Welcome to Scribd. Sign in or start your free trial to enjoy unlimited e-books, audiobooks & documents.Find out more
Download
Standard view
Full view
of .
Look up keyword
Like this
7Activity
0 of .
Results for:
No results containing your search query
P. 1
Psychic Merits and Flaws

Psychic Merits and Flaws

Ratings: (0)|Views: 1,497|Likes:
Published by RaMinah
This document gives information on the location and description of all Psychic Merits and Flaws in Werewolf: the Apocalypse

Disclaimer: This document was added to this site, for #MoonlightShifters on mIRC for downloading purposes. We do not claim to own this information, nor do we claim to have created it. This is strictly for the benefit of others who wish to role-play and need information to create their characters properly. No money is being made or earned from the uploading or downloading of this document.
This document gives information on the location and description of all Psychic Merits and Flaws in Werewolf: the Apocalypse

Disclaimer: This document was added to this site, for #MoonlightShifters on mIRC for downloading purposes. We do not claim to own this information, nor do we claim to have created it. This is strictly for the benefit of others who wish to role-play and need information to create their characters properly. No money is being made or earned from the uploading or downloading of this document.

More info:

Published by: RaMinah on Dec 25, 2009
Copyright:Public Domain

Availability:

Read on Scribd mobile: iPhone, iPad and Android.
download as DOC, PDF or read online from Scribd
See more
See less

10/24/2012

pdf

original

 
Psychic Merits and Flaws
Use of Merits and flaws is by no means mandatory. In fact if your group is happy assuming character weaknesses and roleplaying their difficulties and strengths without some magical carrot on a stick, you are potentially better off without them. Liberal use of Merits and Flaws encourages goofy, weak, one not character concepts and min-maxing munchkin tweaks. On the other hand, they make extremely handy tools to customizeyour character in ways the bend the standard rules yet keep a universal reverence point for everyone playing thegame.If your Storyteller sees them as tools rather than a pain in the ass, prove her right. Take them in small doses,and make sure you have a strong story motive for doing so. Otherwise, you may just be the straw that broke thecamel's back and soured her on their presence in the game at all. Many of the following sample Merits andFlaws are intended to help show the special differences between psychics and other denizens of the World of Darkness, but read carefully some of them may be useful in other venues as well.
MeritBonusLocationPage
Black and White1Sorcerer, Revised Ed.54Detached4Sorcerer, Revised Ed.54Totem5Sorcerer, Revised Ed.56Twin Link4/6Sorcerer, Revised Ed.55Wild Talent1-4Sorcerer, Revised Ed.55
FlawCostLocationPage
Big Mouth2Sorcerer, Revised Ed.57Psi Focus3/5Sorcerer, Revised Ed.57Psychic Feedback1/2/6Sorcerer, Revised Ed.56Unsettling Effect1 or 3Sorcerer, Revised Ed57Wild Talent1-4Sorcerer, Revised Ed.55
Big Mouth
: (2 pt Flaw) You talk too much, and it gets you into trouble. You tend to blurt out painful truths atinopportune times. At least once per high-tension social scene, you must speak your mind. You can avoid the pain and embarrassment this costs by spending 1 Willpower point. This flaw is particularly dangerous for information based psychics, who tend to blurt out other people’s secrets as readily as their own.
Black and White
: (1 pt Flaw) The world is really a collection of shades of gray, but your character doesn't seeit that way. To you, everything is clear as black and white. You think in terms of people being either for oagainst you, hot or cold, good or evil, easy or impossible, stupid or genius. This closed mindset can cost youdearly in missed opportunities, misunderstandings and under or overstimulation of others. In social situationswhere your judgmental nature comes to bear which are more often than you might think, you suffer a one-point penalty to difficulties on rolls. This Flaw is particularly suited to pair with things like Code of Honour and other overly focusing Merits.
Detached
: (4 pt Merit) Your psychic has the rare ability to view his psychic abilities as separate from his physical existance and can maintain this distance even under adverse conditions. Wound penalties don't affectyour use of psychic powers until your character reaches Incapacitated. If he's Incapacitated, then you may spenda Willpower point to use a psychic power at half the normal dice pool (rounded down). This action may be performed only once per scene, after which the character falls unconscious, so choose last-ditch effortscarefully.
Psi Focus
: (3 or 5 pt Flaw) Perhaps your psychic needs his lucky crystals to properly heal the sick. Possibly, hiscyberkinetic powers require him to mime the action he wishes the machine to perform. Maybe his telekinesis
 
only works on a hubcap he found one afternoon. Either way, he requires some form of crutch for his psychic powers to work. For 3 points, the character must gesture or speak some catch phrase or incantation for the power to work. For 4 points, the power requires physical focus to work (crystals, a hypnotist's pocket watch, aharmonica). For 5 points, the power can only work with a specific focus, akin to a mage's unique focus. (See pages 202-203 of Mage Revised).
Psychic Feedback 
: (1, 2 or 6 pt Flaw) While the psychic is gifted with potent powers, the use of the talent tireshim. Some psychics even experience minor cerebral hemorrhages from the strain of using the power. As a 1 point Flaw, the character experiences headaches or dizziness from each use of the power. Roll Stamina +Meditation (difficulty 7) or experience a round of pain or disorientation. All actions while in this state are at a+2 to the difficulty number. As a 2 point Flaw, the psychic experiences minor long-term pain from use of the power. You should roll Intelligence (difficulty 6) to 'soak' the power's activation successes, which are scored as bashing damage. As a 6 point Flaw, the psychic takes this as lethal damage, though a 'mental soak' is stillallowed.
Psychic Ritual
: (2 pt Merit) Your psychic is a true rarity amongst the pure practitioners of the Arts of mentalmagic. Some realization of the importance of the universe has crept into his consciousness sufficiently that hehas even managed to create a ritual that allows him to perform some extended psychic effect. You need tocreate a ritual, approved by your Storyteller, for one of the levels of one of your characters psychic Paths. Whenyour character performs this ritual, you may use the normal rules for rituals and extended magic rules, withminor necessary changes. Obviously, as your psychic does not gain Paradox, the penalty for a botch falls to theStoryteller, greatly increasing the horrific effects of the catastrophic failure. Your roll is limited to no more dicethan your psychic's Stamina + Parapsychology. (In this case, you may roll simply your Stamina dice, even if you don't have Parapsychology Knowledge.)
Totem
: (5 pt Merit) A powerful spirit has taken a special interest in you. This is probably part of your shamanic path, but it is possible that the spirits have simply chosen you for some higher purpose. Maybe you aresomehow related to one of the Changing Breeds. The spirit acts as a mentor, and all the normal rules for mentors apply, allowing the sorcerer to learn Abilities or Paths related to the nature of the spirit more easily.You should come to an agreement with your Storyteller as to a type of spirit that might adopt your sorcerer for what he can offer the natural world. Essentially, the spirit acts like any other mentor except that the wisdom ithas to offer are mystical and cosmological beyond the ken of most masters. Unfortunately, its knowledge of thereal world, outside of whatever its realm of dominion might be, is extremely limited, and it probably believesfirmly in the concept of chiminage. (Chiminage is the idea that service between the material and the spiritual isthe expected way that things work.) This attitude might be present in a mortal mentor, but it is sure to exist in aTotem.A more comprehensive version of this Merit (and the shamanic principles in general) can be found in the book The Spirit Ways.
Twin Link 
: (4-6 pt Merit) Akin to the Mage Merit Twin Souls, the psychic shares a constant psychic bond withanother person. This gives them the benefit of the Level Two Synergy effect. Additionally, the psychics joined by the Twin Link get +2 to their Empathy score but only with regards to what their twin is feeling. As a 6 ptMerit, the members of the Twin Link can purchase the power Synergy, in addition to other psychic powers theymay have, at a cost of 7 freebie points per dot and 3 experience points per dot to raise. This Synergy power works only on the other member of the Twin Link.
Unsettling Effect
: (1 or 3 pt Flaw) Though many psychic powers are completely intangible and unnoticeable,something about your character’s psychic phenomena causes others to recognize that there is something weirdgoing on. For one point, you have a single intangible power (like Telepathy or Psychometry) that generates anunsettling effect – perhaps your subjects can feel our character paging through their minds or everyone aroundthe psychic feels a welter of harmless but eerie emotions when she touches a psychically-charged object. For 

Activity (7)

You've already reviewed this. Edit your review.
1 hundred reads
1 thousand reads
Brad Jones liked this
keetarin liked this
dagonss liked this
Daniel Bakalar liked this

You're Reading a Free Preview

Download
scribd
/*********** DO NOT ALTER ANYTHING BELOW THIS LINE ! ************/ var s_code=s.t();if(s_code)document.write(s_code)//-->