Merits & Flaws.   Posted by The Shadow.Group: 0
The Shadow
 GM, 185 posts
Wed 23 Mar 2022
at 15:16
Merits
Selecting Merits



Included in this thread are a list of all the available merits and flaws. Some are listed as RESTRICTED so will need some discussion with the GM regarding their use.

Flaws are generally the opposite of merits, and will cause the character problems over the course of the game. The dots gained from flaws can only be used to purchase merits on a one-for-one basis.

There is no hard and fast upper limit to the number of flaws that a character can take beyond the rule of common sense and playability, but please note that each and every flaw will be used and abused, both to help create the background and setting to the game, and to cause the character difficulties.

This message was last edited by the GM at 14:43, Thu 18 Aug.

The Shadow
 GM, 186 posts
Wed 23 Mar 2022
at 15:17
Merits
Mental Merits



A Little Knowledge:
Cost: •
Pre: Mortal (non-supernatural)
A limited form of Eye for the Strange, this merit gives a +1 bonus to any roll made to recognise a strange or otherworldly situation or event.


Area of Expertise:
Cost: •
Pre: Resolve •• and one Skill Speciality
Give one area of speciality an additional +1 bonus.


Automotive Genius:
Cost: •
Pre: Craft •••, Drive •, Science •
Triple number of dots in Craft skill when determining how many modifications the character can make to a vehicle. In addition a related Craft speciality adds a further dot.


Bleeding Heart:
Cost: •••
Pre: Deviant character
Deviant gains a virtue. Once per chapter the Deviant can roll Resolve + Composure if they act in accordance with the virtue, and success means they regain all of their Willpower.


Blood on my Hands:
Cost: •••
Pre: Deviant character
Deviant gains a vice. Once per chapter the Deviant can roll Resolve + Composure if they act in accordance with the vice, and success means they regain all of their Willpower.


City Knowledge:
Cost: • to •••••
Pre: None
Using a Intelligence + Streetwise + rating in this merit to conjure up information about the named city at a moment's notice. This include the layout, its history and unusual facts about it.


Common Sense:
Cost: •••
Pre: None
Once per chapter as an instant action, a character may ask a simple question of the storyteller. If a roll of Wits + Composure is successful the storyteller must answer to the best of their ability. An exceptional success grants an additional question.


Danger Sense:
Cost: ••
Pre: None
Gain a +2 bonus to Wits + Composure to detect an impending ambush, or that something is amiss.


Direction Sense:
Cost: •
Pre: None
Character suffers no penalties to navigation or to find their way, and will always be able to tell which way is north.


Eidetic Memory:
Cost: ••
Pre: None
Gain a +2 bonus to Intelligence + Composure when rolling to recall minute facts or pieces of information. General information is recalled at will, such as past experiences.


Empathy:
Cost: ••
Pre: Empathy (Attribute) ••
Character has seen pain and can empathise with it. With a single Wits + Empathy roll, the character can identify any mental conditions from which the target suffers, as well as their integrity. A target can try to hide this with a Manipulation + Subterfuge, maximum being the target's integrity.
Any person who is a successful target of this ability is always one door down in any social maneuvering with the character.
After a successful roll and relevant, meaningful interaction, the character can give the 8-again quality to the target's breaking point rolls for the chapter.
If a target takes the character as a Support Network, they may never roll fewer dice for a breaking point than the character has Empathy dots.


Encyclopedic Knowledge:
Cost: ••
Pre: None
Select a skill for this merit. On a successful Intelligence + Wits roll they can recall relevant facts or details about that skill, including odd snippets of information or rumours.


EOD - Explosive Ordnance Disposal:
Cost: •••••
Pre: Wits or Dexterity •••, Crafts (Specialty Demolitions)
Character does not suffer the -2 penalty for disarming explosives that they did not build.


Eye for the Strange:
Cost: ••
Pre: Resolve ••, Occult ••
A successful Intelligence + Composure roll will inform the character whether the evidence before them has a natural explanation - or not. On a success the presence of the supernatural should be confirmed, and a useful piece of information on myth or folklore, or related information, should be offered. On an exceptional success, and if the problem is mundane in nature, then the character gains a +2 bonus to future investigation rolls regarding this case.


Fast Reflexes:
Cost: • per level, max •••
Pre: Wits ••• OR Dexterity •••
Adds +1 initiative per dot in the merit.


Favoured Weapon:
Cost: ••
Pre: Hunter
Gains +2 to Resolve+Composure tests when carrying the favoured weapon. Can only have one Favoured Weapon at a time.


Flashback:
Cost: •
Pre: Deviant
Once per chapter, a Deviant can accept the Shaken condition and suffer from a flashback. This could result in gaining of some useful information - a memory of particular people involved in the conspiracy, medical diagrams, code words, etc. The value of this vision may not immediately be apparent.


Good Samaritan:
Cost: ••
Pre: Deviant
Deviant gains a +2 to Intimidation or Persuasion rolls when trying to warn a Baseline away from a conspiracy's agenda, agents or actions.
The Deviant gains a beat if they use a Variation to aid a Baseline who is not a Loyalty Touchstone, though this risks drawing them to the attention of a conspiracy.


Good Time Management:
Cost: •
Pre: Academics •• OR Science ••
When taking an extended action, halve the time between rolls.


Holistic Awareness:
Cost: •
Pre: None
Character is skilled at non-traditional healing methods, meaning that they do not require medical equipment to stabilise or treat non-lethal injuries. With access to Woodlands or a purpose built greenhouse / herb garden, a successful Wits + Survival roll allows the character to gather sufficient resources for the patient.


Human Prey:
Cost: ••
Pre: None
Whenever violence breaks out but before the character rolls for Initiative, the character can choose to respond in one of three ways:
  • Fight - Fall into a beserk frenzy. Gain the Insane condition, but add +1 to Strength
  • Flight - Run away. Gain the Beaten Down tilt, and benefit from the 8-again quality on any actions used to escape the violence
  • Freezes - Stand motionless or cower in the corner, immobile. Suffer from the Stunned tilt or the Insensate tilt, but regain a point of Willpower


Hypervigilance:
Cost: •
Pre: None
Character benefits from the 8-again quality on any reflexive Wits + Composure roll to detect impending ambush, snare or danger.
Drawback: Gain the Spooked condition if an exceptional success is rolled to identify a source of danger.


Indomitable:
Cost: ••
Pre: Resolve •••
Character possesses Iron Will, and gains a two-dice bonus to all resistance rolls against supernatural based influence or manipulation (mind control, etc). Mundane methods will still affect the character as normal.


Interdisciplinary Speciality:
Cost: •
Pre: Chosen skill •••+, must have a speciality
A character can apply the +1 bonus from this speciality to other skills (with at least one dot) provided there is a justifiable reason.


Investigative Aide:
Cost: •
Pre: Chosen skill at •••+
Character should select one skill and when using that skill to uncover clues as part of an investigation they only require 3 successes to achieve an exceptional success (not 5 as normal).
This merit can be purchased multiple times.


Investigative Prodigy:
Cost: • per level, max •••••
Pre: Wits ••• OR Investigation •••
Character can uncover clues equal to their successes or merit dots (whichever is lower) for a scene. Only the first clue uncovered benefits from the additional elements of this merit.


Language:
Cost: •
Pre: None
Chose a language and the character can speak, read and write that language.
This merit can be purchased multiple times.


Library:
Cost: • per level, Max •••
Pre: None
Chose a mental skill. This character has access to a library of information on that skill area. When making an extended roll involving that skill, the character can add the level of this merit to their roll.
This merit can be purchased multiple times.


Library, Advanced:
Cost: • per level, Max •••••
Pre: Library •••, <= Safe Place
Choose a topic for every level of this merit, and for each topic the character may (once per scene) take the Informed Condition after consulting the library.


Lucid Dreamer:
Cost: ••
Pre: Resolve ••
Character may roll Resolve + Composure while asleep to dream lucidly. May awaken at any time.


Meditative Mind:
Cost: •, •• or ••••
Pre: None
• Character does not suffer environmental penalties when meditating.
•• After successfully meditating (four successes), a character receives a +3 bonus on any Resolve + Composure rolls for the rest of that day.
••• Requires only a single success when meditating to receive the +3 bonus.


Multilingual:
Cost: •
Pre: None
Select two languages. Character can speak these languages, but not read or write. If the merit Language is purchased for a Multilingual language, then the character can select a new language to replace the one lost.
This merit can be purchased multiple times.


Object Fetishism:
Cost: • per level, max •••••
Pre: None
The character places immense trust or faith in an object giving it almost supernatural qualities. The character links this merit to a skill speciality, and justifies how the object is tied to that specialism. Every chapter the character gain an additional number of Willpower points equal to this merit. If any Willpower point is spent on the specialism linked to the merit then any failure is considered a dramatic failure, while exceptional successes are scored on 3 rather than 5 successes.
If the character is separated from their fetish they cannot recover Willpower. If the object is ever destroyed it is a breaking point with a negative modifier equal to the dots in this merit.


Patient:
Cost: •
Pre: None
When taking an extended action, character can make two additional rolls beyond what the Attribute + Skill normally allows.


Professional Training:
Cost: • per level, Max •••••
Pre: None
Choose or create a profession for the character to link to this skill.
• Networking: Gain 2 contacts relating to the professional field
•• Continuing Education: When making a roll with the asset skills, the character benefits from the 9-again quality
••• Breadth of Knowledge: Choose a third asset skill relating to the professional field, and select two Specialities in Asset Skills
•••• The Job Training: Add a Skill Dot to one of the asset skills. Whenever a new Asset Skill dot is purchased, character gains a beat
••••• The Routine: Spend a Willpower point before rolling, and re-roll any failed dice from the first roll.

Example Professions: Academic (Academics, Science), Artist (Crafts, Expression), Athlete (Athletics, Medicine), Cop (Streetwise, Firearms), Criminal (Larceny, Streetwise), Detective (Empathy, Investigation), Doctor (Empathy, Medicine), Engineer (Crafts, Science), Hacker (Computer, Science), Hit Man (Firearms, Stealth), Journalist (Expression, Investigation), Labourer (Athletics, Craft), Occultist (Investigation, Occult), Politician (Politics, Subterfuge), Professional (Academics, Persuasion), Religious Leader (Academics, Occult), Scientist (Investigation, Science), Socialite (Politics, Socialise), Stuntman (Athletics, Drive), Survivalist (Animal Ken, Survival), Soldier (Firearms, Survival), Technician (Crafts, Investigation), Thug (Brawl, Intimidation), Vagrant (Streetwise, Survival).

Examples of each ranking for this merit:
• Beginner level, not very well known, is new to the field or is considered to have limited or little skill in the specialty
•• Experienced, has made a name for themselves and is considered skilled and competent
••• Veteran, the name might be known outside of the speciality to a few,
•••• Expert, the name will be known outside of the speciality, and commands respect from inside the specialist community
••••• One of the outstanding minds in the speciality, well known - the character is well known outside of the specialist community, and commands a lot of respect from anyone that recognises the name.


Reputation:
Cost: •• or ••••
Pre: None
Works like the Fame merit.
Instead of using Socialise or Persuasion, this merit uses a Social skill.
This represents a developed reputation that emotionally affects the target.


Scarred:
Cost: •
Pre: Integrity ••••• or lower
When a character fails a breaking point and loses Integrity, make a note of this merit and whatever event caused it. The character never again suffers a breaking point from that influence or action again.
This merit is tied to a condition that becomes persistent at the time the merit is taken. The normal resolution terms become a source of beats and removing the Scarred merit becomes the only means to resolve the condition.
Whilst the character has this merit they cannot increase their Integrity.


Secret Language (or cultural language):
Cost: •
Pre: None
The character is aware of and can communicate using a particular secret language known to a few. This could be a cultural language known only to a small community, or something akin to thieves tongue.
The language does not necessarily have to be spoken, it could be sign language, or like thieves tongue a mixture of spoken words and simple gestures to help put emphasis on particular points. The language could also be some hidden in poetry, song or creative writing.


Shared Suffering:
Cost: ••
Pre: Deviant
Gain a +2 bonus to Empathy and Medicine rolls when aiding another Deviant.
In addition


Technophile:
Cost: • to ••
Pre: None
• Pick a single type of equipment when choosing this merit; Edged weapons, Blunt weapons, Handguns,
•• Pick a broader category; Melee weapons, Firearms, Vehicles.
On a successful Intelligence + Wits roll they can recall relevant facts or details about that skill, including odd snippets of information or rumours.


Tolerance for Biology:
Cost: ••
Pre: Resolve •••
When called upon to resist the effects of the biologically strange (or a natural biological effect), the character automatically resists where others must roll against Composure, Stamina or Resolve.


Trained Observer:
Cost: • or •••
Pre: Wits ••• OR Composure •••
•  : Perception rolls (usually Wits + Composure) benefit from the 9-again quality
•••: Perception rolls (usually Wits + Composure) benefit from the 8-again quality


Vice-Ridden:
Cost: ••
Pre: None
Character has two vices, though can still only regain one Willpower point per scene when indulged.


Virtuous:
Cost: ••
Pre: None
Character has two virtues.


This message was last edited by the GM at 23:32, Thu 01 Sept.

The Shadow
 GM, 187 posts
Wed 23 Mar 2022
at 15:18
Merits
Physical Merits



Ambidextrous:
Cost: •••,  at character creation only
Pre: None
Does not suffer the -2 penalty for using the off-hand.


Defender:
Cost: • per level, max •••
Pre: None
For each dot the character gain a Willpower point they can only use on actions used to defend those that they love. They replenish each chapter.
However, if a loved one if lost or killed the character cannot regain any Willpower points unless they strive towards inflicting retribution on those responsible. If this is not possible then they lose one point of Willpower each day until they reach zero, at which point they can begin the healing process and recover Willpower normally again. If this happens the character loses this merit.


Demolisher:
Cost: • per level, max •••
Pre: Strength ••• OR Intelligence •••
Ignore 1 point of durability per dot in this merit when a character is trying to damage an object.


Double Jointed:
Cost: ••
Pre: Dexterity •••
Character automatically escapes from mundane bonds without rolling, and subtracts their Dexterity from any rolls to grapple or overpower them provided the character is not acting aggressively.


Fleet of Foot:
Cost: • per level, max •••
Pre: None
Character gains +1 Speed per dot in this Merit, and anyone chasing them suffers a -1 per dot to their roll while on foot.


Giant:
Cost: •••, character creation only
Pre: None
Character is size 6, gains +1 Health Box and is over 6ft tall in height. Consequently, fitting into small spaces is difficult at best and purchasing clothing is expensive.


Hardy:
Cost: • per level, max •••
Pre: Stamina •••
Add the number of dots in this merit when rolling to resist disease, poison, deprivation, unconsciousness or suffocation.


Greyhound:
Cost: •
Pre: Athletics •••, Wits •••, Stamina •••
When character is in a chase situation, it takes only 3 successes to achieve an exceptional success not 5 as normal.


Iron Stamina:
Cost: • per level, max •••
Pre: Stamina ••• OR Resolve •••
Each dot of this merit removes or ignores a level of penalty when the character tries to resist the effects of fatigue or injury. Additionally it reduces the negative penalties from injuries by 1 point per dot.


Parkour (Style):
Cost: • per level, max •••••
Pre: Dexterity •••, Athletics •••
Character is a trained free-runner.
• Subtract level of Parkour from required number of successes to pursue or evade when on foot. Additionally, ignore environmental penalties up to the level of Parkour for Athletics rolls.
•• When rolling Dexterity + Athletics to mitigate damage from a fall, character automatically gains one success and adds their Parkour level to the threshold of damage that can be removed through this roll. This has no effect when travelling at terminal velocity.
••• Without rolling, the character scales 10ft +5ft per point of Athletics as an instant action, rather than the normal 10ft.
•••• By spending a Willpower point, the character can designate one action (running, jumping or climbing) as a rote action (re-rolled if failed). On any turn that this ability is used the character cannot apply their Defense to incoming attacks.
••••• If the character successfully meditates, they can access Freeflow. Can then take Athletics actions reflexively once per turn. Additionally, by spending a point of Willpower the character gains three successes instead of an additional three dice.


Punch Drunk:
Cost: ••
Pre: Willpower ••••••
Character's resolve is unwavering.
When they suffer bashing or lethal damage that fills their last health box, they may spend a point of Willpower to keep the last box empty and instead upgrade damage in their other health boxes.
This merit does not affect aggravated damage.


Quick Draw:
Cost: •
Pre: Wits ••• and a speciality in the weapon / fighting style
Chose a speciality in Firearms or Fighting Style with this merit. The character can draw or holster a weapon as a reflexive action, and can be done anytime that their Defense applies.


Relentless:
Cost: •
Pre: Athletics ••, Stamina ••
Opponents must achieve 2 additional successes when trying to chase or elude the character.


Roadkill:
Cost: •••
Pre: Aggressive Driving ••
When a character tries to run someone down, they cause Knock Down even if they miss and double the velocity bonus.


Seizing the Edge:
Cost: ••
Pre: Wits •••, Composure •••
Character always has the Edge in the first turn of a chase scene. Additionally an opponent must make a successful Wits + Composure roll as if being ambushed. Failure means the character does not have to account for their Speed or Initiative when calculating needed successes in the first turn.


Sleight of Hand:
Cost: ••
Pre: Larceny •••
Larceny actions are discrete unless someone is actively watching for them, and any one Larceny based instant action can be done reflexively in any one turn.


Small-Framed:
Cost: ••, Only at Character Creation
Pre: None
Character size is 4, they are less than 5ft tall, gains +2 to rolls to Hide and go unnoticed and can fit into smaller spaces than a normal person. However they have one less Health Box and may suffer negative penalties in other situations (attempts to Intimidate, for example).


Stabiliser:
Cost: • to •••
Pre: Deviant
Character possesses a treatment or item that helps to stave off Instability.
Reduce the Instability penalty on Scar Resistance rolls by the level of this merit.
Drawback: Missed treatment or losing the item removes the bonus.


Strong Lungs:
Cost: •••
Pre: Athletics •••
Add +2 to Stamina when the character holds their breath.


Survivalist:
Cost: •
Pre: Survival ••, Iron Stamina •••
Character has learned to survive in extreme conditions.
The character does not suffer the usual -1 penalty for extreme conditions until they have experienced the condition for a number of hours equal to their Stamina or more.


Toxin Resistance:
Cost: ••
Pre: Stamina •••
Character gains a +2 to Stamina rolls when trying to resist the effects of toxins.
Drawback: Very difficult for character to become intoxicated or enjoy the use of recreational drugs. Painkillers and anesthetics only have half the normal effect.


This message was last edited by the GM at 18:30, Wed 31 Aug.

The Shadow
 GM, 188 posts
Wed 23 Mar 2022
at 15:20
Merits
Social Merits



Air of Menace:
Cost: ••
Pre: Intimidation ••
Character gains +2 to rolls that require the use of fear or threats for compliance, such as Intimidation rolls. Opponents who have less dots in Intimidation than the character must spend a Willpower point before they can engage in combat with the character.
The drawback is that in social maneuvers people's first impressions are reduced by one level, and the character must overcome an additional door before others will respond to them.


Ally:
Cost: •• to •••••
Pre: None
This merit can be purchased multiple times, each time for a different ally or group of allies. The type and nature of the ally must be determined when the merit is purchased.
This determines the level and depth of influence that the character has over the group of allies.

Effectiveness +•• to +••••
• Weak individual.
•• Average individual or a small group of weak individuals.
••• Gifted individual, small group of average individuals or a large group of weak individuals.
•••• Superlative individual, small group of gifted individuals, large group of average individuals.

Reliability +• to +•••
• 50% they are available, might take even longer to arrive.
•• Help will take 1-10 hours to arrive.
••• Always available, night or day. May still take time to arrive at the character's location.

A character can ask a favour of the allies up to the level required. Can attempt to ask a favour beyond the level of influence by rolling Manipulation + Persuasion + Allies with a penalty equal to the level of the favour being asked. Failure reduces dots in Allies by 1 temporarily, or (on an a dramatic failure) the Allies disown the character and might seek to harm them.
Alternatively, the character can ask their Allies to "block" another character's Allies, Contacts, Mentors, Retainers or Status and will equal the number of dots of their opponent's Merit that is effectively blocked.


Alternate Identity:
Cost: •, •• or •••
Pre: None
This merit can be purchased multiple times, each time acquiring an alternative identity.

• Superficial and unconvincing - paperwork is present but might not stand up to scrutiny. Gains +1 to Subterfuge rolls.
•• Stands up to more extensive research and the identity might be present in a number of low-security systems. Gains +1 to Subterfuge rolls.
••• Stands up to most investigations. Gains +2 to Subterfuge rolls.


Anonymity:
Cost: • to •••••
Pre: Cannot have the Fame merit, and must have a very good reason for the Status merit
The character lives off the grid using cash or pre-paid or falsified credit cards. Any attempts to find their paper trail suffers a -1 per dot of this merit.
This may also limit the Status merit.


Armed and Extremely Dangerous:
Cost: •••
Pre: Deviant
The character used extreme force or had an unusually bloody escape from their conspiracy.
Any agent of a conspiracy who encounters the character without preparation suffers from the Beaten Down tilt.
Drawback: When the conspiracy wishes to act against the character, they will ensure that they send well equipped and prepared agents.


Barfly:
Cost: ••
Pre: Socialise ••
Rolls by an opponent to identify the character as an outsider suffer a penalty equal to the character's Socialise skill whilst the character is in a bar / nightclub / social environment.


Certification:
Cost: • to •••••
Pre: None
Character has required paperwork for a job or to possess and use something. Must have a relevant level of Professional Training, or other, merit to possess.
• Additional legal passport; Licensed to use but not carry a firearm
•• Teaching Certificate; Gamekeepers license - can use shotguns and hunting rifles
••• Church ordained minister; Basic Firearms License
•••• Advanced Firearms License; Concealed handguns license
••••• Concealed Firearms License; License to kill, diplomatic immunity


Cohesive Unit:
Cost: • to •••
Pre: Presence •••
• Add +2 dice to teamwork rolls when helping the team
•• Team gains access to a dice pool equal to the character's Presence attribute each scene, that can be used for teamwork rolls.
••• All team members can re-roll a single failed roll once per scene.
The character cannot access these advantages themselves, they inspire them in others. The second drawback is that the character's natural aura of command if the character is not the recognised leader of the group, suffering from a -1 penalty for a number of turns equal to the character's Presence if a genuine superior / leader issues orders that are contradictory to those issued by the character.


Closed Book:
Cost: • to •••••
Pre: Manipulation •••, Resolve •••
The number of doors that an opponent has to resolve to break this character is increased by the dots in this merit. Additionally, the character gains a bonus of the dots in this merit for a contested roll for any attempt to determine the character's true feelings or motivations by an opponent.


Contact:
Cost: • to •••
Pre: None
This merit can be purchased multiple times.
The type of contact must be determined when the merit is purchased.
• Resources •• or Skill of •• plus a specialty
•• Resources ••• or Skill of ••• plus a specialty
••• Resources •••• or Skill of •••• plus a specialty

Characters require a successful Manipulation + Social Skill roll.


Defender:
Cost: • to •••
Pre: None
Character is charged with a burning fury to protect those they care about. For each dot of the merit the character gets an extra Willpower point that can only be used on actions to defend their loved ones. These points do not count towards the normal Willpower total, and replenish each chapter.
Drawback - If someone the character loves is killed or permanently taken from them, the character cannot regain Willpower unless they strive to inflicting retribution on those that have caused this pain. If they are prevented from doing so, they lose a Willpower point each day until they reach zero (caused by grief) at which point they may start their recovery as normal. The character loses this merit at that point.


Empath:
Cost: ••
Pre: Empathy ••
Rolling Wits + Empathy, any mental conditions the target character suffers from as well as their Integrity. This can be contested by someone trying to hide their feelings, with a contested Manipulation + Subterfuge roll but may roll no more dice than their Integrity. If a target does not have Integrity then the character knows that they have (in the case of a vampire) a terrible addiction but that while they feel inhuman they struggle to keep an attachment to what makes them feel human.
If another takes the character as a Support Network, they can never roll fewer dice than the character has Empathy dots.

NOTE This is not a supernatural ability.


Endowments:
Cost: • to •••••
Pre: Hunter, Status (• in a 3rd Tier Conspiracy)
Gains access to Advanced Armoury, Relics and Thaumatechnology as well as Elixirs, Castigation and Benedictions. Speak to GM.


Fame:
Cost: • to •••
Pre: None
Describe what the character the is famed for. Each dot adds a dice to any Social rolls among those who are impressed by the character's fame. Downside is that anyone looking for the character gain +1 per dot in this merit.
• Local recognition
•• Regional recognition
••• Worldwide recognition


Fast-Talking (Style):
Cost: • to •••••
Pre: Manipulation •••, Subterfuge •••
• Always be Closing: When an opponent resists or contests the character's Social interactions, they suffer a -1 to their Resolve or Composure
•• Jargon: Apply one relevant Speciality to any Social roll the character makes, even if the speciality isn't tied to a Skill in use
••• Devil's Advocacy: Re-roll one failed Subterfuge roll per scene
•••• Salting: When the character opens a door during an investigation, the expenditure of a Willpower point will immediately open a second door
••••• The Nigerian Scam: When a target regains a Willpower from their vice while the character is present, the character may immediately roll a Manipulation + Subterfuge to open a door, regardless of the interval or impression level


Firearms License:
Cost: • to •••••
Pre: None
Copied from certification above - character has required paperwork to own and use firearms. Must have a relevant level of Professional Training, or other, merit to possess.
• Licensed to use but not carry a firearm
•• Gamekeepers license - can use shotguns or hunting rifles only
••• Basic Handgun Firearms License (basic level if a character wishes to own and legally use a handgun)
•••• Advanced Firearms License (SMG / Automatic rifle); Concealed handguns license
••••• Concealed Advanced Firearms License; License to kill, diplomatic immunity


Fixer:
Cost: ••
Pre: Contacts ••, Wits ••
Reduce the availability score of any service that the character is looking for by one dot.


Hobbyist Cliche :
Cost: ••
Pre: All members of the Cliche must possess this merit and the corresponding skill at ••
When the group is available to support the character, the character benefits from the 9-again benefit for the cliche's chosen skill. The character also gains two additional dice on any extended actions involving the chosen skill.
Drawback is that this merit requires upkeep in the form of time and possibly money.


Influence:
Pre: Presence • to •••••
The character has influence and pull in a certain area. This differs from Status in that the character may not hold any official power or status within the sector. For example they could be a silent partner, or have achieved their influence through illegal means such as bribes and threats.

The more influence is used by a character, the more attention it draws to them. It can also put the group over which the character has influence in a difficult position, and the merit can be negatively affected or worse.

Influence applies to a single area of control or region, such as media or organised crime within a particular city or region. The larger the area the less influential over the aspect.

• Well connected.
•• Influential.
••• Entrenched.
•••• Powerful.
•••••Dominant.


Inspiring:
Pre: Presence •••
Character makes a Presence + Expression roll, with a penalty of -1 for a small group of listeners, -2 for a small crowd, -3 for a large crowd. All listeners gain the Inspired Condition. The character may not use this merit on themselves.


Iron Will:
Cost: ••
Pre: Resolve •••
When the character spends a Willpower point to resist a Social Interaction, the character may substitute Resolve for the usual Willpower bonus. If the roll is contested the character gains the 8-again benefit.


Manticore Companion:
Cost: • to •••••
Pre: Deviant
A manticore is an intelligent animal created using divergent techniques.
Each dot grants the manticore a variation of equal magnitude.
See page 102 of DtR
Drawback: The deviant may need to care for their companion differently from other allies or companions, such as with a special diet, treatment and cleaning up after it.


Mentor:
Cost: • to •••••
Pre: None
The dot rating determines the mentor's capabilities. During character creation, select 3 skills that the mentor possesses. One of these "skills" can be the Resources merit. Once per session the may ask a favour of the Mentor involving one of the skills, or be within the scope of their Resources. The Mentor will have a number of successes equal to their dot rating if a roll is required, however any favour will require a reciprocal favour from the character in return.


Mystery Cult Initiation (Style):
Cost: • to •••••
Pre: None
See page 52 of Chronicles of Darkness for Cult Creation.
The character is a member of a cult, and requires the creation of a purpose, a relic and a doctrine. Benefits at each level include:
• A skill speciality pertaining to the cult
•• A one-dot Merit pertaining to the cult
••• A skill dot or a two-point merit
•••• A three-dot merit, often supernatural in origin
••••• A three-dot merit or a major advantage not reflected in game traits


Organisation Size:
Cost: • to •••••
Pre: Must be part of a violence group
Whenever someone outside the group tries to manipulate a member, this merit adds to the Doors
Whenever the members can work together towards a group roll, each dots adds an automatic success to the roll (the first roll for an extended action).
Whenever the character calls for help, two average members will be able to respond in time for each dot in this merit. This can increase to five members for long-term plans (or lots of preparation).
However, other members can call on the character for help as well and expect the same commitment.


Peacemaker:
Cost: •• or •••
Pre: Wits ••, Empathy •••
Character can spot hostility brewing, and has the ability to try to calm it down.
•• Character may act first in a violent scene to attempt to de-escalate the behaviour. By spending a point of Willpower the character forces the target into a social maneuver, with the opponents base number of doors being the higher of their Resolve or Composure.
For each successful roll, the character is treated as having perfect first impression. However after a failed roll, the target can attack the character without the chance to re-initialise the social maneuver and unless the character spends another Willpower point to restart the social maneuver - and even then the number of doors to resolve increases by 2 for that target.
If the character removes the final door, the target's will to fight is exhausted.
••• The character's soothing voice and actions are almost supernatural in effect. They may make this roll against targets who are suffering the effects of supernaturally inspired emotions, including vampires in frenzy or werewolves in rage. These opponents have  an additional number of doors equal to their Supernatural Tolerance level.
Drawback - the character's first instinct is to reduce violence not join it. They suffer -1 to dice pools to attack opponents until they suffer actual damage which overcomes their deeply held reluctance to fight.


Prized Experiment:
Cost: •••,  at character creation only
Pre: Deviant
Conspiracy members take great care not to hurt or injure the Deviant when they act against them.
For every lethal level of damage suffered by its agents, the conspiracy suffers bashing damage to its Association. Aggravated damage creates lethal Association damage. If the Deviant is killed, the conspiracy suffers an aggravated point of damage to its Association.
Drawback: The conspiracy will make the Deviant a priority recapture, and will spend considerable resources to do so.


Pusher:
Cost: •
Pre: Persuasion ••
Any time an opponent accepts a soft leverage from the character as part of a Social interaction, the character gets to open a door and move up the impression chart for that opponent as if their Vice had been satisfied.


Resources:
Cost: • to •••••
Pre: None
Once per chapter the character can acquire an object of their Resource level or lower without problem. A character can also purchase as many items that are 2 dots below their Resource level, within reason. Purchasing an item of Availability one dot above the character's resource level will reduce the character's resource trait by one dot for a month.
This list is an example - the character can choose to live in a cheaper home and live a more extravagant lifestyle, or own the best and most expensive equipment. Most characters will begin with a resource level of 1.

• MINIMUM WAGE: Live in an apartment (1 or 2 bedroom) or rent a small house (1 to 3 bedroom, small rooms, perhaps a small garden and shed or garage), and have access to basic if inexpensive items or objects. Might own a car, but it will be old and will most definitely be parked on the street. Income of around £1,000 a month and liquidation is worth £5,000 to £10,000.
•• COMFORTABLE - Owns a small house or rent a medium  / decent sized one (3-5 bedroom, 2 bathrooms with decent garden and garage space) and decent car, or two old ones. Income is between £1,500 and £3,000 a month, and liquidation provides £75,000 to £100,000.
••• WELL OFF - Own a decent sized house or rent a much larger home (5+ rooms, multiple on-suite bathrooms, large garden, dual or large garage space, security gates and good fencing / walls to offer privacy from neighbours). Owns an expensive car or two relatively new / decent cars. Enjoys a quality of life where they can buy the newest and best of anything relatively frequently and not have it impact the bank balance. Income of around £5000 to £7500 per month, possibly more, and liquidation is easily worth £500,000 to £1,000,000.
•••• EXTREMELY RICH - There is little that this character cannot afford, and while they may not own outright the mansion in which they live, they do enjoy an expensive and luxurious lifestyle. They will own a number of cars, and may be able to rent or borrow expensive items such as boats, cars even an aeroplane. Of course this will cost.
••••• FILTHY RICH - Owns a portfolio of properties, some of which will have been bought outright. May have a yacht, a private jet or helicopter, and very expensive tastes.


Retainer:
Cost: • to •••••
Pre: None
A retainer is more reliable than a Mentor, and more loyal than an Ally. During character generation the reason the retainer is bound to the character should be determined - it could be that that are paid, it could be that they owe the character their life.
This merit can be purchased multiple times, each time selecting a new retainer.


Safe House:
Cost: • to •••••
Pre: None
This merit can be bought a number of times, and can also have multiple characters add into it to create a larger, safer or more versatile safe house.
The character has a safe place to hide and feel protected, and any attempts by enemies to breach the safe place suffer a penalty equal to the dots in the merit. It also provides an Initiative bonus equal to the number of dots.
This merit can have multiple character contributing to it, to create a larger or more secure safe place. If the character has a dot in Crafts they can create traps for their safe place causing lethal damage equal to the rating in dots. Traps can be avoided using Dexterity + Larceny, at a penalty of the Safe Place dots.

SIZE
• A small studio apartment, 1 or 2 rooms
•• A large apartment or small family home, 3 to 4 rooms
••• A warehouse, church or large home, 5 to 8 rooms
•••• A mansion or very large house, 9 to 15 rooms
••••• A sprawling estate with interconnected tunnel network, countless rooms and chambers

CACHE +• to +•••••
Each point equates to one cache of weapons.

SECRECY +• to +•••••
NONE - Bought or acquired using real name, or there is an easy to find paper trail
• Made use of intermediaries, but there is a limited paper trail (character(s) co-signed on a loan, for example)
•• Some effort of concealment - use of an assumed name(s) and multiple intermediaries
••• Considerable effort of concealment - very limited link to the character(s)
•••• Substantial effort of concealment - rarely used safehouse, multiple difficult to follow access routes
••••• Extreme effort of concealment - perhaps a real owner lives there who is not affiliated with the character(s)

TRAPS +• to +•••••
NONE - No traps
• 1pt of lethal to a target (concealed blade, caltrops) OR 3pts of bashing to a small area (electrified fence or floor)
•• 2pts of lethal to a target (concealed pistol, spring loaded blade) OR 6pts of bashing to a small area (falling weights or sandbags) OR one that incorporates fire (which may risk igniting the house)
••• 3pts of lethal to a target (falling axe, poisoned needle) OR 8pts of bashing to an area (collapsed staircase) OR one that incorporates explosives (reduces SIZE of Safe House by 1, suffer 2pts of lethal damage for anyone caught in explosion)
•••• 4pts of lethal to a target (shotgun trap, pit trap with spikes) OR 10pts of bashing to an area (concussion grenade trap) OR a trap that reduces the SIZE of the Safe House by 1 to 3 (anyone caught in blast suffers 3pts of lethal damage)
••••• 5pts of lethal to a target (multiple spring loaded blades) OR 12pts of bashing/3pts of lethal to an area (bouncing betty, acid spray) OR a trap that completely destroys the Safe House (causing 4pts of lethal to anyone caught inside)

Panic Room +• to +•••••
Safe House has a dedicated panic room or room that can be used as a prison (difficulty 5 to breach). Size increased with the number of dots.
• 2 people
•• 4 people
••• 8 people
•••• 16 people
••••• 32 people

Watchmen +• to +•••••
The property is covered by private security.
Each • provides 4 standard mundane security and 1 gifted, mundane supervisor.

Laboratory +• to +•••••
Pre:
Safe House Size ••
Safe House contains a laboratory that must be assigned to one type of Science or Technology.
Each • of this merit adds +1 to a dice pool for associated rolls.

Luxury +•
Safe House is equipped with wide-screen TV and entertainment systems, high-end decor and furniture, etc.
Adds +2 to Social Dice Pools when socialising at the Safe House.
If the character does not have access to Resources ••• then this equipment has been gained illegally.

Postern +• to +•••••
Has a secret exit for each • in this merit.
Add +1 to dice pool per • to evade or escape surveillance near the Safe House.

Security System +• to +•••••
Each • adds +1 to dice pools to resist (or alert character to) unauthorised entry to the safe house.

Surgery +•
Pre:
Safe House Size ••
Safe House has a room and space equipped for medical procedures.
Add +2 to Medicine and medical-related dice pools.

Flaw: No safe house -•
Character is not necessarily homeless, but that home provides no security.

Flaw: Compromised -••
Safe House has been raided before - possibly before the character took ownership of it. This means that others know of its existence.
Invaders or spies can add 2 to their dice pools to penetrate or surveil the safe house.

Flaw: Creepy -•
Safe house was formerly a haunt by a supernatural creature (possibly one that the character vanquished).
It makes guests uneasy, suffering a 2 dice penalty to all Social related rolls.
Neighbours may even call police or talk about the goings on at the "creepy house" to others.

Flaw: Haunted -•
The safe house has a supernatural manifestation present, be this a ghost, dimensional portal, etc. The type of haunting should be discussed with the GM.
Any outside agency that knows of the supernatural manifestation may be able to use it to breach security.
May also modify particular dice pools by +/-1 depending on the type of haunting.


Small Unit Tactics:
Cost: ••
Pre: Presence •••
Once per scene, when making a co-ordinated action that was planned in advance, by spending a Willpower point (as an instant action) the character can influence others to greater things - a number of characters equal to the Presence value will benefit from the +3 bonus gained from the spent Willpower.


Spin Doctor:
Cost: •
Pre: Manipulation •••, Suberterfuge ••
When a character suffers from tainted clues () successes are not ignored. Instead, apply a -1 penalty for each tainted clue. A tainted clue can only have a -2 penalty with this merit.


Staff:
Cost: • to •••••
Pre: None
The character has a number of people under their employ, and their type must be determined at character creation. For each dot in this merit the character can select an assistant and a skill and at any reasonable point he can ask the staff to use that skill which will garner a single success.


Status:
Cost: • to •••••
Pre: None
See page 55 of Chronicles of Darkness.
Each instance of this merit describes the standing of the character within a particular organisation or group and enjoys certain benefits. This is a physical standing that the character has earned or developed through their own abilities or background. It differs from Influence in that it status is associated with the character themselves, for better or for worse.
Each status provides a number of advantages, all within the limits of the group itself;
  • Can apply the dots to a Social roll that the group/organisation has influence over
  • Has access to group facilities, resources and funding
  • Once per chapter and only if they are known (by the character or the group/organisation), a character can use this merit to block an opponent's use of Mentor, Resources, Retainer, Contacts or Allies PROVIDED the opponent's merit is a lower value than the character's own Status merit and it makes sense that the group/organisation could affect the other merit.

A status requires effort, duty, investiture in time and possibly resources to upkeep.

Examples:
• Military (Private, Corporal), Gang (New Blood), Police (Paid Informant), Medical (Orderly), Cult (Pledge), Corporate (Contractor, New Hire)
•• Military (Sergeant, Lieutenant), Gang (Gang Member), Police (Beat Cop), Medical (Nurse), Cult (Initiate), Corporate (Company Man)
••• Military (Captain), Gang (Local Gang Leader), Police (Detective), Medical (Resident Doctor), Cult (Counselor), Corporate (Middle Manager)
•••• Military (Major, Colonel), Gang (Regional Enforcer), Police (Sergeant, Lieutenant), Medical (Chief Surgeon), Cult (Master), Corporate (Board Member)
••••• Military (General), Gang (Cartel Leader), Police (Chief), Medical (Hospital CEO), Cult (Grandmaster), Corporate (CEO)


Striking Looks:
Cost: • or ••
Pre: None
Character gains a +1 bonus to any Social roll because of their natural attractiveness. This bonus increases to +2 for the •• version of this merit. It should be decided at character generation of this merit affects others, and therefore which skill/attributes the merit will influence.
Unfortunately, any attempt to notice or remember the character gain a bonus equal to the dots in the merit as the character stands out from the crowd.

Support Network:
Cost: ••
Pre: Status •+
The character has access to a group of like-minded souls, for whom depraved acts are viewed as normal.
By spending a Willpower point, the character can gain a 3-dice bonus to resist gaining derangements if the action is supported by members of the group.
Drawback: The group expects that the character will also support other members of the group. Depending on the group, this might be such things as body disposal or cleaning up after a depraved group activity.


Flaw: Ugly -•
Suffer -1 to all relevant Social dice pools.

Flaw: Repulsive -••
Suffer -2 to all relevant Social dice pools.


Support Network:
Cost: • to •••••
Pre: Allies, Mentor, Retainer, True Friend OR another similar merit
The character has friends who provide an emotional support when required. This merit is associated with another Social Merit, any merit that is linked to another person, such as another person with the Empath merit.
Once per chapter the character may prolong an Integrity breaking point and by spending a Willpower point. During the same chapter, the character must conduct meaningful interaction with their Support Network adding their level in this merit to their roll if they have the interaction. The roll achieves an exceptional success on 3 rolls rather than 5.


Sympathetic:
Cost: ••
Pre: None
At the beginning of a Social maneuvering event, the character may accept a suitable condition (Leveraged, Swooned or Vulnerable) in order to immediately eliminate two of Doors.


Table Turner:
Cost: •
Pre: Composure •••, Manipulation •••, Wits •••
Any time an opponent initiates a Social Maneuver against the character, the character may spend a Willpower point to preempt that attempt with a Social Maneuver of their own (or another Social action).


Takes One To Know One:
Cost: •
Pre: None
Normally a character suffers a -2 penalty to Uncover a Clue if the clue aligns with their Vice (Cities of Darkness, pg. 79). However with this merit a character gains a +2 bonus instead of a penalty, and benefits from the 9-again advantage. If the investigation is successful it is considered as if they fulfilled their vice.


Taste:
Cost: •
Pre: Crafts ••, and a speciality in Crafts or Expression
Gives the character an eye for detail and, with a suitable Wits + Skill roll, can ask one of the following questions or gain a +1 bonus to any Social rolls with groups associated or interested in the assessed artwork / architecture for the rest of the scene.
  • What is the hidden meaning in this?
  • What was the creator feeling during its creation?
  • What is its weakest point?
  • Which other witness is most moved by this piece?
  • How should one best appreciate this piece of art?


True Friend:
Cost: •••
Pre: None
A true friend is much like a retainer, mentor, contact, etc - except that the loyalty and friendship shared between the character and the true friend is much deeper. Unless the character does something to warrant it, the true friend will not betray them. Additionally a true friend is safe from the plots of the storyteller, and cannot be killed of by a plot without express permission.
Holding a meaningful interaction with a true friends allows the character to regain a Willpower point once per story and any rolls to influence the true friend against the character suffer a -5 dice penalty.


Untouchable:
Cost: •
Pre: Manipulation •••, Subterfuge ••
The character is always one step ahead of those that pursue them. Therefore any attempt to Investigate the character will result in an Incomplete Clue tag unless it is an exceptional success.


Voice of the Wild:
Cost: •• or •••
Pre: Deviant
Character feels more at home communicating with animals than with humans. Receives a +2 to Animal Ken rolls, or when dealing with Manticores.
At ••• the character can communicate with manticores as though they possessed a shared language, even if the manticore itself is incapable of speech.


This message was last edited by the GM at 23:32, Thu 01 Sept.

The Shadow
 GM, 189 posts
Wed 23 Mar 2022
at 15:21
Merits - Vehicle

Aggressive Driving (Style):
Cost: • to ••••
Pre: Resolve •••, Fast Reflexes •••, Drive •••
  1. Powerslide: Can slide into turns and gain momentum coming out. Make a relexive Dexterity + Drive + Handling roll anytime a vehicle comes to a curve, and successes add to the total for that turn in a contested pursuit.
    The vehicle suffers 1 point of structure damage.
  2. Bump and Run: Comes alongside another vehicle and swipes the rear end, causing the vehicle's rear tyres to lose traction. Roll Dexterity + Drive + Handling mins an aware opponent's Defense. If successful the target must succeed in an immediate Dexterity + Drive roll or lose control of the vehicle.
  3. J-turn: Character can turn a vehicle around with speed and pace. If during a contested pursuit, an opponent achieves more successes the character can spend a point of Willpower and roll Dexterity + Drive + Handling with a -2 penalty. Success allows them to restart the chase, but now going in the opposite direction.
    This maneuver can only work once per scene.
  4. Swoop and Squat: The character can cut off another vehicle and jam on their own brakes, forcing them to stop or wreck their own vehicle. Anytime that the character gains more successes than their target's Wits rating in a contested roll, they can choose this maneuver and the target must roll Resolve + Composure + Handling or crash. The victim can choose to crash rather than to stop.


Crack Driver:
Cost: •• or •••
Pre: Drive •••
••: Provided the character is doing nothing other than driving, they get to add their Composure to any Drive skill check.
•••: Additionally, once per day can succeed in a Drive action reflexively.


Drone Control (Style):
Cost: • to •••
Pre: Intelligence •••, Computer •••, Drive ••
Character can use weapon systems on drones.
  1. Remote Immersion: Enters a focused state that lets the character react as if they were present on the scene. This grants them the 9-again quality when rolling for Perception.
  2. Interface: Spend a point of Willpower and the character can take another instant action per turn with their drone. Drones can still only make one attack per turn if they are capable.
  3. Overclock: By sacrificing a point of structure, the character can add +2 to Physical actions the drone makes.


Stunt Driver (Style):
Cost: • per level, Max ••••, STYLE
Pre: Dexterity •••, Drive •••, Wits •••
Each dot grants access to another driving technique.
• Defensive Driving: Subtract the number of dots in Drive from an opponents roll when they attempt to hit them
•• Speed Demon: Each success on rolls to accelerate a vehicle raises the vehicle's speed by 10, not 5
••• Drift: No need to make a maneuvering roll when turning at high speeds
•••• Clipping: When voluntarily hitting another vehicle, ignore damage to own vehicle equal to character's Wits


This message was last edited by the GM at 18:23, Wed 31 Aug.

The Shadow
 GM, 190 posts
Wed 23 Mar 2022
at 15:21
Merits - Animal

Falconry (Style):
Cost: • to ••••
Pre: Wits ••, Animal Ken •••, Must have the Bonded condition with a bird of prey of at least size 2
  1. Predator's Vigil: Any animal in the character's vicinity will suffer the Shaken condition for any action other than hiding or fleeing, provided they are of a size equal to or smaller than the bonded creature
  2. Flyby: The bird creates a distraction by darting past an enemy at high speed. Roll Presence + Intimidation against an opponent's Resolve + Composure. If successful, the target takes a -3 to their next action
  3. Retrieve Item: Creature will target an item (of equal or less size) within its field of vision. If an opponent is holding the item, treat it as a Disarm maneuver. If successful the bird's roll is considered an exceptional success (this requires the bird to make an all-out-attack)
  4. Rake the Eyes: The bird attacks an opponent's face and eyes. If a successful attack (-1 penalty) the target takes the Blinded tilt


K-9 (Style):
Cost: • to ••••
Pre: Wits •••, Animal Ken •••, Share bonded condition with the dog of at least size 3
  1. Detection: The dog has been trained to detect a certain class of substance by smell and indicate its location (drugs, explosive, tracks, people or corpses). Can re-roll failed rolls on Wits + Survival when trying to detect this substance. This merit can be purchased multiple times for different categories
  2. Targeted Bite: The character can command the dog to target specific body parts, with an attack roll of -2.
  3. Tactical Positioning: When fighting alongside the character, the dog positions themselves to make things difficult for the opponent. Either the dog or character gets a +1 to Defense, and the other receives a +2 to attack rolls against that one target. The character never takes a penalty to ranged combat rolls as the dog will clear their line of fire
  4. Takedown Bite: Upon command, the dog may inflict a Drop Prone or Hold grapple maneuver on a target if it hits with a successful bite attack. This immediately initiates a grapple. The opponent can be no larger than twice the dog's own size. Dogs may employ this maneuver along with Break Free, Control Weapon (opponent's) and Damage


Mounted Combat:
Cost: • to ••••
Pre: Dexterity •••, Athletics •••, Animal Ken ••
Character can fight from horseback
  1. Steady Saddle: Character gains +3 to any rolls for staying mounted
  2. Fixed Charge: By losing defence for the turn, the character can charge up to twice the horse's speed and initiate an all-out-attack
  3. Skirmishing: The character can step in, attack, then step out again in a turn. The horse can move half its speed before the attack and the rest after the move. The character suffers a -2 penalty but both her and the mount gain +2 Defense
  4. Rearing Beast: By rolling Wit + Animal Ken and forgoing their attack, the character adds their successes to the horse's own attack that turn


This message was last edited by the GM at 08:29, Wed 17 Aug.

The Shadow
 GM, 196 posts
Mon 11 Apr 2022
at 11:46
Merits - Fighting Styles

Archery (Style):
Cost: • to ••••
Pre: Strength ••, Dexterity ••, Athletics •••
• Draw and Loose: Gain +1 Strength when calculating Strength, Damage and Range
•• Rapid Nock: Can make an attack every turn with a bow without taking a turn to ready the weapon - provided there is a supply of arrows. Ignore the bow's initiative penalty
••• Arcing Fire: Double the range of any bow the character uses
•••• Plunging Fire: By firing up and allowing the arrow to drop, the character removes all penalties for concealment provided the target lacks overhead protection
Drawback: Can only use this ability outdoors or in an indoor area that allows a few hundred foot of vertical height


Archery, Bowmanship (Style):
Cost: • to ••••
Pre: None
• Arcing Fire: Range increments for the bow are doubled
•• Bullseye: Can reduce the bow's damage rating to any amount to add +1 and the 8-again quality on the attack roll
••• Out of Nowhere: Character fires arrows and then vanishes from sight - Roll Dexterity  + Stealth as a reflexive action, target must roll Wits + Composure minus the character's successes. Failure grants the Shaken condition, whereas success
•••• Death from Above: Character can fire vertical or mortar-like shots that overcome cover. She reduces a target's Concealment rating by adding 10 yards per point to the range of their shot.


Archery, Combat (Style):
Cost: • to •••••
Pre: Strength •••, Athletics ••, Quick Draw (Bow) •
•Rapid Nock: Can make an attack every turn with a bow without taking a turn to ready the weapon - provided there is a supply of arrows. Ignore the bow's initiative penalty
•• Reflex Aiming: Ignore penalties for firing a bow into a combat
••• Parthian Shot: By feinting a retreat, the character lulls the opponent in for a close-range shot. The first time in a turn an opponent tries to hit the character the character may dodge as normal, and any successes in excess of the opponent's attack are applied as attack successes with the bow against them
•••• Rain of Arrows: Character fires a group of shots at multiple opponents - she can attack with a bow as an autofire medium burst with 3 arrows hitting up to 3 different targets
Drawback - Triple all range penalties for medium and long range
••••• Trick Shot: The character rolls, leaps and runs along walls while firing arrows. The character can fire their bow simultaneously while moving taking an Athletics action, including maneuvers from Movement Styles. This imposes a -2 on both Athletics and Attack actions.


Armed Defense (Style):
Cost: • to •••••
Pre: Dexterity •••, Melee •••, Defensive Combat (Merit) •
• Cover the Angles: Reduce dodge penalties for multiple attackers by 1, so no penalty against 2 attackers, -1 against 3, -2 against 4
•• Weak Spot: When defending against an armed attack, if the character's defense reduces a target's attack pool to 0 they are disarmed. If dodging, the the target is disarmed if the Defense roll reduces their attacked successes to 0
••• Aggressive Defense: When the character takes a dodge action and scores more successes than their target, the target receives one point of lethal damage for every extra success. Weapon bonus for any held weapon does not apply to this damage. Drawback is that the character must spend a point of Willpower and declare that they are using Aggressive Defense.
•••• Iron Guard: At the start of each turn, character can choose to reduce the Weapon Bonus and increase their defense by an equal number. If the character takes a dodge action then add the full Weapon Bonus after doubling the dodge pool.
••••• Press the Advantage: Whenever a character's defense roll reduces an opponent's attack to 0, they can spend a point of Willpower and make an unarmed attack against that opponent with a -2 penalty. The target gets their defense as normal. Only one attack can happen this way per turn.


Armed Restraint:
Cost: ••
Pre: Staff Fighting ••
Can use a pole with a hook or noose to restrain animals or people during a fight.
Character can attempt a grapple and use the Hold maneuver automatically on a success. The opponent's grapple rolls are penalised by the weapon's damage rating.


Avoidance (Style):
Cost: • to ••••
Pre: Manipulation •••, Athletics •••, Stealth •••
Only goal in a fight is to not get hurt
• Insignificance: By making a Manipulation + Stealth - the highest composure of opponents in the vicinity, the character becomes a non-threat and can only be targeted if there are no other threats in the vicinity
•• Coattails: When taking a dodge action, the character can designate an ally who hasn't attacked that turn and go prone. If the attack hits, then the ally can choose to take the blow instead
••• Whack-a-mole: The character makes themselves into a tempting target and opponents hurt themselves when attacking them. Roll Manipulation + Persuasion + Avoidance against an unarmed opponent's melee attack roll - if the character's roll is successful the attack is avoided and the opponent suffers the Arm Wrack tilt
•••• Play Dead: Can make even the most superficial wound look worse. Roll Manipulation + Subterfuge versus opponent's Wits + Composure roll to notice that they are still alive.


Berserker (Style):
Cost: • to •••
Pre: Strength •••, Iron Stamina •••
Character enters a controlled madness in combat
• The Red Mist: Character focuses inwardly, and by spending a point of Willpower gains the Insane Tilt for the remainder of the scene
•• War Cry: The character initiates a chilling war-shout or howl. Instead of attacking they should roll a contested Strength + Intimidation versus Resolve + Composure, and the target suffers a penalty equal to the number of successes rolled to any action other than dodging for the next turn
••• Manic Brutality: Character lashes out with fury, and gains a +1 bonus to hit a specified target with all-out attacks. If they are using a weapon, they can substitute the weapon's durability for its weapon bonus.
[/olist]


Body as Weapon:
Cost: ••
Pre: Stamina •••, Brawl ••
Unarmed damage is increased by one point for each successful hit.


Boot Party:
Cost: ••
Pre: Brawl ••
The character knows how to dig their heels into an enemy during a fight.
When attacking a prone enemy, the character may make an attack with -3 penalty in addition to their normal attack. Damage is lethal.


Boxing (Style):
Cost: • to •••••
Pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••
• Head Protection: Character's defense is increased by 1 against unarmed strikes or weapons that use the Brawl skill, and attackers suffer a -1 penalty to target their head
•• Defensive Jab: Any time an opponent misses with an attack, the character inflicts one point of bashing damage which ignores armour. If the character dodges, it is one bashing per two successes
••• Knockout Artist: Character can treat an opponent as one size less for purposes of inflicting the Stunned tilt. If the character suffers a penalty to hit the head as a true specified target, treat the opponent as 2 sizes less
•••• Combination: If the character's Brawl strike succeeds, roll their Dexterity dots as dice and add successes to damage to reflect others blows being landed
••••• Out for the Count: When the character inflicted the Stunned tilt, it not only lasts for a number of turns equal to the damage inflicted but it inflicts true unconsciousness for that time period.


Brawling Dodge (Style):
Cost: •
Pre: Strength ••, Brawl ••
Whenever character performs a dodge, they may add their Brawl skill level to their dice pool instead of doubling their Dodge value.
Can use this against incoming melee attacks or firearm attacks made in close combat.
Character can move up to Speed and still perform a Brawling Dodge action.
Can only use Brawling Dodge or Weapon Dodge in a turn, but can possess both skills.


Chain Weapons, Sport (Style):
Cost: • to ••
Pre: Strength •••, Dexterity •••, Athletics ••, Melee ••
• Imposing Defense: Spinning the chain around improves the character's defense, but they may not attack. +2 to Defense to deflect blows and take no penalty for defending against multiple opponents.
•• Bring Down the House: Uses the environment against the opponent. Make an attack with a penalty equal to the size of the object, and if successful the target suffers a number of bashing damage equal to the object's Structure


Chain Weapons, Street (Style):
Cost: • to ••••
Pre: Strength •••, Dexterity •••, Athletics ••, Melee ••
• Imposing Defense: Spinning the chain around improves the character's defense, but they may not attack. +2 to Defense to deflect blows and take no penalty for defending against multiple opponents.
•• Hand Bind: This defensive move is made against an incoming attack (Brawl or Melee) to grapple the target or their weapon, and is used instead of an attack. Roll Strength + Melee deducting the number of successes on the target's attack (as opposed to Defense). If the attack is successful, the limb is bound by the chain. If unsuccessful, reduce the number of the target's successful attack by the number of Hand Bind successes.
••• Outside Choke: Attempts to wrap the chain around the target's neck. Roll Strength + Melee, opposed by Defense. If successful the victim may try to escape the using a Strength + Brawl roll opposed by the character's Strength +1. For every turn after the successful attack, the victim is choked and suffers a cumulative -1 to escape rolls and they will fall unconscious after a number of turns equal to the victim's Stamina is reached and they have not escaped. The victim suffers a single point of bashing damage, and is ineffective against creatures that do not breathe.
•••• Whirl and Thrust: Can make accurate attacks with any part of the chain. Once the chain has momentum, the character does not suffer a -2 penalty for a directed attack against a location.
Drawback: The character needs to build momentum up in the chain, and as such loses their Defense. If they have already used their Defense this turn, they cannot use this move.


Cheap Shot:
Cost: ••
Pre: Street Fighting •••, Subterfuge •••
Character fights dirty. Rolling Dexterity + Subterfuge as a reflexive action, contested by the target's Wits + Composure, if successful the character distracts their opponent into losing their defense for that turn. Every time the character uses this merit in the same combat they suffer a cumulative -2 penalty as opponents become aware of their style of fighting.


Choke Hold:
Cost: ••
Pre: Brawl ••
When grappling, after a successful Hold attack, a character can choose to choke their target. Rolling for the grapple, if the character scores more than twice the target's Stamina the target falls unconscious for (6-Stamina) minutes. If the character rolls insufficient successes they can try again the following round and the successes are cumulative.


Clinch Strike:
Cost: •
Pre: Brawl ••
When initiating a grapple the character inflicts brawl damage instead of sacrificing the opportunity to damage someone in order to grab.


Close Quarters Combat (Style):
Cost: • to •••••
Pre: Wits •••, Athletics •••, Brawl •••
Character can and will use the environment to their advantage in a fight.
• Firing Lines: Character can run for cover as a reaction to a ranged attack instead of dropping prone. The character loses their action for that turn, but can reach cover within a distance of twice their speed.
•• Hard Surfaces: When the character is grappling an opponent, they can use surfaces or other static objects to smash their target off. The action is a Damage move, and causes Lethal damage which then breaks the grapple.
••• Armoured Coffin: The character can use an opponent's body armour against them. When grappling, they add a bonus to their dice pool equal to the armour rating of their opponent's armour. When the character uses a Damage move the armour rating is ignored but this technique cannot be used in conjunction with Hard Surfaces.
•••• Prep Work: If the character has time to have a good look around the area, they can use their Dexterity + Stealth roll as a rote action when determining surprise. This attack must be close combat, not a ranged sniper attack.
••••• Turnabout: When a character attempts to disarm an opponent, step the result up a level and on a simple failure the weapon is dropped. On an exceptional success, the character has the weapon while their opponent takes 2 points of bashing damage.


Combat Markmanship (Style):
Cost: • to •••••
Pre: Strength ••, Dexterity ••, Composure ••, Firearms ••
• Shoot First - Gain a bonus to initiative equal to Firearms rating if a fight begins and the character is holding a gun.
•• Tactical Reload - Once per turn, character can reload a magazine or use a speedloader to reload a gun as a reflex action.
••• Double Tap - When using a lever-action, pump-action or semi-automatic firearm, can make short burst attacks as if it were capable of autofire.
•••• Bayonet Range - Target's defense does not apply to firearm attacks if they are within close-combat range.
••••• Rapid Fire - May make an additional attack with a firearm for every rank of Composure over 2. Each additional attack is made with a cumulative penalty of -1 (Composure 3, 1 additional attack @ -1; Composure 4, 2 additional attacks @ -1 then -2; etc)


Cover Operative:
Cost: •
Pre: Wits •••, Dexterity •••, Stealth •••
Character is trained in getting the jump on an opponent.
When the character ambushes a target the victim loses the 10-again quality on their roll to attack. Even if they successfully notice the character, they act with +3 on their initiative in the first turn.


Defensive Combat:
Cost: •
Pre: Brawl • or Melee •, which is selected when the merit is taken
Character can fight defensively, and uses their Brawl or Melee skill rather than Athletics to calculate defense. This merit can be taken twice, and the character can select whether to use Brawl, Melee or Athletics for their defense. A weapon must be in the character's hand in order to use Melee.


Fencing (Style):
Cost: • to ••••
Pre: Dexterity •••, Melee •••
• Thrust - Gain a +1 to attack when thrusting with a weapon
•• Feint - Make a Strength + Melee roll, penalised by opponent's Defense. If successful the target cannot use their Defense against the character's next attack
••• Riposte - When dodging a target's attack (double Defense), the character can make an attack at -1 but the target does not benefit from their Defense.
•••• Moulinet - Spend a Willpower point before making the initial attack. By rotating the weapon after a successful strike, it causes an additional


Fighting Finesse:
Cost: ••
Pre: Dexterity •••, a specialty in Melee or Brawl
Choose a specialty in Brawl or Melee when this merit is taken, and allows the character to use Dexterity rather than Strength when fighting with that weapon.
This merit can be taken multiple times.


Firefight (Style):
Cost: • to •••
Pre: Composure •••, Dexterity •••, Athletics ••, Firearms ••
The character is familiar with firearms and has been well trained in their use.
• Shoot First: Add the character's Firearms level to their initiative score when they have a firearm ready. If they have Quick Draw they can draw and shoot first in the same action and benefits from this bonus to initiative.
•• Suppressive Fire: When using the Covering Fire maneuver (page 90 of CoD) the character's opponents cannot benefit from aiming against the character. The character can also apply their Defense against incoming Firearms attacks in addition to cover bonuses. They can also use semi-automatic weapons as well as full-automatic weapons when using Suppressing Fire.
••• Secondary Target: By using tricks and techniques the character can use a bullet ricochet to injure a target behind cover, damage the cover itself to send splinters or knock another object onto or into the target. This reduces the damage done to Bashing from Lethal, and the weapon's damage bonus does not count - however the character ignores all penalties from cover effects.


Fresh Start:
Cost: •
Pre: Fast Reflexes ••
Character can change use an action to alter their standing in the Initiative order.
Drawback: An action must be forfeited for every change of Initiative. The character can do nothing else other than move at their Speed in that turn.


Grappling (Style):
Cost: Cost • to •••••
Pre: Stamina •••, Strength •••, Athletics ••, Brawl ••
The character has learned some grappling techniques, wrestling or judo.
• Sprawl: The character can shift their own weight to defend themselves in a grapple, gaining a +2 bonus Strength when resisting overpowering maneuvers.
OR Standing Throw: Can throw an opponent, sweep their legs or trip them whilst keeping their own footing. Character may inflict the Knocked Down tilt as a grapple maneuver, but if the opponent remains standing they automatically break free.
•• Takedown: Character can take an opponent to the ground rapidly. With a normal roll, the character can choose to render their opponent prone rather than grappling them, and have the option of causing bashing damage equal to the number of successes rolled.
OR Small Joint Manipulation: By accepting a -2 penalty to the attack roll, the character may immediately dislocate or otherwise bend an opponent's joints the wrong way. This occurs instead of any other maneuver, inflicting one point of bashing damage per 2 successes (round down) and the opponent suffers the Agony tilt.
••• Joint Lock: Once in a grapple, the characer can use a joint lock to immobilise their opponent. Any attempt to overpower the character while they are using a joint lock will cause a point of bashing damage to the target. Additionally, any overpowering techniques the character uses cause one point of lethal damage in addition to their normal effects.
OR Ippon: Additional Requirement: Takedown Maneuver. While using drop prone with the Takedown Maneuver, the character hurls the opponent to the ground with exceptional force. Double the damage of the takedown maneuver for purposes of inflicting the Stunned tilt, but this doesn't count as actual damage
•••• Dynamic Guard: While prone, the character uses their body to shake and redirect their opponent reducing the target's dice pool by the character's Dexterity rating. The character cannot get up if using this maneuver
OR Lock Flow: Additional Requirement: Joint Lock Maneuver If an opponent slips out of one joint lock, the character the immediately try to regain the lock. They gain a +2 to the grapple roll.
••••• Tap or Snap: Additional Requirement: Joint Lock Manever If the character succeeds in a grapple after applying the Joint Lock, they may allow the target to choose between the Beaten Down condition or suffer an Arm or Leg Wrack tilt, and suffer lethal damage equal to the successes scored as the the target suffers a broken or dislocated limb
OR Positional Dominance: The character knows how to hurt and tire an opponent. No matter which maneuver the character performs, they inflict one point of bashing damage per two successes scored (rounding down, minimum of 1) as they squeeze the life out of their opponent. This counts as bonus damage if they choose a damaging maneuver - the character may choose not to inflict this damage.


Ground and Pound:
Cost: •••
Pre: Brawl ••
Uses gravity when attacking a prone target to drop a knee, fist, leg, or elbow with damaging effect.
When using Brawl to strike or inflict a damage grappling maneuver on a prone target, the character may use this technique. The character gains the rote benefit (re-roll failed dice) to their attack and will automatically fall prone and, if grapple, their opponent will automatically break free.


Ground Fighter:
Cost: •••
Pre: Wits •••, Dexterity •••, Brawl ••
Character can fight from the ground.
Brawl and Melee attacks against this character do not benefit from the +2 bonus to attack.
When grappling an opponent from the prone position, the character can stand up without have to break free of the grapple.


Gunslinger:
Cost: •••
Pre: Dexterity •••, Firearms •••
Character can fire two pistols as a single action, with the usual -2 penalty (unless they are also Ambidextrous). Second shot is at an additional -1 penalty.
If the character shoots at two different targets they lose all their defense for that turn.
Can be used with Pistols only.


Headbutt:
Cost: •
Pre: Brawl ••
Character inflicts a Stunned tilt on their opponent. Each additional headbutt action incurs a -2 penalty as the shock and surprise of the tactic wear off.


Heavy Weapons (Style):
Cost: Cost • to •••••
Pre: Stamina •••, Strength •••, Athletics ••, Melee ••
• Sure Strike: Reflexively reduce any attack roll by 3 dice to add 1 to the weapon's damage bonus that turn. These reductions must be made after other penalties for environment or the opponent's defense are made.
•• Threat Range: If a character chooses not to move or dodge in a turn, any opponent moving into the character's proximity suffers one lethal damage and a penalty to defense equal to the weapon's damage rating. This lasts for only one turn.
••• Bring the Pain: Character's strikes stun and incapacitate targets, as well as causing massive damage to the body. By sacrificing the character's dodge for a turn, the character makes a standard attack roll. Any damage scored also counts as a penalty to that target's next action.
•••• Warding Stance: The character holds a weapon in such a way that it makes attacking them more difficult. By expending a Willpower point, if they have a weapon in their hand they can add the weapon's damage rating to their armour rating for the turn. This does not protect against firearms.
••••• Rending: By spending a Willpower point before making an attack roll, any successful attack also causes an aggravated wound. The Willpower point does not add to the attack roll.


Improvised Melee (Style):
Cost: • to •••
Pre: Wits •••, Melee •••
• Always armed: The character can always find something to use as a weapon. At the start of the turn, the character rolls Wits + Melee to grab a suitable object. Regardless of what is picked up, the weapon is; +0 Weapon Modifier, -1 Initiative Penalty, Size 1, Durability 2, Structure 4. Exceptional successes increase weapon modifier and size by 1, but reduce initiative penalty to -2. Using this weapon does not impose the normal -1 attack penalty.
•• In Harm's Way: While the character is wielding an improvised weapon acquired through Always Armed, a character is skilled at putting the item in the way of an oncoming attack. Use the Structure of the item as general armour against a single Brawl or Melee attack. This bonus only works when applying defense to an attack, and the weapon can be used later the same turn to attack with. The weapon will suffer the same amount of damage as the character does, ignoring Durability.
••• Breaking Point: When making an all-out attack with a weapon acquired with Always Armed, a character can decrease the Structure of the weapon by 2 which in turn increases the weapon modifier by 1 for that attack. Declare the Structure loss before the attack is rolled, and the item loses the structure regardless of whether the attack is successful or not. Provided the weapon was not destroyed, it is possible for a character to use In Harm's Way and Breaking Point in the same turn.[/olist]


Iron Chin (Style):
Cost: •• or ••••
Pre: Resolve •••, Stamina •••
•• - Does not suffer the beaten down tilt from any amount of bashing damage
•••• - Does not suffer the beaten down tilt at all


Iron Skin:
Cost: •• or ••••
Pre: Martial Arts •• OR Street Fighting ••, Stamina ••
The character gains armour against bashing attacks, 1 with •• and 2 with ••••. A willpower point can be spent to convert lethal damage to bashing, again 1 point with •• and 2 with ••••.


Knife Fighting, Spetsnaz/Special Forces (Style):
Cost: • to ••••
Pre: Dexterity •••, Melee •••
• Anticipate Attack - Can substitute Melee rating for Composure to determine Initiative modifier.
•• Advantageous Angle - Target suffers a -1 to their Defense. This maneuver can be made every other turn.
••• Vital Attack - Attacks made with a knife have Armour Piercing 1, and all penalties to target specific body parts are reduced by -1.
•••• Slash and Stab - Can make a second knife attack at -1, but the character suffers a -1 penalty to Defense against the following attack.


Light Weapons (Style):
Cost: • to •••••
Pre: Wits ••• OR Fighting Finesse, Dexterity •••, Athletics •••, Melee ••
• Rapidity: A character can sacrifice the weapon damage rating to add their Melee level to their Initiative for one turn. The weapon becomes a weapon with a damage modifier of 0.
•• Thrust: A character can substitute points of Defense one for one to increase their attack pool, provided they have not used their defense already that turn or sacrifice it in favour of another action, such as an All Out Attack.
••• Feint: The character forgoes the weapon damage in one round in order to increase the damage the following round. The next attack ignores a target's defense equal to the total of rolled successes plus the damage modifer, and grants bonus to damage equal to the number of successes rolled.
•••• Flurry: Provided the character has not used up all of or sacrificed their defense, the flurry of blows from the character's weapon cause any and all targets within range a single point of lethal damage. Cannot be used in a turn when the character actively dodges.
••••• Vital Shot: The character sacrifices all of their defense for the turn, and the weapon causes a single point of aggravated damage in addition to any normally caused.


Loaded for Bear:
Cost: • or ••
Pre: Athletics •, Survival •
When you go into a situation expecting trouble, you come prepared. Extra ammo, pipe bombs in cargo pockets, a bandolier of grenades, whatever it takes.
With one dot of this Merit, you gain an extra free “reload” of a weapon, including single shot weapons, during a scene.
Taking two dots in this Merit allows two free “reloads” after running out of ammo, whether by rolling a dramatic failure or following burst fire.


Marksmanship (Style):
Cost: • to ••••
Pre: Composure •••, Resolve •••, Firearms •••
• Through the Crosshairs: Maximum bonus to Firearms for aiming is equal to Composure + Firearms, rather than 3.
•• Precision Shot: Can reduce the damage bonus of a firearm in order to remove a negative penalty for targeting a body part.
••• A Shot Rings Out: Will never hit an unintended target.
•••• Ghost: Firearms skill is a negative modifier to any Perception test to spot the character, or Investigations when investigating the scene afterwards.


Martial Arts: General, Kung Fu, Karate (Style):
Cost: • to •••••
Pre: Resolve •••, Dexterity•••, Athletics ••, Brawl ••
• Focused Attack: Ignore one point of armour on any target and reduce penalties for targeting body parts by 1.
OR Leg Kick: Character can kick the legs out from under an opponent. By reducing their Defense by 1, if they cause damage with their Brawl attack they cause the Leg Wrack tilt.
•• Defensive Strike: Can add 1 or 2 points to defense, at an equal cost to the character's own attack rolls. Cannot be used in a dodge.
OR Cutting Elbow: The character targets the scalp with their elbow, to open up a bleeding wound there. Attacking with a -2 penalty to inflict the Blinded tilt on an opponent provided the attack causes at least one wound
••• Whirlwind Strike: Provided the character is not dodging and has their defense available to them, any opponent stepping within arm's reach takes a point of bashing damage. If the character spends a point of Willpower, this becomes two bashing damage for a single turn.
OR Trapping: The character controls the opponents limbs so they can't be used to block the character's own attacks. If the character hits with a Brawl attack, they may set aside any of the successes (upto their Brawl skill rating) and add these to their Brawl attack next turn. If all successes are set aside, the first blow causes no damage but sets up the second attack
•••• Hand a as Weapon: Unarmed strikes cause lethal damage.
OR Inch Force: Character can hit hard over very short distances. This allows the character an immediate counter-punch per turn as an additional reflexive action (only one per turn). Roll Strength + Brawl - Defense as usual. If the character succeeds, they automatically avoid the grapple and cause standard Brawl damage as well
••••• Touch of Death: Unarmed strikes count as a weapon with damage rating of 2.
OR High Momentum Strike: If the character has a higher initiative than their target, they may hold their attack. Once their opponent has attacked if they fail (score 0 successes) then the character may use a fancy counterattack that is difficult to pull off, such as a tornado kick or spinning backfist. This knocks the target down and allows the character to roll their Brawl rating in dice for additional damage.


Martial Arts: Filipino (Style):
Cost: • to ••••
Pre: Dexterity •••, Melee •••
• Lock and Block - Roll Strength + Melee against a target's attack. If successful, the character captures the target's attacking arm and grapples it. Optional: May add Defense to the roll as it is a defensive move, however cannot then make use of Defense against the next attack.
•• Disarm - Roll Dexterity + Melee, and if it is equal to or exceeds the target's Stamina rating then they drop their weapon, causing half the successes as bashing damage.
••• Off-Balancing Attack - Attack is made with a -2 penalty, but if successful the target takes full damage and suffers a -3 penalty to their next attack.
•••• Many-Handed Defense - Character can apply their full dodge bonus to all attacks in a combat.


Phalanx Fighter:
Cost: ••
Pre: Weapon and Shield ••, Spear and Bayonet •
Character is trained to wield a spear alongside a shield.
Does not increase the spear's Strength requirements for using it one handed as long as they're also using a shield.
Can use a spear for any weapon or shield maneuver.


Police Tactics (Style):
Cost: • to •••
Pre: Brawl ••, Melee •
• Compliance Hold: Gain a +2 bonus to overpowering rolls, such as disarming or immobilising a target.
•• Weapon Retention: When a target tries to turn the character's weapon against them, they must exceed the character's Melee skill to succeed.
••• Speed Cuff: Against an immobilised target, the character can apply handcuffs or other restraints as a reflexive action.[/olist]


Powered Projectile (Style):
Cost: • to ••••
Pre: Dexterity •••, Athletics ••, Firearms ••
Character is comfortable using pre-modern weapons such as slings, crossbows, blowguns, etc.
• Quick Reload: Character can reload one turn faster than normal (minimum of 1 turn)
•• Intercept Shot: Character can shoot a projectile out of the air with their own (not bullets). Any turn the character spends aiming they can make an attack against a ranged projectile, with an additional -2 penalty (on top of the usual for targeting a small object). A successful hit deflects the projectile a number of meters equal to the damage in a random direction
••• Penetration: Character can add +2 to their weapon's armour piercing rating for their next attack
Drawback: This maneuver requires concentration. The character loses their defense for the turn that they use this maneuver
•••• Skewer: Character can use projectiles to impale parts of the target's anatomy. With a -2 penalty to attack, any inflicted tilts require the target to roll Stamina + Strength - damage inflicted to remove a projectile before the tilt is resolved


Retain Weapon:
Cost: ••
Pre: Wits ••, Brawl ••
When an opponent tries to use the Disarm or Control Weapon maneuver, reduce their successes by the character's level in Brawl.


Roadkill:
Cost: •••
Pre: Aggressive Driving ••
When using a vehicle to hit an opponent, the character adds 2 additional successes per 20mph their vehicle is traveling instead of 1. They inflict the Knocked Down tilt on an opponent even if they miss.


Shiv:
Cost: • or ••
Pre: Street Fighting ••, Melee •
Can carry small, concealable weapons with ease. 1 dot is a weapon with a rating of 0, 2 dots has a rating of 1. Character may use the Brawl skill when fighting with this weapon and all opponents trying to detect the weapon take a penalty equal to the character's Melee skill.


Sniping (Style):
Cost: • to •••••
Pre: Dexterity •••, Resolve •••, Firearms •••, Stealth •••
• On Scope - Increase bonus for aiming of semi-automatic rifles to Composure +1, and bolt, bolt and lever-action rifles to Composure +2. Gains a +2 to Perception tests when using a scope or binoculars.
•• Battlesight Zero - Whenever a character sets the sights on a rifle that they then use, they double the number of attacks that receive this bonus. In addition, ranges are increased. Short range (+Wits x5yards), Medium (+Wits x10yards) and Long (+Wits x15yards).
••• Focused Shot - Wound, environmental and other penalties to shoot a rifle are reduced by the character's Resolve rating.
•••• Tactical Intervention - Halve (round down) all penalties for shooting a rifle into close combat or concealment of the target.
••••• One Shot, One Kill - By spending a Willpower point, can add the weapon's damage rating directly to damage as extra successes instead of to the dice pool. 9-again and 8-again still increase the number of successes, however.


Spear and Bayonet (Style):
Cost: • to •••
Pre: Strength •••, Dexterity •••, Melee ••
• Firm Footing: Character can brace against a charging opponent. When performing an all-out-attack against the character, the target automatically receives the damage rating of the weapon minus armour. However any further attack from the character in the same turn will not be affected by the armour
•• Keep at Bay: Character can threaten an opponent with the weapon to keep them from moving, provided the target has a shorter weapon. If they don't dodge or back away, then the target loses their defense against the character's next attack
Drawback: Requires the expenditure of 1 Willpower point
••• Strike and Develop: After causing a wound, the character twists the blade to worsen the effects of the injury before withdrawing the weapon. A successful attack with this weapon will cause the target to suffer 1 additional lethal damage per turn equal to the successes of the initialy attack. New attacks will lengthen the period of this bleeding, but will not increase the blood loss or damage. Character loses their defense whenever they attempt this maneuver.


Staff Fighting (Style):
Cost: • to ••••
Pre: Strength ••, Dexterity •••, Melee ••
• Short Grip: Changes grip, removes the +1 to defense but gains a +1 to attack due to extended length of the weapon
•• Thwack Weapon: Character can disarm with the staff on a roll of Strength + Melee contested by Strength + Athletics.
••• Vaulting Defense: By spending a point of Willpower, the character can reposition themselves in the combat and add their dots in Melee to their defense to one attack for that turn
•••• Tornado Strike: Character spins and the staff is treated like an autofire medium burst weapon against up to 3 targets within range.


Staff Fighting, Advanced (Style):
Cost: • to •••
Pre: Strength •••, Dexterity •••, Melee •••
Can use polearms and staves to greater effect.
• Trip - Contested roll against target's Dexterity + Athletics. If successful, target receives 1B damage and is Knocked Down.
•• Temple Strike - Attack is at -3, and if the damage exceeds the target's size the target falls unconscious for a number of turns equal to the damage done.
••• Dangerous Radius - Make a normal attack roll (Strength + Melee + Weapon Bonuses) but take away 1 dice from the pool per target within 3 yards of the character. Successes are calculated as damage to all within 3yds. However, this will also affect all friendly characters in the 3yd radius.


Street Fighting (Style):
Cost: • to •••••
Pre: Stamina •••, Composure •••, Brawl ••, Streetwise ••
• Duck and Weave: Reflexively take a 1 dice penalty to other skills in order to use the greater of Wits or Dexterity when calculating Defense.
•• Knocking the Wind Out: If the character makes a successful unarmed attack, the target suffers a -1 penalty to their own next action.
••• Kick 'Em When They're Down: Any time the character's successes on an attack roll are greater than the Stamina of the target, the target suffers the Knocked Down Tilt. Additionally, any time the character is close enough to strike when an opponent is rising back to their feet the character can reflexively cause 2 bashing damage to them.
•••• One Two Punch: Whenever the character successfully lands an unarmed attack, they can spend a Willpower point to cause an additional 2 bashing damage from a follow-up blow.
••••• Last Ditch Effort: Whenever the character is about to take a hit or get overpowered, they can spend a point of Willpower reflexively and sacrifice their defense, granting them an attack against their opponent unless they have already spent a Willpower point.


Street Fighting: Kino Mutai (Style):
Cost: • to ••••
Pre: Dexterity ••, Resolve ••, Brawl ••
The character fights dirty, biting ears or gouging eyes.
• Trained Bite: If the character prevails in a grapple, they may bite harder than normal and with the Damage maneuver and inflicting +2 bashing damage.
•• Ripping: The character will target soft, loose body parts to attack and whilst non-life threatening, they are painful. If the character wins a grapple roll with more successes than the target's Resolve, they may use this maneuver which inflicts the Agony tilt but only inflicts 1 point of damage.
••• Trained Gouge: While grappling, the character can drive their fingers into an enemy's eyes if they have scored 3 or more successes on the grapple maneuver. This inflicts the Blinded tilt until the target breaks free of the attack, or the character chooses to or is forced to end the maneuver.
•••• Continuous Bite: In a grapple, the character may inflict lethal damage when using the Damage maneuver by tearing of strips of flesh


Strength Performance (Style):
Cost: • to ••••
Pre: Strength •••, Stamina ••, Athletics ••
At ••• or ••••, the character can "bulk up" and go up a size. They must have had the ••• rating for at least a year to represent the increased muscles and size, and gives the character the option of purchasing the giant merit in-game. If the character is already giant they stay at size 6. This change in size is optional
• Strength Tricks: Character benefits from a +2 to Performance and Intimidation when they can demonstrate their strength, and an additional +1 to other non-combat feats of strength.
•• Lifting: When the character attempts a Strength + Stamina roll, they can the rote benefit and can re-roll failed dice. This does not include running, jumping but does include damage to inanimate objects, in which case the damage bonus cannot be great than Strength + Stamina
••• Push/Pull: Character can move an object as if their strength was doubled or, if the object is on wheels or has minimal friction, strength x5.
•••• Stronger than You: When rolling any strength based roll, if the character succeeds they automatically add +1 success to their total. This does apply to combat


Strong Back:
Cost: •
Pre: Strength ••
Character gains +1 to actions involving lifting or carrying heavy weights.


Systema (Style):
Cost: • to •••
Pre: Dexterity •••, Athletics •••, Wits ••
Represents the Systema martial art, but can also include Aikido, Tai Chi or other "soft" martial arts that favour movement over hardness.
• Rolling: When knocked prone, the character can roll to face any direction and does not suffer the -2 penalty to attack while Knocked Down. If they suffer any damage when being knocked down, the character can roll their Dexterity with each success removing 1 level of damage .This benefit will add to any other action that might mitigate the damage
•• Balance: Opponents trying to apply Knock Down or Drop Prone tilts to the character must succeed by 2 additional levels due to the character rolling, dodging and otherwise moving with the blow
••• Combat Posture: Whenever a character's attack successes equal or exceed the strength of an opponent, they automatically inflict the Knocked Down tilt. If the damage would already cause this tilt, then the damage is increased by +1 due to the force of the Knock Down.


Thrown Weapons (Style):
Cost: • to ••
Pre: Dexterity •••, Athletics ••, Quick Draw with thrown weapon speciality •
Can perform these maneuvers with weapons no larger than size 1
• Practiced Toss: The character can add their Athletics score to their initiative when using this maneuver
•• Impalement Arts: If the character succeeds in damaging a specified arm, leg, hand or foot target they inflict the Impaled tilt.
Drawback - Character loses their defense when using this maneuver due to the concentration and focus it requires


Transfer Maneuver:
Cost: Same cost as original maneuver
Pre: Intelligence ••, Wits •••, At least ••• in the original skill that the maneuver applies to
Allows an armed maneuver to be used unarmed, and vice versa.


Trigger Discipline:
Cost: •
Pre: Wits ••, Firearms ••
Your character is a disciplined shooter, able to maximize her shots and conserve ammo appropriately.
Choose a type of firearm when you choose this Merit: Pistol, Shotgun, Rifle, Thrown, Heavy Weapons.
Increase the weapon’s effective capacity in your hands by one level. For weapons already at high capacity, this allows an additional long burst. You may choose this Merit multiple times, each time selecting a different category of firearms.


Trunk Squeeze:
Cost: •
Pre: Brawl ••
Character can wrap their arms and legs around a target's torso and squeeze, crushing the life out of them.
While grappling the character can inflict 1 point of bashing damage and impose a cumulative -1 penalty to the opponent's grappling rolls for each round the maneuver is maintained.
This does not work on targets who do not need to breathe, or who are 2 sizes larger than the character.


Two Weapon Fighting Style (Style):
Cost: • to ••••
Pre: Wits •••, Fighting Finesse ••, Melee •••
Unless the character has the ambidexterity advantage, they suffer the standard -2 to attack with this maneuver.
• Balance Grip: The character does not count their weapon's initiative penalties provided the smaller weapon in their off-hand is smaller than or equal to the primary weapon
•• Protective Striking: Character uses the off-hand to deflect attacks, as part of an all-attack melee attack. Add the off-hand weapon's bonus to the character's attack, or +1 if it does not possess one, and +1 to Defense
••• Dual Swipe: Character attacks with both weapons at once as part of an all-out attack. Add the off-hand weapon's bonus to the character's attack, or +1 if it does not possess one, and reduce their defense by -1.
•••• Double Strike: By spending a point of Willpower, the character can target two different target in close range. The character matches their attack to the highest of the two opponent's Defenses, and deduct -1 from the dice pool. The character chooses which damage targets which opponent, and this cannot be used with Dual Swipe


Unarmed Defense (Style):
Cost: • to •••••
Pre: Dexterity •••, Drawl ••, Defensive Combat: Brawl
• Like a Book: When facing an unarmed opponent and not dodging, the character can add half of their Brawl skill to their defense.
•• Studied Style: Attacks from a selected target do not reduce the character's defense score, and if ever the target's attack pool falls to zero then further attacks against the character lose the 10-again quality.
••• Redirect: When the character dodges while facing more than one opponent, if his Defense roll reduces the target's Attack pool to zero then the target must roll to attack one of their nearby friends instead.
•••• Joint Strike: Rolling Strength + Brawl instead of Defense, the character lashes out against a joint or limb in an attempt to cripple the person. If the roll scores more successes than the attacker, every additional success causes the target one bashing damage. This also inflicts the Arm Wrack or Leg Wrack Tilt.
••••• Like the Breeze: When dodging, if the character's Defense Roll reduces the attacker's attack pool to zero then they are pushed to the ground and gain the Knocked Down Tilt.


Weapon and Shield (Style):
Cost: • to ••••
Pre: Strength •••, Stamina •••, Melee ••
Can fight in a formation with a shield and weapon
• Shield Bash: Character slams their shield into an opponent. When dodging, add the shield's Size to their defense pool. If the character reduces their opponent's dice pool to 0 then any additional successes cause 1 point of Bashing damage.
•• Boar's Snout: Character can charge forward with an all-out-attack, and still benefit from the shield's Size bonus to defense whilst attacking with the weapon. If there are more than 1 involved in the shield wall, then add +1 to Defense for each
••• Pin Weapon: If an opponent misses a melee attack, they are automatically disarmed
•••• Tortoise Shell: When using a shield in formation, the character is considered behind cover with Durability equal to the shield's Size, +1 for each additional shield wielding ally in their immediate vicinity.


Weaponry Dodge (Style):
Cost: •
Pre: Strength ••, Melee •
Whenever character performs a dodge, they may add their Melee skill level to their dice pool instead of doubling their Dodge value.
Can use this against incoming melee attacks or firearm attacks made in close combat.
Character can move up to Speed and still perform a Brawling Dodge action.
Can only use Brawling Dodge or Weapon Dodge in a turn, but can possess both skills.


This message was last edited by the GM at 22:26, Mon 05 Sept.

The Shadow
 GM, 230 posts
Thu 18 Aug 2022
at 18:23
Flaws - SOCIAL

Addiction:
Cost: -• to -•••
Pre: None
The character is addicted to a particular drug. For the equivalent of an adrenaline junkie see the flaw Living on the Edge.
-• Minor addiction. Drug is legal, easy to obtain, relatively cheap and any dangerous side effects may take years or prolonged exposure and usage to show. Examples include smoking tobacco and/or cannabis, social drinking of alcohol and gambling.
Lose one dice from all rolls if the character was unable to indulge their addiction last scene.
-•• Major addiction. Drug or activity is either illegal, morally questionable or has short-term debilitating effects. Extreme cannabis use (debilitating, whilst still being functional), cocaine use (morally questionable and illegal) and severe gambling (morally questionable and financially problematic) are both examples of this level of addiction.
Lose two dice from all rolls if the character was unable to indulge their addiction last scene.
-••• Severe addiction. The drug is either extremely illegal, dangerous or its short-term effects are debilitating. Severe alcoholism and heroine abuse are included at this level. Character suffers a five dice penalty to resist the opportunity to indulge in their addiction.
Lose three dice from all rolls if the character was unable to indulge their addiction last scene.

Addictions can be broken but it will take time, the character will suffer negatives to their dice penalty while they are undergoing cold turkey. Even then they have a one dice penalty to resist the temptation to indulge in their addiction if offered the opportunity.


Adversary:
Cost: -••
Pre: None
The opposite of a Mentor, could be a rival hunter, a former colleague or friend. The adversary is a single person or group that holds influence or has access to resources. They compete or work against the character, often indirectly.


Anonymity - Person of Interest:
Cost: -••
Pre: None
The character's biometrics, known associates and aliases appear on several intelligence agency databases, possibly flagged as a potential terrorist.
This increases the chance that an agency becomes interested in the character, and it is easier for them to monitor.


Anonymity - Serial Error:
Cost:
Pre: None
Somebody made an error on a database somewhere to the character's detriment. Whenever a background check on the character is made they discover this error; the character might be listed as dead, MIA or AWOL in the military, on a security watchlist, bankrupt, etc.


Enemy:
Cost: -• to -•••••
Pre: None
The opposite of an Ally, an enemy can either be a single person or a group.
-• Gifted enemy, or small group of average enemies.
-•• Superlative enemy, small group of gifted group of enemies or large group of average enemies.
-••• Small group of superlative enemies, large group of gifted enemies or very large group of average enemies.

Secret -•: The character does not know that the enemy exists. In this instance give the GM the total number of points for the flaw, and they will secretly create the enemy.


Fame - Infamy:
Cost: -•• to -••••
Pre: None
Character is famous for something horrible.
Character suffers from a two-dice penalty to all reaction tests if identified.
-•• Infrequently
-••• Frequently
-•••• Always


Fame - Dark Secret:
Cost:
Pre: None
The character has committed an atrocious act, but only a relatively few people know about this.


Fame - Infamous Partner:
Cost: -• to -•••
Pre: None
One of the character's loved ones, close friends or business partner has an Infamy that tarnishes the character's reputation by association.
The character suffers a one-dice penalty to all related social or reaction rolls when identified.
-• Infrequently
-•• Frequently
-••• Always


Language: Illiterate:
Cost: -••
Pre: None
Character cannot read or write. Academics and Science skills cannot rise above •, and cannot have any specialty attached to them.


Looks:
Cost: -• to -••
Pre: None
-• Ugly: Lose 1 dice from all related Social dice pools.
-•• Repulsive: Lose 2 dice from all related Social dice pools.


Living on the Edge:
Cost: -••
Pre: None
For some reason, either known or unknown, the character feels compelled to take unnecessary risks even when they don't need to.
Whenever the character is confronted with the opportunity to indulge in a risky temptation that they have not done before, or one that they have  done and enjoyed they suffer a two-dice penalty to all actions until the character partakes of the experience or the opportunity ends.


Retainer - Stalker:
Cost:
Pre: None
The character has a tendency to attract people who become a little too obsessive or smitten with the character. They may be hungry, obsessed, love-maddened, desperate, opportunistic or any combination or variation of this list.
Unless the flaw is bought off, when one stalker is removed another will take their place.


Reputation, Poor:
Cost: -• to -••
Pre: None
One aspect of the city or area does not like
-• Disliked. Subtract one dice from all Social tests that involve the group.
-•• Despised. Subtract two dice from all Social tests that involve the group.


Resources: Destitute:
Cost:
Pre: None
Live as a squatter or rely on the generosity of friends and family. Can beg or scrounge around £100 per month, and has few belongings to their name. If they have access to a vehicle it is small, ancient, in bad need of repair and rarely has much petrol in the tank - or is stolen.


Status - Shunned:
Cost: -••
Pre: None
For some reason a particular group completely loathe the character.
Members of this group will actively work against the character.


Status - Suspect:
Cost: -••
Pre: None
A group is on poor terms with the character due to a mistake or crossed deal. The group may not directly act against the character, operating more on an out-of-sight out-of-mind basis.
The character suffers a two-dice penalty on all Social interactions with this group until whatever caused the difficulty has been resolved.


Unseemly Aura - Stigmata:
Cost: -• or -••
Pre: None
The character bleeds from open wounds on their hands, feet and forehead. The bleeding occurs when they suffer physical damage or damage to Willpower (• version) or both (•• version).
Witnessing the stigmata will cause social interest and concern for the character.


Unseemly Aura - Crone's Curse:
Cost: -••
Pre: None
Some supernatural affliction (that the character may or may not know the source of) has affected the character. The character looks at least 10 years older than they should, and are suffering from some form of ill health that reduces their available health boxes by -1.
The cause of the curse can either be left entirely to the GM, or created through negotiation.
Lifting the curse may be difficult, and should not be easy to do.


Weak Willed:
Cost: -••
Pre: None
The character cannot use the Active Resistance ability to withstand mental, social or emotional attempts to control or sway them. This includes obvious supernatural attempts.


This message was last edited by the GM at 18:25, Thu 18 Aug.

The Shadow
 GM, 232 posts
Wed 31 Aug 2022
at 17:04
Flaws - Derangements
Derangement - Depression, Mild:
Cost:
Pre: None
If the character fails to achieve a goal, roll Resolve + Composure or lose a Willpower point and be unable to spend any further Willpower for the remainder of the scene.


Derangement - Depression, Severe (Melancholia):
Cost: -•••
Pre: None
As per Depression, only with an additional -2 modifier to all dice rolls for the remainder of the scene.


Derangement - Phobia, Mild:
Cost:
Pre: None
Character is irrationally scared of something; an animal, colour, person, the dark.
Roll Resolve + Composure or suffer a -5 penalty to offensive dice rolls if the source of the phobia is within Speed yards of the character (due to shaking and fear). If able to, the character must move to at least Speed distance in yards away from the source of the phobia.
If unable to get to at least Speed yards away, the character becomes Frozen in place and while they can react to attacks they cannot themselves attack.


Derangement - Phobia, Severe (Hysteria):
Cost: -•••
Pre: None
As per Phobia, but the character cannot be in the same room as the source of the phobia, and must run away if they are aware or can otherwise sense the phobia. If any of the Resolve + Composure rolls is a dramatic failure, the character feints.
If the character is unaware of the presence of the source of the phobia until it touches them, they suffer a -3 penalty to Resolve + Composure. This is increased to -5 if the character can sense but cannot see the source.


Derangement - Narcissism:
Cost:
Pre: None
Whenever the character succeeds at a goal, roll a Resolve + Composure roll or suffer a bout of vanity.
All social rolls suffer a -1 penalty, and all team-related rolls suffer a -3 penalty.


Derangement - Narcissism, Severe (Megalomania):
Cost: -•••
Pre: None
As per Narcissism, only with an additional -1 penalty to all relevant dice rolls.
If the character fails a contested roll against someone who is inferior, they lose a point of Willpower due to self-loathing.


Derangement - Fixation:
Cost:
Pre: None
If a character fails or succeeds at an important action, they must roll Resolve + Composure or suffer an unhealthy fixation with the action.
Roll a single dice and the fixation lasts for this many scenes. The character becomes obsessed with a factor that allowed them to achieve their goal, or curses the chance circumstances that caused them to fail. The GM will rule how this derangement will affect the character, but a -1 penalty to related tasks might be appropriate or a stubborn refusal to engage with any unrelated activity, for example.


Derangement - Fixation, Severe (Obsessive Compulsive):
Cost: -•••
Pre: None
The character is obsessed with following a single or number of actions or behaviours. The character has a set number of actions that they must perform before they are able to do anything else.
The Obsession can be ignored for a scene with a success Resolve + Composure roll at a -2 penalty.
If the character is prevented from completing their behaviours, they may lose control as appropriate.


Derangement - Suspicion:
Cost:
Pre: None
If a character fails because of the intervention of another, they may become suspicious of everyone's motives towards them.
Roll Resolve + Composure, and on a failed roll suffers a -1 penalty on all Social rolls due to mistrust.


Derangement - Suspicion, Severe (Paranoia):
Cost: -•••
Automatically suffers a -2 penalty to all Social rolls, and the slightest suggestion of suspicious behaviour requires a Resolve + Composure roll made with a -2 penalty to not attack or react aggressively against the target.


Derangement - Inferiority Complex:
Cost:
Pre: None
Whenever the character faces a situation where the result of a single action can determine success or failure, they are faced with crippling self-doubt.
They must roll Resolve + Composure or suffer a -1 penalty to all rolls, and cannot spend Willpower on the action that caused their negative feeling.


Derangement - Inferiority Complex, Severe (Anxiety):
Cost: -•••
Pre: None
As per Inferiority Complex, except the penalty is -2 to all dice rolls, and they cannot spend Willpower to improve their rolls.


Derangement - Vocalisation, Mild:
Cost:
Pre: None
Character may involuntarily verbalise their thoughts when put in a stressful situation.
Roll Resolve + Composure or reveal the character's innermost monologue. If it's pointed out by others they can resist for a number of turns equal to their Wits before starting over again.


Derangement - Vocalisation, Severe (Schitzophrenia):
Cost: -•••
Pre: None
Character is unpredictable and potentially dangerous, suffering from a -2 penalty to all Social rolls.


Derangement - Irrationality, Mild:
Cost:
Pre: None
Whenever the character is faced or threatened with violence (by a potential, real threat), they need to roll Resolve + Composure to keep their cool.
If this fails the character will act in a crazed, mad way (potentially dangerous actions) with the intent to try to scare their aggressor away. They are able to threaten but cannot actively attack their target, but can defend themselves. A Wits + Composure roll must be made before they are able to remove themselves from the situation.
Each bout lasts for the remainder of the scene.


Derangement - Irrationality, Severe (Multiple Personality):
Cost: -•••
Pre: None
Character is so broken that they may have more than one personality, each with different skill values, Social attributes and appropriate merits. Individual personalities may not be aware of each other.
Work with the GM to determine the trigger that would result in the character displaying particular personalities.


Derangement - Avoidance, Mild:
Cost:
Pre: None
When faced with a conflict with someone associated with a previous failure (an ex-wife or the house where they suffered a painful childhood, for example), the character may try to avoid the situation entirely.
On a failed Resolve + Composure roll, the character will try their best to avoid the situation, short of harming themselves.


Derangement - Avoidance, Severe (Fugue):
Cost: -•••
Pre: None
The character can suffer a blackout or loss of memory when faced with particular trauma or stress.
Decide on the circumstance that will trigger the fugue state, and roll Resolve + Composure when faced with this trigger. If this fails, the character falls into a trance like state, repeatedly performing the same inane or mundane action (tying or re-tying their shoelaces)