A Sourcebook for the Chronicles of Darkness By Chris Falco Table of Contents 1 Credits Author: Chris Falco Developer: Chris Falco Editor: Chris Falco Artist: White Wolf Art Packs Cover from Max Pixel, under CC0 https://www.maxpixel.net Special Thanks Alan Alexander, Will Hindmarch, Conrad Hubbard, Brand Robins, John Snead, Ken Cliffe, Pauline Benney, Pauline Benney, Sam Araya, James Cole, Jim Pavelec, Avery Butterworth, Alexander Dunnigen, Nick Stakal, Mark Poole, Katie McCaskill, and anyone else that assisted with the development of the original Second Sight sourcebook. © 2019 White Wolf Entertainment AB. All rights reserved. Vampire: The Masquerade®, World of Darkness®, Storytelling System™, and Storytellers Vault™ are trademarks and/or registered trademarks of White Wolf Entertainment AB. All rights reserved. For additional information on White Wolf and the World of Darkness, please, visit: www.white-wolf.com, www.worldofdarkness.com and www.storytellersvault.com. 2 Second Sight: Third Eye TableofContents of Contents Table Introduction 5 Chapter One: Mortal Magic 7 Chapter Two: Abnormal Development 20 Chapter Three: What Should Not Be 34 Table of Contents 3 4 Second Sight: Third Eye Introduction Introduction “People are supposed to fear the unknown, but ignorance is bliss when knowledge is so damn frightening.” - Laurell K. Hamilton Meet the public defender. Overworked to the point of barely even getting to talk to each of her clients, and yet she always seems to know exactly what happened, ready with legal precedents and surprise evidence to help keep the trodden upon masses from ending up behind bars simply because they couldn’t afford a proper defense. Meet the con man. He always seems to be happy to bilk the most gullible, worst off people out of the last few bills they have in their pocket, leaving them feeling hopeless. And yet, his victims always seem to hit a stroke of luck soon after, whether a few hundred bucks from a scratch-off ticket, a forgotten debt repaid to them, or money they’d thought they’d lost turning up in a hidden container in their closet. Meet the blind man. Left alone by the few he used to count on, he comes across a strange book, seemingly ancient and yet written in braille, speaking of a way to regain his sight. The strange rite is prepared and performed by him, and he finds himself miraculously recovering from his ocular defects. But… why are there suddenly so many local news stories of children disappearing, always on Fridays, about the same time he first found that book? Second Sight: Third Eye is a self-contained update of the 1st edition Chronicles of Darkness supplement, Second Sight. It newly explores that supplement’s concept of psychic phenomena, low magic, and dark cults of alien creatures using the 2nd edition systems and mechanics. A bevy of new supernatural abilities are provided for mortal characters, alongside new templates and other options for playing minor talents like Psychics and Thaumaturges. While the 1st edition Second Sight book does contain some additional roleplaying advice, and a potential story option for introducing mortal characters into the world of the supernatural, this book can be used on its own, alongside the core Chronicles of Darkness 2nd edition rule book, without requiring access to the original book. Psychics and Thaumaturges fit well into the God Machine Chronicle, too. Chapter One: Mortal Magic contains a large number of Supernatural Merits, both new and converted from the Psychic and Thaumaturge merits from the original Second Sight book, as well as new options and rules for mortals making use of such powers. Chapter Two: Abnormal Development provides Supernatural Merit Templates (as introduced in Hurt Locker) for Psychics and Thaumaturges, providing an alternative system for playing characters that delve more specifically into parapsychology or low magic. Chapter Three: What Should Not Be provides advice for Mystery Cults following unspeakable beings from realms outside our view of reality, and for Blasphemous heralds that serve them more directly. Introduction 5 6 Second Sight: Third Eye Chapter One: Chapter One: Mortal Magic Mortal Magic Vampires warping the minds of others, werewolves channeling the power of spirits, and mages imprinting the laws of strange upper realms on their surroundings are far from the only beings capable of wielding supernatural abilities. As long as there have been mortals, there’s been mortals capable of wielding supernatural power, whether a psychic awakening of their mind, low rituals calling upon the world around them, or strange mutations of their bodies. “Indubitably, magic is one of the subtlest and most difficult of the sciences and arts. There is more opportunity for errors of comprehension, judgment and practice than in any other branch of physics.” - Aleister Crowley Supernatural Merits Whatever the ultimate source and methodology behind a mortal’s power, the majority of them are mechanically handled by Supernatural Merits. Unlike in previous editions, where Psychic Phenomena, Thaumaturgy, and other minor talents were all handled by their own class of merit or even other powers entirely, they’re now all covered by the same general category. These special merits represent mortal-only talents of any kind, whether rituals, psychic phenomena, or even strange semi-physical augmentations. Clash of Wills Sometimes, two supernatural powers clearly oppose one another. If the normal systems for the powers fail to resolve this – such as when a Telepath attempts to scour the memories of someone whose mind was altered by a vampire’s abilities – all involved supernatural effects enter a contested roll off, with Supernatural Merits using a pool of the wielder’s Supernatural Potency trait (mortals usually lack one) plus the rating of the Merit’s governing Attribute (the one it’s activated with, if applicable, or else whatever one the Storyteller deems the best fit). Ties reroll until one player has accrued more successes than all others. That player’s character’s effect wins out and resolves as usual, while all others fail. The victory of one power in a clash does not mean the immediate cancellation of the others, save in cases where only one power can possibly endure (such as competing mind control). Characters may spend Willpower to bolster the contested roll, but only if they are physically present and aware (or consciously suspect) that powers are clashing. Certain powers, those with exceptionally long durations, are more enduring in a clash. Day-long effects add one die to the clash roll, weeklong effects add two, month-long three, and effects that would last a year or longer add four (this includes indefinite effects and those that are always active). Clash of Wills rules apply to supernatural creatures, as well. The traits involved depend on the creature and are covered in their own sourcebooks. Dread Horrors use Potency + Attribute, similar to mortals. Chapter One: Mortal Magic 7 Activation Options Sometimes, the way one person gains access to the supernatural differs from most. Perhaps it only comes to them in situations of emotional intensity, perhaps it relies on a special focus that lets them channel their special sort of magic, or perhaps they simply only have gained access to a fraction of what most practitioners of that sort of ability are capable of due to their own lack of experience. Whatever the case is, this can provide them with a bit of a benefit; Supernatural Merits are ultimately reliant on an act of will, and so a particularly narrow focus can help channel that will more easily. Mechanically, Options provide a +1 or higher bonus to the activation of the Supernatural Merit they’re attached to, depending on how narrow or unreliable they make that merit. Most of the examples that follow can be applied to a variety of different merits, but they’re not the only options possible, and players should feel free to come up with more. Ultimately, the Storyteller is the arbiter as to what’s a narrow enough restriction to a Merit to grant how much of a bonus, if any. More than one Option can be taken for any given Merit, and the dice bonuses do stack, but only so long as all of the Options make sense and mesh together well; Storytellers should discourage random choices made just to gain the most dice possible. Obviously, players may not take Options that are already covered by the Drawback (if any) of that Merit; a Clairvoyant can’t choose Specialized Focus, for instance, as they already must choose a specific methodology to their scrying, and a Telekinetic shouldn’t take Emotional Flare for a similar reason. A character who learns to overcome their “weakness” may remove an option after in-character work, with Storyteller permission, but loses their bonus thereafter. Generally, Options can’t be taken after the merit’s already been purchased, it needs to be selected when the merit is, but a good story reason might allow for it to happen at Storyteller discretion. Examples: • Burnout: The character’s powers have an adverse effect on them, whether boiling their blood or causing intense headaches as their mental energy is diminished. Activating the merit also causes a point of bashing damage to the character, in addition to any other costs. Bonus: +1, +3 if the damage is lethal instead. 8 Second Sight: Third Eye • • • • • • Diminished Power: The power has limits in the way it can be used, or doesn’t provide all of the options it normally does to the character. A Clairvoyant might only experience one sense, or an alchemist might only be able to change their blood specifically into other substances. Bonus: +1, +2 if particularly limiting. Diminished Range: For whatever reason, the character cannot reach out as far with their power as most with the same ability can manage. A power that can be cast at any range must be cast in the presence of their target, or a power that relies on sensory range might require touch. Bonus: +1, +2 for multiple “steps.” Emotional Flare: The character’s powers are tied to a certain emotional state, and when that state comes along on its own, the power might activate without the character intending it to. Perhaps they’ll fire Mental Blasts at those that anger them, or call on their Numbing Touch when afraid. Bonus: +1, +2 for dangerous or visible powers. Specialized Focus: The character may only make use of the merit with a particular object, circumstance, or ritual action. For instance, a Telekinetic may need quartz crystals to channel their mental force, or an Astral Projector may only be able to project within an hour of midnight. Bonus: +1, +2 if difficult or dangerous to use. Uncontrolled: The character cannot consciously activate their power, it comes on a whim, whether because it’s a gift from God or because they simply don’t know how to properly call upon it. The player may not choose to activate the Merit, only the Storyteller may decide when it becomes active, but this should generally be in beneficial situations, at least once a chapter. Bonus: +2, or +3 if it can also activate detrimentally. Unique Focus: A narrower version of Specialized Focus, the character must have a specific item. They need the first quartz crystal they held when activating their Telekinesis, not any crystal, for instance. Bonus: +1, but stacks with Specialized Focus. Merits The following is a list of new Supernatural Merits, updated from Second Sight and combined, altered, or simplified to fit within the paradigm of 2nd Edition Chronicles. Unless otherwise mentioned, all of the following merits count as Supernatural, and thus are usable only by mortals, without some special ability (such as the Coil of Zirnitra) or membership in an appropriate Mystery Cult. Alchemy (••• or •••••) Prerequisites: Occult •• or Science •• Effect: Your character, through a mystical or neoscientific process, is able to perform the ancient miracle of changing one type of substance into another. With the three-dot version of the merit, both substances must be common, simple, and nonprecious (Availability •• or less), but with the fivedot, both can be any non-radioactive material (The Storyteller reserves the right to prevent other troublesome materials as well). Doing so requires an hour of work, a lab or other specialized equipment of at least Availability •••, a point of Willpower, and a roll of Intelligence + Occult or Science, penalized by the size of the substance and the higher Availability of the starting or target substance. With an exceptional success on the roll, the material will grant a +3 bonus to any crafting roll performed on it. Suggested Modifiers: Performed in a well-stocked Laboratory (add the equipment bonus), performed under stress (-1 to -3). Animal Speech (• or ••) Effect: Through some strange circumstance, your character can communicate fully with a specific type of animal. Whether a blessing of the fae, a witch’s spell, or the result of eating a totem animal’s heart, she’s become entirely aware of what animals are trying to communicate with their sounds, scents, and body language. She gains a +3 bonus to Animal Ken rolls to understand that type of animal. With the two-dot version, she can speak to them in whatever tongue she likes, and be understood as clearly as an animal could. The dice bonus applies to any social rolls attempted on the beast, in this case. This Merit does not impart on the animals any intelligence or personality beyond the norm, and so complex ideas and human concepts may still confuse them. Chapter One: Mortal Magic 9 Animal Speech, Advanced (•) Prerequisites: Animal Speech Effect: Your connection to the Animal Kingdom is more universal; the effects of Animal Speech apply to all animals, instead of a specific type. Astral Projection (•••••) Effect: Your character has learned to project their mind outward, allowing one to free their consciousness from their physical form and travel through the world spiritually, leaving their body behind. This requires a point of Willpower, a successful meditation, and a Resolve + Occult roll to enact. If successful, the character becomes separated from their body, taking on a psychic form in Twilight (in phase with goetia and similar mental entities that find their way there). They remain intangible to mundane reality, utterly unable to interact with the physical, and are cut off from their other psychic abilities for the duration of the ability. However, their speed is multiplied by five for the duration, allowing incredibly fast travel through the world, and they’re unbound by gravity or physical obstacles. Their body remains in a coma-like state for the duration, slowly degrading if not fed or given liquid. They’re unaware of its state unless they take damage, in which case they feel the pain reflected in their astral form. They must travel manually back to their body, however, in either case. Whether their body is kept alive somehow or not, if they’re away from it for more days than they have Stamina, it begins to break down, causing them to take 1 lethal damage per hour until they return or die. Finally, if their physical health track is filled with lethal or aggravated damage, they instantly return to their body, though will be comatose or dead, as appropriate. Suggested Modifiers: The character rolls an exceptional success to Meditate (+2), the character’s under stress or is distracted (-1 to -3), the character’s already able to perceive some aspect of Twilight (+1). Biokinesis, Advanced (• to •••••) Prerequisites: Biokinesis at an equal or greater level. Effect: With this merit, your character has learned to not just manipulate the raw makeup of their body, but to alter it in more granular, specific ways to provide themselves with varied advantages. By 10 Second Sight: Third Eye spending a point of unavoidable lethal damage when activating Biokinesis, you may gain one dot of one of the merits below per dot you have in Advanced Biokinesis instead of shifting attributes, which lasts for the scene. You must meet the prerequisites, but any based on attributes can be met through a normal use of Biokinesis beforehand. The merits that can be chosen from are Ambidextrous, Demolisher, Double Jointed, Fleet of Foot, Hardy, Iron Stamina, or Relentless. With Storyteller permission, other merits that are entirely physical and “internal” in nature might be available as well. Channeling (• to •••••) Effect: Whether through a connection to the astral realms, ancestral spirits, a past life, or a stranger source altogether, your character has the ability to channel abilities and knowledge they do not possess for themselves. When purchasing this merit, choose either mental, physical, or social skills. By spending a point of Willpower and meditating successfully at a location representative of your character’s abilities (a Locus for one who channels spirits, or a graveyard for someone who calls upon their ancestors’ knowledge), you may make a roll to temporarily improve a skill in the chosen category. For mental skills, it’s Intelligence + Occult, social are Composure + Occult, and physical are Stamina + Occult. On a success, the character is able to replace a skill rating of theirs in the appropriate category with their rating in Channeling for the next 24 hours, for all purposes. On an exceptional success, they may set two different skills to that level. Drawback: Channeling is a drain on a character’s mind and spirit, and so may not be used more than once in a given day. In addition, using it causes the Resonant, Anchor, or Infrastructure condition on them with relation to all of a given type of Ephemera, dependent on the ultimate source of their channeling, for so long as it lasts. With Storyteller Permission, odd forms of channeling might cause another condition or tilt instead. Special: This merit may be purchased multiple times. Each time it’s bought, it applies to a different skill category. Different versions of the merit may be used in the same day, but suffer a -2 penalty to the roll for each other type already active. Communion (•• or ••••) Effect: The character is capable of reaching out with his mind to that of a faraway entity, often one of godlike power or capability. Work with the Storyteller to determine the nature of the entity, at least to the extent that the character is aware of it, as it’s a character in its own right, even if one not represented with typical dots on a sheet. To do so, the character must successfully meditate or perform a similar sort of ritual (with the same roll), focusing on a symbol or other representation of the entity, and then make a Composure + Occult roll. If successful, contact with the entity is initiated. With an exceptional success, the entity is well disposed or clearer than normal in its communication. With the two-dot version of the merit, the character is simply able to open themselves to the entity and allow it to communicate with them, but the communication is only one way, allowing the character to do nothing more than sit and listen. However, the entity tends to inherently know why it was sought out and may provide information relating to that. In addition to whatever information the Storyteller cares to provide from the entity, the character gains the Informed condition about whatever topic he sought wisdom about (if the call was more general, the topic is whatever the entity feels is most relevant). With the four-dot version of the merit, the character opens up bilateral communication, able to “speak” with the entity in addition to learning from it. This allows more nuanced guidance of the conversation, allowing for more specific information to be learned most times. In addition to the above benefit, the character may utilize the provided wisdom to gain access to the rote action benefit on a single mundane action (not roll; extended actions receive it for each roll) that’s begun before the end of the day. Drawback: The entity has goals and desires as well, and should the character work against them, or even just fail to assist, they may receive fallout. This often takes the form of an automatic failure on the next use of the ritual, along with a negative condition or tilt, but the Storyteller may come up with other options as well. As well, if pestering the entity more than once per chapter without a very good reason, directly related to the entity’s goals/desires, they may be ignored (causing an automatic failure of the ability) or worse. Chapter One: Mortal Magic 11 Countermagic Ward (•• or •••••) Prerequisites: Wits •• Effect: The character becomes able to shield themselves from sympathetic magic and powers of various sorts, allowing them to gain a warning about impending abilities and prepare accordingly, or even build up a form of protection against it. The two-dot version allows a character to spend a point of Willpower and roll Resolve + Occult to gain a sense of impending magic; for the rest of the day they become immediately aware of any supernatural ability working through a range greater than mundane perception that targets them, their possessions, or their immediate surroundings (such as a Mage’s sympathetic spells, some Thaumaturges’ rituals, or Blasphemous Rites), as soon as the ability starts being used or prepared, rather than at the end. They also get a sense for when it’s about to unleash on them, allowing them to spend Willpower or use other abilities to improve their resistance to it. With an exceptional success on the initial roll, they also get a brief vision of the offender upon the spell’s use. The five dot version works similarly but applies its own form of protection in addition. If unable to resist the power naturally, they may, a number of times per day equal to the successes rolled, gain a Clash of Wills to stop the magic from affecting them, their possessions, or their immediate surroundings. Destiny (• to •••••) Effect: Your character’s thread stands out in the skein of Fate, both destined for great triumphs and haunted by a Doom that threatens her end. Each chapter, you have a pool of Destiny equal to your dots in this Merit. Each time you use a point of Destiny you may either gain the advanced action quality on a single mundane roll chosen before you roll the dice (thus allowing you to roll twice and take the better result), or reroll a single mundane action after you see the result of the roll (although you must take the second result). You may spend a point of Willpower when invoking your Destiny to affect a Supernatural Merit’s activation roll. Drawback: Your character has a Doom. This is the means by which destiny brings her life as she knows it to a tragic end — such as addicted, betrayed, crippled, devoured, enslaved, imprisoned, maddened, murdered, ostracized, possessed, ruined, or turned. This either kills her or leaves her alive and suffering. Whenever you spend Willpower to avoid 12 Second Sight: Third Eye the Doom, you add two dice instead of three (or +1 to a static value). However, if a roll enhanced with Willpower like this fails, the point is regained. The Storyteller has the final say as to when your Doom applies. If using the Fate optional rules, your Doom should in some way line up with your Fate. Note: This is equivalent to the Mage merit of the same name, but altered for Mortal characters. Any mechanics applying to one affects either, however. Dowsing (•• or ••••) Prerequisites: Wits •• Effect: Dowsing is a limited form of divination, allowing your character to detect hidden objects using a specialized rod, crystal pendulum, or other focus. By concentrating on either a known object or a type of substance (such as water or oil) while utilizing the aforementioned focus, spending a point of Willpower, and making an extended Wits + Occult roll (15 minutes per roll), they become drawn towards the location. The target number of successes is based on the rarity of the substance or Availability of the object and the distance from the character. As a general rule, three successes is the base target, +1 success per point of Availability of the object or substance, +1 per mile of distance to the nearest source, to an absolute maximum of 10 needed successes (after which it becomes simply impossible to find it). With Dowsing at four dots, the time per roll becomes five minutes, and objects/substances can be found with up to 20 required successes. Suggested Modifiers: An energy meter is used as the focus (add the equipment bonus), the character meditates beforehand (+2), the object belongs to the character (+1), the object is important to the character (+2), the character has minimal tie to the object, or knows little about it (-3),the substance is incredibly rare in the area, such as water in a desert (-1 to -3). Dream Travel (•• or ••••) Prerequisites: Lucid Dreamer. Effect: Your character becomes able to enter the dreams of another, and shape them the same way they’re able to control their own dreams. To do so, they must be capable of seeing the target, whether through mundane perception, Clairvoyance, Astral Projection, or a similar supernatural ability (this bypasses most restrictions on using other merits with sensory Supernatural Merits). At that point, one Willpower is spent and Manipulation + Occult is rolled, contested by the target’s Composure + Supernatural Tolerance if unwilling or unaware. If the target’s not asleep at the time, the ability automatically fails. If successful, your character is able to enter the target’s dreams, taking on a Dream Form (see sidebar). They’re capable of using any of their other Supernatural Merits in the context of the dream; Telekinesis will move “dream objects” around the same as normal ones, for instance, although exact physics may be slightly modified by the Dream. However, powers relying on other realms or the entities from them, such as spirits and ghosts, do not work even on dreamed approximations of them. With the four-dot version of the merit, they can roll Manipulation + Occult – Resolve as an instant action when already within the Dream to make changes to it without other powers, generally one minor change per success, or a major shift to the surroundings on an exceptional success. With either version, the character may leave the target dream at any time with a successful Resolve + Composure roll, unless kept within the dream by a supernatural ability of some sort, in which case a Clash of Wills is required to leave (in fact, there are tales of some Dreamers subconsciously trapping Oneiromancers due to a desire to have them remain). Soul Shocked (Condition) Lucid Dreamer (••) ••• Ephemeral Sight (•• or ••••) Prerequisite: Medium Your character is capable of seeing ephemeral entities. With the two-dot version of this merit, choose a specific phase of Twilight (that is, ghostattuned/death-attuned, spirit-attuned, etc.). You may perceive that phase of Twilight, including any entities Chapter One: Mortal Magic 13 within or other ephemeral constructs residing there. With the four-dot version of the merit, you’re capable of seeing all phases of Twilight. Drawback: Seeing into Twilight constantly is as much a curse as a blessing. The character suffers a -2 penalty to mundane perception rolls when Twilight beings or imagery are present; a point of Willpower can shut it out for a scene (effectively turning off the merit). In addition, entities the character can see find it easier to affect them, granting them a +2 dice bonus to Numina, Influences, or other powers targeting them from Twilight. Ephemeral Transmutation (•••••) Prerequisites: Astral Projection, Medium, or Unseen Sense (any Ephemeral entity) Effect: Often achieved by those seeking out a form of enlightenment or ascension, this “ritual” of sorts allows your character to attune themselves to Twilight, not projecting within but instead physically transforming into a Twilight state. The character makes a meditation roll, though this may also represent a ritual or other procedure rather than typical meditation, and then rolls Resolve + Occult. If successful, they end up shifting themselves into Twilight for a scene, attuned to a type of ephemera chosen when the merit is purchased (In the case of Unseen Sense used as the prerequisite, the type must match). Evocation/Invocation (••+) Prerequisites: Occult •••, Channeling, or Medium Effect: Your character has knowledge of “generic” summoning rituals that are capable of calling a given type of Ephemeral entity, chosen upon purchase of the merit, without requiring the normal research time or need for specialized applications of Conditions. By purchasing an additional dot per type of entity, further types can be called. This works with a single Intelligence + Occult roll to mystically attune the area to the entity, which takes approximately 15 minutes; this can be either a specific, named entity or just a call to the nearest of a given type of ephemeral being. If successful, the area becomes Open to the chosen type of entity, and a call is sent out to them. They must answer the call unless they succeed on a Rank + Resistance roll and garner more successes than the character did on their own roll. If the entity fails, it 14 Second Sight: Third Eye must remain there for the scene, although this does nothing to protect the caster otherwise. By adding two dots to the cost of the merit, the character may, upon the entity’s arrival, roll Presence + Persuasion + Evocation (max 5) vs the entity’s Rank + Resistance to force it to obey a single command that can be delivered with a short sentence and isn’t selfdestructive or against the entity’s ban, and if successful it must attempt to follow that command to the best of its ability for the rest of the scene. It also may not harm the summoner for that same amount of time. As a note, when targeting angels, this merit does not allow the caster to cause an Angel to work against its mission from the God-Machine, nor to do anything to make it fall. Alternatively, two dots can be added to instead grant the entity the Possession Manifestation if they don’t normally possess it, with a roll of Presence + Occult + Evocation (max 5), and act as if they themselves are Open, offering themselves to the entity for whatever purposes. Often, it acts as their side of a bargain, as many entities will offer up basic services in exchange for the use of a physical body. Drawback: Ephemeral beings don’t like being commanded any more than most people, and will likely attempt to cause trouble for the character after the fact if not supplicated somehow. Note: This merit may be taken above five dots. Geomancy (••• or •••••) Prerequisites: Intelligence ••, and Crafts or Occult •• Effect: Your character is capable of altering the flow of energy through an area, whether through an effect akin to Feng Shui, a ritual harnessing Ley energy, or an imprint of Psychic will on the area, among other possibilities. They can cause a building to resonate with a particular sort of mindset or action, making any related task that fits it that much easier when inside. To do this, a point of Willpower is spent and an extended Intelligence + Crafts roll is made, taking an hour per roll and requiring increasing successes depending on the approximate size of the location; 5 for a small room, 10 for a small home, 15 for an office building, 20 for a mansion or multi-story building, and 25+ for warehouses, mansions, and larger. If successful, actions aligned with a chosen Skill (at three dots) or Attribute (at five dots) gain the 9-again benefit once per character per chapter when inside the building (the player chooses when it applies). This effect lasts for a Story (or about a month) but can be renewed before it expires by using this Merit again and accruing only five successes, no matter the size of the location. Suggested Modifiers: Location is a Nexus (double the usual modifier), affecting an Attribute instead of Skill (-3), area not conducive to desired resonance (-1 to -3), no tools or materials (-3). Luck Magic (• to •••••; Style) Prerequisites: Manipulation ••, and Occult •••, Damn Lucky (Hurt Locker pg. 79), Cursed, Thief of Fate, or Destiny Effect: Through a strange connection to the weave of Fate and Destiny (or stranger forces), your character has learned several techniques, whether through psychic will or magical ritual, that allows them to alter luck and chance. The exact effects they’re capable of are tied with the level of the merit they know, but all levels require that the individual first meditate (or perform a similar ritual) successfully, spend a point of Willpower, and make a successful Manipulation + Occult roll, contested by Composure + Supernatural Tolerance if negatively affecting the target. The character may only use this merit on a given individual once per day, including themselves, no matter what level is used. Favorable Fortune (•): Your character can gift someone with a very minor twist of fate. This might mean they win no more than 25 dollars on a lottery ticket, get to work without hitting any red lights, or similar blessings. Your character defines the general blessing, but the exact nature of how it happens is left to Fate itself. This takes place within a day and then the effect ends. Ill Fortune (••): A flip of favorable fortune, your character instead puts a minor curse on their target. They might receive an unexpected bill or expenditure of no more than 50 bucks, end up late to work due to traffic, or have similar ill effects of fate plague them. This takes place within a day, and the effect ends once the curse has run its course. Minor Weal/Woe (•••): Your character becomes able to bless or curse actions in a minor way. A certain type of action or roll that the effect applies to is defined when it’s used, and a number of those actions equal to successes rolled suffer from the loss of 10again or gain 9-again. The definition can be as general or specific as desired, but any roll that applies will “use up” one of the successes; the character has no Chapter One: Mortal Magic 15 control beyond that initial declaration. If the rolls aren’t used within the next chapter, the effect fades. Major Weal/Woe (••••): This level works as Minor Weal/Woe, but upgrades the effect to either provide 8-again or cause 1’s to subtract from successes in addition to the loss of 10-again. Forge Fate (•••••): At this level, your character is able to enact more significant changes in someone’s life. This works as Favorable or Ill Fortune, but the effects are more pronounced. The target may benefit from an effect equivalent to 3 dots of a merit like Allies, Contacts, or Resources, or suffer from a curse akin to one of those being used against them (or blocking one of their own merits). Suggested Modifiers: Target isn’t present (-4, must have their real name or an important possession), target is already affected by fate-altering magic (-1 or more), target has the Destiny merit (+rating for effects that align with Destiny/Doom, -rating if they go against it), effect doesn’t align with target’s Fate (-2). Mental Blast (•••••) Prerequisites: Telepathy ••••• or Mind Control (Hurt Locker, pg. 74) Effect: This incredibly rare and dangerous power allows a character to reach out with their mind to damage another’s with a form of mental feedback that overwhelms and slowly destroys the target’s brain. The character spends a point of Willpower and rolls Presence + Intimidation - the Stamina of their target (who they must be able to see with natural sight), and deals one bashing damage to them per success. This often starts out as a migraine but as damage rolls over into lethal or even aggravated, it takes the form of hemorrhages, strokes, and similar maladies. An exceptional success on the attack may inflict the Stunned Tilt as the brain misfires and makes it difficult to focus. By concentrating for additional turns and maintaining a view of their target, the Merit may be used in successive turns without additional Willpower needing to be spent, but on any turn the power is used the character loses their defense, and may not take any other actions beyond moving their Speed in a turn. If they lose sight of the target, fail an activation roll, or cease using it each turn, they must re-enact the power at the full cost. Drawback: This power is innately “visible” to supernatural characters. Characters with a supernatural template (of any kind, including Merit 16 Second Sight: Third Eye Templates) may roll Wits + Occult when attacked to realize where said attack is originating from. Mind Breaker (••••) Prerequisites: Evil Eye (Hurt Locker, pg. 73), Mind Control, or Telepathy ••••• Effect: Your character is able to fracture someone’s mind through sheer force of will or mystic might, degrading their rational thought into a maddened blur. By spending a point of Willpower and successfully rolling Presence + Empathy or Intelligence + Science vs a character’s Resolve + Supernatural Tolerance, you may inflict the Madness Condition on a target for the rest of the scene. In combat, they also suffer from the Insane Tilt. Plant Empathy (•) Prerequisites: Biokinesis •+ Effect: Your character’s attunement to living things provides them a “green thumb” of sorts, allowing them to cultivate plants and other flora more easily. Any roll relating to the cultivation of plant life gains bonus dice equal to the character’s Biokinesis rating, as does any roll to put such plants to use (such as mixing herbal substances or cooking a meal with freshly gathered plants). In addition, plants under their care grow (1 + their Biokinesis rating) times more quickly than normal. Postcognition (•••) Effect: Your character, whether through a mystical trance or a psychic attunement, is able to see into the past. By meditating, spending a point of Willpower, and making a Wits + Occult roll, they become able to get a sense of what has happened in the area they’re in at a specific, named time, allowing them to see a brief flash of the scene, and to ask a number of questions equal to successes rolled about it. These questions must be something that could be found out by investigating the scene if present at the time; it won’t allow mind-reading or insight into outside factors without another ability. Drawback: The roll is penalized by both the distance back in time and the sympathetic connection the character has to the event. For an event further than a week back, a -1 penalty is taken, -2 for a month, -3 for a year, -4 for 5 years, -5 for 10, and then an additional -1 for each additional 10 years. They must then possess either an object or be in the presence of a person that was involved in or present at that scene; an object causes a -4 penalty, and a person a -2. Having neither makes the roll impossible. Psychic Empathy (•••• or •••••) Prerequisites: Manipulation ••, and Empathy ••• or Subterfuge ••• Effect: Known as “Enchantment” among some, this merit lets your character manipulate the emotional state of another, affecting their mood or even completely overriding their emotional state of being. The four-dot version of this ability lasts for up to a scene, and the five-dot lasts for an entire day. The character spends a Willpower and rolls Manipulation + Empathy vs Composure + Supernatural Tolerance, with a penalty to their roll depending on the intensity of the subject’s current emotion and the intensity of the subject’s target emotion. A calm, neutral demeanor imposes no penalty; mild, imperceptible emotions cause a -1 penalty; obvious emotions a -2; and extreme emotions cause -3. The penalty for current and target emotional state stack, unless changing the intensity of the same emotion, in which case only the difference applies. If successful, this may inflict or remove a related nonpersistent condition, such as Swooning or Shaken. This ability is not capable of affecting a vampire in Frenzy, a werewolf in Death Rage, or any similar supernatural emotional state. Sapiokinesis (• to •••••) Effect: Your character has the ability to psychically alter their mental makeup. By spending a Willpower point and concentrating for a minute, they can shift their Mental or Social Attributes, moving dots from one to another. They can shift one dot in an Attribute per dot in this Merit. This lasts for one hour and can shift an Attribute no higher than the character’s normal maximum (usually five) or below one. Also, the character’s mind recovers more quickly. Once per chapter, they can remove a mundane, nonpersistent mental condition from themself after at least a scene. Soul Jar (••••) Prerequisites: Occult •••• Effect: Using a form of dark energy, nefarious ritual, or similar infernal process, your character is able to create special containers called soul jars, which become attuned to a dying individual’s soul, able to capture and hold it within. This involves two rolls; first, an occult crafting roll at a -5 penalty, to create the jar itself, and second, a Presence + Intimidation roll versus a dying victim’s Resolve + Supernatural Tolerance (A dying victim is anyone with aggravated damage greater than their stamina or who is bleeding out). The character must touch the dying victim. If successful, when the victim is about to die (their second to last health box is filled with aggravated damage), their soul is drawn out and into the Jar, giving them the soulless condition. If they manage to survive somehow, they suffer the full progression of Soul Loss as they normally would. There are a few things that the character can do with these collected souls. By opening the container while touching a Soulless character (including themselves), they can resolve any soul loss related conditions and grant them the soul normally. Alternatively, a soul can be bartered to ephemeral entities or other supernatural creatures (certain mages seem to make good use of them). Finally, the soul can be “consumed” during a use of another Supernatural Merit, requiring an additional instant action, but granting the rote action quality to the roll as a result. Note that this only works on those with ‘mortal’ souls, which includes any mortal, micro/minor template, half template, or Mage, although attempting it on a Mage causes an additional -5 penalty due to the way their soul is “held” within them, and they may have other protections. Drawback: Such a heinous act is always an Integrity breaking point at -5, as is actually “consuming” the soul with another Merit use. Telepathic Rapport (••) Prerequisites: Telepathy and either a Retainer, True Friend, Mentor, or willing player character to act as the target. Effect: The telepath is able to form a permanent connection to another character, able to use Telepathy or related merits on them at any time, without any Willpower cost, although the normal roll must still be made. There’s no distance limitation to the ability, as the merit represents a powerful sympathetic bond that the character becomes able to draw on to “target” their ability. In addition, if the target of the Rapport is ever subject to intense emotions or danger, the character may roll Wits + Empathy to sense that emotion and impending danger, although this provides no inherent ability to track them down without further scouring of their mind. Chapter One: Mortal Magic 17 With Storyteller permission, this merit may be taken without meeting the Telepathy prerequisite, regarding someone they have an intense spiritual and emotional connection to in one form or another, allowing them to benefit from three dots of Telepathy and the mechanics of this merit on that character only. Often, this will be two way, allowing each character to sense the other. Telekinesis, Advanced (• to •••••) Prerequisites: Telekinesis •••••, Wits ••• Effect: Your telekinetic abilities have been finetuned to the point of allowing careful, precise actions to be performed with the telekinetic force you’re able to project. Dots in this merit provide effective Dexterity to your mental force when activating Telekinesis, allowing you to perform tasks requiring minute movements, such as picking a lock or swiping something from a buttoned-up pocket unseen. This can be used for ranged “attacks”, but such attacks still require Willpower to be spent for each one. Visionary Trance (•• or ••••) Prerequisite: Unseen Sense (Spirits) or Medium. Effect: With the two-dot version of this merit, your character has learned to go into a specialized trance that allows them to peer briefly into the Shadow (the spirit world), and communicate with any entities nearby. To do so, they must go into a trance (using a Meditation roll), spend a point of Willpower, and roll Resolve + Occult, with a modifier depending on the Gauntlet Strength (see Chronicles of Darkness, pg. 126). If successful, they can perceive the Shadow, and become visible to any entities there. They can communicate if the spirits understand their language, but cannot use other abilities on the Shadow or its denizens, nor be targeted by spiritual powers if the spirit lacks the Reaching Manifestation. This lasts for so long as they maintain the trance. With the four-dot version of this merit, after successfully entering such a trance, the character may use an ability similar to Astral Projection to project more fully into the spirit realm. Since there’s no Twilight in the Shadow, they become effectively physical, using Dream Form rules (pg. 13) to determine their capabilities and health (taking Soul Shocked if they “die”). If the character somehow possesses spiritual objects like a Fetish or certain Bygones, they project with the character, but no other equipment does (their form still appears clothed if 18 Second Sight: Third Eye they want). This has the usual limitations and duration limits of Astral Projection, and also leaves their body Open to spirits. Warding (••) Prerequisites: Resolve •• and Occult • Effect: Your character is able to create general ephemeral wards that function against more than just a single specific entity. This involves first crafting a special, chalky substance attuned to a given type of ephemera with a Wits + Occult roll, -3 if targeting something other than spirits or ghosts. This acts as the “generic” bane for that type, and is used to mark an area, allowing the character to perform a Warding ritual normally, though with a -5 penalty, lacking a specific entity’s Rank to use. This will then be effective on any entity of the given type (of rank five or less) for the usual duration. Weather Control (•••••) Prerequisites: Occult or Science ••••, or Psychokinesis ••••• Effect: Your character’s connection to the natural forces of the world is palpable, and by taking time to bring themself in tune with the area, they can alter and manipulate the weather in minor ways. This will never cause weather of an Extreme Environment of more than level 2, and won’t cause changes that are entirely unreasonable for the location and season (such as snow in Death Valley). As well, any changes are centered on a small area (such as a small town or portion of a city) and take a few minutes to hours to come into effect, appropriate to the type of weather being sought out. The character must successfully Meditate, and then make a Wits + Occult roll, with a penalty equal to the extent of the changes being made, as listed below. On a success, the changes will come into effect and will last about as long as is typical for that sort of weather in the area. An exceptional success may make the effect last longer or bump up its severity without a further penalty. Suggested Modifiers: Minor changes in line with current weather, such as rain on a dark and cloudy day (-0), producing weather different from the current conditions but not entirely opposed, such as a sunny day turning into mild rain or snow (-2), producing or removing dramatic weather, such as storms causing an Extreme Environment (of up to level 2) or appropriate Tilt, like Heavy Rain (-4). Chapter One: Mortal Magic 19 Chapter Two: Chapter Two: Abnormal Abnormal Development Development “It's still magic even if you know how it's done.” - Terry Pratchett 20 Some mortals channel their power through sheer strength of will, their mind opened to possibilities that most could never comprehend, allowing them to trap into portions of it closed off to the mundane populace. Others learn of obscure rituals and spells, carefully aligning the area in a way that will be appreciated by spirits, ghosts, or just the flow of energy within the world itself. This chapter contains new Supernatural Merit Templates, a concept originally introduced in Hurt Locker (pg. 77). In short, a Supernatural Merit Template, or “micro template”, is a template wherein the base type is defined by a unique Supernatural Merit that only mortals of that Template can take, which often acts as a prerequisite for further unique merits. Unlike most supernatural templates, micro templates do not remove the ability to learn other Supernatural Merits. Thaumaturges are users of “low” or ritual magic, relying on an extended period of time to enact their supernatural abilities with an extreme degree of precision. Many effects that Psychics and similar dabblers take for granted as happening quickly can be drawn out in a ritual, extending their power and effect through unique processes taught by the Magical Traditions they become a part of. Psychics are those mortals that have unlocked a portion of their mind, allowing them to develop their abilities and utilize them with an unchecked level of (sometimes dangerous) potency. While many that dabble with Supernatural Merits might call themselves “psychic”, none of them can compare to the focus shown by those that actually delve into the nature of their strange abilities as true Psychics do. Character Creation: In most cases, Merit Templates give their own explanation of what additional traits are gained for free, and these characters otherwise simply follow the standard character creation rules (see Chronicles of Darkness, Chapter One). However, Storytellers should consider allowing those in a Merit Template focused game, or a game with both “micro template” mortals and fully supernatural characters, to get the same ten dots of merits that supernatural characters receive at creation. While still not likely to be as powerful as such creatures, it will provide them with a bit more utility and sense of being already established. Second Sight: Third Eye PSYCHICS Psychic Creation While they’ve likely existed for as long as any other supernaturally enhanced sort of individual, psychic phenomena have only really been studied and categorized by parapsychologists in the past couple centuries, although hypnosis and related subjects have existed for a bit longer than that. Before then, those who had access to such supernatural powers through sheer force of will were treated similarly to sorcerers and witches of various stripes, as conduits for holy authorities, or as individuals cursed by dark forces, depending on their exact manifestations and the culture surrounding them. “Modern” application of scientific research into psychic phenomena as recognized today arguably began in the 1920s, where statistical analysis was used to compare the accuracy of various revelatory psychic abilities as compared to the accuracy of mundane individuals guessing randomly. In the 1940’s, the “sheep-goat” effect discerned that it may be possible that those that perform particularly badly on such tests might be simply purposely ignoring their own insights due to disbelief in the phenomena, implying a latent psychic capability being present in nearly any individual (see page 9 for optional rules regarding Belief and Psychics). Most parapsychologists divide psychic phenomena into various categories, such as ESP, psychokinesis, mediumship, and telepathy, but in truth, most psychic powers stem from the same place in the mind, and some would say that even most mortal magicians are simply channeling psychic abilities in a strange way. Whatever the actual case, Psychics are never actually confined to a single category, even though it’s most common for such individuals to focus on a related range of abilities. The ultimate nature of Psychic power and where it actually comes from is unknown, but overall, it’s generally agreed that it can be boiled down to, in a vague sense, an application of the human spirit through mental will. Whether this is something inherently unique to mortals, or whether it’s simply the distinct manifestation of the same process that any supernatural creature might be capable of is impossible to say, and it’s unlikely that anyone with experience in all of them will come forward with the answer anytime soon. It should be noted that not all “psychics” actually have this template. Many dabblers in psychic phenomena simply take the appropriate Supernatural Merits. The Psychic merit below, however, represents a dedicated Psychic, someone aware of their powers and that has purposely worked to unlock and focus them further (of course, “focus” doesn’t always mean “control”. See Activation Options, page 8; Psychics may use these normally). All of their Supernatural Merits should be considered to come from Psychic potential, even those that normally imply some level of mystical ritual; perhaps this instead involves a trance of sorts, channeling their psychic energy. Dedicated Psychics like this gain their Psychic merit (see below) for free, and gain 2 free dots of Supernatural Merits that don’t require it as a prerequisite. Psychic (•) Prerequisite: Mortal Effect: Your character is a dedicated Psychic, someone aware of the source of their powers and that channels them through sheer strength of mental will. This allows them to spend Willpower to increase the dice pool of Supernatural Merits, even if they require Willpower to activate to begin with (breaking the usual per-action limit), but they still can spend no more than one point for this purpose. Believers (•) Prerequisite: Psychic, Retainer Effect: Your Retainer (or Retainers) is initiated into the world of the supernatural, at least to the extent of believing in psychic phenomena, and in particular are strong believers in your own abilities. Their presence provides you with a +1 bonus (per individual) to activating your Supernatural Merits. If using the Belief optional rule (page 9), they also each cancel out a -1 penalty from the presence of nonbelievers. Chapter Two: Abnormal Development 21 Burnout (••) Prerequisites: Psychic Effect: The Psychic has learned to channel immense amounts of psychic energy through themselves, to the point of injuring themselves in order to improve the effectiveness of their abilities. They may spend more than one point of Willpower at a time on improving the dice pool of Supernatural Merits, but for each point after the first, they take 1 lethal damage that cannot be avoided and must be healed naturally (this counts as resistant damage, if using Mage: the Awakening). Indomitable, Advanced (•••) Prerequisites: Psychic, Indomitable Effect: The Psychic mind can be particularly resilient when well-practiced, and so it becomes difficult for other mental influences to break through. Once per chapter, when failing to resist, contest, withstand, or otherwise fend off a mind-affecting or mind-reading power, the Psychic may spend a point of Willpower to enact a Clash of Wills against the ability (roll Integrity + Resolve instead of the normal pool). If the Psychic wins, the effect fizzles, although it doesn’t remove it from any other targets in the case of a widespread effect. They’re also immune to the same power from the same source for the next 24 hours. Psychic Potential (• to •••••) Prerequisite: Psychic Effect: The Psychic who takes this merit has a well of psychic potential they can call upon to activate their abilities. Every chapter, they may use this merit a number of times equal to its rating to negate the cost of a point of Willpower for activating a Supernatural Merit (but not for improving its dice pool). Psychic Presence (• to •••) Prerequisite: Psychic Effect: The Psychic’s powers have more raw force behind them, and others find it difficult to resist or work against them with their own. For any Clash of Wills that the Psychic’s merits are involved in, they may treat this merit as effective Supernatural Potency for the dice pool. 22 Second Sight: Third Eye Psychic Specialty (• or ••) Prerequisite: Psychic, one related Supernatural Merit Effect: While many Psychics are dabblers, those that develop this merit have a narrower focus. Choose a general category of Psychic Phenomena, such as Psychokinetics, ESP, Mediumship, or Telepathic abilities; when using a Supernatural Merit that falls under that category, the Psychic gains this Merit’s rating as a dice bonus. This does stack with “normal” skill specialties. The Storyteller is the ultimate arbiter on what Supernatural Merits fall under what Psychic Specialties. Rapid Trance (•••) Prerequisites: Psychic, Meditative Mind Effect: Many psychic powers rely on meditation, or more accurately, a trance state, to get into the proper mindset to channel their will in more complex ways. A practiced Psychic can speed up this process; make the normal roll to meditate when required by a Supernatural Merit or other power, but the time per roll is only a minute. However, this provides no other benefits of meditation, it simply allows the power to be activated. Breaker without its prerequisites, but Plant Empathy wouldn’t work, since it relies on Biokinesis’ rating). You may purchase this merit more than once, buying a new Merit with it each time. This merit may not be used to buy the merits of other Supernatural Templates (including other Merit Templates). Wild Talent (•) Prerequisite: Psychic Effect: While some Psychics work as hard as they can on controlling their abilities, some are content to simply improve their capabilities wildly with no concern for who might be caught in their wake. Any Supernatural Merit the Psychic has that requires an activation roll must have an Option assigned to it that in some way makes it harder to control, prone to flaring up on its own, or has side effects that otherwise negatively affect others or the Psychic themself. However, they gain +2 dice on top of what they’d normally receive for the Option. Special: A Psychic may not have both Strength of Will and Wild Talent. Strength of Will (•) Prerequisites: Psychic, a Supernatural Merit with a drawback involving inadvertent activation Effect: The Psychic has learned to better control their powers. When choosing this merit, select a Supernatural Merit that has a drawback involving circumstances where the power might activate on its own due to trauma, emotion, or otherwise (such as Telekinesis). Once per chapter, that drawback can be negated, preventing an unintended “flareup”. Special: A Psychic may not have both Strength of Will and Wild Talent. Unique Mutation (•) Prerequisite: Psychic Effect: Whether through some quirk of your unique mental makeup or sheer perseverance and strength of will, you’ve managed to gain access to a Supernatural Merit you shouldn’t be able to. After purchasing this Merit, you may buy one Supernatural Merit that you do not meet the prerequisites for, so long as the prerequisites aren’t required directly to make it work (for instance, you could purchase Mind Chapter Two: Abnormal Development 23 THAUMATURGES Thaumaturges are those that learn to tap into the supernatural not through some quirk or their mind or mutation of their body (or spirit), but rather through dedicated focus and ritualistic invocation. This often involves months, if not years of practice, until finally, something inside them changes a little, and they find themselves able to channel the supernatural energy that flows through the world. This is rarely a solitary road. Most thaumaturges learn to become what they are through mentorship in their art, passed down through generations, or through joining up with others of similar interests, forming “covens” or perhaps larger still magical traditions that share similar methods and views of the world. While solitary ritualists do exist, they find their progression in their magic much slower and more prone to error than it is for those that have established rituals and teachings they can pass along; after all, it can be difficult to tell a proper ritual in a grimoire from the insane writings of a powerless hack, when you first start. Magical Traditions Small groups of thaumaturges often form to assist each other, learn from each other, and perform larger magical workings than they might be capable of on their own. With times, these covens can grow into full-blown traditions; many of these formed ages ago and were passed along with the teachings of ancient cultures or religions, but some have been formed in the past few decades, years, or even in recent months, hidden societies and mystery cults or new-age groups that have found just a bit of truth as to what’s really out there. Thaumaturges may choose a Magical Tradition at character creation, which provides a minor bonus and flaw, representing the style of their magic, a free merit that the Tradition specializes in, and acts as a group that Status can be gained in, providing potential resources and equipment to make the magician’s life easier. This isn’t always Status in the traditional sense, representing a single group with solid, defined roles, so much as it represents connections and respect among those that follow similar methodologies with their own magics. As another option, smaller, more tight-knit groups might use the Mystery Cult rules instead. 24 Second Sight: Third Eye A few examples of Magical Traditions follow; the Storyteller and players should feel free to use this as a basis to create further Traditions, however, rather than feeling limited to those listed. As well, these overarching Traditions might be broken down into smaller, more specific groups that simply fall under the umbrella of the overarching Tradition’s tendencies. More information about the following Traditions can be found in the 1st edition Second Sight supplement, although it may be worthwhile to simply research their real-world equivalents. The entries are broken down into a basic explanation, the strength and weakness of their magical methodologies, a free merit they receive (generally two dots), and the most common Supernatural Merits learned by them beyond that (those not found in the Chronicles of Darkness rule book or this supplement will have their sourcebook listed). Apostles of the Dark One The human mind ascribes darkness to evil, ignorance, or other negative traits, relying as it does on the presence of light to survive and study their surroundings and make a life for themselves in the world. It’s instinct, of course, as so many dangers veil themselves in that darkness, and so many strange things lurk in it, unseen, so it helps most humans simply survive. What, then, of those that learn to use that absence of light to see? Those that learn to peer through the Void and call upon the secrets it has bound up within it, stolen from the mundane world every time a bit of lore has the light cast upon it for the last time and is lost to the ages? Are they evil too, because they’ve learned to see what others cannot? Are they immoral because they’re willing to peer into places nobody else can see? In the end, it’s impossible to tell, but many on either side would claim they have the answer, nonetheless. The Apostles of the Dark One are those that garnered their magic and knowledge not from passed down oral traditions or tomes of knowledge, but through Communion with one of the entities that exist in the expansive Void beyond the mundane realm. Many gather together at the behest of whatever entities commune with them, to better make use of these secrets, and to find ways to strengthen their connection to that strange realm. While not inherently evil, such communication does strain the human mind, revealing things to it that it’s not meant to comprehend, secrets that it was never meant to process. If nothing else, those members of this Tradition are certainly… different, than any of their peers, and most find themselves detached, one way or another, from the mundane moral teachings of those around them. Strength: Apostles of the Dark One find that the magic channeled from the Void strengthens the development of the self, an awareness of one’s own needs, and they become keener at using it in that way. When using a Supernatural Merit in a way meant to help fulfill a Vice or a personally oriented Aspiration, the Apostle gains a +1 dice bonus on the roll. Weakness: Communion with the Void and the entity (entities?) that resides there strains the human mind, and this makes it harder for them to retain their sanity and stability when channeling its secrets. Apostles suffer a -2 penalty on any Breaking Point caused through use of a Supernatural Merit (whether by or on them). Free Merit: Communion (••) Common Merits: Automatic Writing, Clairvoyance, Countermagic Ward, Dark Passenger (Hurt Locker), Evil Eye (Hurt Locker), Luck Magic, Mind Control (Hurt Locker), Mind Breaker, Omen Sensitivity, Postcognition, Psychic Empathy, Sacrificial Offering (Hurt Locker). Ceremonial Magicians Although the exact details vary between culture and era, for as long as there’s been civilized society, there’s been Ceremonial Magicians, magic users that rely on highly practiced occult tradition and well-preserved rituals to guide celestial forces through them and into the world around them. Most such Magicians are highly educated scholars and wealthy elites, either born of a career formed around such studies or having the time and resources already to allow them to delve into such practices. Western practices of Ceremonial Magic often harken back towards Hermetic traditions and Celestial rituals first performed back in the medieval era, when nobles and the religious elite would make use of it to bolster their already considerable wealth and power. Few had the actual patience and smarts to actually master these rituals, of course, but those that Chapter Two: Abnormal Development 25 did forged a long-lasting Tradition that would be passed down and practiced for ages to come. Ceremonial Magic, by its nature, tends to be incredibly complex and orderly, although that does tend to make it reliably reproduced once the details have all been mastered. Few Traditions could truly pass down their knowledge in extensive tomes, but many Ceremonial Magicians learned not from each other, but through simple study of such grimoires. If there’s one common thread to Ceremonial Magicians of all stripes, however, it tends to be a sort of hubris, a feeling of invincibility and a mindset that the world is theirs to command as they will. Their reach often exceeds their grasp if they delve a little too far, or attempt something they’re not ready for. Strength: The rigid practices of Ceremonial Magic make it easy to reproduce, and makes scholarly materials that much more useful. Their Supernatural Merits can benefit from the Library merit if taken with the appropriate skill, even if their use is technically a single roll, so long as the activation requires more than a spontaneous instant action. This works with appropriate repositories, as well. Weakness: Ceremonial Magicians believe that magic comes through proper preparation and ritual. They suffer a -1 penalty on the activation roll of any Supernatural Merit that requires only an instant action and no more than a turn of preparation. Free Merit: Luck Magic (••) Common Merits: Alchemy, Biokinesis, Channeling, Communion, Consecrate Weapon (Hurt Locker), Clairvoyance, Ephemeral Transmutation, Evocation/Invocation, Invoke Spirit (Hurt Locker), Laying on Hands, Medium, Psychic Empathy. Hedge Witches It’s nearly impossible to describe a “typical” Hedge Witch’s ritual, and even harder still to describe a typical Hedge Witch themself, because Hedge Witches tend to be one of the most diverse Traditions of Thaumaturges you can find, only held together as a Tradition by a few common threads. Hedge Magic tends to rely on affecting other people more than it does affecting oneself, and it’s usually the most visceral of the different Traditions, the most likely to provide physical results and rely on physical trappings. It should be noted, of course, that not all Wiccans act as true Hedge Witches, and for that matter, not all “Witches” truly follow Wiccan traditions. Many 26 Second Sight: Third Eye have learned their practice through a sort of informal mentorship or a connection to a minor coven, and more still have only joined up with the typical tradition after discovering or jury-rigging the trappings of Hedge Rituals for themselves. Spontaneity and adaptability tend to be key facets of Hedge Magic. Certain herbs will evoke certain effects, certain charms and designs focus the magic in certain ways, but ultimately, the exact rituals tend to be simple and malleable, able to be adapted and changed without too much difficulty, as it’s the components and intention that matter most to them. Of course, that means that the environment and their surroundings can have an effect on them; Hedge Witches find it difficult to perform a ritual calling upon nature deep within the city and find it hard, if not impossible, to harm someone from within a peaceful environment. Strength: Hedge Witches excel at improvised effects; remove two dice of penalties from any Supernatural Merit activation that’s done with an instant action and no more than a turn of preparation, no matter what the source of those penalties. This does not provide a bonus if the roll isn’t penalized. Weakness: Warlocks are affected heavily by their environment; any location not conducive to the desired effect causes a -1 penalty to any Supernatural Merit activations for them (this penalty can not be canceled by their Strength). For instance, using Psychic Empathy to try and seduce someone at a funeral will suffer this penalty. Free Merit: Familiar (••) Common Merits: Aura Reading, Animal Speech, Clairvoyance, Evil Eye (Hurt Locker), Evocation/Invocation, Incite Ecosystem (Hurt Locker), Laying on Hands, Luck Magic, Medium, Psychic Empathy, Visionary Trance, Weather Control. Shamans A perhaps overused and generalized term, Shamans are simply those that act as intermediaries between the world of flesh and the world of spirits, having an unnatural level of awareness of the Shadow Realm that allows them to fulfill that role. The first Shamans likely originated ages ago, acting as assistants to the Wise in tribal villages, before the Spirit Wilds were cut off from humanity by the Gauntlet. Few, if any, know anything about their origin today, but the Tradition itself remains. Unlike many Thaumaturges, Shamans tend to believe their magic comes from pacts made with spirits, agreements that are fueled by the Shadow’s inhabitants to allow the ritualist to affect the world around them. Others might say it’s a blessing of those spirits, but doesn’t rely on them after that gift is conferred. Either way, the first step in becoming a Shaman tends to be to learn to peer into their world and speak with the Shadow’s inhabitants. While traditionally seen as a tribal practice, as native practitioners of Shamanic faiths dwindle, many that take on the mantle are those born to more modern societies with some inherent blessing or ability to commune with those entities to begin with. Many such individuals lack a proper support base, though, and find themselves having difficulty existing in a society that doesn’t believe what she’s seeing and hearing actually exist. The lucky ones are discovered by other Shamans before they end up in a psychiatric ward. Even those that learn about what they really are and what they’re dealing with find it difficult living among modern society as an intermediary, often finding themselves living dual lives. Whatever their origin, Shamans find most of their magic involves ending up in a trance or similar dissociative state, aided through anything from rhythmic music to hallucinogens. The depth of this state can vary, of course; quick, minor rituals may involve little more than a momentary clearing of one’s thoughts, for instance. Strength: Shamans are adept at dealing with spirits; any social rolls or Supernatural Merit activation rolls that involve dealing with spirits in some way gain a +1 bonus. Weakness: Shamans are forced to live dual lives, seen by spirits as easily as they are by the mundane people surrounding them. They’re permanently Resonant to any spirit, making them inherently noticeable to them. Thankfully, this is usually more of an interest than the mild hostility most spirits have for those born of flesh, but they care little about if their attention has an effect on the Thaumaturge’s day to day life. Free Merit: Visionary Trance (••) Common Merits: Astral Projection, Biokinesis, Biomimicry (Hurt Locker), Dream Travel, Ephemeral Sight, Evocation/Invocation, Familiar, Hardened Exorcist (Hurt Locker), Laying on Hands, Medium, Warding, Weather Control. Taoist Alchemists Taoism is a combination of psychology and philosophy that eventually was formed into a major religion. The base element of it involves finding a way to sync oneself up to the flow of the multiverse, acting in perfect accordance with the way they’re meant to exist within the world in order to return to the state their spirit held when still a part of the Tao. Beyond that, it has expanded to a complex study of the human condition, consciousness, perception, and state of being. While Taoism has dwindled in the centuries since its inception, and the use of the magic empowered by its philosophies further still, practitioners can still be found around the world. Even then, many Taoist spiritualists find themselves performing something more akin to Shamanism than the forms of Alchemy boasted by practitioners of Wai-Dan and Nei-Dan. Most forms of magic practiced by Taoist Alchemists come down to the perfection of the mind, body, and spirit, bringing it to a state close to the Tao or bringing aspects of the outside world to it instead. Some manage to perfect this to the point of taking on spiritual forms and returning to the Tao, and others instead seek out immortality, detaching from the typical expectation of their mortal spirit. While they don’t rely on complex rituals in the same way that Ceremonial Magicians do, Taoist Alchemists nonetheless do find themselves heavily dependent on time, focusing their minds over long periods and working their body in ways that simply don’t work instantaneously without an extraordinary degree of effort. Strength: Centering the mind is an important step for Taoist Alchemists; on any day that they’ve Meditated, even as a prerequisite to a Supernatural Merit, they gain a +1 bonus on all Supernatural Merit activations. As well, due to the way Nei-Dan works, Biokinesis ••• acts as an optional, replacement prerequisite for the Ephemeral Transmutation merit (pg. 14). Weakness: Taoist Alchemy is rarely done quickly, and when it must be, it relies on sheer force of will to get their body and mind in the proper state for it. When using a Supernatural Merit with an instant activation and no more than a turn of preparation, it costs the Thaumaturge a point of Willpower even if it wouldn’t normally. This does not affect those powers that already cost Willpower. Free Merit: Biokinesis (••) Chapter Two: Abnormal Development 27 Common Merits: Alchemy, Aura Reading, Channeling, Countermagic Ward, Ephemeral Transmutation, Geomancy, Laying on Hands, Longevity, Luck Magic, Medium, Omen Sensitivity, Warding. Vodoun Vodoun, more than any other of the Traditions described here, is often misunderstood. Hollywood, western faiths, and even certain denizens of the supernatural world perpetuate strange, dark stereotypes of them, most of which have little basis in reality, or that, if they do, warp and skew it to make the practice as a whole, rather than individual practitioners, look inherently immoral. The practice itself has been suppressed and vilified over the years, and because of this, modern, actually capable Thaumaturges practicing it are few and far between. Despite the popular culture, the primary purpose of most voodoo is to provide healing (whether spiritual or physical), and either gain or offer wisdom. Practitioners make offerings to the Loa, whether in the form of sacrifices, clothing, and rituals that honor them, or special implements favored by those strange entities. In return, the Loa will temporarily find their way into the practitioner’s mind (or body), offering insight or altering the world around them in a way according to the ritualist’s desire. Of course, stereotype or not, not all practitioners work to offer healing and insight. Bokor are often 28 Second Sight: Third Eye willing to seek out whatever magic will provide them the most benefit, or draw in those willing to make an offering of their own. This might, in some cases, mean performing the Hollywood trope of raising the dead (usually through an inhabiting ghost) or binding a spirit into an object and offering it as a charm to those who would seek out such a service. Many Loa, of course, care little for the morality of the one making a proper offering to them. Either way, their magic relies on a connection to the Loa and those with a sympathetic tie to them. This level of openness doesn’t extend only to those the Vodoun practitioner seeks out, though, they risk the influence of any sort of ephemeral beings they find themself running into. Strength: Due to their connection to and practice in dealing with the Loa, practitioners of Vodoun gain a +1 bonus on social rolls or rolls to utilize Supernatural Merits on ghosts. Weakness: Practitioners, due to their interaction with (and being inhabited by) the Loa, are more easily maneuvered into a state of Possession. They’re treated as an Anchor for any ghost, solely for the purpose of having Manifestation Conditions applied to them. Free Merit: Unseen Sense (Ghosts) Common Merits: Channeling, Countermagic Ward, Curse Effigy (Hurt Locker), Ephemeral Sight, Evocation/Invocation, Laying on Hands, Luck Magic, Medium, Omen Sensitivity, Soul Jar, Warding, Weather Control. Thaumaturge Merits Thaumaturges gain 1 dot of their defining merit (Thaumaturgy) for free in addition to any merits gained from their Magical Tradition, and are otherwise created the same way as any other Mortal character. Thaumaturgy (• to •••••) Prerequisite: At least one Supernatural Merit that requires activation. Effect: Thaumaturgy is the practice of ritual magic, whether through the lens of one of the Traditions or through the improvised magic of a self-taught practitioner. It has several scaling effects: • Thaumaturges can utilize instantaneous powers as rituals, extending the time taken in order to lower the impact it has on their minds. When activating a Supernatural Merit of a level equal to or lower than their Thaumaturgy rating that usually requires only an instant action and no more than a turn of preparation, the Thaumaturge may meditate (or perform a similar sort of ritual) beforehand in order to remove any Willpower point cost from the activation (if it would normally cost more than one point, multiply the time per roll accordingly; two points mean the meditation takes twice as long, for instance). This can be used even if there’s no Willpower cost, in order to allow these merits to benefit from other abilities that affect rituals. • When performing rituals (defined as either any activation using the above system, or any Supernatural Merit that naturally requires more than an instant action or turn of preparation beforehand), if they double the time required (whether per roll or of a flat period required), they may ignore penalties equal to their Thaumaturgy rating on the activation. This can even remove penalties from Resistance. • This merit acts as a prerequisite for any other Thaumaturgy merits. Other Thaumaturgy merits require a rating in Thaumaturgy equal to or greater than their own rating, unless the prerequisite lists a specific rating otherwise. Coven (• or •••••) Prerequisite: Thaumaturgy Effect: With this merit, the Thaumaturge is capable of performing rituals (per the description in the Thaumaturgy merit) using the teamwork rules, allowing covens of ritualists to assist each other in casting magical effects they all know. This process doubles the time required of the ritual (either per roll or of any flat period required) but affects each member of the coven participating in the case of powers that normally only affect oneself. With the one-dot version of this Merit, every coven member must be a Thaumaturge that has both this merit and the one being cast. With the five dot version, only the leading Thaumaturge needs to have this merit, other Thaumaturges don’t need to have the Supernatural Merit, and non-Thaumaturges can be included if they have the Supernatural Merit being used. Drawback: Differing methods of magic can interfere with each other. For each member of the coven assisting in the ritual that relies on a different tradition from the leader (those lacking one may count), the leader suffers a -1 penalty to their roll. Skilled Thaumaturges still often are better off with “clashing” help, but there’s always the chance of a participant doing more harm than good. Dream (• to •••••) Prerequisites: Thaumaturgy, Composure •••, Wits ••• Chapter Two: Abnormal Development 29 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 ••••) Prerequisites: Thaumaturgy •+, and Medium or Unseen Sense (per type of entity) Effect: Unlike typical mortals, who at best might manage to Invoke a Spirit to act as a somewhat suspect protector, Thaumaturges can forge a bond with an ephemeral entity, which can be any sort of ephemeral being the Storyteller deems is willing to create such a bond, with a Rank no higher than half the merit rating. The Familiar inherently gains the Familiar Manifestation Condition upon purchasing this merit, and will generally act as a willing partner (not servant) to the Thaumaturge. Familiar Manifestation Condition The entity has been bonded to a thaumaturge. It may use any other Manifestations freely, but is protected from Essence bleed. The entity and its bonded thaumaturge may use one another’s senses with a reflexive action, and can use their powers through each other’s senses by spending a point of Willpower. If an entity under the effects of Familiar is discorporated, it will reform in a location the Thaumaturge has previously performed a ritual within, generally the spot most important to them. Causing the Condition: This Condition is created with a purchase of the Familiar merit. Ending the Condition: This Condition only ends upon a mutual termination by the entity and the Thaumaturge. 30 Second Sight: Third Eye Longevity (•••••) Prerequisites: Thaumaturgy, Medicine •••+, and Biokinesis ••••+ or Alchemy ••••• Effect: An effect beyond the reach of most practitioners of magic, your character has learned to create a substance that relies on strange alchemical or biological principles that allow the imbiber to live a far longer life than is normally possible for a mortal. Creating the elixir requires materials of Availability ••• or more, a point of Willpower, and an extended Intelligence + Medicine roll, with a target of 10 successes, or 20 if the target has already lived beyond their natural lifespan (Storyteller discretion, but you can usually assume 80 years or so). Add five to the target if the intended recipient (who always must be predetermined) is someone other than the Thaumaturge himself, and add ten more (15 total) if the intended recipient has no supernatural abilities; the intended recipient of a given dose of elixir must be decided upon creation, and it will only work for that individual. Upon consumption by the intended target, they’ll cease aging for a period of time (see Suggested Modifiers, below). This elixir does work on supernatural beings that can die of old age, but has no effect on the undead or otherwise already immortal. Suggested Modifiers: Substance halts aging for a day (-0), substance halts aging for a week (-1), substance halts aging for a month (-3), substance halts aging for a year (-6), mercury and gold are used as ingredients (+1), vampiric vitae is used in the elixir (+3, but bonds/addicts normally), target is not human (-2). Magical Nexus (• to •••••) Prerequisites: Thaumaturgy •+, Safe Place Effect: A Magical Nexus is a place of mystical power, where supernatural energy either flows through in large amounts, is produced at a central point, or comes through from another realm altogether. This can include Loci, Hallows, Cenotes, and any similar places of power, but for the most part their benefit to a Thaumaturge is the same (although you may want to define what it specifically is with your Storyteller, for the sake of story considerations); the location’s rating is added to the dice pool of any rituals (defined as in the Thaumaturgy merit) performed there. Generally speaking, the higher the rating of the Nexus, the wider its area of influence; one dot Nexuses might be as small as a room, whereas a five dot Nexus could cover an entire warehouse. Drawback: Other Thaumaturges and more dangerous denizens of the Night may envy your claim and seek it for themselves; the higher the rating, the more attention they’re likely to draw. Special: This merit may be shared among multiple characters like Safe Place, and may pool with other merits representing Nexuses, such as a mage’s Hallow. Mastery of Minor Magic (•) Prerequisites: Thaumaturgy Effect: Any mortal is capable of some level of minor magic or ritual, if they truly believe themselves capable; abjurism, summoning, warding, charm making, and amulet crafting all carry some level of mysticism to them, raw human will being filtered through the spirit to effect change on the world, or at least to affect particular types of supernatural beings. In addition to your more specialized rituals, you’ve mastered these more “universal” spells, and gain the 9-again benefit on making use of any of them. The Storyteller is the ultimate arbiter of what qualifies. Minor Enchantment (••• or •••••) Prerequisite: Thaumaturgy Effect: When using Equipment Crafting rules to create Mystical/Supernatural Equipment (Chronicles of Darkness pg. 100, God Machine Chronicle pg. 241), you may craft equipment that provides a dice bonus of +1 higher than normal, but must use extended rules for crafting, adding 5 successes to the usual total. At 5 dots, it can be +2 higher, but requires 10 extra successes. This can go above the usual +5 limit for an equipment bonus. The character need not pay Experience for those created for themself (it’s effectively higher quality equipment), but others receiving these objects should take the Minor Relic merit below (ignoring the usual Prerequisite, but only applying to this specialized Mystical Equipment). Minor Relic (• to •••) Prerequisites: Thaumaturgy •+ Effect: Your character has access to a minor magical item, something that’s soaked up intense resonance or perhaps absorbed some amount of supernatural energy at a Nexus. Whatever the case, it provides its rating in equipment bonus above and beyond what it would normally provide. Creative applications of this merit are fine; Occult equipment that provides additional protection against magic, for instance, or Repositories that react to the thoughts of those looking through them, providing a further bonus to research, or even Housing of a particularly eldritch “feel” are all fine. This bonus can go above the normal +5 limit for equipment. Prolonged Magic (•••••) Prerequisite: Thaumaturgy Effect: You’ve learned to channel additional power into your rituals, allowing them to remain in effect for much longer than normal. By taking a -2 penalty and spending an additional point of Willpower (ignoring per-action limits, if it already costs one) when casting a ritual (as defined in the Thaumaturgy merit), you may extend the duration of the power as follows: scene-long effects last a day, day-long effects last a week, week-long effects last a month, monthlong effects last a season, and season-long effects last a year. If the power wouldn’t last any of those amounts of time, exactly, round down to the nearest “step” before upgrading it (e.g. three days becomes a week). This has no effect on rituals that would last less time than a scene. Scaled Ritual (•••) Prerequisites: Thaumaturgy, Wits ••• Effect: The Thaumaturge has learned to expand the scale of their rituals, using more elaborate and practiced magics to affect more than the usual single target. When casting a ritual (per the definition in the Thaumaturgy merit) that has a single target, they may take a -2 penalty to both any preparations and the activation itself, representing a more complex spell, to become able to target a second individual (or another type of target, as appropriate). Use the highest of any Resistances, add any other penalties that apply to either together, and compare the successes separately against each target if the power’s contested (but only roll once). The power otherwise affects both targets the same way (barring different success/failure on a contested roll). In the case of rituals that normally only target the Thaumaturge themself, the second target must be touched at the end of the ritual and be present the whole time. Sympathetic Magic (••••) Prerequisites: Thaumaturgy, Occult •••• Chapter Two: Abnormal Development 31 Effect: Your character is able to perform rituals at a sympathetic distance, that is, on those not present for the ritual, but who can be targeted with the aid of a focus of some kind, representing the target or perhaps even being made of a piece of them. For any ritual (as defined by the Thaumaturgy merit) that targets another individual, object, or singular point of a location, but that normally must rely on sensory range, the Thaumaturge may take a penalty according to the closest sort of connection they have to the target to use the ritual at a distance. If you don’t know the name of a targeted individual (if appropriate), increase the penalty by an additional -2. • Sensory/Connected: The Thaumaturge is able to see the target for the entire ritual, but not through their own natural senses, or has something that is sympathetically the same as the target (like a Familiar or their original soul). Take a -2 penalty on the roll. • Strong: The Thaumaturge has something closely metaphysically linked to the target, such as their spouse or lifelong friend, a (permanent) magic item created by them, bodily samples (hair, blood, etc.), a piece of an object or location, or something of a similar relationship. Take a -4 penalty to the roll. • Medium: The Thaumaturge has something linked to the target, such as items imbued by their 32 Second Sight: Third Eye magic or powers, a friend, lover, or close colleague, objects of emotional significance or close connection, or something that similarly has a fairly obvious tie. Take a -6 penalty on the roll. • Weak: The Thaumaturge has access to something barely connected to the target, but that still has some level of tie, like something previously affected by their powers, casual acquaintances, belongings that have been used at least once or that touched or were placed by the object/area for a significant period of time, or something that closely represents them, like a picture taken. Take a -8 penalty on the roll. The Thaumaturgy merit can reduce these penalties as normal. Any connection less than Weak makes the ritual impossible. Note that this merit is not needed for rituals that already can target distant individuals, like Clairvoyance and Luck Magic. Drawback: Supernatural beings often have a sense for sympathetic magics targeting them, and so attempting to harm them from afar can still be dangerous. Vampires sense Sympathetic Magic like they do Blood Sorcery, Werewolves treat it like a weak (-3) trail they can follow, Mages find their Peripheral Senses triggered at the start of the ritual, and other Supernatural beings will sense it in a way appropriate to their own unique senses, at Storyteller discretion. Chapter Two: Abnormal Development 33 Chapter Three: Chapter Three: What Not WhatShould Should Not Be Be “Nothing is more frightening than a fear you cannot name.” - Cornelia Funke, Inkheart There are entities out there stranger than the most detached spirit, warped ghost, or inscrutable angel. Beings whose very existence strains reality around them, and whose appearance can warp the minds of those who see them. They want little more than to control, warp, or destroy our universe as we know it, or to take hold of it and make it into something reflecting their own inner chaos. These primordial forces, these creatures from the darkest, deepest depths of the universe, whether through malice or alien nature, cause untold suffering to humanity whenever and wherever they appear. Yet some people, those with twisted minds and nihilistic morals, welcome these creatures. They call them forth, inviting them into the world, and perhaps even worship them like mad gods. Most who stand against these strange intruders into reality face off not against the beings themselves, but the mortals they’ve drawn before them and warped to their purpose. The strange ritualists hidden in hovels, calling a strange taint on the area around them. The groups of “criminals” in the night, swiping objects that have seemingly no value from highly protected places. The shadowy figures meeting in abandoned buildings most won’t go anywhere near. While ultimately, the eldritch beings that are being sought out are an untold danger that will need to be brought down and defeated, no chance of that presents itself until the servitors they’ve built up have been dealt with first. Things That Should Not Be Before the Cult or any Reality Blasphemy can be created, the entity that they serve, admire, or simply attempt to mirror the discerned goals of needs to be created. There are countless variations on the types of entities that come from the spaces between, outer dimensions, and the void itself, but a loose “catalog” of the more common types exists. The following should not be considered the only types of Things That Should Not Be, but they form a wide basis of possibilities, and the most common types (if any could be called “common”) for the PCs to run into. As usual, the Storyteller should feel free to come up with new types altogether, or even to blur the lines between what’s found in these pages; perhaps what first was thought to be an Outer Demon was really just reflecting some flaw in the universe, for instance. 34 Second Sight: Third Eye Alien Gods Effectively ephemeral deities that fall under no known classification for such beings, these minor gods exist out of phase with time and space, intruding into our reality for reasons unknown, often requiring very specific culminations of temporal and physical circumstances to even begin to reach out to those in this world. They’re one of the most likely to be able to speak in languages understandable by humans, and as such are the ones that attract the largest number of Cult leaders to their cause, although lone Reality Blasphemers are fewer and farther between. When lacking a manifestation in this world, they exist stretched across multiple dimensions and layers of reality, our own realm acting almost hostile to their presence. They work indirectly, relying on the Cultists that follow them more than any direct intervention, and in the rare times they do manifest, it’s briefly, taking the forms of strange amalgamations of plant, animal, and matter that never feel quite right to those that observe them. Mechanically, Alien Gods can typically offer a large number of Rites of any level to their followers, although Reality Blasphemers are fewer and farther between, due to the indirect way they act upon the world. Often, Alien Gods are higher Rank when they take ephemeral form (see below), often 5 or even 6. Chaos and Creation Beings Despite often representing little more than raw chaos and potential, Chaos Beings are often the more fathomable, understandable entities that individuals might cross the path of, as the nature of Chaos and primordial Creation is native to our universe, and thus can be conceived more easily by its inhabitants. However, they’re still inimical to the universe as it currently exists, as raw Creation and manifestations of Chaos, when unchecked, can have a devastating effect on its inhabitants and the laws that govern it. Their followers are attracted to them through the promise of never-ending orgiastic bliss, boiling down their existence to little more than an endless flow of pleasure and creation. Such beings never take on a physical form, as they can’t properly conceive them in the same way that certain other types of entities can. While they don’t fracture themselves over all of creation like alien gods, they nonetheless remain detached, slowly seeping in through as many points of ingress as they can forge in the world, steadily increasing their influence and destabilizing the world as they enact their vision on it. These beings favor Reality Blasphemies more than complex Cults, and often only offer a few Rites to their followers, but a large potential number of Powers for those that allow their masters to warp them in their image. These powers and abilities, though, are usually very physical, more apt to provide an enhancement of their bodies than more ephemeral capabilities. Demons of the Outer Realms Not to be confused with the corrupting influences of the Inferno, or the mind-born goetic tempters found in the astral, these inimical creatures have a hatred for the concept of life itself, their nature grating against it like sandpaper whenever they come too close to it. Many, as such, seek to snuff it out, but are patient, willing to make use of such living beings to assist with a grander level of destruction. Of particular note, though, is the fact that these distinct entities are often more fathomable, and indeed, more easily controlled and destroyed, to the point of causing no small number of arrogant “demonologists” to attempt to summon and bind them to their will. More often than not, however, they rely on human mythology to guide their rituals, which these creatures lie entirely outside of, allowing them to resist the flawed magic and subjugate the summoners themselves, giving them their first foothold into the world. As such, they’re the entities most likely to be “physically” involved with their Cults, in one form or another. As such, while high-level Rites and a multitude of Dread Powers for the Cults and Blasphemers that follow them are often off the table, Demons are often able to intervene directly with more ease, taking on physical forms and using their powers directly to assist their followers in enacting their will. Flaws in Reality Less distinct entities and more minor flaws in the makeup of the universe itself cascading upon themselves, these quantifiable phenomena are often anthropomorphized by their insane followers, called “blind” or “idiot” gods, treated like beings that do little more than tear down the fabric of reality. But this is not because of any great revelation provided them, but simply the tendency of the human mind to assign an intelligence to such a force, the same sort of people that form cults and religions describing the Chapter Three: What Should Not Be 35 creation of the universe ascribing a personality to its destruction. The strange culminations of these flaws, despite lacking an actual will of their own, still sometimes do spawn lesser entities or “children” in the wake of their “failures”. These entities are almost paradoxes in a way, the last lingering vestige of a species or phenomena that has fallen away from the universe, or a law of physics that no longer exists given some strange form. They lack a directed purpose, seeking only to further destroy or tear things down, but they can often be bound more easily by those that follow the Flaws they were given birth from. Lacking any true consciousness as they do, Flaws cannot provide Rites to their Cults, and any Dread Powers their Blasphemous followers gain are more incidental than a blessing. However, the widespread nature of what they are allows many of their Cults to learn to steal or adapt Rites from other sorts of blasphemous beings, putting them to use and claiming them as their own mad god’s gift to them. Forces of Entropy The inverted mirror of Chaos and Creation Beings, rather than imposing unchecked creation and raw chaos into the universe, these strange, unknowable (if still technically “conscious”) entities break down what’s been created and given order, forcing it to decay into nothingness or be more blatantly sucked into the void that is its own existence. Whether this is because of some hunger for reality or hatred of it is hard to say, and in the end, it matters little to those faced with the actions of such creatures. Despite their foreign nature, these Forces can take on apparent personalities that may be relatable to some nihilistic individuals, having a sort of subtlety and patience to them that allows them to slowly infect the populace, preparing it for the inevitable collapse of the surrounding world. Their worshippers often have an inherent hatred for reality (or at least a specific part of it), fully aware that they’re dooming humanity to being cast into the void of nothingness that they’re empowering. Entropic beings like these, despite their nature as something that erodes and destroys, may still gift Rites and Dread Powers to their followers. They can’t offer as many Rites as Outer Gods, nor as many Dread Powers as Chaotic Beings, but both Cultists and Blasphemers find a variety of dark magics to call upon when they serve these creatures of destruction. 36 Second Sight: Third Eye Ephemeral Systems While the strange entities that act as the patron to strange Cults and lone Reality Blasphemers can vary, from alien entities to beings of pure chaos, they all follow the same basic rules. Most Things That Should Not Be (referred to as “Others” in shorthand) use the game systems for Ephemeral Beings (Chronicles of Darkness, pg. 124), with a few changes relating to their unique nature, as follows. Twilight Others have their own phase of Twilight, separate from ghosts, spirits, angels, goetia, and anything else beyond their own kind. Powers and abilities that work on Twilight in general will affect them or allow perception of them, but those targeting a specific phase need to be designed anew to work on them. Rank Generally speaking, Others that act as a patron to Cults and Reality Blasphemers are at least Rank 3, although minor creatures created by or otherwise serving more powerful beings might be of lower rank. Truly reality-shattering entities can end up as high as Rank 6 or 7. The mechanics otherwise remain the same. Essence Others regain Essence similarly to angels, through appropriate offerings and sacrifices. They avoid Essence bleed through a condition called “Corruption”, which works similarly to Infrastructure, but represents the influence of these strange outer entities, not the God-Machine, and is usually specific to an entity (Tagged as “Corruption (Zhuidhro),” for instance). It never occurs naturally, but cultists can build it up normally (as can an appropriate Influence at 4+), after which it can be progressed through the Manifestation conditions through normal means. Advantages Like Spirits, Others lack Virtues, Vices, or Integrity, and regain 1 Willpower per 3 Essence regained. Language Some types of Others may speak human languages, but many rely on indirect forms of communications: visions, strange signs, and emotional impulses implanted into their followers. The Elder Tongue Rite (pg. 42) can allow a ritualist to comprehend such beings no matter how they communicate. Bans and Banes Others often have strange Bans and Banes, perhaps only tacitly relating to their forms or goals, and often rely on a lot of research and specific circumstances to fully be taken advantage of. Decide their Ban/Bane as if they were a Rank higher, without feeling any need to match it to their nature, and similarly set any threshold for research into them using the higher effective Rank. Influences The Influences attained by Others are often very general and thus powerful in their utility. Chaos beings might have an Influence over Fate itself, whereas a Reality Flaw’s child might have an Influence over Matter as a whole. They otherwise work normally. Manifestations Reality Blasphemies always gain Reaching as their free Manifestation instead of Twilight Form and may apply it to anything or any location with the Corruption condition attuned to them, instead of themselves, as their own “realm” lacks a direct analog, unlike the Shadow of Spirits. They typically lack any sort of Gateway Manifestation, relying on Cultists performing strange Rites to bring them across. However, the nature of these Others does provide one inherent way to understand them; in the same way their Cultists come to learn from them, so too can those opposing them, by letting such a creature touch their mind. When such an entity causes a Breaking Point for a character, if the Breaking Point roll is successful, an extended “research” roll can be made to put together the fractured hints, symbols, and visions that flooded their mind, requiring the normal number of successes. Abjuration, Exorcism, Binding, and Warding These systems all work normally, although the nature of these beings does mean learning to make a proper ward can be difficult — if the substance is even something that can be found to begin with. Summoning Summoning is not possible with all Others, as most Alien Gods and Reality Flaws are too far removed to truly manifest physically, but for those that can be called (which must always be Rank 5 and below, and have the Twilight Form manifestation), the system works similarly, relying on Corruption instead of other Manifestation conditions. However, those that would rely on a Gateway of some sort to cross into our world must be summoned with the appropriate Rite (Compel the God, pg. 45). Numina Others gain Dread Powers instead of Numina (though may still choose the “Numen” power), receiving the same number of them as other Ephemera would receive Numina at the same Rank, and they have a few unique Dread Powers they can choose from (see below). The dice pool they use is always Power + Finesse, and they may spend Essence in place of Willpower. They may still trade these Dread Powers for dots of Influences and Manifestations. Research As mentioned, research rolls treat Others as if their rank was one higher (needing 25 successes if their effective Rank becomes 6), due to the obscurity of most of their weaknesses. As well, “new” creatures are all too common, making research an impossibility. Chapter Three: What Should Not Be 37 Manifest Horrors Certain Things That Should Not be might take on more solid forms on a permanent basis; Demons of the Outer Darkness (see above) are especially likely to take such a form when drawn fully into our reality. In these cases, use the rules for creating Dread Horrors (Chronicles of Darkness, pg. 140) for such beings, who will almost always have a Potency of at least 5, if not more. As with Ephemeral versions, they have access to some unique Dread Powers, which they can offer to Reality Blasphemers that follow them. These creatures will always still have a Bane and Ban, however, and thus can be subjected to Warding and Binding, and still lack a Virtue and Vice. It’s generally not recommended to use the “Brief Nightmares” system (Chronicles of Darkness, pg. 143) to represent Others, but their servants and spawn can safely be represented with those systems. Stranger Things Sometimes, Others aren’t anything truly quantifiable, and existing game systems might not seem appropriate for them. Flaws in Reality, especially, may simply work akin to a system of Tilts imposed on reality and a “Ban” that will cause it to cease to exist. The Storyteller shouldn’t feel confined to using Ephemeral or Horror systems, nor to relying wholly on the Core or this supplement for where they gain their Dread Powers and other abilities. Things That Should Not Be are rarely confronted directly, and if they are, they should shock and confuse the characters and players alike, rather than following predictable patterns. 38 Second Sight: Third Eye Dread Powers The following Dread Powers are unique to Things That Should Not Be, and the Reality Blasphemers that follow them. Remember that dice pools can vary per entity and character that uses them. Dread Powers from the Chronicles of Darkness core book and other sources can be taken for Others and their Blasphemers as the Storyteller deems suitable. Crushing Will The creature is capable of imposing its raw will over the minds of others for short periods of time. Spend 1 point of Willpower and roll its dice pool against the target’s Resolve + Supernatural Tolerance. For one turn per success rolled over the target’s, the creature is able to control them like a puppet with a reflexive action. This only allows physical actions to be forced, and so cannot be used to activate their supernatural abilities or perform mental or social actions. Sign of Madness This Power allows the creature to create a symbol representing it, akin to the Sign Numina, but it costs 1 Willpower and can be used at any distance (if ephemeral, it may be used with the Reaching Manifestation, but relies on the Corruption condition). It can’t be altered much from a single chosen symbol (beyond applying to different mediums) but provides a +5 equipment bonus for the creature or those aligned with it to Intimidate others, or to Force Doors in social maneuvering. Tentacles (• to •••) A variation on Natural Weaponry, the character has tentacles, which act as 0 Lethal weapons that gain a bonus equal to the Power’s rating to establish a grapple and to any grappling maneuvers. Word of Power The creature is capable of uttering a word in a strange, blasphemous tongue that scars the mind and soul of those that hear it, mortal minds unable to process it properly. The creature spends a point of Willpower and rolls its dice pool, resisted by the highest Composure of any who can hear its natural voice (powers and technology will not improve its range). For each success rolled, those affected take 1 bashing damage, which bypasses any armor or protection that isn’t somehow mental in nature, as their bodies and minds twist and contort, blood flowing from their ears and bruises forming along their veins. A character that is entirely deaf or otherwise unable to hear any amount of the sound, or that has a dot of Reality Blasphemer or Mystery Cult Initiation for a Thing’s cult, is not affected. Cults and Followers Things That Should Not Be rarely have any ability to influence the world in major ways without some level of assistance. There may be a few small places their influence can break through, however, people whose minds are attuned to the otherworldly, or whose dreams touch upon strange realms. With a few promises of power (or a few well-placed lies) directions can be passed along to slowly grow their impact on the world. Note: The following options are, by default, available only to Storyteller characters; not only are they dark, antagonistic options, but Rites and Powers are a bit more powerful than most other Supernatural options available to mortals, and are designed around the idea of antagonist NPCs, not PCs, using them. With Storyteller permission, however, PCs may be allowed to take the Independent Dabbler merit (see below). Mystery Cults The Cults of the Others are effectively very deranged, blasphemous Mystery Cults, and for the most part, they’re designed the same way. The Purpose and Doctrine are generally going to be defined by their patron, whatever task and philosophies the Other has set up for them, or whatever Purpose and Doctrine they’ve surmised from mad revelations they’ve claimed regarding its nature, in some cases. Cults of The Things That Should Not Be don’t require a Relic, though many will nonetheless gravitate towards one, whether an actual piece of their god or something merely representative. The primary benefit beyond the usual mechanics of a Mystery Cult, however, is the availability of Rites. Depending on the Thing involved (as described in the Blasphemous Beings section), create a list of Rites (see below) that the Cult has access to. Purchasing a Rite requires 1 Experience per dot of its rating, and requires that they have a Mystery Cult Initiation equal to or greater than that rating. In some cases, Chapter Three: What Should Not Be 39 Cults of the Others may provide Rites automatically as benefits, granting them similarly to dots of merits (so a 1-dot Rite could be granted at levels one or two in Mystery Cult Initiation, for instance). Rites all inherently count as rituals for the purposes of the Thaumaturge Merit Template (pg. 29); indeed, many Cultists that focus heavily on their magics will become Thaumaturges, and those that do treat their Cult as their Magical Tradition, gaining two dots of Rites for free (feel free to come up with unique Strengths and Weaknesses for a Cult’s Thaumaturges, depending on the entity they follow). Similarly, while Cultists don’t inherently gain access to the Dread Powers of those that command them (see Reality Blasphemy for that, below), some Cults might provide them as benefits. One Power can be provided at level 3 of Initiation, and two can be provided at four or five. This is particularly common for Chaos or Creation beings, especially. To note, Supernatural creatures can and often do join up with such Blasphemous Cults. While characters with a full Supernatural Template are incapable of buying Rites, they may still benefit from Rites and Powers granted directly by the Mystery Cult Initiation merit itself. Of course, most Supernatural Creatures are likely to use the Mystery Cult Influence merit instead (Mage: the Awakening, pg. 103; the Storyteller might allow characters other than Mages to take this merit), representing a willingness to benefit from these dark magics but perhaps not directly serve such creatures. Drawback: Being a part of a Blasphemous cult is never easy on the mind. Cultists of Things That Should Not Be suffer a breaking point for each dot they purchase (this applies to alternative Integrity equivalents at Storyteller discretion). Reality Blasphemies Congregations of religious servitors aren’t the only ones that find themselves following or being influenced by these strange entities. Those that are directly altered by Blasphemous beings are a bit different; touched so intimately by the dark gods they serve, they become Reality Blasphemies, dark conduits of the power of these creatures, barely contained within a mortal body. It’s also possible for someone to end up dabbling into dark rites and the strange abilities; this isn’t quite as dangerous as delving fully into a Cult or giving oneself over fully to the Others, but it’s still far from safe and reliable. 40 Second Sight: Third Eye Reality Blasphemy (• to •••••; Supernatural) Prerequisites: Mortal Effect: Reality Blasphemy provides two benefits. To start with, they may learn the Rites of a single Thing That Should Not Be, for the same cost as a Cultist. However, their primary benefit comes from the blessings they receive directly from their patrons, who alter them in ways according to the purpose they have in mind for their “chosen” servants. For each dot in the merit, they receive one Dread Power known by the Thing That Should Not Be that they’ve chosen. This merit may not be taken more than once; none of the Others will allow for such split loyalty. Drawback: Reality Blasphemers always have the Corruption condition for all Things That Should Not Be, and are Open to their own Patron and the entities that serve it. For those patrons that are built as Dread Horrors, they instead are always aware of the exact location of Reality Blasphemies attuned to them. As well, for each dot in the merit, the character suffers a -1 penalty on any Breaking Point roll made that has anything to do with their service to their Blasphemous patron. Independent Dabbler (••, ••••, or •••••; Supernatural) Prerequisites: Not a Reality Blasphemy or in a Cult of a Thing That Should Not Be Effect: Through careful study of what makes Blasphemous Beings tick, you’ve managed to learn just a bit of the magic that they normally reserve for their followers and servants. You gain one Blasphemous Rite (see below) of level 1 at two dots, level 2 at four dots, or level 3 at five dots. This merit may be taken more than once, choosing a new Rite each time. Drawback: Borrowing the power of these beings is not without risk. For one scene after you’ve utilized this Rite, you take the Corruption condition tied to the entity you stole it from, or a materialized Other gains a +3 bonus to tracking you for the same time period. Blasphemous Rites What follows is a small sample of Rites that Things That Should Not Be can offer their followers, but the Storyteller should feel free to come up with more, perhaps pulling them from the magics of other Supernatural creatures. A Rite costs 1 Experience per dot in its rating, and each one is effectively a Supernatural Merit, for all purposes. This does mean that Supernatural creatures cannot, by default, make use of them. However, those that are part of a Blasphemous Cult may use those Rites directly granted by that Cult’s Initiation benefits. All Rites use the same basic system, although the exact activities, implements, and ritual ingredients will vary between them (listed as the “Offerings” of each ritual). Mechanically, 1 point of Willpower is spent, and an extended Intelligence + Occult roll is made, with 2 successes needed per level of the Ritual. Each roll represents a half-hour of time spent (unless the ritual says otherwise), and this is not modified by merits that alter the time taken for mundane extended actions, like Good Time Management. Unless a Rite mentions otherwise, the target of a Rite does not need to be present for this ritual, but if they aren’t, An arcane connection is needed; this can be either a part of the target’s body (such as hair, fingernails or an eyeball), or an important and symbolic possession of the target (such as the glove with which he used to play baseball with his now-dead father, or a wedding ring). If a victim succeeds at their resistance roll against the ritual, they can’t be targeted by the same one by the same ritualist for 24 hours. Note: For the names listed below, any mention of “the God” in the name should be replaced with the name of the specific Other that empowers it. So, “Unblinking Eye of the God” becomes “Unblinking Eye of Elar’hdi” when learned from that entity. Roll Results Dramatic Failure: The ritual immediately fails, with all progress lost. The ritualist suffers a breaking point at a -1 penalty, as the clumsy attempt at such dangerous magics cracks open their mind. Rites taken from Others that pay attention to their cultists might also cause the Corruption condition and a bit of unhappy focus from the ritualist’s patron. Failure/Success: As normal for extended rolls. If the extended action is successful, the Rite is enacted as described. Exceptional Success: The caster may either reduce the time taken for any remaining rolls by one half (minimum of 1 turn, for shorter Rites), gain the Connected condition for those connected to the Other that provides the Rite, or gain the Exceptional Success result described in certain specific rituals. Apprehend the Ephemeral (•) This rite allows the performer to see and communicate with beings of any sort that exist in Twilight (of any phase) in the immediate vicinity (including Others in Twilight Form). If such an entity seeks to hide from the performer, a Perception roll is required on the ritualist’s part if hidden mundanely, or a Clash of Wills if they’re hidden supernaturally (the ritualist rolls Supernatural Potency + Wits). Many natural spirits find the use of this rite angering or terrifying, as they know the source of the power to be a crime against nature. As a result, most spirits contacted with this rite are hostile. As well, this inherently applies the Corruption condition to the ritualist. Offerings: The cultist must blindfold himself with a strap made from the caul of a fetal mammal that was aborted from its mother’s womb. Once the rite is complete, the blindfold may be removed and put back on freely for the scene in which the rite is active, but while the blindfold is off the performer may not see or communicate with ephemeral beings. Dread Voyage of the God (•) A cultist takes advantage of the sanity-violating nature of his master, opening bizarre and twisting paths that move in and out of the cracks of reality to reduce the amount of time it takes to travel to a destination. The cultist must specify the place to which he wishes to travel. He may bring others along for the journey. All must be present and touching when the rite is performed, and all must walk or run the whole distance with the cultist. Each additional traveler imposes a –1 penalty to the activation rolls. At the end of the rite’s performance, a harrowing channel opens in thin air, taking performers half in and half out of reality as they walk through bizarre and warped versions of the world to arrive at their destination. The normal time required to get to a destination is reduced by 25% (40% on an exceptional success). Note that the twisting path does not allow the cultist to bypass any blocks or wards between him and his destination. Observers who do not partake of the rite cannot enter the portal. Travelers are immune to attacks from the physical or spirit world, although direct magical efforts could still affect them, at Storyteller discretion. There is no room for dawdling once on a Dread Voyage, as the strange energies of the in-between Chapter Three: What Should Not Be 41 realm start to siphon the living energy around them. Each additional hour spent on the path beyond what’s necessary to make the journey imposes one point of lethal damage on each traveler. Unlike most Rites, this ritual only requires a single turn per roll. Offerings: A Möbius strip made of human flesh, with the name of the destination written on it with the black bile of a fish sacrificed to the performer’s deity. Elder Tongue (•) Use of this rite allows a cultist to read, speak and comprehend the alien and gibbering tongue of his master. This capability lasts 24 hours. No sane, mortal being may understand the language without the use of this rite, making it a useful tool for communications that cannot be deciphered by outsiders. The language is obviously wrong and disturbing to the uninitiated. Any hearing or seeing it know that something about it is terrifying and horrific, though those with no knowledge of the hidden world simply put it out of mind. This rite makes it possible to read ancient texts dedicated to the Others, and lends a +2 bonus to any roll that occurs in the next 24 hours to learn a rite from such a tome or to research any entities referred to by them. Note that this rite affects only the cultist who casts it, and cannot be used to give knowledge of a language to others. (Although a third-level rite called Gift of the Tongue can do so, granting knowledge of the language to all present and active in the rite at the time of casting. Otherwise, that rite is identical to this one.) Offerings: The cultist must ritually mark the bottom of her own tongue with a concoction of hemlock ashes and urine that leaves a stain for the 24 hours that the effect applies. Gem in the Garden (•) This rite allows a cultist to peer into the mind and heart of a person to see what she desires most. Not what she most loves, or what she wants most purely, but that which she hopes to control, dominate or turn to her will. Casting this rite requires an extended and contested roll against the victim’s Composure + Supernatural Tolerance, which is a reflexive and subconscious effort on the part of the target. Success grants the cultist knowledge of the target’s Vice, and each additional success above the target 42 Second Sight: Third Eye provides one Aspiration, short term goal, or relevant mental Condition (like Obsession); this knowledge will also improve the ritualist’s Impression by one step in Social Maneuvering attempts against the target within the next 24 hours, as they learn exactly what buttons to push. Gem in the Garden can be cast against a victim only once per month, and imparts new information only if a new temptation comes into a subject’s life. Offerings: Opiate incense must be inhaled during the course of this rite. Infusion of the God (•) This rite allows a cultist to profane an area, allowing it to be used more easily by their patron deity or to allow its servants safe haven there. The rite targets a single building or similar area no larger than a small house (although a three-dot version of this Rite exists that will affect anything up to the size of a large warehouse), inflicting the Corruption condition on it, attuned to the ritualist’s deity. This lasts for the rest of the Story, or until the condition is dissolved with a purification involving the Other’s bane. Offerings: The cultist requires the blood of a scavenging animal, a predator, themself, and an unwilling human to mark the area with. Mark of the God (•) This rite allows a cultist to inscribe the symbol of her lord upon a location or item, making it a ward against any other servant or child of the deity that would do her harm. This rite does not protect against the servants of other entities, much less against alien beings themselves, only against other spawn or followers of the Thing that the cultist worships. Even cultists recognize that their brethren within the ranks bear a threat to one another. Successfully performing this rite means that any such spawn or agent that comes within 10 yards of the marked place or item suffers a –2 penalty to all attacks and actions intended to harm the performer. Once inscribed, the mark lasts for one lunar month. Only one mark may exist in a given space at a time. If a new one is drawn by the ritualist, any old one is made invalid; if drawn by another individual, a Clash of Wills is made to see who’s retains power (both roll Supernatural Potency + Presence). Living people and animals can be drawn upon too, even the performer herself. No one but the performer of the rite benefits from its protection, even if the mark is drawn upon someone else. Note that a mark can give clues as to the nature of the Thing venerated, giving inspectors a +2 bonus to Investigation and Occult rolls (or an extra element to a Clue, if the Investigation system is being used). Offerings: The cultist must use 13 drops of her own blood, drawn with a ritual knife, as ink to scribe the mark. Babble of Horrid Voices (••) This rite forces the language and voice of a Thing into a victim’s mind, subjecting him to babbling, alien thoughts. The victim is left speaking in tongues, unable to communicate. Even his written word is rendered nonsensical; handwritten and typed messages come out as gibberish. This effect lasts until the next sunrise. During that time, the victim suffers the Mute condition (but representing gibberish, not an absence of their voice) and is at a -3 penalty to all Social rolls to otherwise communicate. Activation of this rite is an extended and contested roll against the victim’s Composure + Supernatural Tolerance; resistance is reflexive. Offerings: An animal or person’s tongue. Eye of the God (••) This rite causes the miasmic forces of an entity to be turned against the luck, fate or karma of a subject. A victim is plagued by minor bad luck for the next 24 hours, much of it with a malicious bent. Drivers deliberately steer into puddles to splash the subject. Vindictive bureaucrats destroy his applications. Muggers choose him rather than a rich-looking mark further down the block. The bad luck is not usually anything life-altering, but it is enough to ruin someone’s day and fill him with a paranoia that the world conspires against him. As a result, the subject suffers a –1 penalty to all Social rolls while under the effects of the rite and treats the Impression of others as one lower for Social Maneuvering (even if they don’t actually feel any worse about the character). Offerings: A large crystal carved into the symbolic form of the eye of a deity, sprinkled with tears. Harbinger (••) This rite gives the cultist a view of the future as it’s perceived by the inhuman intelligence of her otherworldly master. Essentially, Harbinger gives her a crazed and distorted — but often eerily accurate — vision of things soon to come. Such insight offers many clues as to what the future may hold, but they’re obscure and symbolic, often not showing their true meaning until an appropriate time comes; this is represented by gaining the Steadfast condition, and an Informed condition of the Storyteller’s choice. A performer may benefit from only one enactment of this rite at a time. The future revealed is never more than a few days ahead. Offerings: The entrails of a mammal that dies while the rite is conducted. Perverted Desire (••) This rite allows the performer to tap into the most perverse and destructive desires of the dark and haunted corners of the human mind, bringing them to the forefront of a subject’s consciousness while instilling a compelling urge to act on them. Activation involves an extended and contested roll against the subject’s Composure + Supernatural Tolerance; resistance is reflexive. If the cultist succeeds, the victim is subject to a horrible, grotesque urge from her own subconscious, causing the Obsession condition. This urge can be anything from eating bloody, raw meat to rolling in feces to copulating with a dead body. This doesn’t mean the victim falls reveling into a full-bore perversion, but she will often take an action she would normally consider unacceptable — sniffing at the meat or groping the corpse. This may trigger a Breaking Point, if appropriate to the character. Once the rite is completed, it afflicts the victim in the next 24 hours. No more than one application of this effect can bear on a victim at one time. Offerings: The cultist must ritually indulge in a perverted act similar to the one on which the victim will dwell. Primal Shudder (••) This rite injects the fearful taint of one of the Others into the ritualist, imbuing him with a creeping air of primal evil. When the rite is enacted, the cultist chooses one of two effects: fear or lust. Those who choose fear gain a +2 bonus on all Social rolls to intimidate, distract, confuse or disrupt people they confront, including forcing doors in Social Maneuvering. Those who choose lust gain a +2 bonus to all Social rolls to persuade, seduce, distract or deceive others, and are treated as having an Chapter Three: What Should Not Be 43 impression one higher than normal when calling upon such methods in Social Maneuvering. Either effect lasts for one day. Only one instance of this Rite may apply to a subject at a time. Offerings: The spine of a monkey, rabbit or human being. All Eyes Serve the God (•••) This rite allows a cultist to see through the eyes of a victim for the duration. The performer may see through the victim’s eyes at any time for the next day; no other sense can be substituted, only sight is available. While seeing through another’s eyes, the cultist is only dimly aware of his own body, which falls into a trancelike state. Minor environmental stimuli have no effect on his own body (such as an insect crawling across his skin or drops of water falling on his head), but aggressive actions perpetrated against him draw his consciousness back. The cultist can indulge in a subject’s senses and return to his own body as often as he likes throughout the rite’s duration; doing either is a reflexive action. Activation involves an extended and contested roll against the victim’s Resolve + Supernatural Tolerance; resistance is reflexive. Offerings: An eye taken from an innocent child. Baleful Tribulation of the God (•••) This rite brings the foul attention of an Other upon the fate and hope of an unfortunate victim, inflicting lamentation and sorrow. The subject suffers the Shaken condition, which is automatically resolved for the next important action taken by them. An exceptional success during casting also provides a -3 penalty to the next two actions after the one the condition applies to. A victim may be subjected to only one application of this rite at a time. Offerings: The sacrifice of something the cultist loves (or at least lusts after), along with a wailing prayer to his master. Betrayal of Memory (•••) This rite allows a cultist to occlude a victim’s memory of a specific event, blocking it from her conscious mind. The performance doesn’t actually erase or change the memory, it simply surrounds it with such shame and horror that the victim’s mind refuses to consciously remember it. Many victims of this rite still revisit the event in their minds, as 44 Second Sight: Third Eye occluded thoughts take on the shape of nightmares tainted by the touch of Things. But so long as the rite’s power is unbroken, the subject is unable to willingly remember anything about the event in question. Activation of this rite is an extended and contested roll against the victim’s Resolve + Supernatural Tolerance; resistance is reflexive. Success alters up to one night’s worth of memories, persistently inflicting the Amnesia condition regarding those events. This rite requires a victim to be physically present when performed; arcane connections are not acceptable. Mundane and supernatural attempts to resolve the condition (and thus restore the memory) work normally; for any Clash of Wills against a restorative effect, the ritualist rolls Supernatural Potency + Manipulation. Offerings: The victim must be forced to look at himself in a shattered mirror while words of horror in ancient languages are spoken in his ear. Dreams of Lust and Terror (•••) The cultist is able to construct a dream in which to plunge a sleeping victim. This dream can portray anything the cultist wishes, but he doesn’t control the event once it is projected. Essentially, the cultist sets the stage, puts the dream into the mind of the sleeping victim and then lets the event run its course through the victim’s subconscious. Common uses of this rite involve dreams of terror and/or perversion sent to either intimidate or inspire degeneracy in a victim. In the case of intimidation, a +4 bonus is given to the ritualist and any others aware of the dream for any roll to intimidate or to Force the character’s Doors in Social Maneuvering within the next chapter after the dream’s sent. Such manipulators can drop phrases to the subject to set her off, or prepare haunting scenes for her reminiscent of her nightmare. In the case of dreams of lust, the danger is in the dream itself. The victim is forced through a terrible, far-too-real dream wherein they enact their darkest, deepest desires; this causes a Breaking Point for the character. Such is the trap of dreams of lust and power sent by Things; their temptations scar the soul as deeply as real actions do. This rite is contested by the victim’s Composure + Supernatural Tolerance and can be imposed upon a single victim only once a month. A Lucid Dreamer may attempt to wake up before the dream’s effects come to pass, and an outside Dream Traveler or other Oneiromancer may be able to undo the effects of the dream with their own abilities; if they have a way to alter the dream, the ritualist rolls a Clash of Wills against them to avoid the dream being undone (the ritualist uses Supernatural Potency + Manipulation). Offerings: Perverted sexual acts mingled with torture and combined with opiates partaken by everyone involved in the performance. Minor Form of the God (•••) The cultist transforms a portion of his body into a wicked instrument of destruction. At any point within 24 hours after successful completion of this ritual, the performer can use an instant action to create a pair of lashing tentacles. An attack with these appendages has a dice pool equal to the character’s Strength + Brawl +2, with 9-again if used to initiate a grapple or perform a maneuver. If the character has the means to do lethal damage unarmed, the tentacles deal lethal damage as well. These appendages last for three turns (five on an exceptional success). At the end of that time, they rot, disintegrate or pull back into the cultist’s body. Offerings: A cup full of human blood mixed with the blood of a tentacled beast such as an octopus or squid. Compel the God (••••) This rite allows a cultist to compel outer things, and the servants and spawn of greater Things to obey commands for the period of one lunar month. There are actually many versions of this rite, as each version only works on a specific creature or type of creature (such as the Spawn of As’thlot or the Outer Demon Mezmenaron). Each such rite must be learned separately, although each after the first costs only half the number of Experiences as normal. This performance is divided into two rolls, both adhering to the normal extended-action rules. The first roll is to summon the Thing or spawn. If the roll fails, the Thing does not come and cannot be bound. Dramatic failure results in the entity arriving and attacking. It cannot be bound and is set free in this reality. Success results in the Thing arriving in anticipation of being bound, pulling them through a gateway or across the realm if need be. Exceptional success grants a +2 bonus to the subsequent binding effort. Chapter Three: What Should Not Be 45 Once a Thing has been summoned, it must be bound when the entity is disoriented from its trip to this plane. Binding calls for an immediate second extended roll, which is contested by the Thing’s Resistance + Rank (or Resolve + Potency); resistance is reflexive. If the creature wins, it goes free and may do as it wishes. If the cultist wins, the being must serve him for the next lunar month, after which time the entity is banished back to its original resting place. The binding roll takes only a minute per roll (during which time the entity can not act against the caster), but if not started immediately after the summoning it’s treated as a failure. Offerings: This rite requires a different sacrifice for each Thing or spawn summoned. Self-mutilation, blood sacrifice, soul pacts and large amounts of rare and precious gems, incense and wood are common. Inexorable Pull of Entropy (••••) A more powerful version of Baleful Tribulation of the God, this rite brings forth the power of a being to actively warp the patterns of luck and fate around a victim, turning the very nature of the world against her. The performer must name a specific action when the rite is enacted. The next three times the subject engages in that action, a chance die is rolled instead of her normal pool. The curse can be as general (“The next three times she next attacks me!”) or as specific (“When she next faces the Winged One under the light of the blood moon”) as the cultist chooses. The curse remains until its conditions are met. Performing the rite is an extended and contested action, with Resolve + Supernatural Tolerance rolled reflexively for the intended target. Only one such curse can apply to a subject at a time. Offerings: Two ounces of the cultist’s own flesh. Which two ounces are at the whim of his master. Sacral Invocation of the Demarcated Line (••••) This rite brings the horrid power of an Other to focus on an area (approximately a 25-yard radius), sealing it against intrusion by those who do not serve the being. A reflexive Resolve + Composure - 5 roll must be made for all intruders wishing to enter the warded area. Failure means those seeking entrance are so overcome with horror that they cannot intrude upon the warded place. Those unable to cross the line once are unable to try again until a bonus to their dice pool is gained somehow (such as learning the 46 Second Sight: Third Eye weakness of the Other invoked). Until then, the results of an original failure stand. The rite is performed on an object, which is the center of the affected area, and the item must be prominently placed. When the sign is that of an ephemeral Other, the area gains the Corruption condition. As with Mark of the God, the tools of this rite offer clues as to the identity of the Thing at work, giving inspectors a +2 bonus to Investigation and Occult rolls (or an extra element to a Clue). Offerings: The heart-blood of a human being taken within 24 hours of the rite’s performance. Touch of Doom (••••) This rite empowers the performer’s body with the horrid and unnatural corruption of her master, making their mere touch deadly. For the next hour, the cultist’s body (including any strange appendages) is treated as a +2L weapon with the 9-again tag. This damage manifests in different ways, depending on the Other from which the rite takes power. Rotting flesh, bursting blood vessels and sudden sores that eat soft tissue are all possible. Offerings: A gold and lapis knife inscribed with the symbol of the Other, with which the cultist must cut her hand. As One With Those Who Walk InBetween (•••••) This rite gives the performer the ability to become incorporeal until the next sunup or sundown, whichever comes first. While incorporeal, the cultist no longer has a physical body and is treated as a Rank 1 ephemeral Other with a Power equal to his Presence, a Finesse equal to his Wits and a Resistance equal to the higher of his Resolve or Composure. The cultist also gains any two Dread Powers that he desires, as well as one dot of an appropriate Influence to his deity, and one other Manifestation beyond Twilight Form, but never Gateway or others that allow travel through different Realms. He is limited to his normal Speed and cannot fly or otherwise travel in unusual ways without other powers, and may not utilize his Supernatural Merits or other template-specific powers while transformed. Finally, no gear or Artifacts (not even blasphemous tomes and the like) turn incorporeal, meaning they can be used only if the cultist has an ability that specifically allows him to manipulate physical tools. Like an Other or their servants, he relies on the Corruption condition to avoid Essence bleed and to build up Manifestations. The cultist can end the effect early with an extended action using the same pool used to enact the rite, and requiring the same number of successes, though not requiring a point of Willpower, and with each roll taking only a turn. Once he becomes corporeal again, the rite ends and must be performed yet again to return to an incorporeal state. Offerings: The funerary wrap of a person whom the cultist killed or to whose death he contributed. Devouring Jaws Of The God (•••••) When the cultist calls upon the power of her lord, her mouth transforms into a maw of wicked, gnashing teeth or into a puncturing needle-like feeding tube. She does not need to grapple in order to bite a victim and her mouth does aggravated damage in Brawl attacks. The maw from this rite persists for an hour after being formed, and cannot be ended early. Offerings: The cultist must bite off a chunk of her own flesh, doing at least one point of bashing damage to herself. Sample Things That Should Not Be The following are two sample Others, including their statistics, goals, cults, and what Rites and Powers they grant their followers. Zhuidhro, the Endless Maw Type: Force of Entropy Background: The earliest records of the Endless Maw appear comparatively recently, strange scrawlings and writings in only centuries-old tomes speaking of a great force seeking to urge the Earth towards its inevitable end, but the creature is far older than that. Some that speak of it claim it fell into slumber for a long period, discorporated and thought defeated by ancient sorcerers long before written records became commonplace. If that’s true, then, it means that something has woken it up, and while it’s been very slow to fully come to the fore, its influence is becoming more and more obvious to those that know what they’re looking at. Description: Rarely seen directly, those that sketch out the visions of it they claim to see in their dreams do have a common sort of motif to them, a creature born of whirling nothingness surrounding a sucking center that seems akin almost to a black hole. Storytelling Hints: Zhuidro is a comparatively calm, ancient being. It wants little more than to see the world fall into the void, drained of all of its life and energy, but it doesn’t particularly care about how quickly that happens. Still, it’s just impatient enough to want to urge the process along, if only by a small amount, and that’s where its cultists come in. Little by little, they’re given revelations as to small ways they can destabilize the world, to draw it a little closer to its inevitable end. It rarely acts very directly, but it’s plenty willing to point its followers and blasphemies towards whatever it feels might impose just a bit more entropy on the universe. Rank: 5 Attributes: Power 15, Finesse 10, Resistance 15 Willpower: 10 Essence: 50 Initiative: 25 Defense: 15 Speed: 30 Size: 25 Corpus: 40 Influences: Destruction 5 Manifestations: Discorporate, Image, Invade Dream, Possess, Reaching, Twilight Form Dread Powers: Eye Spy (through followers), Immortal, Madness and Terror, Numen (Drain), Numen (Essence Thief), Numen (Implant Mission), Numen (Stalwart), Reality Stutter, Soul Thief, Unbreakable, Word of Power. Ban: The Endless Maw must immediately discorporate and slumber for a year if brought into the presence of the earliest intact visual representation of its form; currently, there are early stone tablets scrawled with crude renditions of it that would need to be found to enact its Ban. Bane: The blood of a newborn child that was expected to die in the womb. Rites Offered: Apprehend the Ephemeral, Infusion of Zhuidro, Babble of Horrid Voices, Harbinger, Baleful Tribulation of Zhuidro, Betrayal of Memory, Inexorable Pull of Entropy, Touch of Doom, Devouring Jaws of Zhuidro Powers Granted: Eye Spy, Madness and Terror, Reality Stutter, Soul Thief, Word of Power. Chapter Three: What Should Not Be 47 Invade Dream (Manifestation) (Requires Open Condition) By spending 1 essence, the entity can invade the dreams of the target. Roll Power + Finesse, contested by the Resolve + Composure + Supernatural Tolerance of the character. If successful, the dreamscape is warped into a shape suitable to the Other, and the dreamer gains no Willpower from restful sleep, instead granting it to the entity itself. Oneiromancers of whatever sort may contest this Manifestation with a Clash of Wills. no ceremony to it, and there’s no discrepancy from it, lest eliminating you becomes the next order passed on down. Everyone, once enacted into the cult, knows their place and does what they need to do. Joining The Empty Hand tends to happen when someone catches the same hints that are provided to the cultists themselves, and look into it. Delving too far too fast, or without proper care, starts to take a toll on the mind. When the weight of what they’re discovering starts to catch up with them… that’s when the Interpreters seek them out. Zhuidhro’s Cult Calling themselves “The Empty Hand,” the cult of Zhuidro are numerous, but scattered. They may go about their normal lives for years at a time before their patron provides guidance to them. Once that guidance is given, though, they’ll do whatever is needed to bring the world a bit closer to its ultimate demise. It’s because of this that it’s so difficult to undermine them and take them head-on. No single gathering of them provides access to the whole, and the ones that pass on the entity’s will are rarely found with those enacting it. If they’re not actively working towards its goals at the time, it’s almost impossible to find them out, given how normal they otherwise tend to appear. Those seeking to undermine The Empty Hand need to be prepared to play the long game too. Purpose: The Empty Hand’s sole purpose is to enact their patron’s will, and because of this, they rarely meet and have no need to remain together. Little “pockets” of the cult are scattered throughout the country (perhaps the world), and come together only when Zhuidhro’s will is made known to those at the highest levels of the cult. Those members pass this information down to whomever needs to know it, any mission is enacted, and then they can go back to their lives once again (if the mission’s result doesn’t prevent that). Ultimately, it’s said that these acts will build on each other, until after years, decades, or even centuries, they’ll reach the point of bringing about the end of all things. Doctrine: At the highest levels of the Cult (dots four and five) are the Interpreters. They receive the will of Zhuidhro in whatever form it comes, and those beneath, the Empty Hands themselves, enact that will. There is no questioning of these orders, there’s 48 Second Sight: Third Eye Asmodayan Type: Demon of the Outer Realm Background: Asmodayan only very recently found its way into this world, and thus far, nobody’s entirely sure of exactly where in the outer void it came from, or for that matter, how it got here. No record can be found of any summoning, no rites invoking him, and it has no cult as of yet built up in its name (although individual Blasphemers are seemingly plentiful). Description: Appearing as a chitinous, eerily smiling semi-humanoid creature with an odd bevy of clawed appendages curling off of tentacle-like arms on its back, oddly lithe and moving quickly enough that the eye has trouble following it, this Demon can easily strike fear into the minds of those that do manage to witness it. Especially those that end up in its sights. Storytelling Hints: Asmodayan, through some strange outer logic, has come up with a group of 13 important individuals, all of whom are supernatural creatures in positions of temporal mortal power, that must be killed. While some mortals (Hunters especially) might normally be more than happy to let it do its work, it has no qualms about killing everyone and destroying anything between where it is and where it expects its next target to be. Its Blasphemies never are given the information about its overall goal, but may be brought to bear against individual targets. Mental Attributes: Intelligence 4, Wits 8, Resolve 6 Physical Attributes: Strength 3, Dexterity 8, Stamina 3 Social Attributes: Presence 3, Manipulation 5, Composure 2 Mental Skills: Investigation 4, Occult 4 Physical Skills: Athletics 5, Brawl 4, Stealth 5, Survival 4 Social Skills: Empathy 3, Intimidation 5, Subterfuge 4 Merits: Double Jointed, Fast Reflexes ••, Fighting Finesse (Natural Weapons), Fleet of Foot •••, Greyhound, Trained Observer ••• Potency: 6 Willpower: 8 Aspirations: Kill the designated targets, create a new Reality Blasphemy, create a false lead Initiative: 12 Defense: 13 Size: 7 Speed: 18 Health: 10 Weapons/Attacks: Type Damage Range Dice Claws/Teeth 3L, AP3 Melee 12 Tentacles 0L Melee 12* *15 in a Grapple Ban: Asmodayan cannot cross into Holy ground of any sort, and if forced to (physically or otherwise), he starts taking one aggravated damage per turn. Bane: Pure silver that’s been left in the moonlight for a full, uninterrupted month. Dread Powers: Hunter’s Senses (targets), Jump Scare, Natural Weapons 3 (Claws, Teeth), Tentacles 3 Rites Granted: None yet. Powers Granted: Hunter’s Senses, Natural Weapons, Tentacles. Chapter Three: What Should Not Be 49 "I have always believed that such strange, inaccessible worlds exist at our very elbows, and now I believe I have found a way to break down the barriers." - H.P. Lovecraft Third Eye contains a look at the inscrutable, the flow of magic and thrum of psychic energy. The power held by mortal minds and channeled by those that can't truly contain it, but make use of it nonetheless. It features: •2nd edition rules for many of the psychic powers and thaumaturgical rituals found in the original Second Sight, including more than 25 revised Supernatural Merits. •New Merit Templates for playing Psychics and Thaumaturges. •An updated look at Things That Should Not Be and the foul abilities they grant to their followers. •Optional Rules and updated systems for characters wielding low magic of any kind.