For this reason, I'd like to run a simple, short game in the world of darkness, where you guys plays as mortals.
To show how simple the game really is. The basic rules, including character creation only takes up 4 pages, and one of those pages are mostly graphics.
I've also added a short description of Advantages (such as health and the like) but mostly all you need should be here.
So... with that in mind, would anyone be up for playing a short mortal scenario?
Google docs will be used for character sheets.
Players would be mortals who have ended up in a strange situation (lite horror/mystery/action) during a trip to a remote vacation island.
The players would know each other beforehand, they don't have to be friends.
But they do come from a position of trust, and have one way or another had multiple interactions over the course of their lives.
Players would not be allowed to start with weapons (because, vacation!) unless they have compelling reason.
These characters could be used as background characters for a later Vampire, Mage or Werewolf game.
The vacation would be on this island:
From the 2004 Edition of the World of Darkness:
RULES: Page 32-33
of Darkness. Before you get into the thick of it, hereÃ”Ã‡Ã–s a
short summary of the basic rules to get you started as you
create a character.
Like most roleplaying games played around a table,
Storytelling uses dice to determine the whims of chance.
Anytime a character performs an action under adverse
conditions or when the outcome is unclear, his player rolls
dice to see whether the task succeeds or fails.
Storytelling uses 10-sided dice, usually a handful for
each player. We recommend that each player have about
10 dice on hand. The better your character is at performing
a task, the more dice you will need. We call the handful
of dice rolled to represent a characterÃ”Ã‡Ã–s abilities a dice
Characters possess a variety of traits, describing their
innate capabilities, trained skills, and even how many
wounds they can suffer before dying. These traits are fully
described in the following chapters. Two types of trait are
especially important: Attributes and Skills.
Each of these traits is rated in dots (Ã”Ã‡Ã³), ranging from
1 to 5, much like the Ã”Ã‡Â£five-starÃ”Ã‡Ã˜ system many critics use to
rate movies. For example, a character might have a Dexterity
Attribute of Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ (3 dots) and a Firearms Skill of
Ã”Ã‡Ã³Ã”Ã‡Ã³ (2 dots).
Whenever your character performs an action that calls
for a dice roll, you most often build your dice pool by adding
the most appropriate Attribute dots to the most appropriate
Skill dots. When your character shoots a gun,
you add his Dexterity Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ to his Firearms Ã”Ã‡Ã³Ã”Ã‡Ã³ for a total
of five dice Ã”Ã‡Ã¶ one die per dot.
Various conditions and circumstances can greatly
improve or hinder your characterÃ”Ã‡Ã–s tasks, represented by
bonuses and/or penalties to your dice pool. On one hand,
quality tools might give him a bonus to repair a car, or a
Stradivarius violin might give him a bonus to play a symphony.
On the other hand, a thunderstorm might cause
hazardous driving conditions, levying a penalty on any
driving rolls, and a distant target is hard to hit with a gun,
represented by range penalties. For example, when shooting
a target 30 yards away with his Glock 17 pistol (medium
range for that gun), your character suffers a -2 penalty.
That gives you a modified dice pool of three dice.
The Storyteller determines whether or not any circumstance
imposes dice-roll modifiers and how great those
So, we can say that a dice pool is determined like so:
Attribute + Skill + equipment modifier +/- Storyteller-determined
modifiers (if any)
In general, bonuses to your dice pools are always added
before penalties are applied (before dice are taken away).
There are a few other complications, but youÃ”Ã‡Ã–ll read
about those in detail in the chapters to come.
Rolling the Dice
Now that you know what to roll, letÃ”Ã‡Ã–s see how to read
the results. Each die that rolls a result of 8, 9 or 10 is considered
a success. You might have more than one of these,
in which case you have multiple successes. Storytelling
doesnÃ”Ã‡Ã–t just tell you whether your character succeeds or
fails Ã”Ã‡Ã¶ it shows you how well he does.
If none of your dice roll any of these numbers, your
roll fails. This is rarely fatal. ItÃ”Ã‡Ã–s most often simply a setback,
and your character can usually try the action again
(or again and again in the case of combat).
Obviously, the more dice you have in your dice pool,
the better your characterÃ”Ã‡Ã–s chances of success, and the
greater your odds of gaining multiple successes.
In addition, there is a special rule called Ã”Ã‡Â£10 Again.Ã”Ã‡Ã˜
Whenever you roll a 10 on any die, you may roll that die
again. If that die rolls 8, 9 or 10, youÃ”Ã‡Ã–ve got another success.
In fact, if it rolls 10 once again, you can keep rolling
as long as you keep getting 10Ã”Ã‡Ã–s, accumulating more and
more successes along the way. So, if you rolled three dice
for a result of 2, 8 and 10, youÃ”Ã‡Ã–d have two successes. That
10 is re-rolled, however. If it turns up an 8 or 9, thatÃ”Ã‡Ã–s a
third success and the re-rolls stop. In the case of another
10, thatÃ”Ã‡Ã–s a third success and the die is rolled again until
no more 10Ã”Ã‡Ã–s result.
Types of Actions
Different tasks demand different times to accomplish
them. It takes longer to rebuild a car engine than it does
to stab someone with a knife. Storytelling has two types
of actions: instant and extended.
An instant action is resolved with a single dice roll.
Only one success is required to complete an instant action,
although extra successes might improve the results.
Instant actions include anything that can be accomplished
in the span of three seconds: throwing a punch, jumping
a fence, sneaking past a security guard.
An extended action is resolved with a series of dice
rolls, and your successes in each roll are tallied, working
to collect the total needed to complete the task. The Storyteller
usually determines the total number of successes
needed (guidelines are provided in the following chapters).
Each roll takes a certain amount of time within the
story, from five minutes to a whole day, depending on the
task. The Storyteller declares how long it takes to complete
one die roll, during which time your character acts
to accomplish the task. For example, fixing a car takes
about 30 minutes per roll. A simple tune-up might require
only four successes, while a transmission rebuild
might require 10 or more.
A third kind of action is called a contested action. It
can happen quickly in the space of time of an instant action,
or over a prolonged period as an extended action. In
a contested action, two or more opposing characters seek
to accomplish a feat first or better than the others. He
who gets the most successes (or the required total first in
the case of an extended task) is the winner. Arm wrestling
is an instant, contested action. Two characters competing
to be first to win a long-distance race is an extended,
Fighting is a series of instant actions, demanding however
long it takes until someone surrenders or is rendered
unable to fight.
Combat involves a single dice pool roll per attack.
The result determines whether or not your character hits
and how much damage he inflicts on his target. The dice
pool is determined as above, but the equipment modifier
depends on the weapon used. A knife is more deadly than
a fist, and a gun is more deadly than all.
Each success gained on your attack roll represents a
point of damage inflicted against the targetÃ”Ã‡Ã–s Health trait.
When the target has no more Health left, he is unconscious
or dead (depending on the type of damage done).
There are three types of damage: bashing (caused by
blunt weapons such as fists or clubs; these wounds heal
quickly), lethal (caused by sharp weapons such as knives
and bullets; these wounds heal slowly) and aggravated
(caused by devastating supernatural attacks; these wounds
take a very long time to heal).
There are a number of complications involved in combat,
such as a targetÃ”Ã‡Ã–s Defense trait (which is subtracted
from any melee attack dice pools targeted against him),
penalties for armor, for hiding behind cover, and more.
Details are described in the following chapters, but the
basics are simple. Roll to hit and apply successes as damage.
LetÃ”Ã‡Ã–s see how it looks in action.
Your character tries to shoot at a thug who just killed
his friend. Your characterÃ”Ã‡Ã–s Dexterity is Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³, his Firearms
Ã”Ã‡Ã³Ã”Ã‡Ã³, and heÃ”Ã‡Ã–s using a Glock 9mm pistol, which provides a
dice modifier of +2. Your dice pool is therefore made up of
The thug is about 30 yards away Ã”Ã‡Ã¶ thatÃ”Ã‡Ã–s within the
pistolÃ”Ã‡Ã–s medium range. A -2 penalty is applied to attacks
at medium range. So, your dice pool to reduced to five
But thatÃ”Ã‡Ã–s not all. ItÃ”Ã‡Ã–s raining cats and dogs. The Storyteller
decides that thereÃ”Ã‡Ã–s an additional -1 penalty for
poor visibility. That leaves you a dice pool of four.
The roll yields a 3, 5, 8 and 9 Ã”Ã‡Ã¶ two successes. The
thug is hit. He suffers two points of lethal damage to his
Health. It hurts, but itÃ”Ã‡Ã–s not enough to stop him and he
staggers away. Your character needs to decide whether to
give chase and close the distance, or try to fire again at a
The Chance Roll
One final rule: If your dice pool is ever reduced to
zero or fewer dice, you can still make a Ã”Ã‡Â£chance roll.Ã”Ã‡Ã˜ Your
character makes a wild or blind attempt to accomplish a
feat where he might normally be outclassed or have little
chance. Roll a single die, but you only succeed on a result
of 10. (You still re-roll 10Ã”Ã‡Ã–s for extra successes, as per the
Ã”Ã‡Â£10 againÃ”Ã‡Ã˜ rule.) There is, however, a chance of calamity.
If you roll a 1 on your first die, your character suffers a
Ã”Ã‡Â£dramatic failure,Ã”Ã‡Ã˜ a disastrous setback. The nature of the
setback is decided by the Storyteller.
Now that you know the basics of the Storytelling
System, you can proceed to create your own characters.
YouÃ”Ã‡Ã–ll be able to judge what sort of traits youÃ”Ã‡Ã–ll need based
on their titles (theyÃ”Ã‡Ã–re mostly self-explanatory), and know
that the more dots you have in a trait the better your character
will be when accomplishing tasks with it.
Digital google doc sheets can be seen HERE, players wil get access.
process. Just make a copy of the character sheet, get
a pencil and begin.
1. Choose background. First, create your characterÃ”Ã‡Ã–s
concept. To help get a handle on your characterÃ”Ã‡Ã–s identity
and motivations, come up with a short, two- or threeword
description of him/her. This usually, but not always,
includes some idea of a career: Ã”Ã‡Â£nightstalking journalist,Ã”Ã‡Ã˜
Ã”Ã‡Â£stoic mechanic,Ã”Ã‡Ã˜ Ã”Ã‡Â£lost waif,Ã”Ã‡Ã˜ Ã”Ã‡Â£petulant yuppie,Ã”Ã‡Ã˜ Ã”Ã‡Â£angry
Second, choose your characterÃ”Ã‡Ã–s faction. If youÃ”Ã‡Ã–re playing
a mortal, this is relatively unimportant. He could be a
cop, a private investigator or a convenience-store clerk,
but he is not defined by his factional alliances. A supernatural
being, however, is drawn into a world of ancient
legacies in which he is judged by even his involuntary
affiliations. His faction is both his strength and his curse.
For details on supernatural factions, see Vampire: The
Requiem, Werewolf: The Forsaken or Mage: The Awakening.
Option: Preludes. An intense Storytelling method is
to roleplay mortal characters before they become initiated
into the supernatural world. That way, their introduction
to the terrible truths hiding in the shadows has more meaning
and can be especially traumatic, tragic or even triumphant.
If youÃ”Ã‡Ã–re creating a prelude character, wait to choose
his faction based on how gameplay events transform him.
2. Select Attributes, your characterÃ”Ã‡Ã–s innate capabilities:
Prioritize the three categories (5/4/3). Your character
begins with one dot in each Attribute automatically,
already filled in on the character sheet. Dots spent now
are in addition to these starting ones. The fifth dot in any
Attribute costs two dots to purchase.
Example: Olson wants his character to have a
Dexterity of 5. This costs him five dots. His first dot is free
and his fifth one costs two.
For more information, see Chapter 2: Attributes.
3. Select Skills, your characterÃ”Ã‡Ã–s learned capabilities:
Prioritize the three categories (11/7/4). The fifth dot in
any Skill costs two dots to purchase. For more information,
see Chapter 3: Skills.
4. Select Skill Specialties, your characterÃ”Ã‡Ã–s focused
areas of expertise: Take three Skill Specialties of your
choice. You can assign each how you like, whether each
to a separate Skill or all three to a single Skill. There is no
limit to how many Specialties can be assigned to a single
Skill. For more information, see Chapter 3: Skills.
5. Add supernatural template, based on the transformation
your character undergoes: The Embrace, the First
Change or the Awakening. See Vampire: The Requiem,
Werewolf: The Forsaken or Mage: The Awakening. (If
creating a prelude character, wait to choose template based
on how gameplay events transform your character.)
6. Determine advantages, traits derived from your
characterÃ”Ã‡Ã–s Attributes: Defense (the lowest of Dexterity
or Wits), Health (Stamina + Size), Initiative (Dexterity
+ Composure), Morality (7 for starting characters), Size
(5 for most humans), Speed (Strength + Dexterity +5),
Willpower (Resolve + Composure), and Virtue/Vice
(choose one of each; see sidebar). For more information,
see Chapter 4: Advantages.
Note: Most advantages cannot be raised directly
through experience points. You must instead raise the traits
from which they are derived. (Morality is the exception.)
Virtues and Vices
Choose one of each. For more information,
see p 100.
Virtues: Charity, Faith, Fortitude, Hope,
Justice, Prudence, Temperance
Vices: Envy, Gluttony, Greed, Lust, Pride,
7. Select Merits, representing character enhancements
and background elements: Spend 7 dots on Merits.
The fifth dot in any Merit costs two dots to purchase.
Note that many Merits have prerequisites. For more information,
see the sidebar and Chapter 5: Merits.
Mental Merits: Common Sense (Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Danger
Sense (Ã”Ã‡Ã³Ã”Ã‡Ã³), Eidetic Memory (Ã”Ã‡Ã³Ã”Ã‡Ã³), Encyclopedic Knowledge
(Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Holistic Awareness (Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Language (Ã”Ã‡Ã³ to
Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Meditative Mind (Ã”Ã‡Ã³), Unseen Sense (Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³)
Physical Merits: Ambidextrous (Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Brawling
Dodge (Ã”Ã‡Ã³), Direction Sense (Ã”Ã‡Ã³), Disarm (Ã”Ã‡Ã³Ã”Ã‡Ã³),
Fast Reflexes (Ã”Ã‡Ã³ or Ã”Ã‡Ã³Ã”Ã‡Ã³), Fighting Finesse (Ã”Ã‡Ã³Ã”Ã‡Ã³), Fighting
Style: Boxing (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Fighting Style: Kung
Fu (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Fighting Style: Two Weapons (Ã”Ã‡Ã³ to
Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Fleet of Foot (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Fresh Start (Ã”Ã‡Ã³), Giant
(Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Gunslinger (Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Iron Stamina (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Iron
Stomach (Ã”Ã‡Ã³Ã”Ã‡Ã³), Natural Immunity (Ã”Ã‡Ã³), Quick Draw
(Ã”Ã‡Ã³), Quick Healer (Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Strong Back (Ã”Ã‡Ã³), Strong
Lungs (Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Stunt Driver (Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Toxin Resistance
(Ã”Ã‡Ã³Ã”Ã‡Ã³), Weaponry Dodge (Ã”Ã‡Ã³)
Social Merits: Allies (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Barfly (Ã”Ã‡Ã³),
Contacts (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Fame (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Inspiring (Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³),
Mentor (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Resources (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Retainer
(Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Status (Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³), Striking Looks (Ã”Ã‡Ã³Ã”Ã‡Ã³ or
To round out details on your character sheet, fill in
the name of the chronicle in which your character will
participate (provided by the Storyteller), and the name of
his group of companions (if any). Finally, list any equipment
he carries. He is now ready to confront whatever
fate awaits him in the World of Darkness.
Advanced Characters (Option)
For more experienced characters, the Storyteller
might choose to award experience points that may be spent
before play begins.
Seasoned characters: 35 points
Expert characters: 75 points
Heroic characters: 100 experience points
Note that when you spend experience points and want
to go up more than one dot in a trait, you need to pay for all
the intervening levels. That is, if you go from Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³
in an Attribute, it costs you 45 experience points (20 to go
from 3 to 4, plus 25 to go from 4 to 5).
Experience Point Costs
Trait Experience Point Cost
Attribute New dots x 5
Skill New dots x 3
Skill Specialty 3 points
Merit New dots x 2
Morality New dots x 3
Common Sense Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Gives significant cautions or ideas
Danger Sense Ã”Ã‡Ã³Ã”Ã‡Ã³ +2 to detect ambush
Eidetic Memory Ã”Ã‡Ã³Ã”Ã‡Ã³ Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data
Encyclopedic Knowledge Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time
Holistic Awareness Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Help others heal faster
Meditative Mind Ã”Ã‡Ã³ No penalties to meditate
Language Ã”Ã‡Ã³ Speak another language
Ambidextrous Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Remove off-hand penalty to attack
Brawling Dodge Ã”Ã‡Ã³ Strength Ã”Ã‡Ã³Ã”Ã‡Ã³, Brawl Ã”Ã‡Ã³ Add Brawl rather than doubling Defense on Dodge
Disarm Ã”Ã‡Ã³Ã”Ã‡Ã³ Dexterity Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³, Weaponry Ã”Ã‡Ã³ Can disarm if damage exceeds Dexterity
Direction Sense Ã”Ã‡Ã³ Unfailing orientation
Fast Reflexes Ã”Ã‡Ã³ or Ã”Ã‡Ã³Ã”Ã‡Ã³ Dexterity Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ +1/dot to Initiative
Fighting Finesse Ã”Ã‡Ã³Ã”Ã‡Ã³ Dexterity Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³, Weaponry Ã”Ã‡Ã³Ã”Ã‡Ã³ Substitute Dexterity for Strength
Fleet of Foot Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Strength Ã”Ã‡Ã³Ã”Ã‡Ã³ +1/dot to Speed
Fresh Start Ã”Ã‡Ã³ Fast Reflexes Ã”Ã‡Ã³Ã”Ã‡Ã³ Delay action into next round
Giant Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ +1 Size
Gunslinger Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Dexterity Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³, Firearms Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Two gun attacks per round
Iron Stamina Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Stamina Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ or Resolve Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Negate fatigue/injury penalties
Iron Stomach Ã”Ã‡Ã³Ã”Ã‡Ã³ Stamina Ã”Ã‡Ã³Ã”Ã‡Ã³ Eat even unpalatable cuisine
Natural Immunity Ã”Ã‡Ã³ Stamina Ã”Ã‡Ã³Ã”Ã‡Ã³ +2 on Stamina rolls to resist illness
Quick Draw Ã”Ã‡Ã³ Dexterity Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Draw weapon reflexively
Quick Healer Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Stamina Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Heal twice as fast
Strong Back Ã”Ã‡Ã³ Strength Ã”Ã‡Ã³Ã”Ã‡Ã³ +1 to lift or carry
Strong Lungs Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Athletics Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ +2 on Stamina rolls to hold breath
Stunt Driver Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Dexterity Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Drive and carry out another action
Toxin Resistance Ã”Ã‡Ã³Ã”Ã‡Ã³ Stamina Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ +2 on Stamina rolls to resist toxins
Weaponry Dodge Ã”Ã‡Ã³ Strength Ã”Ã‡Ã³Ã”Ã‡Ã³, Weaponry Ã”Ã‡Ã³ Add Weaponry rather than doubling Defense on Dodge
Allies Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit
Barfly Ã”Ã‡Ã³ Find ways into bars and clubs
Contacts Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit
Fame Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Mortal acclaim, +1/dot to Socialize
Inspiring Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Presence Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Help others regain Willpower
Mentor Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit
Resources Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Disposable monthly income ranging from $500 USD at Ã”Ã‡Ã³ to $50,000 USD at Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³, with total assets ranging from several hundred GBP at Ã”Ã‡Ã³ to millions of GBP at Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³.
Retainer Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit
Status Ã”Ã‡Ã³ to Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Authority and sway with a group or organization, to a depth proportional to dots in this Merit
Striking Looks Ã”Ã‡Ã³Ã”Ã‡Ã³ or Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³Ã”Ã‡Ã³ Appearance adds +1/+2 to relevant Social rolls