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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.

A Little Knowledge
Asy, p.50
Reduce penalties when researching oddities

Your character has either had a brush with the supernatural or been in a field that has regular casual contact with the supernatural (such as medicine or law enforcement) to know that something else is out there. While he doesn’t know anything specific (i.e., this Merit doesn’t give any bonus to Occult rolls or offer any frame of reference), your character doesn’t suffer negative penalties when trying to identify or diagnosis conditions for which there is no easy medical antecedent.

For instance, a doctor with this Merit sees a patient in the ER with long, vicious bite marks. The doctor knows that no animal short of a bear could have made those wounds, and he knows that there are no bears native to the area. Normally, this would negatively affect his treatment — he might waste valuable time trying to shoehorn the evidence into his own experience. With this Merit, though, he takes it as read that something made these bites and treats them.

This Merit also offers a +1 bonus to any roll made to recognize a strange or otherworldly situation. If the character ever becomes a supernatural being, including a ghoul or a Sleepwalker, he loses this Merit.

Détachement Emotionel
Resolution 2
Asy, p.50
Ignores stress penalties equal to Resolve

Your character can distance himself from the pain, grief and suffering of his fellow human beings long enough to help them. This might make him seem somewhat aloof, but it also means that he doesn’t second-guess himself when performing delicate surgery. The character ignores penalties stemming from stress equal to his Resolve rating. For instance, if an EMT is trying to perform an emergency tracheostomy while in a moving car with a werewolf on the roof, the EMT might normally suffer a –2 penalty from sheer emotional pressure. If he had this Merit and his Resolve were 2 or higher, he would take no penalty at all.

Good Time Management
••
Érudition 2 ou Médecine 2 ou Science 2
Asy, p.50
Cut time for non-magical extended rolls by ¼

Years of working with demanding corporations have served your character well. She can make effective use of her time, provided that she’s not relying on anyone else who might slow her down. Each roll in an extended action has the time requirement reduced by one quarter.

For instance, if the character is translating a text and each roll would normally require one hour, a character with this Merit only requires 45 minutes for each roll.

Characters using Teamwork (see p. 134 of the World of Darkness Rulebook) cannot benefit from this Merit, or characters relying on machines (such as lab equipment).
Good Time Management applies only to mundane actions. It does not apply to magical rituals of any kind, though it does apply to researching such rituals.

Navigateur Bureaucratique
••
Asy, p.51
+2 to navigate a bureaucratic system

Bureaucracy has a pattern, and your character has learned to recognize it. Within any given bureaucratic system, be it a hospital, a government agency or a corporation, he has learned whom to talk to get results, which rules he absolutely must follow and which ones he can ignore because no one pays attention. You receive a +2 bonus to all Social and Mental rolls made to navigate, manipulate or work within a bureaucratic system. Note that this Merit doesn’t accomplish the impossible. Your character isn’t going to get a permit for a heavy assault rifle if such weapons are illegal in his city, no matter how much he flirts with the ladies at the country courthouse.

Tolerance for Biology
Resolution 2 ou Endurance 2 ou Calme 2
Asy, p.51
+2 to keep composed when shown scenes of violence or carnage

Some people see blood and pass out. Some people hear another person throwing up and get queasy. Your character can watch medicinal maggots being massaged into open, blackened wounds and feel nothing except a bit of curiosity. He never feels nauseated due to unpleasant things he sees in a medical setting, and receives a +2 bonus to any roll to keep composed when offered scenes of violence or carnage, or when exposed to horrific smells.