Merits

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.

A Little Knowledge
Reduce penalties when researching oddities
Aggressive Striking
• - •••••
“hard” karate styles such as Shotokan and Uechi-ryu, Hung Gar kung fu and old school bareknuckle boxing
Aikido (Throwing)
• - •••••
Aikido is one of the best known martial arts in the world, both for its signature spinning and throwing techniques and its philosophy of peace and harmony
Alchemy
••
You can transmute substances into another.
Allies
• - •••••
Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit
Alternate Identity
• - ••••
A false legal identity which can pass increasing levels of scrutiny, but degrades without maintenance.
Ambidextrous
•••
Remove off-hand penalty to attack
Animal Affinity
• - •••
bonus to social rolls with a chosen specie
Animal Companion
• - ••••
A loyal animal retainer
Anti-Psi
•••••
greatly inhibit psychic powers around
Archery
• - ••••
Your character is trained in Archery
Armored Fighting
•• - ••••
Reduce heavy armor penalties by 1 (••) or 2 (••••)
Athletics Dodge
use Athletics to dodge instead of doubling defense
Aura Sight
••
You're adept at reading people's auras.
Barfly
Find ways into bars and clubs
Beast-Kin
••••
immune to the Delusion and the primal terror associated with werewolves
Believers
• - •••••
Retainer for a psychic character
Berserker
• - •••••
The character supplements his chosen style or Skill with his own maddened fury.
Boxing
• - •••••
Trained in the art of boxing
Brawling Dodge
Add Brawl rather than doubling Defense on Dodge
Bureaucratic Navigator
••
+2 to navigate a bureaucratic system
Chain Weapons (Flexible Weapons)
• - ••••
Your character is trained in the difficult art of fighting with chain weapons.
Chi
•••
Begin with a second dot of Chi, or a third dot if purchased twice. Character creation only.
Combat Art
• - ••••
The character supplements her chosen style or Skill with a carefully-trained showmanship.
Combat Awareness
••
+2 to awareness rolls
Combat Marksmanship
• - •••••
Your character has trained extensively with firearms to maintain her accuracy in the stress of combat
Combatant
••
Ignore a number of combat hacks involving the effects of pain and stres
Common Sense
••••
Gives significant cautions or ideas
Contacts
• - •••••
Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit
Cultural Language
A cant or argot variant of a language, which penalizes attempts by outsiders to interpret by -2.
Curse of Ill Fortune
•••
You can curse a target.
Cursed Item
• - •••••
Possess a cursed item, which may be invoked for a benefit and a paired drawback
Danger Sense
••
+2 to detect ambush
Decorated
• - •••••
award giving bonus on social rolls with military
Deep Pockets
••
Rich parents
Den
•••
place that your character knows about where no one else ever goes
Difficult to Ride
••••
+2 to resist the control or influence of ghosts and spirits
Direction Sense
Unfailing orientation
Disarm
••
Can disarm if damage exceeds Dexterity
Doubting Thomas
impose penalty on psychic powers
Dream
• - •••••
gain clues to questions
Easy Ride
••
You can welcome a possessing spirit in, remaining alert while ridden
Ego Boost
••
Once per scene, when complimented on a successful use of a skill of at least two dots, +1 on next roll.
Eidetic Memory
••
Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data
Emotional Detachment
Ignores stress penalties equal to Resolve
Encyclopedic Knowledge
••••
Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time
Enhanced Item
• - •••••
super-effective tool
EOD
••
Reduce penalty for disarming unfamiliar explosives
Equipped Grappling
••
Add size of blunt weapon (3 or less) to overpowering maneuver dice pool
Evasive Striking
• - •••••
American or Hawaiian Kenpo, rapid-fire kung fu styles like wing chun and Filipino panantukan boxing
Fame
• - •••
Mortal acclaim, +1/dot to Socialize
Fast Reflexes
• - ••
+1/dot to Initiative
Fencing (Aggressive Light Sword)
• - ••••
Your character is trained in the art of fencing
Fighting Finesse
••
Substitute Dexterity for Strength
Filipino Martial Arts (Stick)
• - ••••
Your character is trained in the art of Filipino fighting, which is often called escrima or kali
Firearms Retention
Subtract Brawl dots from attempts to disarm by overpowering
Fleet of Foot
• - •••
+1/dot to Speed
Fresh Start
Delay action into next round
Ghost Ally
••• - •••••
A ghost who is able and willing to aid the character
Giant
••••
+1 Size
Giant
•••
Size is 5 (Which adds +1 health), gains benefits of being "bigger", +1 to disguise as an adult. Drawback: Treated like an adult by adults. Doesn't get the bonuses that kids get for dodging.
Good Time Management
••
Cut time for non-magical extended rolls by ¼
Grappling
• - ••••
Your character has trained to grapple using old school, no holds barred catch wrestling
Ground and Pound
••
Perform Takedown/Throw, gain +2 to following unarmed strike
Guardian
• - •••
Character responsible for your safety, comes with you everywhere.
Guardian Angel
••••
Supernatural protector
Gunslinger
•••
Two gun attacks per round
Hard Head
••
+2 to avoid being stunned after being struck.
Heavy Hand
•••
+1 damage to unarmed strikes
Holistic Awareness
•••
Help others heal faster
Hollow Soul
••
You can welcome even spirits without the Possession Numen
Hypnosis
•••
Hypnotize subjects
Hypnotic Voice
••••
hypnotize others into trance states
Iaido (Armed Defensive Striking)
• - •••••
Your character has studied the art of iaido, focusing her awareness of her surroundings and her ability to respond to a threat to the razor’s edge.
Imbued Item
•• - •••••••
item with magical ability
Inspiring
••••
Help others regain Willpower
Inspiring
•••
Once per chapter, roll presence and socialize, every children listening regains one Willpower except yourself.
Iron Stamina
• - •••
Negate fatigue/injury penalties
Iron Stomach
••
Eat even unpalatable cuisine
Judo (Throwing)
• - •••••
Judo is an Olympic sport. Judo’s signature technique is the throw
Karate for Kids
• - •••
A good karate teacher make sure her pupils learn to avoid confrontations when possible, and to run away when the opportunity arises. When all that fails, her students may have a punch or kick to throw into the mix.
Krav Maga (Defensive Striking)
• - •••••
Your character practices Krav Maga
Kung Fu
• - •••••
Trained in the art of Kung Fu
Langschwert (Heavy Sword)
• - •••••
Your character is skilled in the German two-handed long sword style, or another martial art that specializes in using a long two-handed sword or stick.
Language
Speak another language
Living anchor
•••
Living anchor for the Jiang Shi, can travel to her
Locus-Drinker
•••
Can draw Essence from a locus
Lucid Dreamer
defense against attacks in dreams
Luck Magic
••••
You can bless yourself.
MAC
• - •••••
modern military style of hand-to-hand combat
Meditative Mind
No penalties to meditate
Mental Prodigy
Allow the child to buy a single mental skill beyond their third dot
Mentor
• - •••••
Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit
Muay Thai
• - •••••
Trained in the art of Muay Thai
Multilingual
• - •••••
Two languages for every merit dot, speak conversationally. Turn into the Language Merit with 1 XP
Natural Immunity
+2 on Stamina rolls to resist illness
Odd Jobs
Odd jobs, always has 10 or 20 bucks on hand.
Origin
• - •••••
Gain advantages linked to origin
Pet
• - •••
(•) - Playing with pet for 15 minutes gains +1 on next degeneration roll until you next sleep. (•••) - Same bonus as • pet, and is loyal, willing to follow you anywhere and die fighting by your side. Start with the "Guard" and "Heel" tricks. Drawback: When a one dot pet dies, replacement pet takes one month to provide benefits. When three dot pet dies, immediate trigger roll (Innocents equivilant of derangements, p82). May be replaced with a one dot pet that can become a three dot pet.
Physical Prodigy
Allow the child to buy a single physical skill beyond their third dot
Playground Dogpile
• - •••
Kids can and do hurt each other, especially when they gang up.
Pleasing Aura
•••
+1 to Persuasion and Socialize rolls against spirits, often surrounded by spirit activity
Police Tactics
• - •••
mixed bag of subdue and compliance tricks
Predator’s Bearing
••
predator unease which grant +1 to relevant social rolls
Prized Possession
A familiar item with a +2 equipment bonus for intended use, +1 for unintended uses
Psychic Resistance
• - •••
Resistance to invasive telepathic powers
Qinna (Controls)
• - •••••
Your character is skilled in a Chinese martial arts style that emphasizes qinna, or another martial art that specializes in standing joint locks, holds and chokes.
Quick Draw
Draw weapon reflexively
Quick Healer
••••
Heal twice as fast
Relationship
• - •••••
Strong relationship with a specific character
Relic
• - •••••
Possess a mystic relic
Relic Analyst
+1 to determine how to use a relic, or whether it is cursed
Relic Creator
••••
Create limited-use relics with an extended Resolve + Occult ritual, following the crafting itself
Residual Spirit Energy
••
Can bribe spirits for information or favors, with a splash of blood.
Resources
• - •••••
Disposable monthly income ranging from $500 USD at • to $50,000 USD at •••••, with total assets ranging from several hundred GBP at • to millions of GBP at •••••
Retainer
• - •••••
Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit
Role
• - •••••
Gain advantages linked to role
Saintly
•••
+1 to Intimidation, abjury and exorcism against spirits, but -1 to Expression, Persuasion and Socialize against them
Secret
• - •••••
This merit is linked to "free merits" which are lost if secret is revealed
Shadow Contacts
••• - •••••
You know how and where to ask questions of a mysterious entity, but it extracts a price for answers
Shadow Cult Initiation
• - •••••
Membership in a cult, with unique benefits to each level of initiation
Shadowless Chambers
• - •••••
Take refuge in a place where spirits have difficulty following
Shurikenjutsu (Thrown)
• - ••••
This is the core Fighting Style for thrown edged weapons.
Sin-Eater
•••
Eat the sin of another restoring their morality, but risk degeneration from it
Small Unit Tactics
•••
use willpower to give bonus to all of the character's unit
Sniping
• - •••••
Your character is patient and skilled enough to spend hours staring through a rifle scope before taking one perfect shot
Social Prodigy
Allow the child to buy a single social skill beyond their third dot
Socially Small
••
The character is barely noticeable, +1 to act such
Sojutsu/Jukendo (Spear and Bayonet)
• - ••••
Your character knows how to use a spear in close combat.
Spetsnaz Knife Fighting
• - ••••
Your character is trained to fight effectively with a knife
Spirit Ear
•• - ••••
+1 to Empathy and Subterfuge rolls to understand spirits speaking human tongues, ignoring penalties, or with four dots, roll Wits + Empathy - 3 to understand the tongue of spirits
Staff
• - •••••
Employees or workers at a set venue, with manpower and expertise proportional to dots in this Merit
Staff Fighting
• - •••
Your character has learned to wield a staff effectively in combat
Status
• - •••••
Authority and sway with a group or organization, to a depth proportional to dots in this Merit
Striking Looks
•• - ••••
Appearance adds +1/+2 to relevant Social rolls
Strong Back
+1 to lift or carry
Strong Lungs
•••
+2 on Stamina rolls to hold breath
Student of the Blade
May use Fighting Style with all Size 2 blades.
Stunt Driver
•••
Drive and carry out another action
Supernatural Lore
• - •••••
In-depth information about a specific topic
Support Network
••
A shared community complicit in dark deeds. While you remain in good standing, you may spend Willpower for bonus dice to resist gaining a derangement from the community's practices.
Swarm
• - •••••
Way in which a pack of Larvae takes down its prey
Sword and Shield (Shields)
• - •••••
Your character has trained extensively with a weapon in her primary hand and a shield in her off-hand.
Sworn Officer
• - ••••
Rights and duties of a sworn law officier
Team Player
••
Once per chapter, roll presence + empathy. On success, +1 to all teamwork rolls.
Technophile
• - ••
Encyclopedic Knowledge in one topic
The Dragon’s Tongue
• - ••
One dot grants you the ability to understand the language of demons. Two dots also grants you a +1 to social rolls with demons and +1 to Clash of Wills rolls.
The Weapon at Hand
••
Reflexive Wits + Weaponry roll for improvised weapon, instant action to wield, no penalty for being improvised on critical success
Tiny
+1 to hiding and stealth rolls, convincing that you're younger, bonus to dodging. Drawback: Size 3, meaning -1 health. -3 to pass as an adult
Tolerance for Biology
+2 to keep composed when shown scenes of violence or carnage
Toxin Resistance
••
+2 on Stamina rolls to resist toxins
Trained Observer
• - •••
Ignore penalties or gain Rote quality on Perception rolls
Tunnel Rat
• - •••
Navigate the Chicago Undercity tunnels, ignoring penalties equal to dots in this Merit
Two Weapons
• - ••••
Trained to fight with a weapon in both hands
Unobtrusive
•••
+2 to escape notice while casing a target under cover of some mundane activity. +1 to Resolve to resist The Forgetful Mind (Dominate •••)
Unseen Sense
•••
Alerted when particular phenomena present
Unseen Sense (Spirits)
• - ••••
Alerted when particular phenomena about spirits present
Veteran
• - •••••
Experience provide specialities in a field
Weaponry Dodge
Add Weaponry rather than doubling Defense on Dodge
Weapons to Empty Hands
••
Use Brawl instead of Weaponry for maneuver-related attacks.
Well-Traveled
9-Again on Mental and Social rolls relating to foreign cultures
Zeal
••
Gain a +1 bonus to all social rolls where one's cause might prove helpful. Substitute Resolve for a lower attribute once per chapter.