Church of Set

• •FixerWith little more than a brief conversation, you know what people want. Even when — especially when — it’s something they ought not have. You procure questionable goods for your clients. If word of such acquisitions got out, they’d be ruined. You keep their secrets because it’s good business, but sometimes that leverage comes in handy. Once per story, call in a favor from or threaten to expose a former client who has something you need.
This may be using their political pull, granting access to restricted files, or even require the client to perform a criminal act. Once you’ve called in a favor from this client, they can’t be leveraged in this way again.
Go to GroundThe Church of Set teaches its members to be mobile, ready to slip away into the shadows if persecutors come calling. You’re prepared to disappear with a moment’s notice: exit routes mapped out, go bag prepared.
Add two dice to rolls to evade pursuit.
• •VigilantThe Church of Set has an unfair reputation for paranoia, when in fact they instill in every initiate the need to keep eyes in the back of one’s head, having been subject to persecution for centuries. Staying alert keeps the cult safe.
Once per chapter, if the Storyteller is having an SPC surveil you or about to ambush you, they will ask you to make a Wits + Awareness roll (Difficulty variable, dependent on whether the person or device monitoring you is hidden, and if a person, how many successes they roll on Dexterity or Wits + Stealth). Success allows you to detect the person or thing keeping you under watch. Failure means you don’t spot the spy, but you do still possess the feeling of being watched.
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