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 Supernatural Merits

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Avy
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Join date : 2016-06-27

PostSubject: Supernatural Merits   Tue Jun 28, 2016 3:53 am

Hypnotic Voice (••••)
Book: Second Sight, p. 66
Prerequisites: Persuasion ••• or Science ••• (with a Specialty in Hypnotherapy or a related field)

Effect: Although not truly a psychic power, Hypnotic Voice is certainly capable of eerie effects. Whether through training in psychology or simply through having a deep, soothing voice, a character with this Merit is capable of hypnotizing others into trance states. The character can hypnotize anyone given the opportunity, but it is much easier if the subject is willing. While in a hypnotic trance, a subject can be given suggestions or forced to confront repressed memories, possibly memories stolen by vampiric Disciplines or repressed due to Lunacy triggered by werewolves, or Disbelief invoked by vulgar magic.
Inducing a Light Trance In order to begin the process of hypnotizing a subject, Manipulation + Persuasion or Science (depending on which Skill is used as the prerequisite for the Merit) is rolled. If the subject is willing, the roll is extended but not contested, and the hypnotist must accumulate [subject’s Resolve x5] successes, with each roll representing10 seconds of induction. If the subject is unwilling, he can resist with Composure + Supernatural Advantage in contested rolls; resistance is reflexive. If the subject ever gets more successes in a single roll, he realizes what the hypnotist is attempting and any further attempts to hypnotize the subject fail automatically. If the subject and hypnotist ever get the same number of successes in a roll, the subject does not begin to enter a trance, but doesn’t realize what the hypnotist attempts either, so the performer can proceed. If the hypnotist’s successes on a roll are ever five or more and exceed the subject’s in that period, the victim begins to enter a trance despite himself and suffers a –1 penalty on all subsequent contested rolls. The hypnotist must have a target’s undivided attention. She cannot hypnotize someone carrying on a conversation with someone else, or who intently watches television while paying the hypnotist no mind. Once the player accumulates enough successes, the subject is successfully placed into a light trance. The subject is not able to initiate any hostile actions until he wakes up, and is highly suggestible. The hypnotist can induce an entranced subject to give up any non-intimate information or to perform almost any non-hazardous action with a successful Manipulation + Persuasion roll. A light trance lasts for a scene before the subject comes out of it. The trance ends automatically if someone makes a loud noise or even physically shakes the subject, and the hypnotist can wake the subject whenever she desires. If the hypnotist attempts to get the subject to do something that violates her Morality or her Virtue, or that is obviously dangerous or suicidal, the trance ends immediately.
Cost: None
Dice Pool: Manipulation + Persuasion or Science (Hypnotherapy Specialty), possibly contested by Composure + Supernatural Advantage
Action: Extended (subject willing) or extended and contested (subject unwilling). The hypnotist must accumulate successes equal to the target’s Resolve x5, with each roll representing 10 seconds of speech.

Roll Results
Dramatic Failure: The hypnotist fails to entrance his subject and loses any accumulated successes. If the subject was unwilling, she automatically knows that the hypnotist was attempting to hypnotize her and may react accordingly. Any subsequent attempts to hypnotize the subject (or indeed, anyone else who saw what happened) fail automatically.
Failure: The character gathers no successes at this time.
Success: The character gets the required number of successes and the subject is placed in a light trance.
Exceptional Success: The character gathers five or more successes than required. The character gains a +2 bonus on any Social rolls against the subject for the remainder of the trance.

Dice Modifiers Situation +2 The subject is intoxicated, drugged or otherwise mentally impaired.+1 The subject is under peer pressure to submit to hypnosis, most commonly during a stage-hypnotist show.
Deepening the Trance Once a subject is put into a light trance, the character can attempt to hypnotize him further. The player mu stroll Manipulation + Persuasion (– the subject’s Composure). While such a deep trance lasts, the hypnotist gains a +2 bonus on all Social rolls against the subject (+5 with an exceptional success), she can persuade him to perform almost any non-dangerous action, and she can give post-hypnotic suggestions that can affect the subject’s perceptions or even beliefs (such as the stereotypical depiction of the hypnotist making a subject bark like a dog). A deep trance lasts for a scene, after which the subject goes into a normal sleep and stays out for hours unless awoken by mundane means. While the subject is in a deep trance, the hypnotist can attempt to get him to perform actions that violate his Morality or Virtue, or that are obviously dangerous or suicidal. The hypnotist must phrase such commands in a manner calculated to work around the subject’s beliefs, however. A conservative preacher might rebel at being ordered to strip down in front of strangers, but if persuaded that he was a male dancer, such inhibition scan be overcome. Commands calculated to overcome Morality or Virtue or that place a subject in grave danger suffer a penalty in a Social roll based on how well the hypnotist works around the subject’s inhibitions.
Cost: None
Dice Pool: Manipulation + Persuasion – subject’s Composure
Action: Instant, although the roll can be made only after at least five minutes of induction

Roll Results
Dramatic Failure: The hypnotist fails to entrance the subject, who instantly awakens.
Failure: The character fails to induce the subject to enter a deep trance. Other attempts can be made if time permits.
Success: The subject is placed in a deep trance. The character gains a +2 bonus on any Social rolls against the target for the remainder of the trance.
Exceptional Success: The subject is placed into an exceptionally deep trance. The character gains a +5 bonus on all Social rolls against the subject for the rest of the trance.

Dice Modifiers Situation +2 The subject is intoxicated, drugged or otherwise mentally impaired.+1 The subject is under peer pressure to submit to hypnosis, most commonly during a stage-hypnotist show.
Memory Recovery Once a subject has been put into a deep trance, the hypnotist can attempt to help him to recover repressed or stolen memories, although doing so might be highly traumatic for the subject depending on the experiences' nature. The player must roll Manipulation + Persuasion, resisted by the subject’s Resolve + Supernatural Advantage, and accumulate [the subject’s Resolve x5] in successes, all as part of an extended and contested action. The player’s dice pool also suffers a penalty according to the nature of the memories recovered. The hypnotist must achieve an exceptional success (gather five or more successes than needed in the time allowed or under the circumstances) for the subject to be able to recall the repressed memories after waking from the trance. If more successes are ever achieved for the subject in any contested roll, that memory cannot be restored by the hypnotist in this effort. Another attempt may be made after 24 hours.
Cost: None
Dice Pool: Manipulation + Persuasion versus the subject’s Resolve + Supernatural Advantage (resistance is reflexive)
Action: Extended and contested, with each roll representing 30 minutes of hypnotherapy

Roll Results
Dramatic Failure: The hypnotist’s attempts to dredge up the lost memories traumatizes the subject,inflicting a mild derangement on him.
Failure: The character gathers no successes at this time.
Success: The character gets the required number of successes. The subject is able to recall the lost memories while under a trance, but does not recall them while awake.
Exceptional Success: Five or more successes than required are accumulated. The subject recalls the lost memories after awakening.

Dice Modifier Lost Memories — Non-traumatic events that have simply been forgotten.-2 Traumatic but mundane events such as childhood circumstances or a sexual assault.-4 “Unintentional” supernatural influences that have affected the subject'smemories, such as Disbelief triggered by the actions of a mage or Lunacy triggered by a werewolf.-5 “Deliberate” supernatural effects intended to alter the subject’s memories, such as vampiric Disciplines or effects created with the Mind Arcana.


Lucid Dreamer (•)
Book: Second Sight, p. 67
Effect: The Lucid Dreamer Merit is common among both ordinary people and psychics. It represents the capacity to realize that one is dreaming and that such dreams cannot truly cause harm. Your character is rarely troubled by any but the most terrifying of mundane nightmares, although he remains vulnerable to supernaturally or psychically induced ones. The Dreamer can defend himself against attacks by psychics who have the Dream Travel Merit. When a Lucid Dreamer is psychically attacked within one of his own dreams,his Composure is considered to be +2 for purposes of determining whether a dream attack can harm him. Second, a Lucid Dreamer can initiate attacks against intruders of his dreams. One Willpower point must be spent per attack, and each attack is resolved according to the rules for Dream Travel described on p. 38.Unless a Lucid Dreamer has the power of Dream Travel, he can initiate these attacks only within his own dreams.


RELIC MERITS
The Merits below all tie in with mystical objects and relics somehow. If a character possessing such a Merit loses the object to which it refers (where applicable), the Merit dots are lost. This list was compiled form the Reliquary book.


Relic Creator (••••)
Book: Reliquary, p. 85
Prerequisites: Occult 2, Crafts 2

Effect: The character can create limited-use mystical items, such as a Hand of Glory or the Writ of Safe Haven (see p. 79-81). Doing so is a time-consuming and sometimes expensive or dangerous process, and not even the most talented and prolific craftsman can churn out such objects quickly. To create a relic, the character must first have suitable materials. This might require the character to procure components or ingredients. If any preparation is required (carving a statue or writing a poem, for instance),the player makes the appropriate rolls to make the vessel ready for magic (typically Dexterity + Crafts or Manipulation + Expression).Once the object is ready, the character performs a ritual appropriate to her style of magic and the type of enchantment she is trying to lay upon the object. The player makes an extended Resolve + Occult roll. The target number of successes is equal to five times the relic’s rating, based on the formula presented under the Relic Merit, below. Every roll takes one hour of work, prayer, chanting, dancing or whatever activity is appropriate to the ritual. The player may only make a number of rolls equal to the character’s Resolve +Occult dice pool.

Roll Results
Dramatic Failure: The object has taken on the appropriate magical properties, as far as the creator can tell, but in fact the object has become tainted by faulty enchantment. It takes on a curse (see p. 113-116), which becomes activated when the object’s magic would normally take effect.
Failure: The character accumulates no successes. If the number of rolls surpasses the character’s Resolve +Occult pool before the target is reached, the magic doesn’t “take.” The item must be ritually cleansed and re-enchanted.
Success: The character makes progress toward the goal. If she reaches the target number of successes, the relic is complete and functions as described in Chapter Two.
Exceptional Success: Significant progress is made toward the goal. No other effect.

Relic (• to •••••)
Book: Reliquary, p. 85

Effect: The character owns a mystical object or relic. How the character came to own the object is up to the player. The character might have inherited the object, stolen it, purchased it or just found it by sheer luck. Note that this Merit only represents an object that a character begins play with; if your character finds a relic during a story, you don’t need to pay the experience points for it. Relics have a variable point cost, determined as follows: Condition
Cost in Merit Dots Powers +1 per Power dot Durability +1 per dot Equipment Bonus +1 per dot (maximum of +5 above what such an item would normally confer)Bonded (the item only works for this character)+1Cost -1 per dot of Cost (see p. 116-117)Curses/Drawbacks -2 per Curse (see p. 113-116)

Example: Matt, in creating a new character for Chuck’s chronicle, decides to put some Merit points into a relic. He has visions of a ring that looks plain, but in fact contains a deep and abiding power. Right off the bat, Matt decides he doesn’t want to deal with anyone stealing the ring and using it on him. The ring is Bonded to his character (1 dot). He decides against raising its Durability, and a ring doesn’t normally confer an equipment bonus anyway, so he doesn’t spend points in those areas. For Powers (see p.87-113 for a full list of Relic Powers), Matt chooses Hypnotic Suggestion and Reward Temptation — the ring allows the wielder greater benefit from indulging his Vice and great opportunity to do so. These are both two-dot Powers, which raises the total to five; a little more than Matt was hoping to spend. Fortunately, there are ways to lower the cost. Matt decides that the ring is Cursed (see p. 113). Yes, using it can grant the character untold amounts of pleasure and mental fortitude, but it saps his physical well-being. The ring has the Leech curse, sapping the character’s Health away every time he uses it. Matt decides that this Health loss manifests as a wracking cough, sometimes with a bit of blood. This drops the total cost to 3 Merit dots, which both Matt and Chuck feel is fair. All that remains is for Matt to figure out where he got the ring,what it looks like and how he discovered its powers, all details that he will work into his character’s prelude. Note: The reduction in price for taking Costs is only applicable if these costs are taken in conjunction with the specified cost of the chosen Power(s), not as a replacement for the costs listed. If the relic only works at night, and its Power still costs the specified Willpower to activate, the builder can subtract the appropriate 1-dot Cost value for a Temporal Cost. If the relic only works at night, and the builder takes this limitation in place of its Willpower cost, it does not lower the relic’s overall cost.)

Relic Analyst (•)
Book: Reliquary, p. 86
Effect: The character has an instinctive understanding of how relics work, what their capabilities are, and how to make use of them. This understanding is by no means complete, nor does it grant prescience about curses or other pitfalls of the relic. This Merit grants a +1 to any attempts to figure out an item’s “trigger”condition or activation, detect curses and any other roll that involves figuring out practical (not historical) uses for a mystical object (see p. 132 of Chapter 4 for a sample scenario).
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Supernatural Merits
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