Merits

Merits are the physical, mental, and spiritual
aspects of your character that are exceptional. They aid your character to
being greater in some areas. They may only be purchased by points gained from
taking flaws.

## **Physical**

**Ability Aptitude (1)**: Pick a single skill: you're a whiz at
whatever this is. -2 to difficulties relating to this ability.

**Acute Senses (1)**: One of your five senses is incredibly
sharp, and detection draws involving this sense have a -2 difficulty. You must
buy this merit separately for each sense.

**Ambidextrous (2)**: You are equally dexterous, or nearly
so, with both hands, and use your "off" hand at no penalty.
Difficulties to do two different tasks at once (one with each hand) are at +1
for both draws, rather than +1 for the "right" hand and +3 for the
other.

**Artificial**
Limb (2, 4, 6, or 8): **An**
artificial limb is a permanent addition to your character and gives a bonus to
an attribute based on the quality of limb, eye, ear, etc. Two points gives a
plus +1 bonus to an attribute. Four points is a + 2. Limbs that are ranked six
are a +3 and eight is a plus 4 and both gain an addition damage type.
Mechanical limbs also deal a full card with an attack.

**Catlike Balance (2)**: -2 difficulty to draws relating to
balance.

**Daredevil (3):** You love to take risks, and are damn
good at living through them. -2 difficulty on dangerous feats.

**Double-Jointed (1)**: -2 difficulty on any draw involving
flexibility

**Fighting Style (3):** Your character has a signature fighting
style. He/she gains a +2 bonus to all unarmed attacks. This is added during
combat, not to the total on the sheet.

**Graceful (2):** You are extremely agile and delicate in
your movements. -2 difficulty on all Dexterity draws.

**Nightsight (3)**: You can see in near-total darkness,
and your difficulties for being in a dark area are reduced (or nonexistent).

**Physical Prowess (4):** your character is physically better at
one attribute than others. Choose one physical attribute increase it by one and
its limit is now 6.

**Poison Resistance (2)**: You have an innate ability to resist
the effects of many toxins. You gain a plus two to all resist checks.

**Prodigy**
(4):
Select one skill and increase it by 2, it can raise the max for that skill to

**Stalwart**
(1-4):
Your character is a paragon of endurance and is able to shrug off damage as if
it did not happen. Your character can ignore up to the amount of points spent
on this merit in damage.

**Quick Healer**
(3): **Heal twice**
as fast normally and gain double heal from magic heals (basically the opposite
of slow heal in the flaws)

## **Mental**

**Big Brain (5):** Increase your character’s intellect by
one, and increase two knowledge skills by one. This may not bring any above
five.

**Code of Honor (1)**: You follow a strict personal code,
and you either gain +3 to resist supernatural persuasions that would make you
break your code, or the would-be persuader has to roll at a +2 difficulty.

**Common Sense (1)**: You are full of practical wisdom.
 +2 to all mental defense draws.

**Concentration (1)**: You are very good at focusing, and
modifiers regarding distracting situations which can cause you lose focus are
reduced by 2.

**Eidetic Memory (2)**: Having a "photographic"
memory, you can accurately recall any sight or sound with a successful Intelligent
+ awareness draw. Amount of successes indicate exactly how much you remember.

**Lightning Calculator (1)**: You have a natural affinity for
numbers, and all relevant draws are at -2 difficulty.

**Natural Compass (1)**: You always know which direction is
north.

**Natural Linguist (2)** (most): You're good with languages and
language structures. A plus three added to any language-related draws, but you
can't know anymore languages than your Linguistic score allows.

**Self-Confident (5)**: You are sure of yourself and what is
true. You gain a plus five to all mental resist checks that are aimed at making
you doubt yourself.

**Time Sense** **(1)**: You have an innate  sense of time, and can with a good deal of
accuracy tell what time it is without a watch.

**Well-Traveled (3)**: You are knowledgeable of the ways of
the world from your travels and studies. Once per game session, you can gain an
automatic success on a non-magical draw to gain a piece of information.

## **Spiritual**

**Blessed Existence (8)**: Somebody up there likes you. You gain
a +1 to two attributes and this can raise the max to six.

**Danger Sense (3)**: "Oh no! My Spider Senses are
tingling!" A successful Awareness check, difficulty depending on the
situation, will give you a timely sense of foreboding before something bad happens...

**Honeyed Tongue (2)**: You've sold gallons of snake oil and
thousands of deeds to the Brooklyn Bridge, and most customers still think
they're satisfied. All subterfuge attempts gain a plus two.

**Luck (5)**: You manage to succeed in places when
others fail. You can repeat three failed draws per event, the second draw
always stands.

**Medium (2)**: You have the ability to see and
interact with ghosts. Sometimes, the Restless may seek you out for favors.
Depending on the ghosts you meet, this could be a very good or very bad thing.

**Precognition (4)** : You have glimpses of the future.
Though you can enter a trance and try to summon a vision, this foresight
usually comes out of nowhere, and can be quite shocking in some circumstances.

**Soothing Voice (2)**: You have an entrancing voice. Add 2
to draws that involve vocal charming (singing, hypnosis, preaching, etc.), or
reduce social difficulties by 2.

## **Social**

**Culture Knack (3)**: You have a knack for fitting in
wherever you are, and though you may not know them beforehand, you pick up on
customs quickly. In appropriate situations, your social difficulties may be
lowered.

**Devoted Mentor (3):** Your character has a mentor teaching
her/him in some manner. The mentor is devoted and helps her/him to handle
situations in the correct manner. The Mentor must come to your character’s
defense and aid her/him in dire situations.

**Dynamo (2):** You character is a sexual dynamo and
gains a +2 to all flirt actions.

**Favor (1-3)**: Someone of higher rank or ability
than you in your faction owes you a favor. Level of the Merit indicates how big
the favor is. Must be approved by GM.

**Gall (2)**: You got moxy, kid. Add +1 to any
Social roll requiring backbone.

**Good Old Boy/Girl (2)**: You're just a *nice* person, and
people recognize and appreciate that. +2 bonus on social rolls when interacting
with your fellow folk.

**Innocent (2)** : You have an aura of childlike
innocence (whether you really are or not). -2 difficulty on draws involving
Subterfuge or Manipulation.

**Faction Favorite** **(4)**: You have gained a
reputation in your selected alliance. Increase you position with it by 1 (this
cannot raise your reputation above 5.)

**Reputation (4)**: You've built yourself an excellent
reputation among your kind. Add a +3 bonus to all social actions.