System:Supernatural Qualities
From DevilshireWiki
Every character on the grid is required to have qualities. Every Character Type has quality points that the character is permitted. Investigators may have up to 10 Quality Points while Heroes may have up to 20 Quality Points. To learn more about each quality, click the link in the table to the right.
Emotional Influence
This character has the ability to make other characters feel specific emotions. They cannot tell the other people what the emotion means or where to direct it, they can just make those emotions arise. The target makes a Willpower (doubled) roll to resist the character. Failure means the character can control the target's emotions. The ability costs 2 pts. For each additional point beyond the base 2, the target takes an additional -1 penalty to their doubled Willpower roll. Each successive use of Emotional Influence in a 24 hour period without resting at least 8 hours gives the subject of the influence a +2 bonus to their Willpower roll.
Cost: 2 + 1/additional level
Enchanted Item
Your character has possession of a magic item of some sort. This could be a sword or a gauntlet or an amulet. She might have 'borrowed' it from a dead bad guy (or a living one. Yikes!) or inherited it or found it in the trash. You can have up a power level 6 item.
Cost: 2/level
Enhanced Attribute
Some demons and other supernatural beings go beyond the norm in strength, dexterity, constitution, perception, intelligence, and willpower. In the vast majority of situations, Enhanced Attribute is only available as part of a package. In those rare exceptions, it needs to be a major aspect of your background. Each Enhanced Ability needs to be bought separately. Under most circumstances there can never be more than a +4 bonus to any single attribute. Please note that normal humans are restricted from taking this quality.
Cost: 1/+1 bonus
This quality is considered a Base Character Concept quality.
Hypnosis
Look into my eyes. These aren't the druids you're looking for. You know the drill. This is all about controlling the minds of others. Some demons and vampires have this ability and it can be devastating when used properly. It comes in three levels. All three levels require eye contact in order to work, though the level 3 power stays in effect after eye contact is broken. Each successive use of Hypnosis (at any level) in a 24 hour period without resting at least 8 hours is rolled with a cumulative -2 penalty.
Level 1
The mind controller and mind controllee make opposing Willpower (doubled) rolls. If the controller wins the target cannot act for one turn and loses all defensive actions. This is how Drusilla killed Kendra.
Cost: 5
Level 2
This allows you to trick people into seeing things that aren't there. The victim might see you as a loved one or might have trouble noticing you're there at all. The Shadow used this to hide from criminals. Dru used it to appear as Jenny to Giles. To use the power, you make opposed Willpower (doubled) rolls with your victim. In addition, you get a +1 bonus to use the level 1 power.
Cost: 10
Level 3
This is total domination and the subject must do whatever you say. Each time you give a command you and the target make opposed Willpower (doubled) checks. The target gets a bonus if the command goes against a moral code or basic self-preservation instincts. You also get a +2 bonus to use the level 1 power and a +1 bonus on the level 2 power.
Cost: 20
Immortal
This doesn't mean unkillable. This means you aren't getting any older. This is a 0 point quality because, truth be told, it has no real impact on game play. It isn't likely the game will exist long enough for it to be a factor and even if it does you aren't immortal yourself. We think. Immortal isn't the same as being old.
Cost: 0
This quality is considered a Base Character Concept quality.
Increased Life Points
This is only available to demons and monsters. Humans and supernaturally powered humans can't buy it. This reflects sheer fortitude and toughness due to being not-human. Every level of increased life points gives an extra 10 life points to the character and can be taken up to 10 levels.
Cost: 1/level
Insight
You can see truths about people by reading their aura. With a Perception + Occultism check, you are capable of learning various facts about a person, depending on your number of successes. Each success can be 'spent' in a number of different ways detailed below, though the first success is always 'spent' to determine a person's basic nature (ala the Standard version of Supernatural Senses) as well as their current emotional state and level of health. Additional successes can be spent thusly:
- 1 success to learn the subject's name or the name of a loved one.
- 1 success to learn one of the character's fears or desires.
- 1 success to learn the name and value of one of the characters Qualities or Drawbacks. The most expensive Quality or Drawback is always the first learned, with less expensive Qualities and Drawbacks being learned as more successes are spent. With this, you spend 1 success to learn only the name and value, such as 'Curse 3' or 'Vulnerability 2' or 'Unique Kill 5'.
- To learn more detail you spend a number of successes equal to the value of the Quality or Drawback. For instance, if the seer spent 1 success to determine that Samson has Vulnerability 3, she can then spend 3 successes to determine what the Vulnerability is--in this case having his hair cut. If a seer spent 1 success and determined that Achilles has Unique Kill 5, she can then spend 5 successes to determine the details of the Unique Kill--in this case being wounded in the heel.
In some cases, certain supernatural Qualities or Drawbacks may be unreadable. An example of this would be the Harget Curse, though there may be others. This will be up to the discretion of the PGM or plot staff runners. In some cases, certain characters may have an innate resistance to certain items of information being given out. In those cases, the character gets a Will + Will + Resistance - Seer SLs roll with a success meaning that that particular item of information cannot be determined. Finally, Attractiveness does count as a Quality or Drawback for the purposes of Insight, as this would allow a seer to discern when a subject is disguised in such a way to be more or less attractive.
Insight is like looking at a series of photographs, rather than a magazine article. If the seer looks at someone she determines to be a demon or have an enchanted item or to be an enhanced, she will know only that they are a demon, have an enchanted item or that they are enhanced. They will not know that the enhanced person is enhanced via nanites, that the person with an enchanted item has the Hammer of Jeff or that the demon is a Gromlok demon. However, in the cases of package qualities, successes can be 'spent' as outlined above to learn Quality and Drawback names and values, highest to lowest (by spending 1 success each) or the nature of those Qualities or Drawbacks that are known (by spending a number of successes equal to the Quality or Drawback) by specifying that successes are to be spent to learn about the package rather than general Qualities or Drawbacks.
Each use of Insight in a single day is performed at a cumulative -2 penalty in a manner similar to Telepathy and Hypnosis. A use of Insight requires a turn of concentration.
Some people with Insight are even capable of tracking those they have read. This requires a Perception + Notice check, with a penalty based on distance. -1 if they are further than 10 yards, but less than a mile. -3 if they are further than a mile, but less than a hundred miles. -5 beyond that. This specialized use incurs the same -2 penalty per daily use. Note that Insight even in its tracking form is more a gut feeling, instinct, or ability to be in tune with the world around you. As such no bonus from Acute Senses (of any kind) can be applied to this roll.
Cost: 5 for standard Insight, 8 for Insight with tracking
This quality is considered a Base Character Concept quality.
Invisibility
You either can turn invisible or are always invisible. This means you cannot be seen. You can still be heard, smelt, etc.. When you take this quality you need to decide if your invisibility is scientific or magical.
Cost:
10 (for invisibility that turns off whenever you take an action)
20 (for invisibility that you can turn on and off and that won't drop unless you want it to)
Magical Family
Sometimes, magic is in the blood. Your character belongs to a magical family. Chances are, you learned to cast or enchant directly from mom, dad, or a kindly aunt. If you are under 18, you have limited access to your family's occult library (giving you the equivalent of an Occult Library 2 with the limit that you can't learn spells above PL 4 from it) and, of course, you can turn to mom and dad for advice on what to do about accidentally turning your friend into a rat. If you are over 18 you can still turn to the folks for advice but they expect you to provide your own library.
You must be under 18 to purchase this quality. When you turn 18 in game, you will lose the Occult Library 2 from your sheet.
Cost: 2
This quality is considered a Base Character Concept quality.
Magical Group
You belong to a magical organization such as a coven, hermetic lodge, demon worshiping cult, or shaman's sewing circle. This does not include PC organizations and teams. The Magical Group can help you with ritual spells that require more than one person and have their own books and expertise to lend when other aid is required. As they are expected to help you, you may sometimes be called upon to help them. The Magical Group package gives you the following:
+2 to all ritual spell casting done with the group
+1 to Occult Library
Contacts 1: Supernatural
Obligation 1: Magical Group
Cost: 3
This quality is considered a Base Character Concept quality.
Natural Armor
Your character has a tough hide. Perhaps she is an elephant like demon or has elephant DNA or always wears an elephant-skin shirt. Or something. Perhaps something not related to elephants? No matter what, each level of Natural Armor acts as one level of armor against bashing damage and two levels of armor against slicing damage. See Damage for more info.
Cost: 1/level
This quality is considered a Base Character Concept quality.
Natural Weapon
Your species of demon (or whatever you are) has natural weapons. These could be claws, horns, fangs, bone knives that come out of your forearm, or almost anything else. The cost is dependent on how much and what type of damage is done. The costs below assume the weapons do bashing damage. If they do slashing damage, double the cost. If they can be thrown triple the cost. The damage listed is base damage and does not take into account the damage type modifier. Claws, for example, would have a x2 multiplier just like a knife. Please note that the majority of the time, Natural Weapons cannot be upgraded after chargen.
Cost:
1 (2xSTR damage)
2 (3xSTR damage)
3 (4xSTR damage)
4 (5xSTR damage)
This quality is considered a Base Character Concept quality.
Necromancy
Necromancy is a magic that both studies and controls the dead and the undead. While most associate necromancy with evil, it has also been used to further the understanding of human mortality, health, and recovery. What little healing magic exists is said by some to have come from the efforts of necromancers. Necromancers add their ranks in necromancy to Willpower + Occultism rolls when casting spells. They cannot quick cast. However, because of their intense study of death they do gain special abilities as follows:
Rank 1: The necromancer can cast spells (but not quick cast them).
Rank 2: As above but the necromancer also gains the a limited form of Supernatural Senses (Standard) that allows her to know if someone she is looking at is a zombie, vampire, or similar form of undead.
Rank 3: As above but the necromancer also gains Hypnosis level 1, though the ability is limited to vampires, zombies and similar undead.
Rank 4: As above but the necromancer also gains Hypnosis level 2, though the ability is limited to vampires, zombies, and similar undead.
Rank 5: As above but the necromancer also gains Hypnosis level 3, though the ability is limited to vampires, zombies, and similar undead.
Necromancy can be purchased at levels higher than rank 5 but no additional special abilities are granted. See Magic for more details on how magic works. Necromancers cannot take the Superscientist, Wizardry, Shamanism, or Witchcraft qualities.
Cost: 5/level
Old Soul
You have been reborn over and over again into life after life. What's more, occasionally memories of your previous lives resurface. As a result, you sometimes show a level of competence in a skill you just don't normally have. Once per scene you may make a Willpower + Old Soul check. Each success you gain on the roll allows you to provide a +1 bonus to one skill, even one you have no ranks in, for the rest of the scene. The skill that is boosted must be picked at the time of the roll. Accessing the knowledge of your previous lives does not count as an action and can be done at any time. Old Soul has a limit of 5 levels.
Cost: 3/level
This quality is considered a Base Character Concept quality.
Psychic Visions
You see things. They might be in visions. They might be in dreams. They might be in tarot cards or bowls of water or rune stones or the static patterns of dead television. The visions cannot be summoned. They come when they come. This is a plot device for staff to convey information. There are two types of psychic visions. The first is relatively benign. You have the visions and all is good. The second is much worse. The second version of visions happen more frequently but also cause horrible pain. Humans with these visions take actual damage (as determined by staff) and could die from them. In addition, the visions render the human incapable of acting for several rounds. Demons and half-demons don't take damage but they do feel pain and are incapable of action for a few rounds.
Quality Version
Cost: 1 (for easy visions)
Drawback Version
Value: 3 (for hard visions, demons cannot take)
Psychometry
By touching an object, your character can gain impressions of the past of the object, where it has been, and who has handled it. Characters with this power often wear gloves to avoid casually reading objects. It can be very distracting. To use the power, make a Perception + Notice check while touching the object. The more successes achieved, the older and more detailed the vision. For details on what is affected by Psychometry, and a chart for results based on SLs, please see System: Psychometry and Telepathy. As usual, there is a cumulative -2 to each roll made per use of this in a single day.
Cost: 4
This quality is considered a Base Character Concept quality.
Pyrokinesis
Think Firestarter. You can psychically cause things to burst into flames. This isn't really Human Torch style fireballing but rather stare at something and it combusts. To use the power, you roll Willpower + Pyrokinesis. You inflict 1 point per willpower per success level of fire damage (ex. If you have a willpower of 5 and roll 1 success you do 5 points of damage). To cause easily flammable materials (oil soaked rags) you need to do 1 to 3 points of damage. Flammable but not easily flammable objects such as dry wood requires 5 points of damage done. Natural fiber clothing and finished wood products requires at least 10 points while synthetic materials need over 20.
Cost: 3/level
This quality is considered a Base Character Concept quality.
Reduced Damage
Many supernatural creatures can resist the sort of damage that would hurt us normal folk. The cost of reduced damage depends on what sort of damage is reduced and how much it is reduced by. Please note that if you are taking Reduced Damage it should be important to your character concept and explained in the background. Reduced Damage (Kinetic/Physical attacks) will be looked at very carefully and need great justification as it covers the majority of the damage anyone is likely to take while in any combat scenes on this game. Natural Armor or, for those who can take it, Increased Life Points will be much easier to get through the approvals process.
Specific
Damage from a specific but common type of attack (fire, kinetic attacks, cold, magic.)
Cost:
5 (reduce damage by half)
10 (divide damage by five)
20 (divide damage by 10)
Limited
Damage from a single, specific kind of attack (bullets, metal weapons, holy water, etc.)
Cost:
3 (reduce damage by half)
7 (divide damage by five)
12 (divide damage by 10)
This quality is considered a Base Character Concept quality.
Regeneration
You heal. Rapidly. To the astonishment of the medical world you recover from injuries at an astounding pace. You might be dying today but tomorrow you're ready to party and looking in the pink of health. Regeneration can regrow limbs. Please note that Regeneration cannot be paired with Unique Kill.
Cost:
1 (Heal 1xConstitution points per hour)
3 (Heal 1xConstitution points per minute)
6 (Heal 1xConstitution points per turn)
Shamanism
Shamans are much like sorcerers and witches. They can manipulate the forces of magic to an uncanny degree. However, where witches draw their power from the forces of nature and sorcerers through complex learning and internalization, shamans are granted their magical skill by a totem or other higher being. Shamans add their shamanism rank to Willpower + Occultism rolls to cast spells, up to rank 5. They can quick cast spells. Whether due to past lives, the existence of a Jungian collective unconscious or an ability to access the dream, the shaman has an ability to access knowledge that is beyond his or her own experience. This works similarly to the Old Soul quality, however it is far more limited in scope and usability. Once per day the Shaman can roll his Will + Shamanism. Each SL she gets on the roll allows her to provide a +1 bonus to one skill which will last for a number of turns equal to their Shamanism level. The Shaman does not need to already have levels in the skill. The skill that is boosted must be picked at the time of the roll. Accessing this knowledge does not count as an action and may be done at any time. Example: If a Shaman with Shamanism 3 gets 2 successes on his Will + Shamanism check, she may add +2 to her Mr Fix It skill for 3 turns.
Because their magic comes from the spirit and not from more traditional routes, Shamans can't learn spells from an occult library. Instead, they need to purchase levels in Contacts (Spirit). The ranks correspond one on one with occult library, replacing the the more bookish quality when it comes to learning spells. Shamans cannot take the Necromancy, Sorcerer, Superscientist, Witchcraft, or Wizardry qualities.
Cost: 5/level
Sorcery
From ancient days mankind has tried to quantify and classify magic. While it might be a futile task, mankind has made many serious attempts to turn magic into something of a science. While there are many flavors, including kabbalism, hermetic ceremonialism, thelema, and even chaos magic. All of them, however, operate on similar underlying principles. Sorcerers add their ranks in sorcery to Willpower + Occultism roll when casting spells. They can quick cast magic (meaning they don't need to perform long rituals to cast some spells). Because of their intense study of magic, sorcerers also know how to better defend themselves against the magic of others. Sorcerers gain Resistance (magic) at a level equal to their sorcery rank (up to five). See Magic for more details on spell slinging. Sorcerers cannot take the Enchanter, Necromancy, Shamanism, Superscientist, Witchcraft or Wizardry qualities.
Cost: 5/level
Spirit Medium
Yep. You guessed it. You see (and hear and can talk to) dead people. Your character is a medium and can see and talk to the ghosts of the world. This can be a good thing - lots of ghosts have fun stories to tell and can be helpful. This can also be a bad thing. Think Whoopie in Ghost. Everyone and their dead mother wanted her to help them.
Cost: 2
Supernatural Attack
Your character possesses some sort of special attack, independent of both natural and artificial weaponry. This could be spitting acid, freaky hand glow, or fire breath. It might also cover built in cybernetic weapons such as a machine gun hand. The cost depends on how much damage the attack does and if it is ranged or close up. Damage multipliers never apply to supernatural attacks.
The roll to hit with a Supernatural Attack depends on if it is a ranged or if it is a touch attack. Someone attacking using a ranged Supernatural Attack will roll her Dexterity + Perception + SA level. Someone attacking using a touch Supernatural Attack will roll Dexterity + Kung Fu + 2 + SA level.
Cost:
4 (level 1 touch, 20 points damage)
7 (level 2 touch, 30 points damage)
15 (level 3 touch, 50 points damage)
8 (level 1 ranged, 20 points damage)
14 (level 2 ranged, 30 points damage)
30 (level 3 ranged, 50 points damage)
This quality is considered a Base Character Concept quality.
Supernatural Form
Dual Shape
You have a human form and a demon form but you have your demon powers in both forms.
Cost: 2
Supernatural Senses
This covers a variety of supernaturally powered senses. Note that both forms are more a gut feeling, instinct, or ability to be in tune with the world around you. As such no bonus from Acute Senses (of any kind) can be applied to this roll.
Basic
This power acts much like the 'Slayer sense' for a creature of your choosing. Perhaps you're attuned to a specific person that you can always sense nearby or maybe you're hunting something and need to know when it's in range--this power is extremely basic and usually limited to one sort of creature/specific purpose. It is, however, open to interpretation, so just run your idea by a staffer. For examples see Tim's Bounty Sense or Speler's Duivel Tracker.
Cost: 1
This quality is considered a Base Character Concept quality.
Standard
With a successful Perception + Occultism roll you can tell if someone is one of the following: a plain human, a magic-user (wizards, sorcerers, witches, shamans, and necromancers all read simply as magic users), half-demon, demon, vampire, werewolf, empowered warrior, slayer, seer (includes those with psychic visions, insight, basic or standard supernatural senses, or the sight), zombie, or monster (which includes trolls and other non-demon creatures). This power cannot see magic, ghosts, possessed people, or enchanted items. Psionics, invisible people (who need to be visible to be looked at by this power), and people who get powers through science read as human by this power. Robots will read as nothing at all--which is not to say if you look at someone and see nothing you should instantly think 'robot'. You should probably think 'how odd I can't read this person'. It could be due to a blocking spell or who knows what!
Keep in mind that if you fail this roll, your PC does not realize they failed the roll and you should not then immediately want to reroll it. The person they are trying to read just shows up as nothing. Trying to read a person more than one time in a scene is just twinking. Don't do it.
Cost: 3
This quality is considered a Base Character Concept quality.
Superscience Item
Your character has possession of a superscience item of some sort. This could be a ray gun or armor or a whirlymagig. She might have 'borrowed' it from a dead bad guy (or a living one. Yikes!) or inherited it or found it in the trash. You can have up a power level 6 item. See Superscience for examples of superscience items.
Cost: 2/level
Superscientist
Your character isn't just a scientist. She's a superscientist! Like any good comic book mad genius, she can create objects which defy the principles of normal science and engineering. This could be a heat ray of some kind or a force field generator or even a pen that writes upside down. See Superscience for more details. Superscientists cannot take the Necromancy, Shamanism, Sorcery, Witchcraft, or Wizardry qualities.
Cost: 5/level
This quality is considered a Base Character Concept quality.
Telekinesis
This is the psychic ability to move objects with one's mind. The psychic Willpower + Telekinesis. This serves as the effective strength of her telekinetic 'hand'. Lifting and throwing things requires no additional rolls. Fine manipulation such as button pushing, staking a vampire, and opening a door requires a Perception + appropriate trait (Dexterity for button pushing, getting medieval for staking), roll with a -1 penalty. Tossing an object at someone requires a Willpower + Telekinesis roll. The damage from such an attack is the telekinesis roll successes x 2, no matter what the object is. All attempts to hit someone follow normal Combat Rules. After a number of turns equal to the character's telekinesis rank turn a new roll must be made with a cumulative -2 penalty. This applies to all further uses of the power until the psychic gets at least three hours of rest. For example, if Joan has a telekinesis rank of 3 she makes her initial roll. Three turns later she makes another roll at -2. Three turns later she makes another roll at -4. Three turns later she makes another roll at -6 and so forth. Telekinetics can combine their telekinetic might ala Tara and Willow. Success levels are added together.
Cost: 3/level
This quality is considered a Base Character Concept quality.
Telepathy
Jean Grey, eat your heart out. Your character can speak to other people mentally and hear their replies. She can communicate with a number of people equal to her Willpower at once. You can keep a telepathic link for a number of minutes equal to the successes of a Willpower (doubled check). Your range is equal to the successes x 10 of that same check. If your character looks into someone's eyes or touches them she can listen to their thoughts. The subject must be within five feet for eye contact to work. The subject and telepath make opposed Willpower (doubled) checks. The depth of information gained depends on how many successes the telepath got. A single success means only surface thoughts. Multiple successes gives deeper and more detailed information: for every additional success level (for human characters) or for every two additional success levels (for non-human characters) the telepath's player may ask her subject's player one simple question and the subject's player must answer as truthfully as possible. Note this is the truth as the character understands it. Unless the telepath gets no successes at all, the subject is not aware that her mind has been probed. Each successive use of telepathy in a 24 hour period without resting at least 8 hours is rolled with a cumulative -2 penalty. For details on what is affected by Telepathy, please see System: Psychometry and Telepathy.
Cost: 5
This quality is considered a Base Character Concept quality.
The Sight
You can see the aura of supernatural activity. You can tell if someone is in the midst of spellcasting, if an item is magical, or if someone is a supernatural being. With a successful Perception + Occultism check you can see the supernatural residue of a spell in an area, even if that spell was cast hours ago. Identifying the spell is then possible using an Intelligence + Occultism roll. After observing someone for about one minute you can make a Perception + Occultism check. With two successes you can tell if they are human or not. With three or more successes you can tell exactly what sort of supernatural being they are. Robots do not appear to the Sight. Psychics appear human to the Sight.
You can't see ghosts but you can see people who are cloaked by magic as a faint shimmering. Invisible girls like Marcy in B:TVS aren't cloaked by magic but by an odd quirk of science and don't show up to the sight. You can see through illusions or tell if someone is possessed by making a Perception + Occultism roll and getting a number of successes equal to or higher than the power level of the spell or the being using the power. Using the Sight multiple times on the same person in a single 24 hour period creates a cumulative -2 penalty for each time used beyond the first.
Cost: 5
This quality is considered a Base Character Concept quality.
Unique Kill
Your character can't be killed by conventional means. Something specific needs be done in order to make you shuffle off the mortal coil. This could be something like needing to be beheaded or stabbed with a holly stake or even being poisoned with custard. As long as your character can be killed by one thing and one thing only this quality applies. Please note that while a Unique Kill needs to be unique, it should not be ludicrously so, and needs to be an important part of your background. Unique Kill cannot be paired with Regeneration.
Cost: 5
This quality is considered a Base Character Concept quality.
Water Witch
You are attuned to the land and, with the help of a dowsing rod, can locate people or objects unless they are warded. Using this skill requires a Willpower (doubled) roll. The farther away an object or person is the more successes are needed on the water witching roll. One success will locate something within 100 feet of you. Two successes will locate something within 1000 feet. Three successes will locate something within 1 mile. Four successes will locate something within 5 miles. Five successes will locate something within 10 miles. 10 miles is the ultimate range of a water witch.
Water witching is more an art than a science. You must be in contact with the ground when using this ability. While you can move through buildings you cannot travel by vehicle while dowsing. Also, Water Witches suffer a cumulative -2 penalty for each time they use their gift beyond the first without first resting at least eight hours.
Cost: 5
This quality is considered a Base Character Concept quality.
Witchcraft
Like sorcerers, witches have an uncanny ability to manipulate the forces of magic. Their style, however, tends to be more naturalistic. They have a stronger bond to primal forces and often use magic that is rawer and less ritually thought out. Wiccan magic, strega magic, and witchdoctors are all examples of this style of magic. Witches add their witchcraft rank to Willpower + Occultism rolls to cast spells, up to rank 5. They can quick cast spells. Their primal connection to the Earth's power also gives them the ability to move objects through magic, similar to telekinesis. The witch rolls 1d10 + Willpower + Witchcraft. This serves as the effective strength of her telekinetic 'hand'. Lifting and throwing things requires no additional rolls. Fine manipulation such as button pushing, staking a vampire, and opening a door requires a Perception + appropriate trait (Dexterity for button pushing, getting medieval for staking), roll with a -1 penalty. Tossing an object at someone requires a Willpower + Witchcraft roll. The damage from such an attack is the telekinesis roll successes x 2, no matter what the object is. All attempts to hit someone follow normal Combat Rules. Each turn after the first telekinesis is used a new roll must be made with a cumulative -2 penalty. This applies to all further uses of the power until the Witch gets at least three hours of rest. Witches can combine their telekinetic might ala Tara and Willow. Success levels are added together. Witches cannot take the Necromancy, Shamanism, Sorcerer, Superscientist, or Wizardry qualities.
Cost: 5/level
This quality is considered a Base Character Concept quality.
Wizardry
Some folks have a talent for fireballs in the thick of combat. Others excel at the slower approach. A wizard can't quick cast spells and has no special powers beyond being very, very good at performing rituals. A wizard adds her levels of Wizardry to her Willpower + Occultism roll when casting ritual spells, up to level 5.
In addition, for every two ranks of wizardry a character has (rounded up to the nearest multiple of two) she may do one of the following:
- Reduce the casting time by one half, to a minimum of one minute.
- Increase the duration by one half.
- Increase the range by one half.
- Increase her effective Willpower by 1 for the purposes of determined the effect of the spell.
See Magic for more details on rituals and spellcasting. Wizards cannot take the Necromancy, Shamanism, Sorcery, Superscience, or Witchcraft qualities.
Cost: 3/level
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| New Player Information | Application Procedure • Census • Character Types • Playing Villains • Restricted Concepts • Sample Character Background | |
| Game System | Attributes • Combat • Drama Points • Drawbacks • Fear • Global Commands • Experience Points • Human Qualities • Human Drawbacks • LP & Healing • Magic • Magic Spells A • Magic Spells B • Note • Package Qualities • Rolling • Skills • Supernatural Qualities • Supernatural Drawbacks • Superscience | |
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| Characters | Casting • NPC Casting • The Devlin Family • The Harget Family • The Moore Family • The Swann Family | |
