I feel that psychic gifts in the World of Darkness/Dimness
should be more personalized. For that reason I created a system that
players can use to create their own psychic gifts. As with all the addons
in the Talorian system heavy Storyteller involvement is required in the
creation of each individual Gift..
A variation on this system is also used to create new Cainite disciplines, Immortal gifts, Ka gifts, Lillanite gifts, werecreature gifts and probably powers for just about any creature I create later. (See the specific sections after the main text).
There is also an additional variant that allows one to increase the GF of specific psychic gifts.
The Main System
Creating Psychic Gifts
Chart 1 - Example Giftedness Factors
Chart 2 - Example Modifiers
Chart 3 - Scale of Levels for power
Purchasing Psychic Gifts
Creating Supernatural Powers
High Giftedness Factors
The main system
A psychic is one who has some
aspect of his Avatar
or Beast Awakened. This Awakened aspect can manipulate the spiritual
world and through it the physical world.
In my future worlds they have learned a scientific explanation of this and an ability to enhance these abilities. This also allows persons to purchase psychic gifts to pretty much any level with enhancements. It is strongly suggested that PC's remain limited to GF 10 level 5.
For information about alterations to this you must see the individual documents under each timeperiod.
CyberAge psienhancers and gestalt
Early space age Towers
Advanced space era Towers
Creating psychic gifts
Each psychic gift once it is created will be assigned a point total based on the examples below (The storyteller should alter this list according to the possibilities and balance of their world). After the primary effect and power is decided modifiers can further alter the Gift. Once the basic cost and the modifiers are taken into account you come up with a number called the Giftedness Factor (GF). The GF is the basis for buying a psychic gift. The first chart below is gives a few basic GF costs from my world (immortal gifts are weaker). The second chart is the modifiers. Chart 3 is the scale of levels for power.
Chart 1 Basic Giftedness Factor Cost.
|GF||Description||examples all but immortals||examples immortals|
|1||very minor ability||Knack for business – +1/level
bonus to business related rolls.
Help plants grow better – plants grow at +10% speed per level, plants also are more able to accept mistreatment under your care.
|2||slightly significant||Sense magic – identify magics
presence 5 foot radius/level.
Note: very powerful magic may be felt further away.
Minor fortune telling – occasional dreams give you hints of the future. The higher the level the more clear the dreams, however, they are still very vague.
|3||significant ability||Receptive empathy – the ability
to sense the emotions of another range and sensitivity go up with level
beginning at touch and loud thoughts
Spirit sense (awareness spirit world) – you have a sixth sense about noticing the spirit world. You know when spirits are around but not precisely where they are. Sensitivity and range go up with level beginning at 5 foot and very strong impressions.
|Combat sense-- the character adds 1/ level to initiative
Quick recovery -- the character doesn't heal quicker but in battle he can recover quicker than any other.
Empathic connection to a particular being (may change
after a reasonable time has passed when they die)
|4||highly significant ability||Receptive telepathy – you can
hear the thoughts of others. Sensitivity and range go up with level beginning
at touch and subvocalized.
Projective telepathy – you can send your thoughts to another. The uninitiated may occasionally think the thought is theirs. Range go up by level. Beginning range is 5 foot.
Pyrotechics – this is the ability to create and control flame. This ability goes up in range and power by level. Beginning level is around five feet and may create a candles flame.
Perceive spirit world – this ability allows all of your five senses to function in the spirit world. The range is decided by level. Beginning at five feet and ending at regular sense range.
Telekinesis -- this ability allows the character to move objects with their mind. The range and weight go up by level.
Aura manipulation (self) – this ability allows the character to alter the appearance of his own aura. This allows many different affects including removing the ability to notice supernatural nature. The level allows more severe changes. Basic level can remove one trait from the aura for a duration of concentration.
Astral travel – This ability allows the character to leave their body and travel spiritually. The level affects how far they can go, how fast they can move, how long they can stay gone and what affect they may have on the physical world.
|Sense spirit world -- the character has a sixth sense
about noticing the spirit world. Sensitivity and range go up with
levle beginning at 5 foot and strong impressions
Pyrotechnics - the ability to create or control flames.
Dexterity Gift -- the ability to add 1 automatic success per level to dexterity.
Stamina Gift -- the ability to add 1 automatic success per level to stamina
Strength Gift -- the ability to add 1 automatic success per level to strength.
empathic connection to a particular species of animal (dogs cats etc)
telepathic connection to a particular being.
|5||slightly powerful ability||Projective empathy – This ability
allows the empath to tell others what they feel the severity of the change
Luck – This ability manipulates chance in very versitile but not completely controllable ways. The power of the luck to overcome the careful planning is affected by the level of the power.
Clairvoyance – This ability allows the character to perceive with other senses when they are not actually present. The senses usable and the range are affected by level.
Spirit control – This ability allows control over spirits. The amount of control is affected by the spirit’s own power and the level in the ability. Note this does not assume the character can perceive spirits.
Umbral travel – This ability allows the character to travel in the umbra. The level affects the special equipment needed, what can be carried into the Umbra, and how fast they can move into the Umbra
|Empathy the character has a sixth sense about the emotions
Major Fortune Telling the character has the ability to tell the most probably path the future will take with the use of a focus (tarot cards, astrology).
Telepathic connection to a particular species of animal
|6||powerful ability||Telepathy -- This ability allows
the abilities present in both receptive and projective telepathy.
Body manipulation self (slow) – This ability allows slow and gradual but extreme changes in the bodily structure. Level affects the speed that this is accomplished. The character may affect 10lbs of mass (I know this isn’t a mass measure)/level/hour.
Aura manipulation others – This ability allows both disguises and true changes of another’s aura. If this change is against the person’s nature it is only temporary. The severity of the change and the duration of the change are affected by level.
Weather control – This ability allows one to control weather the severity of the change the area of the change are affected by level.
|Athletic Gift the character may spend willpower for 5
automatic successes on a single physical roll. A number of willpower equal
to the level is allowed.
Percieve Spirit World the character may percieve the spirit world with any of the five senses
|7||highly powerful ability||Body manipulation others (slow) – This ability works as body manipulation self slow except on others. This ability does not assume able to work on self.||Aura Manipulation Self the character can appear to be what he is not to those with sixth senses. (kindly and good instead of evil and cruel)|
|8||highly powerful and versitile||Mind control – This allows true control of another’s mind and actions. The amount of control and the duration of control are affected by level.||Projective senses the character can alter anothers physical perceptions.|
|9||very powerful and versitile||Body manipulation self (fast) -- This ability allows quick and extreme changes in the bodily structure. Level affects the speed that this is accomplished. The character may affect 10lbs of mass (I know this isn’t a mass measure)/level/minute.||Telepathic connection to the animal world allowing communcation with all animals.|
|10||incredibly powerful ability||Body manipulation others (fast) – This ability works as body Manipulation self fast except on others. This ability does not assume able to work on self.||Telepathic connection to the wyld. Allowing communcation with spirits of the wild, animals and plants.|
Chart 2: Cost Modifiers
|+2||Requires no roll to use this ability. This ability should remain rare for it also means there is no defense roll against the ability|
|-1||Requires multiple successes to
be useful. The first successs can have some effect but it is very minor
no matter what the level of the gift.
Example: Receptive telepathy that the first success only detects subvocalized thoughts.
|+0||This is a base level for most
abilities -- requires difficulty 12 roll to use.
A roll vs Will + Resistance (specific skill necessary varies) has approximately this value.
|-1/||A selected area of effect is weaker
than normal. That aspect of the power (such as range, power, or area
of effect) has an effect as if the Gift was one level lower than its actual
Example: Telekinesis that works closer to the character giving it a range of 1 foot at 1 dot and 5 feet after the second dot This may be bought more than once.
|-2||Requires a roll versus difficulty 20 task to use the power. The power may not be used at all unless the difficulty roll is met. This is the difficulty before any modifiers are added.|
|-1||Requires difficulty 15 task to use. The power may not be used at all unless the difficulty roll is met. This is the difficulty before any modifiers are added.|
|+1 /||A selected area of effect is more powerful than normal.That aspect of the power (such as range, power or area of effect) has an effect as if the Gift was one level higher than its actual level. This may be bought more than once|
|+1||Multiple abilities may be bought at each level once level 5 is reached. All vampiric abilities are assumed to have this merit. This ability must be bought at each level.|
|+0/-0||Beast Controlled. The ability is uncontrolled but level varies with mood which is an advantage. An alternative method is the ability requires no rolls but is always on.|
|+1/2 GF||The ability scales upward in power
and has powers associated with it at each level. All vampiric abilities
are assumed to have this merit.
Example: Spiritualist gift first level gets the ability to see spirits within 5 feet, at second level can see spirits within 10 feet but may also call weak spirits, at third level the character can see spirits within 25 feet can call moderately powerful spirits but can also exorcise spirits. Etc.
|-2 + -1 / willpower cost after the first||Requires willpower to use. The power does not function unless a willpower point is spent. This modfiier may be gotten at some levels and not gotten at others. Some powers may cost more than 1 willpower to use. For each additional willpower required after the first add 1 additional point to the modifer. The storyteller may limit this.|
|-1 + -1 / additional cost after the first||Requires vitae, blood, rage or some other similar supernatural force that is relatively easy to replace to use. The power does not function unless a point of this power is spent. The creature type must have the appropriate attribute. This modfiier may be gotten at some levels and not gotten at others. Some powers may cost more than 1 point of power to use. For each additional point required after the first add 1 additional point to the modifer. The storyteller may limit this.|
|+1||Spending Willpower increases the effectiveness of the power approximately one level. The basic modifier allows the spending of one willpower to increase the effect. This ability may be bought more than once to increase the effect of spending willpower even more. Storyteller may and probably should limit this.|
|+3||Spending Viate, Blood, Rage, or some other similar supernatural force that is relatively easy to replace to use increases the effectiveness of the power by approximately one level. The creature type must have the appropriate attribute. This modfiier may be gotten at some levels and not gotten at others. Some powers may cost more than 1 point of power to use. For each additional point that may be spent to increase the effect even more add 2 additional points to the modifer. The modifier should be strongly limited.|
|-3 to +3||Efficiency modifier. despite the best intensions when a player makes a power that is either too weak or to powerful the storyteller may modify it. This should be kept within a few points if it needs more you should get rid of it.|
When a psychic gift has different powers at different levels build each power for the gift at the same giftedness factor. All the gifts must be closely related. Generally all five levels of the gift must be ok'd before the character begins the game. This is a highly suggested rule but if a storyteller enjoys the idea of slowly developing abilities that are a bit of a mystery then this rule can be suspended.
Chart 3 Scale of level
|o||ability is minimally useful.||Range is minimum to be affective, weight is where it is relevant but is minimal, affect is the minimum to get use from the ability|
|oo||ability doubles in usefulness||All the named aspects double in affectiveness (this may not mean that distance doubles but instead goes to the next effective range). The ability is becoming affective.|
|ooo||ability double again in usefulness||All the named aspects double in affectiveness. The ability is becoming significant.|
|oooo||ability double again in usefulness||All the named aspects double in affectiveness. The ability is becoming powerful.|
|ooooo||ability double again in usefulness||All the named aspects double in affectiveness. The ability is powerful.|
Purchasing Psychic Gifts
To Buy a dot in a psychic gift requires a number of freebie points equal to the GF. Psychic Gift potential may be purchased as well. Potential means that the character has the Gift but it is not Awakened in any way. The cost for potential is 1/3 the freebie point cost for buying the gift normally. (Giftedness Factor 1-3 cost 1 freebie point 4-6 GF costs 2 freebie points, 6-9 GF costs 3 freebie points and GF 10-12 costs 4 freebie points). Psychic gifts may go over giftedness factor 10 but they are not PC available.
To buy the latent gift with Improvement Points cost 10 x (GF-1) in IP.
To buy additional dots in a psychic gift costs 10 x (GF -1) x level.
When 5 dots in a particular psychic Gift is reached to increase the gift further level 5 must be purchased again before level 6 can be reached. This is required for each additional multiple of 5.
New Discipline powers
New abilities may be created for a discipline that the character already has. The discipline possessor must have discipline level 5. At that point they may create any power of 7 GF or lower and add it as a power The storyteller assigns the new power a level. The cost of the discipline power is as if buying the same discipline level again. Example for the second level auspex gift Enhance chosen sense would cost 5 xp for a clan discipline and 7 xp for a nonclan
New vampiric abilities may be created using this
system. And in fact is how I will handle any PC creating a new discipline.
Each vampiric discipline is assumed to have the Scales upward and powers
bonus and the Multiple abilities may be bought at level five merit. This
does not figure into the GF of the vampiric discipline. However, a vampiric
discipline must cost the same so if the discipline has a lower GF it does
not help the cost. The vampiric discipline may not have a GF over 7.
New disciplines cost 10 freebie per dot or 10 x current level xp
The vampiric discipline must have abilities that are justified as functioning within the same area of effect (storyteller discresion).
Immortal gifts are more expensive. An immortal may chose to pay the 5 point merit to be allowed access to the other chart. however, in that case their own personal gift is from that chart they do not get an extra power unless they buy it. The cost for immortal gifts is found on the immortals page. See the Quickening Gift explanation and the Character generation portion.
Lillanite have a set of single powers that they can create or be taught. Ideas for these Gifts may be taken from suggestions out of the werecreature guides as well as created using the system.
To create a Lillanite Vampiric Gift assume the Gift has a GF or 8 or less. All Gifts require storyteller approval. The decision to allow a particular Gift is based on many factors including: power level, status, whether it is a common Gift with your Family of Lillanites. Some Gifts make use of inherent nature of the particular Lillanite family and may be learned by no other families.
Taught Lillanite Gifts cost 5 x level freebie points and 25 x level IP
Self taught Lillanite Gifts cost 7 x level freebie points and 50 x level IP.
Mummy New Ka Gift Powers
New abilities may be created for a Gift that the character already has. The discipline possessor must have the Gift at level 5. At that point they may create any power of 8 GF or lower and add it as a power The storyteller assigns the new power a level. The cost of the Gift power is as if buying the same Gift level again. Example from Disciplines the second level auspex gift Enhance chosen sense would cost 6 xp.
New Ka Gifts
New Ka gifts may be created by using this system. Each Ka gift is assumed to have the Scales upward and powers bonus and the multiple abilities after level five for free. This does not figure into the cost of the Gift. However, a Ka gift may not have a cost of over 8. New Ka gifts cost 10 freebie points per dot or 10 x current level to create. The abilities must be justifiable as fitting within the same area of effect (storyteller discresion)
Werecreature gifts have a set of single powers that they can create or be taught. Ideas for these Gifts may be taken out of any of the werecreature guides as well as created using this system.
To Create a Werecreature Gift assume a Gift of GF 8 or less. All Gifts require storyteller approval. The decision about whether to allow a particular Gift will be based on many factors including: power level, status, whether it was a common gift among your breed or species and the character's status within the werecreature community and the power of the gift.
Most commonly Werecreatures are not taught any Gifts with a power over two by any but those of your breed/species and they are not taught any Gifts by another Breed/Species until they have status of at least 2.
Taught werecreature Gifts cost 5 x level freebie points and 25 x level IP
Self taught werecreatue Gifts cost 7 x level freebie points and 50 x level IP
Increasing with IP Giftedness
After the creation of the basic system. I came to believe that it should be possible to increase the breadth of the psychic potential. However, it should be difficult.
The following system is an attempt to make this kind of change viable but not overly efficient. Increases in GF should be created for a specific effect.
The Basic cost for an increase in GF is 100 IP. The storyteller should not give more than 10 to 15 IP per week to increase Giftedness Factor.
Increases in GF can be bought no matter what level the Gift is at. This system is infact assumed to be used in the initial stages of Awakening many gifts.
High Giftedness Factors
In the Cyberage and shortly thereafter there came a change in the fundamental way that psychic gifts were viewed. They were suddenly a part of the new science of the age. For this reason it became allowable for those with psychic training (from psicorp or another organization of similar power) to have psychic gifts with GF over 10 and with gift levels over 5.
However, this should remain beyond the scope of most pcs simply because of the great amount of power it represents therefore all costs for the abilities remain the same. Simply attach the following points differences to any game where high level psychics are the norm. All but the first 15 freebie points extra must be used to purchase psychic gifts.
|Psychic's power framework||Extra Freebie points||IP Cost|
|Minor free Psi||No extra freebie points||10 x (GF -1) x current level|
|Major free Psi||+10 Freebie points||10 x (GF -1) x current level|
|Psicorp member||+20 Freebie points||8 x (GF -3) x current level *|
|Trained psicorp member||+30||8 x (GF - 3) x current level *|
|Trained pscyhic defensive troops||+45||6 x (GF - 5) x current level **|
|Prime||+100||4 x (GF -10) x current level ***|
|Super Psychic||+200||2 x (GF -25) x current level ****|
* The GF - 3 cannot go below 5 unless the GF is below 3
** The GF - 5 cannot go below 8 unless the GF is below 8
*** The GF - 10 cannot go below 15 unless the GF is below 15
**** The GF - 25 cannot go below 20 unless the GF is below 20
|Beastial||Lillanite Vampire||Camarilla Vampire||Sabbat Vampire||Anarch Vampire|