New answers tagged character-advancement
Each Skin has its own advancement list, so you can raise your Dark again after you've switched. Parts of Monsterhearts are straight ports of Apocalypse World (MH p. 38 quotes AW p. 184 extensively), including the process of changing Skins, called Playbooks in AW parlance. In AW, when you change your Playbook you keep and lose various things (whatever is ...
The rules here are a lot more complicated than they need to be. Getting Started To begin with, Psychic abilities are divided into Disciplines, Basic Techniques, and Techniques. Each Discipline has one Basic Technique, which you automatically acquire when you learn the discipline. Each Discipline has several Techniques. You cannot learn a Technique unless ...
A psyker starts out knowing a Discipline (or Disciplines) depending on his career path; for example, from Psychic Techniques (Rogue Trader Core Rulebook, p 157) In Rogue Trader, the Astropath Transcendent Career begins the game with access to the Telepathy Discipline and the Astro-Telepathy Technique. An Astropath Transcendent may also select two more ...
The Telekinetic discipline has 7 force techniques (as listed in Table 6-15) and a basic technique, Mind Over Matter (p171): this gives a total of 8 powers. They just haven't listed the basic technique in the table, which would lead to some confusion about there only being 7 powers.
Each time you take Sound Constitution, you gain 1 Wound. Where a career rank lists SC (x2), that means you can take it twice in that rank, gaining 1 Wound each time.
The phrasing is, as I understand, shorthand for how many times you can acquire the talent - it means that at Rank 2 you can get one additional wound, three times; not three wounds at once. My groups have always ruled that each is treated as a separate advance, so if you have 600xp you can get 3 wounds, but if you only have 200xp you can get 1 wound and save ...
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