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GIFTED HUMANS

Source Material: Project Twilight, White Wolf; The Hunters Hunted II, White Wolf

Gifted Humans are no different than normal humans, except for the psychic abilities they were born with. While some skills can remain latent until later in life, others can be used and developed immediately. Though still entirely human and mortal, those with these special skills tend to keep their abilities a secret to avoid persecuted.

Gifted Humans start out with one psychic ability, but may learn up to three as they progress in level. 

It should be noted that these psychic gifts (aka Numina) are directly tied to a fully human condition. This means that Players who start out as a Gift Human will lose their Numina should they choose to become Vampires, Garou or Apex Kinfolk. While they are no longer a Gifted Human, the Player keeps all their earned XP, which the Admins will return for the Player to fill out a new Character Sheet and redistribute all their earned experience points to build their new character.

The only exception to this is if the Gifted Human is turned into a Ghoul by a Vampire. Because a Ghoul is still a mortal human who depends on the blood of the domitor, the Gifted Human retains all their previously earned Numina and may continue to go up in level as a Gifted Human. If that Ghoul is Embraced (turned into a Vampire) they will lose all their Gifts, but not their XP.


PLAYING A GIFTED HUMAN

Upon initial character generation, Gifted Humans can choose from any of the Standard Abilities and Combat Skills. PLUS, they may select their first Numina from the list below. 

As a Gifted Human gains in level, they may choose a second and third Numina after they have earned levels 10 and 15, respectively. Upon reaching levels 10 and 15, the Numina choices will again open up on your Character Sheet and you may select one that you may now buy points in with available XP.  

Resist Psychic Assaults
All Gifted Humans have the natural, innate ability to "potentially" recognize a supernatural psychic assault (any ability listed as a Mental Attack) and  resist the effects. These include: mind control, mental commands, social conditioning, and so forth can be resisted by an unwilling target if she’s aware that she’s under attack. These include, but are not limited to:

  • Dominate
  • Intimidation (Brutality)
  • Presence
  • Dementation
  • Any Ability designated as a Mental Attack

When another character attempts to use a Psychic Attack/Influence on the Gifted Human, the Gifted Human must roll vs their Intuition & Awareness to determine if they notice that a supernatural ability is being used to influence their minds. This is a natural, reflexive ability and does not require an action.

  • Base Roll: 70
  • Energy/Mana: 0
  • Mods: Intuition & Awareness
    • Successful roll:+10 Modifier to whichever attribute is required to resist the effects of the attack.
    • Unsuccessful roll: You do not recognize that you are being influenced.


NUMINAS

Mortals cannot learn the Disciplines of the Kindred, the Gifts of the Garou or the magicks of the mage. Instead, there are Numina. Numina is a catch-all category for the wide range of psychic abilities that are available to mortal characters. Numina tend to be less powerful than the afore-mentioned abilities of the supernaturals, but if employed properly they can still be very effective. 

For Gifted Humans, the first Numina must be acquired with “Freebie Points” during character creation. At Character Creation, all Numinas are open for selection. Depending on which Numina the Player chooses will determine which additional Numinas will be available for selection later in their Characters' development; the second at Level 10, and the third at Level 15.

For more information on each of the available Numinas, click on the pictures below.


Animal Psychic


Biocontrol


Clairvoyance


Cyberkinesis


Cyberpathy


Electrokenesis


Precognition 


Hypnosis


Psychic Healing


Pyrokinesis


Telekinesis


Telepathy