Mortal character generation.   Posted by The Shadow.Group: 0
The Shadow
 GM, 5 posts
Sun 28 Jan 2018
at 11:10
Merits
Character Generation - Professions



Every character needs a profession, or at least a way to describe what they do to live and earn money. There is a list below that can be used for help with this (taken from Hunter: The Vigil). In order to be recognised in that profession, the Professional Training merit should be taken, and at least 3 skill points should be distributed between the 2 Professional Asset Skills listed.

The number of starting merits has been increased to allow this to happen without detracting from other aspects of the game, and all characters who have a job / livelihood should start with at least 1 rank in this merit. Note that the number of ranks in this Professional Training cannot be higher than the highest ranking asset skill associated with that profession.

Please do not discount Wealth either especially if you have a job and a regular income. If selected, describe where the wealth is coming from and ensure it makes sense. If you want to be independently wealthy and jobless, then please include an inappropriate background merit (such as Status) to support this.

Of course, discuss with the GM if you feel there is a reason why your character should not have a profession / asset skills / professional training / wealth at character creation (vagrant, teenager or youth, independently wealthy and has not worked a day in their life and has servants who do everything for them, etc). I want this to create a realistic feel at the beginning of the game, but I am flexible provided the character makes sense. In order to be a high-flying, recognised expert in a particular field you will need the skill itself but also the background merits to support it and sufficient wealth to ensure a steady income. That is not to say that a successful academic is rich, they could have a good income but be deep in debt (bad investments, ongoing court case, divorce, etc) and therefore only have a single dot in wealth (or none at all, and be sleeping on a friend's couch). You could be a home-taught genius in a particular field of expertise with no wealth and no professional training (a gifted youth still living at home with their parents, for example), but you will not be recognised within society as gifted without the merits to support it.


Lastly, all characters should have curious minds and a thirst to investigate and explore the unknown for whatever reason. This is a game of horror about exploring the supernatural and, hopefully, dealing with at least some of the threats lurking in the shadow. If a character wants to explore then run away from what they find then great, but they would at least be involved in the exploration and will be leaving those that don't run away to the consequences of what they have found.

Character Creation


Attributes         : 5/4/3
Skills             : 11/7/4 (5th dot in any skill costs an additional point)
                   : Depending on the profession selected, the character should choose 2 skills
                     as their "Asset Skills" and at least 3 ranks should be in these skills
Specialities       : 3
Bonus Specialities : 1 (can only be applied to a Asset Skill)
Merits             : 10
Size               : 5
Health             : Stamina + Size
Willpower          : Resolve + Composure
Defense            : Lower of Dexterity or Wits + Athletics
Initiative         : Dexterity + Composure
Speed              : Strength + Dexterity + 5
Integrity          : 7


Selecting Merits


What follows in this thread are a list of all the available merits. A number are labelled as RESTRICTED indicating that they are not available at character creation. If you wish your character to have supernatural merits, please speak with the GM. Anything low-level to begin with (such as Empathy of being able to see auras / sense the supernatural) will have a greater chance of being accepted than higher powered merits (such as telepathy and teleportation), but it will depend on character concept and how they fit in with the other characters & plot.
This game is supposed to be "realistic" to begin with (sort of), and having too many characters who can fly / become invisible / mind control everyone around them would spoil the initial flavour of the game.

Example Professions


What follows are examples of professions that can be used, along with a number of skills and merits that are often associated with that career.
At least 3 ranks should be split between the asset skills to have any real competence in the profession, and this should match the number of ranks the character has in the Professional Training merit.

Characters can use these professions, or can create their own with discussion with the GM.
See the Professional Training merit below for details of bonuses that each level gives to the character.

Summary:
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).

Academic
Suggested Attributes: Mental or Social, depending on speciality, Physical if Sports Scientist
Asset Skills: Academics, Science
Suggested Skills: Computer, Streetwise
Suggested Merits: Contacts, Encyclopedic Knowledge, Mentor

Professional Training (level of certification):
  1. Upto Level 5 Qualifications (Undergraduate, Foundation or non-honours Degree level)
  2. Level 6 Qualifications (Honours degree)
  3. Level 7 Qualifications (Masters degree) or multiple Honours Degrees
  4. Level 8 Qualifications (PHd / Doctorate - Can be called doctor or professor) or multiple Masters Degrees
  5. Multiple Masters Degrees and/or PHds. Considered one of the highly specialised experts in this field of study.



Artist
Suggested Attributes: Social, Intelligence for Writers or Painters, Strength for sulptors or Dexterity for musicians
Asset Skills: Crafts, Expression
Suggested Skills: Academics, Empathy, Occult, Socialise, Survival
Suggested Merits: Barfly, Contacts, Fame.

Professional Training:
  1. Critic
  2. Amateur
  3. Artist
  4. Gallery Regular
  5. Warhol



Athlete
Suggested Attributes: Physical, Social
Asset Skills: Athletics, Medicine
Suggested Skills: Brawl, Weaponry, Academics, Drive, Empathy, Intimidation, Socialise, Streetwise
Suggested Merits: Fame, Fleet of Foot, Resources, Combat Merits

Professional Training:
  1. Local Coach
  2. Bush League (Sunday League Football in UK)
  3. Minor League (Amateur Professional or part-time professional footballer, local renown)
  4. Professional (Full-time, professional footballer, national renown)
  5. Star / Olympian (Star of the team / world renown)



Cop
Suggested Attributes: Physical
Asset Skills: Streetwise, Firearms or Weaponry
Suggested Skills: Athletics, Academics (Law), Investigation, Intimidation, Medicine, Stealth, Weaponry. May have others depending on speciality - Animal Ken for K9 units, etc
Suggested Merits: Allies, Danger Sense, appropriate combat merits

Professional Training:
  1. Rookie or Community Support Officer
  2. Beat Cop
  3. Officer
  4. Sergeant
  5. Captain



Criminal
Suggested Attributes: Physical, depending on speciality
Asset Skills: Larceny, Streetwise
Suggested Skills: Depending on speciality; Brawl, Firearms, Intimidation, Weaponry; Athletics, Stealth; Persuasion, Empathy, Subterfuge
Suggested Merits: Contacts, Fast Reflexes, combat merits

Professional Training:
  1. Mook
  2. Thug
  3. Criminal
  4. Made Man
  5. Boss



Detective
Suggested Attributes: Any
Asset Skills: Empathy, Investigation
Suggested Skills: Academics (Criminology / Law), Streetwise. May have: Athletics, Brawl, Firearms, Intimidation, Stealth,
Suggested Merits: Barfly, Contacts, Encyclopedic Knowledge

Professional Training:
  1. Clouseau
  2. Detective
  3. Sam Spade
  4. Columbo
  5. Holmes



Doctor
Suggested Attributes: Mental, Social
Asset Skills: Empathy, Medicine
Suggested Skills: Academics, Larceny, Politics, Science (Biology), Sociliase, and skills associated with speciality (Animal Ken for vets, etc)
Suggested Merits: Holistic Awareness, Iron Stomach, Toxin Resistance,

Professional Training:
  1. Paramedic
  2. Nurse
  3. Doctor
  4. Specialist / Surgeon
  5. Chief



Engineer
Suggested Attributes: Mental (Intelligence)
Asset Skills: Crafts, Science
Suggested Skills: Computer, Investigation, Medicine, Persuasion, Science
Suggested Merits: Eidetic Memory, Resources, Status

Professional Training:
  1. Intern
  2. Engineer
  3. Team Leader
  4. Visionary
  5. CEO



Hacker
Suggested Attributes: Mental, Stamina, Composure
Asset Skills: Computer, Science
Suggested Skills: Academics, Craft (Electronic), Expression, Investigation, Occult
Suggested Merits: Eidetic Memory, Encyclopedic Knowledge, Language, Resources

Professional Training:
  1. User
  2. Programmer
  3. Hacker
  4. Brainiac
  5. Mastermind



Hit Man
Suggested Attributes: Physical, Resolve, Composure
Asset Skills: Firearms, Stealth
Suggested Skills: Crafts (Gunsmith / Weaponsmith), Firearms, Investigation, Persuasion, Subterfuge, Weaponry
Suggested Merits: Allies, Contacts, Fast Reflexes, Resources

Professional Training:
  1. Gun nut
  2. Hit man
  3. Sniper
  4. Professional
  5. Bogeyman



Journalist
Suggested Attributes: Mental, Social
Asset Skills: Expression, Investigation
Suggested Skills: Larceny, Persuasion, Politics, Stealth, Subterfuge. May have a speciality
Suggested Merits: Contacts, Danger Sense, Fame

Professional Training:
  1. Hack
  2. Blogger
  3. Journalist
  4. Columnist
  5. Editor



Labourer
Suggested Attributes: Physical
Asset Skills: Athletics, Crafts
Suggested Skills: Politics, Athletics, Streetwise
Suggested Merits: Fast Reflexes, Giant, Iron Stamina, Mentor

Professional Training:
  1. Junkyard Dog
  2. Labourer
  3. Builder
  4. Union Rep
  5. Foreman



Occultist
Suggested Attributes: Mental, Social
Asset Skills: Occult, Investigation
Suggested Skills: Academics, Larceny, Stealth
Suggested Merits: Danger Sense, Meditative Mind, Unseen Sense

Professional Training:
  1. Dabbler
  2. Occultist
  3. Initiate
  4. Acolyte
  5. Crowley



Professional
Suggested Attributes: Mental & Social
Asset Skills: Academics, Persuasion
Suggested Skills: Politics, Sociliase
Suggested Merits: Contacts, Inspiring, Resources, Status

Professional Training:
  1. Desk Jockey
  2. Professional
  3. Manager
  4. Associate
  5. Partner



Religious Leader
Suggested Attributes: Social
Asset Skills: Academics, Occult
Suggested Skills: Empathy, Expression, Medicine, Socialise.
Suggested Merits: Common Sense, Holistic Awareness, Unseen Sense

Professional Training:
  1. Lay Priest
  2. Pastor
  3. Vicar
  4. Bishop
  5. Cardinal



Scientist
Suggested Attributes: Mental, Resolve, Composure, Dexterity, Stamina
Asset Skills: Investigation, Science
Suggested Skills: Academics, Computer, Medicine, Persuasion, Socialise
Suggested Merits: Contacts, Encyclopedic Knowledge, Meditative Mind

Professional Training:
  1. Lab Assistant
  2. Research Assistant
  3. Scientist
  4. Think-tank lead
  5. Brainiac



Socialite
Suggested Attributes: Social
Asset Skills: Politics, Socialise
Suggested Skills: Numerous as single dots, depending on personality
Suggested Merits: Barfly, Fame, Resources, Retainer, Striking Looks, Common Sense, Language - any social merit

Professional Training:
  1. Bit Player
  2. Known Face
  3. Socialite
  4. Life of the Party
  5. Household Name



Soldier
Suggested Attributes: Physical, Wits, Composure, Resolve
Asset Skills: Firearms, Survival
Suggested Skills: Athletics, Brawl, Crafts, Intimidation, Medicine, Stealth, Weaponry
Suggested Merits: Combat merits, Inspiring

Professional Training:
  1. Private
  2. Sergeant
  3. Lieutenant
  4. Captain
  5. Major and above



Technician
Suggested Attributes: Mental
Asset Skills: Crafts, Investigation
Suggested Skills: Computer, Drive, Science
Suggested Merits: Common Sense, Fresh Start, Resources

Professional Training:
  1. Dabbler
  2. Technician
  3. Garage Inventor
  4. Junkyard Wizard
  5. MacGuyver



Vagrant
Suggested Attributes: Stamina, Wits, Composure
Asset Skills: Streetwise, Survival
Suggested Skills: Any
Suggested Merits: Contacts, Iron Stomach, Natural Immunity

Professional Training:
  1. Trash
  2. Bum
  3. Vagrant
  4. Hobo
  5. Rat King


This message was last edited by the GM at 10:24, Wed 15 Jan 2020.

The Shadow
 GM, 11 posts
Mon 29 Jan 2018
at 01:00
Merits
Virtues and Vices



The character gets to pick two anchors, their Virtue and Vice
The virtue is difficult to act on and hard to ignore, but is rewarding when the character accomplishes it. The vice however is an easy path, a solution that brings short-term comfort but doesn't help with their own personal improvement drive.

A character regains 1 Willpower per night of rest or if they accomplish their vice.
If they accomplish their Virtue (at risk to themselves or others) they restore all lost Willpower points.
Besides rest, Willpower can only be restored twice in one game session.

Virtues
  • Competitive
  • Generous
  • Just
  • Loyal


Vices
  • Ambitious
  • Competitive
  • Greedy


Aspirations



Example Short-Term Aspirations
  • Find a new job
  • Find out why my sister has not called me back
  • Get beat up by a bully
  • Go on a date
  • Indulge my addiction
  • Mug someone
  • Put myself in mortal danger
  • See a ghost
  • Show myself that I am not cursed


Example Long-Term Aspirations
  • Become a parent
  • Destroy the beast that killed my lover
  • Discover what happened when my father disappeared
  • Figure out what happened during those weeks I cannot remember
  • Find my soul mate
  • Find out who was really living in the culvert near my childhood home
  • Prove my mother isn't crazy
  • Put my daughter's ghost to rest
  • Take over the company



List of Merits


MENTAL MERITS PHYSICAL MERITS SOCIAL MERITS
Area of Expertise (Cost *) Ambidextrous (Cost ***, at character creation only) Air of Menace (Cost **)
Common Sense (Cost ***) Automotive Genius (Cost *) Allies (Cost * per level, Max *****)
Danger Sense (Cost **) Body as Weapon (Cost **) Alternate Identity (Cost *, ** or ***)
Direction Sense (Cost *) Covert Operative (Cost *) Anonymity (Cost * per level, Max *****)
Eidetic Memory (Cost **) Crack Driver (Cost ** or ***) Barfly (Cost **)
Empath (**) Defender (Cost * per level, max ***) Cohesive Unit (Cost * per level, max ***)
Encyclopedic Knowledge (Cost **) Demolisher (Cost * per level, max ***) Closed Book (Cost * per level, Max *****)
Eye for the Strange (Cost **) Double Jointed (Cost **) Contacts (Cost * per level, Max *****)
Fast Reflexes (Cost * per level, max ***) Fleet of Foot (Cost * per level, max ***) Defender (* to ***)
Good Time Management (Cost *) Giant (Cost ***) Empath (Cost **)
Holistic Awareness (Cost *) Hardy (Cost * per level, max ***) Fame (Cost * per level, Max ***)
Indomitable (Cost **) Greyhound (Cost *) Fast-Talking (Cost * per level, Max *****, STYLE)
Interdisciplinary Speciality (Cost *) Iron Stamina (Cost * per level, max ***) Fixer (Cost **)
Investigative Aide (Cost *) Parkour (Cost * per level, max *****, STYLE) Hobbyist Cliche (Cost **)
Investigative Prodigy (Cost * per level, max *****) Punch Drunk (**) Inspiring (Cost ***)
Language (Cost *) Quick Draw (Cost *) Iron Will (Cost **)
Library (Cost * per level, Max ***) Relentless (Cost *) Mentor (Cost * per level, Max *****)
Library, Advanced (Cost * per level, Max *****) Roadkill (Cost ***) Mystery Cult Initiation (Cost * per level, Max *****)
Lucid Dreamer (Cost **) Seizing the Edge (Cost **) Resources (Cost * per level, Max *****)
Meditative Mind (Cost *, ** or ****) Sleight of Hand (Cost**) Organisation Size (Cost * per level, Max *****)
Multilingual (Cost *) Small-Framed (Cost **, Only at Character Creation) Peacemaker (** or ***)
Object Fetishism (Cost * per level, max *****) Stunt Driver (Cost * per level, Max ****, STYLE) Pusher (Cost *)
Patient (Cost *) Survivalist (*) Retainer (Cost * per level, Max *****)
Professional Training (Cost * per level, Max *****) Safe Place (Cost * per level, Max *****)
Scarred (*) Small Unit Tactics (Cost **)
Tolerance for Biology (Cost **) Spin Doctor (Cost *)
Trained Observer (Cost * or ***) Staff (Cost * per level, Max *****)
Vice-Ridden (Cost **) Status (Cost * per level, Max *****)
Virtuous (Cost **) Striking Looks (Cost * or **)
Support Network (Cost * per level, max *****)
Sympathetic (Cost **)
Table Turner (*)
Takes One To Know One (Cost *)
Taste (*)
True Friend (Cost ***)
Untouchable (Cost *)


SUPERNATURAL ESP MERITS TELEPATHIC MERITS OTHER MERITS
Aura Reading (Cost ***) Unseen Sense (Cost **) Invoke Spirit (**) Astral Projection (Cost ***) Animal Empathy (Cost ** or ****) Anti-Psi (Cost *****)
Automatic Writing (Cost **) Animal Possession (** or ****) Mind Control (*** or ****) Clairvoyance (Cost ***) Animal Possession (Cost ****) Believers (Cost * to *****)
Biokinesis (Cost * per level, Max *****) Apportation (*** or *****) Phantasmagoria (**) Dowsing (Cost *) Animal Rapport (Cost *** to *****) Doubting Thomas (Cost *)
Citywalking (***) Assertive Implant (* to ****) Psychic Concealment (***) Dream Travel (Cost * to *****) Aura Reading (Cost ** or *****) Ghost Ally (Cost *** to *****)
Clairvoyance (Cost ***) Biomimicry (* to ****) Psychic Onslaught (*****) Postcognition (Cost * to ***) Mental Blast (Cost *****) Hypnotic Voice (Cost ****)
Cursed (Cost **) Bless Amulet (* to ***) Psychic Poltergeist (**) Precognition (Cost ****) Mind Breakear (Cost *****) Lucid Dreamer (Cost *)
Laying on Hands (Cost ***) Camera Obscura (***) Psychokinetic Combat (Style, * to *****) Psychometry (Cost *** or ****) Mind Control (Cost *****) Psychic Resistance (Cost *)
Medium (Cost ***) Consecrate Weapon (****) Psychokinetic Resistance (*) Second Sight - Mediumist Merits Mind Reading (Cost *** to *****)
Mind of a Madman (Cost **) Curse Effigy (***) Sacrificial Offering (* to *****) Automatic Writing (Cost *) Psychic Empathy (Cost **** or *****)
Omen Sensitivity (Cost ***) Dark Passenger (**) Sojourner (***) Channeling (Cost ***) Psychic Illusions (Cost *****)
Numbing Touch (Cost * per level, Max *****) Doppelganger (***) Tactical Telepathy (Style, * to *****) Death Sight (Cost ****) Psychic Invisibility (Cost *****)
Psychokinesis (Cost *** or *****) Evil Eye (**) Technopathy (** or ***) Ghost-Calling (Cost ***) Telepathic Communication (Cost ****)
Psychometry (Cost ***) Fated Ferocity (Style, * to *****) Telekinetic Evasion (***) Second Sight - Psychokinetic Merits Telepathic Rapport (Cost ***)
Telekinesis (Cost * per level, Max *****) Hardened Exorcist (*) Vengeful Soul (**) Biokinesis (Cost * to *****) Thought Projection (Cost *** or ****)
Telepathy (Cost *** or *****) Hidden Variable (**) Supernatural Resistance (* to *****) Plant Empathy (Cost *)
Thief of Fate (Cost ***) Incite Ecosystem (* to *****) Psychic Healing (Cost *** or *****)


FIGHTING MERITS FIGHTING MERITS FIGHTING MERITS
Armed Defense (Cost * to *****, STYLE) Fighting Finesse (Cost **) Powered Projectile (Style, * to ****)
Armed Restraint (**) Firefight (Cost * * ***, STYLE) Spear and Bayonet (Style, * to ***)
Avoidance (Style, * to ****) Grappling (Cost * to *****, STYLE) Staff Fighting (Style, * to ****)
Berserker (Style, * to ***) Ground and Pound (***) Strength Performance (Style, * to ****)
Body as Weapon(**) Ground Fighter (***) Systema (Style, * to ***)
Boot Party (**) Headbutt (*) Thrown Weapons (Style, * to **)
Bowmanship (Style, * to ****) Heavy Weapons (Cost * to *****, STYLE) Transfer Maneuver (Same cost as original maneuver)
Boxing (Style, * to *****) Improvised Weaponry (* to ***, STYLE) Trunk Squeeze (**)
Chain Weapons (Style, * to **) Iron Chin (** or ****) Retain Weapon (**)
Cheap Shot (Cost **) Iron Skin (Cost ** or ****) Roadkill (***)
Choke Hold (Cost **) Kino Mutai (Style, * to ****) Shiv (Cost * or **)
Clinch Strike (*) Light Weapons (Cost * to *****, STYLE) Street Fighting (Cost * to *****, STYLE)
Close Quarters Combat (Cost * to *****, STYLE) Marksmanship (Cost * to Max ****, STYLE) Two Weapon Fighting Style (Style, * to ****)
Combat Archery (Style, * to *****) Martial Arts (Cost * to *****, STYLE) Unarmed Defense (Cost * to *****, STYLE)
Cover Operative (*) Phalanx Fighter (**) Weapon and Shield (Style, * to ****)
Defensive Combat (Cost *) Police Tactics (Cost * to ***, STYLE)


VEHICLE MERITS ANIMAL MERITS
Aggressive Driving (Style, * to ****) Falconry (Style, * to ****)
Drone Control (Style, * to ***) K-9 (Style, * to ****)
Mounted Combat (* to ****)

This message was last edited by the GM at 18:23, Fri 19 July 2019.

The Shadow
 GM, 39 posts
Thu 15 Feb 2018
at 22:51
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.


Common Sense (Cost ***)
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 **)
Gain a +2 bonus to Wits + Composure to detect an impending ambush, or that something is amiss.

Direction Sense (Cost *)
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 **)
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.

Empath (**)
Pre: Empathy **
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 **)
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.

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: Wit *** OR Dexterity ***
Adds +1 initiative per dot in the merit.


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


Holistic Awareness (Cost *)
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.

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 *)
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 ***)
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 ****)
  1. Character does not suffer environmental penalties when meditating.
  2. After successfully meditating (four successes), a character receives a +3 bonus on any Resolve + Composure rolls for the rest of that day.
  3. Requires only a single success when meditating to receive the +3 bonus.


Multilingual (Cost *)
Select two languages. Character can speak this language. 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 *****)
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 *)
When taking an extended action, character can make two additional rolls beyond what the Attribute + Skill normally allows.

Professional Training (Cost * per level, Max *****)
Choose or create a profession for the character to link to this skill.
  1. Networking: Gain 2 contacts relating to the professional field
  2. Continuing Education: When making a roll with the asset skills, the character benefits from the 9-again quality
  3. Breadth of Knowledge: Choose a third asset skill relating to the professional field, and select two Specialities in Asset Skills
  4. On 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
  5. 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:
  1. Beginner level, not very well known, is new to the field or is considered to have limited or little skill in the specialty
  2. Experienced, has made a name for themselves and is considered skilled and competent
  3. Veteran, the name might be known outside of the speciality to a few,
  4. Expert, the name will be known outside of the speciality, and commands respect from inside the specialist community
  5. 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.


Scarred (*)
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 merity becomes the only means to resolve the condition.
Whilst the character has this merit they cannot increase their Integrity.


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 ***
1 dot: Perception rolls (usually Wits + Composure) benefit from the 9-again quality
3 dot: Perception rolls (usually Wits + Composure) benefit from the 8-again quality


Vice-Ridden (Cost **)
Character has two vices, though can still only regain one Willpower point per scene when indulged.

Virtuous (Cost **)
Character has two virtues.

This message was last edited by the GM at 10:32, Wed 15 Jan 2020.

The Shadow
 GM, 40 posts
Sun 18 Feb 2018
at 19:04
Merits
Physical Merits


Ambidextrous (Cost ***,  at character creation only)
Does not suffer the -2 penalty for using the off-hand.

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.


Body as Weapon (Cost **)
Pre: Stamina ***, Brawl **
Unarmed damage is increased by 1 with this merit, but it is still classed as bashing damage.


Covert Operative (Cost *)
Pre: Wits ***, Deterity ***, Stealth **
When launching an ambush the character denies the target a 10-again roll, and gains +3 to Initiative.


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


Defender (Cost * per level, max ***)
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 reponsible. 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 ***)
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 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 (Cost * per level, max *****, STYLE)
Pre: Dexterity ***, Athletics ***
Character is a trained free-runner.
  1. 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.
  2. 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.
  3. Without rolling, the character scales 10ft +5ft per point of Athletics as an instant action, rather than the normal 10ft.
  4. 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.
  5. 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 (**)
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:
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).


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


Survivalist (*)
Style: Attitude (Endurance)
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.

This message was last edited by the GM at 17:51, Thu 18 July 2019.

The Shadow
 GM, 41 posts
Sun 18 Feb 2018
at 20:17
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.


Allies (Cost * to *****)
This merit can be purchased multiple times, each time for a different group of allies.
This determines the level and depth of influence that the character has over the group of allies.
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 ***)
This merit can be purchased multiple times, each time acquiring an alternative identity.
  1. Superficial and unconvincing - paperwork is present but might not stand up to scrutiny. Gains +1 to Subterfuge rolls.
  2. Stands up to more extensive research and the identity might be present in a number of low-security systems. Gains +1 to Subterfuge rolls.
  3. Stands up to most investigations. Gains +2 to Subterfuge rolls.


Anonymity (Cost * to *****)
Pre: Cannot have the Fame 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.


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 *****)
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.
  1. Additional legal passport; Licensed to use but not carry a firearm
  2. Teaching Certificate; Gamekeepers license - can use shotguns and hunting rifles
  3. Church ordained minister; Basic Firearms License
  4. Advanced Firearms License; Concealed handguns license
  5. Concealed Firearms License; License to kill, diplomatic immunity


Cohesive Unit (Cost * to ***)
Pre: Presence ***
1 dot: Add +2 dice to teamwork rolls when helping the team
2 dots: Team gains access to a dice pool equal to the character's Presence attribute each scene, that can be used for teamwork rolls.
3 dots: 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: Mainpulation ***, 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.


Contacts (Cost * to *****)
Each dot in this merit grants the character an additional sphere of influence that they can seek information from. Characters require a successful Manipulation + Social Skill roll.

Defender (* 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.


Fame (Cost * to ***)
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.
  1. Local recognition
  2. Regional recognition
  3. Worldwide recognition


Fast-Talking (Cost * to *****, STYLE)
Pre: Manipulation ***, Subterfuge ***
  1. Always be Closing: When an opponent resists or contests the character's Social interactions, they suffer a -1 to their Resolve or Composure
  2. Jargon: Apply one relevant Speciality to any Social roll the character makes, even if the speciality isn't tied to a Skill in use
  3. Devil's Advocacy: Re-roll one failed Subterfuge roll per scene
  4. Salting: When the character opens a door during an investigation, the expenditure of a Willpower point will immediately open a second door
  5. 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 *****)
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.
  1. Licensed to use but not carry a firearm
  2. Gamekeepers license - can use shotguns or hunting rifles only
  3. Basic Handgun Firearms License (basic level if a character wishes to own and legally use a handgun)
  4. Advanced Firearms License (SMG / Automatic rifle); Concealed handguns license
  5. 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.


Inspiring (Cost ***)
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.


Mentor (Cost * to *****)
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 (Cost * to *****)
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:
  1. A skill speciality pertaining to the cult
  2. A one-dot Merit pertaining to the cult
  3. A skill dot or a two-point merit
  4. A three-dot merit, often supernatural in origin
  5. 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 (** 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.


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 *****)
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.
    NONE - BROKE, 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 own, or have access to, a vehicle it is small, ancient, in bad need of repair and rarely has much petrol in the tank.
  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.
  2. 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.
  3. 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.
  4. 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.
  5. 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 *****)
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 Place (Cost * to *****)
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.


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 *****)
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 *****)
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. 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.


Striking Looks (Cost * or **)
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 * 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 **)
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 (*)
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 *)
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 (*)
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 ***)
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 ***, Subterfugre **
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.

This message was last edited by the GM at 16:28, Wed 01 Jan 2020.

The Shadow
 GM, 43 posts
Sun 18 Feb 2018
at 20:18
Merits
Fighting Merits


Armed Defense (Cost * to *****, STYLE)
Pre: Dexterity ***, Weaponry ***, Defensive Combat, Weaponry
  1. Cover the Angles: Reduce dodge penalties for multiple attackers by 1, so no penalty against 2 attackers, -1 against 3, -2 against 4
  2. 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
  3. 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.
  4. 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.
  5. 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.  Drawback:


Armed Restraint (**)
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, * to ****)
Style: Movement (Agile)
Pre: Manipulation ***, Athletics ***, Stealth ***

Only goal in a fight is to not get hurt
  1. 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
  2. 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
  3. 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
  4. 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, * to ***)
Style: Attitude (Enraged)
Pre: Strength ***, Iron Stamina ***

Character enters a controlled madness in combat
  1. The Red Mist: Character focuses inwardly, and by spending a point of Willpower gains the Insane Tilt for the remainder of the scene
  2. 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
  3. 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.



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


Boot Party (**)
Style: Striking
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.


Bowmanship (Style, * to ****)
Style: Archery
Pre: None

  1. Arcing Fire: Range increments for the bow are doubled
  2. Bullseye: Can reduce the bow's damage rating to any amount to add +1 and the 8-again quality on the attack roll
  3. 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
  4. 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.



Boxing (Style, * to *****)
Style: Striking
Pre: Strength **, Dexterity **, Stamina **, Brawl **

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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.



Chain Weapons (Style, * to **)
Style: Flexible
Pre: Strength ***, Dexterity ***, Athletics **, Weaponry **

  1. Imposing Defense: Spinning the chain around, creates a whi
  2. 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



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 (*)
Style: Striking, Grappling, Tactical (Street)
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 (Cost * to *****, STYLE)
Pre: Wits ***, Athletics ***, Brawl ***
Character can and will use the environment to their advantage in a fight.
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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 Archery (Style, * to *****)
Style: Archery
Pre: Strength ***, Athletics **, Quick Draw (Bow) *

  1. 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
  2. Reflex Aiming: Ignore penalties for firing a bow into a combat
  3. 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
  4. 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
  5. 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.



Cover Operative (*)
Style: Tactical (military)
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 Weaponry *, which is selected when the merit is taken
Character can fight defensively, and uses their Brawl or Weaponry skill rather than Athletics to calculate defense. This merit can be taken twice, and the character can select whether to use Brawl, Weaponry or Athletics for their defense. A weapon must be in the character's hand in order to use Weaponry.


Fighting Finesse (Cost **)
Pre: Dexterity ***, a specialty in Weaponry or Brawl
Choose a specialty in Brawl or Wepaonry 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 (Cost * * ***, STYLE)
Pre: Composure ***, Dexterity ***, Athletics **, Firearms **
The character is familiar with firearms and has been well trained in their use.
  1. 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.
  2. 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.
  3. 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.


Grappling (Cost * to *****, STYLE)
Pre: Stamina ***, Strength ***, Athletics **, Brawl **
The character has learned some grappling techniques, wrestling or judo.
  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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 (***)
Style: Striking, Grapple, Tactical (Street)
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 (***)
Style: Grappling
Pre: Wits ***, Dexterity ***, Brawl **

Character can fight from the ground.
Brawl and weaponry 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.


Headbutt (*)
Style: Striking, Grappling
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 (Cost * to *****, STYLE)
Pre: Stamina ***, Strength ***, Athletics **, Weaponry **
  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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 Weaponry (* to ***, STYLE)
Pre: Wits ***, Weaponry ***
  1. Always armed: The character can always find something to use as a weapon. At the start of the turn, the character rolls Wits + Weaponry 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.
  2. 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 Weaponry 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.
  3. 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.


Iron Chin (** or ****)
Style: Attitude (Determined), Striking, Tactical (Street)
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 ****.


Kino Mutai (Style, * to ****)
Style: Enraged, Street
Pre: Dexterity **, Resolve **, Brawl **

The character fights dirty, biting ears or gouging eyes.
  1. 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.
  2. 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.
  3. 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.
  4. Continuous Bite: In a grapple, the character may inflict lethal damage when using the Damage maneuver by tearing of strips of flesh



Light Weapons (Cost * to *****, STYLE)
Pre: Wits *** OR Fighting Finesse, Dexterity ***, Athletics ***, Weaponry **
  1. Rapidity: A character can sacrifice the weapon damage rating to add their Weaponry level to their Initiative for one turn. The weapon becomes a weapon with a damage modifier of 0.
  2. 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.
  3. 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.
  4. 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.
  5. 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.


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


Martial Arts (Cost * to *****, STYLE)
Pre: Resolve ***, Dexterity***, Athletics **, Brawl **
  1. 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.
  2. 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
  3. 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
  4. 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
  5. 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.


Phalanx Fighter (**)
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 (Cost * to ***, STYLE)
Pre: Brawl **, Weaponry *
  1. Compliance Hold: Gain a +2 bonus to overpowering rolls, such as disarming or immobilising a target.
  2. Weapon Retention: When a target tries to turn the character's weapon against them, they must exceed the character's Weaponry skill to succeed.
  3. Speed Cuff: Against an immobilised target, the character can apply handcuffs or other restraints as a reflexive action.


Powered Projectile (Style, * to ****)
Style: Pistol
Pre: Dexterity ***, Athletics **, Firearms **

Character is comfortable using pre-modern weapons such as slings, crossbows, blowguns, etc.
  1. Quick Reload: Character can reload one turn faster than normal (minimum of 1 turn)
  2. 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
  3. 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
  4. 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



Spear and Bayonet (Style, * to ***)
Style: Pole Weapons
Pre: Strength ***, Dexterity ***, Weaponry **

  1. 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
  2. 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
  3. 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, * to ****)
Style: Pole Weapons
Pre: Strength **, Dexterity ***, Weaponry **

  1. Short Grip: Changes grip, removes the +1 to defense but gains a +1 to attack due to extended length of the weapon
  2. Thwack Weapon: Character can disarm with the staff on a roll of Strength + Weaponry contested by Strength + Athletics.
  3. 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
  4. Tornado Strike: Character spins and the staff is treated like an autofire medium burst weapon against up to 3 targets within range.



Strength Performance (Style, * to ****)
Style: Movement (Strong)
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
  1. 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.
  2. 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
  3. 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.
  4. 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



Systema (Style, * to ***)
Style: Movement (Agility), Tactical (Military)
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.
  1. 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
  2. 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
  3. 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, * to **)
Style: Light Melee, Agile
Pre: Dexterity ***, Athletics **, Quick Draw with thrown weapon speciality *

Can perform these maneuvers with weapons no larger than size 1
  1. Practiced Toss: The character can add their Athletics score to their initiative when using this maneuver
  2. 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 (Same cost as original maneuver)
Style: Special
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.


Trunk Squeeze (**)
Style: Creature (Constrictor), Grappling
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.


Retain Weapon (**)
Style: Light Weapon, Pistol, Tactical (Police, Military)
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 (***)
Style: Tactical (Street)
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 **, Weaponry *
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 Weaponry skill.


Street Fighting (Cost * to *****, STYLE)
Pre: Stamina ***, Composure ***, Brawl **, Streetwise **
  1. 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.
  2. Knocking the Wind Out: If the character makes a successful unarmed attack, the target suffers a -1 penalty to their own next action.
  3. 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.
  4. 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.
  5. 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.


Two Weapon Fighting Style (Style, * to ****)
Style: Flexible, Light Melee
Pre: Wits ***, Fighting Finesse **, Weaponry ***

Unless the character has the ambidexterity advantage, they suffer the standard -2 to attack with this maneuver.
  1. 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
  2. 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
  3. 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.
  4. 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 (Cost * to *****, STYLE)
Pre: Dexterity ***, Drawl **, Defensive Combat: Brawl
  1. Like a Book: When facing an unarmed opponent and not dodging, the character can add half of their Brawl skill to their defense.
  2. 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.
  3. 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.
  4. 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.
  5. 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, * to ****)
Style: Light Melee
Pre: Strength ***, Stamina ***, Weaponry **

Can fight in a formation with a shield and weapon
  1. 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.
  2. 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
  3. Pin Weapon: If an opponent misses a melee attack, they are automatically disarmed
  4. 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.


This message was last edited by the GM at 17:54, Thu 18 July 2019.

The Shadow
 GM, 163 posts
Mon 1 Jul 2019
at 23:38
Merits
Vehicle Merits


Aggressive Driving (Style, * to ****)
Style: Tactical (Police, Street)
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.



Drone Control (Style, * to ***)
Style: Tactical (Military or Police)
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.



Animal Merits


Falconry (Style, * to ****)
Style: Creature (Claw)
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, * to ****)
Style: Creature (Bite), Tactical (Police)
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 (* to ****)
Style: Archery, Heavy Melee, Light Melee, Tactical (Police)
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 17:56, Thu 18 July 2019.