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.

Devoted
• - •••••
allows to retain a number of Social Merits in torpor for nearly any length of time
Distant Sympath
••
No longer limited when attempting to sense another through Blood Sympathy; this is only sensory, and does not allow use of disciplines over long distances.
Remnant of Clarit
• - •••
Keep a year of memory completely clearly through the Fog of Ages, each dot adds dice to rolls to remember it.
Requiem Diary
• - •••••
Represents a written record of unlife, allowing 9-again on rolls to research one's own past.
Taste of the Strange
• - ••••
Allows one to regain Vitae from drinking the blood of other supernatural creatures; may be taken up to three times.
Tenacious Consciousness
••
Gain a +2 bonus to awaken from torpor or daytime slumber due to external threats.
Tomb
• - ••••
Add dots in Tomb to Haven Security for the purposes of repelling intrusion.
Vice Over Virtue
••
Reverse how one regains Willpower through Vice and Virtue; Vice returns all spent Willpower, and Virtue returns a single point.
Vitae Connoisseur
Choose a specific kind of favored prey (blondes, terrified victims, etc.) and regain a point of Willpower. This only works once a night.
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.