Page 50 - Chronicles of Darkness
P. 50

Freeflow (•••••):  Your character’s Parkour is now   Stunt Driver (• to ••••; Style)
            muscle memory. She can move without thinking, in a
            Zenlike state. The character must successfully meditate (see   Prerequisites: Dexterity •••, Drive •••, Wits •••
            p. 75) in order to establish Freeflow. Once established,   Effect: Your character is an expert behind the wheel, and
            your character is capable of taking Athletics actions re-  can push a vehicle beyond normal limits. Each dot of this
            flexively once per turn. By spending a point of Willpower   Merit grants access to another driving technique.
            on an Athletics roll in a foot chase, gain three successes   Defensive Driving (•): Your character knows how to pro-
            instead of three dice.                           tect herself and her vehicle while driving. Subtract her Drive
                                                             dots from any attempt to hit her vehicle while it’s mobile.
            Quick Draw (•)                                     Speed Demon (••): Your character is an expert at push-
                                                             ing vehicles to their potential in no time flat. Each success
               Prerequisites: Wits •••, a Specialty in the weapon or   on rolls to accelerate a vehicle (see p.98) raises the vehicle’s
            fighting style chosen                            Speed by 10 instead of 5.
               Effect: Choose a Specialty in Weaponry or Firearms when   Drift (•••): Your character knows how to use her vehicle’s
            you purchase this Merit. Your character has trained in that   momentum to efficiently turn at high speeds. She never needs
            weapon or style enough that pulling the weapon is his first   to make a maneuvering roll to turn at high speeds.
            reflex. Drawing or holstering that weapon is considered a re-  Clipping (••••): Your character has experience hitting
            flexive action, and can be done any time his Defense applies.   things with her vehicle in such a way as to not hurt herself
            Relentless (•)                                   much. When voluntarily hitting another character or vehicle
                                                             with hers, ignore damage to her own vehicle equal to her
               Prerequisites: Athletics ••, Stamina •••      Wits. This is applied before Durability.
               Effect: Your character will not stop running, whether
            away from a pursuer or toward prey. In any chase (see p. 84)   Social Merits
            your opponents must achieve two additional successes against   Many of these Merits use the Social rules (p. 81), influenc-
            yours to catch her or elude her.
                                                             ing Doors and other facets of the interaction.
            Seizing the Edge (••)                            Allies(• to •••••)

               Prerequisites: Wits •••, Composure •••          Effect: Allies help your character. They might be friends,
               Effect: Your character is always ready for a chase. Whether
            to escape a threat or hunt down a rival, she’s always geared   employees, associates, or people your character has black-
                                                             mailed. Each instance of this Merit represents one type of
            and ready to go. She always has the Edge in the first turn   ally. This could be an organization, a society, a clique, or
            of a chase scene (see p. 84). Additionally, the opponent   an individual. Examples include the police, a secret society,
            must make a successful Wits + Composure roll, as if being   criminal organizations, unions, local politicians, or the aca-
            ambushed, or your character does not have to account for   demic community. Each purchase has its own rating. Your
            her Speed or Initiative when calculating needed successes   character might have Allies (Masons) ••, Allies (Carter Crime
            in the first turn.
                                                             Family) •••, and Allies (Catholic Church) •.
            Sleight of Hand (••)                               Each dot represents a layer of influence in the group.
                                                             One dot would constitute small favors and passing influ-
               Prerequisite: Larceny •••                     ence. Three could offer considerable influence, such as the
               Effect: Your character can pick locks and pockets without  police overlooking a misdemeanor charge. Five dots stretches
            even thinking about it. She can take one Larceny-based in-  the limits of the organization’s influence, as its leaders put
            stant action reflexively in a given turn. As well, her Larceny  their own influence on the line for the character. This could
            actions go unnoticed unless someone is trying specifically  include things such as massive insider trading or fouling up
            to catch her.                                    a felony investigation. No matter the request, it has to be
                                                             something that organization could accomplish.
            Small-Framed (••)                                  The Storyteller assigns a rating between one and five to
                                                             any favor asked. A character can ask for favors that add up to
               Effect: Your character is diminutive. He’s not five feet,
            and it’s easy to walk into him without noticing. He’s Size   her Allies rating without penalty in one chapter. If she extends
                                                             her influence beyond that, her player must roll Manipulation
            4, and thus has one fewer Health box. He gains +2 to   + Persuasion + Allies, with a penalty equal to the favor’s
            any rolls to hide or go unnoticed, and this bonus might   rating. If the roll is successful, the group does as requested.
            apply any time being smaller would be an advantage,   Failed or successful, the character loses a dot of Allies. This
            such as crawling through smaller spaces. Available only   dot may return at the end of the chapter (see Sanctity of
            at character creation.                           Merits, on p. 43.) On a dramatic failure, the organization
               Drawback: In addition to the lower Health, your character
            might be overlooked or not taken seriously by some people.  resents her and seeks retribution. On an exceptional success,
                                                             she doesn’t lose the dot.
                                                                                                                  49
                                                                                         Social Merits
   45   46   47   48   49   50   51   52   53   54   55