Physical Merits

**Ambidextrous**
(Level 3)

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

Available at
character creation only..

**Direction Sense**
(Level 1)

Effect: Your
character has an innate sense of direction that instinctively allows him to
remain oriented. He can enter unfamiliar territory and always retrace his steps
back to his starting point, and can orient himself to any of the compass points
(i.e., face north, face south) without references.

**Fast Reflexes** (Level 1
or Level 2)

Prerequisites:
Dexterity \*\*\*

Effect: +1
Initiative level. Your character's mix of sharp reflexes and steady nerves
helps him get the drop on adversaries.

**Fighting Style:**
**Boxing** (Level 1 to Level 5)

Prerequisites:
Strength +3, Stamina +2 and Brawl +2

Effect: Your
character is trained in the art of boxing, able to deliver swift, powerful
punches, and to duck and weave away from opponents' attacks. He might have
participated in the sport in high school or college, or made a go of it
professionally. Or he might have taken some classes at the local
health club as a form of exercise.

Levels purchased in
this Merit allow access to special combat maneuvers. Each maneuver is a
prerequisite for the next. So, your character can't have 'Duck and Weave' until
he has 'Body Blow.' The maneuvers and their effects are described below, most
of which are based on the Brawl Skill.

Body Blow (Level 1):
Your character can deliver powerful blows that leave opponents reeling and
gasping for air. If the damage dealt is more than 30% of the victims health, the victim loses his next action.

Duck and Weave
(Level 2): Your character is trained to instinctively duck and evade an opponent's
blows. The characters Evasion is +2 higher, when fighting in melee.

Combination Blows
(Level 3): Your character's training and experience allow him to devastate
opponents with a flurry of rapid blows. He can make two Brawl attacks against
the same target in a single action. The second attack suffers a -1 penalty.

Drawback: Your character loses 4 points of evasion as he's too focused on delivering blow after blow to bob and weave out of the way.

Haymaker (Level 4):
Your character can deliver powerful, accurate blows capable of knocking an
opponent unconscious with a single punch. After delivering the Haymaker punch, the target must must succeed at a Stamina save to the DC of the attackers strength. If he fails, he's knocked unconscious for 3 rounds. This attack can be attempted once per combat.

Drawback: Your character loses 6 points of evasion the turn he uses this ttack..

Brutal Blow
(Level 5): Your characters punches can now deal lethal damage, instead of bashing damage. At your leisure.

**Fighting Style:**
**Kung Fu** (Level 1 to Level 5)

Prerequisites:
Strength +2, Dexterity +2, Stamina +2 and Brawl +2

Effect: Your
character is trained in one of the many forms of Kung Fu, conditioning his mind
and body for the purposes of focus and self-defense. He may have begun his
training at an early age, following in the footsteps of family or friends, or
he may have joined a school as an adult for the purposes of exercise or
protection.

Levels purchased in
this Merit allow access to special combat maneuvers. Each maneuver is a
prerequisite for the next. So, your character can't have 'Iron Skin' until he
has 'Focused Attack.' The maneuvers and
their effects are listed below, most of which are based on the Brawl Skill.

Focused Attack
(Level 1): Your character is capable of hitting where it hurts, his damage dice increases by 1 step. From a d3 to a d4.

Iron Skin (Level 2):
Your character has hardened his body to physical blows, allowing him to
withstand repeated hits with minimal effect. He has an effective armor trait of
4 against bashing attacks only. (Armor directly reduces damage)

Defensive Attack
(Level 3): Your character has mastered the ability to fight defensively. When using
this maneuver, your
character gains +3 to his Evasion for the turn, but any attack he makes suffers
a -2 penalty. He can move no more than his Speed while performing a Defense
Attack maneuver in a turn.

Whirlwind Strike
(Level 4): Your character can unleash a storm of blows against an opponent. He can
make a number of extra Brawl attacks for each point of Dexterity+ that he has
above 2 in a single action. Each extra attack is made at a cumulative -1
modifier. Thus, he can perform a total of two attacks at Dexterity 3 (the
second of which is at -1), three attacks at Dexterity 4 (the third of which is
at -2), and four at Dexterity 5 (the fourth of which is at -3). All attacks
must be on the same target.

Drawback: Your character loses 4 points of evasion when he employs this maneuver. This maneuver cannot be used in conjunction with defensive attack.

Lethal Strike
(Level 5): By focusing his might and concentration, your character can kill or
maim an opponent with a well-placed strike. You unarmed attacks can now deal lethal damage.

**Fleet of Foot** (Level 1
to Level 3)

Prerequisites:
Strength +2

Effect: +1 Speed
per level.  Regardless of your character's
physical build, he can run quickly when he chooses to.

**Giant** (Level 4)

Effect: Your
character is seven or more feet tall and over 250 pounds. This increases the amount of punishment his body can take by 5 hit points.

Drawback: Your character
needs to shop in big-and-tall clothing stores
or gets clothes custom tailored. He might also be required to purchase two
seats for air travel, depending on the airline.

**Iron Stomach** (Level 2)

Prerequisites:
Stamina +2

Effect: Your
character can eat almost anything, under almost any conditions. Greasy bacon
and runny eggs on a raging hangover? No problem. The green meat in the fridge?
No problem. Milk two weeks past its expiration date? No problem. He could be
dropped in the middle of the forest and could live off bugs and roots as long
as necessary in order to survive and with no ill effects. Add +2 to
appropriate Survival rolls. Add +3 to Stamina to resist deprivation (see p.
175).

**Natural Immunity**
(Level 1)

Prerequisites:
Stamina +2

Effect: Your
character gains a +2 modifier on Stamina rolls to resist infection, sickness
and disease. His immune system is exceptionally effective at resisting
infections, viruses and bacteria. Your character can probably count on one hand
the number of times he's been seriously ill.

**Quick Draw** (Level 1)

Prerequisites:
Dexterity +3

Effect: Your
character can draw a pistol and fire or pull a melee weapon and attack without
penalty as a single action in a turn. If a weapon is hidden on your character's
person (under a coat or in a purse), it can be drawn and used in the same turn
without the normal loss of Defense. A separate Quick Draw Merit must be
acquired for use with firearms and melee weapons.

**Strong Back** (Level 1)

Prerequisites:
Strength +2

Effect: Your
character gains a +2 modifier to actions involving lifting or carrying heavy
weights. She can lift and carry much more weight than her build and body type
suggests.

**Stunt Driver**
(Level 3)

Prerequisites:
Dexterity +3

Effects: Your
character can drive a vehicle and perform an unrelated action (e.g., fire a
gun, punch another passenger) in the same turn. Drive rolls may still be
necessary for dangerous maneuvers or situations.

**Toxin Resistance**
(Level 2)

Prerequisite:
Stamina +3

Effect: Your
character gains a +2 modifier to Stamina rolls to resist the effects of drugs,
poisons and toxins. His body is capable of withstanding high levels of
chemicals without suffering any ill effects. He's probably never had a case of
food poisoning, much less a hangover.

Drawbacks: Your character's body can't
tell the difference between recreational toxins and intentional ones. It's very
difficult for him to become intoxicated, whether from alcohol, nicotine or
other drugs. Also, painkillers and anesthetics are only half as effective as
normal.