Author Topic: HOUSE RULES: Numina House Rules, Limitations & Progression  (Read 1960 times)

Offline Iron

  • IronTony#0211
  • Hero Member
  • *****
  • Posts: 1017
    • View Profile
HOUSE RULES: Numina House Rules, Limitations & Progression
« 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.

  • Numina Class - Basically the main attribute of the user, which defines his powers. There are three classes: True Faith, Psychic Phenomena, Hedge Magic.
  • Hedge Magic Paths: Hedge magic is something of a collection of old tales and knowledge, depending on what you want there is a path for it. More paths can be seen below.
    • Path of Curses
    • Path of Divination
    • Path of Healing
  • | Guide | Psychic Phenomena Paths: Like that of Hedge Magicians there are innate abilities for those with the Phenomena to use, and they split into paths. More paths can be seen below.
    • Astral Projection
    • Cyberkinesis
    • Psychometry
    • Pyrokinesis
    • Telekinesis
  • | Guide |True Faith: Has many diffierent attributes, as well as a specialized merit.
    • To see the RPFs refer below.
    • The merit's powers will be following the V20 version of True Faith.
    • Supernaturals can take this Merit at the discretion of their Race Moderator.
    • Since supernaturals can't have the /addon of Numina, they will instead have an RPF label that will state the current level of the True Faith and will purchase it at x7 per rank. Advancing in True Faith when you are not strictly human is way more difficult for various reasons, and also to keep things balanced.
    • Folks who possess True Faith often perform other miracles, those with a True Faith Rating of 2+ can perform these miracles: (System wise you roll your True Faith rating versus difficulty 6 to 8 depending on the miracle)
      • Healing (Difficulty 6): By laying on hands, the character can try to heal another character even if she lacks the Life Sphere. A successful Perception + True Faith roll, difficulty 6, heals one bashing or lethal health level, and two successes can heal one aggravated health level.
      • Intercession (Difficulty 8): By praying for another person, the character can stabilize a sick or dying person, forgive sins, act as a 'phone call to God', or perform some other intercession between a character and the Powers that Be.
      • Penance (Difficulty 6/Contested Willpower difficulty 6): A firm or compassionate lecture might get another character to repent his sins and offer remorse and penance to the appropriate Powers That Be. Game-wise, this might demand a contested roll of Charisma + True Faith versus the offender's Willpower. The difficulty is the offender's Willpower, although additional social-feat rolls during the lecture can lower that difficulty for the character with Faith. If the evangelist succeeds, the sinner hesitates, breaks down, or otherwise expresses remorse and potential conversion.
      • Shielding (Difficulty 6): When assaulted by fire, torture, or other attacks, a Faith-full individual can try to soak the attack with a True Faith roll. Each success adds to the character's soak roll, even against aggravated attacks, for one turn. At the Storyteller's discretion, a successful roll might protect the character entirely; flames, beasts, temptations, and other torments might be diverted by a strong display of Faith.


Race Limitations:
  • When creating a Numina user that wields Psychic Phenomena or Hedge Magic you must select your primary path.
  • A user can buy the Awareness trait with freebies upon character creation. Same as ever, above 3 and it needs to be applied for.
  • The race is both open for anyone to try out, but we limit the creation of such characters. Since this is a rare occurrence in the world of Darkness, you are allowed to apply for the 1st dot of your Class only upon character creation. And later on, you can progress it by applying on the forums.
  • A user usually has only one Numina class (Hedge Magick, Psychic Phenomena, True Faith) as knowing more will put extreme forms of stress on the body and mind of the user.
  • An extremely gifted and talented Psychic Phenomena users may get up to 4 paths, other than that he is not capable of doing much of anything else but be in a comatose state. That being said, the more paths you gain, the harder it is for the human to control their own mental capacity. This means that you are progress your character in a way that it gains a disadvantage (a mental flaw of sorts) once it hits a high tier path.
  • Hedge Magicians who truly dedicate their time and effort to practicing and increasing their scope of magic may learn more than 2 paths. However the more paths they have, more chance of them developing long-term stress and maybe even a derangement.
  • Since True Faith users are already limited, they do not gain an extreme disadvantage other than being a beacon for all Supernaturals once they hit the high tier levels of their Class. As I said, the more powerful you get, the larger the bullseye on the back of your head grows.
  • True Faith has something "otherworldly" which are called Miracles. These are usually up for the Storyteller, but you can use this in your applications if it is deemed good enough.
  • Partial immunity to Delirium, Revelation and Paradox systems: Depending on the level of Awareness, Willpower, and Numina path rank a character can be considered as a 'supernatural' even if they are technically not. If their path is at rank 4 and has awareness 3 this is in effect. When facing Delirium the Numina User can refer to the Delirium chart (Werewolf the Apocolypse Page 263) and if the user has rank 4 path, and awareness 3, they can consider their Willpower as a +2 per that chart (Example: If you have willpower 6, effectively the Delirium effect for you would be the same for one with Willpower 8). Revelation works the same, but you must have True Faith 4+, any other Numina path will not have the immunity. Paradox wise the person considered as a 'sleeper' or human if it has anything below a 4th path rank. For paradox, casting spells around them when they have that requirement will be considered 'Without Witnesses'.
  • Demon Hunters are immune to Demon Revelations.
  • Demon Hunters must start play with True Faith or at least 1 path in Psychic Phenomena/Hedge Magick.
  • A Demon Hunter can buy the Demonology knowledge with freebies upon character creation. Same as ever, above 3 and it needs to be applied for.
  • True Faith against Demons works in the same way as it works against vampires however Demons can add their Faith dice to their willpower rating when resisting True Faith powers.
  • Rituals from the book are allowed and can be learnt by characters in-game provided they meet the criteria of having X dots in a path before learning a ritual. At character creation, maximum of one ritual can be taken(ranked at first dot).
  • Path of Hellfire is taught by malevolent and evil spirits, therefore they require the player to do a weekly/monthly chiminage to them which can be determined by the Numina Race Moderator.
  • The Struggling Awake merit can be used after every (10 - Your Willpower rating) turns in a combat scene. If outside combat it has a cooldown of an IC hour. However you may spend a point of Willpower to forego this penalty. Using the ability before the cooldown wears off (and without spending a Willpower point) is considered PG and may result in heavy punishment.
  • The Struggling Awake merit's cost has been house-ruled from 5 to 7.
  • When applying for either Psychic Phenomena or Hedge Magick class, you may start with more than one path.
  • For powers that require you to spend Willpower for using them, such as Telekinesis. You don't have to spend Willpower anymore if you are doing a trivial action. Non-combat usage of powers and/or not targeting someone with your powers is considered a simple action. In a combat scene, you are always required to spend WP if you use your powers.

    For example: Using Telekinesis 1 to flip a coin won't require Willpower expenditure but using Telekinesis 4 to flip a human being will require a Willpower expenditure.
  • You can now start the game with a True Faith rating of more than 1 with the permission of the race moderator.
  • 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 your primary path will be refunded upto the rank you applied for. If you have paid EXP for the path prior to this rule please contact the race moderator.
  • Hellfire attacks targetting a single person with a difficulty 7 roll benefit from direct melee damage. Hellfire is then rolled separately for additional damage. Area of Effect attacks are targeted at difficulty 5, but no longer benefit from nets of you hitting them.
  • A True Faith miracle can only be used ONCE in a scene. Miracles require permission from the storyteller or the race moderator. Miracles cannot be storytold by the user herself.
  • Summoning, Binding and Warding guidelines: Binding may only be used on NPCs;
    Summoning works on PCs starting from rank 3 and above. Even then, it can be resisted for a turn with the expenditure of a Willpower point. To use summoning you must've met the target and recall their description (for PCs). To use summoning on NPCs; the power of thought alone is enough.
    Your dots in the path Summoning, Binding and Warding are combined and not individual.

  • Power Usage: Like any other race, the user is up to their own fate. If you decide to use your power in daylight in front of everyone then there is a high chance of you being hunted down (This may end up in your CK, You have been warned!).




Race Progression:
  • When you raise your Class dots (IE; Psychic Phenomena from 1 to 2) you must spend EXP, but your primary path raises with it automatically. This means that in your progression, the two are a combination.
  • EXP: NEW Path: 10 exp; UPGRADE Path: Current x7 exp  (This is the same for the Class itself).
  • In order to progress you need to have a proper story and character development. Each Numina Class has its own style of progression:
    • Hedge Magic - family stories, occult library, mentor.
    • Psychic Phenomena - high Willpower, mental training, natural gift.
    • True Faith - acts of goodwill, devotion to faith, high Humanity rating.
  • Applying for a new path within your Numina class should not be taken lightly, but it is possible.
  • Rituals costs are followed as stated in the book (Sorcerer Revised).



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
« Last Edit: January 23, 2022, 08:33:12 AM by Richard »

Offline Iron

  • IronTony#0211
  • Hero Member
  • *****
  • Posts: 1017
    • View Profile
Re: Numina Guide - Limitations & Progression
« Reply #1 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:
  • Animal Psychics - Allowed
  • Anti-Psychic - Disallowed
  • Astral Projection - Refer to V20 Edition
  • Biocontrol - Allowed (Notice the 1st rank can't heal).
  • Channeling - Disallowed
  • Clairvoyance - Allowed
  • Cyberkinesis - Refer to V20 Edition
  • Cyberpathy - Allowed
  • Ectoplasmic Generation - Allowed
  • Psychic Hypnosis - Allowed
  • Mind Shields - Allowed
  • Precognition - Disallowed.
  • Psychic Healing - Allowed. For toxins and health systems refer to MtA20th edition.
  • Psychic Invisibility - Allowed, but a player can sense you with Perc + Awareness diff 6-8 depending on the situation. (In the darkness, the diff is 8, in daylight - 6).
  • Psychic Vampirism - Allowed.
  • Psychokinesis/Telekinesis - Refer to V20 Edition.
  • Psychometry - Refer to V20 Edition.
  • Psychoportation - Allowed.
  • Pyrokinesis - Refer to V20 Edition
  • Synergy - Disallowed.
  • Telepathy - Allowed, countering it is like that of Mind sphere. Refer to MTA20th for more information.


Paths (On par with Hedge Magick in a sense):
  • Alchemy - Allowed.
  • Conjuration - Allowed.
  • Conveyance - Disallowed.
  • Divination - Disallowed.
  • Enchantment - Allowed. (Refer to Numina Race Moderator for exact nature of Rituals)
  • Fascination - Allowed.
  • Fortune - Disallowed.
  • Healing - Refer to V20 Path of Healing.
  • Hellfire - Allowed (See house rules above).
  • Mana Manipulation - Disallowed.
  • Oneiromancy - Disallowed.
  • Shadowcasting - Allowed.
  • Shapeshifting - Allowed up to rank 5.
  • Summoning, Binding, and Warding - Allowed with specific guidelines.
  • Weather Control - Disallowed.

Other Limitation for this Book:
  • Creation of new paths - Disallowed.
  • Merits and Flaws that are NOT allowed:
    • Ritual Congregation
    • The Flow of Ki
    • Force of Spirit
    • Strength of Psyche
    • Psychic Ritual
    • Twin Link
    • Wild Talent
    • Struggling Awake


« Last Edit: January 23, 2022, 05:41:31 AM by Richard »

Offline Richard

  • Moderator
  • Hero Member
  • *****
  • Posts: 1066
    • View Profile
Re: HOUSE RULES: Numina House Rules, Limitations & Progression
« Reply #2 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:



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:

Spoiler for Hiden:
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.
« Last Edit: January 23, 2022, 06:04:26 AM by Richard »