Psyche Talents: Difference between revisions

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__NOAUTOLINKS__
__NOAUTOLINKS__
Psyche talents are optional rules that can be found in ''Harker's [[Guide]] to [[Vampire]] Hunting.'' You can find the [[Fear and Sanity]] rules on the [[Fear and Sanity|Fear and Sanity Page]].  
Psyche talents are optional rules that can be found in ''Harker's [[Guide]] to [[Vampire]] Hunting.'' You can find the [[Fear and Sanity]] rules on the [[Fear and Sanity|Fear and Sanity Page]].  
<nowiki>***</nowiki>'''This page is Currently In Progress and my not be fully up to date***'''
== Psyche Talents ==
== Psyche Talents ==
Psyche talents are talents that you may be forced to take in [[order]] to reduce your Fear. These do not count towards talent points from leveling.
Psyche talents are talents that you may be forced to take in [[order]] to reduce your Fear. These do not count towards talent points from leveling.
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|'''One Eye Open'''
|'''One Eye Open'''
|Incompatibilities: Haunted
|Incompatibilities: Haunted
|You no longer gain Fear from sleeping outside of a Haven. When you Take a Rest outside of a Haven roll a 1d%. On a roll of 1-25, you gain the Paranoid talent. If you already have the Paranoid talent, you take the next talent in the track. If you have completed the Paranoid track, this result has no effect. If you roll 26 or higher, remove one of your Paranoid talents.
|You no longer gain Fear from sleeping outside of a Haven. When you Take a Rest outside of a Haven roll 1d%. On a roll of 1-25, you gain the Paranoid talent. If you already have the Paranoid talent, you take the next talent in the track. If you have completed the Paranoid track, this result has no effect. If you roll 26 or higher, remove one of your Paranoid talents.
|''Psyche, Isolated, -2 Fear''
|''Psyche, Isolated, -2 Fear''
|-
|-
|'''Resolute'''
|'''Resolute'''
|
|
|The number of Death Points it takes to [[kill]] you increases by +2. However, you no longer remove 1 Death Point from a Recoup.
|The number of Death Points it takes to kill you increases by +2. However, you no longer remove 1 Death Point from a Recoup.
|''Psyche, Isolated, Soul Scar, -2 Fear''
|''Psyche, Isolated, Soul Scar, -2 Fear''
|-
|-
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|'''Cautious II'''
|'''Cautious II'''
|Cautious
|Cautious
|You cannot benefit from Focused or Rallied. Gain Resist Charmed 3 and Resist Enthralled 3.
|You cannot benefit from Focused or Rallied. Gain Resist Charmed +3 and Resist Enthralled +3.
|''Psyche, Cautious, -2 Fear''
|''Psyche, Cautious, -2 Fear''
|-
|-
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|Cautious II
|Cautious II
|Your crit range decreases by 1. If your crit range was previously only 20, you can no longer crit. You gain +1 to all your defenses.
|Your crit range decreases by 1. If your crit range was previously only 20, you can no longer crit. You gain +1 to all your defenses.
|''Psyche, Cautious, Headstone, Soul Scar, -2 Fear''
|''Psyche, Cautious, Soul Scar, -2 Fear, '''Headstone'''''
|-
|-
|'''Claustrophobic'''
|'''Claustrophobic'''
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|Claustrophobic becomes: Whenever you are within 10 ft of more than one wall or obstruction that could give you complete Cover, suffer 1 TD.
|Claustrophobic becomes: Whenever you are within 10 ft of more than one wall or obstruction that could give you complete Cover, suffer 1 TD.
When you do not have TD from Claustrophobic, gain an additional +1 ANT and LOG.
When you do not have TD from Claustrophobic, gain an additional +1 ANT and LOG.
|''Psyche, Claustrophobic, Headstone, -2 Fear''
|''Psyche, Claustrophobic, -2 Fear, '''Headstone'''''
|-
|-
|'''Driven by Instinct'''
|'''Driven by Instinct'''
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|Driven By Instinct II
|Driven By Instinct II
|Gain the Instinctive Response ability.
|Gain the Instinctive Response ability.
'''Instinctive Response.''' When a creature attempts to give you the Frightened condition and fails, you may activate one Psyche talent of your choice out of Fight, Flight, or Freeze, as though you were Frightened for 1 minute. (1/Rest)
'''Instinctive Response (1/Rest).''' When a creature attempts to give you the Frightened condition and fails, you may activate one Psyche talent of your choice out of Fight, Flight, or Freeze, as though you were Frightened for 1 minute.  
|''Psyche, Instinct, Headstone, -1 Fear''
|''Psyche, Instinct, -1 Fear, '''Headstone'''''
|-
|-
|'''Lunacy'''
|'''Lunacy'''
|
|
|You become psychologically linked with one of Ancerra’s five moons. While it is waxing, you gain Resist Charmed 3 and Resist Frightened 3. When it is waning, you gain Vulnerable Charmed 1 and Vulnerable Frightened 1.
|You become psychologically linked with one of Ancerra’s five moons. While it is waxing, you gain Resist Charmed +3 and Resist Frightened +3. When it is waning, you gain Vulnerable Charmed +1 and Vulnerable Frightened +1.
Pick which moon you are linked with. Their waxing and waning cycles are listed below. It takes the same number of days for a moon to wax as it does for that moon to wane.
Pick which moon you are linked with. Their waxing and waning cycles are listed below. It takes the same number of days for a moon to wax as it does for that moon to wane.


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|'''Lunacy II'''
|'''Lunacy II'''
|Lunacy
|Lunacy
|Gain Resist 3 to a type of damage or condition while your moon is waxing, and Vulnerable 1 to a different type of damage or condition while the moon is waning. See the following Lunacy tables.
|Gain Resist +3 to a type of damage or condition while your moon is waxing, and Vulnerable +1 to a different type of damage or condition while the moon is waning. See the following Lunacy tables.
|''Psyche, Lunacy, -2 Fear''
|''Psyche, Lunacy, -2 Fear''
|-
|-
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|Lunacy II
|Lunacy II
|While your moon is waxing, you have +5 ft speed and +4 on Initiative rolls. During a full moon, your crit range increases by +1.
|While your moon is waxing, you have +5 ft speed and +4 on Initiative rolls. During a full moon, your crit range increases by +1.
While your moon is waning, you are Demoralized. During a New Moon, you have Vulnerable Damage 1.
While your moon is waning, you are Demoralized. During a New Moon, you have Vulnerable Damage +1.
|''Psyche, Lunacy, Soul Scar, Headstone, -2 Fear''
|''Psyche, Lunacy, Soul Scar, -2 Fear, '''Headstone'''''
|}
|}
{| class="wikitable"
{| class="wikitable"
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|'''Nyctophobic'''
|'''Nyctophobic'''
|
|
|While in [[darkness]], your Darkvision is halved. If you do not have Darkvision, you are Blinded. While in bright light, gain +2 to your AR and physical defenses.
|While in darkness, your Darkvision is halved. If you do not have Darkvision, you are Blinded.  
While in bright light, gain +2 to your AR and physical defenses.
|''Psyche, Nyctophobia, -2 Fear''
|''Psyche, Nyctophobia, -2 Fear''
|-
|-
|'''Nyctophobic II'''
|'''Nyctophobic II'''
|Nyctophobia
|Nyctophobia
|While in dim light or darkness, suffer -1 to all your defenses. While in bright light, gain +2 to your mental defenses.
|While in dim light or darkness, suffer -1 to all your defenses.  
While in bright light, gain +2 to your mental defenses.
|''Psyche, Nyctophobia, -2 Fear''
|''Psyche, Nyctophobia, -2 Fear''
|-
|-
|'''Nyctophobic III'''
|'''Nyctophobic III'''
|Nyctophobia II
|Nyctophobia II
|While in dim light or darkness, your Darkvision is halved. When in bright light, your crit range increases by +1.
|While in dim light or darkness, your Darkvision is halved.
|''Psyche, Nyctophobia, Headstone, -4 Fear''
When in bright light, your crit range increases by +1.
|''Psyche, Nyctophobia, -4 Fear, '''Headstone'''''
|-
|-
|'''Reckless'''
|'''Reckless'''
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|'''Reckless II'''
|'''Reckless II'''
|Reckless
|Reckless
|You may spend 1 AP to become Rallied until the end of your next turn. When not Rallied, you are Vulnerable Charmed 2 and Vulnerable Enthralled 2.
|You may spend 1 AP to become Rallied until the end of your next turn. When not Rallied, you are Vulnerable Charmed +2 and Vulnerable Enthralled +2.
|''Psyche, Reckless, -2 Fear''
|''Psyche, Reckless, -2 Fear''
|-
|-
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|Reckless II
|Reckless II
|Your crit range increases by +1, but you suffer another -1 to all your defenses.
|Your crit range increases by +1, but you suffer another -1 to all your defenses.
|''Psyche, Reckless, Headstone, -1 Fear''
|''Psyche, Reckless, -1 Fear, '''Headstone'''''
|-
|-
|'''Sadistic'''
|'''Sadistic'''
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|Sadistic II
|Sadistic II
|Sadistic’s healing reduction becomes 5 (min 1). Whenever you hit a Bloodied creature, they gain Bleeding 2.
|Sadistic’s healing reduction becomes 5 (min 1). Whenever you hit a Bloodied creature, they gain Bleeding 2.
|''Psyche, Sadism, Headstone, -1 Fear''
|''Psyche, Sadism, -1 Fear, '''Headstone'''''
|-
|-
|'''Voices'''
|'''Voices'''
|
|
|When you roll Initiative, the voices in your head may [[distract]] you or come to your aid. If your unmodified Initiative die roll was 11 or higher, you suffer 1 TD for the duration of the combat. If it was a 10 or lower, you gain +1 to your mental defenses for the same duration.
|When you roll Initiative, the voices in your head may distract you or come to your aid. If your unmodified Initiative die roll was 11 or higher, you suffer 1 TD for the duration of the combat. If it was a 10 or lower, you gain +1 to your mental defenses for the same duration.
|''Psyche, Voices, -2 Fear''
|''Psyche, Voices, -2 Fear''
|-
|-
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|Voices II
|Voices II
|If rolling Initiative causes you to suffer TD, your speed also decreases by 5 ft for the duration of the combat. Otherwise, gain +1 Luck Point, and an additional +1 to all of your defenses for the duration. This Luck Point expires at the end of combat.
|If rolling Initiative causes you to suffer TD, your speed also decreases by 5 ft for the duration of the combat. Otherwise, gain +1 Luck Point, and an additional +1 to all of your defenses for the duration. This Luck Point expires at the end of combat.
|''Psyche, Voices, Headstone, -2 Fear''
|''Psyche, Voices, -2 Fear, '''Headstone'''''
|}
|}


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|
|
|When you gain this talent, choose a modifying tag or a magic tag.
|When you gain this talent, choose a modifying tag or a magic tag.
'''Modifying tags:''' abominable, constructed, [[giant]], undead.
'''Modifying tags:''' abominable, constructed, giant, undead


'''Magic Tags:''' [[arcane]], [[divine]], [[occult]], [[primal]], [[psionic]].
'''Magic Tags:''' arcane, divine, occult, primal, psionic


These are your “anthropophobia creatures.”
These are your “anthropophobia creatures.”
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|Anthropophobic IV
|Anthropophobic IV
|When you take damage from an anthropophobia creature, you suffer +1d6 psychic damage. When you kill an anthropophobia creature of ML 0.5 or higher, remove 1 Fear.
|When you take damage from an anthropophobia creature, you suffer +1d6 psychic damage. When you kill an anthropophobia creature of ML 0.5 or higher, remove 1 Fear.
|''Psyche, Anthropophobic, Headstone, -1 Fear''
|''Psyche, Anthropophobic, -1 Fear, '''Headstone'''''
|-
|-
|'''Insomniac'''
|'''Insomniac'''
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|'''Insomniac V'''
|'''Insomniac V'''
|Insomniac IV
|Insomniac IV
|You gain +1 AWR and your AWR can now exceed your attribute cap by 1. If you fail your Insomnia check, only regain ½ your max HP from your Rest.
|You gain +1 AWR and your AWR can now exceed your attribute cap by 1. If you fail your Insomnia check, only regain 1⁄2 your max HP from your Rest.
|''Psyche, Insomnia, Headstone, -1 Fear''
|''Psyche, Insomnia, -1 Fear, '''Headstone'''''
|-
|-
|'''Paranoid'''
|'''Paranoid'''
|One Eye Open or Voices II
|One Eye Open or Voices II
|Gain +1 ANT and suffer -2 LOG.
|Gain +1 ANT and suffer -2 LOG.
|''Psyche, [[Paranoia]], -2 Fear''
|''Psyche, Paranoia, -2 Fear''
|-
|-
|'''Paranoid II'''
|'''Paranoid II'''
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|Paranoid IV
|Paranoid IV
|Gain +2 AWR. Suffer -2 INT. Your INT attribute cap decreases by 1.
|Gain +2 AWR. Suffer -2 INT. Your INT attribute cap decreases by 1.
|''Psyche, Paranoia, Soul Scar, Headstone, -3 Fear''
|''Psyche, Paranoia, Soul Scar, -3 Fear, '''Headstone'''''
|-
|-
|'''Photophobic'''
|'''Photophobic'''
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|'''Photophobic IV'''
|'''Photophobic IV'''
|Photophobic III
|Photophobic III
|Your crit range decreases by 1 while in bright light. If your crit range was previously only 20, you can no longer crit. Your crit range increases by +1 while in darkness.
|Your crit range decreases by 1 while in bright light. If your crit range was previously only 20, you can no longer crit.  
Your crit range increases by +1 while in darkness.
|''Psyche, Photophobia, -2 Fear''
|''Psyche, Photophobia, -2 Fear''
|-
|-
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|Photophobic IV
|Photophobic IV
|Creatures that attack you in bright light increase their crit range by +1. Creatures that attack you in darkness decrease their crit range by 1.
|Creatures that attack you in bright light increase their crit range by +1. Creatures that attack you in darkness decrease their crit range by 1.
|''Psyche, Photophobia, Headstone, -2 Fear''
|''Psyche, Photophobia, -2 Fear, '''Headstone'''''
|-
|-
|'''Rapturous'''
|'''Rapturous'''
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|Rapturous
|Rapturous
Incompatibilities: Undaunted II
Incompatibilities: Undaunted II
|You are considered Bloodied at ¾ your max HP. Gain the Rapturous ability.
|You are considered Bloodied at 3⁄4 your max HP. Gain the Rapturous ability.
'''Rapturous.''' When you first become Bloodied, gain the Rallied condition until the end of your next turn. Then gain Vulnerable Charmed 1 and Vulnerable Frightened 1 for the next 30 seconds. (1/Catch Breath)
'''Rapturous (1/Catch Breath).''' When you first become Bloodied, gain the Rallied condition until the end of your next turn. Then gain Vulnerable Charmed +1 and Vulnerable Frightened +1 for the next 30 seconds.  
|''Psyche, Rapturous, Soul Scar, -1 Fear''
|''Psyche, Rapturous, Soul Scar, -1 Fear''
|-
|-
|'''Rapturous III'''
|'''Rapturous III'''
|Rapturous II
|Rapturous II
|Deal +2 damage whenever you deal [[elemental]] and energy damage. Whenever a creature crits against you, gain Bleeding 2.
|Deal +2 damage whenever you deal elemental and energy damage. Whenever a creature crits against you, gain Bleeding 2.
|''Psyche, Rapturous, -2 Fear''
|''Psyche, Rapturous, -2 Fear''
|-
|-
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|'''Rapturous V'''
|'''Rapturous V'''
|Rapturous IV
|Rapturous IV
|Your crit range increases by +1 and you gain Vulnerable Damage 1.
|Your crit range increases by +1 and you gain Vulnerable Damage +1.
|''Psyche, Rapturous, Headstone, -4 Fear''
|''Psyche, Rapturous, -4 Fear, '''Headstone'''''
|-
|-
|'''Undaunted'''
|'''Undaunted'''
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|Undaunted
|Undaunted
Incompatibilities: Rapturous II
Incompatibilities: Rapturous II
|You are considered Bloodied at ¼ your max HP. While you are not Bloodied, your FORT and WILL each increase by +1. When you are Bloodied, your REF and LOG decrease by 1.
|You are considered Bloodied at 1⁄4 your max HP. While you are not Bloodied, your FORT and WILL each increase by +1.  
When you are Bloodied, your REF and LOG decrease by 1.
|''Psyche, Undaunted, Soul Scar, -1 Fear''
|''Psyche, Undaunted, Soul Scar, -1 Fear''
|-
|-
|'''Undaunted III'''
|'''Undaunted III'''
|Undaunted II
|Undaunted II
|When you are not Bloodied, gain Resist Frightened 3 and Resist Broken 3. When you are Bloodied, you are Demoralized.
|When you are not Bloodied, gain Resist Frightened +3 and Resist Broken +3.  
When you are Bloodied, you are Demoralized.
|''Psyche, Undaunted, -2 Fear''
|''Psyche, Undaunted, -2 Fear''
|-
|-
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|Undaunted IV
|Undaunted IV
|While you are not Bloodied, your DR increases by +1. When you are Bloodied, you deal 2 fewer damage on your attacks.
|While you are not Bloodied, your DR increases by +1. When you are Bloodied, you deal 2 fewer damage on your attacks.
|''Psyche, Undaunted, Headstone, -2 Fear''
|''Psyche, Undaunted, -2 Fear, '''Headstone'''''
|-
|-
|'''Zoophobic'''
|'''Zoophobic'''
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|Zoophobic IV
|Zoophobic IV
|When you take damage from a zoophobia creature, you suffer 1d6 psychic damage. When you kill a zoophobia creature of ML 0.5 or higher, remove 1 Fear.
|When you take damage from a zoophobia creature, you suffer 1d6 psychic damage. When you kill a zoophobia creature of ML 0.5 or higher, remove 1 Fear.
|''Psyche, Zoophobic, Headstone, -1 Fear''
|''Psyche, Zoophobic, -1 Fear, '''Headstone'''''
|}
|}
{| class="wikitable"
{| class="wikitable"

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