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Presence merits

F a m e ( • to • • • ) Effect: Your character is recognized within a certain sphere, for a certain skill, or
because of some past action or stroke of luck. This can mean favors and attention, but it can also
mean negative attention and scrutiny. When choosing the Merit, define what your character is
known for. One dot reflects local recognition or reputation within a confined subculture. Two dots
means regional recognition by a wide swath of people. Three dots means worldwide recognition by
anyone who might have been exposed to the source of the fame. Each dot adds a die to any Social
rolls among those your character’s celebrity impresses. Drawback: Any rolls to find or identify the
character in the mundane world enjoy a one-die bonus per dot of the Merit. If the character has
Alternate Identity, she can mitigate this drawback. A character with Fame cannot have the
Anonymity Merit.

F ast-Talking (• to • • • • •; Style) Prerequisites: Manipulation •••, Subterfuge •• Effect: Your character


talks circles around listeners. She speaks a mile a minute and often leaves her targets reeling, but
nodding in agreement.

Always Be Closing (•): With the right leading phrases, your character can direct a mark to say what
she wants, when she wants. This trips the mark into vulnerable positions. When a mark contests or
resists your character’s Social interactions, apply a –1 to his Resolve or Composure.

Jargon (••): Your character confuses her mark using complex terminology. You may apply one
relevant Specialty to any Social roll you make, even if the Specialty isn’t tied to the Skill in use.

Salting ( • • • • ): Your character can position herself so that a mark pursues a non-issue or
something unimportant to her. When your character opens a Door using conversation (Persuasion,
Subterfuge, Empathy, etc.) you may spend a Willpower point to immediately open another Door.

Patron’ s Privilege ( • • • • • ) : Your character can take advantage of her mark’s greed or zeal. When
the mark does particularly well, it’s because your character was there to set him up and to
subsequently tear him down. If a target regains Willpower from his Vice or similar trait while your
character is present, you may immediately roll Manipulation + Subterfuge to open a Door,
regardless of the interval or impression level.

F ixer ( • • ) Prerequisites: Contacts ••, Wits ••• Effect: Your character is people who knows people.
She can not only get in touch with the right people to do a job, but she can get them at the best
possible prices. 123 Merits When hiring a service (p. 325), reduce the Availability score of the
service by one dot.

Combat Merits

Fleet of Foot (• to • • • ) Prerequisite: Athletics •• Effect: Gain +1 Speed per dot, and anyone
pursuing your character suffers a −1 per dot to any foot chase rolls.

Danger Sense (• • ) Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your
character to detect an impending ambush. Your character’s reflexes are honed to the point where
nothing is shocking.
F ast Reflexes (• to • • • ) Prerequisite: Wits • • • or Dexterity • • • Effect: Gain +1 Initiative per dot.

Stamina Merits

Iron Stamina (• to • • • ) Prerequisites: Stamina ••• or Resolve ••• Effect: Each dot eliminates a
negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For
example: A character with Iron Stamina •• can ignore up to a −2 modifier brought on by fatigue. The
Merit also counteracts the effects of wound penalties. So, if all of your character’s Health boxes are
filled (which normally imposes a −3 penalty to his actions) and he has Iron Stamina •, reduce those
penalties to −2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out
negative ones.

Other merits

Librar y ( • to • • • , Motley ) Effect: Your character has access to a plethora of information about a
given topic. When purchasing this Merit, choose a Mental Skill. The Library covers that purview. On
any extended roll involving the Skill in question, add the dots in this Merit. You can purchase this
Merit multiple times to reflect different Skills.

Direction Sense (•) Effect: Your character has an innate sense of direction, and is always aware of
her location in space. She always knows which cardinal direction she faces, and never suffers
penalties to navigate or find her way in the mundane world. This Merit has no effect in the Hedge.

Eidetic Memory (• • ) Effect: Your character recalls events and details with pinpoint accuracy. You
do not have to make rolls for your character to remember past experiences. When making
Intelligence + Composure (or relevant Skill) rolls to recall minute facts from swaths of information,
take a +2 bonus.

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