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| - | . | + | ====== Merits ====== |
| ====== Mental Merits ====== | ====== Mental Merits ====== | ||
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| **Effect:** While your character does not necessarily possess a breadth of knowledge about the supernatural, | **Effect:** While your character does not necessarily possess a breadth of knowledge about the supernatural, | ||
| - | ==== Fast Reflexes (•) to (•••) ==== | + | ==== Fast Reflexes (• to •••) ==== |
| **Prerequisite: | **Prerequisite: | ||
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| **Effect:** Your character has one particular knack that can contribute amazingly to an investigation. Choose a Skill when purchasing this Merit; when making rolls to Uncover Clues (see p. 79), she achieves exceptional success on three successes instead of five. As well, Clues that come from her use of that Skill start with one additional element. You may purchase this Merit multiple times, to enhance different Skills. | **Effect:** Your character has one particular knack that can contribute amazingly to an investigation. Choose a Skill when purchasing this Merit; when making rolls to Uncover Clues (see p. 79), she achieves exceptional success on three successes instead of five. As well, Clues that come from her use of that Skill start with one additional element. You may purchase this Merit multiple times, to enhance different Skills. | ||
| - | ==== Investigative Prodigy (•) to (•••••) ==== | + | ==== Investigative Prodigy (• to •••••) ==== |
| **Prerequisites: | **Prerequisites: | ||
| Line 75: | Line 76: | ||
| **Effect:** Your character is skilled with an additional language, beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language. | **Effect:** Your character is skilled with an additional language, beyond her native tongue. Choose a language each time you buy this Merit. Your character can speak, read, and write in that language. | ||
| - | ==== Library (•) to (•••) ==== | + | ==== Library (• to •••) ==== |
| **Effect:** Your character has access to a plethora of information about a given topic. When purchasing this Merit, choose a Mental Skill. The Library covers that purview. On any extended roll involving the Skill in question, add the dots in this Merit. This Merit can be purchased multiple times, to reflect different Skills. Additionally, | **Effect:** Your character has access to a plethora of information about a given topic. When purchasing this Merit, choose a Mental Skill. The Library covers that purview. On any extended roll involving the Skill in question, add the dots in this Merit. This Merit can be purchased multiple times, to reflect different Skills. Additionally, | ||
| - | ==== Meditative Mind (•), (••), or (••••) ==== | + | ==== Meditative Mind (•, ••, or ••••) ==== |
| **Effect:** Your character’s meditation is far more fulfilling than for other characters. With the one-dot version of this Merit, the character does not suffer environmental penalties to meditation (see p. 75), even from wound penalties. With the two-dot version, when the character has successfully meditated, she gains a +3 bonus on any Resolve + Composure rolls during the same day, as she’s steeled herself against the things in the world that would shake her foundation. At the four-dot level, she only needs a single success to gain the benefits of meditation for the day, instead of the normal four. | **Effect:** Your character’s meditation is far more fulfilling than for other characters. With the one-dot version of this Merit, the character does not suffer environmental penalties to meditation (see p. 75), even from wound penalties. With the two-dot version, when the character has successfully meditated, she gains a +3 bonus on any Resolve + Composure rolls during the same day, as she’s steeled herself against the things in the world that would shake her foundation. At the four-dot level, she only needs a single success to gain the benefits of meditation for the day, instead of the normal four. | ||
| + | |||
| + | ==== Multilingual (•) ==== | ||
| + | **Effect:** Your character has a strong affinity for language acquisition. Each time you purchase this Merit, choose two languages. Your character can speak conversationally in those languages. With an Intelligence + Academics roll, he may also read enough of the language to understand context. If you purchase the Language Merit for either of these languages, replace the Multilingual language. For example, if you have Multilingual (French, Italian), and purchase Language: Italian, you may choose to take Multilingual (French, Portuguese). | ||
| + | |||
| + | ==== Patient (•) ==== | ||
| + | **Effect:** Your character knows how to pace herself and take the time to do the job right the first time. When taking an extended action, you may make two additional rolls, above what your Attribute + Skill allows. | ||
| + | |||
| + | ==== Professional Training (• to •••••) Style ==== | ||
| + | **Effect:** Your character has extensive training in a particular profession, which offers distinct advantages in a handful of fields. When choosing this Merit, choose or create a Profession for your character (see the sidebar). Mark the two Asset Skills on your character sheet. The advantages of Professional Training relate directly to those Asset Skills. | ||
| + | • Networking: At the first level of Professional Training, your character builds connections within her chosen field. Take two dots of Contacts relating to that field. Continuing Education: With the repeated efforts in her field of choice, your character tends toward greater successes. When making a roll with her Asset Skills, she benefits from the 9-again quality. | ||
| + | ••• Breadth of Knowledge: Due to her advancement in her field, she’s picked up a number of particular bits of information and skill unique to her work. Choose a third Asset Skill, and take two Specialties in your character’s Asset Skills. | ||
| + | •••• On the Job Training: With the resources at her disposal, your character has access to extensive educational tools and mentorship. Take a Skill dot in an Asset Skill. Whenever you purchase a new Asset Skill dot, take a Beat. | ||
| + | ••••• The Routine: With such extensive experience in her field, her Asset Skills have been honed to a fine edge, and she’s almost guaranteed at least a marginal success. Before rolling, spend a Willpower point to apply the rote action quality to an Asset Skill. This allows you to reroll all the failed dice on the first roll. | ||
| + | |||
| + | ==== Tolerance For Biology (•) ==== | ||
| + | **Prerequisite: | ||
| + | |||
| + | **Effect:** Most people turn away at the sight of blood, other bodily fluids, or exotic biology. Your character has seen enough that nothing turns her stomach. When other characters must resist shock or physical repulsion from the disgusting and morbid, your character stands her ground. You do not need to make Composure, Stamina, or Resolve rolls to withstand the biologically strange. This doesn’t mean she’s immune to fear; she’s just used to nature in all its nasty forms. | ||
| + | |||
| + | ==== Trained Observer (• or •••) ==== | ||
| + | **Prerequisite: | ||
| + | |||
| + | **Effect:** Your character has spent years in the field, catching tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again. | ||
| + | |||
| + | ==== Vice-Ridden (••) ==== | ||
| + | **Effect:** Your character is one of the worst examples of humanity in the Chronicles of Darkness. He has two Vices, although he may still only regain one Willpower per scene he indulges himself. | ||
| + | |||
| + | ==== Virtuous (••) ==== | ||
| + | **Effect:** Your character is a light of good in the Chronicles of Darkness. She has two Virtues. The limitations of how many times she may refresh Willpower using a Virtue remain the same, but it’s up to you which Virtue she uses each time. | ||
| + | |||
| ====== Physical Merits ====== | ====== Physical Merits ====== | ||
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| **Effect:** Your character knows how to fine-tune a vehicle to utter extremes. When determining how many modifications she can add to a vehicle (see p. 98), triple her Crafts dots instead of doubling them. So, a character with Crafts •••• could support 12 combined modifications on a vehicle instead of eight. Additionally, | **Effect:** Your character knows how to fine-tune a vehicle to utter extremes. When determining how many modifications she can add to a vehicle (see p. 98), triple her Crafts dots instead of doubling them. So, a character with Crafts •••• could support 12 combined modifications on a vehicle instead of eight. Additionally, | ||
| - | ==== Crack Driver (••) or (•••) ==== | + | ==== Crack Driver (•• or •••) ==== |
| **Prerequisite: | **Prerequisite: | ||
| **Effect:** Your character’s an ace at the wheel, and nothing shakes his concentration. So long as he’s not taking any actions other than driving (and keeping the car safe), add his Composure to any rolls to Drive. Any rolls to disable his vehicle suffer a penalty equal to his Composure as well. With the three-dot version, once per turn he may take a Drive action reflexively. | **Effect:** Your character’s an ace at the wheel, and nothing shakes his concentration. So long as he’s not taking any actions other than driving (and keeping the car safe), add his Composure to any rolls to Drive. Any rolls to disable his vehicle suffer a penalty equal to his Composure as well. With the three-dot version, once per turn he may take a Drive action reflexively. | ||
| - | ==== Demolisher (••) or (•••) ==== | + | ==== Demolisher (•• or •••) ==== |
| **Prerequisite: | **Prerequisite: | ||
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| **Effect:** Your character might have been a contortionist, | **Effect:** Your character might have been a contortionist, | ||
| - | ==== Fleet of Foot (•) to (•••) ==== | + | ==== Fleet of Foot (• to •••) ==== |
| **Prerequisite: | **Prerequisite: | ||
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| **Drawback: | **Drawback: | ||
| - | ==== Hardy (•) to (•••) ==== | + | ==== Hardy (• to •••) ==== |
| **Prerequisite: | **Prerequisite: | ||
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| **Effect:** Your character works best when chasing or being chased; the hunt is in his blood. When in a chase (see p. 84), you receive the effects of an exceptional success on three successes instead of five. | **Effect:** Your character works best when chasing or being chased; the hunt is in his blood. When in a chase (see p. 84), you receive the effects of an exceptional success on three successes instead of five. | ||
| - | ==== Iron Stamina (•) to (•••) ==== | + | ==== Iron Stamina (• to •••) ==== |
| **Prerequisites: | **Prerequisites: | ||
| **Effect:** Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina •• is able to ignore up to a -2 modifier brought on by fatigue. The Merit also counteracts the effects of wound penalties. So, if all of your character’s Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina •, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones. | **Effect:** Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina •• is able to ignore up to a -2 modifier brought on by fatigue. The Merit also counteracts the effects of wound penalties. So, if all of your character’s Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina •, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones. | ||
| - | ==== Parkour (•) to (•••••) Style ==== | + | ==== Parkour (• to •••••) Style ==== |
| **Prerequisites: | **Prerequisites: | ||
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| **Drawback: | **Drawback: | ||
| - | ==== Stunt Driver (•) to (•••••) Style ==== | + | ==== Stunt Driver (• to •••••) Style ==== |
| **Prerequisites: | **Prerequisites: | ||
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| Drift (•••): | Drift (•••): | ||
| Clipping (••••): | Clipping (••••): | ||
| + | |||
| + | ====== Social Merits ====== | ||
| + | |||
| + | ===== Core ===== | ||
| + | |||
| + | ==== Allies (• to •••••) ==== | ||
| + | **Effect:** Allies help your character. They might be friends, employees, associates, or people your character has blackmailed. Each instance of this Merit represents one type of ally. This could be an organization, | ||
| + | Each dot represents a layer of influence in the group. One dot would constitute small favors and passing influence. Three could offer considerable influence, such as the police overlooking a misdemeanor charge. Five dots stretches the limits of the organization’s influence, as its leaders put their own influence on the line for the character. This could include things such as massive insider trading or fouling up a felony investigation. No matter the request, it has to be something that organization could accomplish. | ||
| + | The Storyteller assigns a rating between one and five to any favor asked. A character can ask for favors that add up to her Allies rating without penalty in one chapter. If she extends her influence beyond that, her player must roll Manipulation + Persuasion + Allies, with a penalty equal to the favor’s rating. If the roll is successful, the group does as requested. Failed or successful, the character loses a dot of Allies. This dot may return at the end of the chapter (see Sanctity of Merits, on p. 43.) On a dramatic failure, the organization resents her and seeks retribution. On an exceptional success, she doesn’t lose the dot. | ||
| + | One additional favor a character can ask of her Allies is to block another character’s Allies, Contacts, Mentor, Retainer, or Status (if she knows the character possesses the relevant Merit). The rating is equal to the Merit dots blocked. As before, no roll is necessary unless the target’s Merit exceeds the character’s Allies. If the block succeeds, the character cannot use the Merit during the same chapter. | ||
| + | |||
| + | ==== Alternate Identity (•), (••), or (•••) ==== | ||
| + | **Effect:** Your character has established an alternate identity. | ||
| + | The level of this Merit determines the amount of scrutiny it holds up to. At one dot, the identity is superficial and unofficial. For example, your character uses an alias with a simple costume and adopts an accent. She hasn’t established the necessary paperwork to even approach a bureaucratic background check, let alone pass one. At two dots, she’s supported her identity with paperwork and identification. It’s not liable to stand up to extensive research, but it’ll turn away private investigators and internet hobbyists. At three dots, the identity can pass a thorough inspection. The identity has been deeply entrenched in relevant databases, with subtle flourishes and details to make it seem real, even to trained professionals. | ||
| + | Additionally, | ||
| + | This Merit can be purchased multiple times, each time representing an additional identity. | ||
| + | |||
| + | ==== Anonymity (• to •••••) ==== | ||
| + | **Prerequisites: | ||
| + | |||
| + | **Effect:** Your character lives off the grid. This means purchases must be made with cash or falsified credit cards. She eschews identification. She avoids any official authoritative influence in her affairs. Any attempts to find her by paper trail suffer a -1 penalty per dot purchased in this Merit. | ||
| + | |||
| + | **Drawback: | ||
| + | |||
| + | ==== Barfly (••) ==== | ||
| + | **Prerequisite: | ||
| + | |||
| + | **Effect:** Your character is a natural in the bar environment, | ||
| + | |||
| + | ==== Closed Book (• to •••) ==== | ||
| + | **Prerequisites: | ||
| + | |||
| + | **Effect:** Your character is particularly tough to crack. When a character uses Social Maneuvering (see p. 81) against her, add her dots in this Merit as additional Doors. In other Social actions to uncover her true feelings, motives, and position, add her Merit dots to any contested rolls for her. | ||
| + | At the Storyteller’s discretion, this can apply to supernatural effects used against her. For example, it might allow her to resist a power that forces her to speak the truth, since she can manipulate the wording. However, it wouldn’t affect someone looking at her aura, since she cannot manipulate her spiritual resonance. | ||
| + | |||
| + | ==== Contacts (• to •••••) ==== | ||
| + | **Effect:** Contacts provide your character with information. Each dot in this Merit represents a sphere or organization with which the character can garner information. For example, a character with Contacts ••• might have Bloggers, Drug Dealers, and Financial Speculators for connections. Contacts do not provide services, only information. This may be face-to-face, | ||
| + | The Storyteller should give a bonus or penalty, dependent on how relevant the information is to that particular Contact, whether accessing the information is dangerous, and if the character has maintained good relations or done favors for the Contact. These modifiers should range from -3 to +3 in most cases. If successful, the Contact provides the information. | ||
| + | One use of a Contact is to dig dirt on another character. A Contact can find another character’s Social Merits, and any relevant Conditions (Embarrassing Secret is a prime example.) | ||
| + | A character can have more than five Contacts, but the Merit’s rating is limited to five, for the purposes of Allies blocking. | ||
| + | |||
| + | ==== Fame (• to •••) ==== | ||
| + | Effect: Your character is recognized within a certain sphere, for a certain skill, or because of some past action or stroke of luck. This can mean favors and attention, it can also mean negative attention and scrutiny. When choosing the Merit, define what your character is known for. As a rule of thumb, one dot means local recognition, | ||
| + | Drawback: Any rolls to find or identify the character enjoy a +1 bonus per dot of the Merit. If the character has Alternate Identity, she can mitigate this drawback. A character with Fame cannot have the Anonymity Merit. | ||
| + | |||
| + | ==== Fast Talking (• to •••••) Style ==== | ||
| + | **Prerequisites: | ||
| + | |||
| + | Your character talks circles around listeners. He speaks a mile a minute, and often leaves his targets reeling, but nodding in agreement. | ||
| + | |||
| + | Always Be Closing (•): With the right leading phrases, your character can direct a mark to say what he wants, when he wants. This trips the mark into vulnerable positions. When a mark contests or resists your character’s Social interactions, | ||
| + | |||
| + | Jargon (••): Your character confuses his mark using complex terminology. You may apply one relevant Specialty to any Social roll you make, even if the Specialty isn’t tied to the Skill in use. | ||
| + | |||
| + | Devil’s Advocacy (•••): | ||
| + | |||
| + | Salting (••••): | ||
| + | |||
| + | The Nigerian Scam (•••••): | ||
| + | |||
| + | ==== Fixer (••) ==== | ||
| + | **Prerequisite: | ||
| + | |||
| + | **Effect:** Your character is people that knows people. She can not only get in touch with the right people to do a job, but she can get them at the best possible prices. When hiring a service (see p. 100), reduce the Availability score of the service by one dot. | ||
| + | |||
| + | ==== Hobbyist Clique (••) ==== | ||
| + | **Prerequisite: | ||
| + | |||
| + | **Effect:** Your character is part of a group of hobbyists that specialize in one area, represented by a Skill. It may be a book club, a coven, a political party, or any group brought together by a common interest. When the group’s support is available, you benefit from the 9-again quality on rolls involving the group’s chosen Skill. As well, the clique offers two additional dice on any extended actions involving that Skill. | ||
| + | |||
| + | **Drawback: | ||
| + | |||
| + | ==== Inspiring (•••) ==== | ||
| + | **Prerequisite: | ||
| + | |||
| + | **Effect:** Your character’s passion inspires those around her to greatness. With a few words, she can redouble a group’s confidence or move them to action. | ||
| + | Make a Presence + Expression roll. A small group of listeners levies a -1 penalty, a small crowd a -2, and a large crowd a -3. Listeners gain the Inspired Condition. The character may not use this Merit on herself. | ||
| + | |||
| + | ==== Iron Will (••) ==== | ||
| + | Prerequisite: | ||
| + | Effect: Your character’s resolve is unwavering. When spending Willpower to contest or resist in a Social interaction, | ||
| + | |||
| + | ==== Mentor (• to •••••) ==== | ||
| + | **Effect:** This Merit gives your character a teacher that provides advice and guidance. He acts on your character’s behalf, often in the background, and sometimes without your character’s knowledge. While Mentors can be highly competent, they almost always want something in return for their services. The dot rating determines the Mentor’s capabilities, | ||
| + | |||
| + | Mentor wants from your character. This should be personally important to him, and it should reflect on the dot rating chosen. A one-dot Mentor might be incapable of dealing with modern society, and want to live vicariously through your character. This might mean coming to him and telling stories of her exploits. A five-dot Mentor would want something astronomical, | ||
| + | |||
| + | Choose three Skills the Mentor possesses. You can substitute Resources for one of these Skills. Once per session, the character may ask her Mentor for a favor. The favor must involve one of those Skills, or be within the scope of his Resources. The Mentor commits to the favor (often asking for a commensurate favor in return), and if a roll is required, the Mentor is automatically considered to have successes equal to his dot rating. Alternately, | ||
| + | |||
| + | ==== Mystery Cult Initiation (• to •••••) ==== | ||
| + | Cults are far more common than people would like to | ||
| + | admit. “Mystery cult” is the catch-all term for a phenomenon | ||
| + | ranging from secret societies couched in fraternity houses, to | ||
| + | scholarly cabals studying the magic of classical symbolism, to | ||
| + | mystical suicide cults to the God-Machine. | ||
| + | Mystery Cult Initiation reflects membership in one of | ||
| + | these esoteric groups. The dot rating dictates standing. One | ||
| + | dot is an initiate, two a respected member, three a priest or | ||
| + | organizer, four a decision-making leader, and five is a high | ||
| + | priest or founder. If you wish your character to begin play | ||
| + | in a cult, work with your Storyteller to develop the details. | ||
| + | Designing a Mystery Cult requires three things, at bare | ||
| + | minimum. First is a Purpose. This is the defining reason the cult exists. Usually it’s tied in with the cult’s history and | ||
| + | recent background. Second is a Relic. This is an item that | ||
| + | |||
| + | grounds members’ faith. For example, a piece of the God- | ||
| + | Machine, an ancient text bound in human flesh, or the | ||
| + | |||
| + | mummified flesh of a saint. The last is a Doctrine. Every | ||
| + | cult is defined by its rules and traditions. In addition to standing, a Mystery Cult Initiation Merit of- | ||
| + | fers benefits at each level of influence. Develop these as well. | ||
| + | |||
| + | The following are guidelines; use them to craft your cults: | ||
| + | • A Skill Specialty or one-dot Merit, pertaining to | ||
| + | the lessons taught to initiates. | ||
| + | •• A one-dot Merit. | ||
| + | |||
| + | ••• A Skill dot, or a two-dot Merit (often a supernatu- | ||
| + | ral Merit). | ||
| + | |||
| + | •••• A three-dot Merit, often supernatural in origin. | ||
| + | |||
| + | ••••• A three-dot Merit, or a major advantage not re- | ||
| + | flected in game traits. | ||