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.

Crucible Ritual
•••
Can make use of a 'crucible', a beneficial type of Wyrm's Nest. Can gain a discount to learn a coil or other benefits.
Fontal Ritual
••
Can make use of Wyrm's Nests known as "wellheads" or "fontal nests"; can learn fontal rituals and gains bonuses to find fontal nests.
Geomantic Nexus
• - •••••
Has a specially prepared area which provides bonuses to specific actions within; similar to and can overlap with the Haven merit.
Mind of the Devouring Worm
•••
As Eidetic Memory, but can be purchased after character creation.
Mind of the Inscrutable Hydra
••
Character can switch their mind to a state that grants a penalty to Intelligence tests, but all effects that attempt to read their mind are resisted or contested as if a Willpower point had been spent.
Mind of the Unblinking Serpent
••
Can determine when Obsfucate or Dominate have been used on the character.