| | Page history last edited by TC STs6 months, 2 weeks ago Merits are optional, unique advantages a character may possess. You may add them to your character at their listed point value by spending Freebie Points when you build your werewolf. Later, with Storyteller Approval, some Merits can be purchased for double their cost in Experience Points. Flaws are similar to Merits, only they disadvantage your character. Some Merits are Restricted. The rules are here, but without special Storyteller approval, you may not select Restricted Merits. Merits may not be purchased more than once unless specifically allowed in the write-up for the merit. Additional Merits can be discovered in other rulebooks. If a Merit is not listed here, do not take it for your character unless the Storytellers explicitly approve it. Then send the rules for the Merit to the bookkeeper so that they can be published here. Celestial Merits: You have an appropriate Merit from that Celestine, also documented in Rage Across the Heavens. These Merits may be taken at character creation. You may purchase these merits w
Flaws and Merits
Merits and Flaws are optional traits that a storyteller may choose to include, or prohibit, in her chronical. Properly used, the Merits and Flaws help players create and indivdualize their character. Merits are unique abilities or advantages that are rare or unique in the general Kindred population, while Flaws are liabilities or disadvantages that pose challenges to a character's nightly exsistance. These Traits can provide player characters with added depth and personality, but Storytellers should be careful to secure that any Traits chosen will not adversely influence the course of the chronicle or donate one character an unfair benefit over the rest.
Merits and Flaws can be selected only during character creation and are purchased using freebie points. Each Merit has it's own show cost, while each Flaw has a point value which adds to the amount of freebie points a player can disburse during the creation process. A character may take as many Merits as the player can afford, but no character may have more than seven points' worth of Flaws (which would give a character a total of 22 freebie points to spend in other areas).
Merits and Flaws are d Merits, Universal (1st Edition)Mental Merits| Merit | Rating | Prerequisites | Description | Book |
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| Architectural Attunement | •••• | Wits ••, Academics ••, Occult • (Geomancy) | Perceive mystical resonance in a specific city | CWork 36 | | Area of Expertise | •• | Resolve •• | Increase a Mental Specialty to +2 | FC 131 | | Barrister | •••• | Politics ••• | Can safely gauge how far Old Laws can be pushed | BotD 91 | | Combat Awareness | •• | Military background | +2 to any situational awareness roll | DoW 109 | | Common Sense | •••• | Gives significant cautions or ideas | WoD 108 | | Crafter's Sense | ••• | Crafts ••• | Common Sense related to a chosen Crafts Specialty | FC 131 | | Cultural Language | • | A cant or argot variant of a language, which penalizes attempts by outsiders to interpret by -2. | Imm 82 | | Danger Sense | •• | +2 to detect ambush | WoD 108 | | Dead Reckoning | • | Gains 8-again when navigating in the Underworld; loses 10-again navigating above ground. | BotD 91 | | Eidetic Memory | •• | Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data | WoD 108 | | Emotional Detachment | • | Resolve •• | Ignores stress penalties equal to Resolve | Asy 50 |
Merits, Universal (2nd Edition)Mental Merits| Merit | Rating | Prerequisites | Description | Book |
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| Advanced Library | • to ••••• | Library •••, ≤ Safe Place | Your library is vast enough to contain useful, direct information about supernatural topics. Choose a topic per Advanced Library dot. Every story, once per topic, you can take the Informed Condition when you consult your library about that topic. | MTA 2e 105 | | Area of Expertise | • | Resolve •• | Raise one Specialty's die bonus to +2. | CofD 44 | | Common Sense | ••• | Once per chapter, roll Wits + Composure as an instant action to ask the Storyteller a question about risks and choices. | CofD 44 | | Danger Sense | •• | +2 bonus to detect an ambush. | CofD 44 | | Direction Sense | • | Keep perfect track of your relative location and direction, and ignore penalties to navigate or find your way. | CofD 44 | | Eidetic Memory | •• | Ignore rolls for recall or memory. +2 bonus to recall minute facts buried in other information. | CofD 44 | | Encyclopedic Knowledge | •• | Roll Intelligence + Wits to recall useful trivia relating to a particular field or pursuit. | CofD 44 | | Eye for the Strange | •• | Resolve ••, Occult • | Roll Intelligence + Merits are special advantages that help distinguish a character and show the effects of her history and ongoing story. If you don’t see any that suit your character, you can create your character and play without adding any to your sheet. You may purchase up to 7 points of merits. However, a character can never have more than 7 points of merits at any time. This rule encourages players to make significant choices about the qualities that make a character unique. A Storyteller may choose to include or prohibit any merit or flaw that she feels is inappropriate for her chronicle. Merits can be removed from a character sheet or flaws may be added to that sheet (either temporarily or permanently) as the Storyteller sees fit, so long as a character never has more than 7 XP of merits and does not receive more than 7 XP from flaws at any time. Any merit effect that requires the expenditure of Blood counts as a supernatural power. For the purpose of powers like Possession, clan-specific merits count as 1-dot in-clan powers; general merits are not considered in-clan. It is possible to lose access to part of a merit without losing access to the entire merit. For example, while using Posse
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