House Rules

General



Psychic Numina


Any Psychics in the game should please respect the game's intended themes. This means no Psychic should ever develop more than two Psychic paths. One is unusual enough; two is extraordinarily rare. This is the World of Darkness, not X-Men. Please respect that.

Also, in the interest of protecting our game's intended themes and style, certain Psychic paths are disallowed. It is the Storyteller's opinion that some Psychic paths are either inappropriate to the game or inappropriate altogether, and should only be available as Numina to sorcerers practicing hedge magic. One example is Ectoplasmic Generation. The following are the Psychic Numina available to mortal characters in the CoLA game:

  • Animal Psi
  • Anti-Psi
  • Astral Projection
  • Biocontrol
  • Channeling *
  • Clairvoyance
  • Precognition
  • Psychic Healing
  • Psychokinesis
  • Psychometry
  • Pyrokinesis
  • Soulstealing **
  • Synergy
  • Telepathy
* "I see dead people" -- this Numina is straight-up mediumship. It confers no powers of warding or summoning. This Numina is the same as Necro-Psi in Demon Hunter X. Necro-Psychics without appropriate hedge magic to protect themselves may often end up endangered spiritually as well as physically. Be warned.

** This Numina does not pose automatic danger to sanity if used upon vampires or wraiths as Unsung Heroes stated. Because I say so.


Click below for a link listing house rules on the Qiao of Shih demon hunters.

Qiao