Amulet:
Cost: or
Pre: Body-thief
This merit can be purchased multiple times. At the wearer gains +1 bonus to any single attribute chosen at the time of creation. At the bonus is +2. The maximum value of any attribute raised in this way is 5.
The amulet acts as a sympathetic connection between the body-thief and their target, and will ensure that the transfer is indefinite between victim and thief.
The creator can sacrifice a level of bonus to imbue the amulet with one of the following merits: Emotional Urging, Morality Sap. The merit will affect the wearer of the amulet so long as they are in contact with the amulet.
The creator can sacrifice a level of bonus to imbue the amulet so that the body-thief remains in the victim's body even after the expiry of the the body-transfer ritual. They will instantly return to their own body if they use the amulet.
To create an amulet requires an Intelligence + Crafts roll to create or modify a suitable object.
To empower an amulet requires an Intelligence + Occult extended roll, with each roll requiring an hour of uninterrupted work. An amulet worth requires 10 successes, an amulet worth requires 20.
Emotional Urging:
Cost:
Pre: Body-Thief
Character can focus and use the emotions that a target is feeling, to enhance them. If successful, and the opportunity to divulge in the emotion presents itself, then the victim must spend a Willpower point and successfully roll Resolve + Composure to avoid indulging in the emotion. However, if the emotion would result in lethal or aggravated damage the Willpower point need not be spent. Each time the victim resists the urge, they gain a cumulative +1 (to a maximum of +5) to their resistance roll. If the body-thief rolls an exceptional success then the victim must spend a Willpower point to avoid indulging in actions that result in lethal or aggravated harm.
Roll Manipulation + Persuasion, opposed by Composure.
Luck Drain:
Cost:
Pre: Body-thief
Roll a contested Wits + Subterfuge against Resolves.
A success reduces the number of dice for the victim's next roll by the number of successes. On a success the aggressor gains +1 to their next roll. On an exceptional success, the aggressor gains +3 to their dice pool for their next roll.
Morality Sap:
Cost:
Pre: Body-thief
Roll Wits + Manipulation versus Resolve + Composure, each attempt being a week of effort.
Each success is cumulative. Once the number of successes equals twice the target's Willpower, they lose a point of Integrity.
Sleight of Hand:
Cost:
Pre: Body-thief
Roll Wits + Subterfuge, contested by the highest Resolve of all witness.
A success will allow the character to change how one item looks - swapping the two items for each other.
Steal Sense:
Cost:
Pre: Body-thief
Removes senses from the target, and gifts them to the caster.
Roll Wits + Empathy versus Resolve in a contested roll. If successful, the target loses that sense and the caster benefits from an increase to their own. For a scene, the caster may use the target's sense rolls - and may roll twice, taking the highest of the two rolls.
The caster can target supernatural senses, such as the Unseen Sense merit, if they are aware that the target has such a sense.
Theft of the Sublime:
Cost:
Pre: Body-thief
Roll Intelligence + Occult versus Resolve + Supernatural Advantage
If successful, the target loses one supernatural advantage and the caster gains it. If it requires energy to power it, the caster must use Willpower.
Unobtrusive:
Cost:
Pre: Body-thief
Roll Resolve + Stealth.
Successes subtract from any means to locate or find the character, including supernatural methods.
Vitality Drain:
Cost:
Pre: Body-thief
Roll a contest of Intelligence + Medicine versus Stamina. If successful, the target loses one health box and the caster gains one.
Willpower Drain:
Cost:
Pre: Body-thief
Roll contested Intelligence + Presence versus Resolve + Composure.
If successful, lose 1 Willpower per success.