Nocturne V.2
A World of Darkness Sim
THE GIFTED
eXceptionally cursed
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Numina' are minor psychic or magical abilities held by otherwise ordinary humans.A Mortal Numina user must have a reason for possessing Numina, and his abilities must be a core part of his existence. Perhaps he fell into a coma and when he awoke, he was capable of strange powers. Perhaps he was exposed to toxic levels of radiation and, instead of developing cancer, found himself capable of bizarre preternatural skill. Perhaps his Numina is passed down through a long family history. However you choose to explain it - and the possibilities are endless - it must be explained.
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YOU MAY ONLY PICK ONE GIFT.
Ex: If you go with Psychic power, you may never pick any other Gift
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Certain Ranks have more than one power. You may rebuy a rank to get the other options.
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GIFTS
PSYCHIC
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Psychics are the most common type of gifted, this is what you think of when you imagine someone with mind super powers. Able to hypnotize someone someone, go unseen, move objects with the power of their mind or intrude on most private thoughts. It may be a simple power path but very effective and flexible.
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Rank 1
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• Trance State
The hypnotist can place a subject into a hypnotic trance. While in the trance the subject’s memories become clearer. He may also exhibit greater control of his physiology.
System:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
Duration: 2 turns per success.
If target fails to resist then they are relaxed and apathetic, unable to break the effect for the duration of the power. The Psychic also gains +1 bonus to Manipulation rolls equal to their Psychic gift rating. At this level Psychic can't make someone attack someone or cause self harm.
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Rank 2
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•• Mind Shield
Passive
Psychic add +1 to their Resolve rolls equal to their Psychic gift rating.
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•• Psychic Invisibility
This does not make Psychic actually invisible but it does make others avoid looking at them, ignoring them.
System:
Free Action
Psychic add +1 to their Stealth rolls equal to their Psychic gift rating.
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Rank 3
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••• Telekinesis
The good old power to move things with your mind.
System:
Normal Action
ROLL Resolve + Composure
The difficulty to move or to suspend the object in the air telekinetically depends on the size of the object
Size Difficulty
Hand held object 8
Chair or table sized 10
Human sized 14
Bike 16
Car 18
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When used against an individual it is a resisted roll of Resolve + Composure vs Strength + Athletics, the damage is applied as usually if the power is used to slam someone against something or throw.
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Rank 4
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•••• Delayed Action
Allows to put directives into someones mind via Hypnosis Trance State that they would carry out under certain triggers. Such as say or do something specific when you hear or encounter something. However this still can't force someone commit a violent act.
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•••• Selective Invisibility
Allows you to chose who is unaffected by your Psychic Invisibility and can see you just normally.
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Rank 5
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••••• Forget You Ever Saw Me
System:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
This allows you to enter Stealth mode right before someones eyes and have them forget that they have just seen you or that you were part of the scene.
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••••• Telepathy
System:
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
Duration: 2 turns per success.
This allows you to speak with someone telepathically as long as they are in your eye sight. This also allows you to learn if someone is lying or telling the truth or to pluck something out of someones mind (1 piece of information per success). When using it on someone, they feel a presure on their mind.
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PHYSICAL
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While some gifted deal with mental forces, some are endowed physically, allowing them to perform feats beyond what even strongest man on earth should.
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Rank 1
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• Self Control
Free Action​
With this power on you may ignore wound penalties as well even hold your breath for as long as 10 turns. As well as adds +1 to Resolve rolls equal to their Physical gift rating.
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Rank 2
•• Self-Healing
Passive
Cuts the healing time by half.
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Rank 3
••• Hysterical Strength
Free Action
Adds +3 to Strength and allows to deal lethal damage with bare fists.
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Rank 4
•••• Resilient
Free Action
Adds +3 to Stamina.
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Rank 5
••••• Mind Over Matter
Free Action
Duration: A Scene
This allows to ignore affect of poisons, need for oxygen, pain, fatigue. This allows to even regrow limbs over a day time. You also do not take extra damage from Lethal damage type.
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PRECOGNITION
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The gift that allows to catch glimpses or what to come or read imprints left by someone. An extremely useful power when you need to find something or someone.
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Rank 1
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• Sixth Sense
This warns gifted about things to come as well as allow them to sense if something might be off.
Passive
Gifted add +1 to their Wits rolls equal to their Precognition gift rating.
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Rank 2
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•• Psychometry
Normal Action
Roll Wits + Empathy, Difficulty 12
by touching an object the gifted may sense what emotions were experienced around the object recently and also vague picture of someone who held it last.
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Rank 3
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••• Clairvoyance
Allows to cast your senses away from your body into the areas that you have visited in the past
Normal Action
Roll Wits + Empathy, Difficulty 14
Duration: 1 turn per success
You may see, hear, and smell the area you looking into.
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Rank 4
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•••• Third Eye
Upgrade to Psychometry
Allows to see a vision of the past event that happened around the object when it was last touched.
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Rank 5
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••••• Future Ahead
Allows to see a sudden glimpse of the future.
Normal Action
Roll Wits + Empathy, Difficulty 16
Allows to go back the amount of turns back equal to amount of successes scored. The turns that are rewinded back are treated as the vision that the gifted saw.
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PYROKINESIS
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Quite simply the ability to start fires with ones mind. Pyros are not immune to their own flames and burn as easily as anyone else. Botches with Pyrokinesis tend to be singularly spectacular, as the psychic self immolates or sends flame shooting wildly about.
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Rank 1
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• Control the Fire
As the name suggest, you are able to control the fire, but only to a limited degree.
Normal Action
Roll Resolve + Composure, Difficulty 12
This allows to either make the existing fire stronger or to put out a fire. While limiting at first, it does allow you to make any fire harder to put out, +1 to Difficulty to put out per success scored.
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Rank 2
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•• FireWorks
Normal Action
Roll Resolve + Composure vs Dexterity + Athletics
Range: 10 meters
Allows to make short range fire bursts that deal 1 lethal damage per success.
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Rank 3
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••• Ignite
By concentrating, the pyro causes flammable materials to burst into flame.
Normal OR Extended Action
Roll Resolve + Composure, Difficulty 12
Range: 20 meters
Gifted focuses on the target and rolls Roll Resolve + Composure, Difficulty 12 once a turn till they score 5 successes (3 on vampires). Upon achieving the needed successes the target ignites, taking 1 lethal damage per turn (aggravated on vampires unless they have fortitude 3).
To put out the flames target must accumulate 5 successes on Athletics + Strength roll, Difficulty 14 (+1 for ever rank in Pyrokinesis, making it 19 at rank 5).
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Rank 4
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•••• Pyrotechnics
Allows to control the path of fire.
Normal Action
Roll Resolve + Composure vs Dexterity + Athletics
Send out a flame wave outwards that extend to 15 meters all around you and then dissipates. This deals 1 lethal damage to everyone who failed to take cover with their Dexterity + Athletics roll. If there nothing to take cover under then succeding in this roll puts you out of 15 meter range.
Extends the range of FireWorks to 20 meters.
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•••• Heatwave
Heat up the air around you so much that it feels like you are under scorching sun of the desert. While this does no damage, it impedes anyone that has a need to breath, to the point of having people passing out.
Normal Action
Roll Resolve + Composure, Difficulty 14
Range: 20 meters
Anyone in range will feel extremely hot, sweating and having hard time breathing, which results in -2 penalty to all Physical and Perception actions.
After 3 (+ your Athletics rating) turns people will pass out if they are not out of the heat area.
Undead and the Spectral bodies are immune to this.
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Rank 5
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••••• Inferno
May create a fire explosion that turns into whrilwind, damaging everything in range.
Extended Action (takes 2 turns to cast)
Roll Resolve + Composure vs Dexterity + Athletics
Range: 40 meters
Creates an area attack that can be done from 40 meters away and covers a 20 meter area, damaging everything and everyone there that failed to dodge, 1 aggravated damage per success.
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••••• Flameborn
This is apex of pyromancer evolution, as they become immune to the flames.
Passive
You become immune to any flame or heat. This does mean that you may set yourself aflame, having your close range attacks deal lethal damage with +2 bonus. Any botched close range attack that was made on you will ignite the attacker (follow level 3 rules on how to put it out).
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ELECTROMANCY
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One of the more new age powers, manifesting only in past century. It allows one to control electric waves to either utilize it in virtual space or by conjuring electricity at the finger tips.
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Rank 1
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• Static Interference
Free Action
Range: 20 meters
The electromancer can mess with static energy, making all electronic equipment malfunction. Such as most cameras will lose vision, phones wont work well, computers become unusable.
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Rank 2
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•• Electro Charge
Normal Action
Roll Resolve + Electromancy, Difficulty 12
Range: 40 meters
The electromancer may overcharge electricity powered things around them, shutting anything electric off, able to black out entire buildings or more.
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•• Link
Normal Action
Roll Intelligence + Computers, Difficulty 12
Range: 40 meters
This allows Electromancer to access and hack interfaces from distance (surf internet, hack, break the specific interface or entire machine, block access, etc). As well as adds +1 to hacking or internet search rolls equal to their Electromancy rating.
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Rank 3
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••• Power Fist
Free Action
While this power does not actually need to be used on a fist, concept is simple, the electromancer conducts electricity on their hands, legs, or metal melee weapon, and as electricity erupts around their chosen weapon, adding +2 to attack rolls and turning it into lethal damage if it is not already.
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Rank 4
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•••• Lightning Arc
Normal Action
Range: 20 meters
Electromancer shoots out lightnig arcs from their fingers, hitting everyone in front of them.
Roll Resolve + Composure, Difficulty 10, then everyone in front of the blast rolls Dexterity + Athletics, Difficulty 10. Then each defender compares their successes to that of an attacker individually.
Attacker's Successes - Defender's Successes = Aggravated Damage Taken.
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Rank 5
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••••• Eyes of the Storm
Electromancer glows of electricity, shooting it out from theri body all around them.
Normal Action
Roll Resolve + Electromancy, Difficulty 16
Anyone in 5 meter range from the Electromancer will take 1 aggravated damage per turn.
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EMPATH / HEALER / ENERGY VAMPIRE
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Sometimes pain is so great that it gives birth to special type of gifted. They are able to know how you feel, smooth your emotional anguish and even mend broken bones and torn flesh. Yet some use the darker side of this power, draining others instead.
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Rank 1
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• Empathic Sense
Resisted Action
Roll Wits + Empathy vs Composure + Performance
This allows to sense how someone feels at the time, if they have any derangement, or even physically hurt.
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Rank 2
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•• Empathic Healing
Normal Action
Roll Wits + Empathy, Difficulty 16
Allows to smooth someones emotions, making them feel better or relieve their pain. This does not stop frenzy or cure derangement. Upon failing the roll you may not use this power again on that person for a day.
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•• Empathic Vampire
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
Duration: 1 day
Sap an emotional energy out of someone, leasing them exhausted. Each success takes 1 Resolve away from the target and gives it to the Empathic vampire. Using it again on someone else purges the current stolen Resolve. Upon failing the roll you may not use this power again on that person for a day.
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Rank 3
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••• Healing Touch
Normal Action
Roll Wits + Empathy, Difficulty 12
Heals 1 damage on someone per success rolled. However it takes it out of the healer, making them unable to use this again for a day.
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••• Life Leech
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
Sap a vitality out of someone, healing yourself and damaging the person for 1 HP (bashing type) for rounds equal to amount of successes scored. Can be used only once per scene on the same person. Upon failing the roll you may not use this power again on that person for a day.
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Rank 4
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•••• Organ Repair
Upgrade to Healing Touch
Allows to restore organs, heal scars, cure blindness, remove toxins, poisons (does not break ghouling). Upon failing the roll you may not use this power again on that person for a day.
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•••• Ravager
Upgrade to Life Leech
Allows the HP to be transferred instantly. Upon failing the roll you may not use this power again on that person for a day.
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Rank 5
••••• Pacify Madness
Resisted Action
Roll Wits + Empathy, Difficulty 14
Allows to end frenzy or irrational madness, as well as even temporarily cure derangement and other mental disabilities for 1 day per success.
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••••• Energy Vortex
Upgrade to Ravager
Resisted Action
Roll Resolve + Composure vs Resolve + Composure
Range: 20 meters
This power can be used once per scene and it sucks the life out of everyone around you, giving you stolen HP and an emotional high, while damaging everyone else. Roll Resolve + Composure, Difficulty 10, then everyone else in range rolls rolls Resolve + Composure, Difficulty 10.
Then each defender compares their successes to that of an psychic vampire individually.
Attacker's Successes - Defender's Successes = the amount of HP psychic vampire have absorbed (bashing damage).
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