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MTH:Equipment Merits
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===Walking Armory (* to *****)=== PREREQUISITES: None EFFECT: Usually a character is limited in what gear they can carry by the common sense limitations for physical space. With dots in this merit, the character has learned to alter their gear and/or create hyper-efficient ways of carrying it on their person, so as to circumvent these limitations. At one dot, no form of ammunition or fuel the character carries ever seems to run out without a specific reason. The player simply never needs to keep track of how may bullets, throwing knives, packets of web-fluid or etc the character has used. The ST may make exceptions to this for rare or particularly hard to carry objects. Likewise, this merit doesn't do anything to stop an enemy from taking action to steal or sabotage the character's supplies. At two or more dots the player divides the amount of space the character has used up by their number of dots in this merit. Essentially, when judging how much a character can carry, use each dot in this merit beyond the first as if it was an additional person. With three dots, for instance, STs should look at the character's gear and ask themselves, 'Could three people carry this?' If the answer is yes, a character with three levels in this merit can carry it. This merit doesn't represent the physical means of carrying so much as a knack for figuring out how to pack a personal armory. If the character's gear is permanently stolen, they only lose the benefit of this merit until they can re-stock. Likewise, the thief only benefits from the theft until they empty out the cache. While there is no precisely defined limit to how much a character can carry in terms of gear, the ST can use the rating in this merit to help act as a guideline. * [[MTH:Merits|Merits and Flaws]]
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