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survived dozens of fights, and each one has taken its toll. He carries scars, features
that have healed crookedly, and an attitude that unsettles others. The character
gains +2 dice to rolls that use fear and menace to force compliance, such as with
Intimidation rolls. Opponents less menacing than the character also think twice
before provoking him. Opponents with Intimidation dots fewer than the character’s
must spend a point of Willpower to initiate combat against him. Drawback: Though
many people try to overcome their prejudices, appearance still drives many human
opinions. In social maneuvers, the character’s first impres-sion is downgraded one
step for people who do not know him, and even for those who do, he must
overcome an additional Door.
Scarred (•) Prerequisite: Integrity ••••• or lower Effect: You may take this
Merit when failing a breaking point, if you have the Experience. Otherwise, with
Storyteller discretion, you may take it “on loan,” and spend the next earned
Experience on it. When your character fails the breaking point and loses Integrity,
write down this Merit along with whatever event caused the breaking point. Your
character no longer suffers breaking points from that influence or action.
This Merit is tied to a specific Condition you and your Storyteller choose at the time you take this Merit;
that Condition becomes Persistent. The normal resolution terms become a source of Beats. Removing
the Scarred Merit be-comes the only method for resolving that Condition. Note: While you have this
Merit, you cannot increase your character’s Integrity. You may shed it through the Sanctity of Merits rule
if you wish to increase Integrity.
Estilo combate
Vaulting Defense (•••): Your character knows how to use her staff to rapidly reposition herself in a fight.
Spend a point of Willpower; your character can add her dots in Melee to her Defense against one attack
per turn. Tornado Strike (••••): Your character spins her staff rapidly in a circle, hitting opponents all
around her. She treats her staff attack as an autofire medium burst against up to three targets of her
choice within range.
Evil Eye (••) Effect: Your character can inflict paralysis on her enemies with her
baleful stare. As an attack, roll a contested Wits + Occult versus the opponent’s
Resolve + Composure. If suc-cessful, apply the Insensate Tilt to the victim for turns
equal to successes. Drawback: Sacrifice your Defense any turn you use Evil Eye. If
an opponent has charms or other supernatural pro-tection from curses apply a +3
bonus to his contested roll.
Hardened Exorcist (•) Effect: Your character stood her ground against
intruders from other realms, and despite the toll it’s taken on her soul she remains
defiant. Add her Occult dots to her Integrity for determining any bonuses to
abjuration rolls. You can also use your exorcist’s Vice to call upon abjurations
without the usual penalty.
Vengeful Soul (••) Effect: Your character is carrying the burden of a loved
one’s death, and his soul cries out for justice within her. Your character must have
witnessed the death or come upon it no later than 24 hours after it occurred, and
made (though not necessarily succeeded at) a breaking point roll associated with
the death. She can add the 8-again quality to a number of rolls every chapter equal
to the victim’s Integrity at his time of death. These rolls must involve finding or
punishing those responsible. You lose this Merit when the death is avenged to the
satisfaction of the victim’s spirit (not when your character decides the job is done).
Fast Spells (••) Prerequisites: Firearms ••, Time • Effect: Your character’s
Aimed spells streak out with the speed of bullets. Subjects may not apply their
Defense against your Aimed Spell rolls unless they use a Supernatural power that
allows them to use Defense against firearms.