Merits
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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