Social Merits

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 training 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.

At two dots, she’s supported her identity with paperwork and
identification. It’s not liable to stand up to extensive research, but it’ll
turn away private investigators and internet hobbyists. At three dots, the
identity can pass thorough inspection. The identity has been deeply entrenched
in relevant databases, with subtle flourishes and details to make it seem real
even to trained professionals.

The Merit also reflects time the character has spent honing the
persona. At one or two dots, she gains a +1 to all Subterfuge rolls to defend
the identity. At three dots, she gains +2. This Merit can be purchased multiple
times. Each time representing an additional identity.

Drawback: Your character cannot purchase the Fame Merit. This also may
limit Status purchases, if the character cannot provide sufficient
identification for the roles she wishes to take.

This may be face-to-face, email, by telephone, or even by séance in
some strange instances. Garnering information via Contacts requires a
Manipulation + Social Skill roll, depending on the method the character uses. T

his Merit can either be used generally, in which case only the field is
necessary, or it can be personalized by identifying an individual within the
field whom the character can call. If using the latter method, the Storyteller
should give a bonus or penalty, dependent on how relevant the information is to
that particular Contact, whether accessing the information is dangerous, and if
the character has maintained good relations or done favors for the Contact.
These modifiers should range from –3 to +3 in most cases.

If successful, the Contact provides the information. One use of a
Contact is to dig dirt on another character. A Contact can find another
character’s Social Merits and any relevant Conditions (Embarrassing Secret is a
prime example.) A character can have more than five Contacts, but the Merit’s
rating is limited to five, for the purposes of Allies blocking.

As a rule of thumb, one dot means local recognition or
reputation within a confined subculture.

Two dots means regional recognition by a wide swath of
people.

Three dots means worldwide recognition to anyone who might have been
exposed to the source of the fame. Each dot adds a die to any Social rolls
among those who are impressed by your character’s celebrity.

Drawback: Any rolls to find or identify the character enjoy a +1 bonus
per dot of the Merit. If the character has Alternate Identity, she can mitigate
this drawback. A character with Fame cannot have the Anonymity Merit.

Your character talks circles around listeners. She speaks a mile a
minute and often leaves her targets reeling, but nodding in agreement.

Always Be Closing (•):

With
the right leading phrases, your character can direct a mark to say what she
wants, when she wants. This trips the mark into vulnerable positions. When a
mark contests or resists your character’s Social interactions, apply a –1 to
their Resolve or Composure.

Jargon (••):

Your
character confuses her mark using complex terminology. You may apply one
relevant Specialty to any Social roll you make, even if the Specialty isn’t
tied to the Skill in use.

Devil’s Advocacy (•••):

Your
character often poses arguments she doesn’t agree with in order to challenge a
mark’s position and keep him from advancing discussion. You can reroll one
failed Subterfuge roll per scene.

Effect: Your character is somebody that knows people. She can not only
get in touch with the right people to do a job, but she can get them at the
best possible prices. When hiring a service, reduce the Availability score of
the service by one dot.

Effect: Your character is part of a group of hobbyists that specialize
in one area, as represented by a Skill. It may be a book club, a coven, a
political party, or any other interest. When the group’s support is available,
you benefit from the 9-again quality on rolls involving the group’s chosen
Skill. As well, the clique offers two additional dice on any extended actions
involving that Skill. Drawback: This Merit requires upkeep. You must attend at
least monthly, informal meetings to maintain the benefits of Hobbyist Clique.

Effect: Your character’s passion inspires those around her to
greatness. With a few words, she can redouble a group’s confidence or move them
to action. Make a Presence + Expression roll. A small clique of listeners
levies a –1 penalty, a small crowd a –2, and a large crowd a –3. Listeners gain
the Inspired Condition. The character may not use this Merit on herself.

Effect: Your character’s resolve is unwavering. When spending Willpower
to contest or resist in a Social interaction, you may substitute your
character’s Resolve for the usual Willpower bonus. If the roll is contested,
roll with 8-again.

When establishing a Mentor, determine what the Mentor wants from your
character. This should be personally important to him and it should reflect on
the dot rating chosen.

A one-dot Mentor might be incapable of dealing with modern society and
want to live vicariously through your character. This might mean coming to him
and telling stories of her exploits.

A five-dot Mentor would want something astronomical, such as an oath to
procure an ancient, cursed artifact that may or may not exist, in order to
prevent a prophesized death.

Choose three Skills the Mentor possesses. You can substitute Resources
for one of these Skills. Once per session, the character may ask her Mentor for
a favor. The favor must involve one of those Skills or be within the scope of
his Resources.

The Mentor commits to the favor (often asking for a commensurate favor
in return); and if a roll is required, the Mentor is automatically considered
to have successes equal to his dot rating. Alternately, the player may ask the
Storyteller to have the Mentor act on her character’s behalf, without her
character knowing or initiating the request.

Mystery Cult Initiation reflects membership in one of these esoteric
groups. The dot rating dictates standing. One dot is an initiate, two a
respected member, three a priest or organizer, four a decision-making leader,
five is a high priest or founder. If you wish your character to begin play in a
cult, work with your Storyteller to develop the details.

Designing a Mystery Cult requires three things, at bare minimum. First
is a Purpose. This is the defining reason the cult exists. Usually, it’s tied
in with the cult’s history and recent background. Second is a Relic. This is an
item that grounds members’ faith. For example, a piece of ancient technology,
an ancient text bound in human flesh, or the mummified flesh of a saint. The
last is a Doctrine. Every cult is defined by its rules and traditions.

In addition to standing, a Mystery Cult Initiation Merit offers
benefits at each level of influence. Develop these as well. The following are
guidelines; use them to craft your own cults:

•  A Skill
Specialty or one-dot Merit pertaining to the lessons taught to initiates.

••  A one-dot
Merit.

•••  A Skill
dot or a two-dot Merit (often a supernatural Merit).

••••  A
three-dot Merit, often supernatural in origin.

•••••  A
three-dot Merit or a major advantage not reflected in game traits.

The dot rating determines the relative amount of disposable funding the
character has available, depending on your particular chronicle’s setting. The
same amount of money means completely different things in a game set in Silicon
Valley compared to one set in the Detroit slums.

One dot is a little spending money here and there.

Two is a comfortable, middle class wage.

Three is a nicer, upper middle class life.

Four is moderately wealthy.

Five is filthy rich

However it happened, your character has a hold on him. A Retainer is
more reliable than a Mentor and more loyal than an Ally. On the other hand, a
Retainer is a lone person, less capable and influential than the broader
Merits. The Merit’s dot rating determines the relative competency of the
Retainer.

If a Retainer needs to make a roll, if it’s within her field, double
the dot rating and use it as a dice pool. For anything else, use the dot rating
as a dice pool. This Merit can be purchased multiple times to represent
multiple Retainers.

A one-dot Retainer is barely able to do anything of
use, such as a pet that knows one useful trick or a homeless old man that does
minor errands for food.

A three-dot Retainer is a professional in their
field, someone capable in his line of work.

A five-dot is one of the best in her class.

At any reasonable time, her staff can take actions using that Skill.
These actions automatically garner a single success. While not useful in
contested actions, this guarantees success on minor, mundane activities. Note
that you may have employees without requiring the Staff Merit. Staff simply
adds a mechanical advantage for those groups.

Your character may have Status (The Luck Gang) •••, Status (Drag Racing
Circuit) ••, and Status (Police) •. Each affords its own unique benefits. As
you increase dot ratings, your character rises in prominence in the relevant
group. Status only allows advantages within the confines of the group reflected
in the Merit. Status (Organized Crime) won’t help if your character wants an
official concealed carry firearms permit, for example.

Status provides a number of advantages.

First,
your character can apply her Status to any Social roll with those over which she
has authority or sway.

Second,
she has access to group facilities, resources, and funding. Dependent on the
group, this could be limited by red tape and requisitioning processes. It’s
also dependent on the resources the particular group has available.

Third,
she has pull. If your character knows another character’s Mentor, Resources,
Retainer, Contacts, or Allies, she can block their usage. Once per chapter, she
can stop a single Merit from being used if it’s of a lower dot rating than her
Status and if it makes sense for her organization to obstruct that type of
person’s behavior.

In our Organized Crime example, if your character knows that the chief
of police has Contacts (Criminal Informant), you may opt to block usage by
threatening the informant into silence.

Drawback: Status requires upkeep and often regular duties. If these
duties are not upheld, Status may be lost. The dots will not be accessible
until the character re-establishes her standing. In our Organized Crime
example, your character may be expected to pay protection money, offer tribute
to a higher authority, or undertake felonious activities.

### Striking Looks (• or ••)

Effect: Your character is stunning, alarming, commanding, repulsing,
threatening, charming, or otherwise worthy of attention. Determine how your
character looks and how people react to that. For one dot, your character gets
a +1 bonus on any Social rolls that would be influenced by her looks. For two
dots, the benefit increases to +2. Depending on the particulars, this might
influence Expression, Intimidation, Persuasion, Subterfuge, or other rolls.

Drawback: Attention is a double-edged sword. Any rolls to spot, notice,
or remember your character gain the same die bonus. Sometimes, your character
will draw unwanted attention in social situations. This could cause further
complications.

### True Friend (•••)

Effect: Your character has a true friend. While that friend may have
specific functions covered by other Merits (Allies, Contacts, Retainer, Mentor,
et cetera), True Friend represents a deeper, truly trusting relationship that
cannot be breached. Unless your character does something egregious to cause it,
her True Friend will not betray her.

The Storyteller cannot kill a True Friend as part of a plot without
your express permission. Any rolls to influence a True Friend against your
character suffer a five-die penalty. In addition, once per story your character
can regain one spent Willpower by having a meaningful interaction with her True
Friend.

### Indomitable (• to •••••)

Prerequisites: Resolve •••, Composure •••

Effect: Whether due to resolve, strength of will, or sheer bloody
mindedness, some people just won’t bend. The hunter with this Merit is
altogether less prone to suggestion of any sort, be it mundane or supernatural
and gains a bonus to resist outside forces imposing their will on her. Be it by
Intimidation, Persuasion, or Dread Powers, the hunter gains a bonus equal to
the dots in this Merit on all Composure or Resolve rolls to resist attempts
bending her will to someone else’s wishes.