Second Sight Third Eye - Chronicles of Darkness
Second Sight Third Eye - Chronicles of Darkness
Second Sight Third Eye - Chronicles of Darkness
Table of Contents 1
Credits
Author: Chris Falco
Developer: Chris Falco
Editor: Chris Falco
Artist: White Wolf Art Packs
Cover from Max Pixel, under CC0
https://www.maxpixel.net
Special Thanks
Alan Alexander, Will Hindmarch, Conrad Hubbard,
Brand Robins, John Snead, Ken Cliffe, Pauline Benney,
Pauline Benney, Sam Araya, James Cole, Jim Pavelec,
Avery Butterworth, Alexander Dunnigen, Nick Stakal,
Mark Poole, Katie McCaskill, and anyone else that
assisted with the development of the original Second
Sight sourcebook.
© 2019 White Wolf Entertainment AB. All rights reserved. Vampire: The
Masquerade®, World of Darkness®, Storytelling System™, and Storytellers
Vault™ are trademarks and/or registered trademarks of White Wolf
Entertainment AB. All rights reserved. For additional information on White
Wolf and the World of Darkness, please, visit: www.white-wolf.com,
www.worldofdarkness.com and www.storytellersvault.com.
Introduction 5
Table of Contents 3
4 Second Sight: Third Eye
Introduction
Introduction
Meet the public defender. Overworked to the point of barely even getting to
talk to each of her clients, and yet she always seems to know exactly what
happened, ready with legal precedents and surprise evidence to help keep the
trodden upon masses from ending up behind bars simply because they couldn’t
afford a proper defense.
Meet the con man. He always seems to be happy to bilk the most gullible,
worst off people out of the last few bills they have in their pocket, leaving them
feeling hopeless. And yet, his victims always seem to hit a stroke of luck soon
after, whether a few hundred bucks from a scratch-off ticket, a forgotten debt
repaid to them, or money they’d thought they’d lost turning up in a hidden
container in their closet.
Meet the blind man. Left alone by the few he used to count on, he comes
across a strange book, seemingly ancient and yet written in braille, speaking of
“People are a way to regain his sight. The strange rite is prepared and performed by him,
supposed to fear and he finds himself miraculously recovering from his ocular defects. But… why
are there suddenly so many local news stories of children disappearing, always
the unknown, but on Fridays, about the same time he first found that book?
ignorance is bliss Second Sight: Third Eye is a self-contained update of the 1st edition
when knowledge Chronicles of Darkness supplement, Second Sight. It newly explores that
supplement’s concept of psychic phenomena, low magic, and dark cults of alien
is so damn creatures using the 2nd edition systems and mechanics. A bevy of new
frightening.” supernatural abilities are provided for mortal characters, alongside new
templates and other options for playing minor talents like Psychics and
- Laurell K. Thaumaturges.
While the 1st edition Second Sight book does contain some additional
Hamilton roleplaying advice, and a potential story option for introducing mortal
characters into the world of the supernatural, this book can be used on its
own, alongside the core Chronicles of Darkness 2nd edition rule book,
without requiring access to the original book. Psychics and Thaumaturges fit
well into the God Machine Chronicle, too.
Chapter One: Mortal Magic contains a large number of Supernatural
Merits, both new and converted from the Psychic and Thaumaturge merits
from the original Second Sight book, as well as new options and rules for
mortals making use of such powers.
Chapter Two: Abnormal Development provides Supernatural Merit
Templates (as introduced in Hurt Locker) for Psychics and Thaumaturges,
providing an alternative system for playing characters that delve more
specifically into parapsychology or low magic.
Chapter Three: What Should Not Be provides advice for Mystery Cults
following unspeakable beings from realms outside our view of reality, and for
Blasphemous heralds that serve them more directly.
Introduction 5
6 Second Sight: Third Eye
Chapter One:
Chapter One:
Mortal Magic
Mortal Magic Vampires warping the minds of others, werewolves channeling the power of
spirits, and mages imprinting the laws of strange upper realms on their
surroundings are far from the only beings capable of wielding supernatural
abilities. As long as there have been mortals, there’s been mortals capable of
wielding supernatural power, whether a psychic awakening of their mind, low
rituals calling upon the world around them, or strange mutations of their
bodies.
Evocation/Invocation (••+)
Prerequisites: Occult •••, Channeling, or
Medium
Effect: Your character has knowledge of “generic”
summoning rituals that are capable of calling a given
type of Ephemeral entity, chosen upon purchase of
the merit, without requiring the normal research time
or need for specialized applications of Conditions. By
purchasing an additional dot per type of entity,
further types can be called.
This works with a single Intelligence + Occult roll
to mystically attune the area to the entity, which takes
approximately 15 minutes; this can be either a
specific, named entity or just a call to the nearest of a
given type of ephemeral being.
If successful, the area becomes Open to the chosen
type of entity, and a call is sent out to them. They
must answer the call unless they succeed on a Rank +
Resistance roll and garner more successes than the
character did on their own roll. If the entity fails, it
Thaumaturgy (• to •••••)
Prerequisite: At least one Supernatural Merit that
requires activation.
Effect: Thaumaturgy is the practice of ritual magic,
whether through the lens of one of the Traditions or
through the improvised magic of a self-taught
practitioner. It has several scaling effects:
• Thaumaturges can utilize instantaneous
powers as rituals, extending the time taken in
order to lower the impact it has on their minds.
When activating a Supernatural Merit of a level Coven (• or •••••)
equal to or lower than their Thaumaturgy
Prerequisite: Thaumaturgy
rating that usually requires only an instant
Effect: With this merit, the Thaumaturge is capable
action and no more than a turn of preparation,
of performing rituals (per the description in the
the Thaumaturge may meditate (or perform a
Thaumaturgy merit) using the teamwork rules,
similar sort of ritual) beforehand in order to
allowing covens of ritualists to assist each other in
remove any Willpower point cost from the
casting magical effects they all know. This process
activation (if it would normally cost more than
doubles the time required of the ritual (either per roll
one point, multiply the time per roll
or of any flat period required) but affects each
accordingly; two points mean the meditation
member of the coven participating in the case of
takes twice as long, for instance). This can be
powers that normally only affect oneself.
used even if there’s no Willpower cost, in order
With the one-dot version of this Merit, every coven
to allow these merits to benefit from other
member must be a Thaumaturge that has both this
abilities that affect rituals.
merit and the one being cast. With the five dot
• When performing rituals (defined as either any
version, only the leading Thaumaturge needs to have
activation using the above system, or any
this merit, other Thaumaturges don’t need to have
Supernatural Merit that naturally requires
the Supernatural Merit, and non-Thaumaturges can
more than an instant action or turn of
be included if they have the Supernatural Merit being
preparation beforehand), if they double the
used.
time required (whether per roll or of a flat
Drawback: Differing methods of magic can
period required), they may ignore penalties
interfere with each other. For each member of the
equal to their Thaumaturgy rating on the
coven assisting in the ritual that relies on a different
activation. This can even remove penalties
tradition from the leader (those lacking one may
from Resistance.
count), the leader suffers a -1 penalty to their roll.
• This merit acts as a prerequisite for any other
Skilled Thaumaturges still often are better off with
Thaumaturgy merits. Other Thaumaturgy
“clashing” help, but there’s always the chance of a
merits require a rating in Thaumaturgy equal
participant doing more harm than good.
to or greater than their own rating, unless the
prerequisite lists a specific rating otherwise.
Dream (• to •••••)
Prerequisites: Thaumaturgy, Composure •••,
Wits •••
Prerequisite: Thaumaturgy
Effect: When using Equipment Crafting rules to
Scaled Ritual (•••)
create Mystical/Supernatural Equipment (Chronicles Prerequisites: Thaumaturgy, Wits •••
of Darkness pg. 100, God Machine Chronicle pg. Effect: The Thaumaturge has learned to expand the
241), you may craft equipment that provides a dice scale of their rituals, using more elaborate and
bonus of +1 higher than normal, but must use practiced magics to affect more than the usual single
extended rules for crafting, adding 5 successes to the target. When casting a ritual (per the definition in the
usual total. At 5 dots, it can be +2 higher, but requires Thaumaturgy merit) that has a single target, they may
10 extra successes. This can go above the usual +5 take a -2 penalty to both any preparations and the
limit for an equipment bonus. The character need activation itself, representing a more complex spell, to
not pay Experiences for those created for themself become able to target a second individual (or another
(though the Storyteller may limit how many they can type of target, as appropriate).
safely keep on hand), but others receiving these Use the highest of any Resistances, add any other
objects should take the Minor Relic merit below penalties that apply to either together, and compare
(ignoring the usual Prerequisite, but only applying to the successes separately against each target if the
this specialized Mystical Equipment). power’s contested (but only roll once). The power
otherwise affects both targets the same way (barring
Minor Relic (• to •••) different success/failure on a contested roll). In the
case of rituals that normally only target the
Prerequisites: Thaumaturgy •+ Thaumaturge themself, the second target must be
Effect: Your character has access to a minor magical touched at the end of the ritual and be present the
item, something that’s soaked up intense resonance whole time.
or perhaps absorbed some amount of supernatural
energy at a Nexus. Whatever the case, it provides its
rating in equipment bonus above and beyond what it
Sympathetic Magic (••••)
would normally provide. Creative applications of this Prerequisites: Thaumaturgy, Occult ••••
merit are fine; Occult equipment that provides
Numina
Others gain Dread Powers instead of Numina
(though may still choose the “Numen” power),
receiving the same number of them as other
Ephemera would receive Numina at the same Rank,
and they have a few unique Dread Powers they can
choose from (see below). The dice pool they use is
always Power + Finesse, and they may spend Essence
in place of Willpower. They may still trade these
Dread Powers for dots of Influences and
Manifestations.
Research
As mentioned, research rolls treat Others as if their
rank was one higher (needing 25 successes if their
effective Rank becomes 6), due to the obscurity of
most of their weaknesses. As well, “new” creatures are
all too common, making research an impossibility.
Stranger Things
Sometimes, Others aren’t anything truly
quantifiable, and existing game systems might not
seem appropriate for them. Flaws in Reality,
especially, may simply work akin to a system of Tilts
imposed on reality and a “Ban” that will cause it to
cease to exist. The Storyteller shouldn’t feel confined
to using Ephemeral or Horror systems, nor to relying
wholly on the Core or this supplement for where they
gain their Dread Powers and other abilities. Things
That Should Not Be are rarely confronted directly,
and if they are, they should shock and confuse the
characters and players alike, rather than following
predictable patterns.
Zhuidhro’s Cult
Calling themselves “The Empty Hand,” the cult of
Zhuidro are numerous, but scattered. They may go
about their normal lives for years at a time before
their patron provides guidance to them. Once that
guidance is given, though, they’ll do whatever is
needed to bring the world a bit closer to its ultimate
demise.
It’s because of this that it’s so difficult to
undermine them and take them head-on. No single
gathering of them provides access to the whole, and
the ones that pass on the entity’s will are rarely found
with those enacting it. If they’re not actively working
towards its goals at the time, it’s almost impossible to
find them out, given how normal they otherwise tend
to appear. Those seeking to undermine The Empty
Hand need to be prepared to play the long game too.
Purpose: The Empty Hand’s sole purpose is to
enact their patron’s will, and because of this, they
rarely meet and have no need to remain together.
Little “pockets” of the cult are scattered throughout
the country (perhaps the world), and come together
only when Zhuidhro’s will is made known to those at
the highest levels of the cult. Those members pass this
information down to whomever needs to know it, any
mission is enacted, and then they can go back to their
lives once again (if the mission’s result doesn’t
prevent that).
Ultimately, it’s said that these acts will build on
each other, until after years, decades, or even Asmodayan
centuries, they’ll reach the point of bringing about
the end of all things. Type: Demon of the Outer Realm
Doctrine: At the highest levels of the Cult (dots Background: Asmodayan only very recently found
four and five) are the Interpreters. They receive the its way into this world, and thus far, nobody’s entirely
will of Zhuidhro in whatever form it comes, and those sure of exactly where in the outer void it came from,
beneath, the Empty Hands themselves, enact that or for that matter, how it got here. No record can be
will. There is no questioning of these orders, there’s found of any summoning, no rites invoking him, and
Third Eye contains a look at the inscrutable, the flow of magic and thrum of psychic
energy. The power held by mortal minds and channeled by those that can't truly
contain it, but make use of it nonetheless.
It features:
•2nd edition rules for many of the psychic powers and thaumaturgical rituals found
in the original Second Sight, including more than 25 revised Supernatural Merits.
•New Merit Templates for playing Psychics and Thaumaturges.
•An updated look at Things That Should Not Be and the foul abilities they grant to
their followers.
•Optional Rules and updated systems for characters wielding low magic of any kind.
A Sourcebook for
the Chronicles of Darkness
By Chris Falco
Table of 1
Contents
Credits
Author: Chris Falco
Developer: Chris Falco
Editor: Chris Falco
Artist: White Wolf Art Packs
Cover from Max Pixel, under CC0
https://www.maxpixel.net
Special Thanks
Alan Alexander, Will Hindmarch, Conrad Hubbard,
Brand Robins, John Snead, Ken Cliffe, Pauline Benney,
Pauline Benney, Sam Araya, James Cole, Jim Pavelec,
Avery Butterworth, Alexander Dunnigen, Nick Stakal,
Mark Poole, Katie McCaskill, and anyone else that
assisted with the development of the original Second
Sight sourcebook.
© 2018 White Wolf Entertainment AB. All rights reserved. Vampire: The
Masquerade®, World of Darkness®, Storytelling System™, and Storytellers
Vault™ are trademarks and/or registered trademarks of White Wolf
Entertainment AB. All rights reserved. For additional information on White
Wolf and the World of Darkness, please, visit: www.white-wolf.com,
www.worldofdarkness.com and www.storytellersvault.com.
Table of
Contents
3
4 Second Sight: Third Eye
Introduction
Introduction
Meet the public defender. Overworked to the point of barely even getting to
talk to each of her clients, and yet she always seems to know exactly what
happened, ready with legal precedents and surprise evidence to help keep the
trodden upon masses from ending up behind bars simply because they couldn’t
afford a proper defense.
Meet the con man. He always seems to be happy to bilk the most gullible,
worst off people out of the last few bills they have in their pocket, leaving them
feeling hopeless. And yet, his victims always seem to hit a stroke of luck soon
after, whether a few hundred bucks from a scratch off ticket, a forgotten debt
repaid to them, or money they’d thought they’d lost turning up in a hidden
container in their closet.
Meet the blind man. Left alone by the few he used to count on, he comes
across a strange book, seemingly ancient and yet written in braille, speaking of
“People are a way to regain his sight. The strange rite is prepared and performed by him,
supposed to fear and he finds himself miraculously recovering from his ocular defects. But… why
are there suddenly so many local news stories of children disappearing, always
the unknown, but on Fridays, about the same time he first found that book?
ignorance is bliss Second Sight: Third Eye is a self-contained update of the 1st edition
when knowledge Chronicles of Darkness supplement, Second Sight. It newly explores that
supplement’s concept of psychic phenomena, low magic, and dark cults of alien
is so damn creatures using the 2nd edition systems and mechanics. A bevvy of new
frightening.” supernatural abilities are provided for mortal characters, alongside new
templates and other options for playing minor talents like Psychics and
- Laurell K. Thaumaturges.
While the 1st edition Second Sight book does contain some additional
Hamilton roleplaying advice, and a potential story option for introducing mortal
characters into the world of the supernatural, this book can be used on its
own, alongside the core Chronicles of Darkness 2nd edition rule book,
without requiring access to the original book. Psychics and Thaumaturges fit
well into the God Machine Chronicle, too.
Chapter One: Mortal Magic contains a large number of Supernatural
Merits, both new and converted from the Psychic and Thaumaturge merits
from the original Second Sight book, as well as new options and rules for
mortals making use of such powers.
Chapter Two: Abnormal Development provides Supernatural Merit
Templates (as introduced in Hurt Locker) for Psychics and Thaumaturges,
providing an alternative system for playing characters that delve more
specifically into parapsychology or low magic.
Chapter Three: What Should Not Be provides advice for Mystery Cults
following unspeakable beings from realms outside our view of reality, and for
Blasphemous heralds that serve them more directly.
Introduction
5
Chapter One:
Chapter One:
Mortal Magic
Mortal Magic Vampires warping the minds of others, Werewolves channeling the power of
spirits, and Mages imprinting the laws of strange upper realms on their
surroundings are far from the only beings capable of wielding supernatural
abilities. As long as there have been mortals, there’s been mortals capable of
wielding supernatural power, whether a psychic awakening of their mind, low
rituals calling upon the world around them, or strange mutations of their
bodies.
“Indubitably, magic
is one of the subtlest Supernatural Merits
and most difficult of Whatever the ultimate source and methodology behind a mortal’s power, the
the sciences and arts. majority of them are mechanically handled by Supernatural Merits. Unlike in
previous editions, where Psychic Phenomena, Thaumaturgy, and other minor
There is more talents were all handled by their own class of merit or even other powers entirely,
opportunity for they’re now all covered by the same general category. These special merits
represent mortal-only talents of any kind, whether rituals, psychic phenomena,
errors of
or even strange semi-physical augmentations.
comprehension,
judgment and Clash of Wills
practice than in any Sometimes, two supernatural powers clearly oppose one another. If the normal
systems for the powers fail to resolve this, such as when a Telepath attempts to
other branch of scour the memories of someone whose mind was altered by a Vampire’s abilities.
physics.” All involved supernatural effects enter a contested action, with Supernatural
Merits using a pool of the wielder’s Supernatural Potency trait (Mortals usually
- Aleister Crowley lack one) plus the rating of the Merit’s governing Attribute (the one it’s activated
with, if applicable, or else whatever one the Storyteller deems the best fit). Ties
reroll until one player has accrued more successes than all others. That player’s
character’s effect wins out and resolves as usual, all others fail. Victory of one
power in a clash does not mean the immediate cancellation of the others, save
in cases where only one power can possibly endure (such as competing
domination). Characters may spend Willpower to bolster the contested roll, but
only if they are physically present and aware (or consciously suspect) that powers
are clashing. Certain powers, those with exceptionally long durations, are more
enduring in a clash. Day-long effects add one die to the clash roll, week-long
effects add two, month-long three, and effects that would last a year or longer
add four (this includes indefinite effects and those that are bought and then are
always active).
Clash of Wills applies to supernatural creatures, as well. The traits involved
depend on the creature and are covered in their own source books.
Dream Forms
Evocation/Invocation (••+)
Prerequisites: Occult •••, Channeling, or
Medium
Effect: Your character has knowledge of “generic”
summoning rituals that are capable of calling a given
type of Ephemeral entity, chosen upon purchase of
the merit, without requiring the normal research time
or need for specialized applications of Conditions. By
purchasing an additional dot per type of entity,
further types can be called.
This works with the normal rules for Summoning
ephemeral entities (Chronicles of Darkness, pg. 139),
but requiring just a single Intelligence + Occult roll to
mystically attune the area to the entity, which takes
approximately 15 minutes; this can be either a
specific, named entity, or just a call to the nearest of
a given type of spirit.
If successful, the area becomes Open to the chosen
type of entity, and call is sent out to them. They must
answer the call unless they succeed on a Rank +
Resistance roll and garner more successes than the
character did on their own roll, and must remain
Thaumaturgy (• to •••••)
Prerequisite: At least one Supernatural Merit that
requires activation.
Effect: Thaumaturgy is the practice of ritual magic,
whether through the lens of one of the Traditions or
through the improvised magics of a self-taught
practitioner. It has several scaling effects:
• Thaumaturges can utilize instantaneous
powers as rituals, extending the time taken in
order to lower the impact it has on their minds.
When activating a Supernatural Merit of a level Coven (• or •••••)
equal to or lower than their Thaumaturgy
Prerequisite: Thaumaturgy
rating that usually requires only an instant
Effect: With this merit, the Thaumaturge is capable
action and no more than a turn of preparation,
of performing rituals (per the description in the
the Thaumaturge may Meditate (or perform a
Thaumaturgy merit) using the Teamwork rules,
similar sort of ritual) beforehand in order to
allowing covens of ritualists to assist each other in
remove any Willpower point cost from the
casting magical effects they all know. This process
activation (if it would normally cost more than
doubles the time required of the ritual (either per roll
one point, multiply the time per roll
or of any flat period of time required), but affects each
accordingly; two points mean the Meditation
member of the coven participating in the case
takes twice as long, for instance). This can be
of powers that normally only affect oneself.
used even if there’s no Willpower cost, in order
With the one dot version of this Merit, every coven
to allow these merits to benefit from other
member must be a Thaumaturge that has both this
abilities that affect rituals.
merit and the one being cast. With the five dot
• When performing rituals (defined as either any
version, only the leading Thaumaturge needs to have
activation using the above system, or any
this merit, other Thaumaturges don’t need to have
Supernatural Merit that naturally requires
the Supernatural Merit, and non-Thaumaturges can
more than an instant action or turn of
be included if they have the Supernatural Merit being
preparation beforehand), if they double the
used.
time required (whether per roll or of a flat
Drawback: Differing methods of magic can
period required), they may ignore penalties
interfere with each other. For each member of the
equal to their Thaumaturgy rating on the
coven assisting in the ritual that relies on a different
activation. This can even remove penalties
tradition from the leader (those lacking one may
from Resistances.
count), the leader suffers a -1 penalty to their roll.
• This merit acts as a prerequisite for any other
Skilled Thaumaturges still often are better off with
Thaumaturgy merits. Other Thaumaturgy
“clashing” help, but there’s always the chance of a
merits require a rating in Thaumaturgy equal
participant doing more harm than good.
to or greater than their own rating, unless the
prerequisite lists a specific rating otherwise.
Dream (• to •••••)
Prerequisites: Thaumaturgy, Composure •••,
Wits •••
Prerequisite: Thaumaturgy
Effect: When using Equipment Crafting rules to
Scaled Ritual (•••)
create Mystical/Supernatural Equipment (Chronicles Prerequisites: Thaumaturgy, Wits •••
of Darkness pg. 100, God Machine Chronicle pg. Effect: The Thaumaturge has learned to expand the
241), you may craft equipment that provides a dice scale of their rituals, using more elaborate and
bonus of +1 higher than normal, but must use practiced magics to affect more than the usual single
extended rules for crafting, adding 5 successes to the target. When casting a ritual (per the definition in the
usual needed total. At 5 dots, it can be +2 higher, but Thaumaturgy merit) that has a single target, they may
requires 10 extra successes. This can go above the take a -2 penalty to both any preparations and the
usual +5 limit for an equipment bonus. The character activation itself, representing a more complex spell, to
need not pay Experiences for those created for become able to target a second individual (or other
themself (though the Storyteller may limit how many second target, as appropriate).
they can safely keep on hand), but others receiving Use the highest of any Resistances, add any other
these objects should take the Minor Relic merit below penalties that apply to either together, and compare
(ignoring the usual Prerequisite, but only applying to the successes separately against each target if the
this specialized Mystical Equipment). power’s contested (but only roll once). The power
otherwise affects both targets the same way (barring
Minor Relic (• to •••) different success/failure on a contested roll). In the
case of rituals that normally only target the
Prerequisite: Thaumaturgy 1+ Thaumaturge themself, the second target must be
Effect: Your character has access to a minor magical touched at the end of the ritual, and be present the
item, something that’s soaked up intense resonance whole time.
or perhaps absorbed some amount of supernatural
energy at a Nexus. Whatever the case, it provides its
rating in equipment bonus above and beyond what it
Sympathetic Magic (••••)
would normally provide. Creative applications of this Prerequisites: Thaumaturgy, Occult ••••
merit are fine; Occult equipment that provides
Research
As mentioned, research rolls treat Others as if their
rank was one higher (needing 25 successes if their
effective Rank becomes 6), due to the obscurity of
most of their weaknesses. As well, “new” creatures are
Stranger Things
Sometimes, Others aren’t anything truly
quantifiable, and existing game systems might not
seem appropriate for them. Flaws in Reality,
especially, may simply work akin to a system of Tilts
imposed on reality and a “Ban” that will cause it to
cease to exist. The Storyteller shouldn’t feel confined
to using Ephemeral or Horror systems, nor to relying
wholly on the Core or this supplement for where they
gain their Dread Powers and other abilities. Things
That Should Not Be are rarely confronted directly,
and if they are, they should shock and confuse the
characters and players alike, rather than following
predictable patterns.
Asmodayan Health: 10
Weapons/Attacks:
Type: Demon of the Outer Realm Type Damage Range Dice
Background: Asmodayan only very recently found Claws/Teeth 3L, AP3 Melee 12
its way into this world, and thus far, nobody’s entirely Tentacles 0L Melee 12*
sure of exactly where in the outer void it came from, *15 in a Grapple
or for that matter, how it got here. No record can be Ban: Asmodayan cannot cross into Holy ground of
found of any summoning, no rites invoking him, and any sort, and if forced to (physically or otherwise), he
it has no cult as of yet built up in its name (although starts taking one aggravated damage per turn.
individual Blasphemers are seemingly plentiful). Bane: Pure silver that’s been left in the moonlight
Description: Appearing as a chitinous, eerily for a full, uninterrupted month.
smiling semi-humanoid creature with an odd bevvy of Dread Powers: Hunter’s Senses (targets), Jump
clawed appendages curling off of tentacle-like arms on Scare, Natural Weapons 3 (Claws, Teeth), Tentacles
its back, oddly lithe and moving quickly enough that 3
the eye has trouble following it, this Demon can easily Rites Granted: None yet.
strike fear into the minds of those that do manage to Powers Granted: Hunter’s Senses, Natural
witness it. Especially those that end up in its sights. Weapons, Tentacles.
Storytelling Hints: Asmodayan, through some
strange outer logic, has come up with a group of 13
important individuals, all of whom are supernatural
creatures in positions of temporal mortal power, that
must be killed. While some mortals (Hunters
especially) might normally be more than happy to let
it do its work, it has no qualms about killing everyone
and destroying anything between where it is and
where it expects its next target to be. Its Blasphemies
never are given the information about its overall goal,
but may be brought to bear against individual targets.
Mental Attributes: Intelligence 4, Wits 8, Resolve
6
Physical Attributes: Strength 3, Dexterity 8,
Stamina 3
Social Attributes: Presence 3, Manipulation 5,
Composure 2
Mental Skills: Investigation 4, Occult 4
Third Eye contains a look at the inscrutable, the flow of magic and thrum of psychic
energy. The power held by mortal minds and channeled by those that can't truly
contain it, but make use of it nonetheless.
It features:
•2nd edition rules for many of the psychic powers and thaumaturgical rituals found
in the original Second Sight, including more than 25 revised Supernatural Merits.
•New Merit Templates for playing Psychics and Thaumaturges.
•An updated look at Things That Should Not Be and the foul abilities they grant to
their followers.
•Optional Rules and updated systems for characters wielding low magic of any kind.