Merit | Dots |
Eidetic Memory | 00 |
Meditative Mind | 0 |
~Metamorphic Dream~ | 000 |
Resources | 0(0000) |
Contacts (Docks) | 0(00) |
(Contacts (Teamsters/Truck Drivers)) | (0) [Pledge w/ Eddie] |
Combat Marksmanship | 00000 |
Quickdraw (Firearms) | 00 |
Sniping | 00000 |
Oneiromachy | 0000 |
Sand and Stone | 00 |
Encyclopedic Knowledge - Antiquarian | No dots needed (but 4 standard) |
Direction Sense (Guest Pledge) | |
Danger Sense/Zone (Guest Pledge) | |
Parkour! | 0000 |
New Identity | 00(00) |
Autumn Mantle | 00000 |
Hollow (1 Amenities) - Detroit | 0 [Greenhouse, Observatory] |
Hollow (+1W: 3A 5W 2D 3S) Motley | 0 [Solomon's Well] |
Hollow (1 Space) - Lucent | 0 [Birdie's Crystal Music City] |
Winter Court Goodwill | 0 |
Spring Court Goodwill | 000 |
Summer Court Goodwill | 00 |
Courtless Goodwill | 0 |
Language: Old “Proper” Irish Gaelic | 000 |
Language: New-fangled Irish Gaelic | 0 |
Rigid Mask | 00 |
No dots needed: Roll Intelligence+Wits for information about 1 question. Success = a fact about it. Exceptional = several
Your character recalls events and details with pinpoint accuracy. You do not have to make rolls for your character to remember past experiences. When making Intelligence + Composure (or relevant Skill) rolls to recall minute facts from swaths of information, take a +2 bonus.
Book/Page: WoD Core
Effect: 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. Two dots suggest moderate disposable income: $1,000 a month and approximately $5,000 worth of assets. Four dots suggest substantial disposable income: $10,000 a month and $500,000 worth of assets. Five dots suggests significant wealth: $50,000 a month and as much as $5,000,000 worth of assets.
Contacts provide Solomon information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which Solomon has a web of connections and from which he may draw information. He knows the workers, fishermen, shipping men and women, and some dock overseers who might be willing to offer up information.
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) + Contacts, depending on the relationship between Solomon and the people in question. Penalties might apply if the information 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 Solomon is looking for. 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 Solomon 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 Solomon needs.
Success: The contact is able to provide some information that’s helpful to Solomon.
Exceptional Success: The contact is able to provide a wealth of information to Solomon, 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)
Effect: Allies help your character. They might be friends, employees, associates, or people your character has blackmailed. Each instance of this Merit represents one type of ally. This could be in an organization, a society, a clique, or an individual. Examples include the police, a secret society, crime, unions, local politics, and the academic community. Each purchase has its own rating. Your character might have Allies (Masons) ••, Allies (Carter Crime Family) •••, and Allies (Catholic Church) •.
Each dot represents a layer of influence in the group. One dot would constitute small favors and passing influence. Three could offer considerable influence, such as the overlooking of a misdemeanor charge by the police. Five dots stretch the limits of the organization’s influence, as its leaders put their own influence on the line for the character. This could include things such as massive insider trading or fouling up a felony investigation. No matter the request, it has to be something that organization could accomplish.
The Storyteller assigns a rating between one and five to any favor asked. A character can ask for favors that add up to her Allies rating without penalty in one chapter. If she extends her influence beyond that, her player must roll Manipulation + Persuasion + Allies, with a penalty equal to the favor’s rating. If the roll is successful, the group does as requested. Failed or successful, the character loses a dot of Allies. This dot may return at the end of the chapter (see Sanctity of Merits, on p. 158.)
On a dramatic failure, the organization resents her and seeks retribution. On an exceptional success, she doesn’t lose the dot. One additional favor a character can ask of her Allies is to block another character’s Allies, Contacts, Mentor, Retainer, or Status (if she knows the character possesses the relevant Merit). The rating is equal to the Merit dots blocked. As before, no roll is necessary unless the target’s Merit exceeds the character’s Allies. If the block succeeds, the character cannot use the Merit during the same chapter.
Shoot First •
When starting a combat with firearm in hand, add points in firearm skill to initiative bonus
Tactical Reload ••
Once per turn, he may reload a firearm as a reflexive action
Double Tap •••
Make short burst attacks as if gun were capable of auto fire. (Short burst = 3 bullet spray to one target for +1 die)
Bayonet Range ••••
Defense does not apply to firearm attacks your character makes in close combat range
Snap Shot •••••
*This maneuver replaces Rapid Fire.*
One Reflexive Firearm attack at -3 (can burst, no aiming) if someone enters my visual awareness from full concealment.
Your character's awareness and reflexes are highly tuned, allowing her to react lethally the moment her enemy is exposed.
When someone moves from full concealment into an area that your character is watching, she may make a reflexive Firearms attack against them. She does not have time to Take Aim for this attack, even with equipment like a Reflex Scope, but she can make a burst attack if her gun is capable of it. This attack is in addition to whatever she does on her turn. Only one Snap Shot attack can be made in a round.
*Drawback:* The sudden movement needed to bring her firearm to bear prevents a clean shot and imposes a -3 penalty to your character's attack.
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.
Prerequisites: Dexterity 3, Resolve 3, Firearms 3, and Stealth 2
Effect: A sniper is the antithesis of a gunfighter, patient and serene rather than swift and ruthless. Your character, through life-long experience or intensive military training, is patient and skilled enough to spend hours staring through a rifle scope before taking one perfect shot that decides the fate of a hostage or a nation.
Dots purchased in this Merit allow access to special combat maneuvers. The maneuvers and their effects are described below, most of which are based on the Firearms Skill. All of the following maneuvers work only with rifles (including assault rifles).
On Scope •: Your character has an intuitive understanding of long-range ballistics and has spent countless hours straining to pick out tiny details through a telescopic sight. The maximum bonus he may receive from aiming (see the World of Darkness Rulebook, p. 162) is increased to his Composure +1 for semi-automatic and automatic rifles and his Composure +2 for break-action, bolt-action and lever-action rifles. In addition, when using a scope or other long-range optic device (e.g., binoculars), he receives a +2 bonus to all perception rolls (see the World of Darkness Rulebook, p. 45).
Battlesight Zero ••: Once your character is familiar with the capabilities of a rifle, he can wring unparalleled performance from it. Whenever your character sights in a rifle (see “Sighting Tools,” Armory p. 164), he doubles the number of attacks that receive the bonus from this process. In addition, whenever he makes an attack with a rifle that receives this bonus, the weapon’s short range is increased by five yards times his Wits (15yd), medium range by twice this amount and long range by three times this amount.
Anybody can attempt to sight in her weapon with an extended Wits + Firearms roll. Ten total successes are required, and each roll takes 10 minutes of time and consumes 10 rounds of ammunition. Using the appropriate sighting tools adds +2 to this roll. Successfully sighting in a firearm with the proper tools provides a +1 bonus to all medium- and long-range attacks. This effect lasts for a number of uses equal to twice the weapon’s Damage rating. (One “use” is considered to be a single bullet fired from the weapon.)
Sighted-In guns have +1 to dice for Damage rating X4 Bullets at Medium or Long range, +15/30/45 yards distance. Ex. 2L Pistol = 8 shots with +1; 4L Rifle = 16 shots with +1
Focused Shot •••: Your character can lurk motionless in ambush for days, ignoring sleep deprivation, temperature extremes and even life-threatening injuries in the name of putting lead on target. When making an aimed shot, he may ignore an amount of penalties for wounds, drugs, disease, pain, fatigue, environmental conditions and similar factors equal to his Resolve. For example, if your character has Resolve 4, has two points of Health remaining (–2), has gone without sleep for 36 hours (–2) and has ingested strong hallucinogens (–3), his aimed shots suffer only a –3 penalty instead of the –7 that affects all his other dicepools.
Tactical Intervention ••••: Split-second timing and nerves of steel enable your character to take advantage of the smallest opportunities for accurate shot placement. When making an aimed shot, all penalties for shooting into close combat and for concealment are halved, rounding down.
One Shot, One Kill •••••: When your character picks up his rifle, people fall down. It’s just that simple. When making an aimed shot, do not add the rifle’s Damage rating to the attack dicepool (though “9 again” or “8 again” still applies if it would normally). Instead, if the attack succeeds, add the rifle’s Damage rating as extra successes. Drawback: Spend one Willpower per attack. Note that this Willpower expenditure does not add +3 to the attack.
Book/Page: CtL: Core
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 anew 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). Members of the Ashen Court have an affinity for the magic of the fae.
At Mantle • provides +2 to Occult Rolls when used to enact contracts.
At Mantle •••, she adds one die (+1) to Empathy and Investigation rolls dealing with True Fae or Faerie.
At Mantle •••••, they may re-roll any failed Occult roll dealing with magic (but not activating a power, such as a Contract or pledge). The results of the second roll stand.
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). "Activating a clause while unable to meet its prerequisites adds an additional charge of one Glamour for every dot of Mantle the character is short."
Book/Page: WoD: Core
Effect: Your character can effortlessly enter a meditative state when she chooses, and can remain in it for as long as she wishes. All environmental penalties imposed to Wits + Composure rolls to meditate are ignored. Not even wound penalties apply to your character's efforts to focus.
Effect: Your character can effortlessly enter the Metamorphic Dream when she chooses with even a single success on a Resolve + Wyrd roll (11), and can remain in it for as long as she wishes. All environmental penalties imposed to Resolve + Wyrd rolls to reach this dream are ignored. Not even wound penalties apply to your character's efforts to reach this place.
Book/Page: WoD Core
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 with out references.
Book/Page: WoD Core
Effect: 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.
This fighting style replaces Fighting Style: Dream Combat (Rites of Spring 90) in our game. Several of its maneuvers are directly from that merit, though tweaks have been made for game balance.
Effect: Your character has honed her oneiromachy skills to a high degree, allowing her to push the envelope of dream-battle and take the dream-bound combat beyond the reach of less experienced or dedicated oneiromancers.
Disabling Blow •
Your character knows how to make powerful attacks that weaken her enemies. When you choose this option your character inflicts one less point of damage than usual, counted after rolling to see if the attack succeeds. (For example, an attack that scores one success would still be a successful Disabling Blow, but inflicts no Willpower damage). However, each such attack imposes a -1 penalty on the opponent’s own attack rolls during the combat, until they are reduced to rolling a single die.
Mirage ••: Your character makes a special Environmental attack using her Subterfuge in place of Empathy. If your character scores even one success, her opponent finds their defenses have been compromised. Against the next attack – from any source – they use the lowest of their Finesse Traits for Defense and the lowest of their Resistance Traits as Armor.
Double Team •••: Not content with a single avenue of attack, your character is adept enough with oneiromancy that she can coordinate an environmental and a personal attack against her target at the same time. The second attack suffers a -3 penalty. Drawback: Your character cannot use her Defense against any attack in the same turn in which she intends to use this maneuver. If she uses Defense against attacks that occur earlier in the Initiative roster, before she can perform this maneuver, she cannot perform the maneuver in the same turn, her attention is too focused on protecting himself.
Wyrd Armor ••••: Your character’s mastery of the dream-realm protects him in battle. Any incoming attack which is penalized by her defense or armor is also penalized by her Wyrd. Update: Defense+Armor+Wyrd (if give up Defense, becomes Armor+Wyrd) She may add her Wyrd to the highest of her Finesse Traits to serve as her Defense and to the highest of her Resistance traits to serve as her armor.
Coup de Grace •••••: Even as your character’s opponent fades from the dream-arena, she is capable of delivering a final blow. At any time that an opponent in a dream-combat is beginning to waken (i.e., has dropped to or below 0 Willpower), she may deliver one final dream-attack (environmental or personal) against her as she wakes. She may not use her Defenses or armor against this attack.
Sand and Stone ••
Prerequisites: Double Team Fighting Style Maneuver (Oneiromachy •••), Subterfuge •••
Effect: Your character may use Double Team to perform a Mirage maneuver followed by a Personal attack. If she succeeds with the first maneuver, her dice pool doesn’t suffer the usual -3 penalty for the second attack in the Double Team series. Instead, the character gains a +2 bonus to strike her confused opponent.
Your character has some basic training in the techniques of parkour, allowing him to act instinctively to obstacles and jumps. When using running or using the foot chase rules (WoD Rulebook p. 65), your character may negate hazardous terrain penalties equal to his Rating in the Parkour Merit. Additionally the roll to gauge a jump distance is a reflexive action.
Your character has mastered some of the twisting leaps, landing rolls and wall taps used by traceurs. When using a Dexterity + Athletics roll to mitigate damage from falling (see the World of Darkness Rulebook, p. 179), your character gains one automatic success. Additionally, add one per dot in this Merit to the threshold of damage that can be removed through this roll. Thus, if the Storyteller decrees that only three successes may be garnered to reduce falling damage, the traceur with three dots in this Merit may actually use six successes (assuming the player accumulates that many, including his automatic success).
Your character has mastered the quick wall-run and leaping climb techniques of parkour. When using Athletics to climb (see the World of Darkness Rulebook, p. 64), your character is capable of scaling heights of 10 feet + 5 feet per dot in Athletics as an instant action (rather than the normal 10 feet), though every full 10 feet beyond the first imposes a –1 die penalty.
Expert Traceur ••••
Your character has trained so extensively in this athletic discipline that its maneuvers are normal and instinctive for him. Your character may designate any Athletics roll that involves running, jumping and climbing as being a Rote Action (see the World of Darkness Rulebook, p. 134). However, when doing so, he is less able to react to events that don’t have to do with navigating the environment, causing him to lose his Defense for that turn.
Freeflow (•••••): Your character has achieved the freeflow that is the holy grail of traceurs everywhere — he acts without thinking, his movements flowing, graceful and quick when he enters “the zone.” He can perform any Athletics action that involves running, jumping or climbing as a reflexive action, rather than an instant action. Doing so requires that the character has been running for at least a full minute previously; any use of this ability before that minute mark requires the expenditure of one point of Willpower, however.
Book/Page: CtL: Core
Effect:
•• imparts an identity that will pass most forms of relatively cursory professional inspection, but cannot stand up to a sustained investigation
•••• represents an identity that is essentially as real as any identity can be
Name: Solomon Wisp
Paper Trail: Born and raised in southern Maine to hippy Christian parents. Went to college and graduated with a Master's Degree in Oceanography. Hunting enthusiast and survival expert with hunting/fishing license, concealed carry license and firearm training, Doomsday-Prepper urban survival hobbyist and bush-crafter. Drawn to the Port Bowen area for the job prospects, people-watching, and opportunity to study the shipping/fishing industries' impact on the local ecology. Occasionally works odd jobs down at the docks for favors and to cover his expenses while he searches for a more stable job in the area (in either ecological research or in the private sector).
Arrest record: Minor traffic tickets and fines, 1 arrest with no formal charges (~2007) from an unlawful protest/demonstration against over-fishing practices in the Atlantic (along with several other protesters, only detained for 24 hours).
Detroit Time-Share (2S, 2W, 3A)
A swanky penthouse apartment in the Deep Hedge of Detroit. Glass-enclosed elevator access between ground and penthouse (without the assistance of the Bear Lords). The roof contains a greenhouse with a telescopically-enhanced view of the city (Magical Observatory).
Effect: (I added +1 Amenities with Greenhouse/Observatory)
Main House Hollow (3A, 2D, 3S, 5W)
Hedge Exit: Well locked and warded; the doors are solid and inscribed with various sigils and squiggles. The closets in this area will contain the Hedge Delving Bags, weapons and gear.
House Exit: An ante-chamber, decorated to match the feel of the house on the other side.
Hallway: A wood-paneled hallway, seemingly normal.
Public Space: Contains a bathroom, a small living room, and a kitchen.
Solomon's Well: In brief: Solomon's Hollow resembles a small pond or a very large well, with walls forming a cylindrical pit.
Upon opening the door to his hollow, the visitor is greeted by a narrow arcing stone bridge that leads to a small, comfortable mound of land floating at the center of a large pool and covered in soft grass and clover. The lighting is very dim, with paper lanterns floating aimlessly on the surface of the water, emanating various colors. The place smells of earth and fresh rain, and faintly glowing thorn-like crystals hum quietly on the ceiling and walls. A slight mist permeates the room, and the temperature is pleasantly cool. A small, trickling waterfall pours into the pool from a rockface on one edge of the upper wall. Less apparent to the casual observer is what lies beneath the surface. Solomon's pond is suspended in the middle of the well, and approximately 100 feet deep. If a trespasser were to jump in or fall into the water, they would be pulled toward the center of the suspended water by a gravity well, and a shifting undertow would rip at them from various directions to disorient and confuse them as they struggle to escape. The lanterns and geodes also begin to pulse from various directions above and below the trespasser as they attempt to reorient themselves "upward." Additionally, trespassers will be stabbed by the crystal shards as they lunge out from the walls like spears. Upon entering the water, the hum of the crystals would also become a loud, piercing shriek. If a trespasser were to walk to the comfortable spot of land centered above the pond, they would similarly be speared from all angles by suddenly-screaming crystals. This shrieking also acts as an alarm for Solomon should he be caught unawares by intruders. Unless designated as a "guest," these defenses remain active, and are reactivated upon a visitor harming Solomon within the hollow, or upon being re-designated a "trespasser" by Solomon. All these defenses - the lights, the current, the crystals, the sounds - are meant to confuse, incapacitate, and eventually kill anyone trying to reach the bottom of the suspended water in the well, or anyone who doesn't belong there in the first place.
Beneath lies a dry, comfortable, relatively modern room with circular walls matching the well above. There are hooded light fixtures similar to the lanterns above, a hammock strung between two pitons along one side of the room, a set of bookcases recessed into the wall, a large locked trunk holding many of Solomon's personal effects, a small kitchen with food storage, and a comfortable chair and writing desk with paper, coded journals, and other office equipment. There is also a recess in the center of the chamber's floor that resembles a lounge molded into the stonework. This recessed lounge offers a beautiful view of the reflective surface of the pond looking straight up from beneath, with shimmering lights and lanterns glowing from the other side. On the floor by the recess is a hidden glyph that allows Solomon to change the center of gravity within the pond, effectively giving him control of the water and aiding in an environmental defense against intruders, should they be close to escaping. Additional crystal spears can be extended upward from the floor for falling intruders to land upon, but can only be activated from the central lounge. Decorations around the room vary between a Celtic and Japanese aesthetic, and the room has the feel of a soothing but secure vault. Most of his furniture is locked to the floor in place and water-proofed or sealed in the event of a catastrophic failure with the pond. There is also a small drying area with towels and a recessed oven of heated river stones, which can be turned on and off as desired. Solomon has placed various guns, ammunition, and knives throughout his personal space, out of sight but within easy reach. All in all, it's a cozy little home.
Solomon and visitors may reach his private space (if they are aware of it) by simply stepping off the bridge and falling into the water. They will then sink slowly through the pond and then be required to swim against the pond's gravity halfway through; the current and gravitational pull is present but mild for guests, and nearly nonexistent for Solomon and the motley (unless they want it). Upon reaching the bottom edge of the pond, visitors will need to find a way to comfortably fall from a 15 foot ceiling to the bottom of the chamber. If Solomon is waiting for them beneath, he might throw them a rope or offer to break their fall with the desk or some pillows. Solomon prefers to land on his hammock when sinking down, though Separation or Parkour might also work. *Relevant rules for defense include drowning, holding breath, and falling damage*
When leaving, Solomon and visitors can climb a ladder of recessed handholds along one wall and launch themselves up and into the gravitational pull of the pond. Used sparingly, if ever, Solomon can lower the "floor" of the pond with his glyph, though in these instances the glyph resets the pond automatically to its default level after 5 seconds without physical contact from Solomon.
Lucent - Music Crystal City (2S, 2W, 0A)
A gradually growing city intended to be bequeathed to the Song and Vainglory Contracts. Being built in the Hungry Forest of fractal crystals 2 hours north of the Parthenoceps Necropolis and ~5 hours fromred bridges above the Hedge Jungle.
Effect: (I added +1 Space)
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.
Book/Page: CtL: RoS
Effect: Your character is not merely a good liar; he has learned to completely hide his emotions from others. While he may have learned this skill from dealing with a particularly horrific Keeper, your character can use it equally well back in the mortal world. While this ability does not increase his skill at lying, anyone attempting to see through his lies or figure out what your character’s real emotions are suffers a –2 to all rolls to do so. In addition, all attempts to use devices such as lie detectors or voice-stress analyzers on your character are made at a –4 penalty, because your character can mimic emotions with great skill and has learned to suppress almost all of the physiological cues that would normally reveal his emotions.
(Don't have yet):
Visionary/Wisdom of Dreams
Parkour 5
Hedgespun Accordian Rifle?
Striking Looks 2?