效果:角色擁有能看見氣場--圍繞在生命周圍的靈體光暈--的超能力。這讓他能辨認目標的情緒狀態以及任何超自然性質。氣場的顏色代表一個人的總體狀況,而動靜、色調和其他特徵則代表其他因素。有時候角色不一定知道氣場的徵象代表什麼。比方說,他如果以前沒過,就可能不知道蒼白的氣場代表吸血鬼。要開啟望氣,必須花費1點意志力投擲機智+共感減去目標的沉著。觀察氣場需要一段不被打擾的凝望,這可能會讓不知情的人起疑。每個成功數可以詢問目標的玩家一個下列問題,或是再同一場景內對該角色的社交檢定獲得+1,因為角色理解他的情緒狀態。
你的角色現在什麼情緒最強?
你的角色說了實話嗎?
你的角色現在最關注什麼?
你的角色準備發難嗎?
你的角色最想隱藏什麼情緒?
你的角色是否並非人類?
你要決定角色如何觀測氣場。也許他把不同的色調讀成不同的情緒,也許他可以聽見內心的低語,告訴他關於目標的幽微真相。
缺點:由於角色對超自然事物敏感,他有時會「知道太多」。每個章節不超過一次,說書人可以在第一次遇見超自然生物時替該生物投擲機智+神秘減去角色的沉著。如果成功,他會感覺角色知道他的本質。他們沒有一定會如何反應,但事情總會變得複雜。
角色可以進入某種出神狀態,暫時被精魂或鬼魂佔據,寫下神秘的文字。
效果:角色必須冥想至少一分鐘,花費一點意志力投擲機智+沉著進入出神。每個成功數可以讓角色寫下一段關於此地發生之事或是相關問題的宣告或線索,這些由說書人提供的線索可能會乍看毫無條理。角色可以用機智+調查或努力研究來解讀這些線索。
缺點:如果檢定失敗,或是角色冥想時沒有利用在場精魂的個人物品,他會在此之後遭受作祟。在接下來一週內每次檢定失敗,都會由於精魂的打擾而變得複雜或複雜,因此視為戲劇失敗。
效果:角色能以心靈力量操縱自己的生理。花費一點意志力集中一分鐘,他可以將一點體能屬性轉移給另一個體能屬性。在此優勢上每有一個點數就可以轉移一點屬性。轉移會維持一小時,並且不能讓任何一個屬性超過五點。此外,角色療傷也更快速,只需要花費一半的時間。
天眼通 (•••)
Effect: Your character can project her senses to another location. She sees, hears, smells, and otherwise experiences the other place as if she were there. This ability requires a point of Willpower to activate, successful meditation, and a Wits + Occult roll.
Suggested Modifiers: Has an object important to the place (+1), never been there (-3), scrying for a person and not a place (-3), scrying for non-specific location (-4), spent significant time there (+2), touching someone with a strong connection to the place (+1)
Drawback: When choosing this ability, determine how your character is able to scry. It may be through a crystal ball, through a drug-induced trance, with esoteric computer models, or any other reasonable method. She cannot scry without that tool or methodology.
Cursed (••)
Effect: Your character has run afoul of fate. Somewhere, somehow, he’s been cursed. Most importantly, he’s aware of the curse. When taking this Merit, define the limitations of the curse. Usually, it’s expressed in the form of a single state-ment, such as, “On the eve of your twenty-seventh birthday, you will feast upon your doom.” It’s important to work out the details with the Storyteller. The curse must take effect within the scope of the planned chronicle. While he knows how he’ll die, this is a liberating experi-ence. He’s confident of the method of his death, so nothing else fazes him. Gain a +2 on any Resolve + Composure roll to face fear or self-doubt. Any time he takes lethal damage in his last three health boxes, take an additional Beat.
靈療 (•••)
角色的信仰或奉獻成為了一股完滿的力量,足以救死扶傷。不過,他會將這些傷轉移到自己身上。
效果:花費一點意志力觸碰病人或傷患,投擲儀態+共感,角色就可以治療他們。每個成功數能治療兩點瘀傷或一點重傷,三個成功數則能治療一點致命傷。
缺點:每治療兩點傷害,角色就會受到一點相同類型的傷害(無條件進位)。此外,角色治療疾病時,說書人要設定目標值一(普通感冒)到十點(食肉菌感染)的目標值,讓角色進行持續動作,並遭受弱效版的該疾病。
靈媒 (•••)
條件:共感 ••
效果:角色能聽見死者的言語和呢喃。要是花時間解讀,他可與祂們口頭交流。角色不只是知道附近有靈體在遊蕩,他還能與之接觸。透過儀式、冥想或其他準備來接觸看不見的存在,並投擲機智+神秘成功,他就能暫時從無處境到錨點、共鳴,或是從建設到開放,取得進一步的相關處境。此效果會維持到角色花費一點意志力;但如果靈體使用了業力來推展進程,花費意志力只能降低一級處境。
缺點:與鬼魂對話也許是種天賦,但角色無法關閉這種感官。只要有死者在場,角色隨時都能聽見祂們說話。每個遊戲段落一次,說書人可以提供你一次來自彼岸的混亂訊息。你必須通過決心+沉著檢定,否則會遭受動搖或Spooked處境。
狂人之心 (••)
Prerequisite: Empathy •••
Effect: Your character gets deep under the skin of problems. If she’s investigating a crime or other phenomenon, she can put herself in the mind of the culprit. This often helps with the case, however, it takes her to a dark place internally. Once she’s made the choice to sink into the culprit’s mindset (which usually involves intense meditation or pe-rusal of the culprit’s crimes), she gains 8-again on all rolls to investigate, pursue, and stop the culprit. But once per night, while she sleeps, she dreams about the culprit’s crimes and theoretical future crimes. This is intensely traumatic; it drives her further on the hunt. If she spends the day without pursu-ing the culprit, make a roll to resist degeneration as if she’d committed the crime herself. She can resist the dreams and the degeneration rolls by avoiding sleep, but she’s subject to normal deprivation effects. Additionally, until the culprit’s captured, any of her own rolls to resist degeneration from things she’s done suffer a -1 penalty.
Omen Sensitivity (•••)
Effect: Your character sees signs and patterns in every-thing. From the way the leaves fall, to the spray of antifreeze when his radiator pops, to the ratios of circumference on the shell he picked up on the sidewalk, everything has meaning. With some consideration, he can interpret these meanings. This would be far better if he could turn it off. Everything is important. Everything could mean the end of the world, the deaths of his friends, or other tragedies. If he misses an omen, it might be the wrong one. Once per game session, you can make a Wits + Occult roll for your character to interpret an omen in his surroundings. For every success, ask the Storyteller a yes or no question about your character’s life, his surroundings, a task at hand, or the world at large. The Storyteller must answer these questions truthfully.
Drawback: His ability becomes an obsession. Each time he reads a portent, he gains the Obsession or Spooked Condition.
Numbing Touch (• to •••••)
With Numbing Touch, your character’s psychic gifts allow her to numb a person, rendering them sluggish and incompetent. With intense concentration, she can cause neurons to shut down.
Effect: This Merit has two effects. With the first, your character may numb with a single touch and a point of Willpower. Against an unwilling subject, roll Intelligence + Empathy + Numbing Touch, contested by Stamina + Blood Potency. If successful, Numbing Touch takes effect. An af-fected character suffers no wound penalties, but suffers a penalty equal to your character’s Numbing Touch dots to all dice pools requiring manual dexterity or sensory perception. These penalties fade by one every turn, until they are gone completely. Alternatively, the character may focus her gift into a ‘psychic weapon’ by spending a point of Willpower, at a range of up to a foot from her hands or face. When the invisible ‘weapon’ strikes an opponent, the character may spend an additional point of Willpower to lash out at the victim’s nervous system. In addition to the normal effects of Numbing Touch –which do not receive a contested roll– the victim loses Willpower points equal to your character’s Numbing Touch dots. If she has no Willpower points to lose, additional points become levels of lethal damage. This can be employed as part of an unarmed attack.
操能 (••• or •••••)
Effect: Your character has a psychic ability to manipulate the forces of the universe. Every type of Psychokinetic is dif-ferent. For example, your character might have Pyrokinesis, Cryokinesis, or Electrokinesis, the control of fire, cold, or electricity, respectively. This is not an exhaustive list. He can intensify, shape, and douse his particular area of ability. With the three-dot version, some of the given force must be present for him to manipulate. With the five-dot version, he can manifest it from nothingness. Spend a point of Willpower to activate Psychokinesis, and roll Resolve + Occult. Each success allows a degree of manipulation; choose one of the following options below. If you intend to cause harm with the roll, subtract the victim’s Resolve from the Resolve + Occult roll. If characters should be harmed without a direct attack, for example, if they run through a patch of flame, the three-dot version of the Merit causes one lethal damage, and the five-dot version causes two. The Storyteller may rule that larger manifestations may cause more, if the situation calls for it.
• Increase or decrease the Size of the manifestation by 1.
• Move the manifestation a number of yards equal to your character’s Willpower dots times 2.
• Shape the force into a specific form. This may require an Intelligence + Crafts roll to form it into a detailed or intricate shape.
• Attack a victim with the force. Allocate any number of the rolled successes to cause harm. With the three-dot Merit, Psychokinesis is a weapon causing one lethal damage. Psychokinesis is considered a two lethal weapon with the five-dot version.
• Use the force creatively. This is up to the situation and the force in question. For example, an Electrokinetic may use his ability to power an electronic device briefly or to jumpstart a stalled automobile.
• Manifest his force. This only works with the five-dot version. It manifests a Size 1 patch of the force. It may spread or be enlarged with further successes.
Drawback: Whenever your character depletes his last Willpower point, the Storyteller can call on his abilities to manifest spontaneously. Resist this with a Resolve + Composure roll, with a -2 penalty if his chosen force is promi-nently featured nearby. For example, the penalty applies if a Pyrokinetic is locked in a factory with a hot forge. This tends to happen during wildly inconvenient moments, and in ways that usually cause more trouble than they solve. With these wild manifestations, use of Psychokinesis does not cost Willpower.
觸物感知 (•••)
Effect: Psychometry is the psychic ability to read impres-sions left on physical objects. Your character can feel the emotional resonance left on an item, or can perceive impor-tant events tied to a location with this ability. The ability automatically hones in on the most emotionally intense moment tied to the item. Spend a Willpower point to activate Psychometry. The successes scored on a Wits + Occult roll determine the clarity of the visions. For each success, you may ask a single yes or no question of the Storyteller, or one of the following ques-tions. For questions pertaining to specific characters, if your character hasn’t met the person in question, the Storyteller may simply describe them.
• What’s the strongest emotion here?
• Who remembers this moment the most?
• Am I missing something in this scene?
• Where was this object during the event?
• What breaking point caused the event?
Suggested Modifiers: Character has read impressions from this item before (-2), important event happened more than one day ago (-1), more than one week ago (-2), more than one month ago (-3), more than one year ago (-5), item was used in a violent crime (+2), item is only vaguely tied to the event (-2), spirits pertaining to the event are nearby (+3)
Drawback: Once per chapter, the Storyteller can force a Psychometry vision any time an important place is visited, or an important item is touched. This doesn’t require a roll or a Willpower point to activate. The Storyteller can give any infor-mation pertaining to the event in question. Additionally, the Storyteller can impose one Condition relevant to the event.
念動力(• to •••••)
Effect: Your character has a psychic ability to manipulate the physical world with her mind. This means lifting, pushing, and pulling objects. Fine manipulation is beyond the scope of Telekinesis. By spending a Willpower point, she can activate Telekinesis for the scene. Her dots in this Merit determine her mind’s effective Strength for the purpose of lifting and otherwise influencing her environment. A Telekinetic can use her abilities to cause harm by lashing out at threats. Each such “attack” costs a point of Willpower. The dice pool to attack is Telekinesis + Occult, penalized by the opponent’s Stamina. The attack causes bashing damage. Alternatively, it can be used to grapple, with the Merit dots representing the Strength score of the psychic. Any overpower-ing maneuvers require additional Willpower points.
Drawback: Any time your character suffers injury or intense stimuli, the Storyteller may call for a Resolve + Composure roll to resist activating Telekinesis at an inoppor-tune time. If the Storyteller calls for this roll and it fails, the character activates Telekinesis in a quick, impressive display of the power. That use of Telekinesis is free. The player can choose to automatically fail the Resolve + Composure roll and take a Beat.
他心通(••• or •••••)
Effect: Your character can hear surface thoughts and read minds. With the five-dot version of this Merit, he can broadcast simple messages to others’ minds. He hears these thoughts as if they were spoken, which means they can sometimes be distracting. He can only hear thoughts at the range he can normal conversation, regardless of any ambient noise (so a telepath can hear the thoughts of someone next to him at a loud concert, even though he can’t actually hear
the subject talk, but cannot hear the thoughts of someone a football field away under quiet conditions). Spend a point of Willpower to activate Telepathy, and roll Wits + Empathy, minus the subject’s Resolve if the subject is unwilling. If successful, the subject’s player must tell you the foremost thought on the character’s mind. Additional successes allow you to ask the subject’s player additional ques-tions from the following list. The questions can be asked at any time within the same scene. With the five-dot version, every success offers a single phrase the subject hears as if your character said it. As before, these phrases can be com-municated at any time during the same scene.
• What does your character want right now?
• What does your character fear most right now?
• What is your character hiding?
• What does your character want mine to do?
• What does your character know about [relevant topic at hand]?
• What turns your character on right now?
• What’s something shameful or embarrassing about your character?
Drawback: Sometimes your character hears things he probably shouldn’t. Once per chapter, the Storyteller can give your character a message of terrible things to come. Perhaps he overhears the mad, internal ramblings of a cultist in a crowd. Maybe he hears a plot to hijack a plane. Maybe, just maybe, he hears the incoherent thoughts of the God Machine. These heard thoughts never just occur. They always happen when your character has something else, something important and pressing going on. When this happens, the Storyteller gives you a Condition such as Spooked or Shaken.
竊命(•••)
Effect: Your character is a magnet for fortune and fate. When she’s close to someone, she unintentionally steals their good fortune. If she touches someone, this Merit takes effect unless she spends a point of Willpower to curb the effect for a scene. In the same day, any failures the subject makes are considered dramatic failures. If she’s used this Merit at any time in a given day, she gains four dice any time she spends Willpower to increase a dice pool.
Drawback: Once a victim of this Merit suffers a dramatic failure, he hears your character’s name in the back of his mind. This may inspire scrutiny.
超感應(••) Effect: Your character has a “sixth sense” for a type of supernatural creature, chosen when you buy the Merit. For example, you may choose Unseen Sense: Vampires, or Unseen Sense: Fairies. The sense manifests differently for everyone. Her hair stands on end, she becomes physically ill, or perhaps she has a cold chill. Regardless, she knows that something isn’t right when she is in the immediate proximity of the appropriate supernatural being. Once per chapter, the player can accept the Spooked Condition (p. 290), 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).