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Merits - Supernatural.

Posted by The ShadowFor group 0
The Shadow
GM, 246 posts
Sun 6 Aug 2023
at 10:53
  • msg #1

Merits - Supernatural

Merits - Supernatural (Summary)


Supernatural merits are split into categories. Click the following for links to the detailed merits.

ESP link to a message in this game
Psychokinesis link to a message in this game
Telepathy link to a message in this game
Translocation link to a message in this game
General link to a message in this game





Merit Name (ESP)CostPre-Reqs
Astral Projection***Clairvoyance
Automatic Writing** 
Channeling***None or Ghost-Calling (for Spirit Channeling)
Clairvoyance*** 
Death Sight**** 
Dowsing*Clairvoyance, Cayce Channeling or Spirit Channeling
Dream Travel,* to *****Astral Projection / Mind Reading (either version) AND Thought Projection (either version)
Ghost-Calling*** 
Hidden Variable**Unseen Sense (God Machine) **
Lucid Dreamer* 
Medium***Empathy ***
Omen Sensitivity*** 
Postcognition* to *** 
Precognition**** 
Psychometry*** 
Unseen Sense** 

Merit Name (Psychokinesis)CostPre-Reqs
Biokinesis* to ***** 
Biomimicry* to ****Biokinesis *
Cryokinesis* to *****Max rating is lesser of Resolve or Stamina
Doppelgager (Restricted)***Biokinesis *, Subterfuge ***
Laying on Hands*** 
Numbing Touch* to ***** 
Psychic Healing*** or *****Biokinesis *** (to heal self), Biokinesis ***** (to heal others)
Psychic Poltergeist**Telekinesis *
Psychokinesis (Type)*** 
Psychokinesis (Combat Style)* to *****Psychokinesis *** or *****
Psychokinetic Resistance* to *****Psychokinesis *
Pyrokinesis***** 
Pyrokinetic Immunity** or ****Pyrokinesis *
Pyrokinetic Shaping*****Pyrokinesis * and Pyrokinetic Immunity ****
Telekinesis* to ***** 
Telekinetic Evasion***Telekinesis *
Thermokinesis* to *****Max rating is lesser of Resolve or Stamina

Merit Name (Telepathy)CostPre-Reqs
Animal Empathy** or **** 
Animal Possession** or ****Animal Ken ***
Animal Rapport** or *****Animal Ken **
Aura Reading** or ***** 
Camera Obscura***Unseen Sense (Ghost or Spirit) **
Hypnotic Voice****Persuasion ***, Science (Hypnotherapy) ***
Incite Ecosystem*to *****Animal Ken ***
Plant Empathy* 
Psychic Concealment***Mind Control ***, Stealth ***
Psychic Empathy**** or *****Aura Reading or Thought Projection
Mental Blast*****Thought Projection ****
Mind Breaker (Restricted)*****Thought Project ****
Mind Control (Restricted)*** or **** 
Mind Reading*** 
Phantasmagoria**Telepathy *****, Expression **
Psychic Illusion*****Mind Control, Through Projection
Psychic Invisibility*****Mind Control, Thought Projection
Psychic Onslaught*****Telekinesis * or Pyrokinesis *
Psychic Vampirism (Restricted)**** or *****Max rating equal to Biokinesis rating
Tactical Telepathy (Style)* to *****Telepahty *****
Technopathy** 
Telepathic Communication****Thought Projection ****
Telepathy*** or  ***** 
Telepathic Rapport***Telepathic Communication
Thought Projection*** or ****Mind Reading *****

Merit Name (Translocation)CostPre-Reqs
Apportation*** or ***** 
City Walking (Restricted)***Streetwise, Mortal Character
Sojourner***Apportation ***

Merit Name (General)CostPre-Reqs
Anti-Psi*****None, but can have no other psychic merits
Assertive Implant* to ****Manipulation ***, Occult ***, Weaponry ***
Believers* to *****Any psychic merit
Bless Amulet* to ***Occult ***
Consecrate Weapon****Resolve **, Occult ****
Cursed (Restricted)** 
Curse Effigy (Restricted)*** 
Dark Passenger (Restricted)** 
Doubting Thomas (Restricted)*None, but can have no psychic merits
Evil Eye (Restricted)** 
Fated Ferocity (Restricted)* to *****Cursed **, Stamina **, Resolve **
Ghost Ally*** to ***** 
Hardened Exorcist* 
Invoke Spirit**Resolve **, Medium **
Mind of a Madman**Empathy **
Sacrificial Offering (Restricted)* to *****Occult ***, Myster Cult Initiation *****
Supernatural Resistance* to *****Mortal, At least one supernatural merit
Psychic Resistance* 
Thief of Fate*** 
Unseemly Aura** 
Vengeful Soul** 


This message was last edited by the GM at 14:21, Wed 14 Feb.
The Shadow
GM, 247 posts
Sun 6 Aug 2023
at 10:54
  • msg #2

Merits of a Supernatural Nature

Supernatural Merits - ESP



Astral Projection:
Cost: ***
Pre: Clairvoyance
By entering a trance state, and spending 1 Willpower point, the psychic can project their astral body for a period of time equal to 10 minutes per success on a Stamina + Composure roll (or equal to the length of the trance on an exceptional success).
Roll Wits + Composure to instantly travel to a desired location, or one that has already been perceived with Clairvoyance. He is incorporeal and invisible, only seen or interacted with by others who exist in Twilight or who can see into the Twilight (via Aura Reading, for example).


Automatic Writing:
Cost: **
Pre: None
Character enters into a trance whereby a spirit or other entity has some control over their body - sufficient for them to write messages of import.
By successfully meditating, the character enters a trance. After spending a Willpower point, they can roll Wits + Composure penalised by the target's Composure see how successful their automatic writing is. For each success the character writes a statement given to them by the Storyteller.
While these clues may not make any sense at first, they can be used as the subject of a Wits + Investigation roll to try to interpret what the clues may mean.
Modifiers: Any item that has a strong connection to the subject about which the psychic is seeking information (+1 to +3)
The psychic may gain a +2 for having the Clairvoyance or Channeling Merits.


Channeling:
Cost: ***
Pre: Ghost-Calling (for Spirit Channeling), none for Cayce Channeling or Past-Life Channeling
Channeling allows the psychic to gain abilities that they do not normally possess. Chayce accesses the Universal Unconsciousness, Past-Life accesses talents the psychic held in previous lives and Spirit Channeling allows a ghost or spirit to enter their body to grant access to the wisdom.
The psychic must enter a trance first. Spend 1 Willpower, and roll Composure + Occult.
Each success grants a dot in a single skill. The number of successes must exceed the current skill level in order to benefit from this power.
  • Chayce Channeling - Social or Mental
    Dramatic failure: the psychic is trapped in their own trance, requiring an extended Intelligence + Resolve roll against the character's own Stamina + Resolve (each roll taking an hour). Alternatively, the character cannot use the power again for 24 hours.
    Exceptional success: Either select a second skill or merit to purchase using the additional points (only if 5+ successes were rolled), or gain a single piece of useful, random knowledge
  • Past-Life Channeling - Physical or Social
    Dramatic failure: Assume the personality of someone from a previous life
    Exceptional success: Can either access the personal memories of the previous life (forgotten once the power fades) or (5+ successes) gain another skill or merit
  • Spirit Channeling - Physical or Mental
    Dramatic failure: Possessing spirit is immediately hostile and will automatically succeed on a possession roll against the psychic
    Exceptional success: Can either access the personal memories of the spirit (forgotten once the power fades) or (5+ successes) gain another skill or merit


Clairvoyance:
Cost: ***
Pre: None
Character can project their senses to another location; they can see, hear and smell as if they were there.
Spend a Willpower point to activate whilst meditating, and roll Wits + Occult.
Modifiers :Holding an object important to the person +1, never been there -3, scrying for a person and not a place -3, spent significant time there +2, touching someone with a strong connection to the place +1.
Drawbacks :Decide how the character will scry when they select his power (e.g. crystal ball, bowl of water, mirror, esoteric computer models, use of drugs, etc). They cannot scry without this technique.
  • Option: Crystal Gazer - Must use a focus, such as a mirror or crystal ball
  • Option: Eyes of Another - Can only perceive events through the eyes of another, gaining +1 to roll if it can be anyone or +2 if it is limited to a certain class of individual
  • Option: One Sense Only - Can perceive with only one sense, usually visual or auditory
  • Option: Trance Only - Can only be use when clairvoyant is in a trance, gains +2 on the roll but suffers -5 to all other perception rolls while under the trance
  • Option: Uncontrollable - Storyteller chooses when the visions occur


Death Sight:
Cost: ****
Pre: None
The psychic can see dead people - ghosts or spirits in Twilight, but not those of Shadow who have crossed over into Twilight.
Rolling a Wits + Composure, any success will grant the ability to see the entities. Spending a Willpower point will grant the ability to interact with them.
Option: Permanent Death Sight - The psychic's ability is always active and gains +3 to communicate with ghosts. However, they should also have a mental or mild derangement to compensate such as Depression, Phobia, Irrationality or Avoidance.


Dowsing:
Cost: *
Pre: Clairvoyance, Cayce Channeling or Spirit Channeling
A limited form of divination, this lets a psychic search for hidden objects.
Spend 1 Willpower, and roll Wits + Occult.


Dream Travel:
Cost: * to *****
Pre: Astral Projection, Mind Reading (either version) and Thought Projection (either version)</i>
Allows the psychic to enter and interact with the dreams of a sleeping person.
The psychic must first use Astral Projection as normal and travel to the physical location of the sleeper before spending a second Willpower point to enter the dream. To the psychic, the dream is real and potentially dangerous - a nightmare, entering the dream of a lucid dreamer who can protect themselves, etc.
Conducting dream based combat rolls against Wits + Resolve + Dream Travel, and causing phantom bashing damage or, **** version lethal. If a psychic is killed in a dream their body dies. If a dreamer wakes up or dies, the psychic will be forced back to their own body.
By rolling Wits + Resolve, a psychic can attempt to change the dreamscape.

A lucid dreamer protecting themselves must spend a Willpower point to attack an intruder.


Ghost-Calling:
Cost: ***
Pre: None
Psychic can summon ghosts to them, and help them to cross over into the mortal realm. It will affect ghosts who exist in Twilight, but not other entities or spirits.
If the psychic has this merit and Astral Projection, they can interact with the ghosts they call. If they have the Death Sight merit, they gain +2 on Ghost-Calling rolls.
Spend a Willpower point and roll Wits + Occult in order to make contact with a ghost, and the psychic becomes a temporary anchor for them so can instantly come to them. However, if they choose not to then the psychic can summon them with a Presence + Occult roll versus the ghost's Resistance in a contested action.
The ghost can continue to use the psychic as an anchor for the rest of the scene. If the psychic chooses to remove the connection, they must succeed in a contested Wits + Occult versus the ghost's power.
Modifiers: Per extra believer (+1, max +3), Has summoned this ghost before (+1), Has an object or person important to the ghost (+1), Has another anchor of the ghost (+3), Per 50 years the ghost has been dead (-1).
Optional: Spiritualist Medium - Can only work in the presence of others in a seance, but the maximum bonus increases to +5.


Hidden Variable:
Cost: **
Pre: Unseen Sense (God Machine) **
The character innately finds weakness in the God Machine's subsystems. When fighting near a subsystem, the character gains +1 to their attack rolls, and ignores 2 points of Durability against any object with the Infrastructure condition. When dealing with mortal Infrastructure, ignore 2 points of general armour instead.


Lucid Dreamer:
Cost: *
Pre: None
When attacked in their own dream, a lucid dreamer benefits from a +2 to their Composure and by spending a Willpower point they can initiate an attack.


Medium:
Cost: ***
Pre: Empathy ***
The character hears the words and moans of ethereal/ephemeral beings.


Omen Sensitivity:
Cost: ***
Pre: None
The character sees signs and portents everywhere.
Once per game session the character can make a Wits + Occult roll to interpret an omen in their surroundings. For every success the character can ask a yes/no question of the Storyteller regarding the current case, the surroundings, the character's life - even the world at large.
Unfortunately, every time the character reads a portent they gain an Obsession or the Spooked condition.


Postcognition:
Cost: * to ***
Pre: Precognition (* version), none (*** version)
Psychic can see into the past.
Rolling Wits + Occult, and spending a Willpower point. Every success grants a question that can be asked. Penalties are incurred for the length of time the psychic is trying to look back.
Time Penalties: 0 (within 1 day), -1 (within a week), -2 (within a month), -3 (within a year), -4 (within 5 years), -5 (within 10 years) with an additional -1 for every 10 years after that.
Other Modifiers: being in the location itself (no mod), being in the company of someone who was at the location at the time of the event (-2), touching an object that was at the event (-4), if the event was highly emotional or violent (+1-4)


Precognition:
Cost: ****
Pre: None
The ability to see the future. Roll Wits + Occult, requiring a Willpower point and a successful Occult roll to understand the symbolism.
Time Penalties: 0 (within 1 day), -1 (within a week), -2 (within a month), -3 (within a year), -4 (within 5 years), -5 (within 10 years) with an additional -1 for every 10 years after that.
  • Option: Precognitive Dream - Needs to enter a trance state to forcibly activate the visions, or must be asleep
  • Option: Requires Foci - Requires the use of some medium such as tea leaves, a mirror, cards, etc  Gains a +1 to the roll
  • Option: Touch Precognition -  Can predict the future of others by touching them or an item they handled (if they have the Psychometry merit). Trying to view their own future is reduced by 1 die.
  • Option: Uncontrolled - Controlled by the storyteller


Psychometry:
Cost: ***
Pre: None
Clairvoyance using objects.
Roll Wits + Composure, spending 1 Willpower. Success yields a sense of the most emotionally charged event or person connected with the object, as well as a reliable memory or vision of the event in question.
Modifiers: Has used the object before (+1), Recent and intense emotion (0), Recent and mildly emotional or old and intense (-1), Emotionally shallow or long forgotten (-2), Disconnected or spiritually muted (-3), Object reading while distracted or in combat (-3), Object size (-1 per size over 3).
  • What's the strongest emotion here??
  • Who remembers this moment the most??
  • Am I missing something in this scene??
  • Where was this object during the event??
  • What breaking point caused the event??

Drawback: Once per chapter the Storyteller can force a Psychometry vision any time an important place is visited, or an important item is touched. This does not require a Willpower point or a roll. A condition relevant to the event may be imposed.


Unseen Sense:
Cost: **
Pre: None
The character has a sixth sense for detecting a particular type of supernatural creature.
Chosen at character creation, the character selects a creature type and determines how the character becomes aware - a tingle, hairs standing on end, a strange taste or smell. Once per chapter, the character can accept the Spooked Condition in exchange for knowing where the feeling is coming from.


This message was lightly edited by the GM at 11:38, Wed 14 Feb.
The Shadow
GM, 248 posts
Sun 6 Aug 2023
at 10:55
  • msg #3

Merits of a Supernatural Nature

Supernatural Merits - Psychokinesis



Biokinesis:
Cost: * to *****
Pre: None
By spending a Willpower point, the psychic can re-arrange their dots in physical abilities; they can change a maximum number of points equal to their rating in this ability.
The character naturally also heals twice as fast as other characters.
  • Eidetic Memory (**, one scene)
  • Fast Reflexes (* or **, one scene)
  • Fleet of Foot (*, ** or ***, one scene)
  • Hysterical Strength (variable, number of turns equal to Biokinesis rating, increases Strength by the number of successes used to buy the increase up to a maximum of 5. For every turn this is used, psychic suffers one point of bashing damage. -1 to all Composure rolls to resist being angered)
  • Improved Awareness (*, ** or ***, one scene, for each success spent psychic gains +1 to Perception rolls)
  • Improved Immune System (****, Make an extended Stamina + Resolve roll, with each roll being 1 hour recovering from a drug or poison or one day recovering from an illness. During this time the psychic can do little more than walk, but should really have complete bed rest. Number of successes is determined by the severity of the ailment; common cold 3-5, alcohol / mild food poisoning 1, snake venom or LSD 5, AIDS / Cancer / persistent & deadly diseases 30+.
  • Iron Stamina (*, ** or ***, one scene)
  • Iron Stomach (**, one scene)
  • Natural Immunity (*, one day per dot of Biokinesis)
  • Pain Resistance (***, one scene, wound penalties are reduced by -1, psychic gains +1 on rolls to stay conscious)
  • Quick Healer (****, one day per dot of Biokinesis)
  • Strong Back (*, one scene)
  • Strong Lungs (***, one scene)
  • Toxin Resistance (**, one day per dot of Biokinesis)


Biomimicry:
Cost: * to ****
Pre: Biokinesis *
By spending a point of Willpower, and taking a lethal point of damage, the character may divide the points in this merit's rating among the following benefits for a scene:
  • Natural Weapons - character can now strike for lethal damage
  • Biological Toxin - can be spat or secreted, roll Dexterity + Athletics against Defense and if successful the target suffers a mild Poisoned tilt
  • Armour - gain 2/1 armour, but lose -2 to initiative
  • Camouflage - grants 8-again quality to Stealth rolls


Cryokinesis:
Cost: * to *****
Pre: Maximum of Lesser of Resolve or Stamina
Spend one Willpower point, roll Wits + Resolve, as an attack target gets no defence, or in an area.
Once affected, psychic can either maintain the temperature drop (through concentration), allow the temperature to rise naturally or spend another Willpower point to reduce it further.

Short range is Intelligence + Wits + Cryokinesis in yards, Medium is twice Short with a -2 penalty, Long is twice Medium with a -4 penalty.
Target suffers -1 to Dexterity, Strength and Wits after 10 degree drop (-1 to Initiative, Defence and -2 to Speed)
For every 5 degrees more this penalty is another -1. If any attribute reaches 0 the target is immobilised due to hypothermia.
If a targer suffers 20 degrees drop or more, they take 1 point of Lethal damage per turn.
  1. 2 degrees per success
  2. 5 degrees per success
  3. 10 degrees per success
  4. 15 degrees per success
  5. 25 degrees per success

Modifiers: Size of area to be affected is taken from dice pool (human sized target is -5). +2 if touching target.

  • NOTE: Emotional Cryokinesis

Whenever the psychic is in the grip of strong emotion, they must succeed in a Resolve + Composure roll with a penalty equal to the level of emotion or risk the power manifesting uncontrollably. A dramatic failure means the power will flare at random times over the next few days. No Willpower is used to manifest these effects.


Doppelganger, RESTRICTED:
Cost: ***
Pre: Biokinesis *, Subterfuge ***
Character can perfectly imitate another. Spend a Willpower point and rolling Manipulation + Subterfuge, lasting for a number of scenes equal to the successes gain. This doesn't just change the way the character looks, but how they move and sound.
Modifiers: Target and character are already similiar (+1), target is 10 years of age different (-2), target is a different gender (-2), character or target has unhealed damage (-3), character or target has missing limbs or visible impairment (-5).


Laying on Hands:
Cost: ***
Pre: None
The character can heal the afflictions and injuries of others through their psychic power, faith or belief. The character spends a Willpower point, and rolls Presence + Empathy. Every success heals 2 bashing damage or one point of lethal damage. Three successes can heal a single point of aggravated damage.
HOWEVER, for every two points of damage that the character heals they take one point of the same type of damage to themselves.
Other ailments can be healed by the character. The Storyteller determines the number of successes required, and a successful character will heal the ailment - receiving a lesser version of the ailment themselves.


Numbing Touch:
Cost: * per level, Max *****
Pre: None
Character can affect the nervous systems of others.
Touching another person and spending a Willpower point, the character can numb the target's body reducing each of their Physical attributes by an amount equal to the dots in this merit. Each turn the target regains one dot until their attributes are fully restored. In an unwilling opponent, a contest roll is made using the character's Intelligence + Empathy + Numbing Touch against Stamina + Blood Potency (if available).
A more powerful version can be used as an unarmed attack, and can be unleashed a foot away from the character's hand (in the form of a weapon). Spending an additional point of Willpower, the character creates an invisible weapon. When the weapon hits a target successfully, the character can spend another Willpower point to harm the target's nervous system. In addition to the base effect (no contested roll is made this time), the target also loses a number of Willpower equal to the dots in this merit. If they do not have sufficient Willpower any additional points are taken as lethal damage.


Plant Empathy:
Cost: *
Pre: Biokinesis *
Gives a bonus equal to Biokinesis to any roll to grow or tend to plants. Furthermore, the plants grow at a multiplied rate equal to Biokinesis + 1.


Psychic Healing:
Cost: *** or *****
Pre: Biokinesis *** (to heal self), Biokinesis ***** (others)
Halves all healing times, and gains the equivalent of Improved Immune System. Lasts for 12 hours per Biokinesis rating, and costs a Willpower per application to activate.
  • Option: Empathic Healing - Cannot cure poisons, drugs or illness in others but can in self. When healing another, Biokinesis is considered 1 level higher and the psychic gains +2 to the healing roll. The psychic feels the pain of the target. The psychic suffers one level of "phantom" bashing damage for every point the target has, and these levels heal at the rate of one per turn. Lethal levels inflict one bashing damage, which heals at the normal rate.
  • Option: Faith Healer - Healing powers are tied to the psychic's faith or religious zeal. Any time the psychic tries to heal someone they view as immoral, they suffer a -2 to their roll. The psychic also suffers a penalty equal to 7 - their morality. A target who shares the psychic's faith gets a +1 to the roll, plus +1 per morality point over 7.
  • Option: New Age Healing - A focus, such as a crystal, must be used. Psychic must enter a trance state, but gains +2 to the roll when using their focus.


Psychic Poltergeist:
Cost: **
Pre: Telekinesis *
By activating telekinesis, the character can force size 0 and 1 objects in the nearby area to swarm towards the target, enveloping a number of targets equal to the rating in Telekinesis. Each target suffers the Distracted condition, and will suffer damage dependent on the type of objects used. Attack dice equal the character's Resolve, and a target that does any action other than dodge cannot apply their Defense to this roll.
Drawback: Requires concentration. The character can do nothing else, and loses their defense for the turn.


Psychokinesis:
Cost: ***
Pre: None
The ability for the character to manipulate the forces of the universe.
Type of psychokinesis is determined during character creation. Some of the force must be present for the ability to be used.
The character spends a point of Willpower to activate their ability, and they must roll Resolve + Occult. Each success allows a degree of manipulation of the force. If the manipulation is an attack on a target, subtract the target's Resolve from the character's Resolve + Occult roll. If the attack is not a direct attack, the 3-dot version causes 1 lethal damage whereas the 5-dot version causes 2 lethal.
Drawback is that whenever the character depletes the last of their Willpower they can lose control, and their ability can occur spontaneously. This can be resisted with a Resolve + Composure with a -2 penalty if the force is located nearby. Wild manifestations of the force do not cost Willpower.

Suggested ideas:
  • Increase or decrease the manifestation size by 1
  • Move the manifestation a number of yards equal to the character's Willpower dots multiplied by 2
  • Shape the focus into a specific form. If intricate detail is required, roll Intelligence + Crafts
  • Attack a target with the force
  • Use the force creatively


Psychokinetic Combat (Style):
Cost: * to *****
Pre: Psychokinesis *** or *****
These abilities can be used once the character has activated Psychokinesis, but do not require further activation.
  1. Corona: Energy surrounds the character, and anyone who gets too close or who attacks the character will suffer one lethal damage (two for *****). If engaged in a grapple, this damage is inflicted every turn. The field lasts for a number of turns equal to the successes rolled to activate the Psychokinesis
  2. Mind over Matter: Psychokinesis now gains Armour Piercing, and targets are not affected by cover
  3. Trapped Potential: The character can choose any object within a number of yards equal to the character's Resolve. As a reflexive action, the character can detonate the object causing 3 points of bashing damage and creating a size 3 patch of Force. With the *** the object must have the ability to produce the chosen force on its own (lighter, welding torch, fuel canister), but ***** any object will do
  4. Imbue Weapon: Character suffers a number of lethal damage up to the rolled success for Psychokinesis, and must still have 1 health box remaining. Each point of damage taken adds +1 weapon damage to the weapon of choice for the character's next attack. The *** version requires a source of energy nearby.
  5. Harvest Psyche: Each time the character causes damage with Psychokinesis, they gain +1 Willpower


Psychokinetic Resistance:
Cost: * to *****
Pre: Psychokinesis *
Use the character's rating in Psychokinetic Resistance as general armour against any damage taken from the energy source


Pyrokinesis:
Cost: *****
Pre:
Causes a substance to spontaneously combust and catch fire. It does not create heat directly. A fire created by this power will continue to burn until it consumes all its fuel.
Spend one Willpower point, roll Wits + Resolve, as an attack target gets no defence, or in an area. Stamina + Resolve to extinguish one.
To attack a target, short range Intelligence + Wits + Pyrokinesis in yards

Modifiers: Size
-0: Candle flame
-1: 6in
-2: Size 1, 1ft radius (+1 lethal damage)
-3: Size 2, 2ft radius
-4: Size 5, human sized or 4ft radius
-5: Size 10, bonfire sized (+2 lethal damage)
Modifiers: Intensity
-0: Candle heat, first degree burns
-1: Torch heat, +1 lethal damage
-2: Bunsen burner, +2 lethal damage
Modifiers: Fuel
+2: Flammable gas present
+1: Flammable liquid present
+0: Easily flammable solid
-1: Dry and lightweight flammable (paper)
-2: Wood, thick cardboard, etc
-3: Wet wood, or clothing
-4: Plastic, human flesh

  • NOTE: Emotional Pyrokinesis

Whenever the psychic is in the grip of strong emotion, they must succeed in a Resolve + Composure roll with a penalty equal to the level of emotion or risk the power manifesting uncontrollably. A dramatic failure means the power will flare at random times over the next few days. No Willpower is used to manifest these effects.


Pyrokinetic Immunity:
Cost: ** or ****
Pre: Pyrokinesis
** - Stamina + Resolve as a reflex action. Each success is one point of armour against fire damage.
**** - Spend a Willpower point to become totally immune to fire..
Clothes and possessions are not affected.


Pyrokinetic Shaping:
Cost: *****
Pre: Pyrokinesis and Pyrokinetic Immunity ****
Can manipulate existing fire.
Spend 1 Willpower point, roll Wits + Craft to shape or Wits + Craft - Defense to attack a target.
Modifiers: Pyrokinetic created the flames +1, Flames are naturally created +0, Flames created by another pyrokinetic -1, Shaping into something that is unnatural for fire -3.


Telekinesis:
Cost: * per level, Max *****
Pre: None
The character can manipulate their surroundings using only their mind. Their strength rating is equal to their rating in this merit.
The character spends a Willpower point to activate this power for a scene. However, holding an item is mentally and physically taxing, so it can only be done for a number of turns equal to the lesser of Resolve or Stamina. After that they must spend another Willpower point or drop the item.
The number of dots in the merit determine the Strength of the power. They must be able to see the object they wish to move.
The character can attack using Telekinesis by spending a point of Willpower, and rolling Telekinesis + Occult penalised by the target's Stamina. The attack causes bashing damage. Alternatively the character can grapple with the power, and any additional overpowering maneuvers require expenditure of further Willpower.
Drawback: The character must roll to resist activating this power whenever they suffer injury or intense stimuli, using Resolve + Composure. Failure results in an impressive display of the power, without having to pay the Willpower cost. The character may choose to fail the test and take a Beat.

Action: Throwing an object
Can lift and throw a small object, can lift THEN throw larger or heavier objects. Short range (non-aerodynamic) Wits + Resolve + Telekinesis in yards. Medium is twice short, Long is twice Medium. Double this for aerodynamic objects.
Wits + Resolve + Lesser of object Size and Durability to hit, -2 for Medium and -4 for Long. Can throw up to twice long range, but reduces to hit to a single chance dice.

Action: Grapple (Req: ***+)
Spend a Willpower point, roll Stamina + Resolve minus target's Strength. If roll is successful the target is grappled.

Action: Telekinetic Blow (Req: *****)
Range attack that avoids the target's defense, though armour protects as normal.
Short range is Wits + Resolve + Telekinesis, Medium is twice short and Long is twice Medium.
To hit requires a Wits + Resolve roll, at -2 for medium and -4 for long.
Causes one point of bashing damage per success rolled.

  • NOTE: Emotional Telekinesis
    Whenever the psychic is in the grip of strong emotion, they must succeed in a Resolve + Composure roll with a penalty equal to the level of emotion or risk the power manifesting uncontrollably. A dramatic failure means the power will flare at random times over the next few days. No Willpower is used to manifest these effects.
  • OPTION: Limited Telekinesis
    Psychic can only limit certain types of object, such as any object Size 3 or smaller, "soft" objects such as paper, cloth or cardboard, only living material or only earth and rock. Depending on how limiting the object type if, the psychic might gain bonus dice from +1 to +3.


Telekinetic Evasion:
Cost: ***
Pre: Pre: Telekinesis *
In any scene where the character's telekinesis is active, by spending a point of Willpower they can add their dots in Telekinesis as a bonus to dodge.


Thermokinesis:
Cost: * to *****
Pre: Cannot exceed lower of Stamina or Resolve
The opposite of cryokinesis, this allows a psychic to increase ambient temperature.

  • NOTE: Emotional Thermokinesis
    Whenever the psychic is in the grip of strong emotion, they must succeed in a Resolve + Composure roll with a penalty equal to the level of emotion or risk the power manifesting uncontrollably. A dramatic failure means the power will flare at random times over the next few days. No Willpower is used to manifest these effects.


This message was lightly edited by the GM at 11:39, Wed 14 Feb.
The Shadow
GM, 249 posts
Sun 6 Aug 2023
at 10:56
  • msg #4

Merits of a Supernatural Nature

Supernatural Merits - Telepathy



Animal Empathy:
Cost: ** or ****
Pre: None
Notes: ** Can only affect one type of animal, **** can affect all animals.
No cost to activate if the psychic has spent time and developed rapport with the animal. If it is hostile, a Willpower point must be spent. Roll Wits + Animal Ken versus the animal's Resolve.


Animal Possession:
Cost: ** or ****
Pre: Animal Ken ***
The character can take over the senses of an animal with which they share the Bonded condition.
On a successful roll of Resolve + Animal Ken and spending a Willpower point, the character's body goes into a coma-like state and cannot perceive. The character is in control of their animal companion for one scene, and must resist with a Resolve + Animal Ken roll whenever the creature takes damage.
The **** version allows possession of any animal.


Animal Rapport:
Cost: *** to *****
Pre: Animal Ken **
Psychic has an innate mental bond with one other character. The size of the animal is determined by the rating of the merit.


Aura Reading:
Cost: ** or *****
Pre: None
Notes: ** version requires scrutiny of target for a number of turns equal to their Composure.
The psychic ability to read and view auras. At character generation determine how this "aura reading" works (voices in the character's head, seeing different colours surrounding the person, etc).
Spend a point of Willpower, stare at the opponent for a moment of time (could be... interesting) and roll a Wits + Empathy with a penalty of the opponent's Composure. For every success the character gains a +1 bonus on Social rolls against the target, or they can answer one of the following questions:
  • What's the person's most prominent emotion?
  • Is the person telling the truth?
  • What is the person's attention most focused on right now?
  • Is the person going to attack?
  • What emotion is the person trying to hide?
  • Is the person supernatural in origin or otherwise not human?

On the downside, supernatural creatures might notice that the character is somehow different - they must roll a Wits + Occult roll penalised by the character's Composure. A success informs them that the character "knows" or is otherwise "aware of" their nature as supernatural creatures, or that they are somehow different from other humans.
***** version lets the psychic view supernatural beings. Spend a Willpower point, and roll Intelligence + Empathy versus Composure + Supernatural Ability.


Camera Obscura:
Cost: ***
Pre: Unseen Sense (Ghost or Spirit) **
Character is able to capture ephemeral entities on camera, and damaging them in the process.
By spending b Willpower point and rolling Wits + Expression - Entity's Defense. Successes inflict bashing damage.
Drawback - Use of this ability causes the Open condition on the surrounding area for any entity for the rest of the scene.


Hypnotic Voice:
Cost: ****
Pre: Persuasion ***, Science (hypnotherapy) ***
Roll Manipulation + Persuasion or Science as an extended action, requiring Resolve x5 to complete and each success taking 10 seconds of time. Target can resist with Composure + Supernatural Ability, and if they ever score more successes than the character they realise what is happening and the attempt fails.
When successful, the target falls into a light trance, and the character can get the target to follow their instructions on a successful Manipulation + Persuasion roll.
Can attempt a deep trance once a target is under a light trance.


Incite Ecosystem:
Cost: * to *****
Pre: Animal Ken ***
Character can call upon surrounding wildlife to attack their enemies.
Spend a point of Willpower and roll Presence + Animal Ken. The character can direct a number of animals or swarms equal to their successes, with maximum size equal to their Ecosystem rating. For larger animals, treat the difference in size as a penalty to the roll.
Note that animals do not follow commands of the character, instead they behave in a natural way and treat the target as a threat.


Psychic Concealment:
Cost: ***
Pre: Mind Control ***, Stealth ***
The character alters the minds of the target(s), so whilst this is not true invisibility, those around the character don't recall seeing them. Spend a point of Willpower and roll Wits + Stealth - the target's Composure.
If trying to use this against a group, roll against the highest Composure with a -1 penalty per person in the group.
Success inflicts the Oblivious condition on the targets.
This does not prevent CCTV or cameras from seeing the target, and hypnosis or mind reading will also reveal the character's actions.


Psychic Empathy:
Cost: **** or *****
Pre: Aura Reading or Thought Projection
Manipulates a target's aura, affecting their mood.
Cost 1 Willpower, roll Manipulation + Empathy versus target's Resolve + Composure.


Mental Blast:
Cost: *****
Pre: Thought Projection ****
Cost 1 Wilpower, roll Presence + Intimidation versus target's Stamina
While concentrating on the target, psychic can repeatedly assault them. Every success causes a bashing damage in the form of headaches. Death can be caused, and it looks like a stroke.
If concentration is lost, another Willpower point must be spent. Whilst concentrating, the psychic has no defense and can only move up to their Speed each turn.


Mind Breaker, RESTRICTED:
Cost: *****
Pre: Thought Projection ****
Cost 1 Willpower, roll Presence + Empathy versus target's Resolve + Supernatural Ability. If successful, target suffers one mild derangement for the rest of the scene. If the psychic has 3 levels in Science with a speciality of Psychology, they can tailor the derangement to the target.


Mind Control, RESTRICTED:
Cost: *** or ****
Pre: None
Spend a Willpower point and roll Manipulation + Persuasion, minus the target's Resolve. If successful the target suffers the Fixated condition tied to a simple, one-sentence command. The **** version allows a character to take more direct control.
The commands must be spoken to the target unless the character has an alternative means, such as telepathy.


Mind Reading:
Cost: ***
Pre: None
Cost 1 Willpower, roll Intelligence + Empathy, versus target's Composure + Supernatural Ability
Psychic gets to ask one question per success.
*** - surface thoughts of ordinary people
**** - probe the mind for buried thoughts or memories, or surface thoughts of supernatural creatures
***** - buried thoughts and memories of supernatural creatures


Phantasmagoria:
Cost: **
Pre: Telepathy *****, Expression **
Spend a point of Willpower and roll Manipulation + Occult. The content of the illusion is determined by the character, and the character should make a new roll every time they change the illusion significantly.
If at any point the target begins to disbelieve the illusion, they can make a reflexive Resolve + Composure roll to snap out of it.
The target will look as if they are in a walking daydream to outsiders.


Psychic Illusions:
Cost: *****
Pre: Mind Control and Thought Projection
When concentrating, costs 1 Willpower and roll Manipulation + Persuasion against the target's Composure + Supernatural Ability. Use Wits + Persuasion to manipulate an existing illusion.


Psychic Invisibility:
Cost: *****
Pre: Mind Control and Thought Projection
Costs 1 Willpower, roll Intelligence + Stealth versus Resolve + Supernatural Ability
Becomes invisible to target. If pointed out by someone else, they become visible.


Psychic Onslaught:
Cost: *****
Pre: Telekinesis * or Psychokinesis *
Spending a point of Willpower, this outward blast is like a grenade and will cause a Damage 3, Force 3 explosion with a primary blast radius equal to the character's Resolve in meters. The character will suffer bashing damage, not lethal. If the damage inflicted is greater than a target's Stamina, they suffer the Knocked Down tilt as well - this does not apply to the character themself.
Drawback: the character's instinctive self defense mechanism can trigger this power. The first time in a scene that the character sees their last Health Box get filled with bashing or lethal damage, this merit triggers as a reflexive action. This occurs even if the damage would render the character unconscious or kill them.


Psychic Vampirism, RESTRICTED:
Cost: **** or *****
Pre: Biokinesis equal to the Psychic Vampirism Level
The target is drained of Willpower, equal to a contest of Wits + Resolve versus the target's Resolve with 1 Willpower being drained per success. For the **** the Willpower is drained and gone, for ***** for every 2 points drained the Vampire regains 1 Willpower themselves.


Tactical Telepathy (Style):
Cost: * to *****
Pre: Telepathy *****
  1. Of One Mind: Can setup a network of telepathic minds. Roll for telepathy as normal, with a -1 penalty per mind after the first. Effects last the remainder of the scene
  2. White Noise: With a successful Telepathy roll targets receive the Stunned tilt in addition to normal effect
  3. Unison: When the moment comes, the character and their allies act as one consciousness. All subjects linked by this level of the merit can take their actions simultaneously on the character's initiative so long as they haven't acted already this turn
  4. Derail Thought: The target's mind is filled with psychic noise, distracting them - if they do anything other than Dodge, they receive a penalty equal to the number of successes rolled. The target can shake this off with a successful Resolve + Composure roll, exceeding the number of successes the character rolled initially
  5. Shared Struggle: Allies linked by this merit can reflexively spend a Willpower point to give the +3 benefit to another linked character. This does not increase the number of points each character can spend, but does allow the number of characters to spend Willpower on a single roll to increase.
    Drawback: Rrequires intense concentration and must be performed as an extended action


Technopathy:
Cost: **
Pre: None
Character can connect to a computer through touch (**). Spend a point of Willpower, and roll Intelligence + Occult. Each success allows the character to examine the information they receive among the following parameters:
  • Users who have accessed the device recently
  • Identify a device's function and any other device networked with it
  • Log of communication made on the device in the past day
  • Any information containing a specific search criteria
  • Video or other media stored on the device
  • Originator of the data signal
  • Destination of the data signal
  • Content of the data signal


The information requires concentration to process, and is stored in the character's mind as  a memory, and may require an Intelligence + Composure roll to remember.
Drawback: This power causes a tremendous strain on a device, and causes 2 points of Structural damage after the first successful attempt, 3 on a failure. Devices reduced to 0 short out, and any data on them is irrecoverable. Wireless version, any attempt after the 1st corrupts the signal and it is lost. The receiver realises that their data has been intercepted.


Telepathic Communication:
Cost: ****
Pre: Thought Projection ****
Lasting one scene, costs 1 Willpower and rolls Presence + Empathy.
Can communicate telepathically, but cannot read the target's mind only the thoughts they wish to send.


Telepathy:
Cost: *** or *****
Pre: None
Spend a point of Willpower to activate Telepathy, and roll Wits + Empathy minus the target's Resolve (if they are unwilling).
Success grants knowledge of the target's surface thoughts.
  • What does your character want to do right now??
  • What does your character fear most right now??
  • What is your character finding??
  • What does your character want my character to do??
  • What does your character know about [relevant topic]??
  • What turns your character on??
  • What is something shameful or embarrassing about your character??

Drawback: Once per chapter the character might read surface thoughts of those around them accidentally, and the character suffers from the Shaken condition when it happens.


Telepathic Rapport:
Cost: ***
Pre: Telepathic Communication
Establishes a permanent telepathic link to another person


Thought Projection:
Cost: *** or ****
Pre: Mind Reading *****
Costs 1 Willpower for the scene, roll Presence + Empathy versus Resolve + Supernatural Ability
If successful, can transmit thoughts directly to the target for a scene.
*** Target must be visible, either line of sight or through clairvoyance.
**** Target can be out of line of sight.
Modifiers: Target is within line of sight (+0); Target is intimate (-1); Target is known (-3); Target is acquainted (-5).


This message was lightly edited by the GM at 11:40, Wed 14 Feb.
The Shadow
GM, 250 posts
Sun 6 Aug 2023
at 10:57
  • msg #5

Merits of a Supernatural Nature

Supernatural Merits - Translocation



Apportation:
Cost: *** or *****
Pre: None
Notes: *** - only objects of size 2 or less, ***** - upto size 5 objects or living things
Teleports an object through space.
Spend a point of Willpower and roll Resolve + Occult as an extended action (resisted by Resolve + Composure if the target is unwilling). For every success the object can move a yard.
Drawback: the object is injured or damaged during the apportation, taking bashing damage equal to the number of yards moved. An object arrives hot, takes 1 structural point of damage and is at -2 to use the following turn.


Citywalking, RESTRICTED:
Cost: ***
Pre: Streetwise **, Mortal
When walking in a street of over 250,000 the character can concentrate on another city that they know well. By spending a Willpower and roll Resolve + Streetwise, and on a success the character will appear in that city.


Sojourner:
Cost: ***
Pre: Apportation ***
The character can move an object a distance equal to any fixed point, with the target number being the number of miles transported. This is an extended action.



This message was lightly edited by the GM at 11:41, Wed 14 Feb.
The Shadow
GM, 251 posts
Sun 6 Aug 2023
at 10:58
  • msg #6

Merits of a Supernatural Nature

Supernatural Merits - General



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 ***
  1. 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
  2. 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
  3. 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.
  4. 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.
  5. 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.


This message was lightly edited by the GM at 11:41, Wed 14 Feb.
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