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Homebrew Supernatural Merits

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  • Homebrew Supernatural Merits

    There's probably one thread about this already, but I didn't find one on the first page.

    I was thinking this could be a thread for sharing and critiquing homebrew Supernatural Merits.

    For example I'd like some critique and suggestions for a Merit of my own (based on Medium, CofD p.57, and inspired by a campaign where we use the Advanced and Styled Merits of this thread):

    Channeler (• to •••••)
    Prerequisites: Occult ••, Medium (•••)
    Effect: The medium is able to strike a bargain with an ephemeral entity. By providing the entity with protection from Essence bleed the medium gains access to its powers. In mechanical terms when the medium or the entity has provided the Open Condition on the medium, she can apply a version of the Fetter Manifestation (regardless if the entity knows that Manifestation) on herself using the rules for the Medium Merit, thereby becoming a fetter for the entity. In addition she gains access to a number of the entity's Numina equal to the dots in this Merit. The Power + Finesse roll to activate Numina is substituted by ??? + Occult. Any Essence cost is payed using Willpower points. Ending the Manifestation can be done if the entity has the Unfetter Manifestation or if the medium performs a ritual (can be as simple as a meditation session) and succeeds with a Wits + Occult roll, contested by Resistance + Rank should the entity be unwilling.
    Drawback: The medium gains the Urged Condition, meaning she is susceptible to mind reading, Influences and urges by the entity, as described by that Condition.

  • #2
    The CoD book says that summoning and exorcism for mortals mostly consists of creating and eliminating the necessary Conditions for an entity to Manifest. What if there was a Supernatural Merit that enhances your ability to summon and exorcise?


    "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

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    • #3
      Originally posted by GibberingEloquence View Post
      The CoD book says that summoning and exorcism for mortals mostly consists of creating and eliminating the necessary Conditions for an entity to Manifest. What if there was a Supernatural Merit that enhances your ability to summon and exorcise?
      Isn't that what Medium does?


      Malkydel: "And the Machine dictated; let there be adequate illumination."
      Yossarian: "And lo, it was optimal."

      Comment


      • #4
        Basically. General summoning and exorcism of entities requires several Int + Occult rolls to research the individual entity, often penalized due to lack of research material or just the general obscurity of the entity. Then you have to find very specific materials and set up a ritual that is unique per entity. This temporarily increases or suppresses one or more conditions tagged to the entity depending on how good your ritual is. (Some of this is extrapolated since there's a lot of text but a glaring lack of actual rules on the subject.)

        The Medium Merit, on the other hand, allows you to increase the conditions tagged to any ephemeral entity with a single Wits + Occult roll per step and the ritual can be as simple as just meditating. No need to research any individual entities (unless the ST gives you bonus dice, but the roll isn't normally penalized so not much use for that.) The conditions increased are indefinite in duration and can be canceled by spending a point of Willpower. There's no way to suppress preexisting conditions with the Merit, though.

        Edit: I wonder if exorcism or abjuration would be the most fitting to base an Exorcist Merit on. Or if abjuration already fills the same function that the Medium Merit dors for summoning.
        Last edited by Tessie; 03-07-2017, 09:08 AM.

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        • #5
          So there was a thread about adapting the X-Men into the CoD as a micro template, and some people said it would be easier to just give them Supernatural Merits reskinned as mutations. That inspired me create Supernatural Merits that could represent Wolverine's signature powers, but also other powers with a similar flavor. I have the claws and healing factor so far. Feedback is appreciated.

          Conjured Weapon (••, ••• or ••••)
          Effect: The character possesses a melee weapon that he may summon or dismiss reflexively. The nature of the weapon can be anything from beastly claws and tentacles to shadowy knives and metallic fists. The weapon deals lethal damage and has Armor Piercing equal to the Merit's rating - 1. Depending on the weapon’s type, it may be use either Brawl or Weaponry, and benefit from appropriate Fighting Styles. The weapon does not cause Initiative or Speed penalties.
          Drawback: The character suffers 1 lethal damage to summon the weapon (but not to dismiss it). If dismissed, the cost must be paid again to summon it. This may be downgraded to a number of bashing damage equal to the Merit's rating - 1 by spending a willpower point.

          Conjured Weapon (Advanced, •• or •••)
          Prerequisites: Conjured Weapon ••
          Effect: With the 2 dot version, the weapon now has 9 Again. With the 3 dot version, it has 8 Again. Furthermore, once the cost has been paid, the weapon may be summoned and dismissed freely for the rest of the scene.

          Conjured Weapon (Epic, •••••)
          Prerequisites: Advanced Conjured Weapon ••
          Effect: When summoned, the weapon's Damage Bonus may be changed to +0A, thus ignoring all Durability and mundane Armor.
          Drawback: If this option is chosen, the character suffers one aggravated damage to summon the weapon (as per the Advanced version, this cost only needs to be paid once per scene). This can be downgraded to 1 lethal damage by spending 1 willpower point.


          Regeneration (•• or ••••)
          Effect: Your character heals at an accelerated rate. With the 2 dot version, 1 bashing damage heals every minute and 1 lethal heals every day. With the 4 dot version, 2 lethal damage heals per day and 1 aggravated heals every 4 days. Limbs and organs lost to injuries (as represented by Tilts) do not come back.

          Regeneration (Advanced, •• or •••)
          Prerequisites: Regeneration ••••
          Effect: With the 2 dot version, lost limbs and organs now return once the damage associated with the injuries is healed, as long as the damage was lethal. With the 3 dot version, aggravated damage is also covered.

          Regeneration (Epic, •••, •••• or •••••)
          Prerequisites: Advanced Regeneration •••
          Effect: With the 3 dot version, you heal 1 lethal every hour and 1 aggravated every 2 days. With the 4 dot version, you heal 1 lethal every minute and 1 aggravated every day. With the 5 dot version, you reflexively heal your last health box each turn, as long as it is filled with lethal or bashing.
          Last edited by GibberingEloquence; 03-21-2017, 10:38 AM.


          "Fate is a cruel jester with a finely developed sense of irony." - Sir Night as portrayed by Leliel, The Horror Recognition Guide

          Comment


          • #6
            Originally posted by GibberingEloquence View Post
            So there was a thread about adapting the X-Men into the CoD as a micro template, and some people said it would be easier to just give them Supernatural Merits reskinned as mutations. That inspired me create Supernatural Merits that could represent Wolverine's signature powers, but also other powers with a similar flavor. I have the claws and healing factor so far. Feedback is appreciated.

            Conjured Weapon (•• or ••••)
            Effect: The character possesses a melee weapon that he may summon or dismiss reflexively. The nature of the weapon can be anything from beastly claws and tentacles to shadowy knives and metallic fists. The 2 dot version deals +1L, while the 4 dot version deals +2L. Depending on the weapon’s type, it may be use either Brawl or Weaponry, and benefit from appropriate Fighting Styles. The weapon does not cause Initiative or Speed penalties.
            Drawback: The character suffers one lethal damage to summon the weapon (but not to dismiss it). If dismissed, the cost must be paid again to summon it. This may be downgraded to one bashing wound by spending 1 willpower point.

            Conjured Weapon (Advanced, ••)
            Prerequisites: Conjured Weapon ••••
            Effect: The weapon now has 9 Again. This stacks with other sources of 9 Again to become 8 Again. Furthermore, once the cost has been paid, the weapon may be summoned and dismissed freely for the rest of the scene.

            Conjured Weapon (Epic, ••• or •••••)
            Prerequisites: Advanced Conjured Weapon
            Effect: With the 3 dot version, the weapon bypasses all Durability and mundane Armor. With the 5 dot version, it has Armor Piercing 2 against supernatural Armor.
            Drawback: The character now suffers one aggravated damage to summon the weapon (as per the Advanced version, this cost only needs to be paid once per scene). This can be downgraded to one lethal damage by spending 1 willpower point.


            Regeneration (•• or ••••)
            Effect: Your character heals at an accelerated rate. With the 2 dot version, 1 bashing damage heals every minute and 1 lethal heals every day. With the 4 dot version, 2 lethal damage heals per day and 1 aggravated heals every 4 days. Limbs and organs lost to injuries (as represented by Tilts) do not come back.

            Regeneration (Advanced, •• or •••)
            Prerequisites: Regeneration ••••
            Effect: With the 2 dot version, lost limbs and organs now return once the damage associated with the injuries is healed, as long as the damage was lethal. With the 3 dot version, aggravated damage is also covered

            Regeneration (Epic, •••, •••• or •••••)
            Prerequisites: Advanced Regeneration •••
            Effect: With the 3 dot version, you heal 1 lethal every hour and 1 aggravated every 2 days. With the 4 dot version, you heal 1 lethal every minute and 1 aggravated every day. With the 5 dot version, you reflexively heal your last health box each turn, as long as it is filled with lethal or bashing.
            I like it. Might bump up the bashing heal rate a bit together with the rest, but otherwise this looks like a fair representation!

            Would you make one for Nightcrawler's Teleportation and Collossus Metal Form? =D

            Comment


            • #7
              Originally posted by Hurt Locker, pg 89; The New Flesh Merit
              A one-dot rating halves all healing times for the Infected. A three-dot rating allows the character to heal one point of lethal damage a scene, up to his Stamina in a day. A five-dot rating means that the character regenerates aggravated damage at the same rate as lethal damage.
              Drawback:[summarizes as a penalty to social rolls around witnesses]
              Compared to the printed material, you've got something healing with blinding speed. I'd suggest a more severe drawback, or at least more lethal options/forms of damage that can't regenerate. Not quite the same as Wolverine or Deadpool, but they're the six/seven dot versions: they're supposed to be the best possible version, a PC has to have something that keeps them fallible.

              Comment


              • #8
                Originally posted by Wormwood View Post

                I like it. Might bump up the bashing heal rate a bit together with the rest, but otherwise this looks like a fair representation!

                Would you make one for Nightcrawler's Teleportation and Collossus Metal Form? =D
                Apportation and sojourner from Hurt Locker?

                Comment


                • #9
                  Some Skin-Thief ones. I'll edit them out to be actual write-up when I have more time, later.
                  • Stolen Memories - can use some of the skin’s memories and skills. (Skills for physical skins, Influence toward relevant rolls for ephemeral skins)
                  • Animate Skin - can give the skin independent life/animation, albeit at zombie/automaton-like intelligence.
                  • Harvest Essence - once per day (per skin), you can gather essence in the same way the ephemeral would.
                  • Life-Thief - by spending a Willpower Dot, you can make a permanent skin your (new) true form.


                  Malkydel: "And the Machine dictated; let there be adequate illumination."
                  Yossarian: "And lo, it was optimal."

                  Comment

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