Lodge of the Hallowed Halls

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Lodge of the Hallowed Halls
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Spirit/Totem None
Tribe Bone Shadows
Tribes of the Moon.jpg
Tribes of the Moon 66-68
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Werewolves are physical creatures first and foremost. Their prefered method of sensation is scent, and even the Bone Shadows find their way among spirits by intuition and visceral understanding rather than cerebral problem-solving and dry research. But the Change comes upon learned people — doctors, scientists, professors and others who are trained in academia. The Bone Shadows claim a good number of these folks (the Iron Masters do also, of course), and some wind up joining the Lodge of the Hallowed Halls.


Prerequisites

Academics ••, Wisdom ••, Cunning •, Subterfuge • and the Merit: First Tongue.


Benefits

Academics have access to slush funds, scholarships that no one ever touches and material resources that can be converted to cash. In game terms, a member can draw on monies equal to Resources 2 for a few weeks (but is expected to pay into these accounts when he has his own income again). Also, members of the lodge receive the Merit: Contacts (Lodge of the Hallowed Halls), which gives them access to information on almost every scholarly field imaginable. This might be worth a bonus of one to three dice on an Academics, Medicine, Science or Politics roll if the character has time to consult with a fellow lodge member. Finally, the lodge members learn to deal with bureaucracies in such a way as to avoid notice. The Subterfuge, Socialize and Persuasion Skills can be purchased at a lower rate (new dots x 2 rather than new dots x 3).

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