IC Enlightenings
You can make a character who you intend on turning into a Sorcerer or Psychic on screen.
Contents
Requirements
To become a Sorcerer, you need a mentor (PC or NPC) bringing your character into their practice via their teachings. To become a Psychic, you need a stressful event that unlocks your character's psychic potential. Please send in a +request voicing this desire.
Process
A scene (or set of scenes) gets ran for your Becoming, and at the end of that scene, you get 1 dot of Numina, to be spent on your first Path (your first Psychic Numina dot, or the first level of whatever path your mentor teaches you).
Then, we take you OOC. While highly unlikely, if a +job regarding your Awakening doesn't already exist at this time (for whatever reason), then a +job will be made at this time. On that +job, you'll be able to designate whatever XP spends that you want to spend with your currently saved up XP. This saved up XP can be spent on specific Backgrounds, Merits, and Flaws (below).
Once you have designated your purchases, you can go back IC. We want you to stay OOC until the purchases are set in order to make sure that there are no continuity errors ICly.
The cost of buying a Background is 3 x current rating, per level.
The cost of a Merit is 3 x Rating, flat-rate. This means that a 3 point Merit would cost 9 XP. A 5 point merit would cost 15 XP.
Flaws can also be acquired to give you XP. This XP can be kept outright, or used to offset the costs of Merits. You can only purchase up to 7 total points of flaws, including the flaws you brought in with you. For example, if you took 3 points of flaws originally during character generation, then you can acquire 4 more points of flaws upon embrace. If you already took 7 points of flaws, you cannot acquire more flaws.
Please note that the merits and flaws available for immediate purchase are specifically those which were not available to you during character generation due to applying as a plane-Jane human. Merits and Flaws that were available to you during character generation (like "Impatient" or "Enemy") are not available. A detailed selection of what is available to you is found below.
Backgrounds Available For Immediate Purchase
When Becoming something supernatural, a player may buy dots of certain Backgrounds immediately, to represent the circumstances of their Becoming. With that XP, you can buy dots of the following Backgrounds for the following costs:
Selection
- Mana: Yes.
- Guide: To be decided.
- Chole To be decided.
Costs Background Rating XP Cost
- ● 3 XP
- ●● 6 XP
- ●●● 12 XP
- ●●●● 21 XP
- ●●●●● 33 XP
Merits And Flaws Available For Immediate Purchase
Mental
Black And White (1 pt Flaw) - Page 54, Your character has a very black and white view of the world, removing social nuance. Pacifist (5 Pt Flaw) - Page 54, Your character may only take defensive actions and may not cause damage to anyone.
Social
Force Of Spirit (2 pt Merit) - Page 54, May spend mana points to reduce difficulties of social rolls. Ritual Congregation (4 pt Merit) - Page 54, You have a congregation (not available at Becoming). Mistreated Minority (1-or-more Pt Flaw) - Page 54, replaced by "Profiled Appearance" (M20 BoS page 41). Strength of Psyche (2 pt Merit) - Page 54, May spend mana points to reduce difficulties of mental rolls.
Physical
- Sterile (1 pt Merit) - Page 53, your character shoots blanks.
- The Flow Of Ki (3 pt Merit) - Page 53, May spend mana points to reduce difficulties of physical rolls.
Supernatural
- Big Mouth (2 Pt Flaw) - Page 57, Spend Willpower to not suffer a bout of hurtful Truth Tourettes.
Sorcerers Only
- Faction Favorite (2 pt Merit) - Page 53, You have favorable status among a Mage faction (not available at Becoming).
- Style Sleeper (2 pt Merit) - Page 55, Your character conditionally counts as a Sleeper depending on their own magical style.
- Blood Magic (5 pt Flaw) - Page 56, replaced with Blood Magic on page 92 of BoS, same mechanics (character must use own blood, suffers 1 unsoakable bashing damage per spell).
- Path Natural (5 pt Merit) - Page 56, not available - we don't offer merits/flaws that change XP costs.
- Totem (5 pt Merit) - Page 56, your character has a spirit totem they must propitiate for otherworldly knowledge and skills.
- Path Inept (5 pt Flaw) - Page 57, not available - we don't offer merits/flaws that change XP costs.
- Ritual Sleeper (5 pt Flaw) - Page 57, all of your Sorcerer's magic is limited to Rituals, period, even normally "instant" effects, and is a Sleeper if seeing an instantaneous magical effect.
Psychics Only
- Detached (4 pt Merit) - Page 54, Ignore wound penalties on Psychic rolls until Incapacitated, after which can use half dicepools by spending Willpower.
- Psychic Ritual (2 pt Merit) - Page 54, you may create a psychic ritual at character generation, as approved by the storyteller (this merit might be removed).
- Twin Link (4 or 6 pt Merit) - Page 55, akin to the Mage merit "Twin Souls" (BoS p 74), giving the Level Two Synergy benefit. Twin Psychics get +2 Empathy in regards to what their Twin is feeling. As a 6 point Merit, members of the Twin Link can purchase the Synergy power at 7 Freebies per dot and 3 XP per dot to raise. This Synergy power works only with one member of the link.
- Wild Talent (4 pt Merit to 4 pt Flaw) - Page 55, Your character has a raw talent but it lacks control.
- +1 - For every extra die the character has when using their power.
- -1 - The character must make a DC 7 Willpower roll.
- -2 - The character can only consciously use the power defensively.
- -3 - The character has no conscious control, but it does work to their benefit (fortuitous visions for a clairvoyant, etc.)
- -4 - The character's power activates randomly and often at inopportune moments.
- Psychic Feedback (1, 2, or 6 pt Flaw) - Page 56, Using Psychic powers sucks.
- 1 Points: Roll Stamina + Meditation vs 7 or experience a round of pain and disorientation (which adds +2 difficulty to any actions during said round)
- 2 Points: Psychic experiences minor long-term pain: roll Intelligence vs 6 to 'soak' the power's activation successes, which become bashing damage.
- 6 Points: Psychic experiences serious pain: roll Intelligence vs 6 to 'soak' the power's activation successes, which become lethal damage.
- Unsettling Effect: (1 or 3 pt Flaw) - Page 57, your character's powers cause weird things.
((-1 - a single intangible power generates an unsettling effect.
- -3 - All of your intangible powers generate an unsettling effect.
- Psi Focus (3, 4 or 5 pt Flaw) - Page 57, your Psychic depends on an object to use their powers.
- -3 - Must gesture or speak some phrase to get the power to work.
- -4 - Must use a specific type of physical object (healing crystals, incense, etc.)
- -5 - Must use a specific, singular physical object (a specific healing crystal you've had for 10+ years, this specific incense burner, etc.)
Aftermath
Once your Becoming +job has been processed (yourfirst Numina dot and your XP spends get set), you can return to normal IC play. You may buy Numina going forward like any other character.