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Saturday, January 28, 2017

(Agent of Change) The White College

History:
The origins of this group are lost in the mists of antiquity. It is rumored that the mystic pedigree goes back to prehistory. The College has also undergone dozens of name changes, golden ages, and horrific tragedies and losses. The college stands today as one of the few lines of defense against inimical mystic forces and unpleasantness from other planes. The Membership is split on whether or not Aliens or the possibility of alien invasion falls under their rubric. but these staunch defenders of humanity will stand against that threat if the time comes.
Agenda:
This group seeks out supernatural threats and also members are expected to police their immediate area for threats as well. Most members have something of a goody-goody boy scout streak so many times they get involved in mundane threats.
Resources:
College members pay an annual fee. In return for this, they receive access to four primary libraries: Boston, London, Salerno, and the largest in Cairo. These libraries are the home of the Councillors. This group acts as administration for the college as a whole in return for magickal and occult tutelage or aid in handling paranormal abilities. The Councillors act as over-the-phone research assistants, travel planners, financial planners, Cut-outs, Messengers, and diplomats. On occasion, the White College has made use of mercenaries in certain extreme circumstances. On occasion, these mercenaries encounter horrific things and those that survive are often changed. As a result, the College has formed a tiny paramilitary group that is schooled in occult threats. These soldiers, many of whom have strange powers themselves are called the Hermetic Knights and number only 20 (their training facility is in Salerno.)
Members of the College always have a Backing of 2 (never any more, for reasons which will become apparent. Beyond that, they may have any sort of background but Sanctum and Gadget are obviously the most common.
Membership:
Membership in the College usually involves being sponsored by a member who is to be the new members Mentor (referred to as a Revelator) The Mentor is encouraged to initiate the new member over the course of a year and then set him loose to work on his own. What most new members don't know is that it is traditional to investigate the new member for at least 6 months before approaching them openly. If they accept the proposition, they undergo a series of magickal rites designed to plumb the depth of their character. If they pass these rites they are offered full membership in the group and they proceed from there. If the new member rejects the offer or fails the tests they are never contacted again.
The College has a number of weird traditions. These traditions have built up over a number of centuries and are the backbone of the group. College members must observe the rule of 3. No Occult threat must threaten more than 3 college members at a time. nor may more than 3 College members live or work together. The rule of three has many purposes. it protects the membership from being stamped out completely as no one member knows more than a handful of members. It also stops members from getting involved in arguments over religious or praxis issue or from collecting into political groups, to control the whole of the college.
As such, most members of the College are solitary magickal practitioners and if more than three are in one place, some place is being left unguarded. The College formed itself into an informal network rather than some full-fledged magical faction out of a keen sense of survival. Large targets are easier to hit. This form of organization gives them little to struggle against. It also gets rid of factional, religious, nationalistic, and other forms of internecine strife. Moreover, the members are enjoined to as much secrecy about their dealing with the college as possible. So a member who knows 4 other members might communicate with them in different languages, ciphers, dead drops, and other forms of codes, and secret handshake stuff.
Members of the College are allowed to join other occult groups but they are enjoined from speaking about their membership in the College unless approved by one of the Hermits. (see below)
The only universal code word that members identify themselves with is the word "Light" in first 3 sentences upon meeting. Usually, the speaker, says the word and some variation on light or illumination in the next two sentences. (So, "Gotta light buddy?" isn't going to get it.) after that, it's a matter of a secret handshake or a hand gesture.
Calls to the libraries are routed to a special operator who must ascertain the identity over the phone with a series of questions designed by the caller himself. (Usually set up via the mail.)
If there is any hierarchy, it is a tiny group of very old practitioners called the Hermits. The Hermits are the only group allowed to know the big picture because they are the archivists of the group. Each quarter, the Hermits compile a list of referendums for the whole of the college to vote on and tabulate the results. A person can only be nominated to the post of Hermit after age 65 and only by another Hermit. However, any Hermit may be ousted by referendum. Once, an entire slate of Hermits but one was recalled during a vote scandal.
Ongoing Operations: Allways on the lookout for trouble the members of the College keep an eye on the mystic miscreants of all sorts. They are also always looking for ways to shore up their internal security in order to minimize the danger of infiltrations and the occasional member who goes rouge. Members of the White College are simultaneously horrified and fascinated by the huge influx of "Magick" in the modern world. Some have noted the strange effects on the ley lines and mystic places. Some have found the places where other realities have begun to bleed over into this one. Some are horrific threats and others make the mouth water at the idea of exploration. Archeology is also very hot right now as a topic of some interest. Some of the premier work in egyptology is beginning to bear out some of the truths that have been in the hands of the College for millennia.
Alliances: The White College and the Covenant have a nodding acquaintance with one another and are willing to trade expertise on occasion. Also, the Turk has been known to approach non-western members of the College and offer favors in return for reciprocity. To date, this has not been a problem. This is mainly because it has yet to involve Non-western members attacking western members. Unfortunately, that day will probably come. Safari Jack Talon is aware of the group and considers them good sorts if a bit addled by all that "Superstitious claptrap."
Enemies: The College has made a whole host of enemies. Fortunately, most of them are only aware of a few of the members and think that that is all there are. Emma Nazir, Baron Saturday, The Czar, The Thule Society, Baron Halycon and the Ubiquitous Dragon have all run afoul of the intrepid types of the White College and more than a few have paid with their lives to stop the foul machinations of that august rouge gallery. Only the Dragon truly understands the scope of the group but since they keep some of his competition in check, he is content to play them easily against one another...he's been doing it for a long time.
The White College is also the possessor of the largest amount of demon lore on the planet and as a result, they have clashed numerous times with the Tafrexis D'mon. Even they don't know the true nature of the D'mon though...
The Inspired:
Members of the college must be either a mesmerist or stalwart. They may also be a daredevil or even a normal person with an Occult ability mastery (though most daredevils and normal people connected to the White College are Councilors instead.) The ability to use "Magic" is paramount to full membership.
The Future
Over the course of years, the burst of energy that flooded the world began to ebb and magic seemed to slip away. but there will always be a White College even if their membership slips to virtually nothing. By the Aberrant age, they seem to be nothing more than a simple scholarly society.
Additional Notes: The origins of the college are interesting. They were some of the very first humans who were taught how to defend themselves from the Tafrexis by the Elohe-Doyen. The magic that they were taught were the first forms of magic to exist. many of these spells were designed to supercharge their mental development and to shield their minds from much of the Tafrexis mental powers. These tablets still exist and are in the keeping of the Cairo Library but copies exist in all the libraries. Craftily written into these spells, which are a part of every new member's studies is a form of psycho-neuro-linguistic programming which tends to have the effect of strengthening the superego of the user. In other words, The spells are built for good and help people to resist evil. That way the Doyen ensured that the humans that were given this knowledge would be wired to protect their tribe rather than pursue their own path to power. It is this element that has perhaps been the glue that has held the College together over the millennia...The College are the protectors of the human tribe

Saturday, January 21, 2017

(Agent of Change) The Covenant

Down through history, there have been many groups of vampire hunters. Many groups don't last long unless they have serious backing and power. (like the Vatican's Opus Dei)
Tragedy tends to haunt these groups as personnel gets killed or get infected and become part of the problem. But one staunch group of crusaders rise in the era of Adventure that finally helps to put paid to the vampiric menace once and for all.
Her name was Lucy. She was young and spoiled and three men loved her madly. She died due to the depredations of a Nosferatu. They, along with a married couple and a bavarian doctor, began a campaign of terror against creatures of the night that has lasted to this day...and beyond. Along the way, they met and helped a number of people who had run afoul of vampires. and as the years wore on, they forged a bond that enabled them to begin the laborious work of recruiting new members into their ranks. and a new generation of dedicated hunters arose to combat the nocturnal menace.
Organization:
The Inner circle of the Covenant is a group of 5 people. Abraham Van Helsing died some years ago. (in his bed, god bless him.) Lord Arthur Holmwood, Quincey Morris, Dr. Jack Seward, and Johnathan and Mina Harker. The bulk of the inner circle lives in England with the exception of Mr. Morris who owns a very large ranch in Texas. Lord Holmwood has used his extensive fortune to fund chapters of the covenant in many far-flung corners of the globe. Hong Kong, New York, London, Toronto, and Houston are the largest chapters and have the most resources to draw upon.
Most recruits are taken to the Houston compound for extensive training in combat and survival techniques. Up until recently Mr. Morris still led the groups through their training regimen, and they were hard pressed to keep up with the old man.
There is a large laboratory and library in London which is overseen by Dr. Seward.
The Outer Circle is a much larger group which involves itself with the logistics, training research and financing of the field teams. They are also responsible for maintaining security for the Covenant.
The Field teams are combat-ready groups that can be dispatched to hot spots all over the world to root out nests of Vampires. Field teams are rarely larger than 6 people. They always have at least medical doctor or one who is skilled in emergency procedures.
The Dracula Incident:
It all started innocently enough. Quincey Morris was drinking in a pub and got to talking with Harker about the incident with the Count. An Irish playwright overheard the whole thing and introduced himself. He had an interesting proposal to make..and it seemed like a good idea at the time.
The play got turned into a novel instead and went on to become a classic of romantic literature. Unfortunately, it caused the vampires to be seen in a sympathetic light and perhaps a few people succumbed to the infection that might not have otherwise.
On the plus side, The Count's many Obsessive-Compulsive idiosyncrasies passed into vampiric legend and affected the development of many vampire mental pathologies. it also gave nascent hunters an effective tool to combat the menace. (unfortunately, it doesn't really help against vampires who predate the book.)
Nowadays, most people are convinced that Vampires are nothing more than a fictional antagonist. Even those that are confronted with the truth find themselves unable to grasp the reality of vampiric existence.
Has "Dracula" done more harm than good? Only time will tell.
Future fate:
In later years, the Covenant is wracked by triumphs and tragedies. Quincey dies horribly in a dilapidated mansion in Atlanta and the Texas branch nearly goes under as a result. The fact that they came back stronger than ever is a testament to their grit. The Harkers get involved in a struggle with a Vampire Mobster in New york and lose their young son to his machinations. This causes them to retire and become recluses. Their two daughters carry on the fight. Lord Holmwood's entire family becomes a part of the operation and singlehandedly manage to avert all vampiric attempts to subvert the crown. Jack Seward is attacked in Aberdeen and becomes infected. By unanimous vote, the Covenant decides not to execute him and takes up a regular collection of blood to enable him to continue his research.
This research begins to seriously pay off in the 1960's as OCD profiling, UV lights, and dart pistols filled with concentrated essence of garlic begin to make a serious dent in the vampire population. With the exception of some relatively harmless mutants, some cryogenically stored vampires and a vampire or two that is frozen in the polar ice caps. The Vampire problem is almost completely exterminated. Seward subjects himself to the sunrise since he cannot cure himself. He is given a dignified burial and the Covenant decides to go into an inactive mode. Most of the Covenant have died peacefully of old age by the Aberrant age.

Monday, January 16, 2017

A curse in the dark

July 1926
Quincey Morris is dead.
I can scarcely believe it myself. I've written the words. Made them real on the page, but the stark reality of this realization can't even begin to sink in for me. He was one of us. He devoted himself tirelessly to the cause and the Covenant is a reality because of him. The Texas branch of the Covenant is one of the most well trained and eager batch of recruits that I've ever seen and it's all thanks to Quincey. Damn his irrational Texian hide for refusing to get behind a desk where he actually belonged. I'm told he acquited himself well before being overcome by sheer weight of numbers. Took out three of the spawn before he fell. The man was nearly 70 for christ's sake. He should have retired from active duty long ago.
But then again, he wouldn't have been true to himself if he had. Besides, many of his friends, myself included sort of think that he's been marking time till he died. He's been that way since his wife was killed in the battle with that nest in Wanchai. When Lo Feng tore her throat out...he might as well have torn Quincey's heart out along with it. I only hope that Quincey has found peace in the arms of Madeleine and the Lord. God knows that it's the only peace some of us will ever get.
Wanchai was a nasty piece of business. Jack managed to discover from some of the relics that the beast had collected that the Chinese strain of the disease does, in fact, predate Chinese history as he suspected, but it was a discovery that no one could rejoice over after Quincey came apart. He went back to Texas and although he never shirked his duties once...he drank more and more.
Jack was able to theorize that the original strain of the disease started in Egypt and worked it's way all over the globe. He even thinks that some of the differences we've seen in the spawn are the result of mutations over several generations of infections. Sadly, Jack is no closer to cracking a cure but with hope in God Almighty, Someday it will be a reality. If we're ever able to unravel the mystery of how the disease started then we might be able to conquer it utterly. Someday I hope that we will be able to keep our promise to Abraham and rid the world of this curse forever.
At least we've discovered a few chinks in their armor. If only we can live long enough to train the next generation of hunters and doctors to help us destroy the vampires once and for all.
- From the Personal Journal of Lord Arthur Holmwood.

Vampires!?!
C'mon. You know that you've thought about it. Vampires are one of the original villain types of all time. Not to use them in a cracking good game of Adventure is just a crime. However to dump Vampire: the Masquerade into Adventure! and stir it up, hoping it will make gumbo is actually just a recipe for disaster. The systems aren't really compatible and the tones are flat counter to one another.
So it simply remains to retool Vampires so that they can be more pulperific and add just a touch of horror to the average Adventure! game.

The History of Vampirism:
A long long time ago there were two massive nations that vied for an entire age of mankind for control of this blue-green planet. Egypt was one. Atlantis was another.
Egypt and Atlantis warred with one another ceaselessly over who would be allowed to control the world. The Egyptians had a slight technological edge over the Atlanteans but the Atlanteans came back strong because they had made alliances....Extraterrestrial Alliances. All the Greys asked for in return was a percentage of the conquered people for their experimentation.
The cataclysmic war ended when the Egyptians finally created the technology that created the Pole Shift. This buried the Atlanteans under the ice and snow of Antarctica and unfortunately wrought untold havoc on the ecosystem which ended up causing a revolt that cast the Techno-priests out of power and set back Egyptian development by centuries. But this was not enough to stop the cruelest trick that the Atlanteans played in the final days of the war.
Vampirism is far from a supernatural force. In fact, it is a biological weapon created by the Greys and given to the Atlanteans for use on the Egyptians.
It is a horrible disease that unlike most virii, actually protects it's host and enables it to cause more chaos and damage. Foes infected with Vampirism become extremely efficient predators and since all of them are driven insane by the process they cause maximum tactical confusion in the enemy. Since Vampires are nocturnal creatures, there is an additional psychological element that comes into play. After all. There ARE things in the dark to be afraid of.

Pathology of the Vampyr:
Vampires are living breathing human beings with a viral infection that affects them on the RNA level. They tend to exhibit certain changes in their basic makeup that tend to cause people to think they are in fact dead. (Heartbeat and respiration radically slows and the body's core temperature lowers to about 64 degrees, Since the vampire becomes a nocturnal creature, pallor is inevitable.) Speculation is that these changes are evolutionary alterations to increase one's abilities as a predator. Vampires certainly generate less heat and less noise than a "Living" person.
A vampires metabolism becomes extremely attenuated. They can derive nourishment from only one source and so a Vampire normally does not need to feed more than once every 4 days unless he/she is unusually active. Ordinarily, a vampire requires enough blood to cause a human being to perish from heart failure. This is of course by design. Vampires who are not able to feed begin to undergo an extremely agonizing death as the body catabolizes any remaining nourishment in its system and then they usually expire messily.
Advantages of the Vampiric State
As mentioned before. A vampire's viral infection is designed to protect its primary host. A vampire with steady feeding can live near indefinitely. The oldest living specimen encountered so far has been rated at 426 years old... But it is, of course, possible that there are Vampires that are even older than that! Old persons and children who are infected are rare, and if they are able to thrive as a predator they will continue to age.(although at a greatly decreased rate.)
Vampires have also shown a marked resistance to certain types of injury and a tendency to regenerate like a flat worm. Vampires have also been shown to possess superior sensory apparatus comparable to that of a cat or dog. Vampires tend to become extremely fast, strong, and difficult to damage.
In game terms newly infected vampires gain the following advantages:
*+2 to Strength, Dexterity, and Stamina (which can push them into superhuman levels of ability. I.E. 5+ dots.)
*The Heightened Senses Knack (which they receive for free)
*The Reptilian Regeneration knack (which they also receive for free. Note that a vampire is still susceptible to death by Force Majeure like decapitation and driving a stake through the heart. Massed gunfire will also kill a vampire. It should also be noted that since a vampire is still technically a living breathing creature, they can drown and asphyxiate. Good luck holding them under, though...
*The Optimized Metabolism Knack ( vampires breath very shallowly and poisons and drugs have little effect on them.
*All bashing damage that a vampire sustains is halved.
Disadvantages of the Vampiric State
*The changes wrought on the human body by this illness inevitably cause chemical instabilities that destroy the sanity of the patient. While the insanities that are inflicted are as varied as the human mind. There is a great tendency towards homicidal mania (of course) and Obsessive-Compulsive disorder. These tendencies occur in enough numbers among the vampire population that they are statistically significant. Most strange behavior exhibited among vampires are as result of this factor. In fact, many of the superstitions surrounding vampires are directly attributable to OCD. ( inability to cross running water, needing to be invited in, hatred of mirrors, Hysterical fear of holy symbols which can result in psychosomatic burns. Etc... there are even other legends of people who have managed to escape being vampiric prey by scattering seeds behind them. The person escaped because the vampire was forced to stop and count the seeds before continuing the hunt. Some of the vampires that are destroyed by the Covenant greatly aid in the information needed to continue the fight. Some of them kept exhaustively anal-retentive diaries and others were fanatical collectors of vampire lore of one sort or another.
*Vampires also suffer horribly under the sunlight. It is theorized that the production of Vitamin D by the body is actively poisonous to the new vampiric state. This was built into the virus at the insistence of the Atlanteans. Once an area had been pacified by a vampiric infection it would, of course, be easy to move in during the day and wipe out the surviving infected and thus claim territory. Sunlight or any strong ultraviolet light source will cause agonizing pain to a vampire until he expires...usually in a messy fashion (Sadly, UV light has yet to be discovered by the mainstream scientific community in Adventure's time. But your Mad Scientist might have a leg up on the problem.)
*Garlic is an effective deterrent against vampiric predators (unless maddened by hunger) It is an extreme irritant to a vampire's heightened senses and can keep them at bay. Taken internally it can make a vampire intensely ill and in sufficient concentrations can render them comatose.
In game terms newly infected vampires gain the following disadvantages:
*They must have at least one derangement (usually homicidal mania or OCD)
*Sunlight or Strong UV light sources cause 1 unsoakable level of lethal damage per turn.
*Exposure to garlic is treated as if the vampire were exposed to tear gas. as long as they are within 6 feet of the bearer.

Vampires and Inspiration:
Most vampires have a fairly short life expectancy but those that manage to prosper and thrive in their new state have a tendency to develop odd mental powers and physical mutations. Few vampires develop alike although vampires living in groups can teach their abilities to others of their ilk. Most vampires tend to break along Stalwart lines and develop stalwart powers. It should be noted that the ones who express mesmerist abilities are far more dangerous and tend to live much longer. It is even rumored that there are certain knacks that are entirely unique to vampire kind and this might account for the legend of vampires able to take on animal form, or become like a mist, or command the weather or the meaner beasts of the earth.
Vampire tricks:
*Vampires mesmerists are able to use psychic control and psychic synergy on animals
*Vampires mesmerists have a level three psychic knack that is basically thermal manipulation but on a much wider area. this alone is capable of creating a number of weather effects
*Vampires cannot actually assume a mist form but can use cloud the mind to escape from troublesome hunters and teledigitation to enable them to enter locked rooms and spaces.
*Vampire Stalwarts may have some of my home brew "Beast Lord Knacks" Namely, Mind of the beast and Skin of the beast

How the Infection is spread:
If a human is merely bitten by a vampire this is not enough to cause them to become a vampire unless their immune system is extremely weak. (although it has happened.) For a vampire to create another of his kind he must first feed from his victim. His body then creates an internal vaccine against the victim's antibodies. Thus when the victim feeds from the vampire, the vampire's virus is able to destroy the immune system working to counteract it. Onset time for the changeover is variable from victim to victim. Some take mere hours while others take days. Medical treatment can stave off the infection for a time but nothing can truly stop it short of gene therapy (which doesn't exist yet.)
It is thought that the Virus occasionally mutates and this might explain some of the bizarre discrepancies in various vampire legends.

Saturday, January 14, 2017

Shh! Did you hear that?

Shh! Did you hear that?
I've been on a recent kick to add supernatural elements to Aeon Adventure but to do it in a way that doesn't break pulp conventions or horror conventions. Recently it came to me to create a method for creating Ghosts for a particularly occult-drenched campaign that I am ramping up.
Where do we go when we die? Nobody knows. Least of all the ghosts. For one reason or another, they are tied to some piece of unfinished business here on earth that keeps them from moving on to their reward. They linger here and cause trouble for the living because they cannot rest or because the living irritate them beyond endurance. Various occult agencies know how to deal with these pests but the bulk of humanity has a harder time with these spectral troublemakers. Well-meaning folks like the White College try to help the unfortunate souls while groups like Ghostbreakers International and the Covenant usually blast first and ask questions later. Bad folks like The Ubiquitous Dragon and Baron Saturday have found reliable ways to enslave ghosts and put them to work as near-perfect spies.
How to build a ghost
Create an ordinary Inspired character.
*The Character will have the Stalwart Knack Heightened Senses for free. The only catch is that they cannot actually turn it off. Prolonged contact with too much stimulus can cause loss of temporary willpower or may even provoke a homicidal reaction from the ghost in question
*Ghosts are intangible all the time. In order to manifest and make things happen in the material world, they must have Psychic Hand, Teledigitation, or MindHammer. (Since this costs Inspiration, Ghosts must become very choosy about what actions they do with their limited command of the physical realm.)
*Ghosts can be harmed by psychic or telekinetic attacks (which only cause bashing damage) or they may be harmed by tellurically charged items, like say a "Magick" sword. (either Bashing or Lethal at the ST discretion) or concentrated Z-rays (Always lethal)
*Ghosts always have an obsession derangement. If their Vice comes into play in conjunction with the obsession then the willpower expenditure is doubled.
*Ghosts always have Cloud the Mind in effect on them. Assume a stealth dice pool of at least 6 unless you choose to buy more. In fact, it works in reverse for them. they have to expend Inspiration in order become visible and obvious to normal persons. The only exception to this is characters who possess the Knack Telluric Resonance. Characters with this knack can always see ghosts. Ghost are also noticeably colder than their surroundings so characters with Aetheric Vision will spot them too, as a person-shaped cold spot.
*Other appropriate mesmerist knacks Include:
Thermal manipulation (cold spots and sudden freezing temperatures)
Cloak of dread (For scaring the shit out of the pesky breathers)
Evil eye (A good general sort of cursing knack)
Flame conjuration (for the ghost with a penchant for fires, semi-common among poltergeist lore.)
Psychic control ( a way to possess a physical body again)
Psychic Assault,*(my own home-brew knack, since it creates derangement's in targets, it could be used to simulate a number of ghostly effects such as freaky emotional vibes, horrifying hallucinations, monkeying with a target's dreams or even to facilitate possession as above. "I don't understand! There was blood all over this wall. You believe me don't you?")

Ghosts as Player Characters
it is, of course, possible to make a ghost of a former PC or create a character that is a Ghost at the beginning of a chronicle. ST's must remember that causing problems for the player is going to be difficult and that players might get a bit frustrated by the limited amount of interaction they can do with the world around them. but that's the price you pay to stop worrying about death. Make sure the players pick a good obsession to keep them in play. Unfinished business is the only thing that is keeping them bound to this mortal coil. It might also be the only thing binding them to the party and their goals. So if the object of the obsession goes in one direction and the party goes in another. Then it is splitsville. The ghost can't really choose otherwise.

Pillar of Stone (Stalwart Knack) (3)

"<Krack!> OW! What the hell are you made of ?"
Just as Body of Bronze grants it's owner a superdense epidermis, Pillar of Stone gives its owner a superdense skeletal structure capable of withstanding serious damage. Most conventional weapons and sources of damage cannot break your bones at all.
System: Pillar of Stone offers it's owner a number of useful advantages. Hand to hand damage meted out by the stalwart is given a +3 bonus (as if the player were wielding a baseball bat.) Half of all lethal damage the player receives is converted to bashing (after soak) and those who attack the Stalwart hand to hand suffer half of the damage (rounded up) for each strike they land on him.
Example: Kyodai attacks Countess Ilse Von Haupt. He lands a serious kick on her for 7 dice of bashing damage. Since Ilse has Pillar of Stone. Kyodai take 4 level of bashing damage (which he now has to soak.) and his foot hurts.
Storytellers should be very very careful about stacking Pillar of Stone with Body of Bronze either for players or for villain types.

Psychic Static (Stalwart Knack) (3)

"You having some trouble Swami?"
Something in your mental makeup is detrimental to psychic force. You generate some sort of signal that heterodynes with psychic powers robbing them of a lot of their sting. Mesmerist fear you as many of their powers become useless against you.
System: When mesmerists try to direct their powers against you, they must subtract 1 die from their pool for every dot you possess in destructive inspiration. This also affects positive mesmerist effects like Touch of Life

Juggernaut (Stalwart Knack) (3)

Juggernaut (Level 3 Stalwart knack)
"You cannot stop me. I will not rest until I have broken you in my hands."
You are an atavistic force of nature. it very difficult to turn you aside in combat and you will walk across the desert to destroy your enemies if it's necessary.
System: You gain 2 extra healthy health levels. In addition, for the expenditure of 1 inspiration. Your Stamina gains a number of dice equal to half of your Willpower (round down) for the remainder of the scene. this affects stun rolls, soak, endurance and resistance rolls. Possessors of this knack are very large and have some difficulty hiding, disguising themselves, or remaining inconspicuous.
Care should be taken when stacking this knack with other knacks like Body of Bronze