WORLD OF DARKNESS: SORCERER HERO

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
CholŽ: 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


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