Atouts

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.

Police Tactics
• - •••
Force 2 & Dextérité 2 & Endurance 2 & Bagarre 2 & Armes blanches 1
13th, p.81
mixed bag of subdue and compliance tricks

Your character has picked up some of the mixed bag of subdue and compliance tricks that cops learn in the academy and on the street. If he doesn’t have law enforcement experience himself, he’s most likely learned these maneuvers from someone who has.

Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have Weapon Retention until he has Compliance Hold. The maneuvers and their effects are listed below.

Compliance Hold (•): When trying to overpower an opponent you have grappled, you gain a +2 bonus to your Strength + Brawl roll if you attempt to immobilize or disarm him. You must choose your maneuver before making your roll, rather than after it, to gain this bonus.

Weapon Retention (••): An opponent who has grappled you must score successes equal to your Weaponry score on his Strength + Brawl roll to choose a “disarm” or “turn a drawn weapon” maneuver against you.

Speed Cuff (•••): If you have a pair of handcuffs or equivalent restraints drawn while grappling, you may choose “cuff” as an overpowering maneuver. With success, you get the cuffs on one of your opponent’s wrists. With exceptional success, you cuff both wrists.

Sworn Officer
• - ••••
The character must meet the basic requirements to be an officer in the department she selects. See p. 36 — 13th — for the minimum requirements for an MPD officer.
13th, p.81
Rights and duties of a sworn law officier

You character is a sworn law enforcement officer, with all the rights and duties thereof. She is empowered within her jurisdiction to make arrests, use department equipment and resources, view confidential information, request assistance from other agencies and use force during the course of her duties. She may legally carry a concealed deadly weapon anywhere in the United States not prohibited by federal law, even when off duty. When in another agency’s jurisdiction, she also can expect professional courtesy (see 13th, p. 60), subject to local customs and policies.

This Merit differs from Status in that Status represents a character’s standing within an organization, while Sworn Officer indicates that the character actually is a duly empowered law enforcement officer. The civilian director of the Midway Forensic Science Center may be an MPD employee with Status (MPD) ••••, but he’s still a civilian, not a sworn officer.

The number of dots purchased in this Merit determines the extent of the jurisdiction of the agency for which your character works. One dot indicates a small to mid-sized town or a rural county. Two dots indicate a major city (such as Midway) or a densely populated county. Three dots indicate a statewide agency. Four dots indicate a federal agency with national jurisdiction.

Note: For a police-centered story in which most or all of the characters are officers, the Storyteller is strongly encouraged to provide this Merit free. In such a case, being a cop is an intrinsic part of the story and players should not be charged points for playing characters that fit the game’s concept. However, an individual player who wants to play a cop character in a non-police-focused chronicle must still purchase this Merit.