Sorcerer

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Contents

Weather Control

PSYCHIC PHENOMENON

Psychics must choose a "primary path" of psychic phenomenon (making all other paths "secondary"). The psychic may develop the entirety of her primary path without assistance, but learning additional paths is both costly and difficult.

To learn a secondary psychic power, the psychic must seek out another who has the desired power and is willing to teach it to her, or have a generous and widely versatile mentor. She must also pay higher Experience Trait costs for any secondary path powers (four for Basic, eight for Intermediate, twelve for Advanced). A psychic can rarely develop more than a single path of psychic phenomenon, and she may never be as skilled in a secondary path as she is in her primary path. Thus a psychic cannot study additional paths (Basic levels) until her primary path reaches Intermediate level, and she cannot take Intermediate levels in any secondary path unless her primary path has reached Advanced. It requires High Approval for a mortal to learn powers from more than two secondary paths.

When a psychic phenomenon does not specifically list the difficulty for the Static Challenge (or does not provide an alternate system of testing), use the following guideline: three Traits for Basic powers, six Traits for Intermediate, and nine Traits for Advanced.

Available Psychic Paths

Clairvoyance

The ability to use your senses at range, and see or hear things happening in other places. Usually it requires a focus, such as someone you know being at the place to be observed. Perception + Alertness is rolled against a difficulty of 8. While sending your senses out, you cannot see things happening where your body is. You also cannot affect events you witness in any way. You are but an observer.

Ectoplasmic Generation

Empathic Healing

Psychic Hypnosis

Psychic Manifestation

Mind Shields

Precognition

Psychic Healing

Psychic Invisibility

Psychic Vampirism

Psychokinesis

The ability to move things with your mind by thinking about it. Wits + Athletics is rolled against a difficulty of 8. If the roll is botched, your unconscious desires take over and start to throw things around at those you have a grudge against - maybe even yourself. Line of sight must be maintained to first pick up an object, but once you hold it, you do not have to see it again.

Psychometry

Psychoportation

Pyrokenesis

Soulstealing

This dark art allows the character to invade the inner core of a person. Note that these powers only work on living beings, not Vampires, Wraiths or Risen.

Basic: Dream Walking -- By winning a Static Mental Test, the sorcerer may enter and observe the dreams of her target. The target must be well known, or the sorcerer must have some item to create a link.

Will Sapping: -- If the sorcerer can defeat her opponent in a Mental Challenge, this art allows her to dampens the will of a target, prevent him from spending any Willpower for the remainder of the scene. Alternately, by using a Willpower Challenge rather than a Mental one, the sorcerer has the additional potential to cause her opponent to forfeit a Willpower Trait for the remainder of the game session, assuming she wins the Challenge. Of course, if the sorcerer loses the Challenge, she is the one to forfeit the Willpower Trait.

Intermediate: Drain Life -- By winning a Mental Challenge against the victims Physical Traits, the sorcerer can eliminate one Physical Trait from her target. This may be turned into an Extended Challenge in the normal manner (bidding an extra Trait on the initial test). By spending a Willpower point, the sorcerer may instead choose to inflict one Health Level of normal damage for each success.

Steal Life -- At the peak, the sorcerer is able to drain the life force from a target and use it to heal themselves. By entering into an Extended Mental Challenge against the victim's Physical Traits, the sorcerer may drain one Physical Trait from her opponent and use that to heal one Health Level. Once she is fully healed, the extended Challenge ends. However, even when fully healed, the sorcerer may spend a Willpower Trait and enter into another Extended test -- every two successes (for each two Traits drained from an opponent), the sorcerer gains one additional Bruised Health Level. These extra Health Levels last until used.

Advanced: Power Theft -- This dark art allows the sorcerer to steal the mystical energy (such as mana or Glamour) from her target, transferring it to themselves. This requires a Willpower Challenge against the target's energy. If successful, the sorcerer steals one Trait of that energy, plus one additional Trait for each Mental Trait she expends. Of course, you can only ever steal as much as the target has to begin with. In addition, the sorcerer must either have the innate potential for that sort of power or have at least two Traits in the appropriate Lore Ability. Even then, if the sorcerer has no way to spend the energy, the act has little more effect than spite.

Synergy

Telepathy

The ability to read minds. This form of telepathy is only open to mortals; Vampires must have Auspex. You may even be able to read multiple minds at once or discover the deepest secrets of people, even things unknown to themselves or repressed by them.

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