Reserved for important lists
Ranged Weapons:
Spoiler (click to show/hide):
These are examples if there is an item you want that is similar then just use these stats, but if it is nowhere near any items listed here then shoot me a pm and we will figure it out.
Revolver, Lt. Damage:2 Range:20/40/80 Clip:6 Strenght Req:2 Size:1 Cost:•• Example: SW M640 (.38 Special)
Revolver, Hvy. Damage:3 Range:35/70/140 Clip:6 Strenght Req:3 Size:1 Cost:•• Example:SW M29 (.44 Magnum)
Pistol, Lt. Damage: 2 Range:20/40/80 Clip:17+1 Stenght Req:2 Size:1 Cost:••• Example:Glock 17(9mm)
Pistol, Hvy. Damage:3 Range:30/60/120 Clip:7+1 Stenght Req:3 Size:1 Cost:••• Example:Colt M1911A1(.45 ACP)
Rifle† Damage:5 Range:200/400/800 Clip:5+1 Strenght Req:2 Size:3 Cost:•• Example:Remington M-700 (30.06)
SMG, Small* Damage:2 Range:25/50/100 Clip:30+1 Strenght Req:2 Size:1 Cost:••• Example:Ingram Mac-10(9mm)
SMG, Large*† Damage:3 Range:50/100/200 Clip:30+1 Strenght Req:3 Size:2 Cost:••• Example:HK MP-5 (9mm)
Assault Rifle*† Damage:4 Range:150/300/600 Clip:42+1 Strenght Req:3 Size:3 Cost:••• Example:Steyr-Aug (5.56mm)
Shotgun† Damage:4*** Range:20/40/80 Clip:5+1 Strenght Req:3 Size:2 Cost:•• Example: Remington M870 (12-Gauge)
Crossbow**† Damage:3 Range:40/80/160 Clip:1 Strenght Req:3 Size:3 Cost:••• Example: uhh... a crossbow
Damage: Indicates the number of bonus dice added to your dice pool for using the weapon. Firearms deliver lethal damage.
Ranges: The numbers are short/medium/long ranges in yards. Attacks at medium and long range suffer a -2 and -4 penalty, respectively.
Clip: The number of shells a gun can hold — a “+1” indicates a bullet can be held in the chamber, ready to fire.
Strength: The minimum Strength needed to use a weapon effectively. A wielder with a lower Strength suffers a
-1 penalty on attack rolls.
Size: 1 = Can be hidden in hand, 2 = Can be hidden in coat, 3 = Cannot be hidden on one’s person
Cost: The minimum dots in the Resources Merit usually required to purchase the weapon.
† This weapon requires two hands. If used one-handed, the Strength requirement increases by one. You need a Strength of 4
to wield a shotgun one-handed without penalty, for example.
* Indicates that the weapon is capable of autofire (short bursts, medium bursts, and long bursts — see p. 160.)
** Crossbows require three turns to reload.
*** 9 again
Melee Weapons:Spoiler (click to show/hide):
Sap Damage:1 (B) Size:1 Cost:• Special:Knockout
Brass Knuckles Damge:1 (B) Size: n/a Cost:• Special:Brawl*
Baseball Bat (wood) Damage:2 (B) Size:2 Cost:•
Baseball Bat (metal) Damage:3 (B) Size:2 Cost: ••
Knife Damage:1 (L) Size:1 Cost:•
Machete Damage:3 (L) Size:2 Cost:••
Katana Damage:3 (L) Size:2 Cost:••• Special:Durability +1** (I want to see this in your backstory if you start with it)
Hatchet Damage:2 (L) Size:1 Cost:•
Fireman's Ax† Damage:3 (L) Size:3 Cost:•• Special:9 again
† This weapon requires two hands. If used one-handed, the Strength requirement increases by one
* This weapon uses the Brawl Skill instead of Weaponry.
** Katanas are well-crafted swords. They do not break easily.
ArmorSpoiler (click to show/hide):
Reinforced/thick clothing Rating: (1/0) Strenght:1 Defense:0 Speed:0 Cost:n/a
Kevlar vest* (thin) Rating:(1/2) Strenght:1 Defense:0 Speed:0 Cost:•
Flak jacket* Rating:(2/3) Strenght:1 Defense:-1 Speed:0 Cost:••
Full riot gear* Rating:(3/4) Strenght:2 Defense:-2 Speed:-1 Cost:•••
* This type of armor is bulletproof
Rating: Armor provides two kinds of protection: against general attacks and against Firearms attacks. The number before the slash is armor rating for most kinds of attacks (for close combat and thrown ranged attacks, whether bashing, lethal or perhaps aggravated). The second number is for Firearms attacks — guns and bows.
Bulletproof armor (kevlar vest, flak jacket and full riot gear) also downgrades damage done in Firearms attacks from lethal to bashing.
Strength: Armor is often heavy and cumbersome. If your character does not have sufficient Strength to wear it, she cannot perform at peak efficiency. If your character’s Strength is lower than that required for armor worn, her Brawl and Weaponry attacks suffer a -1 penalty.
Defense: The penalty imposed on your character’s Defense trait for the armor worn.
Speed: The penalty imposed on your character’s Speed trait for the armor worn.
Equiptment Spoiler (click to show/hide):
Automotive Tools Durability 2-3, Size 1-5, Structure variable, Cost • to ••••
Function: Tools useful for working on vehicles and engines can range from handheld wrenches and pliers that can be used to perform minor jobs such as changing oil, to hydraulic lifts, diagnostic computers, and complete garages. Bonus dice are added to Dexterity or Intelligence + Crafts rolls.
Climbing Gear Durability 2, Size 2, Structure 4, Cost ••
Function: Ropes, bungees, pitons, hammers, and clamps — the tools helpful in climbing a sheer surface, whether it’s a mountainside or building. Bonus dice are added to Strength + Athletics rolls.
Demolitions Kit Durability 2, Size 2, Structure 4, Cost •••
Function: The tools needed to create and deactivate explosives. They include cutters, pliers, switches and chemical agents. Explosives themselves are not included. Those must be acquired or created separately. Legal acquisition of explosives requires that your character is a licensed contractor or that he has prerequisite military credentials. A kit typically adds bonus dice to Intelligence + Science rolls.
First-Aid Kit Durability 1, Size 2, Structure 3, Cost • or ••
Function: Anything from your standard bandages and- alcohol kit to an advanced set owned or carried by people such as EMTs who work in the medical profession or who anticipate serious work-related injuries. The kit’s rating in bonus dice is added to Dexterity + Medicine.
Flashlight Durability 1, Size 1, Structure 2, Cost n/a
Function: I’ll let you figure out what it does
Gasmask Durability 1, Size 2, Structure 3, Cost ••
Function: A device worn over the face and/or head that filters air, hopefully saving the wearer from airborne poisons or toxins. Bonus dice (as many as four or five) can be added to Stamina-based rolls to resist such threats.
Gunsmithing Kit Durability 2, Size 2, Structure 4, Cost ••
Function: The tools helpful in cleaning, maintaining and repairing firearms, from pistols to machine guns. Bonus dice are added to Dexterity + Crafts rolls.
Lock Picks Durability 2, Size 1, Structure 3, Cost •••
Function: A set of tools used to trip locks and open doors and windows. One kind could be intended for vehicles and another for buildings. The tools typically add dice to Dexterity + Larceny rolls.
Mace or Pepper Spray Durability 1, Size 0, Structure 1, Cost n/a
Function: Contained in spray bottles that fit in the palm of the hand, these devices debilitate targets who are sprayed in the face. A Dexterity + Athletics roll is made at a -1 penalty to hit a target. Range is one yard maximum, and the target’s Defense applies. If it is successful, all of the target’s actions suffer a -5 penalty for the remainder of the scene as his senses are overwhelmed and breathing is made extremely difficult.
Silencer Durability 3, Size 1, Structure 4, Cost •••
Function: Killers who try to work discretely can add silencers to their guns. These devices muffle (but do not eliminate) the noise made. Bystanders might hear a shot fired with a successful Wits + Composure roll, with a penalty equal to the rating of the silencer. Some weapons such as revolvers and shotguns can’t be fitted with silencers. Note that silencer ratings are not added to Dexterity +Firearms rolls.
Surveillance Equipment
Durability 1, Size 3, Structure 4, Cost •••
Function: Wire taps, long-range cameras, listening devices — the things your character needs to spy on someone without being noticed. Small sets offer small bonuses, while large ones (that fill vans) have higher scores. Dice can be added to Stealth-based rolls to trail someone.
Sights, Telescopic Durability 1, Size 1, Structure 2, Cost •••
Function: Mounted on a firearm, usually a rifle, a telescopic sight lowers the penalty for firing at long range from -4 to -2. A scope offers no bonus for firing at targets at short or medium range.
Survival GearDurability 1-3, Size 1-4, Structure variable, Cost • to•••
Function: Your character can be trapped or lost in the wilderness with a handful of tools such as a canteen and a sleeping bag (+1 bonus). Or he can bear an array of cutting-edge survival gear from a GPS receiver to a four-season tent to freeze-dried meals (+3 or more). Bonuses can be applied directly to Survival-based rolls.
MeritsMental MeritsCommon Sense (••••)
Spoiler (click to show/hide):
Effect: Your character is exceptionally grounded and pragmatic, and can usually be depended upon to make sound, straightforward decisions after a few moments’ thought.
Wits + Composure roll once per chapter for your character if he is about to embark on a disastrous course of action, or if you find yourself at a point in the story where you’re completely stumped for
ideas. Available at character creation only.
Danger Sense (••)
Spoiler (click to show/hide):
Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. This kind of roll is typically made prior to the first turn of a surprise attack. Your character has a well-developed survival instinct that warns him of impending danger. Perhaps he’s adept at reading subtle clues in his environment or he possesses an uncanny “sixth sense” when it comes to avoiding trouble.
Eidetic Memory (••)
Spoiler (click to show/hide):
Effect: Your character has a near-photographic memory, being able to recall vast amounts of observed detail with astonishing accuracy. You do not normally need to make a roll for your character to remember an obscure fact or past experience, unless he is under stress (such as in combat). Under stress, there is a +2 modifier on any Intelligence + Composure or other Skillbasedroll (say, Academics, to remember a fact) for memory recall. Available at character creation only.
Encyclopedic Knowledge (••••)
Spoiler (click to show/hide):
Effect: Your character is a veritable font of useful (and sometimes useless) information on a wide variety of topics. Chances are he can come up with an anecdote pertaining to any situation based on something he’s read, witnessed or seen on TV. You can make an Intelligence + Wits roll any time your character is confronted with a situation or phenomenon outside his normal realm of experience. If the roll is successful, he may recall a “factoid” that he’s heard at some point that may shed light on matters.
Available at character creation only
Holistic Awareness (•••)
Spoiler (click to show/hide):
Effect: Your character is skilled in the arts of wholebody healing, promoting health and recovery by keeping a person’s entire physiology balanced and strong. The result is that he is able to treat sickness and some injuries (those not requiring surgery, and ones suffered to bashing or lethal damage but not aggravated) with a collection of natural remedies rather than resorting to a doctor or hospital. Make an Intelligence + Medicine roll once per day when your character spends an hour treating a patient. If the roll is successful, the patient’s healing times that day are halved. The worst of a patient’s injuries must be treated first. So, if he has suffered a lethal wound and a successful roll is made, the wound heals that day rather than in two days. If the patient has suffered nothing but bashing damage, all wounds are healed in mere minutes
Language (• to •••)
Spoiler (click to show/hide):
Effect: Your character knows an additional language besides his own. One dot in this Merit means that he can read, write and speak an extra language with minimal fluency. Two dots indicate that he is literate and conversationally fluent. Three dots indicate that he can speak the language like a native and is well-read in it. You must specify which language your character is familiar with when purchasing this Merit.
Meditative Mind (•)
Spoiler (click to show/hide):
Effect: Your character can effortlessly enter a meditative state when she chooses, and can remain in it for as long as she wishes. All environmental penalties imposed to Wits + Composure rolls to meditate are ignored. Not even wound penalties apply to your character’s efforts to focus.
Physical MeritsAmbidextrous (•••)
Spoiler (click to show/hide):
Effect: Your character does not suffer the -2 penalty for using his off-hand in combat or to perform other actions. Available at character creation only.
Brawling Dodge (•)
Prerequisite: Strength •• and Brawl •
Spoiler (click to show/hide):
Effect: Whenever your character performs a dodge you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in blocking and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a brawling novice, it can give the advanced fighter an edge. Brawling Dodge applies against incoming Brawl- and Weaponry-based attacks, against thrown-weapon attacks, and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Brawling Dodge maneuver in a turn. A character can possess both the Brawling Dodge and Weaponry Dodge Merits, but only one can be used per turn.
Direction Sense (•)
Spoiler (click to show/hide):
Effect: Your character has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points (i.e., face north, face south) without references.
Disarm (••)
Prerequisite: Dexterity ••• and Weaponry ••
Spoiler (click to show/hide):
Effect: Your character has refined his Weaponry Skill to the extent that he can use a weapon to disarm opponents in close combat. When making a normal attack, compare your successes to the opponent’s Dexterity. If you get a number of successes equal to or greater than the opponent’s Dexterity, you can choose to have your character disarm him instead of doing damage. A weapon lands a number of yards away from the opponent equal to your successes rolled. Disarming is a different activity than specifically attacking or breaking weapons or items carried by opponents.
Fast Reflexes (• or ••)
Prerequisites: Dexterity •••
Spoiler (click to show/hide):
Effect: +1 Initiative per dot Your character’s mix of sharp reflexes and steady nerves helps him get the drop on adversaries.
Fighting Finesse (••)
Prerequisite: Dexterity ••• and Weaponry ••
Spoiler (click to show/hide):
Effect: Your character prefers to fight with a chosen weapon in a manner that favors agility over power. With that one weapon (a knife or katana, for example), you may substitute your character’s Dexterity for Strength when making attack rolls. This Merit may be purchased multiple times to gain agility with more weapons, one for each purchase.
Fighting Style: Boxing (• to •••••)
Prerequisites: Strength •••, Stamina •• and Brawl ••
Spoiler (click to show/hide):
Effect: Your character is trained in the art of boxing, able to deliver swift, powerful punches, and to duck and weave away from opponents’ attacks. He might have participated in the sport in high school or college, or made a go of it professionally. Or he might have taken some classes at the local health club as a form of exercise. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Duck and Weave” until he has “Body Blow.” The maneuvers and their effects are described below, most of which are based on the Brawl Skill.
Body Blow (•): Your character can deliver powerful blows that leave opponents reeling and gasping for air. If successes inflicted in a single Brawl attack equal or exceed a target’s Size, the victim loses his next action.
Duck and Weave (••): Your character is trained to instinctively duck and evade an opponent’s blows. Use the higher of your character’s Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). If a combination of Brawl- and Weaponry-based attacks is focused on your character in the same turn, use his normal Defense against both.
Combination Blows (•••): Your character’s training and experience allow him to devastate opponents with a flurry of rapid blows. He can make two Brawl attacks against the same target in a single action. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.
Haymaker (••••): Your character can deliver powerful, accurate blows capable of knocking an opponent unconscious with a single punch. A single Brawl attack that equals or exceeds the target’s Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he is conscious but he still loses his next action due to the Body Blow (see above). If it fails, he is unconscious for a number of turns equal to the damage done. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.
Brutal Blow (•••••): Your character’s accuracy and power are such that his fists are lethal weapons, able to injure or kill opponents. A brutal blow inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Fighting Style: Kung Fu (• to •••••)
Prerequisites: Strength ••, Dexterity ••, Stamina •• and Brawl ••
Spoiler (click to show/hide):
Effect: Your character is trained in one of the many forms of Kung Fu, conditioning his mind and body for the purposes of focus and self-defense. He may have begun his training at an early age, following in the footsteps of family or friends, or he may have joined a school
as an adult for the purposes of exercise or protection. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Iron Skin” until he has “Focused Attack.” The maneuvers and their effects are listed below, most of which are based on the Brawl Skill.
Focused Attack (•): Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. Penalties to hit specific targets are reduced by one. Even when a specific part of an opponent is not targeted, armor penalties to your character’s Brawl attacks are reduced by one.
Iron Skin (••): Your character has hardened his body to physical blows, allowing him to withstand repeated hits with minimal effect. He has an effective armor trait of 1 against bashing attacks only.
Defensive Attack (•••): Your character has mastered the ability to fight defensively. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Defense Attack maneuver in a turn.
Whirlwind Strike (••••): Your character can unleash a storm of blows against an opponent. He can make a number of extra Brawl attacks for each point of Dexterity that he has above 2 in a single action. Each extra attack is made at a cumulative -1 modifier. Thus, he can perform a total of two attacks at Dexterity 3 (the second of which is at -1), three attacks at Dexterity 4 (the third of which is at -2), and four at Dexterity 5 (the fourth of which is at -3). All attacks must be on the same target.
Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
Lethal Strike (•••••): By focusing his might and concentration, your character can kill or maim an opponent with a well-placed strike. A strike inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Fighting Style: Two Weapons (• to ••••)
Prerequisites: Dexterity ••• and Weaponry •••
Spoiler (click to show/hide):
Effect: Your character has trained to fight with a weapon in both hands, allowing him to attack and dodge
or make two attacks in the same turn. Your character still suffers the -2 offhand penalty when attacking with a weapon in his secondary hand (unless you have also purchased
the Ambidextrous Merit). Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can’t have “Deflect and Thrust” until he has “Whirling Blades.” The maneuvers and their effects are detailed below, all of which are based on the Weaponry Skill.
Whirling Blades (•): Your character’s Dodge trait (Defense doubled; see p. 156) is not penalized by multiple attacks staged against him in a turn until the number of attacks exceeds his Weaponry dots, at which point each attack thereafter reduces his Dodge by -1. So, if your character (with 2 Defense and 3 Weaponry) dodges attacks in a turn, the first three incoming attacks suffer his full Dodge trait as a penalty (-4). The fourth suffers a -3 penalty, the fifth suffers a -2 penalty, and so on. Basically, your character’s weapons move so quickly all about him that opponents in close combat have trouble reaching or assaulting him. The Brawling Dodge Merit (see p. 110) cannot replace normal Dodge (Defense doubled) when this maneuver is performed.
Deflect and Thrust (••): Your character can avoid attacks and strike back in the same motion. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Deflect and Thrust maneuver in a turn.
Focused Attack (•••): Your character can attack a single target twice in one turn. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
Fluid Attack (••••): Your character can make a single attack on two different targets in one turn. The targets cannot be a distance apart in excess of your character’s Speed trait. The second attack suffers a -1 penalty.
Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
Fleet of Foot (• to •••)
Prerequisites: Strength ••
Spoiler (click to show/hide):
Effect: +1 Speed per dot Regardless of your character’s physical build, he can run quickly when he chooses to.
Fresh Start (•)
Prerequisites: Fast Reflexes ••
Spoiler (click to show/hide):
Effect: Your character dedicates an action to altering his standing in the Initiative order in the following turn and for all subsequent turns, choosing to insert himself at a new point in the roster, even if it means going first when he went last before.
Drawback: A character must take an action to change his Initiative ranking in subsequent turns. He can do nothing else in that action except move up to his Speed.
Giant (••••)
Spoiler (click to show/hide):
Effect: Your character is seven or more feet tall and over 250 pounds. He is +1 Size (and thus +1 Health). Available at character creation only.
Drawback: Your character needs to shop in big-andtall clothing stores or gets clothes custom tailored. He might also be required to purchase two seats for air travel, depending on the airline.
Gunslinger (•••)
Prerequisites: Dexterity ••• and Firearms •••
Spoiler (click to show/hide):
Effect: Your character’s capability and experience with firearms is such that he can accurately fire two pistols at the same time. Your character still suffers the -2 offhand penalty for shooting with his secondary hand (unless he also possesses the Ambidextrous Merit, above), but he can shoot both pistols as a single action during a turn. The second attack is also at a -1 penalty. Your character may shoot at two different targets if he wishes, but the amount of concentration required negates his Defense for the turn. The Merit can be used with pistols only.
Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this Merit on two separate targets in the same turn. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
Iron Stamina (• to •••)
Prerequisites: Stamina ••• or Resolve •••
Spoiler (click to show/hide):
Effect: Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina •• is able to ignore up to a -2 modifier brought on by fatigue. The Merit also counteracts the effects of wound penalties. So, if all of your character’s Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina •, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones.
Your character can push his body well past the limits of physical endurance when he has to, pressing on in the face of mounting exhaustion or pain. Perhaps he trained himself to go without sleep for days at a time in order to get through college, or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets.
Drawback: When your character does finally rest, he sleeps like the dead. After staying awake for an extended period, your character is extremely difficult to wake until he’s slept for a minimum of 12 hours, regardless of the situation.
Iron Stomach (••)
Prerequisites: Stamina ••
Spoiler (click to show/hide):
Effect: Your character can eat almost anything, under almost any conditions. Greasy bacon and runny eggs on a raging hangover? No problem. The green meat in the fridge? No problem. Milk two weeks past its expiration date? No problem. He could be dropped in the middle of the forest and could live off bugs and roots as long as necessary in order to survive — and with no ill effects. Add two dice to appropriate Survival rolls. Add three to Stamina to resist deprivation
Natural Immunity (•)
Prerequisites: Stamina ••
Spoiler (click to show/hide):
Effect: Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease. His immune system is exceptionally effective at resisting infections, viruses and bacteria. Your character can probably count on one hand the number of times he’s been seriously ill.
Quick Draw (•)
Prerequisites: Dexterity •••
Spoiler (click to show/hide):
Effect: Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single action in a turn. If a weapon is hidden on your character’s person (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense. A separate Quick Draw Merit must be acquired for use with firearms and melee weapons.
Quick Healer (••••)
Prerequisite: Stamina ••••
Spoiler (click to show/hide):
Effect: Your character’s healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months. Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days.
Strong Back (•)
Prerequisites: Strength ••
Spoiler (click to show/hide):
Effect: Your character gains a +1 modifier to actions involving lifting or carrying heavy weights. She can lift and carry much more weight than her build and body type suggests.
Strong Lungs (•••)
Prerequisite: Athletics •••
Spoiler (click to show/hide):
Effect: Your character is practiced at holding his breath for long periods of time. He might be a pearl diver
or escape artist, capable of staying underwater without aid for longer than most people believe is possible. When determining how long your character can hold his breath, add two to Stamina when referencing the Holding Breath chart on p. 49. For example, if your character’s Stamina is 2, he can hold his breath for four minutes before you need to make a roll.
Stunt Driver (•••)
Prerequisites: Dexterity •••
Spoiler (click to show/hide):
Effects: Your character can drive a vehicle and perform an unrelated action (e.g., fire a gun, punch another passenger) in the same turn. Drive rolls may still be necessary for dangerous maneuvers or situations.
Toxin Resistance (••)
Prerequisite: Stamina •••
Spoiler (click to show/hide):
Effect: Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins. His body is capable of withstanding high levels of chemicals without suffering any ill effects. He’s probably never had a case of food poisoning, much less a hangover.
Drawbacks: Your character’s body can’t tell the difference between recreational toxins and intentional ones. It’s very difficult for him to become intoxicated, whether from alcohol, nicotine or other drugs. Also, painkillers and anesthetics are only half as effective as normal.
Weaponry Dodge (•)
Prerequisite: Strength •• and Weaponry •
Spoiler (click to show/hide):
Effect: Whenever your character performs a dodge (see “Dodge,” p. 156), you can choose to add his Weaponry Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in parrying and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a fencing novice, it can give the advanced fighter an edge. Weaponry Dodge applies against incoming Brawl- and Weaponry-based attacks, against thrown-weapon attacks, and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Weaponry Dodge maneuver in a turn. A character can possess both the Brawling Dodge and Weaponry Dodge Merits, but only one can be used per turn.
Social MeritsAllies (• to •••••)
Spoiler (click to show/hide):
Effect: Allies are people who are willing to help your character from time to time. They may be associates, friends of convenience or people who owe your character a favor. Each acquisition of this Merit is dedicated to one type of ally, whether in an organization, society or circle.
Examples include the police, City Hall, criminals, unions, banks, university faculty and hospital staff. In order to have alliances in more than one venue, you need to purchase this Merit multiple times, each trait with its own dots. Thus, your character might have Allies (Police) ••, Allies (Criminals) ••• and Allies (City Hall) •, each acquired separately at character creation or during play. Each dot that your character has indicates how deep his influence runs in that group. One dot might mean he can ask for minor favors, such as being spared a parking ticket if alliance is among police, or being allowed to see an article before it goes to press if alliance is among reporters. Three dots garner considerable favors, such as a building permit “going missing” at City Hall, or a strike resolution being wrapped up early among union leaders. Five dots allow for dangerous and even overtly criminal favors, such as a stock being sabotaged on Wall Street or the answers to an exam being shared by a university professor.
Barfly (•)
Spoiler (click to show/hide):
Effect: No matter what town or city your character is in, he can find his way into the best nightspots with a few quick words and a timely bribe. There isn’t a velvet rope made that can keep him out of a restaurant or club.
Contacts (• to •••••)
Spoiler (click to show/hide):
Effect: Contacts provide your character information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which your character has a web of connections and from which he may draw information. If he has Contacts •••, his dots might be assigned to computer hackers, couriers and big business, respectively. Contacts can include individuals whom you or the Storyteller defines, but more likely they comprise an array of people from whom your character can draw information with a phone call, email or face-to-face query. Contacts is strictly information-gathering. Contacts do not come perform services for your character or rush to his aid. Gaining information from contacts requires a successful Manipulation + Persuasion or Socialize roll, depending on the relationship between your character and the people in question.
Fame (• to •••)
Spoiler (click to show/hide):
Effect: Your character has a measure of recognition in today’s media-saturated society, possibly as a performer, athlete, politician or other sort of public personality. He’s frequently identified and can often get star treatment. On the other hand, it’s difficult for your character to go places without being recognized, and the media watches him carefully. Each dot adds a +1 modifier to your character’s Socialize (or Persuasion, where applicable) rolls among those who are impressed by his celebrity status.
Drawback: The more famous your character is, the more easily he is recognized by the public. The Storyteller should apply the same +1 modifier per dot to a general Wits + Composure roll to see if he is recognized by anyone on the street. An exceptional success indicates that one or more people are loyal fans who approach him for autographs, pictures, and long conversations.
Inspiring (••••)
Prerequisite: Presence ••••
Spoiler (click to show/hide):
Effect: Your character is able to rally others in times of great distress, renewing their courage and determination in the face of adversity. Once per game session, your character can exhort those around him to redouble their efforts in the face of great stress or danger. Make a Presence + Persuasion roll. If the roll succeeds, any individuals who actively assist your character and who are within earshot regain one spent Willpower point (not to exceed their Willpower dots). The character may not use this Merit on himself, and may not use it on the same subjects more than once a day.
Mentor (• to •••••)
Spoiler (click to show/hide):
Effect: This Merit gives your character a friend and teacher who provides her with advice and guidance. Your character’s mentor acts on her behalf, although the Storyteller determines exactly how. A mentor usually offers advice, allowing the Storyteller to use him to help guide your character through tough situations. A mentor may also use his influence or abilities to help your character out, although he probably wants to see his charge do things for herself. A mentor is likely to give up in disgust on a pupil who constantly asks for aid. Mentors may also ask for something in return for their assistance, which can lead your character into some interesting situations. The number of dots purchased in this Merit determines the relative power, knowledge and experience of your character’s teacher.
Resources (• to •••••)
Spoiler (click to show/hide):
Effects: This Merit measures your character’s material resources, both possessions and wealth. All characters are assumed to have a job or a source of income (trust fund, parents) that is sufficient to cover their basic needs: food, shelter and transportation. Dots in this Merit represent disposable income — wealth and assets that can be liquidated for more money in case of emergency. The number of dots indicates your character’s general level of wealth. One dot suggests low disposable income: $500 a month and approximately $1,000 worth of assets. Two dots suggest moderate disposable income: $1,000 a month and approximately $5000 worth of assets. Three dots suggest significant disposable income: $2000 a month and maybe $10,000 worth of assets. Four dots suggest substantial disposable income: $10,000 a month and $500,000 worth of assets. Five dots suggest significant wealth: $50,000 a month and as much as $5,000,000 worth of assets. Resources can be used to determine if your character can reasonably afford a purchase or expenditure. Equipment, weapons and items throughout these rules are assigned costs in dots.
Retainer (• to •••••)
Spoiler (click to show/hide):
Effects: Your character has an assistant, aide, indentured servant or fanatical follower on whom she can rely. You need to establish how this trusty companion was acquired. He may be paid exorbitant amounts of money that buy his unwavering loyalty. He might owe his life to your character (or to your character’s predecessors). Your character might blackmail this person or threaten his family with harm if services are not rendered. Regardless of the circumstances, his person is constantly loyal and follows almost any order without question. A retainer can be called upon to perform many duties without fail. A bodyguard might be willing to hurt other people on a mere command. A dedicated street kid might hang on your character’s every word and get her information or contacts without being asked.
Status (• to •••••)
Prerequisites: Varies (see below)
Spoiler (click to show/hide):
Effects: Your character has standing, credentials, authority or respect within an organization, group, company or social body. He might have an official position or title, or might simply be revered and honored within the group and therefore accorded a degree of authority. Your character might be a company vice president, a police sergeant or lieutenant, an army corporal or a nurse at a hospital. Or he could be a lowly member of the group whom everyone likes or who has won some acclaim and is allowed more standing than he is officially entitled. Each acquisition of this Merit is dedicated to one type of authority, whether in an organization, society or circle. Examples include police, City Hall, criminals, unions, banks, a university faculty and hospital staff. In order to have authority in more than one venue, you need to purchase this Merit multiple times, each trait with its own dots. Status represents the privileges and liberties that your character is authorized to take within the confines and definitions of his group. Increasing dots reflect increasing clout.
Striking Looks (•• or ••••)
Spoiler (click to show/hide):
Effect: Your character is exceptionally attractive by modern standards; heads turn and conversations stop when she enters a room. For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character’s looks are angelic; she gets a +2 modifier. Drawback: The more attractive your character is, the harder it is for her to avoid notice in public. Witnesses to any criminal acts are much more likely to remember your character’s appearance, and easily recognize her in a lineup. Your character is also likely to receive a great degree of unwanted attention in social situations.
I couldn't seem to make the spoiler tags nest, if there is a way to do that would someone let me know. Thnx