I) CHARACTER CONSTRUCTION
Abilities
Backgrounds
A) Guide, Lesser Familiar—Followers
B) Mana—(1) +x 5 point Skill Levels with skills required to do magic, (b) xd6 Aid to magic powers, one at a time (+1/4) or all at once (+2), (c) END Reserve, x END, y REC
Limitations: (1) Costs END (-1/2), (2) Self only (-1/2), (3) REC requires special procedures/meditation/etc.
Disadvantages
Disadvantage | Value |
---|---|
Secret Identity: Sorcerer | -15 |
Watched by (group of sorcerers | varies |
Normal Characteristic Maxima | -20 |
Chol�: Vulnerability to spirit possession, 2X effect | -10 |
II) MAGIC PATHS
A) Alchemy—Build with alchemical foci advantages/limitations from Broken Kingdoms (?). Set up with VPP, -5 to skill roll for first time that alchemist tries out a new protocol, penalty drops by 1 for each successive effort.
Alchemy—SC: Alchemy
Herbalism/Brewing—Focused on cures, poisons, and aphrodisiacs; KS: Herbalism, SC: Botany
Advanced Chemistry—SC: Chemistry, SC: (chemistry subfield)
B) Conjuration—Telekinesis, no squeezing or punches (-1/2); Teleportation, Usable Against Others (+1)
C) Conveyance—Any movement power
D) Divination—Clairsentience with Precognition and/or Retrocognition, Precog/Retrocog only (-1); KS: Preferred method of divination
E) Enchantment—Multipowers with broadly defined slots, or separate Multipowers for each type of item with narrowly defined slots. For skills, take Inventor + any Sciences, Knowledge skills, or other skills relevant to construction of the item.
F) Fascination—PRE and COM Aid; Mind Control, empathy, mostly involving liking or attraction (-1/2 to -1); Mind Control, Requires PRE or PRE-based skill roll (-1/2)
G) Fortune—VPP for Drains, Blasts, KAs, Telekinesis; Delayed Effect (+1/4), No Conscious Control (-1); Blessings would also have Aids
H) Healing—Suppress, Dispel, and Power Defense (Usable by Others) versus diseases/poison Drains; BODY Aid; Healing; Regeneration, Usable by Others
I) Hellfire—Attack Powers, Change Environment, Telekinesis
J) Mana Manipulation—Detect Magical Energies; END Reserve (Focus); Aid to Magical Powers, all at once (+2), Suppress/Drain/Transfer END Reserve; Cosmetic Transform, mana to mana with a different resonance
K) Oneiromancy—EDM to person's mindscape, leaving body behind (-?); Telepathy to enter/alter another's dreams; Mental Illusions to create dreams; EDM to Dream Realm
L) Shadows/Shadowcasting—Darkness; Images; Mental Illusions; Mind Control, fear only (-1); Change Environment, dark and creepy (bonuses to interrogation rolls); Telekinesis (black tentacles)
M) Shapeshifting—Shape Shift, Growth, Shrinking, Density Increase, VPP to represent abilities of mimicked being
N) Summoning, Binding, and Warding—Summon; Mind Control, only versus summoned beings; Mind Control, single command: Leave/Stay out of area (-1/2); Force Wall
Material Summoning—physical creatures
Daimonic Summoning—demons/angels
Ephemera—spirits; also includes spirit-sensing powers and EDM to Umbra
Necromancy—wraiths
Coiling (Technomantic Summoning): Huh?
O) Weather Control (Weathercraft)—Change Environment; Telekinesis/KAs/Other powers to simulate extreme weather
III) PSYCHIC POWERS
A) Animal Psychics—Mental Powers, only useable versus animals
B) Anti-Psychic—Suppress Psychic Powers, All at once (+2), Area Effect (Radius, +1); Drain/Dispel versus Psychic Powers, One at a time (+1/4)
C) Astral Projection—Desolidification, Astral Projection (-1); Invisibility (linked, -1/2), Teleportation (linked, -1/2)
D) Biocontrol—Resistance; Simulate Death; Healing, self only (-1/2); STR Aid; END Aid; Power Defense versus disease/poison Drains
E) Channeling—Detect Spirits, Ranged, Sense, 360 Degrees; the rest needs work
F) Clairvoyance—Clairsentience
G) Cyberkinesis—See rules in The Ultimate Mentalist or Kazei 5
H) Cyberpathy—see Cyberkinesis
I) Ectoplasmic Generation—Major Transform, air to ectoplasm; Summon Ectoplasmic Creature
J) Psychic Hypnosis—Mind Control, Trigger (post-hypnotic suggestion, +1/2)
K) Precognition—Clairsentience with Precognition, Precognition only (-1); Danger Sense
L) Psychic Healing—Detect Disease/Medical Condition, Discriminatory; Healing; Regeneration, Usable by Others
M) Psychic Invisibility—Invisibility, Psionic (-1/2); Mind Control, single command: Forget you ever saw me (-1/2); Selective Invisibility needs work
N) Psychic Vampirism—Aids; Transfers, Area Effect: Radius (+1)
O) Psychokinesis—Telekinesis
P) Psychometry—Clairsentience with Retrocognition, Retrocognition only (-1), No range (-1/2)
Q) Psychoportation—Teleportation
R) Pyrokinesis—Images; Energy RKAs, BOECV (+1) or Indirect (+3/4); Telekinesis, Only versus fire (-x)
S) Synergy—Detect Psychics; Mind Link; Aid to Psychic Powers, one at a time (+1/4); Usable by Others on Psychic Powers
T) Telepathy—Telepathy, Mind Control