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Atouts

Merits are special capabilities or knacks that add individuality to your character. They’re purchased during character creation or with experience points over the course of your chronicle.

The Merits in this chapter are organized alphabetically into three broad categories: Physical, Mental and Social. Some apply to your character’s basic traits to enhance them in particular situations. Some have prerequisites that must be met before they can be purchased. For example, a character with the Gunslinger Merit must have a Dexterity of 3 and Firearms of 3 or higher to be able to accurately fire two weapons at the same time. By the same token, some Merits apply drawbacks that balance out their inherent advantages. A character with the Fame Merit, for example, is treated like a star wherever he goes — but has a hard time blending into the crowd when he wants to.

Each Merit has a number of dots (•) associated with it. These dots represent the number of points that must be spent to purchase the Merit. Some Merits allow for a range of dots (say, • to •••). These allow you to purchase a low rating if it’s appropriate to your character concept, or you can start with a low level and increase it over time with experience points.

A character is born with some Merits or develops them early in life, while others can be acquired through trail and error, training and effort later in life.

The first kind can be acquired at character creation only and are labeled as such. The second kind can be acquired during play with experience points.

Merit dots must be purchased sequentially with experience points. You have to buy • and then •• before your character can have ••• or more.

Shadow Cult Initiation
• - •••••
AB, p.27
Membership in a cult, with unique benefits to each level of initiation

Limitations: Mortals can only take one dot in this Merit. Ghouls can take up to two dots. Only Kindred can take the Merit at three or more dots.

Your character has received initiation into one of the Shadow Cults. On the first occasion the character meets another member of the cult, he gains a bonus to Social rolls for the duration of the scene, equal to his dots in this Merit. Other benefits come from Initiation into a Shadow Cult, depending on the cult and the number of dots the character has gained in his Initiation.

Drawback: Initiation into a Shadow Cult carries with it duties, and failure to perform those duties can cause dots in this Merit to fall, although benefits gained from initiations (such as access to the cult’s proprietary Disciplines, once learned) don’t go away once granted. A character with more than one dot of Initiation into any Shadow Cult can become initiated into others, but can never gain more than one dot in Initiation in any other cult.