Post by Frederic Bourgault-Christie on Nov 14, 2005 19:19:00 GMT -5
Perception Merits
Nightvision:
Thermal Vision/Sense:
Ultravision:
Motion Detection
Awareness: Automatic scans of the following type:
HP
Class
Elemental weakness
Weapon type
Vulnerability Detection:
See the Invisible:
Spirit Sight:
Blind Flight:
Multiple Blind Flight:
Absolute Blind Flight: The character can fight with no perceptions whatsoever! This means none of the conventional five senses, any magic analog (i.e. mage eye),
Stuntmaster: -10% from explosives, +20% to piloting skills.
Bluff Master: Recoup after failed steal, haggle, negotiate, etc.
Bluff God: As Bluff Master, but can also bluff and haggle those of supernatural proficiency and with psychic abilities.
Flexible: Change stances, katas, etc. in 1/2 the time. Additional Merits boost by a fraction each (1/3, 1/4, 1/5, etc.)
Legendary Flexible: No transition time.
Forbidden Flexible: Offers a slight “kicker” during transition.
Hit the Deck: 1/2 damage from most radius effects, bonus to roll vs. impact.
Scan the (X): Choose a type of terrain (sea, water, dimensions, etc.) You get a bonus in initiative vs. opponents in those terrains.
Favored Enemies:
Extended Lifespan:
Vampiric Attacks: A certain % of the character's attack damage is also transferred into health for her. This can put her over max health, but the health will slowly decrease.
Permanent Emanation: Certain self-enhancing spells (or ki abilities or psi abilities or Tech abilities) can be set for Permanent Emanation, meaning they can either be used costlessly at will (except for Endurance limitations, per usual) or are constantly on. This skill applies to most Normal and some Legendary spells.
Forbidden PE:
Transgressive PE:
Self-Concealment: This Legendary Merit gives the character with it the constant equivalent of half cover (cover that protects roughly up to the waist or half of the body in general), making them harder to hit accurately. It stacks with existing cover, also providing a boost to hiding and prowling skills.
Total Self-Concealment: A Forbidden upgrade to Self-Concealment, this:
1. Replaces Self-Concealment (does not stack) with full concealment, making one exceptionally harder to hit
2. Grants effective invisibility not only in the combat sense but in the general sense, treating one as if were sealed in a thick (such that x-ray and some infrared visions will not pierce) opaque bubble or cube; some optics, abilities, etc. will effectively neutralize this
Absolute Self-Concealment: A Transgressive upgrade to Self-Concealment and Total Self-Concealment, this:
1. Replaces both previous Merits, giving one the equivalent of 150% concealment (which manifests as 1.5 times the normal concealment penalties to strike)
2. The effective invisibility now reaches supernatural or physics defying heights, making an area larger than the character that is concealed. This allows a few things: Allies are partially concealed by virtue of being around the character; even someone who can see or detect the Self-Concealment will still have to guess where exactly in the large area the opponent is; and most ways at Normal, Legendary, Forbidden and even Transgressive levels to pierce or get around the Merit fail
3. The Merit functions as a barrier as well! Previous iterations had no "solidity": The character was hard to hit but the area concealed would not actually stop attacks. This now will.
Scale Alteration: This is a general ability that is a vital prerequisite to being able to fight at higher levels of power. It essentially allows one to survive against larger foes, scaling one's attacks upwards to harm them and scaling down their attacks. This works for up to Godzilla-sized enemies, certainly including most dragons and giants. This doesn't meant that size can't be an edge for them, but it helps level the playing field of sheer scale.
Planetary Scale Alteration:
Interplanetary Scale Alteration:
Spectral Strike:
Planar Strike (Forbidden Spectral Strike):
Spellcaster Harrier: When attacking a spellcaster or other paranormal ability user, the target suffer concentration penalties.
Stored Turns: The character
Seize the Initiative:
Random Bonus: Choose a type of ability. A random bonus to checks is added every time.
Paranormal and Meta-Ability Merits
Affinity to Resistance: Turns higher Affinity into higher regular damage resistances.
Improvised Counterspell: The mage may use a Normal-level spell not ordinarily intended as a Counterspell to attempt a Counterspell action.
Legendary Improvised Counterspell: Same as Improvised Counterspell, but Normal level Improvised Counterspells are more effective and the character may now use Legendary spells.
Forbidden Improvised Counterspell: Same as Improvised Counterspell, but Normal and Legendary Improvised Counterspells are more effective and the character may now use Forbidden spells.
Double Bounce: This allows one's reflection abilities to reflect attacks that have been already reflected.
Power Surge: When critical with a spell, certain amount of MP is restored.
Power Recompense: When critical failure with a spell, certain amount of MP is restored.
Spell Penetration: Spells have a higher chance of breaking through opponent’s paranormal defenses. This will even apply to magic resistances and invulnerabilities.
Legendary Spell Penetration: Gets an opportunity to reroll for reduced effect if an opponent saves, plus even more improved Spell Penetration modifiers.
Forbidden Spell Penetration: Indefinite opportunities to reroll for reduced effect. Bear in mind that the reducing of effect begins to add up quickly.
Status Mimic: Positive abilities casted on opponents within a certain range are automatically replicated on the holder of the Merit. Legendary and Forbidden abilities are not allowed.
Status Mimic – Forbidden:
Spell Charge:
Spell Charge – Legendary: Multiplicative progression.
Spell Charge – Forbidden: Exponential progression.
Enhance Spell – Normal:
Enhance Spell – Legendary:
Enhance Spell – Forbidden:
Widen Spell – Normal:
Widen Spell – Legendary:
Widen Spell – Forbidden:
Ignore Ritual Components - Normal: This Merit allows the character to avoid or sharply limit the amount of ritual components and preparation (circles, incenses, rubies, etc.) Note that all Ignore Merits are sometimes limited: some spells absolutely require a particular style of casting. Generally speaking, the more generic a spell is, the more likely it is that an Ignore Merit can be used upon it, as other schools or mechanisms may be easily available to do the same end result. When a form is available in ritual form, it might cost less, be more powerful/difficult to resist, etc.
Ignore Ritual Components – Legendary:
Ignore Ritual Components - Forbidden:
Ignore Ritual Components - Transgressive:
Ignore Somatic Components - Normal: Ignore the gestural and stance requirements of any Legendary spell.
Ignore Somatic Components – Legendary: Ignore the gestural and stance requirements of any Legendary spell.
Ignore Somatic Components - Forbidden: Ignore the gestural and stance requirements of any Forbidden spell.
Ignore Somatic Components - Transgressive: Ignore the gestural and stance requirements of any Tranagressive spell.
Ignore Verbal Components - Normal: Many spells must be chanted. This allows that to be ignored for Normal spells.
Ignore Verbal Components - Legendary: Many spells must be chanted. This allows that to be ignored for Legendary spells.
Ignore Verbal Components - Forbidden: Many spells must be chanted. This allows that to be ignored for Forbidden spells.
Ignore Verbal Components - Transgressive/Forbidden 2: Many spells must be chanted. This allows that to be ignored for Transgressive spells.
Ignore Equipment Restrictions - Normal: For many magic Classes and spells, certain equipment (such as heavy weapons, metal armor, etc.) are either woefully impractical or actually impossible. This Merit allows some leeway in this regard.
Ignore Equipment Restrictions - Legendary:
Ignore Equipment Restrictions - Forbidden:
Ignore Equipment Restrictions - Transgressive:
Ignore Cybernetics - Normal: Cybernetics for many magicians and in many designs restrict and conflict with magic. This has less to do with intrinsic technology/magic conflict, though that effect is present, than with the result of such a drastic alteration to the body that disrupts the Affinities. Even sicknesses and loss of limbs pale to such an alteration of the organism itself. This Merit allows some more leeway in this regard.
Resist Interruption: This allows one to resist interruption in a general class of abilities. One could, for example, choose spells, martial arts, hand seals, chanting, or fire abilities. "Interruption" here means being counterspelled, hit while performing an ability, etc. With this ability, one is more likely to finish the ability.
Legendary Resist Interruption: At this level, one is immune to most effects that would interrupt an ability. Only Legendaries or above that can surpass this Merit will prevent someone from successfully finishing their attack.
Forbidden Resist Interruption: Now the character is immune to anything but Forbidden attacks that are designed to interrupt abilities or effects that do so. In addition, if somehow she is interrupted, she recuperates some energy, sometimes more energy than she lost, and will cast the next ability faster than usual. If the attack is interrupted before it would be launched, the person loses virtually nothing and sometimes gains more than they lost in their Affinity energy. They also can retain the charge. If they are interrupted when the attack is launched (say, an optic blast is redirected by a kick to the face that redirects the eyes), they recuperate most of the energy and can launch the attack again in even faster time than usual.
Transgressive Resist Interruption: The character with this next Tier merit is now immune to virtually all non-Transgressive attack interruption abilities (particularly interruption of combination effects that can wreck a good number of Transgressives), and a good chunk of Transgressives. Bonuses are now far improved, including the ability to launch interrupted or aborted attacks multiple times until they strike for marginal additional cost. Abilities now have a certain interruption
Attack Imperceptibility:
Legendary Attack Imperceptibility:
Forbidden Attack Imperceptibility:
Transressive Attack Imperceptibility:
Interrupting Attacks:
Legendary Interrupting Attacks:
Forbidden Interrupting Attacks:
Transgressive Interrupting Attacks:
Legendary
Forbidden
Transgressive
Legendary
Forbidden
Transgressive
Legendary
Forbidden
Transgressive
Martial Arts Merits
Tamashiwara:
Battoujutsu:
Automatic Battoujutsu (Legendary):
Battoujutsu Edge (Forbidden)
Stunning Criticals:
Crippling Criticals (Legendary):
Prerequisites: Stunning Criticals
Deathly Criticals (Forbidden):
Prerequisites: Stunning Criticals, Crippling Criticals
Attribute Shatter Critical: Pick one attribute (or Luck, alternately). When criticaling, the character reduces the chosen attribute in the opponent.
Prerequisites: Stunning Criticals
Aggravating Criticals (Forbidden):
Attribute Cripple Critical (Legendary): Pick one attribute (or Luck, alternately). The character reduces this attribute
Automatic Aggravating Criticals (Forbidden):
Attribute Feedback Critical (Forbidden):
Perpetual Aggravating Critical (Forbidden):
Affinity Shatter Critical (Forbidden):
Prerequisites: Stunning Criticals, Crippling Criticals, Deathly Criticals, Attribute Shatter Critical, Attribute Cripple Critical, Attribute Feedback Critical
Sword Ki: The character is able to store some of his ki in either her scabbard or her sword.
Sprinter: Bonus to Reflex for purposes of running.
Track Star: Bonus to Endurance for purposes of athletic activity.
Ignore Weapons - Normal: This allows some abilities that normal require weapons or equipment to be done without them.
Ignore Unarmed - Normal: This allows some abilities that normally can only be done with empty hands or in HTH combat to be used with equipment.
Gunmanship and Ranged Combat Merits
Quickdraw:
Automatic Quickdraw:
Quickdraw Edge:
Gun Ki:
Bolster: A bonus to Strength for firing weapons.
‘Slinger: A bonus to Reflex and Keen for
Utility Merits
Fortune Finder:
Break the Rules:
Level-Headed: Operate on the best of two combat rolls. Critical misses still do affect turn (though reduced), not applicable in all circumstances.
Legendary Level Headed: Operate on the best of three combat rolls.
Initial Skill Boost (X): Boosts a type of skill’s efficacy for the first few rounds of a battle.
Night Preference: The character operates better at night and can take advantage of the night’s advantages.
Day Preference:
Harmless Appearance: The character can cultivate an innocuous persona. This is great for assassins, thieves, and similar.
Etiquette: The character gains a bonus to Charisma around the genteel, the elite.
First Strike (M:TG):
Rampage (M:TG):
Lingering Damage: Pick an appropriate style of attack. This attack does damage into the next turn, usually less than a quarter of the original damage (certain modifiers will not come into play for this). For example: A punch could inflict bruises and pain; a stab attack could gain aggravated wounds, etc. Appropriate saving throws, strike conditions, etc. should be applied liberally by the GM.
Legendary Lingering Damage (Legendary): Similar to Lingering Damage, but the damage is now less than half the original attack and the damage lasts the whole battle.
Crippling Lingering Damage (Forbidden): Similar to Lingering Damage, but the damage is now less than 75% the original attack (as usual, minus some modifiers, the type of modifiers usually present in Forbidden attacks) and lasts even outside of the battle.
Round out the Edge: Slight bonus for poor rolls,
Reduced Enemy Criticals
Salvage Mistake: Can reroll skill checks at penalties.
Legendary Salvage Mistake: Can accept later penalties to be able to add on another roll now.
Forbidden Salvage Mistake:
Reputation:
Legendary Reputation:
Godlike Reputation:
Hasten Turn: A character with this Merit can take her turn earlier in the turn cycle. Roll a Turn Prolongation check as normal and use the result to indicate how long her new turn should be. A potential general rule of thumb could be 100 – ((1-1D100) +/- X) % turn left, i.e. roll a 68 and have 100 – ((100-68) +/- 0), or (100-32), or 68. X would be based on how far the character wanted to move up in the order, Reflex, Keen, Merits and Abilities; the lower, the better. This is used most often in Combination Abilities.
Elongate Turn: A character with this Merit can wait to take her turn and thus take a longer turn later. The longer they wait, the longer a turn they get. Ordinarily, someone can skip their turn and take it later, but the turn is either scarcely elongated or is the same length.
Attribute-Affecting Merits
Initial Boost (X): The player chooses one attribute or Affinity. That Attribute or Affinity gains a boost in the first few rounds of combat.
Critical Boost (X): Similar to Initial Boost, but the attribute is boosted when the person is at critically low levels of health.
Combat Boost (X): Similar to Initial Boost, but the attribute is boosted by a smaller amount when the character is in combat.
Learned Merits
Language Affinity: The character learns languages faster and is very quickly capable of engaging in basic conversation.
Omniglot (Legendary): The ability to speak all mortal languages! Through combining complex linguistics work to determine panlingual rules of grammar, study of several languages as heuristics, numerous means of empathy, and a minor supernatural element, those with this skill can speak any language that is not extensively designed to be secret, or is a language forbidden to mortals.
Living Anatomy:
Rogue Merits
Automatic Critical Backstab:
Legendary Backstab:
Forbidden Backstab:
Body Hardening Merits
Leather Skin
Iron Skin (Legendary)
Adamant Skin (Forbidden)
Die Hard: Massive bonuses to resistances when at 20% of health.
Iron Hand:
Kangeiko:
Shochu Geiko:
Dam Sum Sing:
Resistant to X:
Resistant to X – Legendary:
Resistant to X – Forbidden:
Impervious to X:
Impervious to X –Legendary:
Impervious to X – Forbidden:
X Absorbant:
X Absorbant – Legendary:
X Absorbant – Forbidden:
Leadership Merits
Tactics Initiative: One turn per 10, can pick a round to greatly boost allies.
Strategic Initiative: Entire battle, slight bonuses.
Vicious Leadership: Higher damage and strike bonuses.
Cautious Leadership: Higher defense and dodge bonuses.
Merit Application: Give allies slight benefit of merits.
Affinity Application: Give allies slight benefits of Affinities.
Skill Application: Give allies slight benefits of Skills.
Dominating Leadership: Raise Allies' saving throw and willpower checks.
Vulnerability Warning: Inform allies of vulnerabilities.
Cover: Automatically defend allies.
Power in Numbers: Each player benefits from each other.
Sharing Matrix: All players share whatever the Leader can share.
Team Player: +10% to stats when working with a team
Nightvision:
Thermal Vision/Sense:
Ultravision:
Motion Detection
Awareness: Automatic scans of the following type:
HP
Class
Elemental weakness
Weapon type
Vulnerability Detection:
See the Invisible:
Spirit Sight:
Blind Flight:
Multiple Blind Flight:
Absolute Blind Flight: The character can fight with no perceptions whatsoever! This means none of the conventional five senses, any magic analog (i.e. mage eye),
Stuntmaster: -10% from explosives, +20% to piloting skills.
Bluff Master: Recoup after failed steal, haggle, negotiate, etc.
Bluff God: As Bluff Master, but can also bluff and haggle those of supernatural proficiency and with psychic abilities.
Flexible: Change stances, katas, etc. in 1/2 the time. Additional Merits boost by a fraction each (1/3, 1/4, 1/5, etc.)
Legendary Flexible: No transition time.
Forbidden Flexible: Offers a slight “kicker” during transition.
Hit the Deck: 1/2 damage from most radius effects, bonus to roll vs. impact.
Scan the (X): Choose a type of terrain (sea, water, dimensions, etc.) You get a bonus in initiative vs. opponents in those terrains.
Favored Enemies:
Extended Lifespan:
Vampiric Attacks: A certain % of the character's attack damage is also transferred into health for her. This can put her over max health, but the health will slowly decrease.
Permanent Emanation: Certain self-enhancing spells (or ki abilities or psi abilities or Tech abilities) can be set for Permanent Emanation, meaning they can either be used costlessly at will (except for Endurance limitations, per usual) or are constantly on. This skill applies to most Normal and some Legendary spells.
Forbidden PE:
Transgressive PE:
Self-Concealment: This Legendary Merit gives the character with it the constant equivalent of half cover (cover that protects roughly up to the waist or half of the body in general), making them harder to hit accurately. It stacks with existing cover, also providing a boost to hiding and prowling skills.
Total Self-Concealment: A Forbidden upgrade to Self-Concealment, this:
1. Replaces Self-Concealment (does not stack) with full concealment, making one exceptionally harder to hit
2. Grants effective invisibility not only in the combat sense but in the general sense, treating one as if were sealed in a thick (such that x-ray and some infrared visions will not pierce) opaque bubble or cube; some optics, abilities, etc. will effectively neutralize this
Absolute Self-Concealment: A Transgressive upgrade to Self-Concealment and Total Self-Concealment, this:
1. Replaces both previous Merits, giving one the equivalent of 150% concealment (which manifests as 1.5 times the normal concealment penalties to strike)
2. The effective invisibility now reaches supernatural or physics defying heights, making an area larger than the character that is concealed. This allows a few things: Allies are partially concealed by virtue of being around the character; even someone who can see or detect the Self-Concealment will still have to guess where exactly in the large area the opponent is; and most ways at Normal, Legendary, Forbidden and even Transgressive levels to pierce or get around the Merit fail
3. The Merit functions as a barrier as well! Previous iterations had no "solidity": The character was hard to hit but the area concealed would not actually stop attacks. This now will.
Scale Alteration: This is a general ability that is a vital prerequisite to being able to fight at higher levels of power. It essentially allows one to survive against larger foes, scaling one's attacks upwards to harm them and scaling down their attacks. This works for up to Godzilla-sized enemies, certainly including most dragons and giants. This doesn't meant that size can't be an edge for them, but it helps level the playing field of sheer scale.
Planetary Scale Alteration:
Interplanetary Scale Alteration:
Spectral Strike:
Planar Strike (Forbidden Spectral Strike):
Spellcaster Harrier: When attacking a spellcaster or other paranormal ability user, the target suffer concentration penalties.
Stored Turns: The character
Seize the Initiative:
Random Bonus: Choose a type of ability. A random bonus to checks is added every time.
Paranormal and Meta-Ability Merits
Affinity to Resistance: Turns higher Affinity into higher regular damage resistances.
Improvised Counterspell: The mage may use a Normal-level spell not ordinarily intended as a Counterspell to attempt a Counterspell action.
Legendary Improvised Counterspell: Same as Improvised Counterspell, but Normal level Improvised Counterspells are more effective and the character may now use Legendary spells.
Forbidden Improvised Counterspell: Same as Improvised Counterspell, but Normal and Legendary Improvised Counterspells are more effective and the character may now use Forbidden spells.
Double Bounce: This allows one's reflection abilities to reflect attacks that have been already reflected.
Power Surge: When critical with a spell, certain amount of MP is restored.
Power Recompense: When critical failure with a spell, certain amount of MP is restored.
Spell Penetration: Spells have a higher chance of breaking through opponent’s paranormal defenses. This will even apply to magic resistances and invulnerabilities.
Legendary Spell Penetration: Gets an opportunity to reroll for reduced effect if an opponent saves, plus even more improved Spell Penetration modifiers.
Forbidden Spell Penetration: Indefinite opportunities to reroll for reduced effect. Bear in mind that the reducing of effect begins to add up quickly.
Status Mimic: Positive abilities casted on opponents within a certain range are automatically replicated on the holder of the Merit. Legendary and Forbidden abilities are not allowed.
Status Mimic – Forbidden:
Spell Charge:
Spell Charge – Legendary: Multiplicative progression.
Spell Charge – Forbidden: Exponential progression.
Enhance Spell – Normal:
Enhance Spell – Legendary:
Enhance Spell – Forbidden:
Widen Spell – Normal:
Widen Spell – Legendary:
Widen Spell – Forbidden:
Ignore Ritual Components - Normal: This Merit allows the character to avoid or sharply limit the amount of ritual components and preparation (circles, incenses, rubies, etc.) Note that all Ignore Merits are sometimes limited: some spells absolutely require a particular style of casting. Generally speaking, the more generic a spell is, the more likely it is that an Ignore Merit can be used upon it, as other schools or mechanisms may be easily available to do the same end result. When a form is available in ritual form, it might cost less, be more powerful/difficult to resist, etc.
Ignore Ritual Components – Legendary:
Ignore Ritual Components - Forbidden:
Ignore Ritual Components - Transgressive:
Ignore Somatic Components - Normal: Ignore the gestural and stance requirements of any Legendary spell.
Ignore Somatic Components – Legendary: Ignore the gestural and stance requirements of any Legendary spell.
Ignore Somatic Components - Forbidden: Ignore the gestural and stance requirements of any Forbidden spell.
Ignore Somatic Components - Transgressive: Ignore the gestural and stance requirements of any Tranagressive spell.
Ignore Verbal Components - Normal: Many spells must be chanted. This allows that to be ignored for Normal spells.
Ignore Verbal Components - Legendary: Many spells must be chanted. This allows that to be ignored for Legendary spells.
Ignore Verbal Components - Forbidden: Many spells must be chanted. This allows that to be ignored for Forbidden spells.
Ignore Verbal Components - Transgressive/Forbidden 2: Many spells must be chanted. This allows that to be ignored for Transgressive spells.
Ignore Equipment Restrictions - Normal: For many magic Classes and spells, certain equipment (such as heavy weapons, metal armor, etc.) are either woefully impractical or actually impossible. This Merit allows some leeway in this regard.
Ignore Equipment Restrictions - Legendary:
Ignore Equipment Restrictions - Forbidden:
Ignore Equipment Restrictions - Transgressive:
Ignore Cybernetics - Normal: Cybernetics for many magicians and in many designs restrict and conflict with magic. This has less to do with intrinsic technology/magic conflict, though that effect is present, than with the result of such a drastic alteration to the body that disrupts the Affinities. Even sicknesses and loss of limbs pale to such an alteration of the organism itself. This Merit allows some more leeway in this regard.
Resist Interruption: This allows one to resist interruption in a general class of abilities. One could, for example, choose spells, martial arts, hand seals, chanting, or fire abilities. "Interruption" here means being counterspelled, hit while performing an ability, etc. With this ability, one is more likely to finish the ability.
Legendary Resist Interruption: At this level, one is immune to most effects that would interrupt an ability. Only Legendaries or above that can surpass this Merit will prevent someone from successfully finishing their attack.
Forbidden Resist Interruption: Now the character is immune to anything but Forbidden attacks that are designed to interrupt abilities or effects that do so. In addition, if somehow she is interrupted, she recuperates some energy, sometimes more energy than she lost, and will cast the next ability faster than usual. If the attack is interrupted before it would be launched, the person loses virtually nothing and sometimes gains more than they lost in their Affinity energy. They also can retain the charge. If they are interrupted when the attack is launched (say, an optic blast is redirected by a kick to the face that redirects the eyes), they recuperate most of the energy and can launch the attack again in even faster time than usual.
Transgressive Resist Interruption: The character with this next Tier merit is now immune to virtually all non-Transgressive attack interruption abilities (particularly interruption of combination effects that can wreck a good number of Transgressives), and a good chunk of Transgressives. Bonuses are now far improved, including the ability to launch interrupted or aborted attacks multiple times until they strike for marginal additional cost. Abilities now have a certain interruption
Attack Imperceptibility:
Legendary Attack Imperceptibility:
Forbidden Attack Imperceptibility:
Transressive Attack Imperceptibility:
Interrupting Attacks:
Legendary Interrupting Attacks:
Forbidden Interrupting Attacks:
Transgressive Interrupting Attacks:
Legendary
Forbidden
Transgressive
Legendary
Forbidden
Transgressive
Legendary
Forbidden
Transgressive
Martial Arts Merits
Tamashiwara:
Battoujutsu:
Automatic Battoujutsu (Legendary):
Battoujutsu Edge (Forbidden)
Stunning Criticals:
Crippling Criticals (Legendary):
Prerequisites: Stunning Criticals
Deathly Criticals (Forbidden):
Prerequisites: Stunning Criticals, Crippling Criticals
Attribute Shatter Critical: Pick one attribute (or Luck, alternately). When criticaling, the character reduces the chosen attribute in the opponent.
Prerequisites: Stunning Criticals
Aggravating Criticals (Forbidden):
Attribute Cripple Critical (Legendary): Pick one attribute (or Luck, alternately). The character reduces this attribute
Automatic Aggravating Criticals (Forbidden):
Attribute Feedback Critical (Forbidden):
Perpetual Aggravating Critical (Forbidden):
Affinity Shatter Critical (Forbidden):
Prerequisites: Stunning Criticals, Crippling Criticals, Deathly Criticals, Attribute Shatter Critical, Attribute Cripple Critical, Attribute Feedback Critical
Sword Ki: The character is able to store some of his ki in either her scabbard or her sword.
Sprinter: Bonus to Reflex for purposes of running.
Track Star: Bonus to Endurance for purposes of athletic activity.
Ignore Weapons - Normal: This allows some abilities that normal require weapons or equipment to be done without them.
Ignore Unarmed - Normal: This allows some abilities that normally can only be done with empty hands or in HTH combat to be used with equipment.
Gunmanship and Ranged Combat Merits
Quickdraw:
Automatic Quickdraw:
Quickdraw Edge:
Gun Ki:
Bolster: A bonus to Strength for firing weapons.
‘Slinger: A bonus to Reflex and Keen for
Utility Merits
Fortune Finder:
Break the Rules:
Level-Headed: Operate on the best of two combat rolls. Critical misses still do affect turn (though reduced), not applicable in all circumstances.
Legendary Level Headed: Operate on the best of three combat rolls.
Initial Skill Boost (X): Boosts a type of skill’s efficacy for the first few rounds of a battle.
Night Preference: The character operates better at night and can take advantage of the night’s advantages.
Day Preference:
Harmless Appearance: The character can cultivate an innocuous persona. This is great for assassins, thieves, and similar.
Etiquette: The character gains a bonus to Charisma around the genteel, the elite.
First Strike (M:TG):
Rampage (M:TG):
Lingering Damage: Pick an appropriate style of attack. This attack does damage into the next turn, usually less than a quarter of the original damage (certain modifiers will not come into play for this). For example: A punch could inflict bruises and pain; a stab attack could gain aggravated wounds, etc. Appropriate saving throws, strike conditions, etc. should be applied liberally by the GM.
Legendary Lingering Damage (Legendary): Similar to Lingering Damage, but the damage is now less than half the original attack and the damage lasts the whole battle.
Crippling Lingering Damage (Forbidden): Similar to Lingering Damage, but the damage is now less than 75% the original attack (as usual, minus some modifiers, the type of modifiers usually present in Forbidden attacks) and lasts even outside of the battle.
Round out the Edge: Slight bonus for poor rolls,
Reduced Enemy Criticals
Salvage Mistake: Can reroll skill checks at penalties.
Legendary Salvage Mistake: Can accept later penalties to be able to add on another roll now.
Forbidden Salvage Mistake:
Reputation:
Legendary Reputation:
Godlike Reputation:
Hasten Turn: A character with this Merit can take her turn earlier in the turn cycle. Roll a Turn Prolongation check as normal and use the result to indicate how long her new turn should be. A potential general rule of thumb could be 100 – ((1-1D100) +/- X) % turn left, i.e. roll a 68 and have 100 – ((100-68) +/- 0), or (100-32), or 68. X would be based on how far the character wanted to move up in the order, Reflex, Keen, Merits and Abilities; the lower, the better. This is used most often in Combination Abilities.
Elongate Turn: A character with this Merit can wait to take her turn and thus take a longer turn later. The longer they wait, the longer a turn they get. Ordinarily, someone can skip their turn and take it later, but the turn is either scarcely elongated or is the same length.
Attribute-Affecting Merits
Initial Boost (X): The player chooses one attribute or Affinity. That Attribute or Affinity gains a boost in the first few rounds of combat.
Critical Boost (X): Similar to Initial Boost, but the attribute is boosted when the person is at critically low levels of health.
Combat Boost (X): Similar to Initial Boost, but the attribute is boosted by a smaller amount when the character is in combat.
Learned Merits
Language Affinity: The character learns languages faster and is very quickly capable of engaging in basic conversation.
Omniglot (Legendary): The ability to speak all mortal languages! Through combining complex linguistics work to determine panlingual rules of grammar, study of several languages as heuristics, numerous means of empathy, and a minor supernatural element, those with this skill can speak any language that is not extensively designed to be secret, or is a language forbidden to mortals.
Living Anatomy:
Rogue Merits
Automatic Critical Backstab:
Legendary Backstab:
Forbidden Backstab:
Body Hardening Merits
Leather Skin
Iron Skin (Legendary)
Adamant Skin (Forbidden)
Die Hard: Massive bonuses to resistances when at 20% of health.
Iron Hand:
Kangeiko:
Shochu Geiko:
Dam Sum Sing:
Resistant to X:
Resistant to X – Legendary:
Resistant to X – Forbidden:
Impervious to X:
Impervious to X –Legendary:
Impervious to X – Forbidden:
X Absorbant:
X Absorbant – Legendary:
X Absorbant – Forbidden:
Leadership Merits
Tactics Initiative: One turn per 10, can pick a round to greatly boost allies.
Strategic Initiative: Entire battle, slight bonuses.
Vicious Leadership: Higher damage and strike bonuses.
Cautious Leadership: Higher defense and dodge bonuses.
Merit Application: Give allies slight benefit of merits.
Affinity Application: Give allies slight benefits of Affinities.
Skill Application: Give allies slight benefits of Skills.
Dominating Leadership: Raise Allies' saving throw and willpower checks.
Vulnerability Warning: Inform allies of vulnerabilities.
Cover: Automatically defend allies.
Power in Numbers: Each player benefits from each other.
Sharing Matrix: All players share whatever the Leader can share.
Team Player: +10% to stats when working with a team