Semiotics
Semiotics is the vector of the Rosetta Society. Knowledge is power.
Abilities
Comprehension ●
Exegetes using this power can understand any language that is currently spoken by a living human somewhere in the world. They can communicate with each other with perfect clarity in a way others do not comprehend.
- Hunters: In addition to understanding, Hunters can respond in kind for the remainder of the scene.
- Beasts, Demons, Mages, Werewolves: In addition to understand the language themselves, these beings can share their comprehension with another individual who do not possess Semiotics.
- Mummies, Sin-Eaters, Vampires: These beings can understand dead languages as well as living ones.
- Changelings, Deviants, Prometheans: If a message is a vector for the Contagion, these beings can translate or decode it without becoming infected.
Specializations:
Discovery ●●
The Society provides access to any information needed, creating a temporary Library ●●● merit.
Edges:
- Demons, Mages: no longer suffered unskilled penalties.
- Hunters, Werewolves: first roll on an extended roll is reflexive; the Library bonus applies to Survival
- Sin-Eaters, Vampires: a dead body counts as a Library for related rolls.
- Mummies: gain the Inspired Condition
- Beasts, Changelings: the Library bonus applies to Empathy and Expression
- Deviants, Prometheans: the Library bonus applies to Stealth and Streetwise.
Specializations:
- Collectors: choose whether the Library bonus will apply to (all) Mental, Social or Physical rolls.
- Sesha-Hebsu: extended rolls gain the Rote quality
Babble ●●●
The targeted Contagious being loses the ability to read, speak, or otherwise communicate.
Edges:
- Changeling, Sin-Eater: The target also gains the Madness Condition.
- Mummies, Vampires: Instead of gibberish, the target is compelled to say something of the user's choice.
- Deviants, Hunters, Beasts, Mages: Bystanders don't notice the target is babbling.
- Prometheans: The target also gains the Sick Tilt. Their DNA cannot be sequenced for the duration.
- Demons, Werewolves: For the duration, these characters can mimic the target's voice flawlessly.
Specializations:
- Fairest: The target's speech isn't completely incomprehensible, but it takes the form of rhyme or song.
- Loyalists of Thule: can use Babble as a reflexive action.
Name (Teamwork) ●●●●
Working in tandem, two oracles can uncover the genuine sympathetic name of one or more people they're investigating, along with certain social Merits.
Edges:
- Changelings, Deviants, Prometheans: also learn whether the person in question knows about the faction and/or considers them a threat.
- Demon, Hunters, Mages: gain the Informed Condition related to each name.
- Vampires: inflict the Notoriety Condition
- Beasts, Sin-Eaters, Mummies, Werewolves: discover the Vice and Virtue of each name.
Specializations:
- Circle of the Crone: learn whether each name has any supernatural powers, and get a sense of what kind.
- Messenger (DTD): temporarily turn the targets' allies against them.
Define (Teamwork) ●●●●●
A trio of oracles impose a new name on the target and may afflict them with a Ban for 24 hours.
Edges:
- Demons can assign the target one of their Covers instead of a whole new name.
- Mages and Werewolves extend the duration to 48 hours.
- Hunters and Deviants also prevent the target from attacking, in addition to the Ban.
- Beasts, Changelings and Mummies can replace the target's Virtue and Vice instead of applying a Ban.
- Prometheans cause the target to inflict Disquiet.
- Sin-Eaters and Vampires subtract the target's Stamina from their Health.
Specializations:
- Bone Shadows can use this effect twice to apply two Bans.
- Pilgrims can rewrite the target's memories to conform to their new name.
References
| Contagion Chronicle Vectors | |
| Authority · Contagion · Fervor · Intel · Semiotics · Realignment | |