Actions

Difference between revisions of "Merits"

(Physical Merits)
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     <p>Ambidextrous - 3 dot - Pre-req: Character generation only. Effect: No negative modifier for using the off-hand. Pg 47 CoD<br><br>
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Automotive Genius - 1 dot - Pre-req: Crafts 3, Drive 1, Science 1. Effect: Triple crafts, instead of doubling, when determining how many mods a vehicle can handle. Specs add an additional +1 mod per spec that applies. Pg 47 CoD<br><br>
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Crack Driver - 2 or 3 dots - Pre-req: Drive 3. Effect: 2-dots: Add composure to drive rolls when doing nothing but driving. Any rolls to disable the vehicle take a -driver's composure to the roll. 3-dot: Once per turn take a driving action reflexively. Pg 47 CoD<br><br>
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Demolisher - 1 to 3 dots - Pre-req: Strength 3 or Intelligence 3. Effect: Ignor one point of an object's durability per dot of this merit. Pg 47 CoD<br><br>
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Double Jointed - 2 dots - Pre-req: Dexterity 3. Effect: Automatically escape bonds and subtract Dexterity from attempts to overpower the character when in a grapple. Pg 47 CoD <br><br>
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Fleet of Foot - 1 to 3 dots - Pre-req: Athletics 2. Effect: +1 Speed per dot. Pursuers suffer -1 per dot when chasing. Pg 47 CoD<br><br>
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Giant - 3 dots - Pre-req: Character generation only. Effect: Size 6 and gains +1 health box. Very tall. Pg 47 CoD<br><br>
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Hardy - 1 to 3 dots - Pre-req: Stamina 3. Effect: Add dots of merit to rolls for resisting disease, poison, loss of consciousness, suffocation, and deprivation. Pg 47 CoD<br><br>
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Greyhound - 1 dot - Pre-req: Athletics 3, Wits 3, Stamina 3. Effect: When in a chase, get an exceptional success on three successes instead of five. Pg 48 CoD<br><br>
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Iron Stamina - 1 to 3 dots - Pre-req: Stamina 3 or Resolve 3. Effect: Counteracts negative modifiers from fatigue and damage. Pg 48 CoD<br><br>
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Parkour (Style) - 1 to 5 dots - Pre-req: Dexterity 3 and Athletics 2. 1-dot: Ignore environmental penalties up to dots in Parkour. Subtract Parkour from  successes needed to evade in a foot chase. 2-dots: 1 Autosuccess when using Dex+Ath to mitigate falling damage. Add Parkour rating to the number of damage that can be removed this way. Cannot be used on a terminal velocity fall. 3-dots: Without rolling, can run and jump to gain 10 feet+5 feet per dot of athletics as an instant action. 4-dot: Spend a willpower to gain rote on one athletics roll to jump, run, or climb. Lose defense for the turn. 5-dot: Meditate (per page 75 CoD), Athletics actions become reflexive. Spend a willpower and gain 3 autosuccesses instead of 3 dice. Pg 48 CoD<br><br>
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Quick Draw - 1 dot - Pre-req: Wits 3, Specialty in Weaponry or Firearms. Effect: Drawing or holstering a weapon becomes a reflexive action anytime defense applies. Pg 49 CoD<br><br>
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Relentless - 1 dot - Pre-req: Athletics 2, Stamina 3. Effect: Opponent's need two additional successes to catch or evade your character. Pg 49 CoD.<br><br>
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Seizing the Edge - 2 dots - Pre-req: Wits 3, Composure 3. Effect: Always have the Edge in the first turn of a chase (pg 84, CoD). Additionally, the other person must make a Wits+Composure test as if being ambushed, or your pc does not have to count Speed or Initiative when determining the needed successes for the first turn. Pg 49 CoD<br><br>
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Sleight of Hand - 2 dots - Pre-req: Larceny 3. Effect: Take one instant,larceny based action per turn. Unless someone is specifically looking for it, the action goes unnoticed. Pg 49 CoD<br><br>
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Small-Framed - 2 dots - Pre-req: Character generation only. Effect: Very short. Size 4. -1 Health. +2 to rolls for hiding or going unnoticed. Also applies when being small is an advantage. Drawback: Also may not be taken seriously by people. Pg 49 CoD<br><br>
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Stunt Driver (Style) - 1 to 4 dots - Pre-req: Dexterity 3, Drive 3, Wits 3. Effect: 1-dot: Subtract pc's drive skill from opponent's pool when trying to hit or ram the pc's car. 2-dot: Double speed gains from 5 mph to 10 mph per success when accelerating. 3-dot: Never make maneuvering checks when turning at high-speed. 4-dot:  Ignore damage equal to pc's Wits before applying Durability when intentionally hitting something with a vehicle. Pg 49 CoD<br><br>
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==Social Merits==<br><br></p>
 
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Revision as of 16:38, 20 August 2018

Mental Merits



Area of Expertise - 1 dot - Pre-req: Resolve 2 and one Skill Specialty. Effect: Gain +2 for the named specialty instead of +1/ Pg 44 CoD

Common Sense - 3 dots - Pre-req: None. Effect: Once per week (per HR:Durations) roll Wits+Composure and ask the ST a question. Exceptional success allows two questions to be asked. Pg 44 CoD

Danger Sense - 2 dots - Pre-req: None. Effect: +2 on Wits+Composure to spot an ambush. Pg 44 CoD

Direction Sense - 1 dot - Pr-req: None. Effect: Never suffer penalties to navigate or find their way. Pg 44 CoD

Eidetic Memory - 2 dots - Pre-req: None. Effect: +2 when making Intelligence+Composure rolls to remember something. Pg 44 CoD

Encyclopedic Knowledge - 2 dots - Pre-req: None. Effect: Pick a skill to know a lot about, even if there are not dots in the skill. Roll Intelligence+Wits to gain a bit of information relevant to the skill from an ST. Pg 44 CoD

Eyes for the Strange - 2 dots - Pre-req: Resolve 2, Occult 1. Effect: Roll Intelligence+Composure to determine if there was a supernatural hand in a scene. Am exceptional gives a clue, via folklore, to the type of supernatural being it may have been. If there is not supernatural influence, gain +2 to all rolls to investigate the event. Pg 44 CoD

Fast Reflexes - 1 to 3 dots - Pre-req: Wits 3 or Dexterity 3. Effect: +1 Initiative per dot. Pg 44 CoD

Good Time Management - 1 dot - Pre-req: Academics 2 or Science 2. Effect: Halve time between rolls on extended actions. Pg 44 CoD

Holistic Awareness - 1 dot - Pre-req: None. Effect: Roll Wits+Survival to collect holistic medical supplies. Pg 44 CoD

Indomitable - 2 dots - Pre-req: Resolve 3. Effect: +2 dice to resist supernatural influence, or -2 dice to their pool for a contested roll. Does not work on mundane methods of persuasion or manipulation. Pg 45 CoD

Interdisciplinary Specialty - 1 dot - Pre-req: Skill at 3 or higher with a specialty. Effect: Pick a specialty and gain the ability to apply it to any roll that it makes sense to do so. Pg 45 CoD

Investigative Aide - 1 dot - Pre-req: Chosen skill at 3+. Effect: Exceptional success on 3 instead of 5 for the purpose of uncovering Clues. Gain +1 element to Clues when using the chosen skill. Pg 45 CoD

Investigative Prodigy - 1 to 5 dots - Pre-req: Wits 3 and Investigation 3. Effect: Uncover Clues equal to successes or dots, whichever is lower, as an instant action. Only the first Clue benefits from the extra elements. Other Clues only receive a single element. Pg 45 CoD.

Language - 1 dot - Pre-req:None. Effect: Speak, read, and write another language. Pg 45 CoD

Library - 1 to 3 dots - Pre-req: None. Effect: Pick a Mental Skill. Add dots of Library to extended rolls involving that skill. Pg 46 CoD

Meditative Mind - 1, 2, or 4 dots. - Pre-req: None. Effect: 1-dot: No environmental or wound penalties to meditate. 2-dot: Gain +3 dice for any Resolve+Composure checks for that day. Needs 4 successes. 4-dot: Single success instead of four to benefit from the +3. Pg 46 CoD

Multilingual - 1 dot - Pre-req: None. Effect: Pick 2 languages to speak conversationally in. Intelligence+Academics to try and read the language. May be taken multiple times. Pg 46 CoD

Patient - 1 dot - Pre-req: None. Effect: Two additional rolls when doing an extended test. Pg 46 CoD

Professional Training - 1 to 5 dots - Pre-req: None. See '+help Professional' for HR. Effect: Choose two starting asset skills. 1-dot: Gain two free contacts. 2-dot: 9-again for asset skills. 3-dot: Gain 3rd asset skill, and two specialties in asset skills. 4-dot: Gain a dot in an asset skill. 5-dot: Spend a willpower to gain rote. Removes defense for the turn. Pg 46 CoD

Tolerance for Biology - 1 dot - Pre-req: Resolve 3. Effect: Don't roll to avoid vomiting when things are extra gross. Pg 46 Cod

Trained Observer - 1 or 3 dots - Pre-req: Wits 3 or Composure 3. Effect: 1-dot: Gain 9-again on perception checks. 3-dot: Gain 8-again. Pg 46 CoD

Vice-Ridden - 2 dot - Pre-req: None. Effect: Two vices. Only gain willpower once per scene. Pg 46 CoD

Virtuous - 2 dot- Pre-req: None. Effect: Two virtues. Only gain willpower once per scene. Pg 46 CoD

Physical Merits

Ambidextrous - 3 dot - Pre-req: Character generation only. Effect: No negative modifier for using the off-hand. Pg 47 CoD

Automotive Genius - 1 dot - Pre-req: Crafts 3, Drive 1, Science 1. Effect: Triple crafts, instead of doubling, when determining how many mods a vehicle can handle. Specs add an additional +1 mod per spec that applies. Pg 47 CoD

Crack Driver - 2 or 3 dots - Pre-req: Drive 3. Effect: 2-dots: Add composure to drive rolls when doing nothing but driving. Any rolls to disable the vehicle take a -driver's composure to the roll. 3-dot: Once per turn take a driving action reflexively. Pg 47 CoD

Demolisher - 1 to 3 dots - Pre-req: Strength 3 or Intelligence 3. Effect: Ignor one point of an object's durability per dot of this merit. Pg 47 CoD

Double Jointed - 2 dots - Pre-req: Dexterity 3. Effect: Automatically escape bonds and subtract Dexterity from attempts to overpower the character when in a grapple. Pg 47 CoD

Fleet of Foot - 1 to 3 dots - Pre-req: Athletics 2. Effect: +1 Speed per dot. Pursuers suffer -1 per dot when chasing. Pg 47 CoD

Giant - 3 dots - Pre-req: Character generation only. Effect: Size 6 and gains +1 health box. Very tall. Pg 47 CoD

Hardy - 1 to 3 dots - Pre-req: Stamina 3. Effect: Add dots of merit to rolls for resisting disease, poison, loss of consciousness, suffocation, and deprivation. Pg 47 CoD

Greyhound - 1 dot - Pre-req: Athletics 3, Wits 3, Stamina 3. Effect: When in a chase, get an exceptional success on three successes instead of five. Pg 48 CoD

Iron Stamina - 1 to 3 dots - Pre-req: Stamina 3 or Resolve 3. Effect: Counteracts negative modifiers from fatigue and damage. Pg 48 CoD

Parkour (Style) - 1 to 5 dots - Pre-req: Dexterity 3 and Athletics 2. 1-dot: Ignore environmental penalties up to dots in Parkour. Subtract Parkour from successes needed to evade in a foot chase. 2-dots: 1 Autosuccess when using Dex+Ath to mitigate falling damage. Add Parkour rating to the number of damage that can be removed this way. Cannot be used on a terminal velocity fall. 3-dots: Without rolling, can run and jump to gain 10 feet+5 feet per dot of athletics as an instant action. 4-dot: Spend a willpower to gain rote on one athletics roll to jump, run, or climb. Lose defense for the turn. 5-dot: Meditate (per page 75 CoD), Athletics actions become reflexive. Spend a willpower and gain 3 autosuccesses instead of 3 dice. Pg 48 CoD

Quick Draw - 1 dot - Pre-req: Wits 3, Specialty in Weaponry or Firearms. Effect: Drawing or holstering a weapon becomes a reflexive action anytime defense applies. Pg 49 CoD

Relentless - 1 dot - Pre-req: Athletics 2, Stamina 3. Effect: Opponent's need two additional successes to catch or evade your character. Pg 49 CoD.

Seizing the Edge - 2 dots - Pre-req: Wits 3, Composure 3. Effect: Always have the Edge in the first turn of a chase (pg 84, CoD). Additionally, the other person must make a Wits+Composure test as if being ambushed, or your pc does not have to count Speed or Initiative when determining the needed successes for the first turn. Pg 49 CoD

Sleight of Hand - 2 dots - Pre-req: Larceny 3. Effect: Take one instant,larceny based action per turn. Unless someone is specifically looking for it, the action goes unnoticed. Pg 49 CoD

Small-Framed - 2 dots - Pre-req: Character generation only. Effect: Very short. Size 4. -1 Health. +2 to rolls for hiding or going unnoticed. Also applies when being small is an advantage. Drawback: Also may not be taken seriously by people. Pg 49 CoD

Stunt Driver (Style) - 1 to 4 dots - Pre-req: Dexterity 3, Drive 3, Wits 3. Effect: 1-dot: Subtract pc's drive skill from opponent's pool when trying to hit or ram the pc's car. 2-dot: Double speed gains from 5 mph to 10 mph per success when accelerating. 3-dot: Never make maneuvering checks when turning at high-speed. 4-dot: Ignore damage equal to pc's Wits before applying Durability when intentionally hitting something with a vehicle. Pg 49 CoD

==Social Merits==

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