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12:12, 27th April 2024 (GMT+0)

Restricted Merits.

Posted by The ShadowFor group 0
The Shadow
GM, 252 posts
Sun 6 Aug 2023
at 10:59
  • msg #1

Restricted Merits

Supernatural Merits - Body Thief



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.


The Shadow
GM, 253 posts
Sun 6 Aug 2023
at 11:00
  • msg #2

Restricted Merits

Supernatural Merits - Purified Siddhi



Chi:
Cost: •••
Pre: Purified
Character gains an additional dot of Chi


Dream:
Cost: • to •••••
Pre: Purified
The character gains flashes of inspiration through their dreams, offering insights into answers they cannot get through mundane means.
Once per game session, the character can use this merit to gain a supernatural insight concerning a question of topic. Activating this ability requires at least one hour spent in sleep, meditation or an activity exclusively focused on creating an altered state of consciousness (yes, hallucinogenic drugs can create this state too).

The GM then rolls Wits + Composure, with a success granting a number of clues equal to the rating of this merit. These answers should be visions and clues, for example trying to find the location of someone the clue should not be an address but rather local landmarks, the colour of a front door or possibly the vision of someone who regularly walks past the location at a particular time (for example while walking a dog).


Essence Reservoir:
Cost: • or ••
Pre: Purified
The character has an item that can hold additional Essence, with the one-dot holding 3 essence (can be the size of a small wrist watch, a large coin, bracelet or suchlike) and the two-dot holding six (must be the size of a mobile phone or large pocket watch). The item can be anything, even a working mobile phone or watch as the creator wishes.
So long as the Purified is touching the reservoir when he transitions between the realms then the object will re-appear with them.


Familiar:
Cost: •••
Pre: Purified
A familiar is present in Twilight that will aid and help the character. It must spend Numina in order to manifest and affect the real world - however their bodies will remain intangible and ethereal. The character is the familiar's anchor to the real world but there is no limit to the distance that the familiar can be away from the Purified. It does not lose Essence for every hour it spends in the real world or in Twilight.

The character has an empathic bond with the familiar, and can spend their own XP to improve the familiar's abilities.

Attributes: 3/3/2
Willpower: Power + Resistance
Essence: 10(max)
Defense: Highest of Power or Finesse
Speed: Power + Finesse + Species factor
Size: 5 or less
Corpus: Resistance + Size
Influence: 2 dots
Numina: Choose 1
Ban: Choose one


Locus:
Cost: • to •••
Pre: Purified
Character has acquired a minor loci, an area of power.
The number of dots in this merit determine the size of the loci (maximum ••) however an additional dot will allow the loci to be mobile.
• affects an area equal to a few yards in diameter
•• affects an area equal to 15yards in diameter


Occultation:
Cost: • to •••
Pre: Purified, No fame merit dots
The Purified can slip through the cracks of mortal society. Whenever another character tries to find information about the Purified, they deduct the number of dots in this merit from their dice pool.
Drawback: If the character ever becomes well known to the public, they lose this merit until sufficient time has passed that the public forgets about them.


quote:
Cost: •••••
Pre: Purified


Ritual Crypt:
Cost: •
Pre: Purified
The character has a ritually prepared area to which their body can return upon its death. The crypt could be any room - a tomb or a bedroom - but is covered in sigils and glyphs.
Drawback: If any of the sigils or glyphs are damaged the crypt does not function


Shadow Sanctum:
Cost: • to ••••
Pre: Purified
The character has a sanctum on the Shadow Realm where they can retreat to recover. The Sanctum is small, allowing no more than two people to reside within and it has no amenities. It can be a fortified cabin, a cave, a crevice or something more unusual - a hollow, living tree. The sanctum is automatically at -3 for anyone other than the Purified to find.
+• Sanctum is larger and more comfortable, and has some amenities including running water, power, furniture and devices for entertainment
+• Sanctum is harder to find, -5 to all dice rolls and has a durability of 10.
+• Sanctum is a spirit that is loyal to the character. This spirit cannot move.

Spirit details
Attributes: 10 (split between Power, Finesse and Resistance)
Willpower: Power + Resistance
Essence: 15 (15max)
Initiative: Finesse + Resistance
Defense: Higher of Power or Finesse
Speed: 0
Size: 25 (35 of a larger sanctum)
Corpus: Resistance + Size
Influence: 2 dots
Numina: Innocuous Numina, +1 other
Ban: Choose one


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