Merit

  1. Ability Aptitude (1): Pick a single skill, talent, or knowledge: you’re a whiz at whatever this is. -1 to difficulties relating to this ability.
  2. Acute Senses (1): One of your five senses is incredibly sharp, and detection rolls involving this sense have a -1 difficulty. You must buy this merit separately for each sense.
  3. Ambidextrous (2): You are equally dexterous, or nearly so, with both hands, and use your “off” hand at no penalty. Difficulties to do two different tasks at once (one with each hand) are at +1 for both rolls, rather than +1 for the “right” hand and +3 for the other. Not useful if your ST isn’t the nitpicky sort who doesn’t give a shit about off-hand penalties and such…)
  4. Animal Affinity (1-3): Animals are unusually drawn to you, and though you can’t speak with them, you can communicate with them on a limited level using tone of voice and body language. 1-point affinity is with one specific type of animal, 2-point is with one group, 3 is with all natural animals.
  5. Animal Magnetism (1): You have the “fuck me” aura, and receive a -1 difficulty on seduction and similar rolls (though this may inspire jealousy in the people who view you as competition). This is a Merit seldom taken seriously in the Chat Rooms, as it’s been too often used by players whose intent is seldom gaming…
  6. Burning Aura (2): Your aura is unusually brilliant; even people who can’t read auras will be inexplicably drawn to you. Some may see you as a threat or a snack.
  7. Catlike Balance (2): -2 difficulty to rolls relating to balance.
  8. Charmed Existence (5): Somebody up there likes you. Ignore a single one on every roll you make.
  9. Clear Sighted (3): You are not fooled by illusions, and you get a Perception +Alertness roll, difficulty = opposing power’s level +3, to see through supernatural illusions, such as those created by Obfuscation, Chimerstry, Chicanery, Gifts, etc.
  10. Code of Honor (1): You follow a strict personal code, and you either gain 3 extra dice to resist supernatural persuasions that would make you break your code, or the would-be persuader has to roll at a +2 difficulty.
  11. Common Sense (1): You are full of practical wisdom. A great merit for starting characters, as you may receive advice from the Storyteller regarding how to handle certain situations.
  12. Concentration (1): You are very good at focusing, and modifiers regarding distracting situations can cause you to lose no more than two dice, or have no more than a +2 difficulty.
  13. Corporate CEO (5): You are the head or otherwise have heavy influence in a major corporation, and have access to the social and economic benefits that implies.
  14. Crack Driver (1): This has been changed to “Expert Driver” in later books, but we all know what this Merit really means: you drive a car like you’re on crack (but can do it without killing anyone). Difficult driving rolls are reduced by 1. You can take similar merits for piloting or driving other vehicles if appropriate for the character and campaign.
  15. Culture Knack (3): You have a knack for fitting in wherever you are, and though you may not know them beforehand, you pick up on customs quickly. In appropriate situations, your social difficulties may be lowered, or you may be able to recover from a botched roll with another roll at normal difficulty.
  16. Cunning Linguist (2): You’re good with languages and language structures. You speak, read and write pretty much all human languages. Even the obscure and forgotten ones are at a -2 Difficulty to decipher. Take this Merit a second time to know pretty much all Alien languages too.
  17. Danger Sense (3): “Oh no! My Spider Senses are tingling!” A successful Perception + Awareness roll, difficulty 7, will give you a timely sense of foreboding before something bad happens…
  18. Daredevil (3): You love to take risks, and are damn good at living through them. So long as the task would result in damage if you fail, you gain three bonus dice.
  19. Destiny (4): You have a destiny to which your whole life is directed, though you may not realize it. This culmination to your life will become more and more apparent as the Chronicle goes on, granting you clues to what your destiny might be and guiding your way. The sense of direction and security this feeling of destiny grants you helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until that destiny is fulfilled, you may suffer setbacks but nothing can permanently thwart you. Not this does not say your life will go well or without pain; that is up to the character.
  20. Detached (4): You have the rare ability to view your psionic abilities as separate from your physical existence and you can maintain this distance even under adverse conditions. Any wound penalties don’t affect your Psi rolls until you reach lncapacitated. if you are lncapacitated then you may spend a Willpower point to attempt to use a Psi power at half your normal dice pool (rounded down). This action may only be performed once per scene, after which you fall unconscious, so choose your last ditch efforts carefully. This Merit is only available to psion character.
  21. Double-Jointed (1): -2 difficulty on any roll involving getting out of restraints or into small spaces.
  22. Dual-Nature (2): You have two purposes in life; you can choose two Natures and regain Willpower when satisfying the requirements for either one (or both of them). These Natures should be complimentary to one another-this is a Merit, not a Derangement.
  23. Eidetic Memory (2): Having a “photographic” memory, you can accurately recall any sight or sound with a successful Intelligence + Alertness roll. Amount of successes indicate exactly how much you remember. Lucia is forbidden from taking this merit.
  24. Enhanced Attunement (2/4/6): Your psionic sensitivity is substantially greater than the norm for someone with your Psi rating. For every two points spent on this Merit, your psi is considered one higher for purposes of rolls Attunement rolls and range. you don’t gain any extra Psi points, just extra dice on Attunement. Latents may purchase this Merit as they can still roll Attunement to detect things, albeit at a higher difficulty than an active psion could (see “Attunement,” p. 142).
  25. Exceptional Potential (3) Something in the Prometheus Effect altered your genetic structure for the better, giving you the potential to reach superior levels of development in some aspect of basic human nature. You may raise one Attribute to a maximum value of six dots with experience (though it may not be higher than five dots during character creation). Exceptional Potential may be purchased for more than one Attribute. This Merit is only available to active psion characters.
  26. Extremely Educated, Skilled, or Talented (5): You have a large general amount of knowledge, skill, or talent, and have an automatic 1 in the appropriate ability pools. This is an “illusory” level however – if you want to increase your aptitude in a particular ability, you must buy the first dot as if you didn’t have it, and then the second.
  27. Favor (1-3): Somebody owes you big-time and you’re sitting on his marker until you decide to call it in (at which time this Merit disappears - you can’t milk his sense of gratitude indefinitely). For one point, he owes you a socially or emotionally significant favor (maybe you provided him legal advice with regards to his divorce). For two points, he owes you a favor that might have serious Financial implications (maybe you alerted him to the fact that his ex-wife was embezzling several million credits from him). For three points, he owes you his life (perhaps you saved him from the hit man his ex wife hired with those several million credits). The individual in question is substantially more powerful than you are.
  28. Gall (2): You got moxy, kid. Add an extra die to any Social roll requiring backbone.
  29. Graceful (2): You are extremely agile and delicate in your movements. -1 difficulty on all Dexterity rolls. Botches will still hurt, but it is possible to gracefully fall down, and you’ll die before you look clumsy.
  30. Green Thumb (1): Not only do plants thrive in your care, they almost seem to burst into bloom from your touch.
  31. Guardian Angel (6): Not only does someone up there like you; they’re actively watching over you, and at times may protect you from icky situations. You have a vague knowledge of the existence of this being; it’s up to the ST to determine what the being actually is and how much you know.
  32. Hideaway (2): You have a little place somewhere nobody else knows about, fairly well-stocked. If people actively search for it, your ST will roll 2 dice at difficulty 6; at least one success indicates you have not been found. Failure gives them an idea, continual failures, at least four, will indicate that the seeker knows exactly where you live…
  33. Honeyed Tongue (2): You’ve sold gallons of snake oil and thousands of deeds to the Brooklyn Bridge, and most customers still think they’re satisfied. All subterfuge attempts gain one automatic success.
  34. Huge Size (4): You are gigantic, and may be as tall as seven feet and weigh as much as 400lbs. You have an extra Bruised Health Level.
  35. Increased Tolerance (3): Although you lack the noetic strength to be- come a psion, your biological template is strong enough to maintain a surprisingly high degree of bioware – and even have devices formatted to you! While your actual Psi score remains at one and you are still incapable learning psionics, your biotech Tolerance rating equals your Stamina + 1. You still cannot use any biotech that increases psionic powers (since you have none) and you also cannot use any biotech that requires the expenditure of Psi points. However, you can now use various unformatted or formatted weapons, vehicles, or even bioVARGs up to your Tolerance rating. This Merit is only available to neutral characters.
  36. Internal Compass (1): It’s almost impossible to make you lose your sense of location and direction. You can tell which way is north, even indoors, with an Awareness or Navigation roll at base difficulty; you can also retrace a path you’ve traveled only once with a +l difficulty Awareness or a standard Navigation roll. Additionally, you never suffer any ill effects or disorientation from low- or zero-gravity. This Merit is particularly useful for clairsentients and teleporters.
  37. Iron Will (5): Supernatural mind attacks are at +3 Difficulty against you and if you are aware of them and are trying to resist (and therefore spending 1 Willpower per turn of resisting). If you are not aware of the attack, the attacker’s difficulty will still be raised by 1.
  38. Light Sleeper (1): You can function on very little sleep, and so are less likely to suffer penalties for losing sleep. You are also more likely to awaken quickly, and immediately awaken when something may wake you up.
  39. Lightning Calculator (1): You have a natural affinity for numbers, and all relevant rolls are at -2 difficulty.
  40. Local Ties (1-3): You have influence and/or contacts in an important local institution, though the more you use these ties, the weaker they may become. Samples and their point levels include ties with the following: Park Department (1), Judicial (2), Church (2), Media (3), Corporate (3), Police (3), Political (3), and Underworld (3).
  41. Longevity (2): You live long and prosper, and do not suffer aging effects until you are 65+ years old.
  42. Loyalty (1): You are devoted to a person, group, or specific cause, and easily resist attempts to persuade you away from the object of your loyalty. You also gain a Willpower bonus (in the form of bonus dice, or increased difficulty for your opponent) to try and resist supernatural forms of persuasion that challenge your loyalty.
  43. Luck (3): You manage to succeed in places when others fail. You can repeat three failed rolls per STORY, one repeat per roll, and the second roll always stands.
  44. Mansion (2/3): You own a big ass mansion, probably with some pretentious name like “Shadowcliff.” You are/should be able to support upkeep, servants, etc.
  45. Medium (2): You have the ability to see and interact with ghosts. Sometimes, the Restless may seek you out for favors. Depending on the ghosts you meet, this could be a very good or very bad thing.
  46. Mode Natural (5/7): You are particularly strong in one of your Aptitude’s Modes, though you haven’t necessarily trained heavily in that Mode yet. Designate one of your Aptitude Modes when you purchase this Merit.If you take the five point version of this Merit, you may add one die to all Psi rolls for that Mode. If you take the Seven point variation, in addition to the benefits of both, your Psi costs for use of that Mode are reduced by one (to a minimum of zero). You may not purchase this Merit more than once. This Merit is only available to psion characters.
  47. Natural Technician (3 or 2 for Electrokinetics): Machines like you, sometimes better than people do, and the sentiment is mutual. Difficulty modifiers for constructing or repairing one specific type of device are reduced by two. The specific device type must fall under one of the basic Engineering specialties (Trinity, p. 184). This Merit may be bought separately for more than one field of technology. Note that Natural Technician does not apply to operating the devices in question, only working on them. You can’t reduce firearm difficulties just because you’re a natural gunsmith.
  48. Nightclub (2): You own a fairly successful nightclub, which is a good place for meeting people, helping people out, and having plot-convenient fire-fights in, etc. Depending on the PC and Storyteller, some might consider this a Flaw.
  49. Noetic Sensitive (2 [can be a flaw]) You’re more in tune with the subquantum universe than most other psions are, and can get more detail from your psi-related senses. This can be a blessing or a curse, depending on which way you go. If you purchase this as a Merit then you have the equivalent of Acute Sense for your Attunement rolls: you can intuitively sense subtle but important details that other psions would miss, at the discretion of the Storyteller. If you opt for Noetic Sensitive as a Flaw, how- ever, you’re unable to effectively manage your subquantum perceptions and any Attunement roll you make is an unpleasant experience that leaves you nauseated or dizzy. Whenever you voluntarily extend your perceptions with an Attunement roll, you’re at +2 Difficulty on all actions for the next five minutes as you shake off the flood of extra- sensory information. You can take Noetic Sensitive as a Merit and a Flaw if you’re feeling sufficiently masochistic. This Merit is only available to psion characters.
  50. Poison Resistance (2): You have an innate ability to resist the effects of many toxins. Only truly horrific poisons will require a roll to resist and even then, you gain a -2 Difficulty to them.
  51. Precognition (4): You have glimpses of the future. Though you can enter a trance and try to summon a vision, this foresight usually comes out of nowhere, and can be quite shocking in some circumstances.
  52. Prophetic Ability (4): You see and understand (or try to) signs and portents sent by the Powers That Be, either through dreams or just a peculiar insight into everyday events. Your insights and visions are usually obscure, and it may take time and interpretation to get a grasp on their full indications.
  53. Prototype (1-5): You have something special like an experimental VARG (3 points), an experimental hovercycle (2 points), a specially crafted weapon (1 point), a lucky weapon, a specially decorated item or something similar. You must prepare reports on your equipment and have it checked regularly. It also may be hard to find parts. Devices don’t have easily-gauged cash values. A good rule of thumb is that a Device’s Cost Trait should be 3 dots higher than the Background value of the Device in question. Circumstances can change this, it is up to the Storyteller. A one point Device generally adds one die to a specific combat roll, to dice to a specific non-combat roll, or has a reputation recognized within a specific subculture or in a specific area. A two point Device has been moderately modified to enhance its capabilities or has a reputation that is more wide spread. It may also merge the functions of two similar pieces of low-level standard equipment, or it could replace a collection of four common pieces of equipment. At three dots and item starts to become impressive. It has noteworthy extended operation, or better performance, it can typically add 2 dice to a common roll or to a variety of less common rolls. It can cover a collection of up to four two point Devices. A four point Device is extremely rare and powerful. It may be the product of a special craftsman or technician, modified to far exceed its original design, or even a bleeding-edge prototype. It gives its user two bonus dice on a wide variety of rolls, has a mixed bag of enhanced capabilities, or is favorably recognized by a majority of the population of the Solar System. It’s also likely to be a target of thieves and con men. A four point Device can be as much as a trio of three point Devices. A five point Device is the stuff of urban legend, a completely unique item whose reputation overshadows that of its owner. Such an item is rare, powerful and any character who has one needs a good role playing reason for it and for how they got it. A five point Device generally adds three dice to all rolls made with it, augments its owner’s Modes to a substantial degree or has some unquantifiable but very significant capabilities.
  54. Psi Sink (7): You are as close to noetically neutral as is possible without having a Psi rating of zero and being considered an Aberrant. Psions (the subquantum energy packets, not the human beings) seem to flow into you at an accelerated rate, an effect that is vaguely disconcerting for psionically sensitive individuals in your immediate vicinity. Every time a Psi power is used on you (even a beneficial one), roll Willpower. Each success cancels one success on the power in question and each success beyond the amount needed to reduce the Psi roll to zero drains the psion of one temporary Psi point. Additionally, any Psi power used in an attempt to detect you, including Attunement, is rolled at a +2 Difficulty. This Merit is only available to neutral characters with Psi 1.
  55. Self-Confident (5): When you declare that you are spending Willpower for an automatic success on a roll, you do not lose the Willpower unless you fail the roll, due to the strength of your self-confidence. This only comes into effect regarding rolls at difficulty 6 or higher.
  56. Soothing Voice (2): You have an entrancing voice. Add 2 dice to rolls that involve vocal charming (singing, hypnosis, preaching, etc.).
  57. Spirit Guide (5): A friendly Umbrood offers you advice and sometimes aid. You can combine this with the Mentor background to have the Guide be your teacher as well.
  58. The Shine (3): You can see in near-total darkness, and so your difficulties for being in a dark area are reduced (or nonexistent). You may, however, be sensitive to bright light, and sudden bright light may dazzle you for a turn or two.
  59. Time Sense (1): You have an innate sense of time, and can with a good deal of accuracy tell what time it is without a watch. In performing feats where timing may be essential (such as certain combat or athletic maneuvers), difficulties may be lowered or dropped.
  60. True Love (4): You’ve found that One who makes your life complete. Automatic Willpower success when striving to protect, come closer, or remain close to your True Love. Other benefits as well, Storyteller’s discretion.
  61. Twin Link (4-6): You share a psychic, if not spiritual, link with one person. As a 4 point merit, you get +2 to Empathy/Awareness rolls when determining how your “twin” feels. As a 6 point merit, you have a bond with the twin that’s nearly telepathic; you always know what this person is feeling and to a limited extent, thinking. Either member can block this if they wish, though doing so requires some concentration.
  62. Unaging (2): For some reason, you never age. While this has its benefits, if you know people long enough, they’ll start to notice you not getting any older, which may cause some suspicion. While it’s unlikely you’ll die of old age, this merit does not keep you from getting ill or wounded. Eventually, a Scotsman with a katana will find you and kill you, because there can be only One.
  63. Well-Traveled (3): You are knowledgeable of the ways of the world from your travels and studies. Once per game session, you can gain an automatic success on a non-magical roll to gain a piece of information.

Merit

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