Anti-Psi:
Cost: *****
Pre: None, but char can have no psychic merits</i>
Around the anti-psi, other psychic abilities are limited to a single chance die to activate regardless of ability or rating.
Any character with this merit must also take an appropriate derangement, such as Anxiety, Hysteria or Megalomania.
Assertive Implant:
Cost: * to ****
Pre: Manipulation ***, Occult ***, Weaponry ***</i>
Character has a weapon with a mind of its own, possessed by a vengeful ghost, spirit of violence.
Provided its own needs are being met, the weapon is more effective. Once per scene the character can add the rating of this merit to their attack pool, or add +1 to damage for every 2 points of rating. The weapon is also more resilient than normal, and regenerates a point of structural damage every night even if "destroyed."
Drawback - the weapon is not a servant, it's a partner and if an action happens that goes against its own desires the character can suffer a reflexive penalty equal to this merit's rating. Also, if the character chooses to hesitate the weapon can attack itself using the rating as a dice pool.
Believers:
Cost: * to *****
Pre: Any psychic merit
The same as retainers, however they believe in the psychic's abilities granting a +1 bonus to the psychic's roll, assuming the same number of believers are present at that time.
Bless Amulet:
Cost: * to ***
Pre: Occult ***
Character can create charms that protect from ephemeral possession.
Spend a Willpower point and roll Resolve + Composure, modified by the ritualist's Integrity.
Charms grant protection for a day (*), a week (**) or permanent (***) and each success prevents the amulet's wearer from having the Claimed or Possessed conditions applied to them.
Consecrate Weapon:
Cost: ****
Pre: Resolve **, Occult ****
Character knows rituals that make any weapon temporarily effective against ephemeral entities. Spend a point of Willpower, and rolling Resolve + Composure - the weapon's damage rating. For each success the weapon does lethal damage to Manifested ephemeral entities for one turn. And if they can be detected, the same is true of Twilight creatures.
Cursed, RESTRICTED:
Cost: **
Pre: None
Character is aware that they have been cursed, and should define the limitations of the curse with a single, broad statement.
Because of this, the character may suffer from mental health issues and drawbacks, but is liberated from other worries and is unfazed by other threats. They gain a +2 on any Resolve + Composure test, and gain an additional beat every time they take lethal damage in their last 3 health boxes.
Curse Effigy, RESTRICTED:
Cost: ***
Pre: None
Creates an effigy (like a voodoo doll) of a target using a point of Willpower, and a Wits + Occult roll opposed by the victim's resolve. The effigy requires something of the target - hair, fingernail, blood.
For every success the character may inflict on of the following:
- A personal tilt such as Arm Wrack by stabbing the effigy lasting for 1 turn per success used
- Attacking vital organs with a roll of Intelligence + Medicine - target's Stamina + Supernatural Tolerance, doing lethal damage
- Whisper horrible things to the effigy to distract the target and reducing the victim's next Social action to a chance die
Dark Passenger, RESTRICTED:
Cost: **
Pre: None
Character has grown a second mouth on the back of their head, beneath their hair, that whispers secrets to them. Whenever the character meets someone new, they may ask three questions, and the mouth answers two of them - but one is a lie.
The mouth warns of imminent danger, if the character fails a reflexive Wits + Composure roll to detect an ambush they can immediate make a second one at a -1 penalty.
Drawback: Besides being horrific to look at, the mouth requires feeding every hour or it will begin to cry loudly imposing -3 penalty to all actions that require concentration
Doubting Thomas, RESTRICTED:
Cost: *
Pre: None, but can never have any psychic merit
Any psychic trying to activate their powers in the presence of this character suffer a -2 to their roll.
The Doubting Thomas will also possess an appropriate mild derangement such as Fixation, Irrationality or Suspicion.
Evil Eye, RESTRICTED:
Cost: **
Pre: None
Character can inflict paralysis on a target with their stare. As an attack, they roll a contested Wits + Occult versus Resolve + Composure. If successful, apply the Insensate tilt to the target for a number of turns equal to the successes gained.
Drawback: Requires concentration, so character loses their defense for that turn. If the target has a charm or supernatural defense, they receive a +3 bonus to their roll.
Fated Ferocity (Style), RESTRICTED:
Cost: * to *****
Pre: Cursed **, Stamina **, Resolve ***
- Bucket List: Any time the character achieves an aspiration, replenish a point of Willpower and add a +1 to their Defense for the next attack against them in the next scene
- Die with Dignity: Any attempts, mundane or supernatural, to convince the character to do something which would prevent them from working towards or achieving their Aspiration before they die automatically fails
- Limitless: The character can drive themselves to the extreme. By taking a number of bashing damage (up to the Fated Ferocity rating) they add +1 per damage to their next attack roll +1.
- Not Today: When the character takes lethal damage that would go into their last health box, instead the damage wraps around and becomes aggravated instead - leaving the last health box clear. This means that the character can continue fighting.
The character can do this a number of times equal to their Resolve in a single scene.
- Don't go Gently: When confronted by the source of their Cursed merit, the character can choose to spend all of their remaining points of Willpower to gain a bonus number of dice equal to their Willpower total for a single action. If this is for an attack, upgrade the damage type.
Ghost Ally:
Cost: *** to *****
Pre: None
Represents a single being, rather than a group. The ghost has 7 dots to
spend between Power, Finesse and Resistance. Has a virtue and vice, but no skills and a maximum Essence Pool of 10 used to fuel Numina (it has one Numina). The ghost possesses a single anchor - the character.
*** - 6 bonus points
**** - 12 bonus points
***** - 18 bonus points
(6 per attribute, 3 per additional anchor, 6 per additional numen - for 6 points the character can see and hear the ghost even if they are not psychic)
Hardened Exorcist:
Cost: *
Pre: None
Add the character's Occult dots to their Integrity when determining bonuses for Abjuration rolls. The character can also use their Vice to call upon abjurations without the usual penalty.
Invoke Spirit:
Cost: **
Pre: Resolve ***, Medium ***
The character has suffered a trauma that has attracted a spirit, creating a symbiotic relationship. The spirit should only be rank 1 but can be telepathically summoned to help defend the character when in need.
A suitably situation should be generated with the GM.
Drawback - the character suffers the Urged condition for the spirit, as the spirit tries to recreate the trauma so that it can feed off the essence generated.
Mind of a Madman:
Cost: **
Pre: Empathy ***
The character can put themselves into the mindset of a protagonist, but doing so takes them to a dark, internal place.
The task requires intense medication or similar (suggested time spent browsing over evidence of what the criminal/protagonist has done), but once done the character gains the 8-again benefit for all rolls to do with the investigation regarding the criminal.
At night however the character suffers nightmares and relives these dark actions - if they did not pursue the criminal during the day, the dreams get darker and a roll is needed to avoid degeneration as if the character had committed the dark acts themselves. Avoiding sleep is one way to avoid this - but comes at the usual cost for missed sleep.
Additionally, until the criminal/protagonist is caught, the character rolls at -1 to resist degeneration.
Sacrificial Offering:
Cost: * to *****
Pre: Occult ***, Mystery Cult Initiation *****
The character can gain power at the cost of another person's soul via a ritual. Make an extended Wits + Occult roll, with each success representing 10minutes of chanting and preparation. Target must be immobilised.
The total number of successes determines the benefit given to the character, and this benefit lasts for a number of days equal to their dots in Sacrificial Offering.
5 successes: A 4 dot merit, or 4 dots worth of Merits blocked on a target
7 successes: Five dots of Supernatural Mertis
10 successes: Direct intervention by an ephemeral entity aligned with the cult
Drawback: Each time this ritual is performed the number of successes required increases by +1 cumulatively. The ritual is always a breaking point for those involved.
Supernatural Resistance:
Cost: * to *****
Pre: Mortal with at least one supernatural merit
The character has an inborn tolerance for the supernatural.
This merit counts as a Supernatural Ability for rolls that resist supernatural powers, like Blood Potency, Primal Urge, Gnosis.
Psychic Resistance:
Cost: *
Pre: None
With a successful Wits + Composure roll, the character can detect any use of an invasive Telepathic power. The character's rating in Psychic Resistance is added to their Resolve or Composure when rolling to contest any psychic power that affects their mind.
Thief of Fate:
Cost: ***
Pre: None
The character is a magnet for fortune and fate. If they touch someone, they steal their good fortune from them. They can spend a Willpower point to avoid these effects. Any failures that the target makes are considered Dramatic Failures. The character benefits from four dice whenever they spend a Willpower point.
Drawback: Once a victim of this merit suffers a dramatic failure, they hear the character's voice in the back of their mind.
Unseemly Aura:
Cost: **
Pre: None
There is something different about the character's aura that makes supernatural entities overlook, ignore or even believe that the character is one of their own.
Of course, this can draw the attention of other hunters and agencies who may not believe the character is fully human.
Vengeful Soul:
Cost: **
Pre: None
The character witnesses the death of a loved one (or found the body no more than 24 hours after the death) that caused a Breaking Point roll. The character can use the 8-again benefit to a number of rolls every chapter equal to the victim's Integrity at their time of death. These rolls must involve finding a way to punish those that committed the crime.
The merit is lost when the deed is done and justice has finally been served.