![]() ![]() The same action taken in Infrastructure can open to where the previous gate was opened from or any other Infrastructure controlled by the cult. Finally they learn a ritual unique to their cult allowing them to open a gateway in any demesne within 25 miles of any Infrastructure controlled by the cult to that Infrastructure with a minute of concentration. They may also induct others into this cult, granting them stigmatic as a training effect. A special chamber can be prepared instead with a resource 2 cost ritual. The first benefit is upon taking lethal in the characters incapacitated they dissolve and regenerate at the nearest locus 24 hours later. The character is a member of a contagion cult either to save the world from the contagions spread, or focused on profiting of the decay. Prerequisite: Stigmatic and Manse 3+ (Infrastructure) This Merit can be purchased multiple times, each time representing an additional identity. At one or two dots, she gains a +1 die bonus to all Larceny rolls to defend the identity. The Merit also reflects time the character has spent honing the persona. ![]() The identity has been deeply entrenched in relevant databases, with subtle flourishes and details to make it seem real even to trained professionals. At three dots, the identity can pass thorough inspection. It’s not liable to stand up to extensive research, but it’ll turn away private investigators and internet hobbyists. At two dots, she’s supported her identity with paperwork and identification. She hasn’t established the necessary paperwork to even approach a bureaucratic background check, let alone pass. For example, your character uses an alias with a simple costume and adopts an accent. At one dot, the identity is superficial and unofficial. The level of this Merit determines the amount of scrutiny it can withstand. Your character has established an alternate identity. Unless specified merit bonuses are non-charm. Finally if the storyteller agrees that a specific merit is relevant to a roll, you may add it's value in non-charm dice, you may add no total in merits above 6, with any additional bonuses simply being lost. A merit may be committed to a task, having a contact research a specific foe, task an ally to craft a weapon, or similar, while so committed the player losses access to that merit until the task is done. In addition merits may be earned in play, however unless they are secured with experience, they do not count for the Sanctity of Merits. Not all merits make sense to be purchased after character creation and should be discussed with the storyteller. As stated on the homebrew page the Martial Art's merit is defunct and no longer exists. Where the rules conflict with what was already published use what is here, as we have taken several liberties with balancing these. This exists as a compilation of all available merits between current products and homebrew. ![]()
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