Multi-Level Merits

(1-5) Citizenship

Sometimes getting your foot in the door is all it takes. You are recognized as a legal citizen of a number of extra countries equal to this merit’s value. You are entitled to all the benefits being a citizen entails.

(2-6) Pain Tolerance

You can function under intense pain. 2 points reduces Wound Penalties by 1, with every additional point reducing them further (up to 5 at 6 points).

(2-4) Database

You have access to a store of privileged information, whether it be medical records, police reports, financial records, or other something else. The time required to obtain information increases with the rating. Thus a phone number could be obtained almost immediately, but accessing IRS records might take weeks.
2) Credit checks, driving records, employment history.
3) Criminal history, local and state government records, medical records.
4) Records of some federal agencies, such as the FAA and the IRS

(3-5) Arsenal

Arsenal represents a stockpile of weaponry or hard to find items that you personally own. Your arsenal is assumed to remain consistent with use.
3) Illegal Items. Military Firearms. Antique Weapons. Improvised Explosives.
4) Highly Illegal Items. Specialty Firearms. Hand Grenades. Military Armor.
5) Anti-Tank Mines. Plastic Explosives.

In any given downtime, you can obtain two of each type of grenade (or mini-grenade) and 20 ounces of C-4 without having to roll (assuming you have Arsenal to the appropriate level). You can also obtain small quantities of firearms, ammunition, and the like (but not explosives, gas, or anything that affects multiple targets) without having to roll. For any additional items, you must make an Arsenal roll at Difficulty 7. If you succeed, you obtain one item or 20 ounces of C-4. If you fail, you can't roll again for that type of item until the following downtime. If you botch, you can't draw from your Arsenal until the following downtime.

An Arsenal is often comprised of a series of stashes. Thus, establishing a new stash does not allow you to obtain items without rolling; you are only moving part of your stash from one location to another.

(3-4) Rich

You are rolling in the dough. Resources are received once per Downtime, according to the merit value you take:
0)(default, without taking merit) - Middle Class - Resource Limit: : $7,000 / downtime
3) Upper Class - Resource Limit: $100,000 / downtime
4) Wealthy - Resource Limit: 1 Million / downtime

Unrestricted Merits

(1) Acute Sense
One of your senses is exceptionally sharp. The difficulties for all tasks involving the use of this particular sense are reduced by 2. This does not apply to rolls related to combat.

(1) Ambidextrous
You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand with no penalties. You must still split your dice pool when performing multiple actions, but suffer no difficulty penalties.

(1) Double-Jointed
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by 2. Squeezing through a tiny space is one example of a use for this Merit.

(1) Lightning Calculator
You have a natural affinity for numbers, and all relevant rolls are at -2 difficulty.

(1) Perfect Pitch
You can always recognize every tone in any chord. You can accurately hit any note (for example C sharp) without any instrument or anything to take reference from. If you have heard the song before, you always know when someone has shifted the song they are playing/singing from the original key. You can memorize complex songs from hearing them only once or imitate telephone tones with ease.

Music related rolls are reduced in difficulty by 2. You must have at least 2 dots in Expression, Performance or music related secondary skills to take this Merit.

(2) Concentration
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this merit are unaffected by any penalties stemming from distracting circumstances.

(2) Code of Honor
You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the referee prior to play, and the character must follow it strictly. Characters with this merit gain +2 dice to all Willpower rolls when acting in accordance with their code or when attempting to avoid situations that might force them to violate their code.

(2) Alias
You have a fully documented and maintained alternate identity. If you Alias is exposed, you can replace it. It takes three downtimes to time to craft a new identity, and it replaces the other alias you had. You can take this merit multiple times. You may combine this Merit with others such as Citizenship, Contacts, and similar as desired.

(2) Cipher
In a world where data flows at the speed of light, sometimes being anonymous is difficult indeed. Cipher determines how well your information is hidden from the world. All attempts to find your digital footprint are rolled at a +2 difficulty with -2 dice. This merit is more suited for tech-savvy individuals as opposed to “outsiders” who may not currently exist in databases but will probably once they start interacting with the world at large.

(2) Clear Conscience
This Background represents a certain amount of iron will and sanity even when exposed to madness or forced to make tough morality calls. You receive +1 die on all trauma rolls.

(2) Fame
Be it as a celebrity, politician, or something else, you are well known and renowned. You find it easy to attract the attention of the news or the public. Beware, because this may come with increased scrutiny, obsessive fans, and other kinds of unwanted attention.

(3) Nerves of Steel
This Merit represents a lifetime of tight situations and violent encounters. You are probably a soldier, cop, or similar. When Initiative rolls are made (Wits + Dexterity + 1d10), add 3 to your outcome.

(3) Hard to Kill
You have an extra "Incapacitated" health level. This health level is treated as normal in all other fashions.

(4) Daredevil
You are good at taking risks, and even better at surviving them. When attempting exceptionally risky actions, add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.

(4) Tough as Nails
You are unnaturally resilient and hardy. You have an extra “Bruised” Health Level. This health level is treated as per normal in all other fashions.

(4) True Love
You have discovered, but may have lost, a true love. Whenever you are suffering, in danger, or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you an automatic success on any Willpower roll made under the above conditions. True Love may also give a bonus to resist or break bonding if it puts you in conflict with your true love (as a Succubus might). However, your true love may also be a hindrance, and require aid from time to time.

(5) Charmed Existence
You do not seem to suffer the misfortunes others are plagued with. You may ignore a single “1” every time you roll.

(5) Fast Learner
You learn very quickly, and pick up on new things faster than most do. You gain one extra experience point at the conclusion of each story.

(5) Hard
You are emotionally hardened from your past, or perhaps you're simply detached. Either way, you're difficult to disturb. Characters with this Merit can only take two Traumas during character creation instead of the normal three.

(5) Jack of All Trades
You have a large pool of miscellaneous skills. You automatically have one rank in all Primary Abilities. This is an illusionary level, used only to simulate a wide range of abilities. If the character trains or spends experience in the ability, he must first buy one rank, then two.

(5) Jaded
You are decidedly not impressed. You never have the emotional outbursts common to others. Any attempt to sway your emotions is +3 Difficulty, and even if you are affected, you may spend a Willpower point to cancel the effect. Characters with Jaded cannot have Iron Will.

(5) Iron Will
When you are determined and your mind is set, nothing can thwart you from your goals. Any attempt to control your thoughts is rolled at +3 Difficulty, and even if you are affected, you may spend a Willpower point to cancel the effect. Characters with Iron Will cannot have Jaded.

(6) Clear Sighted
You are not fooled by illusions, and you get a Perception + Alertness roll (of a Difficulty equal to the opposing power's level +3) to see through supernatural illusions, such as those created by Obfuscation, Chimerstry, Chicanery, Gifts, etc.

(6) Unbondable
You are immune to any effect that Binds or Suppresses your Loyalty (Blood Bond, Magical Oaths, Fascination, Incubi/Succubi, etc.).

Restricted Merits

Grim Resolve
You have the ability to spend a permanent point of any Pool (including Willpower) to refresh that pool. Veterans only.

Veteran Nerves
-2 difficulty to all Trauma rolls. Veterans only.

All high-rollers are imbued on their first game. You learn more rapidly than normal in the month following a Game (known as Downtime), and much more rapidly if you win. (If you win a Game, you receive 10 XP; if you lose, you receive 5 XP.) However, you do not learn at all from other experiences; you gain no XP from Side Games. Imbuing can be revoked, but it if is, then you can never be Imbued again.

Ageless (5 or 10)
You are not immortal by any means, but you simply don't age like other mortals. You are no more hearty than other humans and are still susceptible to disease and injury, however, the passage of time doesn't take the same toll on you. Likewise effects that would result in aging you (like the touch of a wight) will have to work equally harder to age you. At 5 points you age only 1 year for every two years and have a life expectancy of 150 years. At 10 points you age 1 year for every 4 years and have a life expectancy of 300 years. Come up with an explanation for why you are this way.

(2-4) Light Sleeper
You need less sleep than average. For 2 points, you need only 4 hours sleep per night. For 3, you need only 2 hours. For 4 points, you are truly sleepless: Come up with a reason why!

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