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)]
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)]
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