DISADVANTAGES --
These are optional, but if you choose one, you can pick one more advantage.
✞ REPRESSED MEMORIES
You have repressed a particularly unpleasant event in the past, but the memory of it sometimes rises to the surface. It could be a crime or some horrible thing you have done, been subjected to, or witnessed. The GM will decide the nature of your repressed memory based on your dark secrets.
In situations associated with your repressed memories roll +0 to determine if the memories surface. ◦ (15+) You repress or suppress your memories.
◦ (10–14) The memories partly surface in the shape of flashbacks and/or hallucinations (Keep it Together).
◦ (−9) You completely lose yourself in your repressed memories. The GM makes a hard move and you reduce Stability (−2).
✞ PHOBIA
You harbor an overpowering fear of something. Choose the stimulus that frightens you. Whenever you confront the object of your phobia you must Keep it together .✞ RATIONALIST
You refuse to believe in anything not confirmed as fact by modern science. In addition to the other effects of Seeing through the illusion the GM may choose 1: ◦ Your presence nurtures the Illusion, making it powerful and unpredictable.
◦ Your bewildered psyche starts creating mirror images of familiar places and people in the Illusion.
◦ You attract extradimensional entities.
ADVANTAGES---
Pick two of these, with an optional 3rd if you chose a disadvantage.
✞ EYE FOR DETAIL
When you Read a Person, in addition to its selection of questions, you may additionally choose from the following: ††† What do you think of me?
††† What sort of person are you?
††† Is there anything odd about you?
✞ CRIME SCENE INVESTIGATOR (maybe this one is too obvious
)
When you investigate a crime scene roll +Reason. You get to ask questions from the list below. ◦ (15+) Ask 2 questions
◦ (10–14) Ask 1 question
◦ (−9) Ask 1 question, but your investigation leads to danger or problems later on.
Questions:
††† What was the chain of events?
††† What can I assume about the perpetrator?
††† Which mistakes have the perpetrator made?
††† When was the crime committed?
††† When was someone here last?
††† Does the crime remind me of something I am familiar with already and if so, what?
††† Who might know more about the crime?
When you Read a Person and mention a name, person, or object, you can always ask “Are you lying?” This doesn’t
use up any of the questions you may have been given from succeeding.✞ INSTINCT
When you Observe a Situation and act on the GM’s answers, take +2 instead of +1.✞ CODE OF HONOR
You abide by a strict code of honor. Decide its nature. When you take risks or make sacrifices for your code of honor,
take +1 Stability.✞ SURVIVAL INSTINCT
When you suffer a serious or critical injury yet refuse to yield, roll +Violence. On a success you may ignore the effects of
the injuries for a limited time, but as soon as that time is up you will need treatment to stabilize them. ◦ (15+) You ignore your injuries until conflict is over and may choose one:
††† Viciousness (+1 ongoing to Engage in Combat rolls for the remainder of the combat)
††† Adrenaline rush (+1 ongoing to Endure Injury rolls for the remainder of the combat)
◦ (10–14) You ignore your injuries until the conflict is over.
◦ (−9) You overexert yourself and after a few moments your injuries cause you to black out and collapse. After your next
action the GM will decide when and how you black out.
✞ ENDURE TRAUMA
You are not as easily affected as others. When your Stability decreases you always lose 1 fewer level than normal.✞ STUBBORN
When you push yourself to the limit to overcome a threat roll +Willpower. ◦ (15+) Choose 3 options. You may save up to 2 until later.
◦ (10–14) Choose 2 options. You may save 1 until later.
◦ (−9) Choose 1 option, but you push yourself past your breaking point. Decrease Stability two steps.
Options:
††† Refuse to give up: postpone the effects of a critical injury until you have made it out of the threat’s reach
††† Will over skill: roll +Willpower instead of the normal attribute when you avoid or fight what is threatening you
††† Steel yourself: break free from a supernatural effect
✞ PREPARED
When you investigate a location roll +Reason. ◦ (15+) Choose 3 options. You may save up to 2 until later.
◦ (10–14) Choose 2 options. You may save 1 until later.
◦ (−9) Choose 1 option, but you have missed or overlooked something crucial. The GM holds 1 and can spend that hold
anytime to make a hard or soft move for the location.
Options:
††† Find or create a map of the location
††† Uncover any security systems and other obstacles
††† Pinpoint the location of something you’re after
✞ KEEN-EYED
When you Observe a situation you may choose from these questions in addition to the usual ones. ◦ What weaknesses do they have that I can use to my advantage?
◦ What strengths do they have that I ought to watch out for?
✞ QUICK THINKER
When you commence a dangerous mission roll +Coolness . (15+) Choose up to 3 edges from the list below anytime during the mission.
(10-14) Choose up to 2 edges from the list below anytime during the mission.
(-9) Choose 1 edge from the list below anytime during the mission, but you’ve failed to account for something. The GM makes a move.
Edges
††† Remember something that’s advantageous in a negotiation. Ask the GM what it is.
††† You possess some equipment you can use to get out of a sticky situation. Ask the GM what it is.
††† You have special field training that would be useful in getting past one of your obstacles. Ask the GM what it is.
✞ GENIUS
When you find yourself in a life threatening situation roll +Soul to see if you can discover a way out. (15+) Choose up to 3 edges anytime in the scene while you’re still in danger.
(10-14) Choose up to 2 edges anytime in the scene while you’re still in danger.
(-9) Choose 1 edge, but you also attract unwanted attention. The GM makes a move.
Edges
††† Logical : You realize an effective way to dispose of the threat. Deal +1 harm when you exploit it.
††† Quick thinker : You realize how to protect yourself from harm. Treat it as if you’d rolled a 15+ on Avoid harm when you exploit it.
††† Rational : You realize how to save yourself by sacrificing someone else. Pick the person to escape
the threat.
✞ ENDURE TRAUMA
You are not as easily affected as others. When your Stability decreases you always lose 1 fewer level than normal.✞ FROSTY
When you roll a 10-14 to Keep it together you may keep your feelings back and postpone the effects until next scene.✞ DESPERATE
When you try to make it through against all odds take +1 on all rolls until you’re in the clear.✞ GOOD SAMARITAN
When you help another at your own expense take +1 Stability .✞ AT ANY COST
When you truly desire something you may take +2 to a roll by decreasing Stability by -2 .
✞ HEALTHY SKEPTICISM
You are good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value, until you're able to check the details yourself. + 2 on any roll to perceive a lie. It should be roleplayed as much as possible.✞ IRON WILL
You have a tremendous ability to resist outside attempts to take over your mind. +2 to resist attempts to manipulate your mind, and may re-roll a willpower roll to shake off the direct mental control. This Merit works only against direct mental control, not emotional manipulation. Characters will Willpower of 0 cannot take this Merit.If you'd like to modify any of these, or come up w/ your own, let me know! They're super easy to adjust/invent.