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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.

Artifact
••• - •••••••
MtAw, p.80
treasure, imbued, refills own Mana

Your mage has an item that originated in a Supernal Realm or that has been directly touched by Supernal power. Artifacts cannot be created by mages — their manufacture lies beyond the power of anyone in the Fallen World. An Artifact’s powers mimic those of magical spells, and they can sometimes be mistaken for imbued items.

An Artifact’s base Merit dot cost is equal to 2 dots plus the dot-rating of the Arcanum power it mimics, plus one dot per additional power. If it has more than one power or simulates a conjunctional spell, use the highest Arcanum dot-rating simulated.

Base Cost: 2 + highest Arcanum dots +1 dot per additional power

Artifacts have the following properties:

Legendry: Every single Artifact is unique and legendary, meaning that it has a historical or mythical significance that can be researched, even if its origin or use is obscure and largely forgotten in modern times. Some rare Artifacts are new enough to be unknown to most mages, but even these sometimes appear in others’ dreams or prophecies.

A known Artifact can bring its wielder a degree of renown — either good or bad, depending on the Artifact’s legendry. This can act at times like one dot in a sort of Status Merit (see pp. 88-89), although it applies only when the Artifact is of interest to the person its wielder tries to influence, such as a master with whom an audience is requested. The Status lies with the Artifact, not the bearer; if others desire to see it, they might grant the mage audience.

The drawback of this legendry is that others might lust for the Artifact and seek to take it from the mage.

Awakened use only: Only mages can use Artifacts. Sleepers and most other supernatural creatures lack the necessary sympathetic connection to the Supernal World.

Unbreakable: All Artifacts have a Durability that’s two points higher than normal for their materials and manufacture.

Function: Persistent or contingent.
A persistent power is always active. The power does not have to be cast by the user to take effect; he simply needs to hold the Artifact or wear it. These include talismans of protection against spirits, mirrors that reflect the Shadow Realm version of whatever room they’re in, or cloaks of invisibility, hiding any portion of the wearer covered. The user must use or wear the Artifact to benefit from the power, but the power cannot be turned on or off with a switch or command word. If one or more of the Artifact’s powers is persistent, add one dot to its total cost.

A contingent power needs to be activated for each use. It might be a sword that becomes supernaturally sharp when it tastes blood, a carpet that flies when the proper words are spoken, or even a gun made of bones that fires enervating Death energy with each pull of the trigger. The effect’s Duration depends on the default Duration of the spell it mimics, usually transitory (one turn) or prolonged (one hour/scene). Once this period expires, the mage may use the same trigger to use the power again. A trigger is an instant action and can be defined as anything performed within the proximity of the item: verbal commands, gestures and so on. When a trigger is activated, the Artifact’s spellcasting dice pool is rolled. It is equal to its wielder’s Gnosis + the highest Arcanum dot rating used to determine the Artifact’s Merit dots, based on the highest rated power (as described above).

Mana: Some powers require Mana. Use the descriptions for the spell mimicked to determine any possible cost. All Artifacts hold up to 10 Mana points + 1 per spell (so an Artifact with three powers holds up to 13 Mana). A user can draw points from the Artifact to fuel its powers rather than spending his own. This pool is self-replenishing; they are restored at a rate of one point per Merit dot per day, although a mage can spend his own Mana to restore the points more quickly, or use Prime magic to transfer them from a Hallow or some other source. (See the “Channel Mana” spell, p.224.)

The wielder can also use the Artifact’s Mana to power his own spells, as if he were drawing on his own Mana reserves (he is still limited by his Gnosis for the amount he can spend per turn). He does not need to use the Prime Arcanum to acquire them, but he does need to be in contact (physical or sympathetic) with the Artifact.

Paradox: Artifact powers can invoke Paradoxes just like the spells they mimic, and vulgar effects that are witnessed by Sleepers invoke Disbelief (see p. 274).

Example: The Cave Lord’s Talisman is an Artifact in the form of a medallion that allows its wearer to grow bear claws upon activation (a contingent power). This mimics the Life 3 “Transform Self” spell, p. 187. It would be rated at five Merit dots (2 + 3rd-dot Arcanum = 5). Remember, though, that the fifth dot costs two dots, so the total cost would be six Merit dots.

Acquiring an Artifact once play begins does not cost Merit dots; characters must gain them through roleplaying actions. If an Artifact is ever lost, stolen or destroyed, the player loses the Merit and the points he spent to gain it.