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.

Aikido (Lancer)
• - •••••
Aikido is one of the best known martial arts in the world, both for its signature spinning and throwing techniques and its philosophy of peace and harmony
Berserker
• - •••••
The character supplements his chosen style or Skill with his own maddened fury.
Combat Art
• - ••••
The character supplements her chosen style or Skill with a carefully-trained showmanship.
Combat en Armure
•• - ••••
Reduce heavy armor penalties by 1 (••) or 2 (••••)
Combatant
••
Ignore a number of combat hacks involving the effects of pain and stres
Equipped Grappling
••
Add size of blunt weapon (3 or less) to overpowering maneuver dice pool
Evasive Striking
• - •••••
American or Hawaiian Kenpo, rapid-fire kung fu styles like wing chun and Filipino panantukan boxing
Firearms Retention
Subtract Brawl dots from attempts to disarm by overpowering
Frappe Agressive
• - •••••
“hard” karate styles such as Shotokan and Uechi-ryu, Hung Gar kung fu and old school bareknuckle boxing
Grappling
• - ••••
Your character has trained to grapple using old school, no holds barred catch wrestling
Ground and Pound
••
Perform Takedown/Throw, gain +2 to following unarmed strike
Heavy Hand
•••
+1 damage to unarmed strikes
Iaido (Armed Defensive Striking)
• - •••••
Your character has studied the art of iaido, focusing her awareness of her surroundings and her ability to respond to a threat to the razor’s edge.
Judo (Throwing)
• - •••••
Judo is an Olympic sport. Judo’s signature technique is the throw
Krav Maga (Defensive Striking)
• - •••••
Your character practices Krav Maga
Langschwert (Heavy Sword)
• - •••••
Your character is skilled in the German two-handed long sword style, or another martial art that specializes in using a long two-handed sword or stick.
Muay Thai
• - •••••
Trained in the art of Muay Thai
Qinna (Controls)
• - •••••
Your character is skilled in a Chinese martial arts style that emphasizes qinna, or another martial art that specializes in standing joint locks, holds and chokes.
Shurikenjutsu (Thrown)
• - ••••
This is the core Fighting Style for thrown edged weapons.
Sojutsu/Jukendo (Spear and Bayonet)
• - ••••
Your character knows how to use a spear in close combat.
Student of the Blade
May use Fighting Style with all Size 2 blades.
Sword and Shield (Shields)
• - •••••
Your character has trained extensively with a weapon in her primary hand and a shield in her off-hand.
The Weapon at Hand
••
Reflexive Wits + Weaponry roll for improvised weapon, instant action to wield, no penalty for being improvised on critical success
Weapons to Empty Hands
••
Use Brawl instead of Weaponry for maneuver-related attacks.