I'll look deep into your heart and soul to make your wildest dreams come true
Appearance
Race
Jamaican-American
Height
6’2
Weight
205
Body type
Runner buff
Cock
11 inches
Balls
7/10 large nuts
Ass
5/10 meh muscle butt
Abilities
Fate
Interconnections (Fate •) - Spell
Interconnections (Fate •)
Practice: Unveiling
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Empathy, Investigation, Medicine
This spell reveals the marks of Fate on people, places, and things the mage observes (up to one subject per turn). In addition to allowing the mage to detect any sympathetic connections between the subjects, the mage can also identify those who have violated a magical oath, and the presence of spells with conditional Durations (see p. 192).
+1 Reach: The mage can also detect possession, supernatural mind control, and alterations of destiny.
+2 Reach: The mage can also discern specific information about a subject’s destiny — such as the Doom of a subject with the Destiny Merit or the the parameters of a conditional Duration.
Reading the Outmost Eddies (Fate •) - Spell
Reading the Outmost Eddies (Fate •)
Practice: Compelling
Primary Factor: Potency
Withstand: Composure
Suggested Rote Skills: Computer, Persuasion, Subterfuge
This spell bestows a small blessing or curse that attracts good or bad fortune to its subject. As long as the spell remains active the subject experiences an event within the next 24 hours, such as finding $20 or dropping his wallet in a puddle. The mage can exert limited control over the nature of the fortune (or misfortune), but ultimately fate decides the detail
Hostile applications of this spell are Withstood by Com- posure.
+1 Reach: The twist of fate occurs within one hour.
Merits
Consilium/Order Status (• to •••••) - Advantage
Effect: This Merit grants all the advantages of the Status Merit (see p. 107), except it applies to the city’s Consilium or your character’s local Order Caucus. This affords certain protections and advantages under the Lex Magica.
Your character’s position affords her certain access to her Caucus or Consilium’s stores. She can access Artifacts, Imbued Items, mentors, libraries, Grimoires, and other magical resources. The Storyteller should assign an Availability rating to the item your character seeks, related to the power level or regular Merit rating. Consider your character’s Status dots as Resources for the purpose of procuring these magical resources (see Acquiring Services, p. 228). Availability ratings assume the service or Merit will be assigned on a temporary basis (for a single story); add •• for permanent requisitions. The group assumes she’ll return it when done with it, or make amends if it’s destroyed or lost. Merits suitable for requisition include Alternate Identity, Retainer, Imbued Item, Artifact, Grimoire, Mentor, Hallow, Sanctum, Library, Advanced Library, Safe Place, Familiar, and Resources, all with Availability equal to their dot rating. The Storyteller decides if your character’s group has access to a particular magical resource; rank doesn’t summon magical storehouses into being.
Order Status unlocks certain Merits and advantages unique to that group. As well, certain spells are taught to Order members; learning them outside the Order can be difficult at best, dangerous at worst. Usually, Order Status comes with a position of responsibility. This varies from city to city by Order.
Finally, Seers of the Throne Status adds to the character’s Resources for acquiring mundane items and services.
Sleepwalkers may only buy the first dot of a single version of this Merit. A character may normally have Status in a single Order. If a character works closely with a second Order, however, she may buy the first dot of their Status but no more, and may not use them for requisitions.
The Orders are both global organizations and locally compartmentalized. If a character uses Order Status in a Caucus other than her home one, reduce her effective rating in this Merit by –1 if the Caucus is a member of the same Consilium or Assembly, –2 if it is a member of the same Convocation, and –3 if it is unrelated.
Dream (• to •••••) - Advantage
Prerequisites: Composure •••, Wits •••
Effect: Once per chapter, your character can dig within her dreams for prophetic answers to primordial truths. She may enter her own dreams without a meditation roll when she sleeps, and if she has a basic understanding of something she wishes to divine from her dreams, you may use this Merit. Your character must sleep or meditate for at least four hours. Then, ask the Storyteller a yes or no question about the topic at hand. He must answer accurately, but can use “maybe” if the answer is truly neither yes nor no. Depending on the answer, you may ask additional questions, until you have asked questions equal to your Dream Merit dots.
Familiar (•• or ••••) - Advantage
Effect: Your character has been bonded to a Familiar, an ephemeral entity (a ghost, spirit, or Goetia) that has agreed to partner her in exchange for safety from bleeding Essence. Design your familiar with the rules for ephemeral entities in Chapter Six; it may be wholly in Twilight or Fettered to an item or animal. Two dots in this Merit indicate a Rank 1 entity. Four dots indicate a Rank 2 entity.
High Speech (•) - Advantage
Effect: The character can use High Speech as a Yantra in spellcasting (see p. 120).
Meditative Mind (•, ••, or ••••) - Advantage
Effect: Your character’s meditation is far more fulfilling than for other characters. With the one-dot version of this Merit, the character does not suffer environmental penalties to meditation (see p. 75), even from wound penalties.
With the two-dot version, when the character has successfully meditated, she gains a +3 bonus on any Resolve + Composure rolls during the same day, as she’s steeled herself against the things in the world that would shake her foundation.
At the four-dot level, she only needs a single success to gain the benefits of meditation for the day, instead of the normal four.
Mystery Cult Initiation (• to •••••) - Advantage
Cults are far more common than people would like to admit. “Mystery cult” is the catch-all term for a phenomenon ranging from secret societies couched in fraternity houses, to scholarly cabals studying the magic of classical symbolism, to mystical suicide cults to the God-Machine.
Mystery Cult Initiation reflects membership in one of these esoteric groups. The dot rating dictates standing. One dot is an initiate, two a respected member, three a priest or organizer, four a decision-making leader, and five is a high priest or founder. If you wish your character to begin play in a cult, work with your Storyteller to develop the details.
Designing a Mystery Cult requires three things, at bare minimum. First is a Purpose. This is the defining reason the cult exists. Usually it’s tied in with the cult’s history and recent background. Second is a Relic. This is an item that grounds members’ faith. For example, a piece of the God- Machine, an ancient text bound in human flesh, or the mummified flesh of a saint. The last is a Doctrine. Every cult is defined by its rules and traditions.
In addition to standing, a Mystery Cult Initiation Merit offers benefits at each level of influence. Develop these as well. The following are guidelines; use them to craft your cults:
• A Skill Specialty or one-dot Merit, pertaining to the lessons taught to initiates.
•• A one-dot Merit.
••• A Skill dot, or a two-dot Merit (often a Supernatural Merit)
•••• A three-dot Merit, often supernatural in origin.
••••• A three-dot Merit, or a major advantage not reflected in game traits.
Occultation (• to •••) - Advantage
Effect: Your character is unnoticeable and inoffensive on a mystical level. Any time a character tries to read your character’s aura, or otherwise use magic to discern bits of truth within her, subtract your Merit dots from their pool.
Normally, a mage’s spells carry with them a hint of his Nimbus. This Merit allows a mage to hide that, to metaphysically sweep that under a rug. Your character’s Signature Nimbus is faint, vague, and couched in more symbolism and oblique references than other mages’. When someone attempts to scrutinize her Nimbus to identify her or track her, subtract your Merit dots from their rolls. The Withstanding level of sympathy for spells targeting the character has a minimum of her Occultation dots.
Drawback: If your character ever gains the Fame Merit, or becomes noticed by the public at large, you can lose this Merit.
Patient (•) - Advantage
Effect: Your character knows how to pace herself and take the time to do the job right the first time. When taking an extended action, you may make two additional rolls, above what your Attribute + Skill allows.
Resources (• to •••••) - Advantage
Effect: This Merit reflects your character’s disposable in- come. She might live in an upscale condo, but if her income is tied up in the mortgage and child support payments, she might have little money to throw around. Characters are as- sumed to have basic necessities without Resources.
The dot rating determines the relative amount of dispos- able funding the character has available, depending on your particular chronicle’s setting. The same amount of money means completely different things in a game set in Silicon Valley compared to one set in the Detroit slums. One dot is a little spending money here and there. Two is a comfortable, middle class wage. Three is a nicer, upper middle class life. Four is moderately wealthy. Five is filthy rich.
Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower, without issue. An item one Availability above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability below her Resources without limit (within reason). For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs.
Striking Looks (• or ••) - Advantage
Effect: Your character is stunning, alarming, command- ing, repulsive, threatening, charming, or otherwise worthy of attention. Determine how your character looks and how people react to that. For one dot, your character gets a +1 bonus on any Social rolls that would be influenced by his looks. For two dots, the benefit increases to +2. Depending on the particulars, this might influence Expression, Intimidation, Persuasion, Subterfuge, or other rolls.
Drawback: Attention is a double-edged sword. Any rolls to spot, notice, or remember your character gain the same dice bonus. Sometimes, your character will draw unwanted attention in social situations. This could cause further complications.