Merits
1 - 5 · Black Market Ties
You have special ties to the underground shopping network, ties that help you
acquire hard-to-find equipment. This Merit adds one die per point to your
Streetwise roll when trying, for instance, to obtain black market weaponry.
Difficulties for such rolls are left up to the Storyteller (typically 7 or
higher). The point cost reflects how "connected" you may be. The Storyteller may
allow you to use your black market connections during the game to provide you
with needed or useful equipment. Such connections won't simply hand you whatever
you want -- these things don't come cheap! It's up to the Storyteller to
determine the quantity, quality, and availability of the equipment. He may feel
free to disallow it entirely if such connections would unbalance the game.
One Point
Small items: Ammo, low-clearance ID badges, good software.
Two Points
Average items: Guns, hi=tech software, special ammo.>
Three Points
speciality items: Antique cars, explosives, automatic weapons.>
Four Points
Hefty items: Heavy weapons, high-security IDs or access codes.>
Five Points
Yeah, right. Maybe next game.": Hi-tech military weapons, high
explosives, military vehicles.
1 - 3 · Churck Rank
You were part of the Church in life, and somehow maintain the illusion that
you still live, thereby still possessing some of the advantages of church rank.
You can influence local politics to some extent, and locals respect you as a
representative of God. One point of this Merit might mean you're a summoner or
deacon; two a monk, nun, or pardoner. Three points represents a local friar or
ranking monk. Higher rank (abbess, bishop, and so on) should only be allowed
with the Storyteller's permission (and an even higher cost) -- these ranks carry
a great amount of influence, and a grave level of responsibility.
1 - 3 · Ecclesial Rank
This Merit is for Inquisitor characters only. In addition to being a member
of the Society of Leopold, you're also a member of the Roman Catholic hierarchy.
This Merit determines your standing within the hierarchy. Note that anyone
possessing a high rank within the Church is usually at least in their
mid-30's.
1 - 3 · Nobility
You possessed a mortal title before your Embrace and have somehow managed to
pass yourself off as alive. Consequently, the advantages of nobility are open to
you. You're presumed to be landless unless you purchase the Resources
Background. One point of this Merit translates roughly as a minor title with
little prestige (a knight, say). With two points, you could be a baronet, and
with three you might be a minor baron. Higher titles should be given to players
only at the Storyteller's discretion.
1 · Park Department
You have both influence over and contacts in the local park rangers (if your
sept and caern is near woodlands or other wild areas). You can cause certain
people to be ejected from the area and prevent others from entering. Sometimes,
your grip over the department may be threatened by new regulations or the
comings and goings of high-level staff. These contacts need to be maintained or
your hold over them may slip.
2 · Inter-Agency Permit
This Merit is generally reserved for government agent character types only.
You work for two agencies at the same time. This may mean that you've been
officially licensed to do so by both agencies, or it may mean that you were sent
by one agency (your "home agency") to spy on another (your secondary agency).
The advantage of this is that you have access to the benefits (resources,
privileges, etc.) of both agencies. You're also more likely to have a better
view of the big picture. The disadvantage is that people never completely trust
those with split loyalties and will feel betrayed if you're among them covertly
and get caught. Rank or other Merits must be bought separately for each agency.
Note that it's possible to be an insider at one agency and an outsider at
another. Rank at the home agency will always be higher than, or equal to, the
Rank at the secondary agency. If the Storyteller wants a player to play a double
agent for plot purposes, the player should get this Merit and the Rank
Background at the secondary agency for free. Flaws can still not exceed 7
points.
2 · Judicial Ties
You have both influence over and contacts in the Justice system. You know
most of the judges as well as the attorneys in the prosecutor's department, and
can affect the progress of various cases and trials with limited difficulty.
Though it's difficult to actually intervene in a case, you can influence it in
one direction or another. These ties can also make it easy to acquire search
warrants.
2 · Known To Be Dead
Communities are small, and deaths and disappearances are known to all. You
originally lived in the area where the chronicle is set, and the locals know
that you're dead. Perhaps they saw you die, or you were discovered in torpor and
pronounced dead (perhaps even buried). At the moment this causes you no problems
-- but if you use your real name or are spotted by people who knew you, then you
can expect problems. Exorcists, pious knights, and others (perhaps even local
Lupines) will seek to destroy you; demons, mages, and others may come to offer
you "assistance."
2 · License To Kill
This Merit is generally reserved for government agent character types only.
You've been given special dispensation to "sanction" those whose interests are
counter to your government's. Sometimes, you're assigned to a pre-chosen target,
but more often you're given a good deal of discretion in choosing your hits.
Most government agencies don't issue this authority (it's exceptionally rare in
the FBI). Those that do are careful to monitor abuse. This isn't so much due to
a strong moral objection as to a fear of being caught (assassination is
technically illegal in the US). As a rule, assassinations carried out in other
countries are more acceptable than ones committed within the agent's own nation,
although both do occur. The agency responsible will do whatever is necessary to
cover your tracks, although there are penalties for jobs done sloppily. Despite
the name, this isn't an actual "license" to kill. You can, in theory, be held
accountable by the legal system, though this is an exceedingly rare
occurrence.
2 · Media Ties
You have both influence over and contacts in the local Media. You can
suppress and create news stories (though not always with 100% efficiency;
journalists are an unruly bunch) and you have access to the files and gossip of
the staffs of newspapers and TV stations.
2 · Mortal Companion
This Merit is for Wraith characters only. You maintain close ties with a
mortal, either through Fetters or by chance friendship. This could be a medium
whose séance you attended, or a
parapsychologist you're assisting in research. In most cases you'll want to be
attuned to this mortal, though you'll still have to go through the process of
attunement normally. Of course, this friend may well prove to be a liability
when enemies attempt to use your friendship as a threat or a bargaining chip
against you.
2 · Nightclub
You own a moderate-sized nightclub, perhaps one of the hottest nightspots in
the city. This club brings in enough money to support you in moderate luxury
($1000 a month, but it can grow), but more important than the money is the
prestige. You may use the nightclub as your freehold (though you must purchase
the Background Trait to do so), or you may simply hang out there. The name of
the nightclub, its style, design, and its regular patrons are all up to you.
Variations on this theme could include a restaurant, theater, comedy club,
sports arena, or retail store.
2 · Spy Network
You begin play with access to a group of mortals who frequently bring you
information on the daylight world or on faraway places. Their information is
both up-to-date and fairly reliable, and they aren't likely to lie to you.
However, these can't be used as Allies or Retainers (unless you have that
Background, too); they have their own aims. Why do they keep you informed? Do
you pay them? Perform occasional "favors" for them? Dominate their leader? Or
are they mortal friends and family? Also, how much do they know about you? (The
more they know, the better they can search out relevant information and pursue
useful rumors -- but the more damage they could do if they ever betrayed you.) A
spy network might be anything from a peasant family to a coven of witches, a
merchant family's underlings, to a network of wandering lepers. What they can
discover will depend upon who they are; different people move in different
circles, after all.
2 · Street Ties
You've spent a lot of time on the street, and usually have a pretty good idea
who to talk to in order to locate someone or get information. This Merit doesn't
guarantee success -- or survival -- on the street, but it makes it easier.
Characters with Street Ties may reduce their Streetwise difficulty rolls by -2
in appropriate situations. Storytellers and players are encouraged to elaborate
on this Merit by creating networks of informants and contacts that the character
interacts with regularly.
2 · Top Secret Access
This Merit is generally reserved for government agent character types only.
Anyone in a clandestine intelligence agency is allowed access to information not
available to the general public, but you're privy to secrets known only to a
select few. The Storyteller should decide what the nature of this information
is, as well as its source. Perhaps a mysterious "Deep Throat" type character
contacts you occasionally, or maybe your Aunt Gertrude works at the Pentagon.
The information is useful, and usually accurate, but not necessarily complete or
always available. The information you receive is no doubt dangerous to possess,
but your source is confidential, and leaks are unlikely. For the flip side of
this coin, see the Dangerous Secret Flaw.
3 · Agency Insider
This Merit is generally reserved for government agent character types only.
You're both respected and liked by the agents you work with, and this has served
you well. You're one of the first to pick up on agency news, gossip, and policy
shifts. The information obtained through this Merit isn't always accurate, but
you're also well situated to pick up any clarifying or contradictory
information. Furthermore, your fellow agents feel a sense of camaraderie with
you and are more likely to come to your aid. This Merit adds one to your dice
pool for any rolls involving Leadership, Bureaucracy, Covert Culture, or
Investigation, as long as these rolls are made in direct relationship to your
agency.
3 · Church Ties
You have influence and contacts in some local churches, and have the means to
create protest rallies and raise money. The more you use your ties, of course,
the weaker they grow.
3 · Corporate Ties
You have both influence over and contacts in the local corporate community.
You understand the dynamics of money in the city and have links with all the
major players. In times of need, you can cause all sorts of financial mayhem,
and can raise considerable amounts of money in the form of loans in a very short
period of time. You can also discover which companies have been bought by Pentex
or which companies Pentex plans to buy.
3 · Double Identity
This Merit is generally reserved for government agent character types only.
You've been involved in the shadow world of espionage long enough to have
established a double identity. You have prepared a separate life for yourself,
complete with documentation (social security card, passport, etc.). This
identity is unknown, even to your employers, and may be used as an out if things
ever get too hairy.
3 OR 5 · Entertainment Ties
You have a degree of fame and influence in the local entertainment scene
(music, theatre, dance, etc.). Either you own or manage a good venue or site, or
you have some notoriety among both peers and fans. You can exert this influence
to ferret out information or buy favors. For five points, this fame can be
nationwide.
3 - 5 · Famous Anchor
This Merit is for Inanimae characters only. With this Merit, your Anchor
becomes a famous and cherished monument. Hundreds if not thousands will try to
protect your Anchor from harm. The fame of your Anchor depends on the cost of
the Merit you've bought.
3 · Farm Ties
This Merit is for Mokolé only. You're
associated with an alligator farm at which crocodilians are raised to stock
zoos, to restock the wild, or for human tourists to look at. The staff are
usually Kin, and there may be other Mokolé
at the farm. You have a reasonably sure supply of food and a place to stay.
However, you have to work on the farm, probably including breeding. Also, the
farm is a likely target for enemy attacks.
3 · Mansion
You own a large mansion -- a home with 25 or more rooms -- as well as the
surrounding estate. The servants, if you have any, are provided for if you
choose this Merit, although they can't be used as Acolytes (Allies), Dreamers,
or Retainers unless you purchase the appropriate Background. The mansion is
assumed to have the most current electronic security available and a fence
around the perimeter, but doesn't have access to a trod (see the changeling
Freehold Background for such a place). While the mansion can be in as poor or as
good shape as you wish, the more inhabited it appears to be, the more attention
it'll garner. A ghost house won't attract IRS audits, but it may attract police
scrutiny if bands of strange kids hang out there.
3 · Police Ties
You have both influence over and contacts in the local police department. You
can, with a single phone call, cause an APB to be issued. However, the more
often you use your ties with the Police department the weaker they become, and
the more attention you raise toward yourself. Your influence isn't solid (that
can be achieved only through game play), and can let you down at times.
3 · Political Ties
You have both influence over and contacts with the politicians and
bureaucrats of the city. In times of need, you can shut off the power and water
to a building or neighborhood, and can unleash many different means of
harassment against your enemies. The more you use your political ties, the
weaker they become. Total control can only be achieved through game play.
3 · Sacred Crocodile
This Merit is for Mokolé only. Your
Suchid form is sacred to a human religious cult who honor you as the embodiment
of divinity. You usually live in a pool near the temple. Your worshippers are
mostly Kinfolk. However, they may not know that you're Mokolé.
You don't get any money from them (after all, you're a crocodile) but you're
provided with food (such as animal "sacrifices") as well as a secure place to
live. Often you're painted or decorated with flowers, ribbons, etc., for
religious festivals. You mustn't harm or offend your followers, or they may turn
on you. This Merit is most common among Makara and Mokolé-mbembe.
Please note that unless the worshippers are purchased as Allies, they won't do
much except throw food to you and worship the "god within" you. They don't obey
you, although they may listen to a priest who talks about you. Unless you also
purchase the Kinfolk Background, the worshippers and priests don't know that
you're Mokolé, and will be frightened if you
shapeshift, start to talk, etc. This Merit is particularly appropriate for
historical games.
3 · Underworld Ties
You have both influence over and contacts in the local Mafia and organized
street gangs. This provides you with limited access to large numbers of
"soldiers," as well as extensive links to the underworld of crime. The more
often you use your ties with the criminal element, the weaker they grow.
5 · Corporation CEO
You have a particular influence and sway over a major corporation, and
associated companies, just as if you were Chief Executive Officer. Indeed, you
may have owned this company before your Change, and retained your control.
Through this corporation, you'll know much of what's going on in the corporate
community, and have the means to wage economic warfare. This Merit provides you
with some informal contacts and resources, the exact extent of which are
determined by the Storyteller. With the Storyteller's approval, you can head a
Pentex owned company, and have greater access to monkeywrenching that
mega-corporation. But beware: They keep close scrutiny over their
acquisitions.
You have special ties to the underground shopping network, ties that help you
acquire hard-to-find equipment. This Merit adds one die per point to your
Streetwise roll when trying, for instance, to obtain black market weaponry.
Difficulties for such rolls are left up to the Storyteller (typically 7 or
higher). The point cost reflects how "connected" you may be. The Storyteller may
allow you to use your black market connections during the game to provide you
with needed or useful equipment. Such connections won't simply hand you whatever
you want -- these things don't come cheap! It's up to the Storyteller to
determine the quantity, quality, and availability of the equipment. He may feel
free to disallow it entirely if such connections would unbalance the game.
One Point
Small items: Ammo, low-clearance ID badges, good software.
Two Points
Average items: Guns, hi=tech software, special ammo.>
Three Points
speciality items: Antique cars, explosives, automatic weapons.>
Four Points
Hefty items: Heavy weapons, high-security IDs or access codes.>
Five Points
Yeah, right. Maybe next game.": Hi-tech military weapons, high
explosives, military vehicles.
1 - 3 · Churck Rank
You were part of the Church in life, and somehow maintain the illusion that
you still live, thereby still possessing some of the advantages of church rank.
You can influence local politics to some extent, and locals respect you as a
representative of God. One point of this Merit might mean you're a summoner or
deacon; two a monk, nun, or pardoner. Three points represents a local friar or
ranking monk. Higher rank (abbess, bishop, and so on) should only be allowed
with the Storyteller's permission (and an even higher cost) -- these ranks carry
a great amount of influence, and a grave level of responsibility.
1 - 3 · Ecclesial Rank
This Merit is for Inquisitor characters only. In addition to being a member
of the Society of Leopold, you're also a member of the Roman Catholic hierarchy.
This Merit determines your standing within the hierarchy. Note that anyone
possessing a high rank within the Church is usually at least in their
mid-30's.
1 - 3 · Nobility
You possessed a mortal title before your Embrace and have somehow managed to
pass yourself off as alive. Consequently, the advantages of nobility are open to
you. You're presumed to be landless unless you purchase the Resources
Background. One point of this Merit translates roughly as a minor title with
little prestige (a knight, say). With two points, you could be a baronet, and
with three you might be a minor baron. Higher titles should be given to players
only at the Storyteller's discretion.
1 · Park Department
You have both influence over and contacts in the local park rangers (if your
sept and caern is near woodlands or other wild areas). You can cause certain
people to be ejected from the area and prevent others from entering. Sometimes,
your grip over the department may be threatened by new regulations or the
comings and goings of high-level staff. These contacts need to be maintained or
your hold over them may slip.
2 · Inter-Agency Permit
This Merit is generally reserved for government agent character types only.
You work for two agencies at the same time. This may mean that you've been
officially licensed to do so by both agencies, or it may mean that you were sent
by one agency (your "home agency") to spy on another (your secondary agency).
The advantage of this is that you have access to the benefits (resources,
privileges, etc.) of both agencies. You're also more likely to have a better
view of the big picture. The disadvantage is that people never completely trust
those with split loyalties and will feel betrayed if you're among them covertly
and get caught. Rank or other Merits must be bought separately for each agency.
Note that it's possible to be an insider at one agency and an outsider at
another. Rank at the home agency will always be higher than, or equal to, the
Rank at the secondary agency. If the Storyteller wants a player to play a double
agent for plot purposes, the player should get this Merit and the Rank
Background at the secondary agency for free. Flaws can still not exceed 7
points.
2 · Judicial Ties
You have both influence over and contacts in the Justice system. You know
most of the judges as well as the attorneys in the prosecutor's department, and
can affect the progress of various cases and trials with limited difficulty.
Though it's difficult to actually intervene in a case, you can influence it in
one direction or another. These ties can also make it easy to acquire search
warrants.
2 · Known To Be Dead
Communities are small, and deaths and disappearances are known to all. You
originally lived in the area where the chronicle is set, and the locals know
that you're dead. Perhaps they saw you die, or you were discovered in torpor and
pronounced dead (perhaps even buried). At the moment this causes you no problems
-- but if you use your real name or are spotted by people who knew you, then you
can expect problems. Exorcists, pious knights, and others (perhaps even local
Lupines) will seek to destroy you; demons, mages, and others may come to offer
you "assistance."
2 · License To Kill
This Merit is generally reserved for government agent character types only.
You've been given special dispensation to "sanction" those whose interests are
counter to your government's. Sometimes, you're assigned to a pre-chosen target,
but more often you're given a good deal of discretion in choosing your hits.
Most government agencies don't issue this authority (it's exceptionally rare in
the FBI). Those that do are careful to monitor abuse. This isn't so much due to
a strong moral objection as to a fear of being caught (assassination is
technically illegal in the US). As a rule, assassinations carried out in other
countries are more acceptable than ones committed within the agent's own nation,
although both do occur. The agency responsible will do whatever is necessary to
cover your tracks, although there are penalties for jobs done sloppily. Despite
the name, this isn't an actual "license" to kill. You can, in theory, be held
accountable by the legal system, though this is an exceedingly rare
occurrence.
2 · Media Ties
You have both influence over and contacts in the local Media. You can
suppress and create news stories (though not always with 100% efficiency;
journalists are an unruly bunch) and you have access to the files and gossip of
the staffs of newspapers and TV stations.
2 · Mortal Companion
This Merit is for Wraith characters only. You maintain close ties with a
mortal, either through Fetters or by chance friendship. This could be a medium
whose séance you attended, or a
parapsychologist you're assisting in research. In most cases you'll want to be
attuned to this mortal, though you'll still have to go through the process of
attunement normally. Of course, this friend may well prove to be a liability
when enemies attempt to use your friendship as a threat or a bargaining chip
against you.
2 · Nightclub
You own a moderate-sized nightclub, perhaps one of the hottest nightspots in
the city. This club brings in enough money to support you in moderate luxury
($1000 a month, but it can grow), but more important than the money is the
prestige. You may use the nightclub as your freehold (though you must purchase
the Background Trait to do so), or you may simply hang out there. The name of
the nightclub, its style, design, and its regular patrons are all up to you.
Variations on this theme could include a restaurant, theater, comedy club,
sports arena, or retail store.
2 · Spy Network
You begin play with access to a group of mortals who frequently bring you
information on the daylight world or on faraway places. Their information is
both up-to-date and fairly reliable, and they aren't likely to lie to you.
However, these can't be used as Allies or Retainers (unless you have that
Background, too); they have their own aims. Why do they keep you informed? Do
you pay them? Perform occasional "favors" for them? Dominate their leader? Or
are they mortal friends and family? Also, how much do they know about you? (The
more they know, the better they can search out relevant information and pursue
useful rumors -- but the more damage they could do if they ever betrayed you.) A
spy network might be anything from a peasant family to a coven of witches, a
merchant family's underlings, to a network of wandering lepers. What they can
discover will depend upon who they are; different people move in different
circles, after all.
2 · Street Ties
You've spent a lot of time on the street, and usually have a pretty good idea
who to talk to in order to locate someone or get information. This Merit doesn't
guarantee success -- or survival -- on the street, but it makes it easier.
Characters with Street Ties may reduce their Streetwise difficulty rolls by -2
in appropriate situations. Storytellers and players are encouraged to elaborate
on this Merit by creating networks of informants and contacts that the character
interacts with regularly.
2 · Top Secret Access
This Merit is generally reserved for government agent character types only.
Anyone in a clandestine intelligence agency is allowed access to information not
available to the general public, but you're privy to secrets known only to a
select few. The Storyteller should decide what the nature of this information
is, as well as its source. Perhaps a mysterious "Deep Throat" type character
contacts you occasionally, or maybe your Aunt Gertrude works at the Pentagon.
The information is useful, and usually accurate, but not necessarily complete or
always available. The information you receive is no doubt dangerous to possess,
but your source is confidential, and leaks are unlikely. For the flip side of
this coin, see the Dangerous Secret Flaw.
3 · Agency Insider
This Merit is generally reserved for government agent character types only.
You're both respected and liked by the agents you work with, and this has served
you well. You're one of the first to pick up on agency news, gossip, and policy
shifts. The information obtained through this Merit isn't always accurate, but
you're also well situated to pick up any clarifying or contradictory
information. Furthermore, your fellow agents feel a sense of camaraderie with
you and are more likely to come to your aid. This Merit adds one to your dice
pool for any rolls involving Leadership, Bureaucracy, Covert Culture, or
Investigation, as long as these rolls are made in direct relationship to your
agency.
3 · Church Ties
You have influence and contacts in some local churches, and have the means to
create protest rallies and raise money. The more you use your ties, of course,
the weaker they grow.
3 · Corporate Ties
You have both influence over and contacts in the local corporate community.
You understand the dynamics of money in the city and have links with all the
major players. In times of need, you can cause all sorts of financial mayhem,
and can raise considerable amounts of money in the form of loans in a very short
period of time. You can also discover which companies have been bought by Pentex
or which companies Pentex plans to buy.
3 · Double Identity
This Merit is generally reserved for government agent character types only.
You've been involved in the shadow world of espionage long enough to have
established a double identity. You have prepared a separate life for yourself,
complete with documentation (social security card, passport, etc.). This
identity is unknown, even to your employers, and may be used as an out if things
ever get too hairy.
3 OR 5 · Entertainment Ties
You have a degree of fame and influence in the local entertainment scene
(music, theatre, dance, etc.). Either you own or manage a good venue or site, or
you have some notoriety among both peers and fans. You can exert this influence
to ferret out information or buy favors. For five points, this fame can be
nationwide.
3 - 5 · Famous Anchor
This Merit is for Inanimae characters only. With this Merit, your Anchor
becomes a famous and cherished monument. Hundreds if not thousands will try to
protect your Anchor from harm. The fame of your Anchor depends on the cost of
the Merit you've bought.
3 · Farm Ties
This Merit is for Mokolé only. You're
associated with an alligator farm at which crocodilians are raised to stock
zoos, to restock the wild, or for human tourists to look at. The staff are
usually Kin, and there may be other Mokolé
at the farm. You have a reasonably sure supply of food and a place to stay.
However, you have to work on the farm, probably including breeding. Also, the
farm is a likely target for enemy attacks.
3 · Mansion
You own a large mansion -- a home with 25 or more rooms -- as well as the
surrounding estate. The servants, if you have any, are provided for if you
choose this Merit, although they can't be used as Acolytes (Allies), Dreamers,
or Retainers unless you purchase the appropriate Background. The mansion is
assumed to have the most current electronic security available and a fence
around the perimeter, but doesn't have access to a trod (see the changeling
Freehold Background for such a place). While the mansion can be in as poor or as
good shape as you wish, the more inhabited it appears to be, the more attention
it'll garner. A ghost house won't attract IRS audits, but it may attract police
scrutiny if bands of strange kids hang out there.
3 · Police Ties
You have both influence over and contacts in the local police department. You
can, with a single phone call, cause an APB to be issued. However, the more
often you use your ties with the Police department the weaker they become, and
the more attention you raise toward yourself. Your influence isn't solid (that
can be achieved only through game play), and can let you down at times.
3 · Political Ties
You have both influence over and contacts with the politicians and
bureaucrats of the city. In times of need, you can shut off the power and water
to a building or neighborhood, and can unleash many different means of
harassment against your enemies. The more you use your political ties, the
weaker they become. Total control can only be achieved through game play.
3 · Sacred Crocodile
This Merit is for Mokolé only. Your
Suchid form is sacred to a human religious cult who honor you as the embodiment
of divinity. You usually live in a pool near the temple. Your worshippers are
mostly Kinfolk. However, they may not know that you're Mokolé.
You don't get any money from them (after all, you're a crocodile) but you're
provided with food (such as animal "sacrifices") as well as a secure place to
live. Often you're painted or decorated with flowers, ribbons, etc., for
religious festivals. You mustn't harm or offend your followers, or they may turn
on you. This Merit is most common among Makara and Mokolé-mbembe.
Please note that unless the worshippers are purchased as Allies, they won't do
much except throw food to you and worship the "god within" you. They don't obey
you, although they may listen to a priest who talks about you. Unless you also
purchase the Kinfolk Background, the worshippers and priests don't know that
you're Mokolé, and will be frightened if you
shapeshift, start to talk, etc. This Merit is particularly appropriate for
historical games.
3 · Underworld Ties
You have both influence over and contacts in the local Mafia and organized
street gangs. This provides you with limited access to large numbers of
"soldiers," as well as extensive links to the underworld of crime. The more
often you use your ties with the criminal element, the weaker they grow.
5 · Corporation CEO
You have a particular influence and sway over a major corporation, and
associated companies, just as if you were Chief Executive Officer. Indeed, you
may have owned this company before your Change, and retained your control.
Through this corporation, you'll know much of what's going on in the corporate
community, and have the means to wage economic warfare. This Merit provides you
with some informal contacts and resources, the exact extent of which are
determined by the Storyteller. With the Storyteller's approval, you can head a
Pentex owned company, and have greater access to monkeywrenching that
mega-corporation. But beware: They keep close scrutiny over their
acquisitions.