Mortal: Mortal Player Guide

Directory: Mortal/+ the Face in the Mirror
About the Venue History Society Locations Player Guide

Rose City Guild Initiation

Though the RCG is a Mystery Cult, it does not count against the MCI cap or 5 dots, and all mortals may receive 1 free dot of Rose City Guild Initiation at Character Creation.

• Members of the Guild know one another and gossip flows freely, they gain Contacts (•)
•• It’s a dangerous world and established members of the Guild have safe houses to retreat to when necessary. This may be combined with other RSG Safe Place dots to create a larger and more secure safe house used by multiple guild members. Safe Place (RSG) (•)
••• Awareness of the supernatural creatures in the city have heightened guild members perceptions over time. Unseen Sense (••)
•••• The guild leader’s unseen senses become enhanced and she gains the Unseen Sense, Advanced (•••) merit.
••••• The highest tier of guild leadership gains the Unseen Sense, Epic (•••) merit.

[↑ back to top]

Mortal House Rules and Clarifications

New Merits

Unseen Sense, Advanced (•••)

Prerequisite
Unseen Sense
Effect
Your characters sixth sense for a type of supernatural creature is increased. By spending a point of Willpower she can extend the range of her unseen senses to 100 yards. As with Unseen Sense, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.

Unseen Sense, Epic (•••)

Prerequisite
Unseen Sense
Effect
Your characters sixth sense is increased to detect any supernatural creature, and she is able to distinguish between them. As with Unseen Sense, Advanced, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.

Psychic Vampires

Hunting

For keeping track of Ephemera, use the Vampire rules for Hunting, listed here and in the Vampire Core where referenced, replacing Vitae with Ephemera, and gaining Empowered (Psychic Vampirism) instead of Sated on an exceptional.\\ If you lack the Vampire book, the hunting rules essentially involve putting together a dice pool for how you hunt, and then taking penalties (−2 each) for additional vessels being hunted with that roll. Ask the Rules Master for any clarifications needed on different traits.

[↑ back to top]

Custom Items and Powers

Mortal/+


Supernatural Merits


Biomimicry Options

The following can be chosen as purchase options by those with Biomimicry. The merit is still limited to 4 dots.

  • Aquatic Adaptation: The Mimic gains the ability to breath underwater, as well as slightly webbed toes and fingers that give a +1 to both Speed when swimming and Swim rolls.
  • Raptors Sight: The character’s eyes take on the sharpness of a bird of prey, removing up to 3 dice of penalties from perception rolls relying on sight.
  • Pit Sensors: The Mimic gains a form of thermographic sensing, like those of the Viper family of snakes, becoming capable of ‘seeing’ via heat alone.
  • Wall-Walking:From the spider to the lizard, to the ant and many things in between, gravity isn’t the end all be all. Maybe it’s tiny hairs, or sticky pads, but you have a knack for denying gravity by climbing up seemingly flat walls, and even hanging from ceiling.

Augmented Dexterity (••-••••)

Public/Private: Public
Prerequisites: Protocol at equal level
Effect: At 2 dots this grants a +1 Dexterity boost, at 4 dots it grants a +2. This affects all derived traits. This can take your character above her normal Attribute limits.
Deprived:
’ You use your Dexterity for calculating Defence.

The Beast’s Darling: 3ptsPublic/Private: Private

Prerequisites: Beast Whisperer
Effect: Unlike the beloved merit, the vampire who finds their frenzy in your presence may have no feelings for you at all. But the beasts of the kindred have an instinctive fondness, a desire to protect you from themselves and maybe sometimes even from others. While you may not serve as a test of their detachment, you do serve as a balance to their frenzy. The beast is less inclined to frenzy in your presence, less willing to risk you, and if they do frenzy more likely to listen to you…….failing any of that you can always count on the fact, that at the very least, the beast will turn on you last…
System wise kindred in your presence gain +2 to resist frenzy and if they fall into frenzy their blood potency is treated as if 2 lower, to a minimum of 1. For the expenditure of a WP a beast in the throes of frenzy, who isn’t already antagonistic you, will instinctively become protective of you.
Drawback:
’ There are few drawbacks as strong as a vampires grief. To wake from the frenzy and find friends, loved ones, torn assunder by the beast, and you still standing. It’s a quick way to draw the punishment of all those delightful stages of grief….in a very cold….dark….and lonely place, for many years or life times. If you have not soothed the beast before their frenzy finds their friends…..it might be best to stop trying and just go with the bloody flow.

Unseen Sense, Advanced (•••)

Prerequisite: Unseen Sense
Effect: Your characters sixth sense for a type of supernatural creature is increased. By spending a point of Willpower she can extend the range of her unseen senses to 100 yards. As with Unseen Sense, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.

Unseen Sense, Epic (•••)

Prerequisite: Unseen Sense
Effect: Your characters sixth sense is increased to detect any supernatural creature, and she is able to distinguish between them. As with Unseen Sense, Advanced, the player can accept the Spooked Condition, in exchange for which the character can pinpoint where the feeling is coming from; this reveals all triggers of it within that range. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual), nor does it work against powers that use mental illusions to conceal or otherwise hide the character.

Velocity Drag (••)

Public/Private: Public
Prerequisites: Telekinetic Evasion
Effect:While using Telekinesis to avoid a fist or a baseball bat is easy, what happens when someone comes at you with a pistol or shotgun? Being mortal means being able to die, but someone with the power of Telekinesis can learn to lessen the impact of ballistics on their body by creating a field of drag around them that bullets must pass through. While this effect has little notice on slow moving objects like melee weapons or brawling fists, high-velocity rounds are restricted in their speed or misdirected to less sensitive areas. Characters with this merit may spend an additional willpower for a scene to treat their dots in Telekinesis as Ballistic Armor, providing the same sort of defense against guns that mundane armor would. This armor protects against Armor Piercing tag as well. This can be applied in any scene where you have telekinesis active.
Drawback: Firearms attacks made from weapons you wield while inside the protective barrier suffer from the same Ballistic armor against your opponents, the drag works both ways.

Wired Reflexes (•• or ••••)

Public/Private: Private
Prerequisites: Protocol at Matching level
Effect: This augmentation increases the speed at which the Lostboy’s body responds to threats of danger utilizing the users own subconscious reflexes to jerk them out of the way. At two dots, this translates to a +1 Defense, the fourth boosts the Defense by 2 instead.
Deprived: No added bonus to Defense, At 2 dots May add half defense roundup vs Ranged Attacks, at 4 dots Full Defense vs Firearms.
[↑ back to top]

All Factions

[↑ back to top]

Directory: Mortal/+ the Face in the Mirror
About the Venue History Society Locations Player Guide

Portland, OR
Districts

Changeling
Player Guide

Mage
Player Guide

Mortal
Player Guide

Vampire
Player Guide

Werewolf
Player Guide