Observing the shades,
interpreting signs;
reporting the patterns
row by line.
Liturgical tales I live and tell,
infused and entwined like threads in the tapestry.
Observing the shades,
interpreting signs;
reporting the patterns
row by line.
Liturgical tales I live and tell,
infused and entwined like threads in the tapestry.
Prerequisite: Resolve ••, Occult •
Effect: While your character does not necessarily possess a breadth of knowledge about the supernatural, she knows the otherworldly when she sees it. By perusing evidence, she can determine whether something comes from natural or supernatural origins. Roll Intelligence + Composure. With a success, the Storyteller must tell you if the scene has a supernatural cause, and provide one piece of found information that confirms the answer. With an exceptional success, she must give you a bit of supernatural folklore that suggests what type of creature caused the problem. If the problem was mundane, an exceptional success gives an ongoing +2 to all rolls to investigate the event, due to her redoubled certainty in its natural causation.
Prerequisite: Membership in a clique. All members must possess this Merit, and the chosen Skill at ••+
Effect: Your character is part of a group of hobbyists that specialize in one area, represented by a Skill. It may be a book club, a coven, a political party, or any group brought together by a common interest. When the group’s support is available, you benefit from the 9-again quality on rolls involving the group’s chosen Skill. As well, the clique offers two additional dice on any extended actions involving that Skill.
Drawback: This Merit requires upkeep. You must attend at least monthly, informal meetings to maintain the benefits of Hobbyist Clique.
Effect: Your character is skilled with an additional lan- guage, beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language.
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.
Prerequisite: Larceny •••
Effect: Your character can pick locks and pockets without even thinking about it. She can take one Larceny-based instant action reflexively in a given turn. As well, her Larceny actions go unnoticed unless someone is trying specifically to catch her.
Prerequisite: Wits ••• or Composure •••
Effect: Your character has spent years in the field, catch- ing tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again.
Once every 24 hours, the spirit may enter a trance in order to gain a glimpse of the future. The Numen costs one Essence if the spirit is using it on its own behalf or 3 Essence if it is searching for omens for another. If the activation roll succeeds, the spirit sees a vision of an event sometime in the next week, with a bias toward warnings of danger.
Description | Entity | Location | ||
---|---|---|---|---|
Hopeful Lover | Leah Severn | |||