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 feral’s affinity for Nature runs deep. Sometimes, that affinity returns his affection. Similar to the Retainer Merit, Animal Companion reflects a single beast who loyally follows your character. This creature could be your breed-kin, but she doesn’t have to be. It’s possible she’s an old pet or new partner who’s not spooked by the beast-blood’s changing skin.
To purchase the Merit, you must decide the backstory between your feral and his friend. Does their bond predate the First Change? If so, how old is the animal now, and how did their affinity survive her “master’s” new life? Is this a new companion, and if so, how did the normal animal bond with the shapechanging beast? Whatever their tale might be, this companion is smart, useful and independent. A rat in a cage or a dog in the yard isn’t a Merit — she’s a pet.
The dots in this Merit reflect the animal’s power, intellect and often size. The higher the trait, the more capable the companion. A one-dot beast could be a smart rat or clever bird, a two-dot Merit might reflect a loyal (if finicky) cat, three points could buy a common-looking but brilliant companion such as Lassie or Trigger; at the top of the scale, the companion stands out in any setting — a tiger, bear, dolphin or chimpanzee whose physical and mental capacity would be impressive even if she weren’t devoted to her apparent “master.”
Unless the Animal Companion is driven off by poor treatment or otherwise killed, she remains a loyal element in the character’s life. She will do whatever she can to assist him, and regard him with the ultimate affection. The details, naturally, depend on her species — a devoted cat or loyal snake won’t show devotion the way a dog might. Still, unless that bond is severed by death or abuse, the Animal Companion is yours for life. (If this “Merit” is killed off, all points regarding her are lost.)
Drawback: Unlike the Retainer Merit, an Animal Companion is just that: an animal. She won’t have free access to Man’s world, and remains limited by manual dexterity, mental perspective and social rules. Lassie may be a great dog, but she still can’t drive to the bank and cash a check.
Powerful animals are often exotic, too, and they stand out on a city street. Most places have laws against horses in public, and almost all human societies regulate private “ownership” of tigers, bears and so forth. The beast may spook other animals, and will probably follow her instincts if prey happens to be nearby. Loyal as she might be, this friend retains her bestial habits and needs; she might trash an office, eat a garden or throw feces at the cops if that’s what seems natural. Your feral might adore his companion, but a smart, powerful animal remains a high-maintenance friend.
Not everyone affiliated with the changing breeds actually transforms. This Merit reflects a character whose First Change has not yet arrived, and might never arrive. Kin to the feral folk, this person lives in the shadow of their world. He hears odd stirrings in the back bedroom, sees fur or feathers too thick for normal explanations. Perhaps he serves one of the Regencies, surrounded by hopeful relatives. Or languishes in a backwater swamp, tending the gator that just happens to be his sister, too.
The upside? This character is immune to the Delusion and the primal terror associated with werewolves. He understands how far back the curtain of “reality” can be drawn, and sees at least a glimpse of the parties behind it. Chances are, he’s very good with animals; although the breed of his associated beast might terrify him, he shares a deep affinity with it. He can understand animals through body language and vocal cues, and while he’s no Dr. Doolittle, they often understand him, too. For now, this character exists on the cusp of a world that may or may not take him in completely. Even so, he knows more about that world than most.
Drawback: That world is no gentle playground. Despite the New Age fascination with “spirit totems” and such, the animal realm is harsh by human standards and the feral one even more so. Enemies of the shapeshifter or her clan often target the kin when they want to make their presence known. Meanwhile, that shapeshifter in her clan might abuse, neglect or despise the “weakling” among them. Feral clans, even the wealthy ones, are notoriously hard on their members, and all it takes is one bad day to turn Mommy or Big Brother into the lion at the door.
(Note: If the First Change finally overtakes this character, the Merit gets “traded” for the feral supernatural template.)