Mortal+/Theme/Plain/Rules

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 All Plain merits found in Hurt Locker are approved for play. In addition, there are a pair of merits created specifically for the Plain here in Philadelphia to reflect the movement's roots existing within the city.

Roundtable
( or , Supernatural Merit)
Prerequisites: Mortal, Plain Reader

 Your character has a seat at the Roundtable. Once per chapter (week) your character may call upon the members who attend the roundtable and enlist their help in your current project. You must clearly describe the scope of your current project when you invoke this merit. This allows you to assign one or two merit dots spread among resources, allies, contacts, status, library, or safe place; one dot for the two dot version of this merit, two dots for the four dot version. These 'borrowed' merits last until the week is out, or until the problem is resolved, whichever is shorter. These merits may be lost through the normal course of play and are not subject to sanctity of merits, as they do not belong to your character. These merits represent the support given to your cause by other members of the roundtable, and therefore cannot be used for any purpose other than support for your cause. You must describe the merits you are claiming when you invoke Roundtable, stating the contacts you are gaining, describing the ally you are gaining, the form your new status takes, etc. You cannot alter these choices until the week is up, or the task is completed. With the exception of Allies, these 'borrowed' merits may stack, though they need not do so.

Grundsatzen
( or , Supernatural Merit)
Prerequisites: Mortal, Plain Reader

 There are occasions when the Plain do not benefit from being beaten to death in pursuit of their beliefs; where the continued operation of their bodies is preferable to succumbing to their wounds. When there is a job left to be done, the Plain have a way of enduring. Not simply by shrugging off their accumulated damage, but by forestalling it entirely. The two dot version of this merit provides 1/1 armor, while the four dot version provides 2/2 armor. This armor is inherent to the Plain, and stacks with worn armor, though not with other magical sources of armor. However, it only manifests when the Plain is pursuing their ideals or actively engaged in pursuit of an active Aspiration. Furthermore, the armor may be voluntarily dropped if the Plain wishes to receive damage at any moment. Put simply, their beliefs become their armor.