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  • Supernatural Integration • to •••••
    Prerequisites: Primum 6, Show Of Power
    Effect: You can now hack "extra-normal" occult abilities into your Covers as easy as background details. You can spend Cover Experiences upon Supernatural Merits (with Dots no higher than your Dots in this Merit) for your Covers, as if you were a mortal.
    Drawback: Such Merits are tied exclusively to the Cover they are purchased for, and so the Demon must be in that Cover to use them. Such Merits are not protected by the Sanctity of Merits rule should the Demon lose that Cover.

    Institutional Cover ••••
    Prerequisites: Primum 6, Demon House
    Effect: You can now craft a Patchwork Cover for an Institution, directing and influencing its various component members. You are considered to have the Demon House Exploit in effect for all of the Institution's resources (such as office space, employees during work hours, ritual chambers, etc.), with the exception that your Institutional Cover never degrades for being in it for days (though your other Covers might from neglect). You can make Pacts with the executive officers and leadership positions of other organizations to acquire Cover elements as if making a Pact with a human. When in your Institutional Cover, you are treated as a Organization/Conspiracy, with a Power, Finesse, and Resistance of the highest of your rating in those categories (capped by Standing), and an effective Standing equal to the lower of your Cover rating or Primum.
    Drawback: You need to anchor your presences around each resource with something material - a Lynch Pin, in other words. Additionally, Institutions have more "surface area" than individuals, and are more prone to investigation.
    [Comments: Drifting around in my head ever since reading about "Institutional Demons" in Mortal Remains and thinking "wait, that doesn't describe Unchained at all. ...but could it?". Also inspired by frequent references to bureaucracies being self-preserving organisms in the Laundry books.]

    Occult Experimentation •••••
    Prerequisites: Primum 8, 4 Embeds in each Category, 4 Exploits
    Effect: You now know (or can guess) enough about the occult physics that power Occult Matrices than you can now attempt basic, jury-rigged ones yourself. You can now access the Occult Matrix sub-system.
    Note: This isn't remotely close to done. Basic suggestions - Copy the general ritual systems off of something like Blood Sorcery, add in some research rolls to even cobble a potential Matrix together, then have a number of ingredients and/or extended actions to actually fire it off, then dial the effects up to 11 for all the trouble. Each such working is single use only, though some research discounts might be appropriate for merely changing a few variables.
    [Comments: Basically, more free-form abilities. Being able to justify your own Plot Device effect is nice, too. High-end effects might even be being able to "create" your own auto-Exile Rank 1-2 Angels, if you want to get crazy.]

    Shield of Deception •••
    Prerequisites: Primum 6
    Effect: Whenever you are rolling to resist or contest an ability that includes Supernatural Tolerance in your roll, from a source that does not know for certain you are a Demon, your can add Cover and Primum to your roll, instead of only one of them.

    Cryptologist ••••
    Prerequisites: Primum 6, Hellhounds, Show Of Power
    Effect: Long experimentation and study has given the Demon new insights into Cryptid forms and abilities. [They can create Cryptids with the Hellhounds Exploit that do not require Aether for survival? They can give Cryptids one Adaptation that replicates the powers or abilities of another being (such as Demonic Exploits, or anything that Show Of Power could replicate)? They can use Hellhounds on non-animal targets, like other people or pre-existing Cryptids?]
    [Comments: I don't really know where I want to go with this. Improving Cryptid creation would be easier if there were more rules actually regarding it.]

    Evolved Form • to •••••, Style
    Prerequisites: Primum 5+dots
    Effect: You have figured out how to incorporate Lambda Form Gadgets into your Demonic Form as if they were a natural extension of yourself.
    Mu Modification (•): You can graft a single Lambda containing a Modification Form ability to yourself, replacing or adding to your existing Modifications.
    Tau Technology (••): You can graft a single Lambda containing a Technology Form ability to yourself, replacing or adding to your existing Technologies.
    Phi Propulsion (•••): You can graft a single Lambda containing a Propulsion Form ability to yourself, replacing or adding to your existing Propulsions.
    Omega Process (••••): You can graft a single Lambda containing a Process Form ability to yourself, replacing or adding to your existing Processes.
    Truly Unchained (•••••): You are no longer limited to the number of Form Lambdas you can possess, though you can still only hold your normal limit of Form Abilities.
    Note: You must have the Form Lambda you wish to graft.
    [Comments: You know you wanted to ever since you saw Form Gadgets, and that they could be re-grafted. Why not make a Form Gadget, make it into a Lambda, then re-add it back into your Form? Alternative names: Awesome Form, Deific Form, Apocalyptic Form]

    Metaphysical Cover •••
    Prerequisites: Primum 6, Play On Words
    Effect: The Demon can now literally "hide behind" their Cover, treating all ranged attacks against them for a turn as if they were behind cover with Durability equal to their current Cover rating, at the cost of one Willpower point.
    Drawback: Using your Cover as a metaphysical shield can have consequences. Any attack that breaches your "cover" forces you to roll for Compromise with a penalty equal to the damage (maximum of -5).
    [Comments: Should this even be a merit, or just something a cunning Demon can employ using Play On Words? Downplay the Drawback, or no because a high Cover Demon becomes practically bullet-proof?]

    Organizations

    Collections of individuals cannot be handled using simple NPCs Attributes or applying them in bulk - but they can still be modelled in the Chronicles of Darkness mechanics system. Treat them as an NPC with Power representing their direct ability to enforce their designs, Finesse representing their capacity for subtle influence and maneuvering, and Resistance representing their resilience to outside forces.
    Organizations have a Virtue and a Vice, like other characters, which represents the conflicting drives inherent their members and leadership.
    Organizations also have a set of Principles, which represent inner laws and guidelines members follow.
    And Organization also has Standing, which represents the general influence, power, and commitment of its members. Higher Standing allows for higher Attributes, additional Actions per Organization Turn, and contributes to dice pools the Organization makes.

    For additional details, please refer to Krewe Rules, in Geist: the Sin-Eaters (2nd Edition), or Conspiracy rules in Deviant: the Renegades.

    [Placeholder for Occult Matrix Sub-System(s)]
    Last edited by Vent0; 03-06-2021, 07:08 PM.


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

    Comment


    • Interesting ideas behind the Supernatural Integration Merit, Vent xD I can understand why the Supernatural Merits wouldn't fall under the Sanctity rules, but I have to ask. Do uses of them (or at least Dramatic Failures involving them) call for a Compromise roll?

      I can't say much yet on Institutional Cover or Occult Experimentation. But as high level/endgame Merits, they certainly look promising with what's already written down. Looking forward to you elaborating further on their respective systems.

      Shield of Deception packs quite a punch. I like it May I also suggest adding in a Merit that uses it as a prerequisite? One that allows you to spend Willpower to add your Primum as a bonus instead of (or in addition) to the regular benefits when resisting supernatural powers from someone aware of his nature? I even have a tentative name: Shield of the Unchained.

      Nice work on Cryptologist and Evolved Form May need to look up the Cryptid creation rules and Lambda Gadgets forst before I can offer more input.

      For the last one, I'd say keep it as a Merit. It actually is pretty good as a concept. Though maybe downplay the drawback by adding that penalties stemming from damage in an attack roll can never exceed -5. And maybe the expenditure of a Wilpower point is required.

      As for a name, Metaphysical Cover was the only thing I could think up. Does that work? ^^


      "My Homebrew Hub"
      Age of Azar
      The Kingdom of Yamatai

      Comment


      • Originally posted by Deionscribe View Post
        Interesting ideas behind the Supernatural Integration Merit, Vent xD I can understand why the Supernatural Merits wouldn't fall under the Sanctity rules, but I have to ask. Do uses of them (or at least Dramatic Failures involving them) call for a Compromise roll?
        Maybe? At this point, you are still "just another mortal - pay no attention", only you have some supernatural trick. Maybe you are confused for a Stigmatic? You are still within "normal variation", if not more so - after all, Demons and other supernaturals can't acquire Supernatural Merits (baring exceptions, such as the above and that one Ordo Dracul Mystery/Coil).

        Originally posted by Deionscribe View Post
        I can't say much yet on Institutional Cover or Occult Experimentation. But as high level/endgame Merits, they certainly look promising with what's already written down. Looking forward to you elaborating further on their respective systems.
        Yeah. So am I. Though I'll likely need crowd-sourced help with those. It's these kind of open ended projects that get me mired into all the possibilities that nothing actually gets done.

        Originally posted by Deionscribe View Post
        Shield of Deception packs quite a punch. I like it May I also suggest adding in a Merit that uses it as a prerequisite? One that allows you to spend Willpower to add your Primum as a bonus instead of (or in addition) to the regular benefits when resisting supernatural powers from someone aware of his nature? I even have a tentative name: Shield of the Unchained.
        It was inspired by the spoilers for Changeling 2ED (namely, adding Clarity to Resistance rolls against non-Fae powers). As for a follow-up power, sure. You can add that, if you want. Looks straight-forward. Though I added the "doesn't know you are a Demon" part to give it some weakness. Otherwise it's a pretty major power jump.

        Originally posted by Deionscribe View Post
        Nice work on Cryptologist and Evolved Form May need to look up the Cryptid creation rules and Lambda Gadgets forst before I can offer more input.
        Cryptid creation rules are very bare bones. And Hellhounds lets you just whip them up. It's kinda frustrating. I actually house-ruled in restrictions on it to give it some structure. As it stands now, nothing prevents you from turning pidgeons in the park into Rank 5 Cryptid monstrosities that can tear through steel like tissue paper. Out of the box, at Primum 1.

        Lambda Gadgets are fun. Basically use two or three powers, then generate an effect based on the conceptual overlap.

        Originally posted by Deionscribe View Post
        For the last one, I'd say keep it as a Merit. It actually is pretty good as a concept. Though maybe downplay the drawback by adding that penalties stemming from damage in an attack roll can never exceed -5. And maybe the expenditure of a Wilpower point is required.

        As for a name, Metaphysical Cover was the only thing I could think up. Does that work? ^^
        Well, if it is costing Willpower, maybe I can remove the Auto-Compromise. I'll use the name, too, thanks.


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

        Comment


        • Transcend Incarnation •••••
          Prerequisites: Primum 9, completed Cypher [, Cannibalization?]
          Effect: You have amassed enough power and understand yourself to such a degree that you can transcend the limits of your Incarnation and adapt the abilities of another. You count as all of your Incarnations at all times (such as determining the effects of Going Loud).
          Note: This Merit can be taken multiple times, adding a new Incarnation each time.

          [Comments: This is mostly so other Incarnations can join in on the Exploit combining fun Analysts have when Going Loud (and for Analysts to pick up the other Incarnations' benefits). Currently, the benefits are very limited, though other Incarnation-dependent abilities (and a few of my own house rules) increase its value.]

          Extraordinary Extradition ••••
          Prerequisites: Primum 7, Summon
          Effect: No matter where a pactee might run or hide, once the Demon owns their soul, they are completely its. You can use your connection to a target whose "soul" you own to pull them or yourself between spaces to the other's location, cashing in your claim and taking them as a Cover. Make a Primum roll - the target's Resolve as an Instant action, with success instantly transporting the Demon to the target's location, or the target to the Demon's location. If the roll fails, the Demon cannot attempt it again for 1 week, and the target knows what almost happened.
          Note: You must still physically possess the Soul Pact document to use this ability.

          [Comments: The failure condition (which can fail if the Demon has negative modifiers on them at the time) also offers some plot hooks in the vein of a desperate individual needing the troupe's help ASAP. Though maybe I should change to the roll to Contested and/or Resolve + Composure?]
          Last edited by Vent0; 03-16-2016, 12:34 PM.


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

          Comment


          • Some generic Supernatural Merits, and another for general Stigmatics.

            Cryptid Form ••• or •••••
            Prerequisites: Stigmatic
            Effect: You have been touched by the God-Machine and its Occult energies deeper than most. While most of the time your are as human as anyone else (more or less), sometimes you transform into a monstrous creature (a Cryptid). Whenever you acquire wound penalties or your involuntary trigger (see Drawback, below) is invoked, you must make a Reflexive Extended action each turn, rolling Resolve + Composure toward a target number of successes equal to your Cryptid form's Resolve + Rank. Failing any roll results in immediate change, though the player can also choose to forgo the roll to change immediately. At the end of each Scene, you make the same roll against the same target number to change back. The three dot version of this merit means you have little to no control over your Cryptid other self's action, essentially making them a Storyteller character for the duration of the Transformation. The five dot version let's your character retain control, though role-playing your new form's influence is encouraged.
            Drawback: You acquire a Glitch which both marks you as odd, and can involuntarily trigger your transformation. Work with the Storyteller to determine an appropriate one that may come up occasionally in the Chronicle. Depending on player control and Cryptid strength, you may choose severity from mild to catastrophic. For Tells, failing to do the required action (or doing the forbidden action) triggers the transformation. For Brands and Emanations, determine what a suitable trigger might be based upon it (an Emanation of cold might trigger if the temperature is forcibly brought up, for instance).
            Note: Work with the Storyteller to develop your Cryptid Form. Abilities and Skills are usually derived from the character's, prior to the Cryptid template's modifications. Rank should usually be low, unless you are keeping it to the involuntary change version, or the game is fine with such a higher powered option.
            [Comments: Behold! A Demon-friendly way to model "werewolves" and all sorts of other creatures. You could even model the Hulk with this as a Rank 4-5 Cryptid form of Bruce Banner, with something anger related as the triggering Glitch.]

            Longevity • to ••••• (Supernatural)
            Prerequisites: Mortal only (or qualifying micro and minor templates, like Stigmatic, obviously)
            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.
            [Comments: The point of this was for longer lived individuals. The reason it appears here, on a Demon thread, is because this would fill in the "want to live longer/forever" niche in Pacts.]

            Eternal Youth •• (Supernatural)
            Prerequisites: Mortal only
            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.
            [Comments: Just because you bargained for long life doesn't mean youth comes with it. Such options cost extra.]

            Ageless • (Supernatural)
            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 scaring and will never develop cancer, henceforth.
            [Comments: The final "live forever" package deal. Pacting for this will cost a hefty +6, or +8 if you need to get de-aged via Eternal Youth above. Better start assembling your "assets". The scaring and cancer immunity were thrown in due to "perfect cell replication".]
            Last edited by Vent0; 03-17-2016, 05:19 PM.


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

            Comment


            • I love the idea of Cryptid Form.

              For Longevity, I'd have it halve the rate of aging per dot (1/2 at one dot, 1/32 years at 5) because that is how Lucifuge Status and the Longevity Aspect handled it in 1E


              My Homebrew Hub

              Comment


              • Originally posted by Arcanist View Post
                I love the idea of Cryptid Form.
                Yeah. I can see this spawning another Merit chain (like a micro template). Currently it is pretty free form, though. Not sure what room for growth there might be. (Maybe the ability to use some Adaptations in your "human form"?)

                Originally posted by Arcanist View Post
                For Longevity, I'd have it halve the rate of aging per dot (1/2 at one dot, 1/32 years at 5) because that is how Lucifuge Status and the Longevity Aspect handled it in 1E
                It is done.
                Last edited by Vent0; 03-17-2016, 05:17 PM.


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

                Comment


                • Overclock (2 or 3 dots, not sure)

                  System: By spending a point of (Willpower/Aether) you can send your Cover into overdrive while flying under the radar. Food, water, sleep... everything that makes your Cover human can go ignored for two days per point spent. By spending an additional point you can increase your processing power: books are finished in a matter of minutes instead of hours, days, or weeks. At the end of this time the demon must spend an hour recovering for every day it was overclocking and a day for every week it was overclocking. Going a month or more on overclock can risk permanent glitches in the Cover.

                  Some things I'm unsure on with this - the number of dots necessary and the expenditure amount/pool. But I liked the idea of, if a demon really needs info in a hurry, being able to go into this state where they don't have to run the risk of keeping up their Cover - but it still costs them to keep going in some way.

                  Comment


                  • Originally posted by thehallow1 View Post
                    Overclock (2 or 3 dots, not sure)

                    System: By spending a point of (Willpower/Aether) you can send your Cover into overdrive while flying under the radar. Food, water, sleep... everything that makes your Cover human can go ignored for two days per point spent. By spending an additional point you can increase your processing power: books are finished in a matter of minutes instead of hours, days, or weeks. At the end of this time the demon must spend an hour recovering for every day it was overclocking and a day for every week it was overclocking. Going a month or more on overclock can risk permanent glitches in the Cover.

                    Some things I'm unsure on with this - the number of dots necessary and the expenditure amount/pool. But I liked the idea of, if a demon really needs info in a hurry, being able to go into this state where they don't have to run the risk of keeping up their Cover - but it still costs them to keep going in some way.

                    Considering how abnormal the behavior is, I think it'd risk Compromises. As far as finishing tasks in less time, There's an App, I mean Exploit for that (Swift Resolution).


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

                    Comment


                    • Originally posted by GottaGoFeast View Post
                      Deionscribe, if you think Lucifer Mode is too much for one Merit, know that I thought of a more modular version: a Supernatural Style, with each Maneuver having a Primum prerequisite. Some Maneuvers would be accessible in full Demonic Form without Going Loud.

                      Any chance we could see that Style, or others like it? I've tried thinking some (others) up, but most ideas I have are very dependent upon Demonic Form choices.


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

                      Comment


                      • Originally posted by Vent0 View Post
                        Some generic Supernatural Merits, and another for general Stigmatics.

                        Cryptid Form ••• or •••••
                        Prerequisites: Stigmatic
                        Effect: You have been touched by the God-Machine and its Occult energies deeper than most. While most of the time your are as human as anyone else (more or less), sometimes you transform into a monstrous creature (a Cryptid). Whenever you acquire wound penalties or your involuntary trigger (see Drawback, below) is invoked, you must make a Reflexive Extended action each turn, rolling Resolve + Composure toward a target number of successes equal to your Cryptid form's Resolve + Rank. Failing any roll results in immediate change, though the player can also choose to forgo the roll to change immediately. At the end of each Scene, you make the same roll against the same target number to change back. The three dot version of this merit means you have little to no control over your Cryptid other self's action, essentially making them a Storyteller character for the duration of the Transformation. The five dot version let's your character retain control, though role-playing your new form's influence is encouraged.
                        Drawback: You acquire a Glitch which both marks you as odd, and can involuntarily trigger your transformation. Work with the Storyteller to determine an appropriate one that may come up occasionally in the Chronicle. Depending on player control and Cryptid strength, you may choose severity from mild to catastrophic. For Tells, failing to do the required action (or doing the forbidden action) triggers the transformation. For Brands and Emanations, determine what a suitable trigger might be based upon it (an Emanation of cold might trigger if the temperature is forcibly brought up, for instance).
                        Note: Work with the Storyteller to develop your Cryptid Form. Abilities and Skills are usually derived from the character's, prior to the Cryptid template's modifications. Rank should usually be low, unless you are keeping it to the involuntary change version, or the game is fine with such a higher powered option.
                        [Comments: Behold! A Demon-friendly way to model "werewolves" and all sorts of other creatures. You could even model the Hulk with this as a Rank 4-5 Cryptid form of Bruce Banner, with something anger related as the triggering Glitch.]

                        Longevity • to ••••• (Supernatural)
                        Prerequisites: Mortal only (or qualifying micro and minor templates, like Stigmatic, obviously)
                        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.
                        [Comments: The point of this was for longer lived individuals. The reason it appears here, on a Demon thread, is because this would fill in the "want to live longer/forever" niche in Pacts.]

                        Eternal Youth •• (Supernatural)
                        Prerequisites: Mortal only
                        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.
                        [Comments: Just because you bargained for long life doesn't mean youth comes with it. Such options cost extra.]

                        Ageless • (Supernatural)
                        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 scaring and will never develop cancer, henceforth.
                        [Comments: The final "live forever" package deal. Pacting for this will cost a hefty +6, or +8 if you need to get de-aged via Eternal Youth above. Better start assembling your "assets". The scaring and cancer immunity were thrown in due to "perfect cell replication".]

                        Added your Cryptid Form Merit to the GDoc. And placed those longevity-based Supernatural Merits in here.


                        "My Homebrew Hub"
                        Age of Azar
                        The Kingdom of Yamatai

                        Comment


                        • Originally posted by Deionscribe View Post


                          Added your Cryptid Form Merit to the GDoc. And placed those longevity-based Supernatural Merits in here.
                          Oh, I was waiting for a thread like that...


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

                          Comment


                          • Hmm. Should I write up the general Supernatural Merits derived from Medium here, or there? Or are they (the following) even necessary with Ephemeral Adaptation?

                            Spiritual Insight - Learn details (Ban, Bane, Influence, Numina, etc.) about Ephemerals who use your Open Condition (created via Medium).
                            Spirit Trap - Apply the Open Condition to a warded circle/item/person, such that when an ephemeral Manifests there, they are trapped.
                            Spirit Bargain - Allow for the ephemeral trapped above to be released upon fulfilling a number of requests.
                            Spirit Calling - Allows for the services to be used at a later date, summoning the ephemeral from where-ever to provide them (each summoning counts as its own service?).
                            Spirit Binding - Allows for ephemerals trapped to be bound into Fetishes.
                            Counter-Possession - Allows for the Medium to Possess the ephemeral instead.


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

                            Comment


                            • I like the idea of Spiritual Insight, but I want to say Hardened Exorcist did something similar? Or maybe that was a homebrew Style Merit based off of it I saw on the forums. Either way, more homebrew couldn't hurt. Spirit Trap seems like a really cool idea, but wouldn't they constantly apply the Resonant/Anchor/Infrastructure Condition to the warded area instead of the Open Condition? I think a few werewolf Rites would be a good starting point for that.

                              Spirit Bargain sounds like something that could be roleplayed out, Spirit Calling sounds like an unusual Allies, Contacts, or Retainer Merit, but making it a Merit to summon Ephemeral Beings as a much quicker action than the Extended Research and Ritual action it normally does could be cool. Spirit Binding to make Fetishes sounds like a Wolf-Blooded Tell, so no less than three dots. Counter-Possesion sounds like a great idea.


                              My Homebrew Hub

                              Comment


                              • Originally posted by Arcanist View Post
                                I like the idea of Spiritual Insight, but I want to say Hardened Exorcist did something similar? Or maybe that was a homebrew Style Merit based off of it I saw on the forums. Either way, more homebrew couldn't hurt. Spirit Trap seems like a really cool idea, but wouldn't they constantly apply the Resonant/Anchor/Infrastructure Condition to the warded area instead of the Open Condition? I think a few werewolf Rites would be a good starting point for that.

                                Spirit Bargain sounds like something that could be roleplayed out, Spirit Calling sounds like an unusual Allies, Contacts, or Retainer Merit, but making it a Merit to summon Ephemeral Beings as a much quicker action than the Extended Research and Ritual action it normally does could be cool. Spirit Binding to make Fetishes sounds like a Wolf-Blooded Tell, so no less than three dots. Counter-Possesion sounds like a great idea.
                                I think Hardened Exorcist just makes using Abjurations, etc. easier, and let's you use your Vice. Not sure about the Homebrew expansion - I remember that thread, but not some of the details.

                                Mediums can upgrade those Conditions to Open, which is necessary for a number of Manifestations. Spirit Trap makes it so any ephemeral that takes advantage of your generated Open Condition, gets trapped there. You could probably manage it normally, but the intent here is that this makes it sneaky.

                                The idea behind Spirit Bargain was for mechanical support and enforcement. You can name successes (or something like that) in tasks, which the ephemeral has the option of accepting for automatic release. But then it must fulfill them, as if they were its Ban. "Don't harm me afterward" is recommended as one, but not strictly required.

                                Spirit Calling is intended as a summoning effect - sorry if that wasn't clear. Now you can have your own Summons or Spirit-Pokemon!

                                Yeah, Spirit Binding would make a decent independent Tell (if such doesn't already exist). I used Fetish as a short-hand, since the rules for that exist and are flexible. A Fetter (from Geist: the Sin-Eaters) is another option. No idea what a bound Goetic would be like, nor a bound Angel.

                                Counter-Possession is another "turn the tables" trick, like Usurp Control (and, frankly, is equivalent/redundant if you use Ephemeral Adaptation with it). Let's you play with the ephemeral's power and abilities. Though it is likely to piss off such beings (and I'd rule Angels are considered Exiles while it is in effect).


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

                                Comment

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