Physical Mertis

One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two.

**Vampire**: This Merit can be combined with the Discipline of Auspex to produce superhuman sensory acuity.

**Werewolf**: Choose sight, hearing, smell, touch, or taste. The difficulty for all tasks involving use of this particular
sense is reduced by two. This Merit can be bought more than once for different senses, but only one time for each particular sense. The difficulty reduction for a given sensory roll is accumulative with other difficulty reductions (due to Gifts, etc.), but only a single reduction for Acute Sense is applicable in any given roll.
Acute Sense cannot be purchased for any sense if it is missing or hampered via a Flaw (i.e., Blind, Bad Sight, Deaf, Hard of Hearing, Anosmia, etc.).

**Mage**: 1 or 2 pt merit. At the 1-point level, a single sense (vision, hearing, touch, taste, smell) is more acute than usual; at the 3-point level, all five physical senses are equally sharp.

### Addictive Blood

**3pt. Merit**

You don’t
just peddle narcotics; through the blessings of the Dark God, you are the perfect drug. Your blood is especially delicious to others, Kindred or kine. Whoever tastes your blood must, during any subsequent scenes that they meet you, drink again or spend a Willpower point to avoid the pangs of craving.

These
cravings add +2 difficulty to any Mental or Social rolls. Setites with this
Merit find it much easier to blood bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink it again.

### Alcohol Tolerance/Drug Resistance

**1 pt. Merit**

With a
successful Stamina roll (difficulty 7), you can shake off the effects of
intoxication, suffering no coordination penalties that might normally affect a
drunken fighter.

This Merit
works against all natural intoxicants, even if processed (such as cocaine),
though not against poisons or entirely man-made chemical drugs (such as meth).

**Vampire**: 2pt. Merit. The Setite religion is
one fraught with vices, both to compromise enemies and to enlighten initiates.
Cultists tend to build up a tolerance to the substances they take directly (if
human or ghoul) or through the blood of prey (if Kindred).

You are
unusually resistant to alcohol, narcotics, and similar addictive substances.
You can pretend to be far more under the influence than you are in order to
take advantage of an opponent. All rolls to resist the effects of such
substances are at -2 difficulty.

### Ambidextrous

**1pt.**
Merit

You have a
high degree of off-hand dexterity and can perform tasks with the “wrong” hand
at no penalty. The rules for taking multiple actions still apply, but you do
not suffer a difficulty penalty if you use two weapons or are forced to use
your off hand.

### Antitoxin Blood

**1pt.**
Merit

Although
vampires are typically immune to mortal drugs and poisons, there are supernatural
venoms that can affect Kindred physiology.

A Ravnos
with this Merit is immune to all forms of drugs and poisons, including the
venoms and toxins of supernatural creatures or those created by supernatural
powers.

### Bad Taste

**2 pt.**
Merit

You are
gamey to the palate and revolting to the taste buds; plainly put, you taste
nasty. Anyone who bites you (vampires, Garou, fomori, Wyrm monsters) is
immediately nauseated. The biter must spend a Willpower point or retch
uncontrollably for a scene. There is a drawback, however: lupus Garou and
wolves are unlikely to lick or groom you, and even affectionate nibbles are
affected by your foul flavor.

### Bioluminescence

**1pt. Merit**

Perhaps
through biological expertise, or perhaps by unlocking something primordial
within, you have accessed the secrets of bioluminescence. Using the Vicissitude,
you may grant yourself (through Malleable Visage) or others (via Fleshcraft)
the ability to emit a soft glow. With muscle control and practice, you can
control the color and pattern of the illumination.

This can
light a soft glow in the dark, create beautiful displays, or even act as a
primal form of communication. Some Fiends grant their ghouls or childer
bioluminescence, developing an eerily nuanced and wordless language with their
thralls and broods.

Only
characters with at least one dot of Vicissitude may purchase this Merit.

### Blush of Health

**2pt.**
Merit

You look
more hale and healthy in appearance than other vampires, allowing you to blend
with human society much more easily. You still retain the color of a living
mortal, and your skin feels only slightly cool to the touch.

### Bruiser

**1pt.**
Merit

Your
appearance is sufficiently thug-like to inspire fear (or at least disquiet) in
those who see you. While you’re not necessarily ugly, you do radiate a quiet
menace, to the point where people cross the street to avoid passing near you.
All Intimidation rolls against those who have not demonstrated their physical
superiority to you are at -1 difficulty.

### Cannibal

**1pt.**
Merit

Most
vampires can’t eat food, and even those who can force it down, don’t gain sustenance
from it. Like them, you still can’t stomach the crap most mortals eat. Human
meat, on the other hand, brings you great joy. It can be baked, fried, or even
raw, and you can tuck right in, and even gain sustenance. Even other vampires
look askance at Kindred who devour their prey, though the Dunsirn applaud your
respect for tradition.

In addition
to the blood points every human can provide, you can cannibalize a mortal and
gain even more. An average human can provide up to seven helpings of meat (one
per health level). Each helping provides you with one blood point.

### Cast-Iron Stomach

**1 pt.**
Merit

You can eat
more or less anything without gagging. Squirming bugs, synthetic goop, a
freshly-gutted carcass with the innards still hanging out… hey, it’s all food,
so chow down! Anything you can physically devour and digest is yours for the
eating.

This Merit
does not in any way protect you from the effects of said substances (rotted
meat can still poison you), but you can keep down a meal that would make the
average person puke from its mere proximity… an especially useful gift if you
have the supernatural Flaw: Bizarre Hunger

### Catlike/Perfect Balance

**1pt.**
Merit

**Vampire**: You possess an innately perfect
sense of balance. Characters with this Merit reduce difficulties of all
balance- related rolls (e.g., Dexterity + Athletics to walk along a narrow
ledge) by two.

**Werewolf**: You have an uncanny knack for
staying on your feet (two or four, depending on your form) either from natural talent
or from long hours of training. Any rolls you make to attempt balance-related
physical activities (e.g., Dexterity + Athletics for tightrope walking,
maneuvering across ice, mountain climbing, or rock scaling) are at –2
difficulty.

### Controllable Night Sight

**2pt.**
Merit

Your night
vision is extraordinarily good, even for a vampire. The deepest shadows are
like looking into a well-lit room for you. However, in normal light or bright
conditions, you have to switch back to less-sensitive vision, or the weakest
light quickly blinds you. While your night sight is active, you suffer no
penalties for the dark and can see perfectly well.

Should you
use it in well-lit conditions; you suffer a penalty inversely proportional to
the usual penalties for darkness.

### Daredevil

**3pt.**
Meri

You are
good at taking risks, and even better at surviving them. When attempting
exceptionally risky non-combat actions (such as leaping from one moving car to
another), characters with this Merit add an additional three dice to their
rolls, and negate a single botch die that may result from such a roll.

Generally,
such actions must be at least difficulty 8 and have the potential to inflict at
least three health levels of damage if failed.

### Discerning Palate

**4pt.**
Merit

Your
naturally selective palate allows you to discern specific traits inherent to a
sample of blood. With but a taste, you can determine potency, freshness,
species, or whether a blood sample is contaminated, as well as attempt to
identify the Generation, age, and even Clan of other vampires. If you sample even a single drop of
blood, roll Perception + Awareness (difficulty 8).

* One

success allows you to identify the relative po-tency and freshness of the
blood, a species whose blood you have previously tasted and know to be of a
specific kind, the Generation of another vampire within two steps of your own,
if the blood is either under one hundred or over one hundred years old, and if
it is of your same Clan.

* Two

successes identifies whether the blood is con-taminated by disease or poison,
the Generations of vampires within four steps of your own, the approximate age
within fifty years (if less than three hundred years old), and any Clan whose
blood you’ve previously tasted.

* With

three or more successes, you identify specific contaminates you’ve sampled
before, Generations within six steps of your own, the vintage of blood within
twenty-five years (if less than six hundred years old), and any Clan as well as
family of vampires whose blood you’ve tasted previously.

### Double-Jointed/Hyperflexible

**1 pt.**
Merit

You possess
uncanny suppleness, making all dice rolls that require flexibility (such as
wriggling free from an opponent’s grasp) at –2 difficulty. You can contort
yourself into odd positions or squeeze into small spaces.

### Early Riser

**1pt.**
Merit

No one can
explain it, but you seem to have the ability to work on less rest than your
fellow vampires. You always seem to be the first to rise and the last to go to
bed even if you’re been out until dawn. Your Humanity or Path score is
considered to be 10 for purposes of deciding when you rise each evening.
Vampires with this Merit cannot take the Deep Sleeper Flaw.

### Eat Food

**1pt.**
Merit

Despite
being a vampire, you have the capacity to eat food and even savor its taste.
While you cannot derive any nourishment from eating regular foods, this ability
will serve you well in pretending to be human. Of course, you can’t digest what
you eat, and there will be some point during the evening when you have to heave
it back up.

### Efficient Digestion

**3pt.**
Merit

You are
able to draw more than the usual amount of nourishment from blood. When
feeding, you gain an additional point to your blood pool for every two points
of blood you consume. This does not allow you to exceed your blood pool
maximum.

### Enchanting Feature

**2 pt. Merit**

Blessed
with magnificent eyes, sleek hair, mighty biceps, preternatural grace, ripped
abs, a dazzling smile, or some other standout physical feature, you can enchant
people with the raw perfection of that feature. The feature in question doesn’t
need to be visually obvious, either; maybe you smell good, possess a seductive
voice, move with animalistic allure, or enjoy some likewise wondrous physical
asset. (Please be tasteful here, folks.)

This Merit
takes the place of related Physical Merits such as Enchanting Gaze, Soothing
Voice, Graceful, and other potentially similar attributes. Story-wise, this
Enchanting Fea­ture becomes a standout part of your character’s description.
System-wise, you reduce the difficulty by -2 when your character deploys the
feature in question as part of some social feat.

If your
mage employs his Enchanting Feature Merit as part of his magickal focus (see
the Instruments entries for Eye Con­tact, Dance and Movement, Ordeals and
Exertions, Sex and Sensuality, Social Domination, and Voice and Vocalizations
in Mage 20, Chapter Ten), then you could count this Merit as a personalized
unique /specialized instrument. On the plus side, this allows you to reduce
certain casting difficulties by -2 when the feature in question is specifically
employed in the casting of an Effect. On the not-so-good side, this might get
your mage’s eyes gouged out, his face marred, his vocal cords cut, or… well,
you get the picture… if a particularly ruthless enemy considers that feature to
be “the focus of his power.”

### Enchanting Voice

**2pt.**
Merit

There is
something about your voice that others cannot ignore. When you command, they
are cowed. When you seduce, they swoon. Whether thundering, soothing,
persuading, or simply talking, your voice commands attention. The difficulties
of all rolls involving the use of the voice to persuade, charm, or command are
reduced by two.

### Fair Glabro

**2 pt. Merit**

You have a
Glabro form that can pass for human, though it’s still larger than normal
people. You have no penalties to Social Attributes in Glabro form.

### Foul Blood

**1pt.**
Merit

Your blood
is vile; in fact, it tastes so disgusting it requires a Willpower roll
(difficulty 6) just to avoid gagging and retching after tasting it. If someone
is foolish enough to attempt diablerie on you, they need to succeed in three (difficulty
9) Willpower rolls to go through with it.

The blood
is so disgusting that no one can keep it down long enough to use it to become a
ghoul, either.

### Friendly Face

**1pt.**
Merit

You have a
face that reminds everyone of someone, to the point where strangers are
inclined to be well inclined toward you because of it. The effect doesn’t fade
even if you explain the “mistake,” leaving you at -1 difficulty on all
appropriate Social-based rolls (yes for Seduction, no for Intimidation, for
example) when a stranger is involved.

This Merit
only functions on a first meeting.

### Huge Size

**4pt.**
Merit

**Vampire**: You are abnormally large in size,
at least 6’10” and 300 pounds in weight (well over two meters tall and over 130
kgs). Aside from making you extremely noticeable in public, this extra mass
bestows an additional Bruised health level.
Characters with this Merit may also gain bonuses to push objects, open barred
doors, avoid being knocked down, etc.

**Werewolf**: You stand close to 7’ tall and may
weigh as much as 400 pounds in your Homid form; your other forms are also proportionately
huge.
This Merit gives you an extra health level, which acts as an additional Bruised
health level for purposes of calculating damage and wound penalties. Of course,
with your immense size comes other problems (blending into a crowd, finding
clothes that fit, fitting into an airplane seat, etc.).

### Hypersensitivity

**3 pt. Merit**

Extraordinarily
open to physical sensations, you possess a depth of sensitivity most folks
cannot conceive of having. A mere sip of wine can reveal its vintage to you; a
whiff of smoke betrays the quality (or lack thereof) and origins of its burnt
tobacco; a faint touch can conjure up orgasmic ecstasies.

Story-wise,
you can easily “fall into” an enjoyable sen­sation, relishing it to a degree
far beyond typical human sensitivity. System-wise, you reduce the difficulty by
-2 if you’re trying to use a Perception + Alertness roll to identify details
about a sensation. Assuming that you employ instruments like Bodywork, Drugs,
Energy, Eye Contact, Food and Drink, or Sex and Sensuality (and you probably
use most or all of them), you can get more “bang for your buck” from such sen­sations,
which allows you to employ those instruments faster, and perhaps (Storyteller’s
option) gives you a -2 reduction to the difficulty of associated Ability rolls.
The normal modifier limits still apply.

On the
flipside, however, painful sensations and over­stimulation can trigger
paralyzing agonies and intense panic. Whenever you experience a painful
sensation without your consent (that is, being flogged against your will,
subjected to loud music that you didn’t wish to hear, or injured by something
you didn’t want to be hurt by), you must make a Willpower roll to avoid being
“dragged under” and stunned by the pain for a turn or two. That roll’s
difficulty depends upon the intensity of the pain – from difficulty 4 for a
minor annoyance, to difficulty 10 for screaming agony.

As any
Cultist can tell you, ecstasy is indeed a two-way street!

Although
this Merit goes well with Acute Senses, it cannot be taken by a character who’s
also Insensate to Pain.

### Indelible

**1 or**
2pt. Merit

Whereas
other vampires’ bodies return to the state they were in at the Embrace each
evening, any body modifications you get after the Embrace remain as they are
until you actively spend a Willpower point to return your body to its tabula
rasa state.

This Merit
applies to changes as simple as dying or cutting your hair to modifications as
complicated as tattoos, piercings, or even small implants. If the Merit only
allows for cosmetic alterations, it is worth 1 point.

If it
allows for more utilitarian alterations, such as RFID implants that activate
certain electronic devices, then it is worth 2 points.

### Insensate to Pain

**5 pt. Merit**

Nothing
hurts until it kills you. Okay, it probably does hurt, but not enough to slow you
down. Wound penalties do not affect your character at all; until she dies, she
usually functions with her full dice pools intact. This Merit does not in any
way change the way in which she takes damage, but it radically changes the way
said damage affects her ability to get things done.

There is,
of course, a downside to all this: Pain tells us that we’re not functioning
properly and should probably stop while we’re ahead. And so, you’ll also do
stuff like burn yourself by accident, try to walk on broken legs, and notice
cuts only when the blood is seeping through your shirt. Although pain won’t
slow you down, shattered bones and organs will.

Injuries
that inflict significant physical im­pairment (crushed legs, broken skull,
gouged-out eyes, etc.) supersede your usual immunity to dice-pool penalties due
to wounds, and you might inflict further lethal injury upon yourself
(Storyteller’s option) if you keep going after your body tries to tell you to
stop.

### Lack of Scent

**2 pt.**
Merit

You either
have no scent at all or only a very faint odor. Any humans, animals, or Garou
who attempt to track you by scent have a +2 difficulty to do so.

You may
find it difficult to deal with lupus Garou or wolves, as they tend to mistrust
your lack of a “natural” scent.

### Legerdemain

**1pt.**
Merit

You’re
extremely good at sleight of hand and other physical tricks. Difficulties when
using Subterfuge for physical trickery, shell games, card tricks, and so forth,
are decreased by two.

### Light Sleeper

**1 pt. Merit**

Four hours
of sleep a night works just fine for you. And unlike most folks, you can wake
up out of an apparently dead slumber more or less ready for action. You can, of
course, enjoy longer periods of sleep too. But when dead­lines, intruders, and
end-of-the-world emergencies shake you out of bed, you get by with cat-naps and
the occasional light snooze.

### Lizard Limbs

**1pt.**
Merit

Like a
lizard, you are able to actually shed parts of your body. By spending a blood
point and a little effort, you can detach a hand or foot, or even an arm or
leg. This might be to escape bonds or a grapple. Unfortunately, the appendage
will not reattach, and you will have to regrow that over time (usually a couple
of days for a hand or foot, and a week for a limb). You also suffer a -3 dice
pool penalty to actions that would require the use of more limbs.

### Long Fingers

**1pt.**
Merit

You have
been blessed with unusually long and graceful fingers. This means you have an
easier time with fine manipulation as well as grappling tasks, gaining an extra
die when attempting such actions.

### Long-Distance Runner

**3 pt.**
Merit

Through
practice and/or innate skill, you have developed your ability to run very fast
for a very long time. You can run at double your normal running speed for one hour
per dot you possess in Stamina. This Merit is very popular with Silent
Striders.

You must
have at least four dots in Stamina to purchase this Merit.

### Master of the Masquerade

**2pt.**
Merit

There are
many small tics, nervous habits, and autonomous bodily functions (like
breathing) that Kindred simply forget to do. They can be unnervingly still or
forget to breathe, particularly when they think they’re alone. You never let
down your guard. The act of breathing remains unconscious habit to you, and you
never lapse into that eerie statue-like stillness, even when transfixed or
concentrating.

Consequently,
the difficulties of all Social rolls are lowered by one when interacting with
mortals. This Merit does not allow you to eat food or benefit from the blush of
health - those Merits are still required to be a true master of the Masquerade.

### Metamorph

**7 pt.**
Merit

Shapechanging
for you is as easy as breathing. You do not need to roll to change forms, nor
is it necessary to spend a Rage point for an instantaneous shift. You make your
changes as if you scored five successes on your roll to shift forms.

If you lose
consciousness from wounds or for some other reason, you may roll Wits + Primal
Urge (difficulty 8) to choose which form you assume rather than reverting to
breed form.

### Mixed-morph

**1 pt. or**
5 pt. Merit

You find
the art of partial transformation relatively easy, and make the required
Dexterity + Primal Urge roll at difficulty 6 rather than difficulty 9. The
five-point version of this Merit eliminates the need for a Willpower point; you
can achieve partial transformation almost at will.

### Monstrous Maw

**1pt. Merit**

You have
either oversized tusks for fangs, or a huge mouth full of sharp teeth. Whatever
form it takes, your mouth is that of a monster. When attacking with a bite you
do an additional point of damage. You may also add a die to your Intimidation
dice pool when you smile.

### Natural Weapons

**3 or 4**
pt. Merit

You are
greatly in tune with your wolf physique. Your balance and physical acuity in
Lupus form are greater than in Homid form. Subtract one from the difficulty of
any attack roll with an innate natural weapon (e.g., claw, bite, kick, etc.)
when in Lupus form. However, add one to the difficulty of any such attacks made
while in Homid form. There is no change to your attack rolls in other forms.

This Merit
costs 3 points for lupus or metis characters, and 4 points for homid Garou.

### Nightsight

**3 pt.**
Merit

Unlike most
people, you can see in near-total darkness. Only the complete absence of
visible light will negate this ability. In even the dimmest light, your visual
abilities remain essentially unimpaired.

This Merit
does not increase your character’s visual capac­ity – for that gift, see Acute
Senses; it does, however, mean that low light does not impose any sort of
penalty on her visual perception rolls.

Other
visual impediments, like smoke or fog, block her sight as usual, and
magickally-imposed darkness negates this Merit if and when it involves the
dispersal of light itself.

### Noble Blood

**1 pt. Merit**

Although
the modern world resists the old traditions of lineage as a mark of quality,
your features link you to a power­ful family; you’re a Kennedy, a Windsor, a
Saud, a Rothschild – someone whose pedigree is obvious in your physical form
and presence.

In story
terms, this Merit grants you the obvious physical features of a well-known
“royal” family: the Kennedy smile, the Windsor ears, and so forth. The family
in question doesn’t have to belong to a formal aristocracy, either; you might
be a Kardashian, a Murdoch, or a Clinton, and may the gods have mercy on your
soul. On the flipside, your distinct features might not be especially
attractive (royal families are notoriously inbred), and will mark you out for
enemies of the clan in question.

In social
situations, this Merit might be worth a -2 reduc­tion for the difficulty of
social rolls that involve people who care about things like aristocracy, but
would also increase your difficulty by +2 if you’re dealing with folks who hate
that noble family’s guts! In all cases, this Merit reflects an actual genetic
connection, not simply a cosmetic resemblance… which could provide all kinds of
complications when magick and its secret histories are involved.

While it
might be worth some social currency, this Merit does not in any way provide
material wealth or other perks.

### Pain Tolerance

**2pt.**
Merit

Maybe you
are a badass or shut off your nerves through Vicissitude. Maybe your sire put
you through so many intricate hells that it would be tough for anyone else to compete.
Maybe it just turns you on. Regardless, at Hurt or Injured, you suffer no wound
penalties, though you still suffer full penalties at Wounded and below.

You must
have a Conviction or Courage rating of 3 or more to take this Merit.

### Patagia

**4pt.**
Merit

Your arms
and legs have leathery flaps of skin between them, similar to that of a flying
squirrel. While they make finding clothes a nightmare, they also allow you to
glide for short distances, given enough height and a decent wind.

The
Storyteller might require an Athletics roll when it comes to landing.

### Physically Impressive

**2 pt. Merit**

You are one
imposing sumbitch, not so much large as apparently dangerous no matter what
mood you might be in at the time. This could be as obvious as scarring or an
intimi­dating build, or as intangible as the proverbial “air of menace.”
System-wise, the Merit adds two dice to all Social-Trait rolls that involve
intimidating someone; story-wise, people find you unnerving – and quite
possibly attractive in a dangerous way – even when you’re not trying to be
impressive.

Add one die to all Social rolls that
involve intimidation.

### Piscine

**1pt.**
Merit

Water is a
far more comfortable environment for you, be it the sea or sewer effluent.
Rolls involving swimming or underwater movement have their difficulty reduced
by 1.

### Poison Resistance

**2 pt. Merit**

Toxins may
sicken you, but probably won’t kill you. Although magickal poisons may be the
exception to this rule, your body shakes off the worst effects of natural and
synthesized poisons.

When
attacked by such substances, add two dice to your character’s Stamina roll when
resisting their effects; a successful roll reduces the intensity of powerful
toxins, and eliminates the deadlier effects of lesser ones altogether. Sure,
she might feel a little woozy and could get seriously ill, but even if you fail
that roll your character probably won’t die.

Although it
works against toxic bacteria, this Merit does not protect against diseases
spread from viruses, genetic conditions, and so forth.

And because
intoxicants are toxins too, this Merit helps you survive overdoses of booze or
drugs – see Alcohol /Drug Tolerance, above.

### Poker Face

**2 pt. Merit**

Nothing
rattles you. Nothing. The emergence of a titanic elder thing from the depths of
space might warrant a concerned twitch of your mouth, but that’s really about
it. Oh, this doesn’t mean you don’t feel anything – that’s the Mental Flaw:
Icy, below. Your deadpan expression, blank eyes, and flat tone of voice,
however, reveal nothing about your thoughts or intentions… which, for folks on
the receiving end of you, can be quite disconcerting.

Reduce the
difficulty of intimidation, subterfuge, and resistance-to-in­timidation rolls
by -2, while adding +2 to the difficulties of anyone who tries to rattle your
cage or get under your skin, including attempts to read, seduce, torture, or
otherwise get past that poker face.

### Rugged Bad Looks

**5pt.**
Merit

While you are
still hideous, you are not quite as monstrous as most Nosferatu. You still have
an appearance of 0, but you might pass for human in the right light. It is a
still a good idea to cover up and stay in the shadows, but the sight of you (or
even the smell of you) is not an instant breach of the Masquerade.

Having said
that, you are still ugly enough to unnerve the crap out of most people.

### Slimy

**1pt.**
Merit

You secrete
an ooze, which is as disgusting as it sounds. The ooze covers your entire body
and soaks into your clothes. It makes you slippery and difficult to hold,
requiring opponents to gain two more successes to grapple you.

The
dampness also makes you a little fire resistant, reducing your difficulty to
soak fire damage by 1.

### Stench

**1pt.**
Flaw

Most Nosferatu
pick up a certain odor, but you stink so bad even your Clan-mates find you hard
to be close to. Your presence is preceded by your stench, removing two die from
all Stealth rolls.

### Sterile

**1 pt. Merit or Flaw**

For some
physical reason, you’re unable to sire or con­ceive children. Whether this is a
Merit or a Flaw depends upon whether or not you want to sire or conceive
children.

Generally,
this sort of condition can be easily cured with a little Life-Sphere magick; in
your case, though, it can’t be rectified until and unless you, the player,
discard the Merit or pay off this Flaw.

### Thousand Meter Killer

**1pt.**
Merit

You have
proven yourself worthy to join the Thousand Meter Club through your remarkable
skill with the sniper rifle. The difficulty of all rolls associated with
sniping is reduced by -1. You also double the normal range when using a sniper
rifle as a weapon.

### Tough Hide

**2pt.**
Merit

Your skin
is much tougher than usual, possibly like that of a rhino or a lizard. This hide
protects you against most normal damage, granting you an extra die when making a
soak roll. However, this bonus does not apply against fire and sunlight.

### Wolf Sight

**1 pt.**
Merit

In all your
forms, you see colors and intensities of light as a wolf does. Your color vision
is slightly less distinct than that of humans, though you embrace the full
spectrum of colors. Your night vision, however, far surpasses human nocturnal
vision.

You also
notice movement more readily. You gain an extra die to all visually-based Perception
rolls that involve movement or take place at night.