From NOLA: The Game that Care Forgot
Mortal Custom Content
- Breath Stealer ( ⠂⠂⠂⠂)
- At this level, a Psychic Vampire's feeding targets a crowd rather than an individual. To use this power, spend 1 willpower and roll Psychic Vampirism as normal. The roll is unresisted by Resolve + Supernatural Tolerance. Each success allows the Psychic Vampire to target one individual within their normal Breath Stealer range; each target takes 1 bashing damage or loses 1 willpower at the vampire's choice (the choice affects all targets) unless they can achieve more successes than the Vampire on a Resolve + Composure + Supernatural Tolerance roll. The vampire receives one Ephemera or Willpower per target successfully affected.
- Remote Telepathy (⠂⠂⠂)
- This 3-dot merit requires Telepathy 5 and allows the character to reach out to targets outside of earshot or even view. As an extended action with a Target Number equal to the Resolve + Supernatural Tolerance of the character to be contacted (if they are unwilling; for willing targets, a single success is sufficient), roll Intelligence+Empathy. Distance is not a factor but the psychic must have seen the target's face before in person, or possess an object that belonged to the target and at least have seen a picture if not. Once contact is established, the psychic can communicate mentally for the rest of the scene, as if with Telepathy 5, without need for further rolls or successes. If the psychic wishes to probe for secrets, they may activate Telepathy (with further willpower expenditures and rolls as necessary) as if the two were within earshot. Other Telepathy merits, such as Phantasmagoria or Mind Control, may also be activated. However, at any time, the target may attempt to expel the psychic with a Contested roll of the Psychic's Resolve + Empathy vs. the target's Resolve + Composure + Supernatural Tolerance. If the victim wins, the Telepath is expelled, takes 1 bashing damage, and acquires the Stunned tilt.
- Necromancy (⠂⠂⠂or ⠂⠂⠂⠂⠂)
- Prerequisites: Human, Occult 2, Medium.
- Effect: With the three-dot version of this merit, the character must possess either the remains of the ghost to be contacted (whole or in part) or one of the ghost’s Fetters. The character can tell on physical contact whether an item is the Fetter to a ghost or not.
- The character spends a point of Willpower and rolls Presence+Occult, and may ask a number of questions of the ghost bound to the body or Fetter equal to the successes rolled. Each of these questions must be answerable in a single sentence, and the ghost cannot answer with anything outside of its experience. It is compelled to answer truthfully and accurately to the best of its abilities, although ghosts with reduced faculties may answer cryptically or unhelpfully if they are incapable of coherently responding.
- The ghost is drawn to the remains or fetter if it was not currently in the user’s presence. A ghost without Fetters who was previously in the Underworld applies the Fettered condition to the remains used to contact it for the rest of the scene, and is not compelled to return to the Underworld until it is otherwise forced to. The ghost answers aloud, but no one who does not have the ability to hear ghosts normally is otherwise granted that ability. The ghost is not compelled to leave after answering the questions, or to avoid harm to the necromancer during the questioning.
- On an Exceptional Success, the ghost is pacified and cannot take offensive action against the necromancer or their allies for the rest of the scene.
- On a Dramatic Failure, the ghost arrives but is under no compulsion to obey the necromancer’s request for information (although it may answer questions anyway - lying or deceiving the necromancer if it wishes). The ghost is usually hostile on a Dramatic Failure unless it would be out-of-character for it to be so.
- With the five-dot version of this merit, the character can reanimate the remains of the dead. The character can create a number of two-dot Retainers equal to their dots in Occult, which represent zombies they have raised. It takes a ritual of at least an hour to raise a zombie, although multiple zombies may be raised at once. The remains are in no way repaired by this merit, and a rotting corpse or a decapitated skull do not become fresh or acquire a body. The undead created can perceive without sense organs (allowing a skeleton to see without eyeballs) and move without musculature (allowing a skeleton to walk or a skull to move its jaw) but cannot otherwise overcome missing pieces - the skull cannot move around, and a zombie with no arms may not carry things or punch someone.
- These creatures are not inhabited by any kind of ghost or spirit, and have no will of their own (their animating force being power granted to them by their creator). They have no inherent instincts toward violence (defensive or offensive) unless commanded. They will follow commands (even complex ones) but will not take actions of their own initiative, even to defend themselves or their creator. A zombie’s field of expertise includes melee combat, dumb labor, being tireless and inexhaustible, and resisting supernatural powers. They cannot be mentally or emotionally influenced except by effects that specifically target the mindless undead.
- Necromantic Preservation ⠂
- Prerequisite: Necromancy ⠂⠂⠂⠂⠂, Occult 3.
- Effect: When your character creates an undead Retainer, that Retainer does not continue to rot or decay over time. If used on a fresh corpse, the Retainer may look pale or otherwise unhealthy or unpleasant, but can pass as a human on casual inspection.
- Ritual of Binding (⠂⠂⠂ or ⠂⠂⠂⠂⠂)
- Prerequisite: Necromancy ⠂⠂⠂⠂⠂, Occult 3.
- Effect: With the three-dot version of this merit, the character learns to bind a willing ghost or spirit (of Rank 1) into a corpse, creating a more potent and intelligent servant. While the ghost or spirit retains none of its powers or supernatural abilities from before the binding, it remains capable of independent thought. The Retainer’s rating increases to 3. It must still obey commands from the necromancer, but now interprets them like any other Retainer would, and has its own ideas for how to enact them. This results in less specific control but greater versatility and personality, and consequently the field of expertise these Retainers now possess is as varied as any other Retainer.
- With the five-dot version of this merit, the necromancer binds a ghost or spirit of Rank 2 into the remains, creating a Retainer of Rating 4.
- Undead Horde (⠂ to ⠂⠂⠂⠂⠂)
- Prerequisite: Necromancy ⠂⠂⠂⠂⠂, Occult 4.
- Effect: For each dot in this merit, the necromancer can have one extra Retainer, as per the five-dot version of the Necromancy merit. These extra Retainers cannot be enhanced with the Ritual of Binding merit. The necromancer may also create a number of undead by buying the Staff merit - these staff may be enhanced by the Ritual of Binding, but its effect is purely to allow them to function much like mortal staff, for skills which would otherwise be unsuitable for regular undead minions.
- Xenomimicry (⠂⠂⠂)
- Prerequistes: Biomimicry ⠂⠂+
- Effect: Your control of your biology has gone beyond the ability to create vestigial biological defenses and into the realm of evolving truly monstrous traits within yourself. When utilizing Biomimicry, add the following as options to the table of benefits that can be chosen from:
- Tendrils or tentacles either sprout from your body or possibly one or both of your arms split apart into such. You gain a +3 bonus to climbing and grapple rolls due to their strong grip and flexibility.
- Your bones soften into something more like cartilage, allowing you to squeeze your body through openings small enough that only a Size 1 creature could normally pass through them.
- You develop some manner of gliding membrane - from your sides to your arms like a flying squirrel, a fleshy 'parachute', or some other means of catching the air while falling. You do not suffer damage from falling but instead travel half the horizontal distance that you fall.
- You develop gills or some other underwater breathing mechanism, allowing you to survive underwater without risk of drowning.