Merits

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Ability Master (6) : Pick a single skill, talent, or knowledge that you have 5 in. : you’re uncontested at whatver this is. +4 to all roles relating to this ability.

Acute Senses: (2 pt)
You have exceptionally sharp hearing and keen vision, with a nose that can smell for miles.

Animal Buddy (3 pt)
You have pet(s) who have been trained and can assist you in combat or daily deeds.

Animal Magnetism (1) : You have the “fuck me” aura, and receive a -2 difficulty on seduction and similar rolls (though this may inspire jealousy in the people who view you as competition).

Ambidextrous: (1 pt)
You have a high degree of off-hand dexterity and can perform tasks with the ‘wrong’ hand. Can use both hands at the same time.

Barfly (0 pt)
Have an easy time finding you way into bars and clubs.

Beast Affinity (1-4) : Animals are unusually drawn to you, and though you can’t speak with them, you can communicate with them on a limited level using tone of voice and body language. 1-point affinity is with one specific type of animal, 2-point is with one group, 3 is with all natural animals. In appropriate settings, a 4-point version extends your affinity to supernatural animals as well.

Berserker: (2pt)
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will.

Black-Market Ties: (1-5pt)
You may just know how to get in time to time, or you may know how to get anything you need for the best price.

Bruiser (1)
Your appearance is sufficiently thuglike to inspire fear or at disquiet in those who see you. While you’re not necessarily per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you.

Calm Heart: (3pt)
You are naturally calm and well-composed, and do not easily fly off the handle.

Catlike balance (1pt)
All difficulties of balance-related rolls are reduced.

Charmed Existence: (6pt)
You’re protected, and you do not face the perils that others must. It could be that you are simply lucky.

Child (1-3) : Your supernatural abilities manifested early. The depth of this flaw depends on just how young you are and on the situations you are likely to be in (if you’re eight years old and your party hangs out in a bar, you have to figure out have to get in). Quite likely, you also have the Short flaw.

Code of Honor: (1 pt)
You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it. You can automatically resist most temptations that would bring you in conflict.

Coldly Logical (1)
While some might refer to you as a “cold fish,” you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings.

Combat Awareness (2 pt)
+2 To any situational awareness roll

Common Sense: (1pt)
You have a significant amount of practical everyday wisdom.

Compassionate (4pt)
You are more understanding of the problems of others. You have an easier time gaining the trust of others.

Computer Aptitude (2pt)
You have a natural affinity with computers.

Concentration: (1pt)
You have the ability to focus your mind and shut out any distractions or annoyances.

Contacts : (1pt – 5pt)

Each dot represents overall information-gathering ability, knowledge, accuracy and reliability of that Contact and any information they provide.
Contacts are not minions: they may or may not readily supply information sought.
Contacts are strictly channels through which information can be gained and serve no other purpose.

Crack Driver: (1pt)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors.

Culture Knack (3) : You have a knack for fitting in wherever you are, and though you may not know them beforehand, you pick up on customs quickly. In appropriate situations, your social difficulties may be lowered, or you may be able to recover from a botched roll with another roll at normal difficulty.

Danger Sense: (2pt)
You have a sixth sense that warns you of danger.

Daredevil: (3 pt)
You are good at taking risks, and are even better at surviving them. Daredevil does not effect rolls if the survivability or risk is influenced by flaws.

Deadened Nerves (4)

Double-Jointed (1pt)
You are unusually supple. Squeezing through a tiny space is one example of a use for this Merit.

Eidetic Memory: (2pt)
You can remember things seen and heard with perfect detail.

Enchanting Voice (2pt)
There is something in your voice, that others cannot ignore.

Extremely Educated, Skilled, or Talented (5): You have a large general amount of knowledge, skill, or talent, you gain +1 to every category in that field. Nothing can go above 5.

Fast Learner: (3pt)
You learn very quickly, and pick up on new things faster than most do.

Friendly Face (1)
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined towards you because of it. The effect doesn’t fade if you explain the “mistake”. This merit only functions on a first meeting.

Fist of God (7) – All Damage (Ranged, Magic, or Melee) done is converted to holy damage. If fighting an unholy enemy and holy damage is not the most effective damage, it is instead converted to the most damaging element.

Fountain of Life (5) – Your blood is blessed by the gods. You seem to have supernatural healing, bruises heal in mear hours, burned smoth over in a day. Severe wounds and gashes heal in a week.

Gall (2) : You got moxy, kid. Add an extra die to any Social roll requiring backbone.

Gargantuan (5) – You are a massive creature. Most people will quickly be intimidated by your size. You are a minimum of 11 ft, max size can be negotiated with the DM. While you will have a larger health pool, you will struggle in small spaces.

Guardian Angel: (6pt)
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be protected. However, one can never count upon a guardian angel.

Harmless (1)
Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seen insulting, it’s also what’s kept you from being killed. No one considers you worth the time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result.

Hideaway (2) : You have a little place somewhere nobody else knows about, fairly well-stocked.

Honeyed Tongue (2) : You’ve sold gallons of snake oil and thousands of deeds to the Brooklyn Bridge, and most customers still think they’re satisfied. All subterfuge attempts gain one automatic success.

Huge Size (3pt)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. Able to suffer more harm before you are incapacitated.

Indominible Soul (7) – No form of charming, or mind effecting magic can effect you in any way. On a high resistance roll the magic will even backfire on the caster.

Jack-Of-All-Trades: (5 pt)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you’ve held, or just all-around know-how.

Legendary Existence (5) – People know your name far and wide, this can either prompt for help in charismatic roles or intimidation roles.

Lightning Calculator : (1pt)
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks.

Mechanical Aptitude: (1 pt)
You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices such as computers). However, this Merit doesn’t help you drive any sort of vehicle.

Misplaced Heart (2pt)
Your heart has actually moved within your body, though no more than two feet from its original position near the middle of your chest.

Nine Lives (6)
Fate has granted you the opportunity to come as close to Final Death as anyone can get get and still survive.

Pain Tolerance (2pt)
Maybe you’ve deadened your nerves through Vicissitude. Maybe you’re a tough bastard. Maybe it turns you on.

Pitiable: (1 pt)
There is something about you that others pity. This causes them to care for you as if you were a Child. Some Natures will not be affected by this Merit (Autocrat, Deviant, Fanatic, Sycophant), and some Demeanors may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how little) you like it.

Precocious (3)
You learn quickly. The time for you to pick up a particular Ability (or Abilities) is cut.

Precognition (4) : You have glimpses of the future. Though you can enter a trance and try to summon a vision, this foresight usually comes out of nowhere, and can be quite shocking in some circumstances.

Reputation (2) : You’ve built yourself an excellent reputation amongst your kind. Add 3 dice to Social pools when dealing with the people in your sept/clan/chantry/freehold/faction/etc.

Siren (5) – Your voice is absolutely divine, it can easily charm weak willed individuals. In times of emergency your voice can be used as a weapon for piercing magic damage.

Slimy (1)
Like a worm or mollusk, you have skin or cooling system that secretes an oozing slime. It is easier to soak fire damage and it is more difficult for opponents to grab you.

Swarm Attractor (2) : Your skin exudes a grease that attracts flies, gnats, bees and other flying insects. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion. The bugs may travel up to 20 feet from you to sting and distract foes.

Technophile – (1pt)
You have a keen insight of how humanoid robots work, especially those with an AI of the opposite sex. The character is disadvantaged with lusting towards automatons.

Time Sense (1) : You have an inate sense of time, and can with a good deal of accuracy tell what time it is without a watch. In performing feats where timing may be essential (such as certain combat or athletic maneuvers), difficulties may be lowered or dropped.

Tough Hide (2pt)
Thick, leathery skin or hardened metal envelops you. Easier to soak damage.

True Love: (1pt)
You have discovered, but may have lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. However, your true love may also be a hindrance, and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit.

Twin Link (4-6) (Both Character Require a Degree of This Merit) : You share a psychic, if not spiritual, link with one person. As a 4 point merit, you get +2 to Empathy/Awareness rolls when determining how your “twin” feels. As a 6 point merit, you have a bond with the twin that’s nearly telepathic; you always know what this person is feeling and to a limited extent, thinking. Either member can block this if they wish, though doing so requires some concentration.

Unimpressed (5) – You have tight control over your emotions and a monstrous awareness of self. You will not be alarmed or angry when a villans unravels his plans. Your wife’s murder will be a slight disgruntlement. You can quickly spite others with your strong unamusement.

Unobtrusive ( 2pt )
You are not a very noticeable person, gain a modifier to stealth and awareness rolls when doing a mundane task such as clearing a table, reading a book, or a mundane desk job.

Useful Knowledge (1)
You have expertise in a specific field that makes your conversation intriguing.

Well-Traveled (3) : You are knowledgeable of the ways of the world from your travels and studies. Once per game session, you can gain an automatic success on a non-magical roll to gain a piece of information.

Merits

Izecland Dinny Dinny