Mortal: Player Guide

Character CreationThe CityDirectory: Mortal + the Face in the MirrorMortal Cast ListHouse Rules
SocietyHistoryAbout the VenueLocationsPlayer Guide


“Any sufficiently advanced technology is indistinguishable from magic.”
- Clarke’s Third Law -

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


Micro Templates


Addons for Existing Templates

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 Defense.

Leeching Touch (•-••••)

Public/Private
Public
Prerequisites
Psychic Vampire, Psychic Vampirism •••
Effect
The hunger of a Psychic Vampire causes many to find non-violent ways to feed, but there come times when a Psy Vamp is forced to act in a more brutish fashion. Some of the older of the Psychic Vampires have come to learn a way to defend themselves more efficiently, turning combat into a feeding frenzy, at the pinnacle of their mastery. This fighting style does not break the limitations of spending or holding ephemera, nor do they allow you to damage creatures that would not originally be effected by the Psychic vampire’s abilities. It is strictly effective in hand to hand combat, up to and including combat with a psychic vampire who is under the effects of their own Shapeshifting Skin.
  • Deep (•): The Psychic Vampire’s knowledge of the flow of Ephemera allows him to coax it out through the skin. Upon successfully striking (whether damage is done or not), Ephemera ruptures from the victim’s body, causing a single level of additional damage based upon the Psychic Vampire’s mastery (Bashing for levels that do not allow lethal damage to be done, bashing or lethal for those who can pull lethal damage from their feeding)
  • Hungry Aura (••): Cost- 1 Ephemera to activate for a number of turns equal to the character’s Psychic Vampire rating.

Every inch of skin can be used to feed, and the initiates of the fighting style have learned to capitalize on this, dealing one bashing to anyone who strikes them, adding that single ephemera to their pool (will not increase above their maximum ability to hold ephemera.)

  • Overloaded (•••): Upon successfully striking an opponent, the psychic vampire may spend a point of Ephemera to effectively load it into the victim, causing 1 automatic bashing damage per turn that is not affected by armor or defense. This effect lasts a number of turns equal to the character’s psychic vampirism level.
  • The Best Offense… (••••): The character can opt to use their feeding roll (Intelligence+Occult+Psychic Vampirism) instead of their usual dodge roll. Successes rolled are subtracted from the damage dealt, and half (rounded downed, minimum of 1) are dealt back to the attacker.

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.

Cultivator(• to •••••)

Private

Throughout the history of the world, there have been those who have focused on achieving the peak of power. Building upon their strong resolve to push themselves beyond mere human limitations, and cultivating within themselves great reserves to draw upon for incredible feats. This cultivation of Qi allows the practitioner to meditate and collect it within an internal furnace, storing away fuel that can later be drawn upon for many purposes, though the reserve cannot exceed the Cultivator’s Resolve without further merits.

The degrees of empowerment are generally referred to as Health, Vitality, Mental, Martial and Spiritual. This tends to be the progression of practice, and though it is in no way limited to this approach, Cultivators consider this the most natural and flowing path of growth.

Prerequisites
Patient, Trained Observer, Occult 2, at least one 4 in Attributes
Effect
Meditating provides the practitioner with Qi, which can be used for any number of purposes. This requires the usual Composure + Wits roll, with successful Meditation providing Qi for the stores, equaling the merit rating +1. Any successes beyond the requirement provide additional points of Qi, though any exceeding the Cultivator’s maximum is quickly lost if not used within the same turn. Qi may be used reflexively once per turn; only one ability per turn.
Drawback
A Cultivator must practice daily, meditating and training themself to maintain their Qi. Each day, the internal furnace burns through a point of Qi per dot of Cultivator as upkeep for their empowered body. If the practitioner lacks any Qi to burn, their Willpower begins to sap away, and eventually their health deteriorates at a rate of one Lethal per day. Neither health nor Willpower can be recovered until the Cultivator has resumed their practices and regained Qi.

Furthermore, without Qi the practitioner grows lethargic and careless, suffering a cumulative −1 per day penalty to all Initiative and Perception rolls. This penalty persists until Qi is restored to the system, with a maximum penalty equal to the dots in Cultivator.

At the third dot, the Cultivator will require greater dedication to their practices, purging themselves of impurities and refraining from overindulgence. They develop an aversion to the processed foods prevalent in the modern world, suffering a breaking point when consuming such things so long as their Integrity is five or greater. At eight or higher Integrity, this is more greatly penalized with −1 at eight, −2 at nine, and −3 at ten.

The fifth dot pushes the Cultivator even further still, driving them to seek out an apothecary, alchemist or similar source to prepare rare and expensive, specialized concoctions to maintain the purity and balance in their Qi. It is an exceptionally unpleasant brew, yet another challenge on the path of cultivation.

This takes its toll in the form of time and effort in finding an appropriate supplier, or learning the proper means of collecting and preparing the concoction them-self. The roll in either case is Wits + Occult, with success satisfying a week’s supply or exceptional satisfying what is needed in an entire month.

Sanguiomancer(• to •••••)

Private
Prerequisites
Occult 3, Special (see below)

Most of the time, when a mortal is empowered by Vitae, they become a Ghoul, utilizing it to mirror the vampiric abilities of their Regnant at the cost of their mortal magics. However, despite Vitae’s transformative nature, it needs to be directed to this end, and it’s quite possible to Blood Bond a mortal or other creature without actually altering their abilities. Sanguiomancers are a step between, mortals that have been taught to make use of Vitae as a source of power, storing it and expending it without allowing it to alter and stagnate them as would typically be the case with a Ghoul. Like any ‘Micro Template’, they retain their Supernatural Merits, and lack Kindred Disciplines or rituals, but are able to store and make other uses of Vitae that they consume.

This is not a simple process; Vitae is willful, the Blood having a nature and a near desire of its own, so a knowledgeable Kindred must guide the creation of a Sanguiomancer. This involves a special procedure or ritual that must be performed, utilizing at least 5 points of Vitae and the application by a Kindred with Occult or Science 4 and a specialty in Mortal Powers, Psychic Phenomena, Thaumaturgy, Psychic Neurology, or similar; it needs to be something showing unique levels of knowledge of how mortals develop their supernatural abilities. The exact ritual or procedure can vary greatly, but revolves around a guided application of their Vitae through the mortal’s system, altering it on only a very base, minor level and yet still lingering within the body. At the completion of the ritual, the character is changed, and the first dot of this merit is gained (for free, as is typical with a ‘Micro Template’). The process DOES involve enough Vitae to cause the Blood Bond and a check for Addiction.

Vitae
Sanguiomancers are able to store Vitae, similarly to Ghouls, but unlike Ghouls, this revolves around their mental Will and altered patterns allowing them to keep it within their system, more than their physical resilience absorbing the blood. They may store up to 1 point of Vitae per dot of Resolve they have, gained from consuming it, similarly to Ghouls, and may spend 1 point of it per turn, unless altered by other merits. Like a Ghoul, they do lose a Vitae per month, but losing all their Vitae doesn’t remove the template, it simply makes them lose access to most of their active abilities (and likely suffer from appropriate conditions, if addicted as most are).
→Note that a Sanguiomancer CANNOT be ghouled traditionally; the process prevents it, although other template changes can apply to them normally.
Effect
Once per chapter per dot in the merit the character possesses, they may spend a point of Vitae in place of a point of Willpower to empower a supernatural merit or other ‘mortal’ power. This DOES allow Willpower to still be spent to gain a +3 dice bonus. They do not gain the ability to use Vitae for any of its usual bonuses for ghouls or Vampires; they don’t have Physical Intensity, they can’t regenerate with it, they can only use it for abilities granted by Sanguiomancer and related merits that require it.

In addition, they become able to buy certain Ghoul-specific merits who’s rating is equal to or less than their rating in Sanguiomancer, so long as they meet the other prerequisites, with any mention of Regnant applying to the Kindred who’s blood empowered the template: Taste of Shadow/Serpent/Wild/Gold/Fear (only one), Source Sympathy, and Vitae Hound. Further Sanguiomancer specific merits are all assumed to have a prerequisite of Sanguiomancer at a rating equal to or greater than the dots in the merit.


Supernatural Merits


Second Sight Conversions

The following conversions of Second Sight merits is open for use by characters. They’re all simply Supernatural Merits, not confined to a Psychic vs Thaumaturge requirement. Some merits have been renamed or combined, so ask if there’s any confusion about something you’re missing from 1e:

Second Sight 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.
Run like a Gazelle
Maybe the length of your arms and legs shift to allow you to run on all fours, or maybe your knees bow backwards like a gazelles, but you have adapted for speed and mighty leaps! When running on all fours, add +4 to her Speed and double all jump distances. Like most Biomimicry additions, these changes are always fairly visible and obvious.

Alchemy, Advanced (•••••)

Public/Private
Public
Prerequisites
Occult 4 or Science 4, Alchemy 5
Effect
Your character has learned to not only transmute physical materials, but metaphysical energy. Using the normal procedure for Alchemy, but requiring a ‘nexus’ of some sort, with a penalty for ‘size’ equal to the number of points, and an inherent −5 penalty for ‘Availability’, she can transmute one type of ‘solid’ supernatural energy or substance to another; for instance, she might turn Vitae into Tass, or alter a goblin fruit so it replenishes Essence. This will not let her create magical objects or supernatural substances that normally require other powers to make, although she might destroy one that has energy stored in it to change it into another type altogether. She can’t change normal materials into having energy, although can do the reverse if she wants.
Drawback
Working with supernatural materials is much more difficult than with mundane ones, and so some foreknowledge is required. The Alchemist must have broken down and studied a given type of ‘energy’ before, in whatever form they want to have it in, to make use of this merit. For instance, to turn liquid Vitae into solid Tass, they must have had a chance to study both liquid Vitae and solid Tass specifically, whether through scientific methods or merits like Psychometry. The resonance (or emotion) of both substances tends to be unchanged, although Vitae will almost always carry a resonance of ‘Death’ and ‘Blood’ with it, whether the original or target substance.

Mind Over Body (• or •••)

Public/Private
Private
Effect
Sometimes the only way to persevere is sheer willpower. This merit lets you tap into mental reserves beyond your normal capacity, at a price. In this case, the price is your very health. Use a instant action to regain 1 point of will power in exchange for taking one point of resistant lethal damage; no magical abilities can heal or downgrade this damage. The three dot version allows this to be done as a reflexive action.

Never Tell Me The Odds (•••)

Public/Private
Private
Prerequisites
Damned Lucky
Effect
Being lucky doesn’t always mean you hit the draw, but you do consistently beat the odds. This power is how you do it, by essentially doubling the odds in your favor. That Atariya rolls Wit+Subterfuge, with a success they can reroll a single roll. Or force/allow another character to reroll a single roll. If the target is not willing, he can contest the roll with Resolve+Power Stat. The Atariya must live with the results of the reroll, for better or worse. Twisting fate to this degree does not come without a cost. Activating this power costs 1 Lethal damage that cannot be negated or healed by supernatural means.

This power can be used Reflexively, but also can be used ahead of time and stored as a “charge”. If unused the “charge” expires at the end of the scene.

Upon an exceptional, the Atariya can choose to add or subtract a single success from the result.

Ritual Sorcerer (•-•••••)

Public/Private
Private
Prerequisites
One Mental Attribute at 4, Occult 4

For every dot in this merit, you may choose one non-damage dealing supernatural merit (Omen Sensitivity, Mind of a Mad Man, etc). You may now perform a ritual to utilize the merit without spending Willpower as outlined below. Each roll made = 1 hour. The power goes off when the ritual is completed. If the number of successes matter for the power - such as determining the number of questions that can be asked - make the correlating activation roll.

Additionally when purchasing the first dot of this merit you may gain a ‘mastery’ in a particular subject such as making charms or summoning a particular type of spirit. When making rolls related to this subject, gain a +1. You gain an additional mastery at dots 3 (+2) and 5 (+3).

The Ritual

Action
‘ Extended (TN = +5 for every dot in the merit. Example:′ Automatic Writing would be a TN of 10)
Roll
‘ ’ ‘ Mental Attribute + Occult
  • Dramatic Failure: The ritual backfires. Choose one of the following conditions: Spooked, Shaken, Madness, or Fugue
  • Failure: Something went wrong, the ritual doesn’t work
  • Success: The ritual works as it should
  • Exceptional Success: The ritual works better than expected. Ignore the Drawback of the Merit

The Beast’s Darling (•••)

Public/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.

Telekinesis, Advanced (•• - •••••)

Private
Prerequisite
Telekinesis •••••, Resolve ••••, Occult •••
Effect
Your telekinetic abilities are raising to frightening levels, more and more its own muscle, and destructive. The two-dot version of this merit allows your telekinetic attacks to deal lethal damage. For each additional dot taken, you may also add 1 to your effective merit rating for Telekinesis, allowing it to go above 5. For instance, at 4 dots of this merit your effective Telekinesis (and the strength derived) is 7.
Drawback
Transcending your prior limits like this is changing you. Acquiring this merit is a breaking point.

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.

↑ back to top

Terms of UseCode of ConductSite Policies and PracticesHouse RulesCustom Items and PowersNew Player Help
Wiki GuideChat HelpRequest SystemExperience GuideSanctioning GuideCharacter Creation