After creating a mortal character, apply the Stigmatic Template by adding the following options.
Stigmatics gain access to Stigmatic Merits. Some of these Merits are automatically gained for free: Stigmatic Sense and Stigmatic Omens. In addition, stigmatics gain the Acoustic Sensitivity Merit for free. These Merits are listed below.
Additional Stigmatic Merits can be purchased after creation. See the main Merits list for options.
Effect: Your character has a "sixth sense" for the God Machine and Its workings. They can see through Concealment Infrastructure (seeing the Gears when no one else can, for instance). The sense manifests differently for everyone. A character's hair stands on end, they become physically ill, or perhaps they have a cold chill. Regardless, they know that something isn't right when they are in the immediate proximity of a supernatural being related to the Symphony - be it angel, demon, pactholder, cryptid, or stigmatic. Once per chapter, the player can accept the Spooked Condition in exchange for which the character can pinpoint where the feeling is coming from. If the target is using a power that specifically cloaks its supernatural nature, however, this does not work (though the Condition remains until resolved as usual). A demon in Cover, for example, is immune to this sense.
Drawback: Knowing too much is a liability. When the character invokes this ability, they immediately fail an Exposure roll.
Effect: The occult permeates the mundane, with meaning hiding in everything. Most mortals are blissfully unaware of the signs. Your character, however, cannot avoid them, nor can they control when and what they see. When the veil of the metaphysics brushes too close to reality, their sensitive mind picks up on it, processing it as supernatural visions and sensory experiences.
Once per game session, the Storyteller may spontaneously subject your character to a vision. The character gains the Stunned Tilt for a single turn and the Spooked Condition in regards to the vision. Interpreting this vision requires an additional Wits + Occult roll (with a -3 penalty, if attempted by someone other than the stigmatic). For every success on the roll, the player can ask the Storyteller a yes/no question regarding the vision, and the Storyteller must answer truthfully. Note that the vision should hold a seed of truth to it, even if it is buried.
Drawback: Not all visions are useful. Many, in fact, are nothing more than metaphysical clutter that your character can't tune out. The Storyteller can inflict additional visions up to [10 - current Integrity] in a game session. As a result of one of these visions, the character takes the Stunned Tilt for a turn. In addition, the Storyteller or the player chooses whether the character loses a point of Willpower, takes a -2 penalty to all rolls for the rest of the scene, or rolls a Breaking Point.
Effect: Your character has become particularly attuned to the acoustics of the Symphony, and can use this sixth sense with more accuracy than normal. When your acoustic resonance is triggered, you now get a general direction - however, distance is still impossible to tell. This information should be conveyed vaguely, such as "to your left" or "somewhere north of you", rather than knowing a precise angle.
Stigmatics begin play with a supernatural Merit of their choice. If the Merit has multiple levels, they gain the lowest number of Dots available. They may use Experiences during play to increase this Merit, but cannot purchase new ones.
Alternatively, the character can distribute up to 3 dots in Stigmatic Merit that can only be chosen at stigmatic creation, such as Potent Blood.
Stigmatics gain a single brand (a mark or tell) that cannot be cured, removed, or changed by any means, although it may be suppressed for a scene with a Willpower point. Examples include:
Physical changes such as eye color shifting to match what they're looking at, glowing markings, metallic hair, etc
Involuntary impulses, such as tapping fingers at 1 second intervals, having to constantly smile, needing to touch every door as they walk through them
Emitting a specific, lingering scent, like flowers, metal, or blood
Stigmatics begin with three Etudes and/or Cadenzas of their choice. Any Cadenzas must have an appropriate Etude as a prerequisite. They have a pool of 5 Aether. Unlike demons and pactholders, they cannot donate Aether, but can siphon it from sources such as wastelines, stockpiles, or others donating to them. They do not regain Aether naturally.
In addition, stigmatics have a harder time learning spells, compared to demons and pactholders. Stigmatics require a more practical approach - they can only learn a spell if they have seen in action, whether it is cast near them or on them.
Stigmatics have acoustics, aka "spell sounds". These can be an instrument or something non-traditional, such as the sound of thunder, creaking metal, or a sewing machine.
Stigmatics do not have Supernatural Tolerance, unless they start with the Stigmatic Tolerance Merit.