Merits & Flaws Reference


New Merits


Mental

Blasé (4-pt. Merit)
This Merit is similar to Iron Will, except that it grants virtual immunity to emotion-based magics, such as vampiric Presence and Thousand Hell Stare. And like Iron Will, the resistance may take a conscious effort by spending 1 Willpower point per turn of resistance. Against truly great powers (for example, a 2,000 year old Methuselah wielding Presence), the Merit will not grant immunity but add +3 difficulty to the emotion power-wielding person’s roll. Also, like Iron Will (as below), this Merit may not be purchased unless the character has a Willpower of at least 7.

Calm Heart (1-3-pt. Merit)
This Merit costs 3 points for vampires and shapeshifters since it helps them resist fear and berserk frenzies. For everyone else, it’s only worth 1 point. The Merit adds little more than roleplaying value to the character’s personality. In game systems, it may subtract 1 from the difficulty of Courage/Self-Control or Willpower rolls involved to resist urges of terror or rage. (Dhampyrs purchase this Merit at the same price as Kuei-jin.)

Eidetic Memory (3-pt. Merit)
This Merit is the same as Photographic Memory. The Merit costs 5 points for Mokolé characters due to its additional usefulness in Mnesis and prestige.

Iron Will (4-pt. Merit)
This Merit costs the same for everyone from now on. Another additional rule regarding this Merit is that it may not be purchased unless the character has a Willpower of at least 7.

Light Sleeper (1-3-pt. Merit)
For Kuei-jin, this Merit is always a flat 2 point cost. To the undead, it confers the ability to awaken during the day without any dice loss based on Dharma scores. Permanently Yin-imbalanced vampires may not take this Merit; those who reach this Imbalance lose access to this Merit until the Imbalance is corrected (or forever, if the Imbalance lasts long enough). For all other characters, the Light Sleeper Merit conveys the ability to sleep less than most people do and still function at full, rested capacity. For one point, the character needs only 4 hours of sleep a night. For two points, the character needs only an hour or two. And for three points, the character only needs a few hours of sleep a week.

Awareness

Acute Sense (1-pt. Merit)
This Merit must be purchased individually for every sense that the character wishes to be acute (smell, sight, hearing, and taste).

Mandarin’s Gaze (3-pt. Merit)
This Merit is only available to wraiths. The ghost finds that his perceptions are more naturally analytical and observant than most of the Restless. All rolls related to the secondary abilities of Life and Death Sight are made at -1 difficulty. Those secondary abilities include Sense Sentiment, Passion Sense, Spirit Sense, Discern Weakness, Sense Health, and Diagnostic Scan.

Recognize Supernatural (3-pt. Merit)
This Merit, which only “normal” humans may purchase, involves the ability to pick out common qualities and features of a specific supernatural “race”. Some Kinfolk are skilled at spotting their Trueborn relatives, though couldn’t spot other Changing Breeds never mind a Kuei-jin or hsien. The ability to more easily (not automatically…) spot those of a certain “race” must be purchased individually for each “race” the player wishes his character to be able to spot.

Aptitudes

Ability Aptitude (2-pt. Merit)
This generic Merit was devised to simplify the listings of numerous possible aptitudes based directly on Ability Traits such as Computer Aptitude, Natural Linguist, Master of Red Tape, and so forth. Only those Ability Aptitudes that particularly stand out (such as Fighting Talent, see below) will have individual systems and listings. When choosing one’s Ability Aptitude, consider carefully. Few people have a natural knack at any Ability, never mind three or four. But unless the Storyteller rules otherwise, almost any Ability (Talent, Skill, or Knowledge) can be purchased with this Merit. The system is the same for all: the character gains a dual bonus of +1 die and -1 difficulty modifier to all rolls involving that Ability.

Fast Learner (3-pt. Merit)
This Merit costs 3 points universally. The “1 extra experience point at the end of the Story” clause applies online differently. It’s one extra point of experience per month, provided that the character is played.

Fighting Talent (3-pt. Merit)
Bruce Lee, eat your heart out! The character has a natural ability with the Skill, Martial Arts. This doesn’t mean he doesn’t have to train. All Bruce Lee ever did was train! But you have an uncanny knack to pick up new techniques quickly and blow past your peers -- and perhaps even your teacher -- in short time. Without temperament, you can develop too much ego quick. In this case, it’s appropriate to take the Flaw, Overconfident! In game terms, the player gains +2 dice to all Martial Arts rolls and may pay for Martial Arts Special Maneuvers at 3/4th the regular experience cost (round up). (See the Combat webbook for details.) This Merit may not be taken in conjunction to Kailindo or Do, only “mundane” martial arts.

Iron Grip (1-pt. Merit)
The character may or may not have developed the rest of his upper body strength. But when you latch your hand and fingers around something, and damned if you’ll let go! The character gains two extra dice to any Strength roll to maintain a hold on an object or person.

Sea Legs (1-pt. Merit)
This Merit may seem odd in a land-locked game setting. But it applies to all forms of rocking motion (such as firing a weapon from the back of a moving vehicle), and can even be useful in hand-to-hand combat (resisting throws, for example).

Supernatural

Clear-Sighted (5-pt. Merit)
This Merit, which only “normal” humans may purchase, involves a roll of Perception+Alertness at a difficulty equal to the power’s level +3. This roll opposes the supernatural’s roll for the use of said power.

Fae Blood (4-pt. Merit)
This Merit signifies that the character is Kinain. This Merit is only purchased if the character is not designed specifically as Kinain. This indicates only “fringe” recognition by the fae. The character gets no benefits of his extended fae family without effort (and lots of roleplay). Note that this Merit is not particularly appropriate for Year of the Lotus characters, and may be disapproved in many circumstances.

Fist of God (7-pt. Merit)
This “normal” human-only Merit does not require the maintenance of Humanity 7+. It must involve some sort of difficult maintenance, however. For example, a martial arts master who gains this ability by heavy conditioning and training must continue that training daily.

Half-Damned Parentage (7-pt. Merit)
Only “normal” human characters may take this Merit. The character is the child of a dhampyr, and therefore the grandchild of a (Yang-Imbalanced) Kuei-jin. Unlike Shade Walkers, the character ages like a normal human being. She has no access to Disciplines or Chi, nor can she soak lethal damage. She has no awakened P’o tormenting and urging her to evil. While she lacks the potential mastery of joss that the Half-Damned have, the character does have some benefits from such heritage. She has access to a Passive Joss pool (as described in the Half-Damned book), although it is only as high as her Courage Trait, instead of Humanity. Nevertheless, the character has a profound blessing that very likely keeps her alive for a long time. On the down side, the Wan Kuei might very well take an interest in your potential…uses. On the upbeat from that aspect, your children are completely normal, as the blood of fallen gods is too thin to carry any power.

Heaven’s Sentinel (6-pt. Merit)
You are a representation of Heaven and the August Personage. You are a divine instrument, an earthly version of the gods’ wrath and beauty and power. As a result, all supernatural powers that express your celestial presence are enhanced by this gift. The Merit benefits each “species” of shen differently. Hengeyokai find that the Delirium and Gifts that imitate the Delirium terrify more effectively: appropriate witnesses are at -2 on the Delirium chart (Kitsune only get the benefit of this Merit through the use of the Gift, Luna’s Chosen). Kuei-jin only gain the advantage of this Gift through the Obligation power of Thousand Hell Stare or the Demon Shintai power of Horror. In the former case, the vampire receives +2 dice to roll. In the latter case, the Delirium-like effect mimics the hengeyokai’s benefit from this Merit. Hsien are able to summon the Mask of Shintai, but pay half the normal yugen cost. Wraiths find that the Fog is affected like the hengeyokai’s Delirium. And chi’n ta gain a special form of personal Resonance that makes Effects designed to awe or terrify others easier to cast: -1 difficulty to such rolls.

Immune to the Centipede’s Breath (5-pt. Merit)
This Merit is the same as Immune to Wyrm Emanations, and is available only to hengeyokai and Kinfolk.

Jade Heart (7-pt. Merit)
The flow of chi is very important to the minds of the philosophical in the East - and to all shen. With this Merit, a character is so in tune with nature that these primal energies are drawn to her naturally. The explanation for this phenomenon could be that the character is an enlightened holy man, a spiritually-cherished mystic, or a legendary martial artist. Maybe he’s a mage that has studied the secrets of Prime long and hard. Perhaps he’s hengeyokai especially blessed by Gaia. Maybe he’s one of the Hungry Dead or hsien that has spent so much time living in and guarding a Dragon Nest that it’s part of him, or he lives on the brink of satori (enlightenment). Maybe he’s a free-spirited ghost that the winds of the Tempest blows through and leaves a part of it inside him. Whatever the case may be, the character may regain 1 point of chi energy per scene without effort or supernatural means. This energy could be Quintessence, Gnosis, Chi, yugen, or Pathos. The character need simply think of it, and the gain is automatic. Truly wicked characters may not take this Merit. Characters that lose their way and become witting pawns of the forces of Yomi will lose this Merit permanently.

Kinfolk (4-pt. Merit)
This Merit signifies that the character is Kinfolk to one of the Changing Breeds and Tribes. This Merit is only purchased if the character is not designed specifically as Kinfolk. This indicates only “fringe” recognition by the hengeyokai. The character gets no benefits of his extended family without effort (and lots of roleplay). The 3-point Flaw version indicates that the character is known as Kinfolk, but for whatever reason (perhaps what he’s doing, such as demon-hunting) is frowned upon. His family treats him as an outcast at best, and may hunt or attack him on sight at worst.

Medium (2-pt. Merit)
This Merit bears special note because of the change this Storyteller wishes. Firstly, whoever takes this Merit is able to see and hear wraiths (as well as spectres and other spirits of death), but not Umbrood (spirits of the Yang World). Of course, without special powers the character cannot physically interact with the Restless Dead. Additionally, mages receive a -2 difficulty to Spirit Sphere uses only when communicating with the Restless Dead. Note that this is limited to communication: not binding, stepping sideways, or attacking. But communication includes contacting wraiths that are beyond normal senses (such as those in the Tempest), so this Merit can still be a great boon.

Regeneration (7-pt. Merit)
The Merit as taken for fae remains as described in the Changeling corebook. Hsien may take this Merit with the following changes: the ability to heal chimerical damage is irrelevant, aggravated damage cannot be regenerated, and lethal damage may be restored at a rate of one Health Level an hour, if resting. This rate is doubled if in a Dragon Nest. Yugen may also be spent to heal damage as usual, which would accelerate the healing further of course.

Supernatural/Shen Companion (2-3-pt. Merit)
The cost of this Merit depends on the value of the friend. This Merit essentially solidifies an Ally that happens to be a supernatural. The companionship is assumed to be with a NPC under the Storyteller’s control (since PCs befriend each other at will anyway). The Allies Background can be used to purchased supernatural friends. By taking this Merit, the alliance or friendship goes beyond one of convenience. The cost depends on relations between races. For a hsien to befriend a hengeyokai, it’d only cost 2 points. For the companion to be a vampire, 3 points. The shen do get along better than Western supernaturals, but since this Chronicle takes place in the West, the relations are somewhat strained and secrecy between the Courts is greater.

The Companion "purchased" through this Merit is assumed to be an acquaintance among NPCs. Making friends among PCs does not warrant the cost of this Merit. This Merit also does not grant any free Backgrounds. If the player wishes to turn the acquaintance into a dependable Ally or Contact, he must roleplay through it (much like the various Ties Merits).

Veiled to Lateborn (7-pt. Merit)
This Merit, available only to Mokolé, is the same as Veiled to Garou. However, it affects all shapeshifters except Rokea. The Lizard Kings did not only stalk Garou…

Winged (4-pt. Merit)
This Merit can only be employed when the character takes Wani form. The character suffers no Dexterity penalties while in Hotei form, since his wings are completely non-present until he shifts to Wani.

Planetary Aspects

Only hengeyokai may pick from these Merits or Flaws.

Neptune Midsky (3-pt. Merit)
The Midsky sign for Neptune bears hengeyokai that are at peace with the waters and the earth. Such astrologically-gifted characters are often employed as go-betweens for earthly and oceanic groups.
Effect: Midsky Neptunians receive +1 die to all Social interactions with Same-Bito, Zhong Lung, and Nagah. Piscean-spirits of all sorts react well to the character, giving the character +2 dice on all Social interactions with them, too.

Neptune Rising (5-pt. Merit)
Those born under Neptune Rising find themselves more attuned to the ebb and flow of the sea and rivers than even the fish themselves. You feel more at home in such water-bodies, and demonstrate a bad temper when forced away from your preferred element.
Effect: The character makes all Athletics rolls related to swimming at -2 difficulty. You suffer no ill effects in underwater combat (though your firearms are affected normally). Unfortunately, while on land all frenzy rolls are made at +1 difficulty.

Pluto Midsky (3-pt. Merit)
The rare Midsky Plutonian is a natural medium for ghosts and spirits of the dead. He can see and converse with the ghosts, although they aren’t bound to answer or acknowledge the character. Kitsune prize those with this Merit, since it helps them gain a better understanding of the mysterious, dreary Yin World.
Effect: The character can view nearby wraiths and other denizens of the Shadowlands. He may also speak to them across the Wall. They cannot answer audibly without certain powers (e.g., Embody).

Pluto Rising (7-pt. Merit)
The character so bound to Pluto will find this to be a double-edged blade. On one hand, the character finds himself with an innate, unique perspective on death. On the other hand, no one living should play around with death for long.
Effect: The character can step sideways into the Yin World. He requires a reflective surface that has been shattered or otherwise distorted. Characters that cannot naturally step sideways (such as Bastet) can take this Merit but cannot step sideways until they learn the Gift, Part the Wall. Although this is inherent, abuse is highly discouraged. The dead do not take lightly to interlopers…

Saturn Midsky (4-pt. Merit)
The auspice of this reading suggests that the hengeyokai will be a great inner seeker. The character will find focusing on anything he puts his mind to that much easier.
Effect: The character may draw upon 3 extra Willpower points per Story/month. All Meditation rolls are made at -1 difficulty.

Saturn Rising (6-pt. Merit)
The Rising Saturnite is destined to be a symbol of inner balance, harmony, and peace. Stargazers find the bearer of this omen to be under a very lucky star indeed. The Beast Within finds it much harder to claw its way past the character’s breast.
Effect: All frenzy rolls are made at +2 difficulty, and the character can spend a Willpower point to avoid the Thrall of the Wyrm if it ever comes up.

Uranus Midsky (3-pt. Merit)
The sign of Uranus Midsky confers to the character an innate understanding of the movement of the heavens. He is the quintessential astrologer or mystic. The timing of his rituals will always be well-accorded.
Effect: The character gains -1 difficulty to all Rituals rolls, and a one-time bonus of 5 temporary points of Virtue.

Uranus Rising (5-pt. Merit)
The character’s sense of timing is so innately perfect that he’s never late for any appointments, cracks jokes at just the right angle and moment, and demonstrates excellent rhythm in all efforts. This can prove life-saving in serious conflicts (such as combat).
Effect: The character receives +2 dice to all Wits rolls. This also translates to +2 to Initiative rolls.

Supernatural/Shen Ties

Courtly Envoy (2-pt. Merit)
You are trusted enough by your own Court, and well-liked enough by the other local Courts, to serve as envoy and messenger to their august leaders. This doesn’t mean you won’t be frisked at the door. Nor does this Merit confer any actual status -- and if there is an official position in your Court to serve as envoy, they’ll probably choose her over you. This Merit doesn’t necessitate that the character know anything about the shen of the other Courts except what they are as people, since this Merit likely means you have socialized at great length with them in the past.

Favorable Guanxi (1-3-pt. Merit)
This is the same as the Boon Merit. Someone owes the character a favor, and the value of the Merit depends on either the greatness of the debt or the individual that owes the character. (E.g., a Koa that owes another Running Monkey his unlife would be a 3 pointer, whereas another a local thug that owes the vampire his life would only be 1 point).

Personal Masquerade (3-pt. Merit)
For Kuei-jin, this Merit describes the “double identity” that the character has established, pretending to be a follower of a Dharma beside his own. Cultivated mainly by infiltrators, it can grant access to places or people normally forbidden to those following different beliefs.

Sacred Site (2-pt. Merit)
You have been charged with the honor of guardianship of a special setting. This site is sacred or important in some fashion to those whom charged this duty. It is rarely a Dragon Nest, but it may be a site tangential to a Nest. The responsibility insures that failure to guard the site will result in a great loss of prestige, and possibly even earn a stiff punishment. But so important is the site that you have the right to summon help to guard the place whenever it’s needed.

Human Ties

City Ties (1-5-pt. Merit)
This generic Merit represents one of several possible “Ties” in human society that a character may have. This includes Judicial, Media, Church, Police, Corporate, Underworld, Political, Extremist Group, Shipping, Commerce, University, and Military. The value of the Merit depends on the worth of the connection. Park Department Ties would be worth 1 point, Church Ties might be worth 2 points, Police Ties 3 points, and Military 5 points. In all cases, the Merit only grants a number of informal Contacts and access to Resources, as well as the ability to tap unique actions (such as having the police issue an APB for someone). And the more that the connections are used, the weaker they become. Effort (and roleplay) must be made to make the ties more solid (into proper Contacts and such).

Holdings (1-5-pt. Merit)
This is another generic Merit that signifies that the character owns a certain property of value. The property itself grants no additional Contacts, Retainers, and any monies gained from the maintenance of the Holding must be roleplayed (such as the nightly operation of a Nightclub). The value of the Merit depends on the value of the Holding. A Nightclub would warrant a 2 point version, while a mansion or small castle would demand 5 points. A secret shack or cave hideaway would be a 1 point version.

Shrine (1-pt. or 5-pt. Merit)
You own or control a religious shrine in the city or in its outskirts. This shrine could be dedicated to Buddha, a Shinto gate, a small Hindu temple, or just a natural site of animistic worship. Humans come often to pray and leave offerings. Priests may maintain the site (the character may even be a priest, or pose as one). The character has easy access to penitent and needy humans. The 5-point version accords the site a True Faith rating. This score begins at a humble 1 and is more subject to defilement as it is to increased holiness. Obviously, some characters will not be able to stand True Faith, and should consider carefully before buying this Merit (Kuei-jin in particular). The shrine does not rest on or near a Dragon Nest unless the character also buys the Dragon Nest Background (which is by Storyteller permission only!).

Spy Network (2-4-pt. Merit)
This Merit grants the character a network of spies scattered throughout the region. These serve basically as informal Contacts that report especially to the character. The more points invested, the more spies and more reliant they are to the character. They are usually human spies, but could include certain supernatural spies, too (e.g., a necromancer may employ ghosts).

Corporeal/Physical

Fair Glabro (2-pt. Merit)
Any shapeshifter with the equivalent of a Glabro form (such as Bastet’s Sokto) may also take this Merit.

Mixed-Morph (1-pt. Merit)
Mokolé, Ananasi, Nagah, and Rokea may not take this Merit. (Note that Ananasi have fangs naturally in Homid form; Nagah cannot summon fangs in Homid form without a special Gift.) These shapeshifters can mix-morph (certain traits allowed only at Storyteller’s discretion), but their forms are so exotic as to make such partial transformations too odd or difficult.

Storm-Strong (3-pt. Merit)
Wraiths with this Merit find themselves resistant to the fierce winds of Maelstroms. They may be naturally hardy individuals, or have been specially Moliated by a powerful ghost. All damage from a Maelstrom’s winds are considered one level less to the character (though a Level 1 Maelstrom cannot be reduced to an effective 0, so the wraith will always suffer some danger from even a small storm).