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.

Allies
• - •••••
Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit
Ambidextrous
•••
Remove off-hand penalty to attack
Barfly
Find ways into bars and clubs
Boxing
• - •••••
Trained in the art of boxing
Brawling Dodge
Add Brawl rather than doubling Defense on Dodge
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
Danger Sense
••
+2 to detect ambush
Direction Sense
Unfailing orientation
Disarm
••
Can disarm if damage exceeds Dexterity
Eidetic Memory
••
Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data
Encyclopedic Knowledge
••••
Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time
Fame
• - •••
Mortal acclaim, +1/dot to Socialize
Fast Reflexes
• - ••
+1/dot to Initiative
Fighting Finesse
••
Substitute Dexterity for Strength
Fleet of Foot
• - •••
+1/dot to Speed
Fresh Start
Delay action into next round
Giant
••••
+1 Size
Gunslinger
•••
Two gun attacks per round
Holistic Awareness
•••
Help others heal faster
Inspiring
••••
Help others regain Willpower
Iron Stamina
• - •••
Negate fatigue/injury penalties
Iron Stomach
••
Eat even unpalatable cuisine
Kung Fu
• - •••••
Trained in the art of Kung Fu
Language
Speak another language
Meditative Mind
No penalties to meditate
Mentor
• - •••••
Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit
Natural Immunity
+2 on Stamina rolls to resist illness
Quick Draw
Draw weapon reflexively
Quick Healer
••••
Heal twice as fast
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
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
Stunt Driver
•••
Drive and carry out another action
Toxin Resistance
••
+2 on Stamina rolls to resist toxins
Two Weapons
• - ••••
Trained to fight with a weapon in both hands
Unseen Sense
•••
Alerted when particular phenomena present
Weaponry Dodge
Add Weaponry rather than doubling Defense on Dodge