becomes distorted or shadow-demons emerge to hunt the user.

1 Manipulate light to darken and deepen shadows.
2 Manipulate shadows to bend soundwaves, making yourself more easily hidden. When cast on another, that persons’ mind begins to play tricks on them.
3 Manipulate shadows to drown out colors. When cast on another, that person’s mind falls into panic.
4 Manipulate shadows to cause electronical devices to fail. Others that see the shadows fall into terror.
5 Manipulate shadows to hide yourself completely from mortal sight. Others that see the shadows can become insane by the experience.
6 Manipulate shadows into a physical form or snuff out any lights within a radius of 50 feet.

Weather Control
The user manipulates weather patterns for their own benefit. As such a manipulation of reality is very difficult, such effects are slowly to become active. In Sorcerer Revised, it has four aspects (Duration, Intensity, Speed and Scale).

Price of Failure: The weather either does not change or becomes wildly erratic.

1 Create a small sudden disturbance in the weather patterns in a limited area.
2 Create a small sudden disturbance in the weather patterns in a larger area.
3 Cause drastic changes in the climate of an area.
4 Alter the climate on a limited area.
5 Alter the climate on a larger area.
6 Call on destructive forces of nature like hurricanes.
This message was last edited by the GM at 01:32, Fri 25 Sept 2020.
Bookworm
GM, 2 posts
Fri 18 Sep 2020
at 04:12
  • msg #2

Backgrounds

You have 5 points to spend in Back Grounds
Pick the ones you would like and then write them on your sheet and put the dots where appropos.

Allies - friends you could call on in a fight or other need for Physical help
Contacts - Aquaintences you know who have expertise from which you can gain help
Hideout - A place that others may or not know of where you can hide out safely
Resources - amount of liquid cash on hand available to you
Status - You hold a certain status and position be it Foreman, or Assist. to the DA
Traveler - you have access to travelling means - Stagecoach will heire you runnning shotgun, Rail hire you on as roving security, You have connections to a raiway owner. Etc.
Workshop - Access to a workshop such as a smithy or a chemist (you will still need the skills or a hired helper)
Tradesmith - You are a skilled tradesman, in a trade. - Pick one
     Blacksmith
     Jeweler - Goldsmith
     Banker - Book keeper
     Mechanickal Tinkerer - toymaker
     Demolitions expert
     Typesetter
This message was last edited by the GM at 16:34, Mon 21 Sept 2020.
Sign In