Hey everyone, this is an update of the Merits from Second Sight to GMC; I eventually hope to convert every Merit in the book to GMC, but that will come later.
Anyway, any Merit that I don't include here already exists in GMC in some form; for example, many of the Mediumist Merits are covered, as well as a good deal of Psychokinesis. Additionally, all of these Merits are Mortal Only.
So, without further ado...
ESP Merits
Mediumist Merits
Psychokinetic Merits
Telepathic Merits
Other New Merits
Anyway, any Merit that I don't include here already exists in GMC in some form; for example, many of the Mediumist Merits are covered, as well as a good deal of Psychokinesis. Additionally, all of these Merits are Mortal Only.
So, without further ado...
ESP Merits
Astral Projection (•••)
Prerequisite: Clairvoyance
Effect: Whenever you use the Clairvoyance merit, you may choose to project your consciousness along with your senses. If you do so, you may use any of your other Supernatural merits as if you were physically at the scene, and may speak to anyone there who possesses the Medium merit. You may reflexively spend 1 Willpower to return your consciousness to your body.
Drawback: While you are projecting your consciousness, you are entirely unaware of anything that happens to or around your body short of actual bodily harm; you are aware whenever your body takes an amount of Bashing damage that exceeds your Stamina, or if you take any amount of Lethal or Aggravated damage.
Dowsing (•)
Dowsing functions exactly as the Unseen Senses merit, except that it applies to a specific substance rather than to a type of Supernatural, and it requires the use of some kind of dowsing tool (such as a dowsing rod or a pendulum.)
Dream Travel (••• or •••••)
Effect: Dream travel is the psychic ability to project yourself into the dreams of others; it encompasses everything from being a dream voyeur to actively meddling with another person's dream.
With the 3-dot version of this Merit, you may spend 1 willpower to project your mind into the dreams of anyone you are touching. You may observe their dream, and may interact with any part of their dream as if you were physically there; you do not suffer any damage from mundane features of their dream. Once you've projected yourself into someone's dream, you may make a single social maneuver or activate a single Supernatural merit that would target or affect their mind - if you do so, you gain a +2 bonus on any roll involved, and achieve an Exceptional Success on 3 successes instead of 5.
If you have the 5-dot version of the merit, you may project your mind into the dreams of anyone you spoke with the day before.
Using this merit takes several hours, and so you can only use it once per night.
Drawback: This Merit is mentally strenuous, and as such you don't gain Willpower for any rest you get that night. Worse, if the dreamer was prevented from recovering Willpower from their rest that night, you lose a point of Willpower as a side effect of their fatigue. And, of course, the dreamer remembers that you were a part of their dream.
Precognition (•••)
Effect: Precognition is the psychic ability to see the future. Now, the human mind is incapable of processing the nigh-infinite branching paths created by the forward march of time, so the "art" of precognition is imprecise. Namely, it usually shows either the best possible future, the worst possible future, or the most likely future, with no real way of determining which it was.
Spend a willpower point to activate Precognition; the successes scored on a Wits + Occult roll determine the clarity of the visions. For each success, you may ask the ST a single yes/no question, or a single question from the following list. If the question regards a person you've never met before, the ST should feel free to simply give a description; in addition, the ST is not obligated to answer any question regarding which possible future the vision belongs to.
Drawback: Other than the inaccuracy with regards to which future they see, the Storyteller may impose a Precognition vision once per story, showing some future of their choice. This vision does not require a willpower point or a roll to activate. The Storyteller may give any information they wish, and may give you a Condition related to the scene they showed you.
Prerequisite: Clairvoyance
Effect: Whenever you use the Clairvoyance merit, you may choose to project your consciousness along with your senses. If you do so, you may use any of your other Supernatural merits as if you were physically at the scene, and may speak to anyone there who possesses the Medium merit. You may reflexively spend 1 Willpower to return your consciousness to your body.
Drawback: While you are projecting your consciousness, you are entirely unaware of anything that happens to or around your body short of actual bodily harm; you are aware whenever your body takes an amount of Bashing damage that exceeds your Stamina, or if you take any amount of Lethal or Aggravated damage.
Dowsing (•)
Dowsing functions exactly as the Unseen Senses merit, except that it applies to a specific substance rather than to a type of Supernatural, and it requires the use of some kind of dowsing tool (such as a dowsing rod or a pendulum.)
Dream Travel (••• or •••••)
Effect: Dream travel is the psychic ability to project yourself into the dreams of others; it encompasses everything from being a dream voyeur to actively meddling with another person's dream.
With the 3-dot version of this Merit, you may spend 1 willpower to project your mind into the dreams of anyone you are touching. You may observe their dream, and may interact with any part of their dream as if you were physically there; you do not suffer any damage from mundane features of their dream. Once you've projected yourself into someone's dream, you may make a single social maneuver or activate a single Supernatural merit that would target or affect their mind - if you do so, you gain a +2 bonus on any roll involved, and achieve an Exceptional Success on 3 successes instead of 5.
If you have the 5-dot version of the merit, you may project your mind into the dreams of anyone you spoke with the day before.
Using this merit takes several hours, and so you can only use it once per night.
Drawback: This Merit is mentally strenuous, and as such you don't gain Willpower for any rest you get that night. Worse, if the dreamer was prevented from recovering Willpower from their rest that night, you lose a point of Willpower as a side effect of their fatigue. And, of course, the dreamer remembers that you were a part of their dream.
Precognition (•••)
Effect: Precognition is the psychic ability to see the future. Now, the human mind is incapable of processing the nigh-infinite branching paths created by the forward march of time, so the "art" of precognition is imprecise. Namely, it usually shows either the best possible future, the worst possible future, or the most likely future, with no real way of determining which it was.
Spend a willpower point to activate Precognition; the successes scored on a Wits + Occult roll determine the clarity of the visions. For each success, you may ask the ST a single yes/no question, or a single question from the following list. If the question regards a person you've never met before, the ST should feel free to simply give a description; in addition, the ST is not obligated to answer any question regarding which possible future the vision belongs to.
- When exactly will this happen?
- What would I have to do to bring this event about?
- What would I have to do to prevent this event from happening?
- What will be the strongest emotion in this scene?
- Am I missing something in this scene?
Drawback: Other than the inaccuracy with regards to which future they see, the Storyteller may impose a Precognition vision once per story, showing some future of their choice. This vision does not require a willpower point or a roll to activate. The Storyteller may give any information they wish, and may give you a Condition related to the scene they showed you.
Mediumist Merits
Reserved for Cayce Channeling, Past Life Channeling, and Spirit Channeling.
Death Sight (•••)
Effect: You can see the dead, regardless of how close they are to this world.
You may see Ghosts in Twilight, registering them as diaphanous, hazy spectres tinted the colors of their death's emotions. Additionally, you may see Underworld Gates regardless of whether they are open or closed.
Drawback: Ghosts are instinctually aware that you can see them, and they want you to help them clear up their unfinished business. Ghosts always consider you to be an Anchor, regardless of whether or not you have any connection to their past life.
Death Sight (•••)
Effect: You can see the dead, regardless of how close they are to this world.
You may see Ghosts in Twilight, registering them as diaphanous, hazy spectres tinted the colors of their death's emotions. Additionally, you may see Underworld Gates regardless of whether they are open or closed.
Drawback: Ghosts are instinctually aware that you can see them, and they want you to help them clear up their unfinished business. Ghosts always consider you to be an Anchor, regardless of whether or not you have any connection to their past life.
Psychokinetic Merits
Plant Empathy (• - •••)
Effect: You have a supernatural green thumb; add your dots in this Merit to any rolls you make to tend to or cultivate plants. In addition, any plants under your care grow (Plant Empathy + 1) times faster than they would otherwise.
Psychic Vampirism: See this minor template right here.
Psychokinetic Immunity (•• or ••••)
Prerequisite: Psychokinesis •••
Effect: You have learned to apply your power over your force to defensive applications. You may downgrade any damage you would take from your force one step. If you have the 4-dot version of this Merit, you may spend 1 wp to downgrade any damage you would take from your force by an additional step for the rest of the scene.
Drawback: Your resistance does not apply to damage that would be dealt as part of a supernatural Bane; whether you've been cursed or have been Claimed by a spirit whose bane involves your force, that supernatural weakness bypasses your protection entirely.
And a little "screw you" to all you Vampire players (like me) who were going to buy this with the Coil of Zirnitra. Neener neener neener. :P.
Effect: You have a supernatural green thumb; add your dots in this Merit to any rolls you make to tend to or cultivate plants. In addition, any plants under your care grow (Plant Empathy + 1) times faster than they would otherwise.
Psychic Vampirism: See this minor template right here.
Psychokinetic Immunity (•• or ••••)
Prerequisite: Psychokinesis •••
Effect: You have learned to apply your power over your force to defensive applications. You may downgrade any damage you would take from your force one step. If you have the 4-dot version of this Merit, you may spend 1 wp to downgrade any damage you would take from your force by an additional step for the rest of the scene.
Drawback: Your resistance does not apply to damage that would be dealt as part of a supernatural Bane; whether you've been cursed or have been Claimed by a spirit whose bane involves your force, that supernatural weakness bypasses your protection entirely.
And a little "screw you" to all you Vampire players (like me) who were going to buy this with the Coil of Zirnitra. Neener neener neener. :P.
Telepathic Merits
Animal Empathy (•• or ••••)
Effect: You have a deep empathic connection to animals; with the 2-dot version of this Merit, this Merit only applies to a single category of animals, while the 4-dot version applies to all animals.
You may communicate with animals as if you shared a language; this, in turn, grants you the following:
Animal Possession (?)
I am currently working on this one.
Animal Rapport (••)
Effect: You have an intense bond with a single animal; choose that animal upon taking this Merit.
You gain the Bonded condition with regards to that animal, and may speak with it as if you shared a language. In addition, that animal's Intelligence permanently increases by 1. You may roll Wits + Animal Ken to communicate non-verbally with the animal you chose with this Merit.
Induce Trauma (•••)
Effect: You have the ability to break another characters will, splintering them under the terrible force of your potent mind.
Spend one willpower, and then roll Manipulation + Persuasion - the victim's Resolve; if you achieved a Success, your victim immediately suffers the effects of failing a Breaking Point roll, and you may choose which Condition they gain from the experience. If you get an Exceptional Success, they instead suffer the effects of getting a Dramatic Failure on a Breaking Point roll; you still get to choose which Condition they gain.
This Merit may only be used once per scene on a given character; their psyches need time to mend.
Drawback: Using this ability is an incredibly heinous act, demonstrating a deep sadism and contempt for your fellow man. Simply using this Merit is a Breaking Point at -3; if you get a success on your Manipulation + Persuasion roll, it is instead a Breaking Point at -5.
Psychic Empathy, Psychic Illusion, and Psychic Invisibility
I am still working on these.
Psychic Scream (•••)
Effect: You may lash out with a burst of psychic static, a blistering half-memory of pain and panic.
You may spend 1 Willpower to lash out; you deal Bashing damage equal to your successes on a Presence + Intimidate - Stamina roll, ignoring both Armor and Defense, as your psychic blast ruptures capillaries and causes nosebleeds. If you get an Exceptional Success on your roll, you may give the other character an appropriate Personal Tilt, as their bodies develop psychosomatic injuries.
Effect: You have a deep empathic connection to animals; with the 2-dot version of this Merit, this Merit only applies to a single category of animals, while the 4-dot version applies to all animals.
You may communicate with animals as if you shared a language; this, in turn, grants you the following:
- Whenever you are investigating a scene where an animal was present, you may substitute your Animal Ken skill for your Investigate skill.
- You may engage in Social Maneuvering with animals, using Animal Ken as your social skill. You may consider meeting an animal's needs as fulfilling both its Vice and one of its Aspirations for the purposes of Social Maneuvering.
- You may treat groups of animals as if they were human social groups for the purposes of purchasing Merits; for example, an Animal Empath could have Allies(Rocky Mountain wolf pack), Contacts(Lions at the San Francisco Zoo), or Mentor(Sacred rats of Karni Mata temple).
Animal Possession (?)
I am currently working on this one.
Animal Rapport (••)
Effect: You have an intense bond with a single animal; choose that animal upon taking this Merit.
You gain the Bonded condition with regards to that animal, and may speak with it as if you shared a language. In addition, that animal's Intelligence permanently increases by 1. You may roll Wits + Animal Ken to communicate non-verbally with the animal you chose with this Merit.
Induce Trauma (•••)
Effect: You have the ability to break another characters will, splintering them under the terrible force of your potent mind.
Spend one willpower, and then roll Manipulation + Persuasion - the victim's Resolve; if you achieved a Success, your victim immediately suffers the effects of failing a Breaking Point roll, and you may choose which Condition they gain from the experience. If you get an Exceptional Success, they instead suffer the effects of getting a Dramatic Failure on a Breaking Point roll; you still get to choose which Condition they gain.
This Merit may only be used once per scene on a given character; their psyches need time to mend.
Drawback: Using this ability is an incredibly heinous act, demonstrating a deep sadism and contempt for your fellow man. Simply using this Merit is a Breaking Point at -3; if you get a success on your Manipulation + Persuasion roll, it is instead a Breaking Point at -5.
Psychic Empathy, Psychic Illusion, and Psychic Invisibility
I am still working on these.
Psychic Scream (•••)
Effect: You may lash out with a burst of psychic static, a blistering half-memory of pain and panic.
You may spend 1 Willpower to lash out; you deal Bashing damage equal to your successes on a Presence + Intimidate - Stamina roll, ignoring both Armor and Defense, as your psychic blast ruptures capillaries and causes nosebleeds. If you get an Exceptional Success on your roll, you may give the other character an appropriate Personal Tilt, as their bodies develop psychosomatic injuries.
Other New Merits
Lucid Dreaming (•)
Effect: You are automatically aware of whether or not you are dreaming, as well as whether or not another character is projecting themselves into your dream. If another character is projecting themselves into your dream, you may forgo recovering Willpower that night to attack them psychically, using the system given by the Psychic Scream merit; doing so immediately removes that character from your dreams.
Psychic Void (•••)
Effect: Your overwhelming scepticism with regards to the supernatural masks your innate psychic talent. No character in the same scene as you may spend Willpower to activate a Supernatural merit. In addition, you are immune to the effects of Dream Travel and Thief of Fate.
Drawback: 'No character' includes you; additionally, any time you would gain the Spooked condition, you instead gain the Denial condition.
I don't really have any inspiration for the other "non-Psychic merits from that chapter at the moment. Psychic Resistance is just Indomitable, though.
Effect: You are automatically aware of whether or not you are dreaming, as well as whether or not another character is projecting themselves into your dream. If another character is projecting themselves into your dream, you may forgo recovering Willpower that night to attack them psychically, using the system given by the Psychic Scream merit; doing so immediately removes that character from your dreams.
Psychic Void (•••)
Effect: Your overwhelming scepticism with regards to the supernatural masks your innate psychic talent. No character in the same scene as you may spend Willpower to activate a Supernatural merit. In addition, you are immune to the effects of Dream Travel and Thief of Fate.
Drawback: 'No character' includes you; additionally, any time you would gain the Spooked condition, you instead gain the Denial condition.
I don't really have any inspiration for the other "non-Psychic merits from that chapter at the moment. Psychic Resistance is just Indomitable, though.
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