Mental Merits
Blind Fighter (• to •••)
Effect: The character has little difficulty fighting or moving even with impaired vision. Each dot in this Merit removes a dice penalty resulting from low light, darkness, or even blindess. Furthermore, those who suffer the Blinded Tilt can apply half their Defense even with the loss of both eyes.
Drawback: Blind Fighter does not apply if the character is assailed by extremely loud noises, as reflected by the Deafened Tilt. If he gains the Tilt as a persistent effect, he loses it permanently (dots spent are still subject to the Sanctity of Merits).
Notes: This Merit was converted from the FEAR supplements of Walksforever.
Slayer (••)
Prerequisites: Occult 4, Brawl 4
Effect: You have received intensive training on how to combat otherworldly menaces and alien threats. When confronted with an ephemeral being, you may spend one turn to make an Intelligence + Occult roll, penalized by its Rank, in order to observe its actions, discern it origins, and determine how best to fight it. Each success halves the entity’s Defense for a turn against any attacks made or directed by you.
Supernatural Merits
Broad Dreamer (oo)
Prerequisite: Deep Dreamer
Effect: Your connection to the Primordial Dream has expanded to truly exceptional levels. You are so in tune with the natural ebb and flow of the place that you can feel any disturbances like ripples in a pool of still water. If you are sleeping and a Beast gains Satiety within (Lair) miles from where you are, you gain a rough idea of which direction the Beast is in, how powerful it is, and how big of a meal it was.
Deep Dreamer (oo)
Prerequisite: Lucid Dreamer
Effect: Perhaps more of a curse than a blessing, your character is one of the rare few in the sea of humanity who still dreams their way past the Temenos and into the Primordial Dream itself. However, without an additional Merit, such as Astral Adept, they cannot travel elsewhere, though they are free to wander the local Hive at their own peril. The character is able to use Dream Riding to navigate and study the Primordial Dream, as well as on any Beasts they might come across… if they can avoid being eaten by one of the Horrors first.
Drawback: Unless you succeed at a Resolve + Composure roll before resting, you will send your dream self into the Primordial Dream. This doesn’t sound that bad in and of itself, but being repeatedly killed and eaten is liable to quickly sap Willpower through Soul-Shock and is likely to lead to Breaking Points.
Ageless (•) ByVent0
Prerequisites: Longevity •••••
Effect: You cease to grow older entirely, enduring centuries and even millennia just as you look now. While you can die just like anyone else, be it from infectious disease or having your head cut off, you never suffer any more of the ravages of age (than you already may have). Additionally, you cease scarring and will never develop cancer, henceforth.
Eternal Youth (••) ByVent0
Prerequisites: Mortal
Effect: Your body never progresses beyond the bloom of your youth, freezing your apparent age in your prime (usually the early 20s) for as long as you live. If you acquire this ability while already older, you regress to such an age at the rate of 1 year per day.
Note: While you never suffer the ravages of aging (and thus, many of the accompanying health complications), anything that has determined your "fated" life span still takes effect (and you can still die normally from damage or a heart attack, of course). If you are fated to grow no only than 105, you will die mysteriously at that age even while looking young and (likely) vital. If you lose this Merit for any reason, you begin to age up to your true age at the rate of 1 year per day.
Longevity (• to •••••) ByVent0
Prerequisites: Mortal
Effect: You age at a much slower rate than most. You only age 1 year for every 2 that pass at one dot, and each additional dot halves the rate again, with the second dot meaning 4 years must pass for you to age 1, all the way up to 32 years to age 1 at five dots.
Note: While not a Drawback, per se, eventually your neighbors will wonder why you barely seem to get old. You will also eventually have to face everyone else you know growing older (than you) and dying, which might risk Integrity for some.
Secondhand Sixth Sense (••) Original by Chris Falco
Prerequisites: Occult 2, Empathy 2
Effect: While you can't sense it directly yourself, you've got a knack for noticing the slight look of surprise, the goosebumps out of nowhere, or the wide eyed look connected to the realization made by someone with a sense for the supernatural (even if they don't realize what it is themselves). Whenever someone's Unseen Sense, a similar 'sixth sense' (such as Peripheral Mage Sight), or a power capable of otherwise revealing supernatural effects or creatures, is used to positively notice the supernatural, you may roll Wits + Empathy to notice the small telltale signs of realization, confusion, or disturbance that so often accompany it. This may be contested by Composure + Subterfuge for the individual if they would try to conceal their reaction.
On a success, you realize that the individual has such a sense or power, and has indeed noticed something supernatural. An exceptional success lets you identify the specific power triggered, whereas a dramatic failure means you're all the more certain of the mundane nature of the situation.
Suggested Modifiers: The ability is Unseen Sense and the Spooked condition is applied because of it (+2), you know the target has the capability (+2, stacks), the ability is reflexive and entirely unexpected (+1), the ability was actively used (-2), the ability was used by someone experienced with it (-1, stacks).
Blind Fighter (• to •••)
Effect: The character has little difficulty fighting or moving even with impaired vision. Each dot in this Merit removes a dice penalty resulting from low light, darkness, or even blindess. Furthermore, those who suffer the Blinded Tilt can apply half their Defense even with the loss of both eyes.
Drawback: Blind Fighter does not apply if the character is assailed by extremely loud noises, as reflected by the Deafened Tilt. If he gains the Tilt as a persistent effect, he loses it permanently (dots spent are still subject to the Sanctity of Merits).
Notes: This Merit was converted from the FEAR supplements of Walksforever.
Slayer (••)
Prerequisites: Occult 4, Brawl 4
Effect: You have received intensive training on how to combat otherworldly menaces and alien threats. When confronted with an ephemeral being, you may spend one turn to make an Intelligence + Occult roll, penalized by its Rank, in order to observe its actions, discern it origins, and determine how best to fight it. Each success halves the entity’s Defense for a turn against any attacks made or directed by you.
Supernatural Merits
Broad Dreamer (oo)
Prerequisite: Deep Dreamer
Effect: Your connection to the Primordial Dream has expanded to truly exceptional levels. You are so in tune with the natural ebb and flow of the place that you can feel any disturbances like ripples in a pool of still water. If you are sleeping and a Beast gains Satiety within (Lair) miles from where you are, you gain a rough idea of which direction the Beast is in, how powerful it is, and how big of a meal it was.
Deep Dreamer (oo)
Prerequisite: Lucid Dreamer
Effect: Perhaps more of a curse than a blessing, your character is one of the rare few in the sea of humanity who still dreams their way past the Temenos and into the Primordial Dream itself. However, without an additional Merit, such as Astral Adept, they cannot travel elsewhere, though they are free to wander the local Hive at their own peril. The character is able to use Dream Riding to navigate and study the Primordial Dream, as well as on any Beasts they might come across… if they can avoid being eaten by one of the Horrors first.
Drawback: Unless you succeed at a Resolve + Composure roll before resting, you will send your dream self into the Primordial Dream. This doesn’t sound that bad in and of itself, but being repeatedly killed and eaten is liable to quickly sap Willpower through Soul-Shock and is likely to lead to Breaking Points.
Ageless (•) ByVent0
Prerequisites: Longevity •••••
Effect: You cease to grow older entirely, enduring centuries and even millennia just as you look now. While you can die just like anyone else, be it from infectious disease or having your head cut off, you never suffer any more of the ravages of age (than you already may have). Additionally, you cease scarring and will never develop cancer, henceforth.
Eternal Youth (••) ByVent0
Prerequisites: Mortal
Effect: Your body never progresses beyond the bloom of your youth, freezing your apparent age in your prime (usually the early 20s) for as long as you live. If you acquire this ability while already older, you regress to such an age at the rate of 1 year per day.
Note: While you never suffer the ravages of aging (and thus, many of the accompanying health complications), anything that has determined your "fated" life span still takes effect (and you can still die normally from damage or a heart attack, of course). If you are fated to grow no only than 105, you will die mysteriously at that age even while looking young and (likely) vital. If you lose this Merit for any reason, you begin to age up to your true age at the rate of 1 year per day.
Longevity (• to •••••) ByVent0
Prerequisites: Mortal
Effect: You age at a much slower rate than most. You only age 1 year for every 2 that pass at one dot, and each additional dot halves the rate again, with the second dot meaning 4 years must pass for you to age 1, all the way up to 32 years to age 1 at five dots.
Note: While not a Drawback, per se, eventually your neighbors will wonder why you barely seem to get old. You will also eventually have to face everyone else you know growing older (than you) and dying, which might risk Integrity for some.
Secondhand Sixth Sense (••) Original by Chris Falco
Prerequisites: Occult 2, Empathy 2
Effect: While you can't sense it directly yourself, you've got a knack for noticing the slight look of surprise, the goosebumps out of nowhere, or the wide eyed look connected to the realization made by someone with a sense for the supernatural (even if they don't realize what it is themselves). Whenever someone's Unseen Sense, a similar 'sixth sense' (such as Peripheral Mage Sight), or a power capable of otherwise revealing supernatural effects or creatures, is used to positively notice the supernatural, you may roll Wits + Empathy to notice the small telltale signs of realization, confusion, or disturbance that so often accompany it. This may be contested by Composure + Subterfuge for the individual if they would try to conceal their reaction.
On a success, you realize that the individual has such a sense or power, and has indeed noticed something supernatural. An exceptional success lets you identify the specific power triggered, whereas a dramatic failure means you're all the more certain of the mundane nature of the situation.
Suggested Modifiers: The ability is Unseen Sense and the Spooked condition is applied because of it (+2), you know the target has the capability (+2, stacks), the ability is reflexive and entirely unexpected (+1), the ability was actively used (-2), the ability was used by someone experienced with it (-1, stacks).
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