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Merits
Jan 2, 2008 23:05:44 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:05:44 GMT -8
Aptitudes These merits establish special capacities and abilities for your character, or modify the effects and powers of your character's other Traits.
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Animal Magnetism - 1 point
You are especially attractive to others. You receive a -2 to your difficulties on Seduction or Subterfuge rolls. However, your appeal aggravates others of your gender.
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Ambidextrous - 1 point
You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform tasks ( e.g., fighting with a weapon in each hand ) is a +1 difficulty for the "right" hand and a +3 difficulty for the "wrong" hand.
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Computer Aptitude - 1 point
You have a natural affinity with computers, so the difficulties of all rolls to repair, construct and operate them is reduced by two.
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Crack Driver - 1 point
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two
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Mechanical Aptitude - 1 point
You are naturally adept with all kinds of mechanical devices ( note that this aptitude does not extend to electronic devices such as computers ). The difficulties of all dice rolls to understand, repair and operate any kind of mechanical device is reduced by two. However, this merit doesn't help you drive any sort of vehicle.
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Poison Resistance - 1 point
You have, for some reason or another, developed a resistance to poisons. It could be that you are somehow naturally resistant, or that you have spent years building up your resistance against all known types of poisons. Any time you need to make a soak roll against the effects of a poison or toxin, reduce your difficulty by three.
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Natural Linguist - 2 points
You have a flair for languages. This merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages ( both written and spoken )
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Daredevil - 3 points
You are good at taking risks, and are even better at surviving them. All difficulties are -1 whenever you try something particularly dangerous, and you can ignore one botch result when you roll "ones" on such actions ( you can cancel a single "one" that is rolled, as if you have an extra success )
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Fast Learner - 3 points
You learn very quickly, and pick up on new things faster than most do. You gain one extra experience point at the conclusion of each story ( not each game session ).
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Perfect Balance - 3 points
Your sense of balance is acute thanks to constant training or inherited traits. It is very unlikely that you will ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold. This merit functions for such actions such as tightrope walking, crossing ice and climbing mountains. All difficulties involving such feats are reduced by three. It would take a lot to push a character off of his feet if he had this merit.
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Jack-Of-All-Trades - 5 points
You have a large pool of miscellaneous skills and knowledges obtained through your extensive travels, the jobs you've held, or just day to day experience. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to stimulate a wide range of abilities. If you train or spend experience on a Skill or Knowledge, you must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to two dots.
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Ability Aptitude - 1 point
You have a particular facility with one ( non combat-related ) Ability, and have +2 to all rolls directly related to that ability.
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Animal Affinity - 2 points
You possess some of the legendary fae affinity for animals, and with a successful Charisma ( or Manipulation ) + Animal Ken, you may calm down a frightened animal, or befriend a nuetral one. By spending two willpower points, you may gain a rudimentary ability to understand the intentions of a particular animal, and even communicate with it in a way it understands well.
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Busy Helper - 5 points
This merit is identical to the boggan Birthright: Craftwork
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Chimerical Craftsman - 5 points
This is identical to the nocker Birthright: Forge Chimera
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Water Baby - 5 points
This is identical to the selkie Birthright: Ocean's Grace
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Merits
Jan 2, 2008 23:06:08 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:06:08 GMT -8
Awareness These Merits involve perception.
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Acute Senses - 1 point
You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question ( e.g., Perception + Awareness to hear a faint noise, taste poison in food or seen an oncoming attacker ) are decreased by two.
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Cat Senses - 5 points
This is identical to the sluagh Birthright: Heightened Senses, except you may not speak to wraiths, and you do not suffer the sluagh difficulties of Heightened Senses ( susceptibility to light, etc. )
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Natural Appreciation - 5 points
This is identical to the ghille dhu Birthright: Nature's Bounty
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Merits
Jan 2, 2008 23:06:37 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:06:37 GMT -8
Changeling Ties These merits deal with the place, positions and status of a character within changeling society
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Prestigious Mentor - 1 point
Your mentor had or has great Status among the Kithain and this has accorded you a peculiar honor. Most treat you respectfully, while some only have contempt for you, believing you to be merely riding your Mentor's coattails. This prestige could greatly aid or hinder you when dealing with elders acquainted with your Mentor. Indeed, your Mentor's contacts may actually approach you at some point and offer aid. Although your Mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever.
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Boon - 1 - 3 points
A noble owes you a favor because of something either you or your Mentor once did for him. The extent of the boon owed depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the noble probably owes you his life.
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Reputation - 2 points
You have a good reputation among the changelings of your Court. This may derive from your own reputation or from your Mentor. Add three dice to any Dice Pools involving social dealings with others of your Court. A character with this merit may not take the flaw Notoriety
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Kith Affinity - 2 points
You have a knack for interacting with members of another kith - perhaps it's the way you look, or maybe you have a reputation for helping them out when they're in need. Maybe you were a great aid to them in a past life ( perhaps you were one in a past life! ). Regardless, you are +2 on any Social rolls on all friendly social interactions with this kith, or when sincerely attempting to gain their trust. However, if that kith has any enemies in the area, beware - you will be marked as a sympathizer.
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Merits
Jan 2, 2008 23:07:18 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:07:18 GMT -8
Mental These merits deal with the mind, it's strengths, and special capacities.
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Common Sense - 1 point
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how your potential actions might violate practicality. This is an ideal merit if you are a novice player because it allows you to receive advice from the ST concerning what you can and cannot do, and ( even more importantly ) what you should and should not do. ( er .. a note. There's no real ST in this game. Um .. heh. Use your own common sense )
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Concentration - 1 point
You have the ability to focus your mind and shut out any distractions or annoyances, above and beyond the norm. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two dice, though no extra benefits are gained if only one penalty die is imposed.
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Lightning Calculator - 1 point
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the track. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks.
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Eidetic Memory - 2 points
You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll, you can recall any sight or sound accurately, even if you have only heard or glanced at it once ( although the difficulty of such a feat would be high ). Five successes enable you to recall an event perfectly.
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Iron Will - 3 points
When you are determined and your mind is set, nothing can divert you from your goals. You cannot be Dominated, and wraiths, mages and other changelings using mental attacks against you gain an additional +3 to their difficulties if you are aware of them and resisting. However, the additional mental defense costs you one Willpower point per turn. Even if you are unaware of an attack, everyone attempting to magically influence you must add +1 to her difficulty.
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Self Confident - 5 points
When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of Willpower unless you fail. This will also prevent you from botching, but only if you declare that you are spending the point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the difficulty of your roll is 6 or higher. You may spend a willpower point at other times; however, if the difficulty is 5 or less, the merit will not help you.
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Celestial Attunement - 1 point
You have an innate link to the passage of time and the movement of celestial bodies. You can estimate the time until sunrise or sunset within a minute or two, and can follow the phases of the moon in your head. Those with some training in astrology and this merit can even fortell certain astrological conjunctions without access to charts. You can accomplish any of these feats with only a minimum of concentratoin. This Merit is especially common among the faerie folk who are i tune with the cycle of nature. It can also help resist the effects of faerie time inflicted by the Chronos Art; all such difficulties to confuse a changeling with this merit are at -2.
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Merits
Jan 2, 2008 23:07:50 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:07:50 GMT -8
Mortal Society These merits deal with the influence, power and station of a character among mortals. Some of them correspond very closely to certain background traits ( such as Influence and Resources ), while others simply elaborate and expand upon them.
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Black Market Ties - 1 - 5 points
You have special ties to the underground shopping network, ties that help you acquire hard to find equipment. This merit adds one die per point to your Streetwise roll when trying, for instance, to obtain black market weaponry. Difficulties for such rolls are left up to the ST ( typically 7 or higher ). The point cost reflects how "connected" you may be. You may use your black market connections during the game to provide yourself with needed or useful equipment. Such connections will not simply hand you whatever you want - these things don't come cheap!
• 1 point - Small items: Ammo, low clearance ID badges, good software
• 2 points - Average items: guns, high tech software, special ammo
• 3 points - Fancy items: antique cars, explosives, automatic weapons
• 4 points - Hefty items: heavy weapons, high security IDs or access codes
• 5 points - "Yeah right. Maybe next game" - Hi-tech military weapons, high explosives, military vehicles
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Judicial Ties - 2 points
You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the D.A.'s office, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties also make it easy to acquire search warrants.
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Mansion - 3 points
You own a large mansion - a home with 25 or more rooms - as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, although they cannot be used as Dreamers or Retainers unless you purchase the appropriate background. The mansion is assumed to have the most current electronic security available and a fence around the perimeter, but does not have access to a trod ( see the Freehold background for such a place ). While the mansion can be in as poor or good shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house won't attract IRS audits, but it may attract police scrutiny if bands of strange kids hang out there.
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Media Ties - 2 points
You have both influence over and contacts in the local media. You can suppress and create news stories ( though not always with 100 percent efficiency; journalists are an unruly bunch ), and you have access to the files and gossip of newspaper and T.V. station staff.
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Nightclub - 2 points
You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ( $1000 a month, but it can grow ), but more important than the money is the prestige. You may use the nightclub as your freehold ( though you must purchase the background trait to do so ), or you may simply hang out there. The name of the nightclub, its style, design and regular patrons are all up to you. Variations on this theme could include a restaurant, theater, comedy club, sports arena or retail store.
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Church Ties - 3 points
You have influence and contacts in some local churches, and have the means to organize protest rallies, help the needy and raise money. The more you use your ties, of course, the greater your risk of being discovered
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Corporate Ties - 3 points
You have both influence and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem and can raise considerable amounts of money ( in the form of loans ) in a very short period of time.
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Entertainment Ties - 3 points
You have a degree and fame and influence in the local entertainment scene ( music, theater, dance, S.C.A., etc. ). Either you own or manage a good venue or site, or you have some notoriety among both peers and fans. You can exert this influence to ferret out information or buy favors. For five points, this fame can be nationwide.
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Police Ties - 3 points
You have both influence over and contacts in the local police department. You can, with a single phone call, attempt for an APB to be issued. However, the more often you use your ties in the P.D., the weaker they become, and the more attention you attract towards yourself. Your influence is not solid ( that can only be achieved through game play ), and it can let you down at times.
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Political Ties - 3 points
You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can arrange to shut off the power and water to a building or neighborhood and can unleash many different bureaucratic means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.
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Underworld Ties - 3 points
You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers", and some control over local criminal activities. The more often you use your ties with the criminal element, the weaker they become.
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Corporation CEO - 5 points
You have a particular influence and sway over a major corporation and associated companies, just as if you were the chief executive officer. Indeed, you might have owned the company before your Chrysalis, and you have retained control. Through this corporation, you know much that takes place in the corporate community and have the means to wage economic warfare. This merit provides you with some informal allies and resources.
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Merits
Jan 2, 2008 23:08:30 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:08:30 GMT -8
Physical These merits deal with health and physical make up
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Double Jointed - 1 point
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this merit.
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Huge Size - 4 points
Your mortal seeming is abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this as one extra Health Level, with no penalties to rolls.
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Merits
Jan 2, 2008 23:09:38 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:09:38 GMT -8
Psychological These merits deal with the psychological makeup of your character, and may describe ideals, motivations or pathologies.
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Code of Honor - 1 point
You have a personal code of ethics by which you strictly adhere. You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion ( Mind magick, vampiric Dominate or Chicanery ) that would make you violate your code, you either gain three extra dice to resist or your opponent's difficulties are increased by two. You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.
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Higher Purpose - 1 point
All changelings have some vision of their Path, but you have a special commitment to yours. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any roll that has something to do with this higher purpose. Decide what your higher purpose is. You may not take this merit if you have the Flaw Driving Goal
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One Bad Dude - 5 points
This is identical to the redcap Birthright: Bully Browbeat
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Loyal Heart - 5 points
This merit is identical to the troll Birthright: Strength of Duty
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Merits
Jan 2, 2008 23:10:58 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:10:58 GMT -8
Supernatural These merits are different kinds of supernatural benefits. It is recommended that one not have more than one or two merits from this section. Hey, the book said it, not me
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Iron Resistance - 4 points
Cold iron has no physical effect on you. You may touch cold iron, and feel no excruciating pain, not even a tingle. However, constant exposure to the metal will still cause you to suffer Banality. This is a double-edged sword, as you may not realize when you are sitting on a cold iron bench, or leaning against a fence made of the foul metal. A Perceptions + Intelligence roll ( difficulty 7 ) is required to avoid exposing yourself to the dangerous element in any setting where it is present
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Regeneration - 7 points
Your faerie nature is very strong. As a result, you heal much faster than other Kithain. For every turn spent resting, you recover one Health Level of chimerical damage. Physical wounds require a great deal more rest, but they too can be regenerated at the rate of one Health Level per hour. While in a freehold, your wounds heal at twice this speed. Wounds inflicted by cold iron are not affected by this merit.
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Past Life - 1 - 5 points
You can remember one or more of your previous incarnations. This can be as simple as constant sense of deja vu in places known in your past lives, or as complex as conscious, waking memories of being another person. In practical terms, this means that your character knows things about situations through dead memories. You might know your way around a past life's hometown, or might back away from a past life's murderer without knowing why. This is a good merit for beginning players, as they can learn that something they are about to do is stupid, dangerous, or both. This cannot be used to "remember" Abilities. One should take the time to flesh out one or more of the past selves. However, unless the memories are very detailed, the character isn't likely to know everything about the past.
• one point - Deja vu memories of one life
• 2 points - Dreamy, vague memories of on life, with deja vu from several lives
• 3 points - Vague memories of several lives and one or two well remembered impressions from one life
• 4 points - Several well remembered impressions from many lives
• 5 points - A clear but broken thread of memories back to the Mythic Age and beyond
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True Love - 1 point
You have discovered, and possibly lost ( at least temporarily ) a true love. Nonetheless, this love provides joy in an otherwise arid existence that's usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Also, the power of your love may be powerful enough to protect you from supernatural forces. However, your true love may also be a hindrance and require aid ( or even rescue ) from time to time. Be forewarned: this is a most exacting merit to play over the course of a chronicle.
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Faerie Eternity - 5 points
After you went through your Chrysalis, you had a birthday, then another and then another. Something was strange, though - you didn't seem to grow or get older. You are touched with a vestige of the immortality that used to be the birthright of all fae. As long as your fae seeming is active, you will age at one tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed or should you retreat into Banality, you will begin to age normally.
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Medium/Shaman - 2 points
You possess a natural affinity with spirits, either natural spirits such as animals or plants ( Shaman ) or the ghosts of the departed ( Medium ) - choose one. Though you cannot see spirits unless they reveal themselves, you may speak freely to any spirits of your affinity in the area, and you can even summon them to you with pleading and cajoling. Spirits never offer their powers or advice for free however - they always want something in return. Sluagh who take Medium are +2 on all Perception rolls with wraiths they encounter.
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Danger Sense - 2 points
You have a sixth sense that warns you of danger. When you are in danger, a roll of Perception + Alertness should be made. The difficulty depends on the remoteness of the danger. If the roll succeeds, your character has a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature
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Spirit Mentor - 3 points
You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself ( see Haunted in the flaws section ), but for the most part it's beneficial to you for the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The ghost will not reveal its full power and potencies. Mentors of this sort are not true Mentors of the Arts, but might give special insights into aspects of mortal life that changelings have missed or forgotten.
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Werewolf/Vampire Companion - 3 points
You have a friend and ally who just happens to be a werewolf or vampire. Though you may call upon this being in times of need, she also has the right to call upon you ( after all, you are friends ). Neither your kind nor hers appreciate your relationship; while changelings frequently deal with Prodigals, all sides share a healthy distrust of each other. Your friend will not become a walking Glamour battery for greedy changelings. Such relationships often end badly.
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Luck - 3 points
You were born lucky; you have a guardian angel or the Devil looks after his own. Either way, you can repeat three failed non-magical rolls per story. Only one repeat attempt may be made on any single roll
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Unbondable - 4 points
You are immune to being Blood Bound. No matter how much vampire blood you drink, you can never be Bound to a vampire. This is exceedingly rare, and the merit should be considered carefully before it is allowed into the game.
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Sphere Natural - 5 points
You are able to utilize one of the Arts with a greater degree of ease than other changelings can. In a previous incarnation you were extremely proficient in one of the Arts - so much that a small portion of that knowledge has carried into this lifetime. Select an art; when spending experience points to gain levels in that art, you pay three quarters of the normal cost. This Art must be declared during character conception. Of course, this merit may only be purchased once.
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Guardian Angel - 6 points
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need, you may be supernaturally protected. However, one can never count upon a guardian angel. You must decide why you are being watched over and who is watching you ( not necessarily an angel, despite the name )
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True Faith - 7 points
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You begin the game with one point of Faith ( as a Trait with a range of 1 - 10 ). This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. This merit is exceedingly rare among changelings, and is found most often in those who have undergone their Chrysalis late in life. Your Faith adds to Willpower rolls, giving a +1 to the Dice Pool for each point in Faith. The exact supernatural effects of faith, if any, are completely up to the Storyteller, although it will typically repel vampires ( basically the changeling must make a Faith roll against a difficulty of the vampire's willpower to repel him ). The effects of Faith will certainly vary from person to person, and will almost never be obvious - some of the most saintly people have never performed miracles greater than managing to ease the suffering of injured souls. The nature of any miracles you do perform will usually be tied to your own Nature, and you may never realize that you have been aided by a force beyond yourself. An additional benefit of True Faith is innate magic resistance. This effect will not work for changelings ( theories about the reason for this vary ), but can add a dangerous wrinkle to fanatical witch hunters of enemy Dauntain. A character may roll his True Faith ( difficulty 6 ) to reduce the successes of any cantrips cast upon him. Therefore, a changeling facing a hunter with 5 points of True Faith stands a slim chance of affecting him with magic. True Faith is a rare attribute in this day and age. No one may start the game with more than one Faith Point. Additional points are awarded based on appropriate behavior and deeds.
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Poetic Heart - 3 points
You have a truly inspired soul within you. You are destined to be a great hero or artist, and therefore glamour shields you from the ravages of Banality. At times, you may even be able to stave off the tide of Banality. You may make a Willpower roll to avoid gaining a point of temporary Banality per story.
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Winged - 3 points ( Note. This can also be taken as a 2 point Flaw. I'm only gonna put the Merit type info in this section )
You have beautiful wings, be they feathered bird wings or batwings or colored butterfly wings. THey are chimerical, but need to be free or they will subtract one die from Dexterity rolls. You may have to explain why you cut slits in all of your coats. If this is taken as a merit, you may indeed fly for short periods of time. This power works as any other use of Glamour when only Kithain are present, but will not work in the presence of mortals.
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Seeming's Blessing - 5 points
Your birthrights affect your mortal seeming as well as your fae mien. A sidhe would receive extra dots in Appearance. A satyr would receive extra dots in Stamina and speed. A troll would receive extra dots in Strength.
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Fae Songs - 5 points
Through accident or training, you have learned some of the ancient songs of the fae, which allow you to weave special powers over your audience with a successful Performance roll. You have learned one song per point of this merit and each has a different supernatural effect - sleep, passion, lure a type of target ( rodents, children ) away, or happiness. These songs are covered by the Mists, meaning that any mundane affected will be unable to remember the tune that so enchanted them except in dreamy snatches ....
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Mass Appeal - 1 to 5 points
You have learned how to harnass the Glamour of an appreciative audience to your own ends; for each Dreamer in the vicinity, or for every five mundane beings enjoying a performance of which you are a part, you are considered to have one extra glamour point, up to the limit of the number of points of this merit. These extra glamour points may only be spent on enchantment or cantrips directly related to the performance and fade away once the performance is over if they are unused. You must successfully employ a Performance roll to use this merit.
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Immortal Passion - 5 point merit/ 4 point flaw
You possess one of the legendary passions of the fae, and tend to feel this emotion with a depth unfathomable to most mortals. You must determine the passion during character creation, and to what situations it might apply. Whether or not you are able to easily control this passion, however, dictates whether this is a Merit or Flaw. If you take this trait as a Merit, you receive a free re-roll on any roll directly relating to your passion ( this does not include most combats, unless the object of your passion is defenseless or otherwise in dire need of your aid ), and any attempts ( magical or otherwise ) to create emotions in you that would contradict your passoin automatically fail. However, if you take this trait as a flaw, your passion can also take control of you at an inopportune moment, and you must either spend a willpower point or make a Willpower roll, difficulty 6 to remain control of yourself.
NOTE - This does not mean that you must act unbalanced or melodramatic when it comes to expressing your passion; indeed, some of the most emotional moments in our lives are times of quiet strength and devotion. This merit is also not cumulative with the effects of the True Love mreit, although they can be combined ( most wonderfully ) for roleplaying purposes, and taking this flaw with True Love is one way to ensure an epic, though most likely tragic, romance. Some passions include: love, honor, compassion, righteous anger, freedom and a desire to learn. You may also take darker passoins ( lust, greed, etc. ), but they are generally only accepted as flaws.
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