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 Supernatural, Mortal, Material Ties Merits and Flaws

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Join date : 2008-03-15

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PostSubject: Supernatural, Mortal, Material Ties Merits and Flaws   Supernatural, Mortal, Material Ties Merits and Flaws Icon_minitimeMon Nov 03, 2008 2:50 pm

Supernatural Ties-Merits
Faction Favorite (2) (S3): Someone of a tribe/clan/tradition/whatever favor you and will do a good deal to get on your good side, possibly to bring you over to them, especially if you're currently disparate. Note this probably means they expect greatness of you, so don't disappoint them. Alter social difficulties by 2 in your favor when dealing with this faction.

Favor (1-3) (most): Someone of higher rank or ability than you in your supernatural society owes you a favor. Level of the Merit indicates how big the favor is.

Reputation (2) (most): You've built yourself an excellent reputation amongst your kind. Add 3 dice to Social pools when dealing with the people in your sept/clan/chantry/freehold/etc.

Supernatural Ties-Flaws
Group Enmity (2) (VPG2): Some group amongst your kind, i.e. another clan/tribe/kith/tradition/whatever, doesn't like you and may prevent you going places you might otherwise go or may otherwise give you hell in a variety of ways.

Inconvenient Alliance(1-3)(CL): You have an ally with someone who is discomforting to you and/or your circle, but can't easily get rid of him because of a favor owed, sense of guilt, or whatever. Level of flaw reflects how controversial or dangerous this ally is.

Notoriety (3) (most): You did something, or at least others think you did, that is frowned upon by your peers and elders. -2 dice to all social rolls dealing with your sept/chantry/etc.

Probationary Member (3) (M3): You're not on the greatest terms with the group (tradition, clan, tribe, etc.) you belong to and are highly suspect of various naughtiness. You may not be privy to the normal priveleges of being part of your group, nor will you necessarily receive aid when you ought to, etc.

Outsider (2) (K:UH): Though you're not exactly infamous, you have a poor reputation amongst your kind. +2 difficulty on all social rolls when interacting with your group.

Rival (1-5) (most): Someone within your own society viciously competes against you and tries to undermine your plans; really obsessive rivals may even want you dead.

Twisted Upbringing (mentoring, etc.) (1) (most): Whoever taught you the ways of your people gave you an incredibly skewed version of those ways, and your faulty beliefs can get you in big trouble...

Material/Mortal Ties-Merits
Corporate CEO (5) (WPG2): You are the head or otherwise have heavy influence in a major corporation, and have access to the social and economic benefits that implies.

Hideaway (2) (S): You have a little place somewhere nobody else knows about, fairly well-stocked. If people actively search for it, your ST will roll 2 dice at difficulty 6; at least one success indicates you have not been found. Failure gives them an idea, continual failures, at least four, will indicate that the seeker knows exactly where you live...

Hunted (3) (most): Someone is aware of, or at least suspects, your true nature and believes you need to be caught and killed (or experimented upon, or...). This person may be mortal, but they are aware of the supernatural world and are immune to the Delirium.

Local Ties (1-3) (most): You have influence and/or contacts in an important local institution, though the more you use these ties, the weaker they may become. Samples and their point levels include ties with the following: Park Department (1), Judicial (2), Church (2), Media (3), Corporate (3), Police (3), Political (3), and Underworld (3).

Mansion (2/3) (VPG2, BOS): You own a big ass mansion, probably with some pretentious name like "Shadowcliff." You are/should be able to support upkeep, servants, etc.

Nightclub (2) (most): You own a fairly successful nightclub, which is a good place for meeting people, helping people out, and having plot-convenient fire-fights in, etc. Depending on the PC and Storyteller, some might consider this a Flaw.

Occult Library (2) (VPG2): You own a decent collection of works on arcane lore, and if you have access to it, can lower difficulties/add dice when trying to solve an occult mystery and/or generally learn more about the occult. Having this library doesn't automatically mean you're an occult expert; it just means you have convenient access to some knowledge.

Material/Mortal Ties-Flaws
Persistent Parents (2) (most): Having disappeared into your new life as a supernatural, your parents, for whatever reason, are actively searching for you, and are using the local missing teens program and/or have hired a private detective to look for you.

Ward (3) (most): You are devoted to protecting a "sleeping" human, perhaps a close friend or relative from your pre-supernatural days. These mortals have a knack for unknowingly getting in the middle of whatever mess you're involved with, or may even help create one.
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