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MTH:Social Merits
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===TURN UNDEAD (* or **)=== PREREQUISITE: Status (*+ as some form of clergy, or as some sort of agent of the divine or diabolic). EFFECT: At one dot, this merit allows the character to make a social roll to terrify undead creatures just like they were trying to intimidate a living human. The character may add their Power Level to that roll. Successfully intimidated creatures temporarily regain their once-powerful sense of self-preservation, and will flee the area for at least a scene. On an exceptional success they will flee the area for at least a day and a night. While any character may try to intimidate a self-aware undead creature, this merit still yields the benefit of adding oneβs Power Level to the roll. At the two-dot level by brandishing a holy symbol or reading aloud a scriptural or mystical passage, the character can degrade and damage undead creatures through force of personality. This more powerful effect costs one verve or willpower, and takes at least a turn to evoke. Both levels of the merit can be made more potent by adding additional turns to the evocation. For each turn added the player adds a die to the roll, with the character continuing the liturgy or flourishing the symbol dramatically for that time. Note: If the Chronicle focusses on undead a great deal, the ST may wish to increase the cost of this merit to 2 or 3 dots. Alternatively, if the ST feels this kind of merit, with it's religious/spiritual overtones, does not fit in their chronicle, they may disallow it entirely. * [[MTH:Merits|Merits and Flaws]]
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