Physical Merits

## Physical Merits

### Fast Reflexes (• to •••)

Prerequisite: Wits ••• or Dexterity •••

Effect: Your character’s reflexes impress and astound; she’s always
fast to react. +1 Initiative per dot

### Ambidextrous (•••)

Effect:
Your character does not suffer the –2 penalty for using his off-hand in combat
or to perform other actions. Available only at character creation.

### Crack Driver (•• or •••)

Prerequisite: Drive •••

 Effect: Your character’s an ace
at the wheel and nothing shakes her concentration. So long as she’s not taking
any actions other than driving (and keeping the car safe), add her Composure to
any rolls to drive. Any rolls to disable her vehicle suffer a penalty equal to
her Composure as well. With the three-dot version, she may take a Drive action
reflexively once per turn.

### Double Jointed (••)

Prerequisite: Dexterity •••

Effect: Your character might have been a contortionist or spent time
practicing yoga. She can dislodge joints when need be. She automatically
escapes from any mundane bonds without a roll. When grappled, subtract her
Dexterity from any rolls to overpower her as long as she’s not taking any
aggressive actions.

### Fleet of Foot (• to •••)

Prerequisite: Athletics ••

Effect: Your character is remarkably quick and runs far faster than her
frame suggests. She gains +1 Speed per dot; anyone pursuing her suffers a –1
per dot to any foot chase rolls.

### Giant (•••)

Effect:
Your character is massive. She’s well over six feet tall and crowds part when
she approaches. She’s Size 6 and gains +1 Health. Available only at character
creation. Drawback: Buying clothing is a nightmare. Fitting in small spaces is
difficult at best.

### Hardy (• to •••)

Prerequisite: Stamina •••

Effect: Your character’s body goes further than it rightfully should.
Add the dots in this Merit to any rolls to resist disease, poison, deprivation,
unconsciousness, or suffocation.

### Iron Stamina (• to •••)

Prerequisites: Stamina ••• or Resolve •••

Effect: Each dot eliminates a negative modifier (on a onefor-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.

### Sleight of Hand (••)

Prerequisite: Larceny •••

Effect: Your character can pick locks and pockets without even thinking
about it. She can take one Larceny-based instant action reflexively in a given
turn. As well, her Larceny actions go unnoticed unless someone is trying
specifically to catch her.

### Small-Framed (••)

Effect: Your character is diminutive. She’s not even five feet tall and
it’s easy to walk into her without noticing. She’s Size 4 and thus has one
fewer Health box. She gains +2 to any rolls to hide or go unnoticed. This bonus
might apply any time being smaller would be an advantage, such as crawling
through smaller spaces. Available only at character creation. Drawback: In
addition to the lower Health, your character might be overlooked or not taken
seriously by some people.