Relic Powers

Powers

The following are a selection of Powers, both supernatural
and dramatic, which can be assigned to relics as both
plot devices or, with the Storyteller’s permission, bought
by players through the Relic Merit to create unique objects
which their characters’ possess.
Each includes a point value in dots, which, along with
Durability, Bonded and other positive (or mostly positive)
qualities, adds to the cost of the Merit. These dots can be
reduced or balanced out with Costs or Curses, as explained
in the Relic Merit on p. 85-86.

Always Returns (••)

This ability gives an
object what some call a “boomerang
effect,” wherein it finds a
way to return to its keeper no matter how far away it ends
up. The object’s master can command the object to return to
him, even if the object is far out of his hands. The object may
not come with great speed – if its owner is in New York, and
the object is in San Francisco, calling it home assumes that it
takes a relatively circuitous path to come back to its owner. It
travels by seemingly mundane means: picked up as a trinket by
a Fed-Ex driver, left at a highway diner where a child absconds
with it secretly, driven across country to the point where the
parents discover the stolen object and toss it out the window
of their car… right onto the user’s front lawn as he’s standing
there picking up the morning newspaper. Note that the object
still had to travel nearly 3,000 miles and travel for 2-3 days, but
it does get to its destination.
Cost: No cost to use this Power, but at the time of
the object’s purchase or creation, a character must invest
4 Willpower points to “bond” with the device. This is a
one-time expenditure. The owner needn’t be fully cogent
of the bond forming; it can happen spontaneously (though
a player should always have the choice, even when the
character does not).
Dice Pool: Resolve + Crafts
Action: Instant
Roll Results
Dramatic Failure: The object, wherever it is, is either
destroyed or picked up by someone who invests the proper
Willpower to make it their own, thus severing the bond
with the object’s prior keeper. The severance of the bond
fi lls him with emptiness and may leave a character irritable
for a time, incurring a -1 to Social rolls.
Failure: The object does not return home as commanded.
The owner may try again in an hour at no penalty.
Success: The object travels to its keeper in whatever
way it can. It takes a journey that often comprises what
seems like a series of random events to arrive at its destination.
Exceptional Success: As with success, but the travel
time is halved. Perhaps it ends up on a plane or as part of
a literal Fed-Ex next-day delivery.
+1 If the uses knows exactly where the item is and can visualize it.

Battery of Will (•••)
An object possessing this Power can “store” Willpower points
beyond a user’s capacity, thus creating a battery of sorts from which
Willpower can be drawn in a time of need.
Cost: 2 Willpower per 1 Willpower stored
Dice Pool: No roll necessary. Once per day, the character
can spend two Willpower points to store one Willpower
point in the object. Up to fi ve Willpower posts (net cost
will be 10 Willpower) can be stored in this way.
A character can withdraw these stored-up points at any
time. He cannot draw more points in a scene than his Resolve
score, however.
Action: Reflexive

Bolster Territory (• to •••••)
Whether trapped in a house assailed by the lumbering
undead or walking the block held under the sway of
your gang’s influence, it’s important to mark one’s domain
and keep it safe, even if only temporarily. A character
with a relic empowered with Bolster Territory can give
himself a bit of an edge when within the range of this
item. He simply sets it down and, upon activation, gains
a number of minor bonuses that, when added together,
make him more effective at protecting himself and his
chosen domain. (See below for these bonuses.)
Relics with Bolster Territory might indicate protection
in some way, be it a simple ‘No Trespassing’
sign hung askew on a chain-link fence or a defunct
gun emplacement that now provides a different kind
of defense. Some are simply favored objects: a beloved jukebox, a street sign from one’s hometown, a collection
of fingers stolen from defeated enemies.
The higher number of dots a relic has in this Power,
the larger the radius of its protective benefit. Each dot is
equal to a ten yard radius. Thus, one-dot is about a room,
while five dots protects a much larger space, equivalent
to a large house or part of a city block.
The object cannot move during the Power’s activation.
If it moves by more than an inch, the relic loses
“touch” with the territory and user it bolsters, and it
must be reactivated to provide the benefit.
Cost: The device must be rubbed down in the blood
of the user. This blood must come from a lethal wound.
This Power demands that at least one point of lethal
damage be taken in letting that blood. (However, the user
needn’t necessarily do this to himself – if he’s already in
the middle of a fracas and finds that his enemy has opened
a slice under his ribs, he can use that blood in service to
the relic.)
Dice Pool: Wits + Survival
Action: Instant (requires the smearing of blood on
object)
Roll Results
Dramatic Failure: The territory rejects the user.
While within the object’s radius of power, the subject
suffers from a halved Speed and Defense (round up).
Failure: The relic fails to bolster the territory or the
user.
Success: Within the object’s radius of power, the
user gains a number of benefits. He gains a +2 to his
Defense, +3 to his Initiative modifier, and +4 to Speed.
He is the only one who receives this Power unless he
incurs an additional lethal level of damage per individual
protected. He must mark that person’s forehead with his
own blood caused from that lethal wound. Unlike the
initial cost paid, this additional wound can be paid at any
point during the scene, but the wound must be caused by
the user’s own hand. Wounds incurred from attackers will
not work for this extra cost, and he must harm himself to
protect others. This ability lasts for the remainder of the
scene and only within the radius of the Power.
Exceptional Success: As above, except the user’s
clothing – no matter how sturdy or fl imsy it might be – provides
a 1/1 armor bonus for the duration of the Power.
Suggested Modifi ers
Modifi er Situation
-2 User has never been in this area
before
+1 Power activated in the user’s normal
territory or home (or in a place the
user strongly identifi es with, such as
a priest in a church, or an archivist in
her library)

Bulwark of Sanity (••)
The World of Darkness is not a safe or sane place, and
characters often fi nd that it’s just too much to bear. An item
possessing this ability gives a character a bit of resistance
against already-possessed derangements. It allows the character
to hold off from giving in to those deleterious mental effects,
such as avoiding the grief-struck drag of Depression or the
panicked unease brought on by Anxiety. (Derangements are
found on pp. 96-100 of the World of Darkness Rulebook.)
There is one drawback to this Power, however: it requires
the user keep the item on his person at all times, or its benefi t
fails. Worse, when a character doesn’t have the object with him,
he suffers a -3 to all rolls made to resist the effects of his derangement.
He comes to rely on it, almost like an addiction.
Examples of objects that might include this Power include
a rosary made of pearls, a family member’s picture in a locket, or
a small antique music box which plays a soothing tune.
Cost: No cost is necessary to resist the effects of derangements.
If the possessing character fails a roll to resist
a derangement, the roll doesn’t actually fail but is instead
considered a complete success.
Dice Pool: None
Action: Instant

Buoyancy (• or •••)
The wielder possessing an object with Buoyancy fi nds
himself able to drop from heights that would harm or kill
mortal men. The one-dot version of this Power doubles
the distance once falls before taking particular damage
(i.e. one bashing damage per six yards fallen, and the
damage doesn’t turn lethal until the 60 yard mark). The
three-dot version actually allows the user not to suffer any
damage until the 60 yard mark, at which point he begins
taking lethal damage at a rate of one point per 10 yards
above the 60 yard mark (so, if he falls 100 yards, he
would assume four points of lethal
damage).
Objects that possess this
preternatural gift are often
indicative of fl ight or airiness:
a fossilized archaeopteryx
feather, a paper umbrella from
a murdered woman’s Mai-
Tai, a piece of scrap from a
downed jetliner.
(For rules on falling, see
“Falling” on p. 179 of the World
of Darkness Rulebook.)
Cost: 2 Willpower
Dice Pool: No roll
is necessary. The bonus is
active for the remainder of
the scene following the expenditure
of Willpower.
Action: Refl exive

Confer Equipment Bonus
(• to •••••)
This Powers an object that has the power to “fi x” or
“bless” another object, thus affecting the second object with
a dice bonus equal to this Power’s rating in dots.
Examples might include an oil-soaked cloth that, when
rubbed on a blade, grants the weapon a bonus to its attack;
a medieval aspergillum that confers an equipment bonus to
any simple machine when its holy water is sprinkled upon
the item; a Queen-of-Hearts playing card that gives a bonus
to any vehicle when placed under the driver’s seat.
Assume that the Power has a restriction on one type of
object, chosen at the time of the object’s purchase or creation.
Types can include (but are not limited to): weapons,
vehicles, simple machines, complex machines, electronic
equipment, and demolition gear.
Cost: 2 Willpower
Dice Pool: Wits + Crafts
Action: Instant
Roll Results
Dramatic Failure: The targeted item gains no bonus.
The next time anyone attempts to use that device, they
have only a chance die as a roll. (This is a one-time drawback.
Once the chance die drawback is exhausted, the
object and any future users gain the normal dice pool.)
Failure: No effect on the targeted item.
Success: The item gains an equipment bonus equal to
the dots in this Power. Only one success is necessary to gain
the bonus. The bonus lasts for the rest of the scene.
Exceptional Success: The bonus extends to two scenes
instead of one.

Confer Equipment Penalty
(• to •••••)
This Power works like Confer Equipment Bonus,
except it causes a penalty to use the device instead of
an equipment bonus. Examples include: a cup
of teeth that, when rattled over an electronic
device, curses it with potential malfunction;
a white dove’s feather that hampers the
use of a fi rearm when brushed against
the steel; an eyeless porcelain doll that,
if hidden somewhere in a car, damages
one’s ability to drive it.
Assume that the Power has a restriction
on one type of object, chosen
at the time of the object’s purchase or
creation. Types include (but are not
limited to): weapons, vehicles, simple
machines, complex machines, electronic
equipment, and demolition gear.
Cost: 1 Willpower
Dice Pool: Manipulation + Crafts
Action: Instant
Roll Results
Dramatic Failure: The targeted item tobe-
cursed gains a +3 equipment bonus during
its next use (a one-time bonus).
Failure: No effect on the targeted item.
Success: The item’s user suffers an equipment penalty
equal to the dots in this Power. Only one success is necessary
to invoke this penalty. The penalty lasts until the next sunrise
or sundown, whichever happens fi rst.
Exceptional Success: The penalty extends to a full
24 hours.
Defend (• to •••••)
The item radiates a pale white light, eerie and indistinct,
which dizzies and confuses the fi ends and monsters
of the World of Darkness. This helps protect the object’s
wielder from such entities.
Cost: 2 Willpower
Dice Pool: This Power involves no roll. The expenditure
of Willpower is enough to activate it.
This Power impedes a monster’s attack. The number
of dots in this Power is equal to the dice penalty conferred
to a monster’s attack. This applies to any kind of attack a
monster makes, be it physical or mystical (in other words,
it would hamper a vampire’s Weaponry attack in the same
way it would harm its mind-altering attack). This Power
only protects the user from inhuman creatures, i.e. those
that follow a code of behavior different from Morality.
This protection applies to creatures close to the wielder;
they must be within a number of yards equal to the user’s
Wits + Resolve pool. Once active, this Power lasts for the
remainder of the scene.
As an added benefit, the wielder may expend
a Willpower dot to extend this protection to up to
three other individuals
within the yard range. These
individuals gain the same bonus as the wielder; monsters
find their attacks hampered against these characters,
as well. If the Willpower dot is not spent, only
the wielder gains the protection. Protecting oneself is
easy. Protecting others requires sacrifice.
Action: Refl exive
Entrap Entity (••••)
This ability gives an object the power to ensnare
either a ghost or a spirit within itself. This Power only
works on a ghost or a spirit, and the type of entity must
be chosen at the time of the object’s purchase or creation
(though an object could possess the Power twice
at the cost of four total dots, and thus be able to entrap
both ghosts and spirits).
Once the object has drawn an entity and trapped it,
the spirit can be made to communicate with the object’s
user. How it communicates is tied to the nature of the
object. An old television might – even when unplugged
– show bursts of static that occasionally resolve into a
voice. A rotary phone might ring and let the user to
talk over the receiver, while a book or pen might allow
for automatic writing. Objects that have no obvious
means of communication (a fire ax, for instance) simply
“pulse” a voice into the world for all to hear; this voice
is distorted, though still decipherable.

Cost: 2 Willpower
Dice Pool: Wits + Occult versus entity’s Power
+ Resistance (if an entity is willing, however, no dice
roll is necessary on behalf of that ghost or spirit). Other
characters aside from the user may each contribute one
Willpower point toward this, and each Willpower point
spent in this way grants a +1 bonus to the Wits + Occult
roll, to a maximum of +5 dice.
Action: Contested
Roll Results
Dramatic Failure: The ghost or spirit suddenly possesses
the object’s user. No roll is required on behalf of
the entity; this occurs automatically. For the effects of
possession, see “Possession,” p. 212, World of Darkness
Rulebook. The duration is one scene.
Failure: The entity achieves more successes, and is
not ensnared.
Success: The character wins the contest, achieving
more successes. The entity is drawn into the object for the
duration of one scene. It must communicate, answering all
questions. It does not, however, compel the spirit to honesty
or friendliness. However, the character can make appropriate
Social rolls to try to calm, persuade, or intimidate the
entity into some manner of compliance.
Exceptional Success: As with success, except the character
achieves fi ve or more successes above what the entity
achieved. Any Social rolls the character makes upon the
spirit to force its compliance are done with a +2 bonus.
Suggested Modifi ers
Modifi er Situation
-2 User has been possessed by a
spirit or ghost in the past.
+2 User has a blessed item on
his person (p. 214, World of
Darkness Rulebook).

Ephemeral Attack (•••)
Things dwell in this world that cannot be seen by the
mortal eye: ghosts, spirits, hidden fi ends and other alien
entities bent on harming mankind. An item imbued with
this Power can harm any creature hiding in this world (i.e.
existing in a state of Twilight) as if it was a physical creature.
In most cases, the relic is a weapon of sorts: a dead Mafi oso’s
snubnose, or a katar punch-dagger blessed by a Hindu exorcist.
A weapon’s damage potential is slightly different than
what it possesses against physical targets, instead doing a
persistent 2(L) against ephemeral entities. A knife that
normally does 1(L) or a shotgun that normally does 4(L)
continue to have that same damage modifi er when used
against physical opponents. When drawn against a Twilight
entity in an Ephemeral Attack, however, the damage is always
2(L). The attack roll is whatever the Storyteller deems
appropriate for a weapon of that type (Firearms for guns,
Weaponry for most melee weapons, Brawl if it’s a weapon
that encompasses the hand such as brass knuckles).
This is true for relics that aren’t necessarily weapons, but
still possess this Power. Such items needn’t be wielded like
weapons, but instead provide their own “damage” capabilities
that extend only to Twilight entities. A paper lantern fi lled with
ghostly fi refl ies, for instance, doesn’t work as a melee weapon.
A character doesn’t swing it at the head of an invisible entity.
Instead, the character makes a Dexterity + Wits roll with a +2
bonus from the 2(L) damage modifi er. Success indicates that the
lantern shines a bright and damaging light to Twilight entities –
or perhaps a green mist suddenly forms sinuous tendrils that lash
against the hidden creature. Said light or tentacles would not
attack non-Twilight creatures, and the Power does not increase
the lantern’s ability as a mundane weapon; if swung against a
foe, it is, at best, an improvised weapon.
If a character is uncertain as to the creature’s location
(and he may not be certain, given that Twilight creatures
are invisible), assume the Fighting Blind rules (pp. 166-167,
World of Darkness Rulebook) apply.
This Power harms ghosts or spirits hidden in
Twilight, as well as any creatures concealed in a state
of Twilight. Some creatures turn invisible but do not
enter Twilight – any weapon can hurt such creatures
(such as an Obfuscated vampire), and do not require
this Power to bring them harm. Its supernatural attack
affects only creatures in Twilight.
If this Power imbues an object such as a gun or bow,
it is the weapon that is blessed, not the ammunition. Any
bullet appropriate for the gun can harm an ephemeral entity
when fi red from this relic weapon.
This Power lasts for one scene.
Cost: 1 Willpower, but it also requires the user to smear
blood or saliva on the blade (it needn’t be his own)
Dice Pool: No roll necessary
Action: Instant

Ephemeral Revelation (•)
Some objects grant their users the ability to see entities
hidden in a state of Twilight, revealing ghosts, spirits,
or other veiled creatures. The object might be a pair of
glasses or goggles, a vial of eye drops, or a pouch of bone
dust that scatters on the wind and frames an ephemeral
creature in a chalky film of osseous powder.
Cost: 1 Willpower
Dice Pool: Wits + Occult
Action: Refl exive
Roll Results
Dramatic Failure: The character’s eyes suddenly sting
and burn. He suffers -2 to any Perception rolls made for the
remainder of the scene.
Failure: The character fails to gain sight of Twilightenshrouded
beings.
Success: The character can see entities concealed
in a state of Twilight. While they may still be opaque or
have a form that shifts and warps like a hallucination, the character sees them clearly enough to make un-penalized
attacks upon them (when appropriate, such as with the
above Power, “Ephemeral Attack”). The entity does not
necessarily know that it can be seen (though a Storyteller
may require a Presence + Subterfuge roll for the character
to physically “fool” the entity with body language, thus
convincing the creature that it remains unseen). This Power
lasts for one scene.
Exceptional Success: The Power’s duration extends
until the next sunrise or sunset – whichever comes first.
Suggested Modifiers
-2 Character has one eye (flaw)
-1 Character has poor eyesight (flaw)
+1 Character suffers from the fixation derangement
+2 Character possesses the Unseen Sense Merit.

Exchange of Power (•••)
The item allows a user to trade his own health for
power. The cost of the object is high: it demands pain from
the wielder in exchange for enhancing them in some manner.
Some objects may have the method of pain delivery
intrinsic to it: a knife cuts, a candle burns, a jawbone bites.
Others appear wholesome or mundane (a featureless idol, a
fl ashlight, a class ring), but simply draw the suffering into
themselves like a hungry leech.
This Power works with a single Attribute. This Attribute
must be chosen at the time of the object’s purchase
or creation. This Power can only be used once per chapter
(game session).
Cost: One point of bashing damage equates to +1 to the
given Attribute; one point of lethal damage equates to +2 to
the given Attribute. The user cannot spend a mix of bashing
and lethal; the cost is either all bashing, or all lethal.
Dice Pool: No dice pool necessary. The expenditure
of one’s own Health is enough to stir the Power and confer
the benefit.
This exchange only works for a single action, and that
action must take place within five minutes of the object’s
activation or the damage suffered is taken with no benefit
gained. Once the Attribute bonus is used one time (or at
the end of five minutes, whichever comes first), to regain
it the exchange must be made again, with new pain and
injury suffered atop the prior damage.
Example: Frank has a cigar cutter found in the pocket of a
corpse he discovered when digging up the foundation of his house.
The cigar cutter grants him a bonus to his Strength. He needs
Strength to lift a fallen I-Beam off a friend, so he uses the cigar-cutter
to clip off the tip of a fi nger, purposefully assuming two lethal points
of damage in exchange for a one-time +4 bonus to his Strength. The
bonus isn’t enough to help him lift the beam, and so he must decide
whether he wants to hurt himself again for another bonus. Maybe
he could do it with a + 6 bonus. But that’s 3 more points of lethal
damage. Will he suffer the loss for his fallen friend? The cutter blade
glitters red and silver in the moonlight, awaiting his answer.
Action: Instant

Façade (•)
This Power allows an object to appear as a wholly different
object of equivalent Size. The user defi nes the object’s
false appearance. A knife stuck in a table can be made to
appear as a half-burned candle, or an ornate book of curses
could instead appear to be a simple and unexceptional
shoebox. Again, an object cannot change its Size – any false
impression given cannot go beyond this Size restriction (in
other words, a Size 1 revolver could not be made to appear
as a Size 5 door or even a Size 2 sword). The illusion only
extends to sight. A jewel-encrusted cup made to appear like
a pile of animal waste will not give off the scent one expects
from a pile of offal, nor will a bottle made to look like a lit
candle give off light. Moreover, other sensory input that
the object gives off originally cannot be masked: a fl ame’s
heat cannot be masked, nor can an actively running fan’s
breeze. Note, too, that the illusion doesn’t extend to touch
– an object “feels” like what it really is, which can be jarring
(and may allow that individual a Wits + Investigation roll
to see through the illusion).
The user must touch the object to invoke the change. He
cannot do it at a distance. This Power in no way mimics any
living thing. It cannot, for instance, give the false impression
of a living potted plant.
Cost: 1 Willpower
Dice Pool: Wits + Crafts
Action: Instant
Roll Results
Dramatic Failure: The item rejects its façade: any
attempts to use the object for any purpose (mundane or
supernatural) incur a -2 penalty for the next 12 hours.
Failure: The object fails to assume an illusory façade.
Success: The object successfully takes on the appearance
of an object of equivalent Size as determined by the
user. This lasts for a number of hours equal to the character’s
Resolve score. Any attempts, magical or mundane, to scrutinize
the object for fl aws in its façade suffer a penalty equal
to the character’s successes on the Wits + Crafts roll.
Exceptional Success: Same as success, except the
duration is doubled: two hours per dot of Resolve.
Modifier
Very similar object
(ex: revolver into automatic
pistol)

Feral Blessing (•••)
This supernatural “blessing” often empowers relics that
once came from an animal, or are in some way representative
of a beast: an idol carved to look like a predatory cat,
the paw from a coyote, a mask stitched from many skins.
The feral blessing provides three benefi ts to the user:
• Like with an animal, the character now uses the higher of
Wits and Dexterity to determine his Defense.
• The user gains keen perceptions. Any Perception-based
Wits + Composure or Wits + Survival rolls gain +3 dice.
• The character gains a bestial attack granting him 2(L).
This attack is either a bite or claw attack (though the
claws could be on hands or feet). Biting does not fi rst
require a grapple while this is active.
Cost: The relic does not require anyone to bond with
it. Its blessing is conferred the moment a character touches
it (requiring contact with that individual’s skin), and the
blessing goes away the moment the character stops touching
it. The blessing is technically free – no Willpower points are
necessary to achieve these benefi ts. The Power comes with two
downsides, however. During the time in which the character is
under the thrall of the blessing, both his Intelligence and Manipulation
scores drop to 1 dot apiece. (His mind devolves into
something more bestial, thinking and communicating more as
a beast than as a man.) The second downside is that the character
must succeed on a Resolve
+ Composure roll to relinquish
his touch, and thus, relinquish
the blessing. The animalistic
puissance is not necessarily
addictive, but it is pleasurable
and powerful while active. To
purposefully let go of that
feeling, success on the roll
is necessary. (This does not
apply, however, if the item is
somehow knocked from his
grip or torn from around his
neck or whatever.) Upon relinquishing
the blessing, the
character’s Intelligence and
Manipulation scores
return to normal after
one turn has passed.

Fool’s Gold (•)
Is the love of
money the root of all
evil, as the saying goes?
Does an object with this
Power – which produces
money out of nothing,
withdrawn from the
ether and made from
fl y wings and strips of dried skin – help a character release
himself from a love of money, or only bind himself to it
further? Perhaps it doesn’t matter.
An object empowered with Fool’s Gold doesn’t appear
to manufacture money out of thin air. It requires some
physical action – reaching into a cursed wallet, dipping
into the pockets of a pair of “lucky jeans,” peeling off bills
from a gilded money clip once owned by a notoriously
merciless gangster — to “create” the cash. (Though, one
such object was said to be a simple credit card, gray and
nearly featureless.)
Of course, the money that the relic manufactures
isn’t real. It initially appears as such: it passes all tests of
authenticity, or if drawn from a credit card, the process
completes without a hitch. But the money has a time limit.
Eventually, the bills break down, turning into random useless
debris: dried leaves, clotting blood, dead ants. So too
with credit card receipts (and, moreover, when the money
breaks down the credit card companies notice the “error”
and alert the merchant).
More notable is the fact that any objects purchased
with this money break down, too. Over time they degrade
– some are given over to a swiftly-deepening rust,
while food-stuffs grow fungus or machines start to fail
with some regularity.
If one purchases services with any or all of this fake
money, the results of those services start to break down.
A room cleaned by a maid turns swiftly again to fi lth and
chaos. Services rendered by a prostitute fail to be remembered
as giving any pleasure, and can only be recalled as a
depressing failure.
Food purchased and consumed gives the eater a stomachache
when its time is up, providing no nourishment and
leaving them both hungry and nauseated.
Cost: 1 Willpower
Dice Pool: Resolve + Larceny
Action: Instant
Roll Results
Dramatic Failure: The character, when attempting
to grab for the money or credit/debit card, feels a
sharp prick on his finger as if poked by a needle. One
point of bashing damage is caused as one of his fingers
bleed. Curiously, while the damage is minimal, the
blood caused from this little wound is profuse, leaking
blood like a much larger wound for a longer period of
time (remainder of the scene).
Failure: The money fails to manifest.
Success: Successes on the roll equal the number of
Resource points the character can draw in “fake money”
for this instance. This is used to gauge what kind of item
or service a character can buy (if he wants to buy the
Nightvision Goggles from p. 140 of the World of Darkness
Rulebook, he needs two successes to do so because
the item’s listed Cost is two dots of Resources). This is a
one-time expenditure. This money is only available in
the turn after the Power is made active. The character
can use the Power again and again during a day, but each
use requires an increasing amount of Willpower points
(+1 per use, so using it three times in a row requires 1
Willpower for the first, 2 for the second, and 3 for the
third) to do so. The cost “resets” upon sunrise or sunset,
whichever comes first (by “resetting” the cost reverts to
1 Willpower point).
As noted, the Power has a time limit, however.
This time limit is equal to the character’s Composure in
hours. At the end of this time, both the money paid and
the objects or services break down in some fashion. The
money, as noted, falls apart on the merchant’s end. The
character, however, suffers differently.
Once the time limit is up, any items purchased break
down at a rate of 1 Structure per turn. It turns to rust, dust,
or just a jumble of pieces.
If the character purchased some kind of service,
however, the service reverts at the end of the time limit
almost like it never happened. Pleasure gained is forgotten.
A washed car grows oddly fi lthy again by a sudden
dust storm or muddy rain. Pruned hedges gnarl up and
show swift growth.
If any character eats food purchased by this Power,
that character suffers a -1 penalty to all rolls until eight
hours of sleep is gained. This is negated if the character
possessed the Iron Stomach Merit – the food still causes a
stomachache, but the Merit allows the character to ignore
it. Others who consume food or services purchased with
this money suffer similarly.
No matter what the character purchased, upon the
fading of objects or services a character tends to feel
suddenly unfulfi lled and empty. The character gains the
Depression derangement (mild) for the rest of the chapter
(game session). If the character already possesses this at
mild, he takes on the Melancholia (severe) version.
Exceptional Success: As with a success, except the
character gains an extra hour of use out of the object or
the service provided.

Forgettable (••)
An object with this Power is always worn upon the
person – a locket filled with diaphanous strands of a
spider’s web, a pair of boots pulled off a dead hermit, or a
sewing needle stuck just under the skin. Upon activation,
the object makes its wielder utterly forgettable at that
very instant. He does not fade from view, but he might
as well. Even in mid-conversation, the other person
will just… forget that she was talking to the character,
and wander off, slightly confused. Video cameras catch
footage of him, but those viewing and reviewing that
footage fail to notice the character, even if the character
is doing something obvious, such as stealing food right
off a grocery store’s shelves.
Of course, being so forgettable is not without repercussions.
Being socially invisible is valuable for a while…
until the time comes to turn the Power off. (See below for
more information.)
Cost: None
Dice Pool: Wits + Stealth
Action: Instant
Roll Results
Dramatic Failure: The character draws the ire of
those around him. Any individuals within eyesight of him
suddenly notice him and act angry toward him for reasons
they cannot grasp. This doesn’t guarantee violence, but if
he cannot defuse the situation or at least move away from
it, it may lead to that.
Failure: The character fails to become socially invisible.
Success: The character vanishes not from sight, but
from the minds of everybody. They forget he was present
and most fail to look for him. Only those with supernatural
senses are allowed an attempt to pierce this social illusion
(the Unseen Sense Merit, a vampire’s Auspex, Mage Sight,
or a werewolf’s senses, for instance).
The character does not inadvertently reveal himself,
as the world accounts for his presence but not his
appearance – crowds move subconsciously out of his
way, automatic doors still open when he steps on their
sensor plates, even animals fail to notice him most of
the time (though like werewolves they are allowed a Wits + Survival roll to detect him through their bestial
senses). For the most part, actions the character takes
go by unnoticed, as well. He can steal items smaller
than his own Size. He can talk all he wants. Only a
few things jostle the world’s memory enough to once
again include him. If he steals something larger than
his Size, like a car, people notice. If he brings violence
against another, people notice. Truly loud noises (firing
a gun in the air, shattering glass) bring him back to the
world. However, this is only temporary. He is noticeable
for four turns. Once those turns are up again, he fades
from view once more (unless he continues to make overt
gestures or actively turns off this Power).
The problem is that turning off the Power is more
difficult than turning it on. The character must make
another roll to turn the Power off: Wits + Presence. For
every ten minutes the character spends “invisible,” that
roll is penalized by a -1 dice penalty (to a maximum of
-5 dice after 50 minutes). A dramatic failure on the Wits
+ Presence roll means the character cannot attempt to
return to memory again for another eight hours. An exceptional
success means that he gains a +1 bonus to the
next time he attempts to turn off the object’s Power.
After one day of being invisible, the world starts
forgetting details about the character, too. These are
small details, but valuable (and, as true with most curses,
it’s never the bad things the world forgets, only the good
things). A loved one might remember an argument, but
forget the apology. A bank’s computer might forget all the
money in the character’s checking account. A beloved
pet might forget his master, and growl the next time he
walks in the door.
After one week of being invisible, the character himself
starts to forget his own details. He might forget what country club
he belongs to, or his pet’s name, or even his own middle name.
After one day, the character also suffers from what amounts to
the opposite of Eidetic Memory: he suffers a -2 penalty on any
Mental roll used to recall a detail or piece of information.
At the Storyteller’s discretion, for each day spent
invisible, the character may forget more and more of
himself, and the details lost become more severe. He may
forget how to tie his own shoes, his phone number, where
he lives, even his whole name. After about a week, full
amnesia takes hold.
Even after returning to the world’s memory by turning this
Power off, the details remain lost until the character re-learns
them. They do not simply reappear in his head. To relearn his
child’s middle name, for instance, he must ask the child or see
it written on a piece of paper to “jog” his memory.
Exceptional Success: As above, but the character
gains a bit more control over his own condition. The Wits
+ Presence roll made to eventually return to the world
gains a +2 bonus.
Modifier
-3 Possesses the Fame Merit
-1 Possesses the Striking Looks Merit
+1 Has no points in Allies, Contacts, Mentor or Retainer
+3 Is a total hermit

((More coming soon))

Relic Powers

Carnal Coast DrCross