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setting:sorcerer_merits

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Blood Letting (2pt.) ==== You are part of a paradigm that considers bloody sacrifice to be a magical act. You are able to spill your own blood as a substitute to spending mana. This act causes one level of unsoakable bashing damage per point of mana. In a ritual you can alternatively also sacrifice the blood of another being instead, with an exchange rate of one point of mana per one level of lethal damage.

Detached (4pt.) ==== The power of your mind is beyond the anchor of your body — physical existence separated from psychic phenomena. You do not suffer wound penalties on uses of your psychic powers until you are Incapacitated. When you are Incapacitated, you may spend a Willpower point to attempt to manifest a psychic power at half the normal die pool (rounded down). You can only try this once per scene, after which you fall unconscious.

Faction Favorite (2pt.) ==== For sorcerers who are members of organizations dominated by the Awakened, it is often hard to distinguish oneself. The Awakened tend to be the most impressive people around. You, however, are an exception to this rule. Whether you hold some ancient glory of your Tradition, exemplify the culture of your Craft, or have made breakthroughs of value to your Convention, you stand out and have developed a positive reputation within your faction. When using your Faction Status or interacting with decision-makers in your Faction, all social rolls you make are at -2 difficulty.

The Flow of Ki (3pt,) ==== Mostly used by sorcerers with the Martial Arts Practice, this merit indicates a deep understanding of the flow of magical and life energy. A sorcerer with this merit has prowess beyond what mere skill can accomplish, and instead has learned to use their Mana to enhance themselves physically. You may spend Mana from your internal reserves to reduce the difficulty of a roll for a physical action on a one-for-one basis. You cannot lower the difficulty below three, nor may you reduce it by more than three. You must be able to store Mana to be eligible for this Merit.

Force of Spirit (2pt.) ==== The light of your soul is evident to those around you. You may physically glow, appear divinely beautiful, or perhaps your voice resonates with the music of the spheres. You may spend Mana from your internal reserves to reduce the difficulty of a social roll on a one-for-one basis. You cannot lower the difficulty below three, nor may you reduce it by more than three. You must be able to store Mana to be eligible for this Merit.

Path Dabbler (7 pt.) ==== You’ve learned to dabble in various paths beyond those you’ve dedicated yourself to, allowing you to access the basic effects of a multitude of different magical studies. Every day, choose a single Path you don’t have any rating in; you’re treated as having one dot in that Path for the rest of the day, although the difficulty of using that Path is increased by +1, and you do not gain a free Ritual (making it useless to choose “Ritual Only” Paths). You may choose a different Path every day.

Path Natural. (5pt.) ==== You are naturally gifted to one Path of power. This could be tied to your mundane skills that translate easily to magic, a heritage that calls to certain power, or you have made a deal with otherworldly beings to open yourself to greater power. During character creation, chose one Path; in this Path, you only pay three-quarters experience to advance to higher levels or to learn rituals for that Path.

Psychic Awareness (3pt,) ==== Even if you have no psychic powers of your own, you can sense the presence of recent psychic energies within a nearby area (about a 10-foot radius) with a Perception + Occult (difficulty 8) roll. How much information you glean and how detailed it is depends on your successes. A single success might merely confirm that a psychic talent was at work recently, while five or more might allow you to pick up the lingering sensation of a talented psychic who had been here, her strength, mood, and plans at the moment she had passed by.

Psychic Ritual (2pt.) ==== Only a small number of psychics are so attuned to the universe and to practicality that they can perform psychic rituals. You are one of them. While other psychics can only use their powers quickly, you have some ritual that you perform (designed with Storyteller approval) that allows you to build the effect using the standard ritual rules.

Strength of Psyche (2pt.) ==== You have developed a talent to draw on arcane energies to supercharge your mind. You can sharpen your senses, speed your thoughts, and connect the dots between disparate clues. You may spend Mana from your internal reserves to reduce the difficulty of a roll for a mental action on a one-for-one basis. You cannot lower the difficulty below three, nor may you reduce it by more than three. You must be able to store Mana to be eligible for this Merit.

Style Sleeper (2pt.) ==== Your character knows that magic is real, they practice magic themselves, but these other pretenders are clearly fakes. Anytime you see magic that fits your Paradigm, things proceed as they should, but when you are a witness to magic outside of that style, you are treated as a Sleeper. This is not a Flaw because it more often disrupts the magic of your opponents and not your own. There may be some unintended consequences when another sorcerer of a different Paradigm tries to heal you, but your disbelief counters their magic.

Twin Link (4 or 6pt.) ==== Your psychic character shares a permanent psychic connection to another person. This duplicates the benefit of the Level Two effect of the Synergy psychic phenomenon. The linked psychics gain +2 to their Empathy score to determine the other party’s feelings. As a 6pt. merit, the bonded characters can purchase the Synergy power, in addition to other psychic powers they may have at a cost of 3 experience points per dot. This Synergy power only works on their bonded partner.

Wild Talent: (4pt. Merit to 4pt. Flaw) ==== While many psychics never receive proper training to develop their gifts, you lack even basic control of your powers. However, without burdensome control over your talents comes greater power. Use the following table to determine the costs and effect of this Merit (or Flaw) which cannot exceed 4 points:

+1 For every extra die you have when using the power.
–1 You must make a Willpower roll (Difficulty 7) to use the power.
–2 You can only consciously use the power defensively. (Your precognitive powers warn you of an attack using Danger Sense, or your telekinesis can stop an oncoming car.)
–3 You have no conscious control of the power, but it works more often to your benefit than not. (Your clairvoyancy manifests in useful prophetic dreams.)
–4 Your powers activate randomly (a minimum of once per session) and often when you least expect or desire it. (Telekinetically flinging books around a library while attempting to do research.)
setting/sorcerer_merits.txt · Last modified: 2025/Sep/03 20:00 by zechstein