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EternalValkyrie
Captain

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PostPosted: Sun Jun 06, 2010 5:14 pm


Court Goodwill 1-5
Effect: This Merit reflects how well liked and respected
you are in a Court other than your own. While members
of a given Court will always be true to their own members
and agendas above all, they are more likely to give you the
benefit of the doubt in a dispute, or come to your assistance
if it does not undermine their own position. Unlike Mantle,
which represents a supernatural quality as well as a political
one, Court Goodwill is entirely a social construct, and
depends entirely on the opinions of the members of that
Court. Mistreat them, and Court Goodwill can disappear
in a flash; cultivate their friendship, and they might rally to
your defense when no one else will.
Court Goodwill adds to dice pools for social interaction
with members of the Court in question (though not supernatural
powers based on Social rolls). Each two dots (rounding
up) add a +1 die bonus to relevant rolls with members of
that particular Court, so a changeling with Court Goodwill
(Autumn) •• adds a +1 die bonus to Social rolls with a member
of the Autumn Court. The Merit also allows one to learn
some of that Court’s Contracts, though the highest levels are
generally reserved for members alone. As with Mantle, loss of
Court Goodwill does not prevent the changeling from using
any Contracts that she no longer meet the prerequisites for,
though she suffers the usual penalties (see p. 124). This Merit
may be purchased multiple times, representing a character’s
relationship with a different Court each time. A player cannot
purchase Court Goodwill (Courtless); the Empty Hearts
are not a social entity in their own right. Lastly, a character
cannot purchase Court Goodwill with his own Court that is
the province of the Mantle Merit.
Because Court Goodwill is a purely social construction, a
changeling may choose to ignore an attempt by another character
to apply Court Goodwill to a roll they are involved in,
essentially snubbing him despite his reputation in their Court.
For example, if an Autumn changeling tried to apply Court
Goodwill (Summer) •••• to a roll against member of the Summer
Court, the target could declare that he was ignoring the
character’s reputation and thus deny the Autumn changeling those two bonus dice. However, such disrespect is a serious insult.
Unless the snubbing character can prove there was a valid
reason to do so the outsider was throwing his weight around
in a supremely petty fashion, for example, or trying to use his
leverage to get the character to act against the best interests of
the Court more often than not, the momentary satisfaction
of the slight costs the character dearly within his own Court.
It might even result in a reduction of his Mantle rating as his
reputation as a member of that Court slips, not to mention earn
him the ire of the Court whose member he snubbed.

Harvest 1-5
Effect: Glamour is a precious commodity, and one of
the first things many changelings do upon coming to terms
with their new existence is try to find some way to secure a
steady supply. This Merit represents a relatively stable and
consistent source of Glamour that the changeling is considered
to have ready access to, allowing her to more easily refresh
her supply of Glamour in times of need. This does not
guarantee that the changeling will always be able to find
the exact amount she needs — in all its forms, Glamour is
an unpredictable energy at best — but it does give her a bit
more security than a changeling who never knows where
his next bit of Glamour will come from. Each dot of Harvest
adds one die to certain rolls related to gathering Glamour.
A character must specify what type of Glamour-gathering
activities this Merit represents when it is purchased.
The different types available include but are not necessarily
limited to Emotions, Pledges, Dreams and Hedge Bounty.
Thus a character adept at gaining Glamour from mortals
would take Harvest (Emotions), while a changeling receiving
Glamour due to upholding pledges would possess Harvest
(Pledges) and a savvy scrounger who knows where some of
the best groves in the local Hedge can be found would have
Harvest (Goblin Fruits). The bonus applies only to rolls related
to that type of collection, so a changeling with Harvest
(Dreams) would receive no bonus on a roll to gain Glamour
from a mortal’s waking emotions. The actual source of the
Glamour can vary considerably, from a reserved room at the
back of a local nightclub where the changeling brings her
conquests (Emotions) to a secret glen in the Hedge where the
goblin fruits ripen (Hedge Bounty).
This Merit may be purchased multiple times, but only
once per type of Glamour gathering. Note that the changelings
receiving Glamour from pledges with mortals are still
limited to the maximum number of vows determined by
their Wyrd rating

Hollow 1-5
Effect: A door under the old town bridge that opens up
into a quiet forest grove. A broken-down old shack that contains
a fabulous mansion for those who know the right secret
knock. A town high in the mountains that can only be found
by the outside world but once a century. All of these are examples
of the pockets of reality that changelings call Hollows
— places in the Hedge that have been cleared of thorns and
shaped into a stable location for inhabitation. Some Hollows
are little more than a clear patch of grass in the midst of the
great Thorn maze, while others are dwellings quite elaborate
and fantastical. Changelings actively create many of these
locations through sweat and toil, while other Hollows are
simply found and adopted in an almost fully formed state.
Although Hollows are always a welcome refuge from
problems of the mortal world and Hedge alike, not all Hollows
are created equal. A tiny cave in the Hedge might
be easily overlooked by enemies but also be cramped and
contain few escape routes. A fantastic Victorian mansion
might be able to house an entire motley and be packed with
all manner of amenities, but without the proper wards, the
mansion will also act as a beacon for all manner of freeloaders
and other undesirable entities. A Hollow’s strengths and
weaknesses are thus tallied according to four factors — size,
amenities, doors and wards. Players who choose this Merit
must also choose how to allocate these four factors when
spending points. Thus, a player who spends four dots on
this Merit might choose to allocate two to Hollow Size, one
to Hollow Amenities and one to Hollow Wards.
Hollow Size is perhaps the simplest defining characteristic,
governing the amount of raw space the Hollow encompasses.
A Hollow with no dots in Hollow Size is barely large enough for a pair of changelings to fit comfortably,
and has little if any storage space.
• A small apartment, cave or clearing; one to two rooms.
•• A large apartment or small family home; three to
four rooms.
••• A warehouse, church or large home; five to eight
rooms, or large enclosure
•••• An abandoned mansion, small fortress or network
of subway tunnels; equivalent to nine to 15 rooms or
chambers
••••• A sprawling estate, fantastic treetop village or intercon
nected tunnel network; countless rooms or chambers
Having a lot of space doesn’t always do much good if there
isn’t anything occupying it, which is where Hollow Amenities
comes in. Reflecting the relative luxuriousness of the Hollow
as well as how well-stocked it is with supplies and other material
comforts, this rating gives an idea of how elaborate the
Hollow is as well as what a character can reasonably expect to
find within it at a given time. (A character who wants a humble
cabin doesn’t need to allocate much here, but a character
who wants an elaborate treetop village stocked with delights
should be ready to invest quite a bit.) A Hollow without any
dots in Amenities contains few if any buildings or possessions
— it might be big but it’s mostly empty space. At the other end
of the spectrum, a retreat with five dots in amenities is likely
fully stocked with all manner of luxuries, and while most of
these Amenities are made of ephemeral dreamstuff and thus
cannot travel across the Hedge or even that far from their origin
within it, they still make for a very pleasing stay. (In other
words, Hollow Amenities cannot be used as a substitute for
other Merits such as Resources or Harvest, and if the character
wants the things found in his Hollow to travel outside of
it, he must purchase the appropriate Merits to represent these
riches.) While a high Hollow Amenities rating often entails a
high Hollow Size rating, exceptions do occur for example, a
changeling might not invest much in Hollow Size, but then
make that small cabin a veritable wonderland full of excellent
food, interesting books and a magical fireplace that keeps itself
at the perfect temperature all the time. Likewise, a motley
might invest a lot in Hollow Size to get a giant Victorian mansion,
but without much spent in Hollow Amenities, it will be
sparsely furnished and likely a bit rundown.
Although Hollows cannot have access to some high-tech
facilities such as phone service, Internet connections or satellite
broadcasts, some of the more impressive Hollows make up for
it with minor magical touches. These magical elements should
not mimic anything as powerful as Contracts, but can provide
basic household services and serve as excellent descriptive details
and flourishes to create exactly what the player desires for
the look and feel of their Hollow. A game board with living
chess or gwybdyll pieces that can play against a living opponent
is a perfectly acceptable entertainment amenity, for example,
as might be a battered arcade cabinet that changes every new
moon to a different video game never seen in the mortal world.
• A couple of homey touches, but otherwise quite plain
•• A comfortable Hollow with a few notable features
and decent fare
••• An elaborate Hollow with quite a few clever details and
an excellent supply of refreshments and diversions
•••• An impressive Hollow containing abundant
mundane delights and even one or two noteworthy
minor magical services as well
••••• A lavish dwelling with nearly every comfort of modern
living as well as quite a few magical conveniences
Hollow Doors reflects how many entrances and exits a
Hollow has, which can be equally important if a character
is cut off from her normal access point in the real world or
finds herself in need of a quick escape route while staying in
the Hollow. Without any dots in Hollow Doors, a Hollow
is assumed to have one entrance in the real world and one
small entrance in the Hedge — the Hollow can be reached
through either side. (A character may waive either of these
“free” entrances if he only wishes the Hollow to be accessible
from one side.) With each dot in Hollow Doors, the Hollow
has one additional point of entry/exit, either in the real world
or through the Hedge. For example, with the expenditure of
multiple dots, each motley member might have a door in his
own residence that allows him access to the group’s private
Hollow. Note that these doors must be tied to static access
points in either realm — these places do not change.
Of course, a changeling might have the most gigantic and
elaborate Hollow imaginable, but unless it is properly warded
and secured against intrusion, it will most likely be lost to opportunistic
scavengers in short order — or worse yet, subject
to an unpleasant visitation from the Others. Thus, it is wise
to invest at least a few dots in Hollow Wards, representing
the precautions both mundane and magical that protect the
Hollow from unwanted visitors. Each dot invested in Hollow
Wards subtracts one die from all attempts by unwanted visitors
to find or break into the Hollow; in addition, those inside
receive a +1 die bonus per dot on their Initiative compared to
those attempting to break in. Lastly, the more dots invested
in Hollow Wards, the less likely the location is to be found by
True Fae or creatures from the Hedge; each dot subtracts one
die from any rolls made to find the Hollow.
Characters whose players spend no points at all on
Hollow simply do not have access to any sort of special location
in the Hedge. They might come as guests to another’s
dwelling from time to time, but if they wish to have regular
access to any particular location, they must purchase this
Merit on their own or pool points with other changelings
who already own an existing Hollow. Characters with no
Hollow points simply do not enjoy the mechanical benefits
of having spent dots on a better living space in the Hedge.
Each aspect of the Hollow Merit has a limit of 5. In
other words, Hollow Size, Hollow Amenities, Hollow Wards
and Hollow Doors may not rise above 5 (to a maximum of
20 points spent on this Merit). The combined pool of points is used to determine the cost in experience points for raising
the Hollow Merit during play.
Special: The Hollow Merit may be shared among characters
in a close-knit group. They might simply be a motley
whose members are devoted to one another and are willing
to pool what they have, or perhaps their mutual reliance on
an individual or trust could bring them together to share
what they have in common.
To share this Merit, two or more characters simply
have to be willing to pool their dots for greater capability. A
shared rating in the Hollow Merit cannot rise higher than
five dots in any of the four aspects of the trait. That is, characters
cannot pool more than five points to be devoted to,
say, Hollow Size. If they wish to devote extra points to the
Merit, they must allocate those dots to a different aspect of
the Merit, such as Wards or Doors.
Shared Hollow dots can be lost. Motley members or associates
might be abused or mistreated, ending relationships. Group
members might perform actions that cast themselves (and the
group) in a bad light. Ravaging creatures from the Hedge might
damage part of the location, or some True Fae could discover
the Hollow and decide to make it their personal residence for a
time. If any group member does something to diminish the Hollow,
its dots decrease for all group members. That’s the weakness
of sharing dots in this Merit. The chain is only as strong as its
weakest link. The Storyteller dictates when character actions or
events in a story compromise shared Hollow dots.
Ch a r a c t e r s
can also leave a shared
Hollow. A rift might form between
close sworn comrades, or perhaps
a character falls in battle. Or one
could simply be kicked out of the Hollow by
the others. When a character leaves a shared-
Hollow relationship, the dots he contributed are
removed from the pool. If the individual still survives, he
doesn’t get all his dots back for his own purposes. He gets one
less than he originally contributed. So, if a character breaks a
relationship with his motley, his two Hollow dots are lost by
the group, but he gets only one dot back for his own purposes.
The lost dot represents the cost or bad image that comes
from the breakup. If all members agree to part ways, they all
lose one dot from what they originally contributed.
The Storyteller decides what reduced dots mean in the
story when a character leaves a shared Hollow. Perhaps no one
else picks up the character’s attention to the Hollow’s mystical
defenses, causing Hollow Wards to drop. The Hollow might not
be tended as fastidiously, causing a drop in the Hollow Amenities
value. Maybe a portion of the Hollow falls into disuse or
even collapses, causing an effective drop in Hollow Size. Whatever
the case, a plausible explanation must be determined.
A character need not devote all of her Hollow dots to
the shared Hollow Merit, of course. A changeling might
maintain a separate Hollow of her own outside the communal
one represented by the shared trait. Any leftover dots
that a character has (or is unwilling to share) signify what
she has to draw upon as an individual, separate from her
partners. For example, three characters share a Hollow and
expend a group total of five dots. One character chooses to
use two other dots on a private Hollow for herself. Those remaining
two dots represent a Hollow entirely separate from
what she and her friends have established together.
To record a shared Hollow Merit on your character sheet,
put an asterisk next to the name of the Hollow Merit and fill in the total dots that your character has access to thanks
to his partnership. In order to record his original contribution,
write it in parentheses along with the Merit’s name. It is
not important to note which aspect of the Hollow Merit on
which those points are spent, as this allows greater flexibility
should a character ever decide to withdraw from the community
arrangement

Mantle 1-5
Mantle represents a mystical connection with the elements
and emotions that a particular Court embodies. The
higher a changeling’s Mantle rating, the more he has come
to embody that Court’s ideal — even if he is a hermit who
doesn’t involve himself in local politics, a character with a
high Mantle is still given at least grudging respect by his
peers because of his obvious commitment to the values his
Court cherishes. From a descriptive perspective, as a character’s
Mantle rises, his fae mien reflects this ascendance,
displaying both literal and figurative signs of the season. A
character with Mantle (Autumn) • might be followed by a
slight brisk breeze, for example, while one with Mantle (Autumn)
••• might have illusory leaves kicked up as she walks
and at last at Mantle (Autumn) •••••, the character might
be illuminated by late afternoon light and surrounded by a
reflective hush similar to that found in a library. Specific examples
of how a Court’s particular Mantle increases can be
found in the “Courts” section in Chapter One. These trappings
are not visible to mortals and have no real game effect,
but should be used to enhance a character’s description and
convey a sense of how rooted in her Court she has become.
As a sign of brotherhood, Mantle adds to dice pools for
social interaction with members of the Court in question.
Each dot adds a +1 die bonus to relevant rolls with members
of that particular Court. This Merit does not add to dice
pools predicated on supernatural powers. Characters with
no Court cannot purchase Mantle. Mantle also serves as a
prerequisite for learning certain Court-related Contracts.
A character may learn clauses from the relevant Contract
path of his Court, which generally require a certain amount of
Mantle to learn, though he must still meet any other prerequisites
as well. Should his Mantle fall or he adopt the Mantle of a
new Court, he might no longer meet the prerequisites for some
of his old Contracts; in that case, he must spend additional
Glamour to activate those Contracts. (See “Changing Seasons,”
p. 94, and the note on Contract prerequisites, p. 174).
Each Court has certain mechanical and descriptive
benefits for all its members developing a Mantle rating, as
outlined in the Court descriptions in Chapter One. In addition
to those benefits, each Court has a benefit reserved
for its leader, an advantage most commonly referred to its
“crown.” A crown can only manifest in a freehold where
there are at least a handful of members of a particular Court
and they are able to choose a common leader, and generally
manifests only during the appropriate physical season.
Occasionally, a crown will manifest during the off-season if
a Court is especially prominent or powerful in the area, as
the Hedge reflects the Court’s potency, or a changeling who
is elected leader of the freehold might manifest his crown
out of season if he is sufficiently popular. Note that the
leader of a Court is not always the member with a highest
Mantle rating. Ultimately, the Storyteller is the final arbiter
of when and how a crown appears, but as a rule, only one
crown may manifest in a given freehold at a time.
Blessing of the Green (Spring): A character who
wears the crown of Spring may spend a Willpower point
to bestow the Blessing of the Green, allowing her to add
her Mantle rating as bonus successes to a single roll related
to gathering Glamour. The changeling may use this ability
up to a maximum number of times per session equal to her
Mantle dots. A particular character may only benefit from
one use of this ability per session, however. The Spring fae
may cast this blessing on herself, or she may choose to bestow
it on another with a touch, in which case the blessing
must be used before the next sunrise or it is lost.
Challenge of the Black Spear (Summer): This benefit
applies in one-on-one situations such as duels. By spending
a Glamour point, the character with the crown of Summer
receives a bonus to his Initiative rating equal to his Mantle
dots for the duration of the duel, and is not considered surprised
by ambushes or other unexpected trickery, though if
the duel shifts to mass combat this Initiative bonus drops to
a simple +1. The changeling may use this ability multiple
times per session, up to a maximum number equal to his
Mantle rating. However, this ability may only be used once
against a particular foe per combat.
Harvest of Whispers (Autumn): Once per session, the
Autumn leader may take a minute to reflect on what she has
learned so far that session (and consult the Storyteller as to
whether or not a particular bit of information qualifies for this
ability), and then perform the Harvest of Whispers. For each
valuable secret, important truth, revelatory fact or other significant
piece of information she has uncovered this session, up to
a maximum number equal to her Mantle rating, the character
receives two Glamour points that are placed in a special pool apart from her regular Glamour points. These harvested Glamour
points can be spent only to power Contracts, activate tokens,
facilitate dream travel or cross into the Hedge. These points
cannot be used for any other purposes, including seeming abilities,
and cannot in any way traded or given away; anything left
in this pool fades to nothingness at the end of the session. This
ability may allow the character to effectively exceed the limit of
Glamour points she can possess as dictated by her Wyrd, but the
number of Glamour points she can spend per turn is still limited
normally. Furthermore, as long as a character exceeds her
normal limit of Glamour, she is considered especially noticeable
by beings that can detect Glamour or magical energy, so unless
she wishes to attract undue attention, it is also best to ready a
concealing Contract or two to help dim this radiance.
It is important to note that only new information
learned that session can be used for the Harvest of Whispers
even if a character learned something just last session,
it’s old news and doesn’t qualify. Those who don the crown
of the Autumn Court are expected to always be seeking out
new and interesting information, not rest on the body of
knowledge they’ve already accumulated. The Storyteller is
the final arbiter of whether a piece of information is new,
valuable or important enough to qualify for this ability.
Feast of Ashes (Winter): Once per session, a changeling
wearing the crown of the Winter Court may devote
himself to the Feast of Ashes, converting one point of
Glamour to one point of Willpower, up to a maximum number
of points equal to the character’s Mantle rating. He may
even exceed his normal limit of Willpower points in this
fashion, though any excess points are lost at the end of the
session. In addition, for the remainder of the scene in which
this ability is activated, the changeling’s Willpower rating
is effectively increased by a number equal to his Mantle rating,
making it extremely hard for others to undermine his
confidence in his ability to survive

New Identity
Effect: Your character has somehow managed to acquire
documents supporting a new identity since his return. In this
age of background checks, paper trails and bureaucratic scrutiny,
this is an incredibly handy resource to call upon, especially
for changelings who have returned to find their old lives stolen
by their fetches, or who have returned years or even decades
after being taken and must forge new lives simply because it
is functionally impossible to re-enter their old ones. You are
encouraged to work with the Storyteller to determine exactly
how your character acquired his new identity. If your character
doesn’t seem to have any Merits or relationships that might
explain how he got his new identity, presumably he had to ask
a favor from someone else who did — if so, what did she want
in return? Many great story hooks can come from the process
of acquiring a brand-new identity.
The number of dots spent on this Merit determines
how convincing and in depth the documentation surrounding
this new life actually is. New Identity (•) represents an
identity that passes casual inspection, but not much else — a
character can go shopping and get around in most daily situations,
but any kind of trained scrutiny such as from a police
officer or bureaucrat immediately identifies her identity as
a fake. New Identity (••) imparts an identity that will pass
most forms of relatively cursory professional inspection, but
cannot stand up to a sustained investigation — a police officer
who has pulled the character over will not automatically
pick up anything unusual if he runs the character’s license
plates or calls up her name in a database, but should the character
be arrested and the police begin a formal investigation,
her identity will quickly unravel. New Identity (••••) represents
an identity that is essentially as real as any identity
can be — it would take a truly dedicated, competent and
time-consuming search by trained professionals to uncover
any hint that the changeling isn’t exactly whom she claims to
be, at least as far as her documentation is concerned.
This Merit may be purchased multiple times at multiple
ratings, each time representing a different identity,
and an identity may also be upgraded later with the appropriate
in-game explanation and experience expenditure.
In the case of certain Merits such as Resources or Status, it
might also be worth noting which identity these Merits are
tied to, since a character may not easily be able to access or
maintain them if that identity is compromised.

Token 1+
Fae lore is replete with stories of objects with magical
powers, either “liberated” from former masters in Arcadia,
discovered deep within the Hedge or even forged by skilled
changeling craftsmen. Though these objects are seemingly
mundane to the mortal eye, the Lost see these useful but
double-edged objects for what they are. A character with this
Merit has one or more such tokens in his possession. Each
dot in this Merit translates into one dot’s worth of token,
which can be divided up as the player sees fit. Thus, a character
with Token •••• could possess one four-dot token, two
two-dot tokens, one one-dot token and one three-dot token,
and so forth. This Merit can also be used to purchase the
expendable tokens called trifles at a cost of three trifles per
dot, or even goblin fruits (p. 222) at the same rate.
In most instances, a character does not need to spend
experience points for tokens acquired during the course
of play, only those in her possession at the beginning of
the chronicle. At the Storyteller’s discretion, ownership of
truly mighty tokens may require a partial or even complete
investment of experience points, representing the time required
to learn the complexities of using such epic items as
well as safeguarding them from potential thieves.  
PostPosted: Sun Jun 06, 2010 5:20 pm


Common Sense (••••)
Effect: Your character is exceptionally grounded and pragmatic, and can
usually be depended upon to make sound, straightforward decisions after a few
moments’ thought.
The Storyteller can make a reflexive Wits + Composure roll once per chapter
for your character if he is about to embark on a disastrous course of action, or
if you find yourself at a point in the story where you’re completely stumped for
ideas. If the roll succeeds, the Storyteller may point out the risks of a particular
course, or suggest possible actions that your character can take that might get
events back on track. Note: While you’re free to ask the Storyteller for a Common
Sense roll when you’re out of ideas, he is under no obligation to comply. It’s
an aid, not a crutch. Available at character creation only.

Danger Sense (••)
Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for
your character to detect an impending ambush. This kind of roll is typically
made prior to the first turn of a surprise attack.
Your character has a well-developed survival instinct that warns him of impending
danger. Perhaps he’s adept at reading subtle clues in his environment or
he possesses an uncanny “sixth sense” when it comes to avoiding trouble

Eidetic Memory (••)
Effect: Your character has a near-photographic memory, being able to
recall vast amounts of observed detail with astonishing accuracy. You do not normally need to make a roll for your character to remember
an obscure fact or past experience, unless he is under
stress (such as in combat). Under stress, there is a +2
modifier on any Intelligence + Composure or other Skillbased
roll (say, Academics, to remember a fact) for memory
recall. Available at character creation only

Encyclopedic Knowledge (••••)
Effect: Your character is a veritable font of useful (and
sometimes useless) information on a wide variety of topics.
Chances are he can come up with an anecdote pertaining
to any situation based on something he’s read,
witnessed or seen on TV.
You can make an Intelligence + Wits roll any time
your character is confronted with a situation or phenomenon
outside his normal realm of experience. If the roll is
successful, he may recall a “factoid” that he’s heard at some
point that may shed light on matters.
Available at character creation only. Your character has
either been soaking up trivia all his life or he hasn’t.
Dramatic Failure: Your character “remembers” something
about the situation that is completely inaccurate.
“Wait! Wait! I saw something like this in a movie once!”
The Storyteller might make Intelligence + Wits rolls on
your behalf when a dramatic failure is possible.
Failure: Your character wracks his brain but comes
up empty.
Success: Your character remembers a detail or fact
that sheds some light on the situation. “You said there
was an almond odor? Seems to me I read somewhere that’s
a sign of cyanide poisoning.”
Exceptional Success: Your character recalls a number
of useful details that provide extensive insight. “Hey,
cool — a little candy skull. They make these in Mexico
for the Day of the Dead. It’s an offering for a loved one
who’s died. And they say you can’t learn anything on TV.”

Language (• to •••)
Effect: Your character knows an additional language
besides his own. One dot in this Merit means that he can
read, write and speak an extra language with minimal fluency.
Two dots indicate that he is literate and conversationally
fluent. Three dots indicate that he can speak the
language like a native and is well-read in it.
You must specify which language your character is
familiar with when purchasing this Merit

Ambidextrous (•••)
Effect: Your character does not suffer the -2 penalty
for using his off-hand in combat or to perform other actions.
Available at character creation only.

Brawling Dodge (•)
Prerequisite: Strength •• and Brawl •
Effect: Whenever your character performs a dodge
(see “Dodge,” p. 156), you can choose to add his Brawl
Skill dots to his Defense instead of doubling his Defense.
He essentially draws on his training in blocking and evading
attacks rather than relying on his raw ability alone.
While this might provide little benefit to a brawling novice,
it can give the advanced fighter an edge.
Brawling Dodge applies against incoming Brawl- and
Weaponry-based attacks, against thrown-weapon attacks,
and against Firearms attacks made within close-combat
range. Your character can move up to his Speed and perform
a Brawling Dodge maneuver in a turn.
A character can possess both the Brawling Dodge and
Weaponry Dodge Merits, but only one can be used per
turn.

Direction Sense (•)
Effect: Your character has an innate sense of direction
that instinctively allows him to remain oriented. He
can enter unfamiliar territory and always retrace his steps
back to his starting point, and can orient himself to any
of the compass points (i.e., face north, face south) without
references.

Disarm (••)
Prerequisite: Dexterity ••• and Weaponry ••
Effect: Your character has refined his Weaponry Skill
to the extent that he can use a weapon to disarm opponents
in close combat. When making a normal attack,
compare your successes to the opponent’s Dexterity. If you
get a number of successes equal to or greater than the
opponent’s Dexterity, you can choose to have your character
disarm him instead of doing damage. A weapon lands
a number of yards away from the opponent equal to your
successes rolled.
Disarming is a different activity than specifically attacking
or breaking weapons or items carried by opponents

Fast Reflexes (• or ••)
Prerequisites: Dexterity •••
Effect: +1 Initiative per dot
Your character’s mix of sharp reflexes and steady
nerves helps him get the drop on adversaries

Fighting Finesse (••)
Prerequisite: Dexterity ••• and Weaponry ••
Effect: Your character prefers to fight with a chosen
weapon in a manner that favors agility over power. With
that one weapon (a rapier or katana, for example), you
may substitute your character’s Dexterity for Strength
when making attack rolls.
This Merit may be purchased multiple times to gain
agility with more weapons, one for each purchase  

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200
PostPosted: Sun Jun 06, 2010 5:28 pm


Fighting Style: Boxing (• to •••••)
Prerequisites: Strength •••, Stamina •• and Brawl
••
Effect: Your character is trained in the art of boxing,
able to deliver swift, powerful punches, and to duck and
weave away from opponents’ attacks. He might have participated
in the sport in high school or college, or made a
go of it professionally. Or he might have taken some classes
at the local health club as a form of exercise.
Dots purchased in this Merit allow access to special
combat maneuvers. Each maneuver is a prerequisite for
the next. So, your character can’t have “Duck and Weave”
until he has “Body Blow.” The maneuvers and their effects
are described below, most of which are based on the
Brawl Skill.
Body Blow (•): Your character can deliver powerful
blows that leave opponents reeling and gasping for air. If
successes inflicted in a single Brawl attack equal or exceed
a target’s Size, the victim loses his next action.
Duck and Weave (••): Your character is trained to
instinctively duck and evade an opponent’s blows. Use
the higher of your character’s Dexterity or Wits to determine
his Defense when dealing with Brawl-based attacks
only (not against Weaponry attacks). If a combination of
Brawl- and Weaponry-based attacks is focused on your
character in the same turn, use his normal Defense against
both.
Combination Blows (•••): Your character’s training
and experience allow him to devastate opponents with
a flurry of rapid blows. He can make two Brawl attacks
against the same target in a single action. The second attack
suffers a -1 penalty. Drawback: Your character cannot
use his Defense against any attack in the same turn in
which he intends to use this maneuver. If he uses Defense
against attacks that occur earlier in the Initiative roster,
before he can perform this maneuver, he
cannot perform the maneuver in the turn. He is too
busy bobbing and weaving out of the way of attacks.
Haymaker (••••): Your character can deliver powerful,
accurate blows capable of knocking an opponent unconscious
with a single punch. A single Brawl attack that
equals or exceeds the target’s Size in damage might knock
him unconscious. A Stamina roll is made for the victim.
If it succeeds, he is conscious but he still loses his next
action due to the Body Blow (see above). If it fails, he is
unconscious for a number of turns equal to the damage
done. Drawback: Your character cannot use his Defense
against any attack in the same turn in which he intends
to use this maneuver. If he uses Defense against attacks
that occur earlier in the Initiative roster, before he can
perform this maneuver, he cannot perform the maneuver
in the turn. He is too busy bobbing and weaving out of
the way of attacks.
Brutal Blow (•••••): Your character’s accuracy and
power are such that his fists are lethal weapons, able to
injure or kill opponents. A brutal blow inflicts lethal
instead of bashing damage. Drawback:
Spend one Willpower point per attack.
Note that this Willpower expenditure does
not add three dice to the attack.

Fighting Style: Kung Fu
(• to •••••)
Prerequisites: Strength ••, Dexterity
••, Stamina •• and Brawl ••
Effect: Your character is trained
in one of the many forms of Kung Fu,
conditioning his mind and body for the
purposes of focus and self-defense. He
may have begun his training at an early
age, following in the footsteps of family
or friends, or he may have joined a school
as an adult for the purposes of exercise or
protection.
Dots purchased in this
Merit allow access to special combat
maneuvers. Each maneuver is
a prerequisite for the next. So, your
character can’t have “Iron Skin”
until he has “Focused Attack.” The
maneuvers and their effects are listed
below, most of which are based on the
Brawl Skill.
Focused Attack (•): Physical conditioning
and accuracy allow your character
to deliver blows at vulnerable
spots on targets. Penalties to hit specific
targets are reduced by one. See
“Specified Targets,” p. 165. Even when
a specific part of an opponent is not targeted,
armor penalties to your character’s
Brawl attacks are reduced by one.
Iron Skin (••): Your character has hardened his body
to physical blows, allowing him to withstand repeated hits
with minimal effect. He has an effective armor trait of 1
against bashing attacks only.
Defensive Attack (•••): Your character has mastered
the ability to fight defensively. When using this
maneuver, your character gains +2 to his Defense for the
turn, but any attack he makes suffers a -2 penalty. He can
move no more than his Speed while performing a Defense
Attack maneuver in a turn.
Whirlwind Strike (••••): Your character can unleash
a storm of blows against an opponent. He can make
a number of extra Brawl attacks for each point of Dexterity
that he has above 2 in a single action. Each extra attack
is made at a cumulative -1 modifier. Thus, he can
perform a total of two attacks at Dexterity 3 (the second
of which is at -1), three attacks at Dexterity 4 (the third
of which is at -2), and four at Dexterity 5 (the fourth of
which is at -3). All attacks must be
on the same target. Drawback: Your character cannot use his Defense against
any attack in the same turn in which he intends to use
this maneuver. If he uses Defense against attacks that occur
earlier in the Initiative roster, before he can perform
this maneuver, he cannot perform the maneuver this turn.
He is too busy bobbing and weaving out of the way of
attacks.
Lethal Strike (•••••): By focusing his might and
concentration, your character can kill or maim an opponent
with a well-placed strike. A strike inflicts lethal instead
of bashing damage. Drawback: Spend one Willpower
point per attack. Note that this Willpower expenditure
does not add three dice to the attack

Fighting Style: Two Weapons (• to ••••)
Prerequisites: Dexterity ••• and Weaponry •••
Effect: Your character has trained to fight with a
weapon in both hands, allowing him to attack and dodge
or make two attacks in the same turn. Your character still
suffers the -2 offhand penalty when attacking with a
weapon in his secondary hand (unless you have also purchased
the Ambidextrous Merit).
Dots purchased in this Merit allow access to special
combat maneuvers. Each maneuver is a prerequisite for
the next. So, your character can’t have “Deflect and
Thrust” until he has “Whirling Blades.” The maneuvers
and their effects are detailed below, all of which are based
on the Weaponry Skill.
Whirling Blades (•): Your character’s Dodge trait
(Defense doubled; see p. 156) is not penalized by multiple
attacks staged against him in a turn until the number of
attacks exceeds his Weaponry dots, at which point each
attack thereafter reduces his Dodge by -1. So, if your character
(with 2 Defense and 3 Weaponry) dodges attacks in
a turn, the first three incoming attacks suffer his full Dodge
trait as a penalty (-4). The fourth suffers a -3 penalty, the
fifth suffers a -2 penalty, and so on. Basically, your
character’s weapons move so quickly all about him that
opponents in close combat have trouble reaching or assaulting
him.
The Brawling Dodge Merit (see p. 110) cannot replace
normal Dodge (Defense doubled) when this maneuver
is performed.
Deflect and Thrust (••): Your character can avoid
attacks and strike back in the same motion. When using
this maneuver, your character gains +2 to his Defense for
the turn, but any attack he makes suffers a -2 penalty. He
can move no more than his Speed while performing a
Deflect and Thrust maneuver in a turn.
Focused Attack (•••): Your character can attack a
single target twice in one turn. The second attack suffers
a -1 penalty. Drawback: Your character cannot use his
Defense against any attack in the same turn in which he
intends to use this maneuver. If he uses Defense against
attacks that occur earlier in the Initiative roster, before
he can perform this maneuver, he cannot perform the
maneuver this turn. He is too busy bobbing and weaving
out of the way of attacks.
Fluid Attack (••••): Your character can make a
single attack on two different targets in one turn. The
targets cannot be a distance apart in excess of your
character’s Speed trait. The second attack suffers a -1 penalty.
Drawback: Your character cannot use his Defense
against any attack in the same turn in which he intends
to use this maneuver. If he uses Defense against attacks
that occur earlier in the Initiative roster, before he can
perform this maneuver, he cannot perform the maneuver
this turn. He is too busy bobbing and weaving out of the
way of attacks.

Fleet of Foot (• to •••)
Prerequisites: Strength ••
Effect: +1 Speed per dot
Regardless of your character’s physical build, he can
run quickly when he chooses to.

Fresh Start (•)
Prerequisites: Fast Reflexes ••
Effect: Your character dedicates an action to altering
his standing in the Initiative order in the following
turn and for all subsequent turns, choosing to insert himself
at a new point in the roster, even if it means going
first when he went last before. For example, if your Initiative
roll (see p. 151) resulted in a 9, but a rival whom your
character wanted to waylay got a 12, your character can
forfeit an action in turn one to get a fresh start and then
act before that rival at 13 in turn two and afterward.
Drawback: A character must take an action to change
his Initiative ranking in subsequent turns. He can do nothing
else in that action except move up to his Speed.

Giant (••••)
Effect: Your character is seven or more feet tall and
over 250 pounds. He is +1 Size (and thus +1 Health).
Available at character creation only.
Drawback: Your character needs to shop in big-andtall
clothing stores or gets clothes custom tailored. He
might also be required to purchase two seats for air travel,
depending on the airline.

Gunslinger (•••)
Prerequisites: Dexterity ••• and Firearms •••
Effect: Your character’s capability and experience
with firearms is such that he can accurately fire two pistols
at the same time. Your character still suffers the -2
offhand penalty for shooting with his secondary hand (unless
he also possesses the Ambidextrous Merit, above), but
he can shoot both pistols as a single action during a turn.
The second attack is also at a -1 penalty. Your character
may shoot at two different targets if he wishes, but the
amount of concentration required negates his Defense for
the turn.
The Merit can be used with pistols only. Drawback: Your character cannot use his Defense
against any attack in the same turn in which he intends
to use this Merit on two separate targets in the same turn.
If he uses Defense against attacks that occur earlier in the
Initiative roster, before he can perform this maneuver, he
cannot perform the maneuver this turn. He is too busy
bobbing and weaving out of the way of attacks

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 ••
is able to ignore up to a -2 modifier brought on by fatigue.
See “Fatigue,” p. 179. 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 •, those penalties
are reduced to -2. This Merit cannot be used to gain positive
modifiers for actions, only to cancel out negative ones.
Your character can push his body well past the limits
of physical endurance when he has to, pressing on in the
face of mounting exhaustion or pain. Perhaps he trained
himself to go without sleep for days at a time in order to
get through college, or a lifetime of sports has taught your
character how to play through the pain no matter how
bad it gets.
Drawback: When your character does finally rest,
he sleeps like the dead. After staying awake for an extended
period, your character is extremely difficult to wake
until he’s slept for a minimum of 12 hours, regardless of
the situation

Iron Stomach (••)
Prerequisites: Stamina ••
Effect: Your character can eat almost anything, under
almost any conditions. Greasy bacon and runny eggs
on a raging hangover? No problem. The green meat in
the fridge? No problem. Milk two weeks past its expiration
date? No problem. He could be dropped in the middle
of the forest and could live off bugs and roots as long as
necessary in order to survive — and with no ill effects.
Add two dice to appropriate Survival rolls. Add three to
Stamina to resist deprivation

Natural Immunity (•)
Prerequisites: Stamina ••
Effect: Your character gains a +2 modifier on Stamina
rolls to resist infection, sickness and disease. His immune
system is exceptionally effective at resisting infections,
viruses and bacteria. Your character can probably count
on one hand the number of times he’s been seriously ill.

Quick Draw (•)
Prerequisites: Dexterity •••
Effect: Your character can draw a pistol and fire or
pull a melee weapon and attack without penalty as a single
action in a turn. If a weapon is hidden on your character’s
person (under a coat or in a purse), it can be drawn and
used in the same turn without the normal loss of Defense.
A separate Quick Draw Merit must be acquired for use
with firearms and melee weapons.  
PostPosted: Sun Jun 06, 2010 5:35 pm


Quick Healer (••••)
Prerequisite: Stamina ••••
Effect: Your character’s healing abilities are remarkable,
allowing him to bounce back quickly from injuries
that would leave most people bedridden for months.
Your character recovers from injuries in half the time
that others do. One point of bashing damage is healed in
eight minutes. One point of lethal damage is healed in
one day. One point of aggravated damage is healed in four days

Strong Back (•)
Prerequisites: Strength ••
Effect: Your character gains a +1 modifier to actions
involving lifting or carrying heavy weights. She can lift
and carry much more weight than her build and body type
suggests.

Strong Lungs (•••)
Prerequisite: Athletics •••
Effect: Your character is practiced at holding his
breath for long periods of time. He might be a pearl diver
or escape artist, capable of staying underwater without aid
for longer than most people believe is possible.
When determining how long your character can hold
his breath, add two to Stamina when referencing the
Holding Breath chart on p. 49. For example, if your
character’s Stamina is 2, he can hold his breath for four
minutes before you need to make a roll.

Stunt Driver (•••)
Prerequisites: Dexterity •••
Effects: Your character can drive a vehicle and perform
an unrelated action (e.g., fire a gun, punch another
passenger) in the same turn. Drive rolls may still be necessary
for dangerous maneuvers or situations.


Toxin Resistance (••)
Prerequisite: Stamina •••
Effect: Your character gains a +2 modifier to Stamina
rolls to resist the effects of drugs, poisons and toxins. His
body is capable of withstanding high levels of chemicals
without suffering any ill effects. He’s probably never had
a case of food poisoning, much less a hangover.
Drawbacks: Your character’s body can’t tell the difference
between recreational toxins and intentional ones.
It’s very difficult for him to become intoxicated, whether
from alcohol, nicotine or other drugs. Also, painkillers
and anesthetics are only half as effective as normal.

Weaponry Dodge (•)
Prerequisite: Strength •• and Weaponry •
Effect: Whenever your character performs a dodge
(see “Dodge,” p. 156), you can choose to add his Weaponry
Skill dots to his Defense instead of doubling his Defense.
He essentially draws on his training in parrying and
evading attacks rather than relying on his raw ability alone.
While this might provide little benefit to a fencing novice,
it can give the advanced fighter an edge.
Weaponry Dodge applies against incoming Brawl- and
Weaponry-based attacks, against thrown-weapon attacks,
and against Firearms attacks made within close-combat
range. Your character can move up to his Speed and perform
a Weaponry Dodge maneuver in a turn.
A character can possess both the Brawling Dodge and
Weaponry Dodge Merits, but only one can be used per
turn.

Allies (• to •••••)
Effect: Allies are people who are willing to help your
character from time to time. They may be associates,
friends of convenience or people who owe your character
a favor. Each acquisition of this Merit is dedicated to one
type of ally, whether in an organization, society or circle.
Examples include the police, City Hall, criminals, unions,
banks, university faculty and hospital staff. In order to have
alliances in more than one venue, you need to purchase
this Merit multiple times, each trait with its own dots.
Thus, your character might have Allies (Police) ••, Allies
(Criminals) ••• and Allies (City Hall) •, each acquired
separately at character creation or during play.
Each dot that your character has indicates how deep
his influence runs in that group. One dot might mean he
can ask for minor favors, such as being spared a parking
ticket if alliance is among police, or being allowed to see
an article before it goes to press if alliance is among reporters.
Three dots garner considerable favors, such as a
building permit “going missing” at City Hall, or a strike
resolution being wrapped up early among union leaders.
Five dots allow for dangerous and even overtly criminal
favors, such as a stock being sabotaged on Wall Street or
the answers to an exam being shared by a university professor.
The kinds of requests made of people in an organization
typically have to relate to their sphere of influence.
Asking a criminal to slow down the bureaucratic process
at City Hall makes no sense, but asking him to pass along
word of a drug buy does. Favors might be minor and within
the bounds of a person’s job or role, such as processing
some paperwork more quickly than usual, or could be significant
or dangerous and outside what’s allowed or even
legal, such as allowing a civilian access to the police evidence
locker.
The Storyteller has final say over what is an acceptable
request and what is not. If there’s any doubt, the Storyteller
could call for a Manipulation + Persuasion roll,
with a bonus equal to your character’s Allies dots. Penalties
might also apply based on the importance or danger
of the request. Asking someone to do something already
in the bounds of their role imposes no modifier, while asking
them to do something that could get them suspended
imposes a -3 penalty, and asking for something that could
get them jailed or killed is -5. Frequent favors asked of the
same group also imposes a penalty as group members grow
tired of being called upon.
Similarly, a roll of Manipulation + Persuasion + Allies
dots could determine how many police answer your
character’s call for help, or how many longshoremen turn
up when your character needs a show of force (one per
success rolled).
Allies doesn’t have to be defined in terms of specific
individuals over whom your character has sway. He could
simply know a variety of people among city reporters and
he can call upon them in general from time to time. You
should, however, explain why your character has influence
in a particular body. Maybe he worked there himself
at one time and still has friends in the organization. Or he
has done a group a favor and its members still owe him.
Drawback: Allies are not automatons, waiting for
your character to ask for help. They have their own lives
and needs. An alliance is a two-way relationship. Calling
for favors makes your character indebted to his friends,
and they are sure to call such favors in when they need
help. The Storyteller can use such debts as inspiration for
future stories.

Barfly (•)
Effect: No matter what town or city your character
is in, he can find his way into the best nightspots with a
few quick words and a timely bribe. There isn’t a velvet
rope made that can keep him out of a restaurant or club.

Contacts (• to •••••)
Effect: Contacts provide your character information
in a particular area of awareness. Each dot in this Merit
represents one arena or circle in which your character has
a web of connections and from which he may draw information.
If he has Contacts •••, his dots might be assigned
to computer hackers, couriers and big business, respectively.
Contacts can include individuals whom you
or the Storyteller defines, but more likely they comprise
an array of people from whom your character can draw
information with a phone call, email or face-to-face query.
Contacts is strictly information-gathering. Contacts do
not come perform services for your character or rush to
his aid. Those actions are the purview of other Merits such
as Allies and Retainer.
Gaining information from contacts requires a successful
Manipulation + Persuasion or Socialize roll, depending
on the relationship between your character and the sought is little known (-1 to -3), confidential (-3), or
if sharing it could get people in trouble or harmed (-3 to -
5). Success doesn’t guarantee exactly the information for
which your character looks. Contacts aren’t all-knowing,
and the Storyteller is perfectly justified in saying that a
particular contact simply doesn’t know something.
Dramatic Failure: The contact doesn’t tell your character
the full extent of what he knows, or provides misleading
information. Perhaps he’s holding out for money
or favors, or simply makes an honest mistake.
Failure: The contact doesn’t have the information
your character needs.
Success: The contact is able to provide some information
that’s helpful to your character.
Exceptional Success: The contact is able to provide
a wealth of information to your character, providing answers
to questions that aren’t even asked.
Suggested Equipment: Gift (+1), small bribe (+1),
large bribe (+2), an outstanding favor (+1 to +3)
Possible Penalties: Lack of bribe (-1), frequent and
recent requests (-1 to -2), information confidential (-1 to
-3), information scarce (-2), information obscure (-3)

Inspiring (••••)
Prerequisite: Presence ••••
Effect: Your character is able to rally others in times
of great distress, renewing their courage and determination
in the face of adversity.
Once per game session, your character can exhort
those around him to redouble their efforts in the face of
great stress or danger. Make a Presence + Persuasion roll.
If the roll succeeds, any individuals who actively assist
your character and who are within earshot regain one spent
Willpower point (not to exceed their Willpower dots).
The character may not use this Merit on himself, and may
not use it on the same subjects more than once a day.

Mentor (• to •••••)
Effect: This Merit gives your character a friend and
teacher who provides her with advice and guidance. Your
character’s mentor acts on her behalf, although the Storyteller
determines exactly how. A mentor usually offers
advice, allowing the Storyteller to use him to help guide
your character through tough situations. A mentor may
also use his influence or abilities to help your character
out, although he probably wants to see his charge do things
for herself. A mentor is likely to give up in disgust on a
pupil who constantly asks for aid. Mentors may also ask
for something in return for their assistance, which can
lead your character into some interesting situations.
The number of dots purchased in this Merit determines
the relative power, knowledge and experience of
your character’s teacher. One dot indicates a mentor with
one or more specialized Skills and a small amount of experience
in your character’s field of interest. Two dots indicate
a mentor with a wide range of capability and experience
in your character’s field of interest. Three dots indicate
a mentor possessing a broad range of Skills, years of
experience and significant influence in your character’s
field of interest. Four dots indicate a mentor who not only
possesses a broad range of Skills and decades (or in some
cases, centuries) of experience, he is also a preeminent figure
with major influence in your character’s field of interest.
Five dots indicate a mentor with towering influence
and power in your character’s field of interest. A five-dot
patron watches over your character and influences her life
in ways both obvious and subtle, and likely has an agenda
in which your character is pivotal.

Resources (• to •••••)
Effects: This Merit measures your character’s material
resources, both possessions and wealth. All characters
are assumed to have a job or a source of income (trust
fund, parents) that is sufficient to cover their basic needs:
food, shelter and transportation. Dots in this Merit represent
disposable income — wealth and assets that can be
liquidated for more money in case of emergency. The number
of dots indicates your character’s general level of
wealth. One dot suggests low disposable income: $500 a
month and approximately $1,000 worth of assets. Two dots
suggest moderate disposable income: $1,000 a month and
approximately $5000 worth of assets. Three dots suggest
significant disposable income: $2000 a month and maybe
$10,000 worth of assets. Four dots suggest substantial disposable
income: $10,000 a month and $500,000 worth of
assets. Five dots suggest significant wealth: $50,000 a
month and as much as $5,000,000 worth of assets.
Resources can be used to determine if your character
can reasonably afford a purchase or expenditure. Equipment,
weapons and items throughout these rules are assigned
costs in dots. The Storyteller can assign cost dots
to other items during play based on what’s here. If your
character has the same or more dots in Resources, he can afford the item on his disposable income. That doesn’t
mean he has a blank check with which to buy everything
he sees. He might be able to afford one or two items with
a cost equal to his Resources dots in a single month. Items
with lower costs can be acquired more often. The Storyteller
has final say on what’s too much or what’s too often.
Your character’s Resources dots aren’t spent and don’t
go away. They represent available cash at any given moment.
The only means by which your character’s Resource
dots might decrease is if story events conspire against them.
Perhaps your character’s fortune is wiped out, he loses his
job or his company is subjected to a hostile takeover. The
Storyteller therefore influences how your character’s dots
might decrease, and whether they can be salvaged.

Striking Looks (•• or ••••)
Effect: Your character is exceptionally attractive by
modern standards; heads turn and conversations stop when
she enters a room.
For two dots, your character gets a +1 modifier to all
Presence or Manipulation rolls when she attempts to use
her looks to entertain, persuade, distract or deceive others.
For four dots, your character’s looks are angelic; she
gets a +2 modifier.
Drawback: The more attractive your character is, the
harder it is for her to avoid notice in public. Witnesses to
any criminal acts are much more likely to remember your
character’s appearance, and easily recognize her in a lineup.
Your character is also likely to receive a great degree of
unwanted attention in social situations  

EternalValkyrie
Captain

8,675 Points
  • Person of Interest 200
  • Autobiographer 200
  • Dressed Up 200
Reply
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