All these Merits besides Subliminal Conditioning itself have Subliminal Conditioning as a prerequisite.
Style | Rating | Maneuver | Description | Book |
---|---|---|---|---|
Subliminal Conditioning | • | Basic Control | Glimpse your conditioning to store a temporary point of Memory when you face a breaking point, up to your Resolve. Spend Memory to ignore your Subliminal Conditioning in penalties to a roll to harm another. Suffer Missing Time when out of Memory. | HL 83 |
•• | Extended Awareness | Spend Memory to take the rote quality on a perception roll. | ||
••• | Steady on Target | Spend Memory to prevent collateral damage from a violent action. | ||
•••• | Between the Lines | Store an extra Memory when you succeed a breaking point roll. | ||
••••• | New Parameters | Spend Memory to trigger Missing Time with a designated target. Dispatch a mortal target through Down and Dirty Combat. | ||
Field Handler | • | Pencil Pusher | You have an assigned handler who is willing to provide your Field Handler rating as auxiliary Contacts or Resources once a story. | HL 85 |
•• | Clock Watcher | Your handler is also willing to provide aid as a Mentor or Ally once a story. | ||
••• | Company Man | Once a story, your handler is willing to call upon supernatural influences to remove threats to your mission. | ||
•••• | Bought Out | You can use dirt on your handler to call on their aid a second time each story. | ||
••••• | Friend Inside | Your handler is sympathetic to your troubles. Once per story, they will intervene to protect you even at the cost of the mission. | ||
Merit | Rating | Prerequisites | Description | Book |
Déjà Vu | • to ••• | Recover Memory when you experience a Physical Condition or Tilt. With two dots, recover Memory from dramatic failure. With three dots, recover Memory from lethal damage. | HL 85 | |
Memory Palace | • to ••••• | Increase your maximum Memory storage by your Memory Palace rating. | HL 84 | |
Mephistopheles | •• | Advancing your conditioned mission fulfills your Vice and confers a point of Memory for the scene. | HL 85 | |
Not a Bug But a Feature | •• or ••• | The Treatment | Spend Memory to extrude a strange organic variation on a chosen device or weapon up to Size 1 (or with three dots, Size 3), or to regenerate its charge or ammunition. | HL 85 |
Realpolitik | • to ••• | Apply as bonus dice to pass as a follower of a political group, or by spending Memory, as a leader. | HL 84 | |
The Treatment | • to ••••• | Choose a catalytic substance and a Skill category. Spend Memory and apply the catalyst to increase one of those Skills by your Treatment rating for a scene, at the cost of lethal damage. | HL 84 | |
A Word from Our Sponsor | •• or ••• | Your conditioned personality has stored independent accounts and resource caches. Spend Memory to recall enough to access an account or contact. With three dots, the network extends into the criminal underground. | HL 84 |
Notation Legend | |
---|---|
Dot of a Trait Rating (Skills, Merits) | • |
Power Trait Point (Vitae, Mana) | ● |
Willpower Point | ○ |
Activation Damage | B/L/A |
Special/Other Activation Cost | ※ |
Alternate Costs | ●/●●● |
Costs per Item | ●/item |
Optional Costs | (●) |
Cost Ranges | ● to ●●● ●●+ |
Combined Notation Example | ●(○) ●/item, 1L |