DESIGNATION: DENIZEN_05 — GIFTED (SORCERER & PSYCHIC) CLEARANCE: PUBLIC ARCHIVE: BASILICA PURGATORY

Gifted

Those Who Live Beyond the Veil

The Gifted are not supernaturals in the traditional sense — they're humans with abilities that blur the line between the mundane and the magical. In a city where the Veil separates human and supernatural life, the Gifted navigate both sides at significant personal risk.

There are two types of Gifted in Basilica Purgatory: Sorcerers, who bond themselves to a greater supernatural Source through pact and practice, and Psychics, individuals born with abilities that grow only through self-understanding, never through outside teaching.

Sorcerers

The Mages are gone. The Traditions are dead. Awakened magic — drawn from within the self — is extinct as a practice, and those who possess it are conscripted as batteries for the God-Machine. Sorcerers survived precisely because their magic was never their own: it comes from pacts, components, and structured schools of practice. They're accepted inside the walls because their magic is fixed, visible, and controllable.

School Areas of Practice Flavor
Artificers Alchemy, Enchantment, Mana Manipulation Crafters of magical objects and energy shapers
Augurs Divination, Fortune, Precognition Readers of fate, time, and probability
Druids Healing, Weather Control, Conjuration Shapers of the natural and elemental world
Ossians Mediumship, Necromancy, Necronics Masters of death, the dead, and death-tech
Wayfarers Conveyance, Spirit Awakening, Fascination Travelers and spirit-walkers
Fury Shapers Hellfire, Shadow Casting, Fascination Wielders of destructive dark energy
Sorcerers must never be mistaken for Awakened. If a character's magic draws attention, they're expected to have a cover story — your Mentor can help build one into your background.

Psychics

An individual naturally born with a line of abilities that grows only with self-understanding — never learned or gained from outside sources. In Basilica Purgatory this creates an immediate, dangerous problem: the general population mistakes psychic ability for Awakened magic, the one thing that gets a person conscripted as a living battery for the God Machine Guild's Aether Reactors.

Type Combines
Seer Precognition and psychometry
Empath Telepathy and mediumship
Kinetic Psychokinesis and element manipulation
Phantom Invisibility and psychic vampirism — the most dangerous type to expose
Vitalist Bio control and psychic healing
Beastcaller Animal communion and command

The Masking Practice — Required for All Psychics

Every Psychic character must have a masking practice: a Sorcerer-style cover involving props, rituals, or visible components that make their power look like controlled hedge magic rather than Awakened ability. This isn't optional flavor — it's a survival requirement, established at character creation and approved by your Mentor. It must be specific and consistent; a Psychic who improvises differently each scene is a Psychic who gets caught.

Universal Gifted Traits

Strength Weakness
All Gifted perceive the supernatural world with unusual clarity — never surprised by magic, supernatural beings, or Consensus violations. +1 die on all rolls to detect or identify supernatural activity, always active. The Gifted register differently to beings with developed supernatural perception. This doesn't reveal specifics — but it marks them as other. In a city where being other has consequences, that's never trivial.

House Rules

  • No Traditions, no Technocracy membership, no Awakening. Sorcerers are hedge magic practitioners only.
  • Psychics who are exposed to the general population become hunted — an active in-character consequence, not just background detail.
  • Sorcerers are socially accepted inside the Basilica; Psychics are not. Don't blur that distinction publicly.

See also: Character Creation Guide