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Chapter 5: Merits
Chapter 5: Merits
Merits are special capabilities or knacks that add individuality to your
character. They’re purchased during character creation or with experience
points over the course of your chronicle.
The Merits in this chapter are organized alphabetically into three broad
categories: Physical, Mental and Social. Some apply to your character’s basic
traits to enhance them in particular situations. Some have prerequisites that
must be met before they can be purchased. For example, a character with the
Gunslinger Merit must have a Dexterity of 3 and Firearms of 3 or higher to be
able to accurately fire two weapons at the same time. By the same token, some
Merits apply drawbacks that balance out their inherent advantages. A char-
acter with the Fame Merit, for example, is treated like a star wherever he goes
— but has a hard time blending into the crowd when he wants to.
Each Merit has a number of dots (•) associated with it. These dots repre-
sent the number of points that must be spent to purchase the Merit. Some
Merits allow for a range of dots (say, • to •••). These allow you to purchase
When a man is born with a low rating if it’s appropriate to your character concept, or you can start with
When a man is born with
demonic tendencies, his a low level and increase it over time with experience points.
demonic tendencies, his
birthright is hypocrisy, A character is born with some Merits or develops them early in life, while
birthright is hypocrisy,
arrogance, conceit, anger, others can be acquired through trail and error, training and effort later in life.
arrogance, conceit, anger,
cruelty and ignorance. The first kind can be acquired at character creation only and are labeled as
cruelty and ignorance.
The birthright of the such. The second kind can be acquired during play with experience points.
The birthright of the
divine nature leads to Merit dots must be purchased sequentially with experience points. You have
divine nature leads to
liberation. The birthright to buy • and then •• before your character can have ••• or more.
of the demonic nature leads
liberation. The birthright of
to greater bondage.
the demonic nature leads to
— Bhagavad-Gita, trans- Mental Merits
greater bondage.
Swami
by
lated — Bhagavad-Gita, translated
Prabhavananda and Christo-
by Swami Prabhavananda and
pher Isherwood Common Sense (••••)
Christopher Isherwood
Effect: Your character is exceptionally grounded and pragmatic, and can
usually be depended upon to make sound, straightforward decisions after a few
moments’ thought.
The Storyteller can make a reflexive Wits + Composure roll once per chap-
ter 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. If the roll succeeds, the Storyteller may point out the risks of a particular
course, or suggest possible actions that your character can take that might get
events back on track. Note: While you’re free to ask the Storyteller for a Com-
mon Sense roll when you’re out of ideas, he is under no obligation to comply. It’s
an aid, not a crutch. Available at character creation only.
Danger Sense (••)
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 im-
pending 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 (••)
Effect: Your character has a near-photographic memory, being able to
recall vast amounts of observed detail with astonishing accuracy. You do not
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Chapter 5- MERITS

