Merits are special capabilities or knacks that add individuality to your character. They’re purchased during character creation or with experience points over the course of your chronicle.
The Merits in this chapter are organized alphabetically into three broad categories: Physical, Mental and Social. Some apply to your character’s basic traits to enhance them in particular situations. Some have prerequisites that must be met before they can be purchased. For example, a character with the Gunslinger Merit must have a Dexterity of 3 and Firearms of 3 or higher to be able to accurately fire two weapons at the same time. By the same token, some Merits apply drawbacks that balance out their inherent advantages. A character with the Fame Merit, for example, is treated like a star wherever he goes — but has a hard time blending into the crowd when he wants to.
Each Merit has a number of dots (•) associated with it. These dots represent the number of points that must be spent to purchase the Merit. Some Merits allow for a range of dots (say, • to •••). These allow you to purchase a low rating if it’s appropriate to your character concept, or you can start with a low level and increase it over time with experience points.
A character is born with some Merits or develops them early in life, while others can be acquired through trail and error, training and effort later in life.
The first kind can be acquired at character creation only and are labeled as such. The second kind can be acquired during play with experience points.
Merit dots must be purchased sequentially with experience points. You have to buy • and then •• before your character can have ••• or more.
Your mage has an item that originated in a Supernal Realm or that has been directly touched by Supernal power. Artifacts cannot be created by mages — their manufacture lies beyond the power of anyone in the Fallen World. An Artifact’s powers mimic those of magical spells, and they can sometimes be mistaken for imbued items.
An Artifact’s base Merit dot cost is equal to 2 dots plus the dot-rating of the Arcanum power it mimics, plus one dot per additional power. If it has more than one power or simulates a conjunctional spell, use the highest Arcanum dot-rating simulated.
Base Cost: 2 + highest Arcanum dots +1 dot per additional power
Artifacts have the following properties:
Legendry: Every single Artifact is unique and legendary, meaning that it has a historical or mythical significance that can be researched, even if its origin or use is obscure and largely forgotten in modern times. Some rare Artifacts are new enough to be unknown to most mages, but even these sometimes appear in others’ dreams or prophecies.
A known Artifact can bring its wielder a degree of renown — either good or bad, depending on the Artifact’s legendry. This can act at times like one dot in a sort of Status Merit (see pp. 88-89), although it applies only when the Artifact is of interest to the person its wielder tries to influence, such as a master with whom an audience is requested. The Status lies with the Artifact, not the bearer; if others desire to see it, they might grant the mage audience.
The drawback of this legendry is that others might lust for the Artifact and seek to take it from the mage.
Awakened use only: Only mages can use Artifacts. Sleepers and most other supernatural creatures lack the necessary sympathetic connection to the Supernal World.
Unbreakable: All Artifacts have a Durability that’s two points higher than normal for their materials and manufacture.
Function: Persistent or contingent.
A persistent power is always active. The power does not have to be cast by the user to take effect; he simply needs to hold the Artifact or wear it. These include talismans of protection against spirits, mirrors that reflect the Shadow Realm version of whatever room they’re in, or cloaks of invisibility, hiding any portion of the wearer covered. The user must use or wear the Artifact to benefit from the power, but the power cannot be turned on or off with a switch or command word. If one or more of the Artifact’s powers is persistent, add one dot to its total cost.
A contingent power needs to be activated for each use. It might be a sword that becomes supernaturally sharp when it tastes blood, a carpet that flies when the proper words are spoken, or even a gun made of bones that fires enervating Death energy with each pull of the trigger. The effect’s Duration depends on the default Duration of the spell it mimics, usually transitory (one turn) or prolonged (one hour/scene). Once this period expires, the mage may use the same trigger to use the power again. A trigger is an instant action and can be defined as anything performed within the proximity of the item: verbal commands, gestures and so on. When a trigger is activated, the Artifact’s spellcasting dice pool is rolled. It is equal to its wielder’s Gnosis + the highest Arcanum dot rating used to determine the Artifact’s Merit dots, based on the highest rated power (as described above).
Mana: Some powers require Mana. Use the descriptions for the spell mimicked to determine any possible cost. All Artifacts hold up to 10 Mana points + 1 per spell (so an Artifact with three powers holds up to 13 Mana). A user can draw points from the Artifact to fuel its powers rather than spending his own. This pool is self-replenishing; they are restored at a rate of one point per Merit dot per day, although a mage can spend his own Mana to restore the points more quickly, or use Prime magic to transfer them from a Hallow or some other source. (See the “Channel Mana” spell, p.224.)
The wielder can also use the Artifact’s Mana to power his own spells, as if he were drawing on his own Mana reserves (he is still limited by his Gnosis for the amount he can spend per turn). He does not need to use the Prime Arcanum to acquire them, but he does need to be in contact (physical or sympathetic) with the Artifact.
Paradox: Artifact powers can invoke Paradoxes just like the spells they mimic, and vulgar effects that are witnessed by Sleepers invoke Disbelief (see p. 274).
Example: The Cave Lord’s Talisman is an Artifact in the form of a medallion that allows its wearer to grow bear claws upon activation (a contingent power). This mimics the Life 3 “Transform Self” spell, p. 187. It would be rated at five Merit dots (2 + 3rd-dot Arcanum = 5). Remember, though, that the fifth dot costs two dots, so the total cost would be six Merit dots.
Acquiring an Artifact once play begins does not cost Merit dots; characters must gain them through roleplaying actions. If an Artifact is ever lost, stolen or destroyed, the player loses the Merit and the points he spent to gain it.
Your character’s thread stands out in the skein of fate. It may be cut short through tragedy or catastrophe, but until then, she has the ability to weave it into a sound pattern of her choosing. She is fated for great triumphs, and this Merit helps her achieve them. Like any true hero, she finds success a little more easily than mere mortals. In true heroic fashion, she also has a fatal flaw — no matter how strong her Pattern might be, it has one weakness others can use to tear it apart.
For each chapter in a story, you have a pool of “destiny dice” equal to twice the number of dots your character has in this Merit. For instance, a character with 2 dots of Destiny has four dice in his destiny pool.
Each time you use one of these destiny dice, you can add it to any one dice pool. You can use them all on one dice roll, or split them up between different dice rolls. Either way, once you use them, they’re gone until the next chapter or game session. For example, a player whose character has Destiny 3 (giving him six dice) might choose to add two dice to a Brawl roll and then four to an Occult roll. The next game session, he might apply six dice to a single Intimidation roll. The bonus can apply to Mental, Physical or Social rolls, or to spellcasting rolls. You can even use these dice on a Skill for which your character has no training (although she still suffers the penalties for untrained Skill use).
Drawback: Your character’s blessing has a price: her bane. There is one type of person or situation that can bring her down. This bane can be summed up in one sentence, generally describing what her downfall will be. The Storyteller must either declare or approve this bane during the course of the game. For instance, a hero may have been told to “Beware the Queen of Hearts” (perhaps a reference to the woman who will seduce and destroy him), while another may be warned, “Wolves will devour your soul.” The reference may be literal or figurative, but it should never mention a specific time or place.
Whenever the bane comes into play, the character’s dice pools are penalized by one die per Destiny dot he possesses. This applies only to dice pools for directly dealing with the bane or for resisting its attacks, spells or even Social rolls to intimidate or persuade the character. For example, if the character’s bane mentions wolves, anytime he encounters a “wolf” (whether that’s an actual werewolf or a “wolf in sheep’s clothing,” depending on how the Storyteller interprets the bane), dice pools are penalized.
Your character has a magical bond with a spirit that aids him, one that is either in Twilight (that is, immaterial and invisible) or embodied. Twilight familiars have no bodies: they are spirits existing in an ephemeral state of existence called Twilight. Embodied familiars inhabit a physical body in the material world.
A Twilight familiar is bought for three dots; it is a spirit originating in the Shadow Realm, also known as a “fetch.” Twilight familiars can temporarily manifest like ghosts (see “Manifestations,” p. 210 in the World of Darkness Rulebook), but their ephemeral bodies are otherwise invisible and intangible to the physical world. A Twilight familiar must manifest or use Numina to affect anything in the physical world — except for its bonded mage, whom it can touch at will (its mage can also see and speak with the familiar even when he is not using a spell that allows him to see Twilight). Twilight familiars exist on the material side of the Gauntlet, although they can accompany their masters across into the Shadow, or travel there themselves if their Numina allow it.
An embodied familiar is bought for four dots. It takes the form of an earthly creature. Many of the legendary stories of sorcerers with cunning animal companions — cats, rats, bats — are actually references to embodied familiars.
A familiar’s bonded mage is considered to be its anchor to the material world, although there is no limit to how far a familiar can travel from its mage. It does not lose Essence for every hour it spends in the physical world or Twilight. It must follow all the other rules concerning Essence, however, including spending one Essence per day. If it is reduced to zero Essence, it falls into slumber (see “Essence,” p. 319), but it is not transferred back into the Shadow Realm as long as the mage-familiar bond still exists. Like other spirits, it can gain Essence by being in proximity to something that it reflects, or its mage can spend Mana points to give it Essence.
The master and familiar have an empathic connection; each can automatically feel the emotions of the other. (Magical effects that damage or manipulate the familiar through an emotional attack don’t damage or manipulate the master.) All familiars have a Sensory sympathetic connection to their bonded mage, meaning that a mage’s scrying spells can use the familiar’s senses in place of a scrying window, with no sympathetic penalty. This makes familiars superlative spies. Even more useful, however, the mage can spend his familiar’s Essence points as Mana points, no matter how distant the familiar is from the mage. He can also spend his own Mana points to give his familiar Essence.
Improvement:
To improve a familiar, a mage’s player must spend some of his character’s experience points on the familiar.
Familiar Traits
Whether immaterial or embodied, a familiar is considered to be a rank 1 spirit (a “squire”; see “The Spiritual Hierarchy,” p. 317). The Storyteller designs the spirit’s traits. Each familiar begins play with at least one dot in each Attribute, with extra dots as listed below. See “Spirits,” pp. 317- 322, for rules concerning spirit traits.
Twilight Familiar Traits
Attributes: 3/3/2 (allocate dots in any order among Power, Finesse and Resistance)
Willpower: Equal to Power + Resistance
Essence: 10 (10 max)
Initiative: Equal to Finesse + Resistance
Defense: Equal to highest of Power and Finesse
Speed: Equal to Power + Finesse + “species factor” (same as its earthly counterpart)
Size: 5 or less (same as its earthly counterpart)
Corpus: Equal to Resistance + Size
Influence: 2 dots (choose one)
Numina: Choose one
Ban: The fetch has one Ban, chosen by the Storyteller
Most mages with a fetch have a respectable command of Spirit Arcanum, since its spells are useful for influencing the familiar. It is possible to have a fetch without knowledge of Spirit magic — or even knowing what the fetch really is — but such a relationship may torment the mage more than it helps him.
When a fetch manifests, use the following modifiers:
Location Modifier Wilderness +3 Demesne +3 Hallow +2 Place associated with the spirit’s Influence +2 Ley line nexus +1 Handmade structure (wooden bridge, shed) +1 Parking lot -1 Modern commercial building -1 Modern industrial building -2 Modern laboratory -3 Embodied Familiar Traits
Attributes: 5/4/3
Skills: 9/6/3
Willpower: Equal to Resolve + Composure
Essence: 10 (10 max)
Initiative: Equal to Dexterity + Composure
Defense: Equal to lowest of Dexterity and Wits
Speed: Strength + Dexterity + “species factor” (based on its animal type)
Size: 5 or less (based on its animal type)
Health: Equal to Stamina + Size
Influence: 2 dots (choose one)
Numina: Innocuous (see below), and choose one more
Ban: The fetch has one Ban, chosen by the Storyteller
Embodied familiars live in the material world in a physical body, although it might be a rather strange body. They are often clever and loyal animals, the black cat or cunning rat of sorcerous legend.
All embodied familiars have the Innocuous Numen (see pp. 321-322). It is very good at not being noticed by others. Anyone but its bonded mage suffers a –2 penalty on perception rolls to notice the familiar, unless it does something to draw attention to itself.
A Hallow is a nexus of magical energy, a place that generates Mana each day. Such locations are vital to mages. Your character has one within his sanctum’s premises. The sanctum’s security determines how well it is guarded from access by uninvited mages.
Hallows tend to be situated in high places, especially where the stars are visible at night. Mana seems to flow readily there, although that isn’t always the case; dark glens and hollows covered by a canopy of trees or steep peaks can still host such energy. Nonetheless, they occur most often on mountaintops, hills or at the tops of skyscrapers, giving birth to the legend of mages in their towers.
A Hallow generates a number of points of Mana equal to its dots each day. A mage can transfer the power from his Hallow to replenish his own Mana points by performing an oblation (see p. 77) or using a Prime 3 spell. Each Hallow is tied to a particular time of day when this replenishment can take place — sundown, sunrise and midnight are the most common.
If this Mana is not harvested, it congeals into tass, usually in the form of spring water or growing plants, or it’s imbued into stones or other objects. Some mages forbid others from harvesting free Mana, cultivating it into tass that can be stored and used later. See “Tass,” pp. 78-79.
A Hallow’s Mana shares the place’s quality of resonance. Resonance quality in opposition to a spell’s effects — calm resonance for an attack spell, violent resonance for a healing spell — might levy anywhere from –1 to –2 penalties on spellcasting rolls. For this reason, mages do not let their Hallows become polluted with foreign or impure auras. They work to maintain proper resonance quality.
Additionally, a Hallow’s close vicinity (five yards per dot rating) is always suffused with power. This power obviates the need to spend one point of Mana for any mage within the vicinity. Essentially, mages need not spend that one point even when it’s required, such as for improvisational spellcasting, but must spend any points in excess that are still required, such as when casting an improvisational spell that inflicts aggravated damage. This example would normally cost two points, but it costs only one within the Hallow’s vicinity. This suffuse power cannot be siphoned into something else using Prime magic or into the mage’s personal store of Mana.
Special: Characters who share a sanctum can also share Hallow dots, with each contributing to its power. Cabals that do this usually work out a schedule by which each member can access the Hallow’s Mana, ensuring that none takes too much. If they suffer a falling out, one or more might be banned from access to the Hallow. Those who are banned lose whatever dots they contributed.
Shared Hallows should be marked with an asterisk (*) on your character sheet. See the description of the Sanctum Merit for details on how to allocate dots.
Your character knows the rudiments of the Atlantean High Speech. He can utilize it in spellcasting for a burst of power (see “Words of Power,” p. 117), as well as to extend a spell’s Duration using runes (see “Atlantean Runes,” p. 119).
If your mage begins play as a member of an order, he learns this Merit at no cost. If he is not a member of an order, he must purchase this Merit using his initial Merit dots or with experience points (assuming there is someone who can teach it to him).
High Speech can be spoken and comprehended only by the Awakened. Sleepers’ minds cannot process it. They might hear an Atlantean phrase as a series of nonsense words, or even silence (the speaker’s mouth moves but no sound comes out). Particularly willful Sleepers might catch bits of it, but even then it might sound like a tape played too slow with the bass turned way up.
Your character maintains within his sanctum a personal collection of useful information, which can help with both natural and supernatural research. Whether it’s in the form of musty occult tomes, encrypted computer files, sacred scrolls, visual art or stranger media, this library includes reference works that can help the mage understand the realm surrounding him. The library also offers insight into supernatural and occult topics that mortals cannot comprehend. In both fields of knowledge — mundane research and occult lore — this collection relates to one or more fields of specialization.
Each dot in this Merit represents one field of study or area of knowledge in which your character has a wealth of tomes, computer files or scrolls, and from which he may draw information. If he has Library 3, his dots might be assigned to demons, cryptozoology and Greek mythology, respectively. Topics can include arcane lore that most people don’t know about or that has been forgotten since antiquity.
Ordinary people have libraries as well, of course, dealing with less exotic specialties. The study of the supernatural is different from ordinary research, however.
Many occult tomes refer to magical insights that only mages understand, allegories to magical philosophy, ciphers and diagrams that make little sense to Sleepers, or even inscrutable incunabula that can be deciphered only by willworkers with certain Arcana. Aging magical tomes don’t typically use indices, keywords or cross-referenced page numbers — they’re as arcane as the mages who use them.
Gaining information from a library is a research task, as described on pp. 55-56 of the World of Darkness rulebook, except that a mage spends only 10 minutes per roll when researching from his library. Success doesn’t guarantee exactly the information for which she looks. Libraries aren’t all-knowing, and they don’t always provide one definitive answer to a question, since multiple authors may have different points of view on the same subject. The Storyteller is perfectly justified in saying that a particular library simply doesn’t reveal something.
Any mage may allow another mage the privilege of consulting his library, but unless this consultant has put points toward the Merit, 30 minutes are spent per roll researching his topic.
A library is located in a sanctum and is protected by that sanctum’s security. See the “Sanctum” Merit, pp. 86-87.
Special: Characters who share a sanctum can also share Library dots, with each contributing to its areas of knowledge. These characters each receive the full benefits of the library, and may invite others to use the facility, so long as all parties agree. It may happen that mages suffer a falling out, in which case one or more might be asked to forfeit their library privileges by the others. Those who are banned lose whatever dots they contributed, unless an agreement is worked out to split the library, allowing outcasts to take their areas of knowledge with them.
Shared libraries should be marked with an asterisk (*) on your character sheet. See the description of the Sanctum Merit for details on how to allocate dots.
A mage’s spells come with a mystical stamp of his personality — his aura. Mages with this Merit “hide their light under a bushel.” Their resonance is so subtle that only expert or extended scrutiny can root it out. This effect even extends into the mundane world, making a mage incognito to Sleeper society.
When a sorcerer attempts to read the aura of one of your character’s spells, subtract a number of dice equal to your character’s dots in this Merit. This same penalty applies to any roll to analyze the aura of your character’s magic. See “Resonance,” pp. 277-289.
In addition, Occultation protects your character from spells that attempt to directly affect him at sympathetic range. His Occultation dots are subtracted from the caster’s dice pool. See “Sympathetic Spells,” pp. 114-116.
At the Storyteller’s discretion, this Merit can also affect other supernatural abilities to find the creator of a magical effect. For example, a vampire using Spirit’s Touch to analyze the results of a magical spell should have difficulty finding the occulted mage who cast it. When this trait applies, subtract a number of dice equal to the mage’s Occultation dots from the activation roll for that supernatural ability. Occulted mages tend to live on the fringes of mundane reality, as though they are an anomaly or aberration. Sleepers have trouble keeping track of their identities and activities. Records regarding an arcane mage tend to get lost, and the authorities are challenged to investigate his activities. Since most Sleepers find it hard to gather information about the mage, they won’t know many details about him. This also makes it harder for mages to research information about the mage through mundane sources. Whenever someone makes a roll to gather information about your character, your Occultation dots are subtracted from the researcher’s dice pool.
Drawback: If your character ever becomes well known to the public (such as getting caught on camera and being shown on television night after night), he loses his Occultation until the public at large forgets him (which could take many years, depending on how famous or notorious the mage became). Likewise, if he maintains a public persona at all among Sleepers, even to the degree of having many Sleeper friends, he cannot maintain his Occultation. The mage must constantly cultivate this Merit, working to remain away from the attention of Sleeper society. It does not affect his standing in Awakened society.
A sanctum is a mage’s stronghold, a place where he can practice his Art away from the eyes of Sleepers and spies. Legends tell of wizard’s towers, witch’s huts and sorcerer’s caves, but the reality is usually more prosaic: a penthouse apartment, an old estate or even a nondescript suburban tract house.
All sanctums are not created equal. A warehouse might have sufficient space, but it might not be secure against unwanted visitors. A hidden cave has adequate security, but it might be dark and cramped. Great time and effort is spent finding suitable sanctums, and their value is represented by two factors — size and security. Players who choose this Merit must also choose how to allocate these two factors when spending dots. For instance, two dots may be spent on Sanctum Size, with a third spent on Sanctum Security.
Sanctum Size is important to characters who need a place to safely store their possessions and valuables. A sanctum with no dots in Size is just large enough for its owner and perhaps a single companion, with minimal if any storage capacity — a cramped apartment. By spending points to increase a sanctum’s Size, a player allows for accoutrements and personal effects. Larger sanctums can be anything from mansions to mountain hideaways to vast subterranean catacombs. Note, however, that sanctums of considerable size are not necessarily easy to maintain.
Merit dots | Size |
---|---|
• | A small apartment or underground chamber; 1-2 rooms |
•• | A large apartment or small family home; 3-4 rooms |
••• | A warehouse, church or large home; 5-8 rooms, or large enclosure |
•••• | An abandoned mansion or network of subway tunnels; equivalent of 9-15 rooms or chambers |
••••• | A sprawling estate or vast network of tunnels; countless rooms or chambers |
Of course, Sanctum Size does not prevent intrusion by Sleepers (police, criminal organizations, social workers). Players wishing to ensure privacy and safety may choose to spend dots on Sanctum Security, thus making it difficult for others to gain entrance. Sanctums with no dots in Sanctum Security can be found by those intent enough to look, and offer little protection once they have been breached. Each dot of Security subtracts one die from efforts to intrude into the place by anyone a character doesn’t specifically allow in. This increased difficulty may be because the entrance is so difficult to locate (behind a bookcase, under a carpet) or simply difficult to penetrate (behind a vault door). Also, each dot of Security offers a +1 bonus on Initiative for those inside against anyone attempting to gain entrance (good sight lines, video surveillance).
Characters for whom no points are spent on Sanctum at all might have their own small, humble chambers, or perhaps they share the space of a master or order. In any event, they simply do not gain the mechanical benefits of those who have assigned Merit dots to improve the quality of their homes.
Each aspect of the Sanctum Merit has a limit of 5. In other words, Sanctum Size and Sanctum Security may not rise above 5 (to a maximum of 10 points dots on this Merit, total).
Special: It’s possible for the Sanctum Merit to be shared among characters in a close-knit group. They might simply be devoted to one another and willing to pool what they have, or perhaps their mutual reliance on an individual or trust could bring them together to share what they have in common.
To share this Merit, two or more characters simply have to be willing to pool their dots for greater capability. A shared rating in the Sanctum Merit cannot rise higher than five dots in any of the two aspects of the trait. That is, characters cannot pool more than five dots to be devoted to, say, Sanctum Size. If they wish to devote extra dots to the Merit, they must allocate those dots to Security.
Shared Sanctum dots can be lost. Cabal members or associates might be abused or mistreated, ending relationships. Group members might perform actions that cast themselves (or the group) in a bad light. Money might be spent or lost. If any group member does something to diminish the sanctum, its dots decrease for all group members. That’s the weakness of sharing dots in this Merit. The chain is only as strong as its weakest link. The Storyteller dictates when character actions or events in a story compromise shared Sanctum dots.
Characters can also leave a shared sanctum. A rift might form between close friends. A character might be killed or lost in the Shadow Realm. Or one could be kicked out of the sanctum by the others. When a character leaves a shared-sanctum relationship, the dots he contributed are removed from the pool. If the individual still survives, he doesn’t get all his dots back for his own purposes. He gets one less than he originally contributed. So, if a character breaks a relationship with his cabal, his two Sanctum dots are lost by the group, but he gets only one dot back for his own purposes. The lost dot represents the cost or bad image that comes from the breakup. If all members agree to part ways, they all lose one dot from what they originally contributed.
The Storyteller decides what reduced dots means in the story when a character leaves a shared sanctum. Perhaps no one else picks up the character’s attention to Sanctum Security, leaving that score to drop. Maybe a portion of the sanctum falls into disuse or even collapses, causing an effective drop in Sanctum Size. Whatever the case, a plausible explanation must be determined.
A character need not devote all of her Sanctum dots to the shared Sanctum Merit, of course. A mage might maintain a separate sanctum outside the communal one represented by the shared trait. Any leftover dots that a character has (or is unwilling to share) signify what she has to draw upon as an individual, separate from her partners. For example, three characters share a sanctum and expend a group total of five dots. One character chooses to use two other dots on a private sanctum. Those remaining two dots represent a sanctum entirely separate from what she and her partners have established together.
To record a shared Sanctum Merit on your character sheet, put an asterisk next to the name of the Sanctum Merit and fill in the total dots that your character has access to thanks to his partnership. In order to record his original contribution, write it in parentheses along with the Merit’s name. It is not important to note on which aspect of the Sanctum Merit those points are spent; this allows greater flexibility should a character ever decide to withdraw from the community arrangement.
Your character has a single Sleepwalker who has been magically initiated into the secrets of the order. He is aware of the existence of magic, and your character has recruited him as an assistant. Your character can openly practice magic in his presence without fear of betraying the Mysteries.
This Merit works the same as the “Retainer” Merit, except that the mage’s retainer is a Sleepwalker.
For details on Sleepwalkers, see p. 334.
Your mage physically controls another’s soul stone (see p. 277), making that willworker his thrall. By custom, your character can demand up to three favors before he must return the stone. These favors can be as weak or as daunting as he desires, although if they are particularly difficult or dangerous the thrall can petition the Consilium for redress.
Possession of a soul stone gives your mage an Intimate sympathetic connection to its owner and allows him to tap the owner’s Mana without casting a Prime spell. Roll Gnosis
The Storyteller works with the player to determine who the thrall is. The more powerful or politically connected the thrall, the more potent the favors he can provide, but the more dangerous it is to anger him. One day he will be free of his obligation, and although by custom he cannot seek direct revenge or demand a duel, he almost surely manipulates events to enact his vengeance for him. Conversely, if your character’s favors benefit the thrall and don’t violate his dignity, he might gain a grudging respect.
After the three favors are completed, your character is expected to return the soul stone to the rightful owner, freeing the thrall. If he does not free his thrall after the three favors are completed, he can be punished freely by any other mage, even a mage not of his order or the Consilium.
Some mages set daunting favors, ensuring that their thralls will almost certainly never complete the requirements for freedom. Doing so is considered bad form. The thrall can take his case to the Consilium, but most officers hesitate to intervene unless the thrall’s master endangers their interests or challenges their authority through his flaunting of custom. More often, mistreated thralls must rely on their own cunning to turn the master-thrall relationship.