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Offline LadyJallyn

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Character Merits
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Mental

These Merits deal with the mind: its strengths and special capacities.

Calm Heart: (3 pt Merit)
You are naturally calm and well-composed, and do not easily fly off the handle. Raise the difficulties of all your frenzy rolls by two, no matter how the incident is provoked.

Common Sense: (1 pt Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how, your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.

Concentration: (1 pt Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die is imposed.

Eidetic Memory: (2 pt Merit)
You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll, you can recall any desired sight or sound accurately, even if you heard it or glanced at it only once (though the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: the Storyteller relates to you exactly what was seen or heard.

Iron Will: (3 pt Merit)
When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. However, the Storyteller may require you to spend Willpower points when extremely potent powers are directed at you.

Lightning Calculator: (1 pt Merit)
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller the difficulty rating of a task you are about to perform.

Light Sleeper: (2 pt Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. The rules regarding how Humanity restricts the number of dice usable during the day are waived.

Self-Confident: (5 pt Merit)
When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success, i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.

Time Sense: ( 1 pt Merit)
You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. You can accomplish this whether you are concentrating or not. You can estimate the time of day to within a minute or two, and the passage of time with the same accuracy.

Offline LadyJallyn

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Re: Character Merrits
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Mortal Society

These Merits  deal with the influence, power and station of a character within mortal society. Some of them correspond very closely to certain Background Traits (such as Resources, Contacts, and Influence), while others simply elaborate and expand upon them. The Backgrounds give you more creative freedom, while the Merits provide you with exact details of what you possess.

Church Ties: (3 pt Merit)
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 greater your risk of being found out.

Corporate Ties: (3 pt Merit)
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.

Corporation CEO: (5 pt Merit)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place 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.

Judicial Ties: (2 pt Merit)
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 is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.

Mansion: (2 pt Merit)
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, though they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to have the most current electronic security available, as well as a fence around the perimeter. 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 will garner. A ghost house won't attract IRS audits.

Media Ties: (2 pt Merit)
You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations.

Nightclub: (2 pt Merit)
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 haven, 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.

Police Ties: (3 pt Merit)
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 attract toward yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.

Political Ties: (3 pt Merit)
You have both influence over and contacts among 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.

Underworld Ties: (3 pt Merit)
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.

Way with Words [1 point Merit]
Language is a finely honed tool for you, not a blunt instrument. You are able to create exactly the effect you want by choosing your words carefully, in both written and verbal communication. Gain two dice on any Charisma roll where communication is the key.

Offline LadyJallyn

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Re: Character Merrits
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Physical
These Merits deal with your health and physical makeup.


Double-Jointed: (1 pt Merit)
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.

Baby Face: (2 pt Merit)
You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This Merit cannot be taken by Nosferatu.

Misplaced Heart: (2 pt Merit)
Your heart has actually moved within your body, though no more than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret).

Efficient Digestion: (3 pt Merit)
You are able to draw more than the usual amount of nourishment from blood. Every two Blood Points ingested increase your Blood Pool by three. Round down so leftover 'halves' are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points.

Huge Size: (4 pt Merit)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this extra Level as an extra Hurt Level, with no penalties to rolls.

Offline LadyJallyn

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Re: Character Merrits
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Psychological
These Merits  deal with the psychological makeup of your character, and may describe ideals, motivations or pathologies.


Code of Honor: (1 pt Merit)
You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it (and thus get three extra dice to your Self-Control rolls when in danger of violating your code). You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you either gain three extra dice to resist supernatural persuasions, or the opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.

Higher Purpose: (1 pt Merit)
You have a goal that drives and directs you in every thing. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great persona strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw Driving Goal below you cannot take this Merit )

Berserker: (2 pt Merit)
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will, and are thus able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy just as you normally would. Your chance of entering an unwilling frenzy is also unaffected.

Dual Nature: (2 pt Merit)
You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character' Natures as the player desires.

Offline LadyJallyn

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Re: Character Merrits
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Supernatural
These Merits  are different kinds of supernatural benefits. They are highly abnormal, and not at all common. Because of the potential of these particular Traits, and the liberal way in which they deal with the "laws of reality," the Storyteller may not allow you to choose from this category - ask before you choose one. Furthermore, you should not select such Traits unless they firmly fit your character concept, and you can explain why your character possesses them. In general, we do not recommend that anyone have more than one or two supernatural Merits - they should be strictly controlled by the Storyteller.


Inoffensive to Animals: (1 pt Merit)
Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.

True Love: (1 pt Merit)
You have discovered, but may have lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Also, the power of your love may be powerful enough to protect you from other supernatural forces (Storyteller's discretion). However, your true love may also be a hindrance, and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit to play over the course of a chronicle.

Medium: (2 pt Merit)
You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice gratis - they will always want something in return.

Danger Sense: (2 pt Merit)
You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature. This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system.

Faerie Affinity: (2 pt Merit)
Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.

Magic Resistance: (2 pt Merit)
You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. Although you may never learn the Discipline of Thaulmaturgy, the difficulties of all such spells and rituals are two greater when directed at you. Note: this includes all spells, beneficial and malign alike!

Occult Library: (2 pt Merit)
You possess a library of occult materials, which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge ( that is a function of your Abilities), but in time of need your library can be an invaluable source for research.

Spirit Mentor: (3 pt Merit)
You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself (see Haunted, below), but for the most part its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies.

Unbondable: (3 pt Merit)
You are immune to being Blood Bound. No matter how much blood you drink from other vampires, you will never be Bound to them.

Werewolf Companion: (3 pt Merit)
You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciate such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficult. The Storyteller will create the werewolf character, but will not reveal to you its full powers and potencies.

Luck: (3 pt Merit)
You were born lucky - or else the Devil looks after his own. Either way, you can repeat three failed rolls per story. Only one repeat attempt may be made on any single roll.

Destiny: (4 pt Merit)
You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. How this is played is up to the Storyteller.

Charmed Existence: (5 pt Merit)
Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.

Guardian Angel: (6 pt Merit)
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched over, and by what (not necessarily an angel, despite the name).

True Faith: (7 pt Merit)
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. Perhaps your faith came to you before your Embrace, and was strong enough to survive even this test; or, incredibly enough, the adversity you have experienced in your current condition has brought out what is best in you. You begin the game with one point of Faith (a Trait with a range of 1-10). Your Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. Your Faith adds to all Willpower and Virtue rolls. The exact supernatural effects of Faith, if any, are completely up to the Storyteller (though it will typically have the effect of repelling Kindred). It will certainly vary from person to person, and will almost never be obvious - some of the most saintly people have never performed a miracle greater than managing to touch an injured soul. The nature of any miracles you do perform will usually be tied to your own Nature, and you may never realize that you have been aided by a force beyond yourself. You must have a Humanity of 10 in order to choose this Merit, and if it ever drops below nine, you lose all Faith points and may only recover them through extensive penitence and work (and only when your Humanity is again 10). No one may start the game with more than one Faith point. Additional points are only awarded at the Storyteller's discretion.

Offline LadyJallyn

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Re: Character Merits
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And here are some additional Merits for character generation...

Blackmailer (1-4 pt. Social Merit)
You know the secrets of another kindred in your city, and they will do anything you ask to make sure these secrets don't get out into the open. They may also be seeking to be rid of you, however - blackmail is a dangerous game, after all. The value of this merit depends on how powerful the kindred you are blackmailing is - a neonate might be worth one point, while a powerful Elder might be worth four.

Apathetic (2 pt. Mental Merit)
You have long since lost the propensity for typical human emotional responses, and are rarely affected by attempts to capitalize on those kinds of responses. Intimidation, seduction, and charm rolls against you are made at a +2 difficulty. As a side effect of this condition, you may never have an Empathy rating greater than 2.

Valuable Commodity (2 pt. Social Merit)
Despite your age, you have learned the game of influence and favor trading very well. You have acquired a useful area of influence without stepping on the toes of your Elders, and have been putting this influence to work for you. Neonates and ancilla come to you whenever they need something this influence can provide them with, and one or more of your Elders may be looking to bring you into their circle based on your competence and success. You must be a neonate or ancilla to take this merit.

Credit to the Blood (3 pt. Merit)
You are the epitome of your clan's ideals, espousing the values associated with your blood even before your embrace. Many younger kindred in your clan look up to and admire you, and your Elders approve of you. You are at a -2 difficulty on any social roll dealing with a member of your own clan, and your clanmates are often favorably inclined towards your ideas.

Unnatural Grace (3 pt. Physical Merit)
You have become accustomed to the fine workings of the body in which you are spending eternity, and hence have become extremely graceful. You almost appear to float when you walk, never misstep or stumble, and every motion is so perfect that is seems like you must have practiced it for months. You are at a -2 on all appropriate social rolls (i.e., seduction - yes, intimidation - no). Additionally, the storyteller may grant a -1 difficulty modifier to rolls involving Dexterity if warranted.

Patron (4 pt. Social Merit)
For some reason, and Elder has taken a shine to you and your life has been easier ever since. You find it easier to navigate the perils of kindred society, and your efforts in the mortal world go largely unhindered. Though you don't know the identity of your benefactor, you have begun to suspect that 'somebody up there likes you' - though you must also be careful not to press your luck too far. If you get into serious trouble, your patron may use their resources and influence to get you out.

Offline LadyJallyn

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Re: Character Merits
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Here are some more merits....

Acute Hearing: (1 pt) (VPG)
You have exceptionally sharp hearing, even for a vampire. +2 for all hearing rolls

Acute Sense (1pt)(VtM 3rd)
One of your senses in exceptionally sharp. -2 diff to one Sense

Acute Sense of Smell: (1 pt)
You have an exceptionally keen sense of smell. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.

Acute Sense of Taste: (1 pt) (VPG)
You have an exceptionally keen sense of taste. To spot the taint of poison in blood or another substance are You are able to make precise distinctions in taste. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman taste acuity.

Acute Vision: (1 pt) (VPG)
You have exceptionally keen eyesight. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.

Ambidextrous: (1 pt) (VPG)
You have a high degree of off-hand dexterity and can perform tasks with the 'wrong' hand. Can use both hands at the same time.

Bargain Hound [1 point Merit]
You have a knack for getting things cheaply. Sometimes you get the goods you need wholesale, sometimes you get them you get them through less than standard channels, sometimes you just hunt around until you find a bargain. However you go about it, the Resource roll related to the purchase gains an additional die.

Coldly Logical (1) (GC)
While some might refer to you as a "cold fish," you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings

Computer Aptitude (2pt): (GC)
You have a natural affinity with computers. +2 modifier for all computer rolls


Culture Knack (3pt Merit)
Wherever you go, there you are. While some people may get hung up on social niceties when they travel, you're not one of them. This talen grants you an innate insight into social graces in unfamiliar settings. With very little effort, you could go from Soho pub to dinner with the Queen. Wherever you are, whoever you're with, you make a good impression.
Unlike the Culture Knowledge, this Merit doesn't grant you an immediate background in the society you encounter; instead, it allows you to pick up customs quickly, if superficially, and keeps your from embarrassing yourself. In game terms, this Merit offsets any penalties your character would normally have in social situations or culture clashes. Under some circumstances, it can reduce difficulties in encounters where "doing the right thing" makes an unusually good impression. It cannot be used to offset bad reactions based on magical interference of purchased Flaws, but it can help your character recover from a botched Social roll by rolling again at normal difficulty. Knowing just what to say or do can help you save face, and in some cultures, that's vitally important.

Devotion [2 point Merit]
You have a particular devotion to a cause, ideal, code of honor, organization or even an individual. Attempts to sway you from the object of your devotion are at +3 difficulty. However, you must remain true to your devotion in order to retain this benefit. If you deliberately and knowingly betray the object of you devotion, you lose the inner strength it gives you until you make amends.

Good Taste [1 point Merit]
You have a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. You�ve seen the right films for discussion on cultured company. Your taste makes forging social contacts among similar folk much easier, whatever your origins. Gain two dice on any Social roll intended to gain acceptance or to impress in a like-minded gathering.

Gossip [1 point Merit]
You�re an incurable gossip, and other gossips recognize a kindred spirit in you. You�re more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other people�s lives. Surprising how much information you can pick up that way, isn�t it? Gain two dice of any Interrogation roll made in a social situation, without bullying or intimidation.

Healthy Skepticism [1 point Merit]
You�re good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value until you�re able to check the details yourself. This Merit allows you to gain two additional dice on all rolls when attempting to see through a lie. It should be role-played as much as possible.

Jack-Of-All-Trades: (5 pt)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how.

Media Junky [1 point Merit]
TV, radio, newspapers, magazines, films -- you love them all and can�t get enough. You�re a voracious consumer of pop culture and are always up on the latest movies, music or current affairs. Gain two dice on any Social or Investigation roll that involves pop culture.

Natural Born Driver (2 pt merit)
You were born to drive � anything! Nearly any mode of ground or water transportation is yours to command. This includes anything from mopeds to aircraft carriers, though you�ll need at least a few moments to examine the controls and gather yourself before turning the key. All difficulties due to the operation or repair of any ground or water vehicle are reduced by one.

Natural Linguist: (2pt) (VPG)
You have a flair for languages.

Optimistic [4 point Merit]
You retain a basically positive outlook on life. Even when things go wrong, you face each day with the hope that things will get better. Regain two Willpower points when you wake up each morning rather than the usual one.

Patient [1 point Merit]
You don�t lose your temper easily and you have an unusual degree of persistence. You gain one die to all rolls that involve remaining calm (or at least appearing to do so). Additionally, you may add one die to every roll after the first one on extended actions.


Speed Reading [2 point Merit]
You can read text at four times the normal rate with no loss of comprehension. While reading, make an Intelligence roll. Each success increases the speed multiplier by one, so two successes allow you to read at six times the normal rate.


Unflappable [3 point Merit]
You are a naturally placid person and most things in stride. You were almost hit car? That was close. Your wife has left you? well. Although you have emotions as others you don�t let them affect you to the same degree. You gain two extra dice on Willpower roll that involves staying calm or overreacting to mundane experiences.

Warrens: (3)
It doesn't matter that they are hunting you. You have places to go to ground. Whether your knowledge covers the catacombs, Roman ruins, dockside complexes, or anywhere else you can imagine, you know a place or two where you can hole up and hide, safe and sound--at least for a while.

Well Travelled (3p/5p)
The character has traveled broadly and has acquaintances in many remote locations that might act as contacts for him. The 3 point merit means the character has traveled across one continent (which should be noted), while the 5 point version means the character has visited the entire world. Whenever he travels to a remote or foreign location, he may roll charisma to "remember" one of these acquaintances. With any success, he locates an individual who serves as a contact. The acquaintance may only be utilized in this manner once, though he may be "remembered" again in subsequent visits with another successful charisma roll. The character may only attempt to "remember" one contact in any given location in any single adventure or game session (Storyteller discretion). If the roll results in a Critical Failure, the hero's familiarity with the location backfires and he suffers a -1 penalty to all social skill checks until he leaves the area (similar to the Infamy flaw). Obviously he did something embarrassing last time he visited.