Trace: • merits

Merits

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Merits

Physical Merits

Core

Ambidextrous (•••)

Effect: Your character does not suffer the -2 penalty for using his off hand in combat or to perform other actions.

Available only at character creation.

Automotive Genius (•)

Prerequisites: Crafts •••, Drive •, Science •

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, any relevant Crafts Specialties add one more potential modification to the total.

Crack Driver (••) or (•••)

Prerequisite: Drive •••

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 (•••)

Prerequisite: Strength ••• or Intelligence •••

Effect: Your character has an innate feel for the weak points in objects. When damaging an object, she ignores one point of the object’s Durability per dot with this Merit.

Double Jointed (••)

Prerequisite: Dexterity •••

Effect: Your character might have been a contortionist, or spent time practicing yoga. She can dislodge joints when need be. She automatically escapes from any mundane bonds without a roll. When grappled, subtract her Dexterity from any rolls to overpower her, as long as she’s not taking any aggressive actions.

Fleet of Foot (•) to (•••)

Prerequisite: Athletics ••

Effect: Your character is remarkably quick, and runs far faster than his frame suggests. He gains +1 Speed per dot, and anyone pursuing him suffers a -1 per dot to any foot chase rolls.

Giant (•••)

Effect: Your character is massive. She’s well over six feet tall, and crowds part when she approaches. She’s Size 6, and gains +1 Health. Available only at character creation.

Drawback: Buying clothing is a nightmare. Fitting in small spaces is difficult at best.

Hardy (•) to (•••)

Prerequisite: Stamina •••

Effect: Your character’s body goes further than it rightfully should. Add the dots in this Merit to any rolls to resist disease, poison, deprivation, unconsciousness, or suffocation.

Greyhound (•)

Prerequisites: Athletics •••, Wits •••, Stamina •••

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 (•••)

Prerequisites: Stamina ••• or Resolve •••

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

Prerequisites: Dexterity •••, Athletics ••

Your character is a trained and proficient free runner. Free running is the art of moving fluidly through urban environments with complex leaps, bounds, running tricks, and vaults. This is the type of sport popularized in modern action films, where characters are unhindered by fences, walls, construction equipment, cars, or anything else the city puts in their way.

Flow (•): Your character reacts instinctively to any obstacles with leaps, jumps, and scaling techniques. When in a foot chase, subtract your Parkour from the successes needed to pursue or evade. Also, ignore environmental penalties to Athletics rolls equal to your Parkour rating. Cat Leap (••): Your character falls with outstanding grace. When using a Dexterity + Athletics roll to mitigate damage from falling, your character gains one automatic success. Additionally, add your Parkour rating to the threshold of damage that can be removed through this roll. Parkour will not mitigate damage from a terminal velocity fall. Wall Run (•••): When climbing, your character can run upward for some distance before having to traditionally climb. Without rolling, your character scales 10 feet + five feet per dot of Athletics as an instant action, rather than the normal 10 feet.

Expert Traceur (••••): Parkour has become second nature for your character. By spending a Willpower point, you may designate one Athletics roll to run, jump, or climb as a rote action (reroll all failed dice once). On any turn during which you use this ability, you may not apply your character’s Defense to oncoming attacks.

Freeflow (•••••): Your character’s Parkour is now muscle memory. She can move without thinking, in a Zenlike state. The character must successfully meditate (see p. 75) in order to establish Freeflow. Once established, your character is capable of taking Athletics actions reflexively once per turn. By spending a point of Willpower on an Athletics roll in a foot chase, gain three successes instead of three dice.

Quick Draw (•)

Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen

Effect: Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained in that weapon or style enough that pulling the weapon is his first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time his Defense applies.

Relentless (•)

Prerequisites: Athletics ••, Stamina •••

Effect: Your character will not stop running, whether away from a pursuer or toward prey. In any chase (see p. 84) your opponents must achieve two additional successes against yours to catch her or elude her.

Seizing the Edge (••)

Prerequisites: Wits •••, Composure •••

Effect: Your character is always ready for a chase. Whether to escape a threat or hunt down a rival, she’s always geared and ready to go. She always has the Edge in the first turn of a chase scene (see p. 84). Additionally, the opponent must make a successful Wits + Composure roll, as if being ambushed, or your character does not have to account for her Speed or Initiative when calculating needed successes in the first turn.

Sleight of Hand (••)

Prerequisite: Larceny ••• Effect: Your character can pick locks and pockets without even thinking about it. She can take one Larceny-based instant action reflexively in a given turn. As well, her Larceny actions go unnoticed unless someone is trying specifically to catch her.

Small Framed (••)

Effect: Your character is diminutive. He’s not five feet, and it’s easy to walk into him without noticing. He’s Size 4, and thus has one fewer Health box. He gains +2 to any rolls to hide or go unnoticed, and this bonus might apply any time being smaller would be an advantage, such as crawling through smaller spaces. Available only at character creation.

Drawback: In addition to the lower Health, your character might be overlooked or not taken seriously by some people.

Stunt Driver (•) to (•••••) Style

Prerequisites: Dexterity •••, Drive •••, Wits •••

Effect: Your character is an expert behind the wheel, and can push a vehicle beyond normal limits. Each dot of this Merit grants access to another driving technique.

Defensive Driving (•): Your character knows how to protect herself and her vehicle while driving. Subtract her Drive dots from any attempt to hit her vehicle while it’s mobile.

Speed Demon (••): Your character is an expert at pushing vehicles to their potential in no time flat. Each success on rolls to accelerate a vehicle (see p.98) raises the vehicle’s Speed by 10 instead of 5. Drift (•••): Your character knows how to use her vehicle’s momentum to efficiently turn at high speeds. She never needs to make a maneuvering roll to turn at high speeds. Clipping (••••): Your character has experience hitting things with her vehicle in such a way as to not hurt herself much. When voluntarily hitting another character or vehicle with hers, ignore damage to her own vehicle equal to her Wits. This is applied before Durability.

merits.1747717405.txt.gz · Last modified: 2025/05/20 05:03