Fragmented Vision (• - •••)
Prerequisites: Integrity 6 or lower
Effects: You may reflexively spend one Willpower when confronted by a supernatural phenomena to ask a number of questions equal to your dots in Fragmented Visions from the following list. Alternatively, you may forgo asking a question to instead gain a +1 bonus on the next Breaking Point it would force you to roll.
• How is this a danger to me?
• How can I make sense of this?
• How can I get it to leave me alone?
Drawbacks: Unfortunately, the cracks show - you suffer a penalty equal to half your dots, rounded up, on all Breaking Points from non-supernatural sources. In addition, you suffer a -1 penalty on Social rolls as long as you have two or more dots in this merit.
Jaded Cultist (•••)
Prerequisites: Integrity 6 or lower, Mystery Cult Initiation ••+
Effects: Your world-view has been shaped by your initiation - you gain a second Vice related to your mystery cult's teachings, which does not necessarily need to be a human Vice. You gain a +1 bonus on any roll made when Summoning or Binding ephemeral beings related to your second Vice, and treat it as a Virtue for the purposes of any Breaking Points related to the supernatural.
Drawbacks: Your cult programming has warped your original personality - double the penalty from your second Vice when facing non-Supernatural breaking points. In addition, you cannot spend Willpower to resist the Urged Condition if the urging ephemeral being is related to your second Vice.
See The Signs (••)
Prerequisites: Integrity 6 or lower
Effects: You can sense the side effects of the little rituals of human occultism as if they shed an impossible light or wailed out a faint siren. As a result, you can determine whether or not something has been "blessed" with a normal perception roll - in general, blessings consist of Abjuration and other effects that are modified by Integrity in the same manner as Abjuration.
Special: If you happen to have the Taste merit, you can treat blessings as items within your area of expertise, using Occult as the most appropriate skill.
Madman's Insight (••)
Prerequisites: The Madness [Persistent] Condition
Effects: You regain a point of Willpower whenever the Storyteller spends dice from the Madness condition - you regain an additional point if you fail the penalized roll.
Drawbacks: Subtract your dots in this merit from your Integrity when determining how many dice the Madness condition grants the Storyteller. In addition, you take a Beat and add a die to the Storyteller's pool instead of resolving the Madness condition when you gain or lose a dot of Integrity.
=---=
See The Signs technically should also allow you to do stuff like just note in passing that the house at the end of the road has been warded against a spirit. It doesn't have an explicit drawback because reacting to things that no-one else can see is already going to make you odd.
Think of these as being in the vein of the Hardened Exorcist merit - they represent mortal characters who aren't new to the Supernatural Rodeo.
Prerequisites: Integrity 6 or lower
Effects: You may reflexively spend one Willpower when confronted by a supernatural phenomena to ask a number of questions equal to your dots in Fragmented Visions from the following list. Alternatively, you may forgo asking a question to instead gain a +1 bonus on the next Breaking Point it would force you to roll.
• How is this a danger to me?
• How can I make sense of this?
• How can I get it to leave me alone?
Drawbacks: Unfortunately, the cracks show - you suffer a penalty equal to half your dots, rounded up, on all Breaking Points from non-supernatural sources. In addition, you suffer a -1 penalty on Social rolls as long as you have two or more dots in this merit.
Jaded Cultist (•••)
Prerequisites: Integrity 6 or lower, Mystery Cult Initiation ••+
Effects: Your world-view has been shaped by your initiation - you gain a second Vice related to your mystery cult's teachings, which does not necessarily need to be a human Vice. You gain a +1 bonus on any roll made when Summoning or Binding ephemeral beings related to your second Vice, and treat it as a Virtue for the purposes of any Breaking Points related to the supernatural.
Drawbacks: Your cult programming has warped your original personality - double the penalty from your second Vice when facing non-Supernatural breaking points. In addition, you cannot spend Willpower to resist the Urged Condition if the urging ephemeral being is related to your second Vice.
See The Signs (••)
Prerequisites: Integrity 6 or lower
Effects: You can sense the side effects of the little rituals of human occultism as if they shed an impossible light or wailed out a faint siren. As a result, you can determine whether or not something has been "blessed" with a normal perception roll - in general, blessings consist of Abjuration and other effects that are modified by Integrity in the same manner as Abjuration.
Special: If you happen to have the Taste merit, you can treat blessings as items within your area of expertise, using Occult as the most appropriate skill.
Madman's Insight (••)
Prerequisites: The Madness [Persistent] Condition
Effects: You regain a point of Willpower whenever the Storyteller spends dice from the Madness condition - you regain an additional point if you fail the penalized roll.
Drawbacks: Subtract your dots in this merit from your Integrity when determining how many dice the Madness condition grants the Storyteller. In addition, you take a Beat and add a die to the Storyteller's pool instead of resolving the Madness condition when you gain or lose a dot of Integrity.
=---=
See The Signs technically should also allow you to do stuff like just note in passing that the house at the end of the road has been warded against a spirit. It doesn't have an explicit drawback because reacting to things that no-one else can see is already going to make you odd.
Think of these as being in the vein of the Hardened Exorcist merit - they represent mortal characters who aren't new to the Supernatural Rodeo.
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