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.

Deep Pockets
••
Rich parents
Ego Boost
••
Once per scene, when complimented on a successful use of a skill of at least two dots, +1 on next roll.
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.
Guardian
• - •••
Character responsible for your safety, comes with you everywhere.
Guardian Angel
••••
Supernatural protector
Hard Head
••
+2 to avoid being stunned after being struck.
Inspiring
•••
Once per chapter, roll presence and socialize, every children listening regains one Willpower except yourself.
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.
Mental Prodigy
Allow the child to buy a single mental skill beyond their third dot
Multilingual
• - •••••
Two languages for every merit dot, speak conversationally. Turn into the Language Merit with 1 XP
Odd Jobs
Odd jobs, always has 10 or 20 bucks on hand.
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.
Prized Possession
A familiar item with a +2 equipment bonus for intended use, +1 for unintended uses
Social Prodigy
Allow the child to buy a single social skill beyond their third dot
Team Player
••
Once per chapter, roll presence + empathy. On success, +1 to all teamwork rolls.
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