Mortal: Player Guide
|Directory: Mortal/+ the Face in the Mirror|
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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 () Its 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 leaders 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]
- Unseen Sense, Advanced ()
Prerequisite: Unseen Sense
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
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 ()
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 )
Prerequisites: Protocol at Matching level
Effect: This augmentation increases the speed at which the Lostboys 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.
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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.
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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 characters 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 isnt the end all be all. Maybe its tiny hairs, or sticky pads, but you have a knack for denying gravity by climbing up seemingly flat walls, and even hanging from ceiling.