MTH:Altered Merits

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ALTERED MERITS

The following merits from the WoD corebook are given alternate rules for inclusion in games of MTH.

Fast Reflexes & Fleet of Foot

Mechanically identical, except that the merit can go up to 5 dots, with similar stacking benefits. This is treated as an Enhancement Merit.

Giant (*+)

As there are a number of particularly large super humans, the Giant Merit works as follows; Each dot adds one to the character's Size and for each dot after the first, the merit decreases the character's defense by one.

If using the God Machine Chronicle rules update this version of the merit still takes precedent over the version listed in the update.

Language(*)

In More Than Human players the Languages merit is expanded. With the right rational characters can learn the languages of animals. This is technically a superpower, but is considered a merit for purposes of exp and mechanics. Players can elect to learn the language of animal groups as opposed to species (learning 'felines' instead of house cats, for example). This is to balance the utility of the merit with human languages (animals will typically have less knowledge and comprehension, so an animal language is not considered as useful as a human one.) "Plants" is considered mechanically one language for the reason, and includes fungus (scientific classification be damned).

Purchasing the Polyglot Merit for animal languages allows the character to speak with all animals.

Quick Healer (** or ***)

Seeing as the benefits of this merit are handily trumped by various powers in this ruleset, the cost is reduced to 2 dots.

With the 3-dot version, the character adds his effective Stamina to dice pools that attempt to heal him.

Stunt Driver (*)

Mechanically identical, except that the merit's cost is reduced, and it is treated as an Equipment Merit.

Unseen Sense (***)

Mechanically identical, except superhumans can take it, and the trigger can be any one thing the Storyteller allows.

Weaponry Dodge and Brawling Dodge

In More Than Human, these merits are replaced by the merit Skillful Dodge. It functions, essentially, as both merits, and both functions can be used in the same turn. Furthermore, if the character possesses Skillful Dodge they may use it with weapons that do not use the Weaponry skill. When doing so the character substitutes whichever skill is appropriate to the skill. They must have at least one dot in this skill. Thus characters may use thrown weapons to dodge with athletics, or gunshots with Firearms. The merit costs one dot.