Vampires, Werewolves And Humans Roleplay

Vampires, Werewolves And Humans Roleplay => Guides & Tutorials => Human/Addon Guides => Topic started by: Iron on November 09, 2019, 12:55:41 PM

Title: HOUSE RULES: Numina House Rules, Limitations & Progression
Post by: Iron on November 09, 2019, 12:55:41 PM
Numina House Rules, Limitations & Progression


If you are trying to get into the race please refer to Hades's guide:
Character Development Guide - http://vwh-rp.com/index.php?topic=581.0

If you are trying to be good at the race please read the book, it has a lot of information there that we did not cover at any point in our guides. The books usually have the final say.



What is this race?
This race is part of the WoD universe and is very effectively appointed against such races that affect the daily lives of mundane humans, which means most of their powers affect anyone around them. That being said it will make you a target if played wrong.
The nature of Numina users' powers is considered an evolution of humankind, and most of them do not know they are "different".
To say the least, this means that the Numina user is essential, by all means, a human. And with it come human-like limitations.



Paths and Classes:

Costs:  Secondary paths have their costs lowered to match the VTM Sorcery costs.
- New: 7 experience points;
- Upgrade: New rating x 4.
- Your starting dot must be paid for with XP or an equal amount of freebies.



Race Limitations:





Race Progression:



Formats:

Once you are accepted, make sure you have this format in place: (NOTE: True Faith users with the /addon do not need this unless they take the merit)
Code: [Select]
Sorcery Paths: Primary_Path (Primary), Secondary_Path Rank
Code: [Select]
Numina Paths: Primary_Path (Primary), Secondary_Path Rank
Example:
Code: [Select]
Numina Paths: Pyrokinesis (Primary), Psychometry •••
Code: [Select]
Sorcery Paths: Path of Curses (Primary), Path of Healing ••
Code: [Select]
True Faith (7pt. Merit): You have a deep-seated faith in and love for God.
True Faith (Continued): This Trait adds one die per point to all Willpower and Virtue rolls.
True Faith (Continued): You may perform feats of True Faith depending on the rating.
This is an additional RPF to be added if you can't have the /addon of Numina; can go up to 5 dots
Code: [Select]
Additional Power: True Faith •
References: The Hunters Hunted II, Mage the Ascension 20th Edition
Title: Re: Numina Guide - Limitations & Progression
Post by: Iron on November 10, 2019, 20:32:12 PM
Mage Sorcerer's Revised Edition Addition:
Per power usage and activation, the cost is 1 Willpower point like the V20 version.

Below is a list of limitation for the MSR book as well as what paths you can take and what you can't. Some are with similar limitations.

Psychic Phenomena:

Paths (On par with Hedge Magick in a sense):
Other Limitation for this Book:

Title: Re: HOUSE RULES: Numina House Rules, Limitations & Progression
Post by: Richard on January 23, 2022, 05:39:10 AM
Changelog:

Quote from: 22 December 2019
Added limitations to Mage: Sorcerer's Revised.
Added Immunity to Delirium/Revelation, and Paradox.
Added information for True Faith, and the Merit as well.

Quote from: 3 February 2020
Numina costs buffed
Werewolf costs nerfed.

Quote from: 3 April 2020
Added Demon Hunters house rules.
Changes to 'allowed' hedge magick paths.
Hedge Magick rituals house ruled.

Quote from: 12 April 2020
Due to the fact this is a cross-over, the hedge magick and psychic phenomena difficulties are really MESSED up. Currently the difficulty to cast spells are rank level + 5 which is meant for all-numina or humans only chronicles. There are vampire blood sorcerers and Mages here and to put hedge magicians (aswell as psychics) on equal par with other sorcerers, this system will be put in effect:

(https://cdn.discordapp.com/attachments/694166172161146901/698869890504851546/unknown.png)

Basically from now on, the difficulties to cast hedge magick are capped at a static, "3 + level of effect" like Thaumaturgy from V20. This is to ensure that numina wielders are on equal footing with other sorcerers and not too weak against them.

This does not apply to Alchemy or Enchantment. Ritual rank + 4 is the standard difficulty for such rituals.

Quote from: 11 November 2020
Hellfire rules updated. Those with the Path of Hellfire should add this into your RPFs.

Code: [Select]
Aura of Taint (Drawback): Your aura has a spark of inferno in it. Those near you sense something sinister is afoot.
Aura of Taint (Continued): You get a +1 difficulty to all social rolls except Intimidation.

Infernal Worship (Chiminage): The character is bound by an infernal pact with a malevolent entity.
Infernal Worship (Continued): Every IC month they have to sacrifice something valuable to their Infernal Master.

Quote from: 6 December 2020
Path of Enchantment is now allowed, the exact rituals have to be discussed with Numina race moderator.

Updates to True Faith.

Psychoportation is now allowed.

Quote from: 25 December 2020
Buffs to Numina costs:

Character Creation - Upon character creation within the Numina subrace you are allowed to apply up to rank 3 of a path. Above that rank you need special permissions from the Race moderator, but it is a highly unique request.

You are allowed to apply up to 2 paths of a certain Numina Classification.

Upon Character Creation the primary path that you applied for will be refunded. If you have paid EXP for the path prior to this rule please contact the race moderator.

Quote from: 20 January 2021
The telekinesis rules outlined here are considered void and the ones in General House Rules are to be followed.

Nerfs to Hellfire.

Nerfs to True Faith Miracles.

Quote from: 23 January 2022
Several updates to the paths currently allowed; cleanup of some redundant code from the main post. Summoning, Binding & Warding guidelines posted.