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.

Difficult to Ride
••••
+2 to resist the control or influence of ghosts and spirits
Easy Ride
••
You can welcome a possessing spirit in, remaining alert while ridden
Hollow Soul
••
You can welcome even spirits without the Possession Numen
Locus-Drinker
•••
Can draw Essence from a locus
Objet Maudit
• - •••••
Possess a cursed item, which may be invoked for a benefit and a paired drawback
Pleasing Aura
•••
+1 to Persuasion and Socialize rolls against spirits, often surrounded by spirit activity
Residual Spirit Energy
••
Can bribe spirits for information or favors, with a splash of blood.
Saintly
•••
+1 to Intimidation, abjury and exorcism against spirits, but -1 to Expression, Persuasion and Socialize against them
Shadow Contacts
••• - •••••
You know how and where to ask questions of a mysterious entity, but it extracts a price for answers
Shadowless Chambers
• - •••••
Take refuge in a place where spirits have difficulty following
Spirit Ear
•• - ••••
+1 to Empathy and Subterfuge rolls to understand spirits speaking human tongues, ignoring penalties, or with four dots, roll Wits + Empathy - 3 to understand the tongue of spirits
Unseen Sense (Spirits)
• - ••••
Alerted when particular phenomena about spirits present