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.

Alternate Identity
• - ••••
A false legal identity which can pass increasing levels of scrutiny, but degrades without maintenance.
Amulet
•• - ••••
You possess an amulet of power, which you can replace if necessary. For every two dots in this Merit, the amulet grants +1 to a chosen Attribute when worn. Sacrifice a point of this bonus to install the effects of a known Body Thief Merit instead, or to remain in a stolen body while worn.
Chi
•••
Begin with a second dot of Chi, or a third dot if purchased twice. Character creation only.
Cultural Language
A cant or argot variant of a language, which penalizes attempts by outsiders to interpret by -2.
Emotional Urging
••••
Contest Manipulation + Persuasion vs Composure to amplify an emotion felt by a person for one day, forcing a Willpower cost and a Resolve + Composure roll to resist opportunities to indulge it.
Luck Drain
••••
Contest Wits + Subterfuge vs Resolve to steal successes from a victim's next roll, keeping one for your next mundane roll.
Morality Sap
••••
Exploit a connection or link to a subject to contest Wits + Manipulation vs Resolve + Composure as an extended action with the aim of wearing away their Morality. This is a sin against Morality 2.
Sleight of Hand
••••
Roll Wits + Subterfuge - Resolve to "swap" two objects you touch, which appear as each other for a scene.
Steal Sense
•••
Contest Wits + Empathy vs Resolve to steal a particular sense from a victim for a scene, mundane or supernatural. When you steal a sense you already possess, you may use the victim's traits and roll actions with the sense twice, keeping the better result.
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.
Theft of the Sublime
•••••
Contest Intelligence + Occult vs Resolve + Tolerance to steal a known power from a supernatural being for a scene, substituting Willpower for costs like Vitae and Mana.
Unobtrusiveness
••
Roll Resolve + Stealth to become inconspicuous and beneath attention for a scene.
Vitality Drain
•••
Contest Intelligence + Medicine vs Stamina to steal a dot of Health for a day.
Willpower Drain
••••
Contest Intelligence + Presence vs Resolve + Composure to steal Willpower from a victim.