Difference between revisions of "MTH:Merits"

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(BATTLE READY (**): Removed as it duplicates Fast Reflexes)
(INSTANT HOLD (***): Removed requirement for Fighting Style Grappling 4, as Grappling only goes up to 3, reworked for streamlining)
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===INSTANT HOLD (***)===
 
===INSTANT HOLD (***)===
PREREQUISITES: FS Grappling 4, Effective Strength 5+, Brawl 3+
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PREREQUISITES: Fighting Style Grappling 3, Total Effective Brawl+Strength 7+
  
Such is this superhuman's fighting prowess when it comes to submissions and grabs, that when beginning a grapple he can immediately make overpowering maneuvers. When the character initiates a brawl, if he has more successes than the target's size +2, he may immediately make an overpowering maneuver.  
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Such is this superhuman's fighting prowess when it comes to submissions and grabs, that when beginning a grapple he can immediately make overpowering maneuvers. When the character initiates a brawl they may choose to take a -3 penalty. If successful they may immediately make an overpowering maneuver, also at -3. Dots in Mega Strength or Mega Brawl may be used to negate these penalties as normal.
  
 
===LIGHTNING DODGE (**)===
 
===LIGHTNING DODGE (**)===

Revision as of 23:54, 8 February 2015

Contents

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.

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.

God Machine Merits

Players using the God Machine Chronicle rules update should consider the following merits to be valid powers for More Than Human; Aura Reading, Biokinesis, Clairvoyance, and Psychometry. These are technically supernatural powers, even though they are mechanically merits.

NEW MERITS

New Merits for superhuman and heroic characters. These are purchased in the same manner as normal Merits, though they usually have higher prerequisites than the Merits in the corebook.

A number of these Merits refer to "effective" Attributes, usually as prerequisites; this refers to an Attribute's rating after all permanent modifications have been factored in, such as a Mega-Attribute. For example, a character with Dexterity 3 and Mega-Dexterity 1 would have an effective Dexterity score of 5.

Some Merits created for other supernatural creatures might be appropriate for superhuman or heroic characters; perhaps a character's advanced technology could be represented by the "Imbued Item" or "Enhanced Item" Merits from Mage: the Awakening, or a superhuman who enjoys a good reputation among the heroic community could benefit from the "Repute" Merit from Promethean: The Created. Characters who wish to take Merits from other supernatural games are encouraged to speak with their ST in order to decide whether or not such a purchase would be appropriate.


ENHANCEMENT MERITS

Enhancement merits play upon the idea of the 'peak human', as opposed to the super human. None of their effects are technically supernatural, though they may allow the character to perform feats that push the plausibility of what a human being is capable of.

Enhancement merits are typically used to boost a narrow focus of development, thus they have high prerequisites.

{Skill Specialty} Assertion (* or **)

Prerequisites: For the one-dot version; Applicable Skill (***+), Applicable Specialty, & Power Level (***+), For the two-dot version; Applicable Skill (*****+), Applicable Specialty, & Level (*****+)

EFFECT: The player may buy this merit for each skill specialty separately. With the one dot version of this merit the player may add four dice to a roll with the applicable specialty when spending a point of Willpower or Verve instead of three. With the second dot in this merit that bonus moves to five dots.


{Skill Specialty} Mastery (* to **)

Prerequisites: For the one-dot version; Applicable Skill (***+), Applicable Specialty, & Power Level (***+), for the two-dot version; Applicable Skill (*****+), Applicable Specialty, & Power Level (******+)

EFFECT: This merit gives the character the 9-again rule with the selected specialty at the one dot level, and the 8-again rule at the two dot level. In both cases these effects do not stack with other effects that give an x-again benefit.


Perfection of {Skill} (* to *****)

Prerequisites: Applicable Skill (dots equal or greater then merit level), & Power Level (twice or greater then merit dots)

EFFECT: This merit costs a willpower or Verve point to activate, and lasts a scene. While active, all rolls made for that specific ability add one die to them for each dot in Perfection of (Skill).


Perfection of {Attribute} (* to *****)

Prerequisites: Applicable Attribute (dots twice or greater then merit level) + & Power Level (dots twice or greater then merit level)

EFFECT: This merit costs a willpower or Verve point to activate, and lasts a scene. While active, all rolls made for that specific attribute add one die to them for each dot in Perfection of {Attribute}. The bonuses for Perfection of {Attribute} stack with those of Perfection of {Skill}.

EQUIPMENT MERITS

New equipment which is unique to the character or requires it's own part of the system is appropriate to create a merit for. 'Generic' superhero stuff isn't. For equipment, check the Super Equipment section.

Airship (special)

PREREQUISITES: Base, and combined Resources 10+ or Unlimited Resources. Characters who share a Base pool their Resources to achieve this minimum.

EFFECT: Choose one: the character's entire Base is mobile in defiance of all physics, or the character's Base has an additional detachable room. In either case, the Airship flies as fast as a typical passenger plane, making travel easier but mostly just looking cool.

If the Base and Airship are one and the same, this merit costs as many dots as the Base to which it applies. Such an Airship cannot be upgraded later unless both merits are upgraded at the same time.

If the Base and Airship are separate entities, treat this merit as another Base with one-quarter the surface area. Such an Airship cannot have more dots than the Base that services it.

If for some reason the prerequisites are no longer met, the Airship is grounded.

If the player characters are expected to regularly travel beyond the reach of a simple airship, through time, or even to parallel universes, the Storyteller may allow the Airship to take them there at no extra cost, but if they don't need such a thing, they can't possibly buy it.

Amplifying Object (*)

PREREQUISITES: Superhuman

EFFECT: One of the character's powers is improved by a specific object. When holding the chosen object, the character gains a +1 bonus to the chosen power's activation roll.

The chosen object must be custom-made or otherwise very difficult to replace. If the object is stolen, it may work on similar powers.

Base (* to *****; special)

EFFECT: A Base is a safe, secure location in which a character can train, plan his actions, recuperate from injuries, or simply rest while he's not saving the world. Perhaps there is a cave beneath his house in which he's set up a lair, or he has access to a special penthouse in a skyscraper.

All Bases are not created equal. A warehouse might have sufficient space, but might not have sufficient security to drive away intruders. A hidden basement in the character's house might be hard for others to breach, but might offer barely enough space to hold the character's specialized equipment. Great time and effort is spent in finding appropriate Bases, and their value is represented by two factors: Size and Security. See the "Sanctum" Merit from Mage: The Awakening or the "Haven" Merit from Vampire: The Requiem for rules to apply to Bases.

If using the God Machine Chronicle rules update, use the Safe Place merit in place of Base.

Demolitions (**)

PREREQUISITES: Effective Strength, or Intelligence 3+

EFFECT: Through force of personality or natural talent, your character seems particularly inclined toward property damage. When the character would roll to see if they damage and object, subtract Power Level from the object's Durability.

Enhanced Item (* to *****)

PREREQUISITES: Varies. The ST will most likely veto certain forms of equipment, and will want a background story for most. Players should avoid simplistic enhanced item rationals, like 'It's just a really good gun'. Signature gear should have a tale to tell. Based on the rational provided the ST may require a certain amount of a given merit (such as resources or status).

EFFECT: Magically or technologically improved objects are not uncommon in the world of MTH. Any object can be enhanced to increase there equipment bonus by one per dot, or improve their durability by two per dot. Likewise, penalties to a normal item can be removed on a two-per dot ratio as well.

Equipment Theme (** to ****)

PREREQUISITES: An equal level of Resources or the Gadgetry Foresight merit. Characters may pool their Resources to achieve this minimum if they share a theme.

EFFECT: The character has a substantiated theme running through their gear, and this theme either reinforces their resolve such that it actually manifests in better performance, or the character just knows how to make/choose/use quality stuff. Most likely they have a Code Name and powers related to the theme, and will almost always have their costume patterned toward their theme (armor ratings are not enhanced by this merit, but other special traits of a costume might be, at ST discretion).

Effectively, the equipment has an enhanced equipment bonus when used for its intended purpose by the character with this merit. This bonus is equal to the rating in this merit minus one. The equipment must have the character’s ‘signature look’. A signature look might include painting the equipment in the colors of the character’s costume and placing their personal insignia on it (batarang, bat-shield, bat-underwear, ect), or almost any other set of descriptors the player can devise (with ST approval). Themed equipment must be prepared as such. This means themes cannot be applied to items found in the field unless they are substantially reworked.

Individuals may share a theme.

God Machine Chronicle Rules Update: Treat the Resources requirement above as an Availability rating.

Fetish Object (*)

EFFECT: Often a religious icon, weapon, heirloom, or all three, a fetish object is of great importance to its bearer or protector. So great is its importance that the character possessing this merit adds two to their effective Resolve when bearing the object or protecting it. The object may also be an Exanimaic Object, if the player pays for them as such.

Gadgetry Foresight (* to *****)

Effect: The character uses this merit when they notice they just happened to have or are able to quickly craft an obscure item that would be useful in the given situation on their person, or, alternatively, if they are in their home or somewhere they frequent, the item is hidden nearby. It was, despite all likelihood, hidden well enough to be missed in any searches and uneffected by events. Some situations may take some rationalization.

The activation roll is Gadgeteer's Foresight + Power Level. If the item is reasonably likely to be possessed by the character and on hand, one success is all that is necessary to confirm it's presence. If the object is rare, expensive, unusual or if circumstances otherwise make it unlikely to be on hand, the Storyteller can apply a penalty to the roll.

This merit cannot produce unique and specific items, such as the specific key needed for a specific door. The item also cannot require any new game mechanics to function, so it must be relatively simple, conceptually. Likewise the item cannot be larger than the level of this merit in Size. Lastly the item cannot be a weapon or armor, and thus cannot be used to cause damage directly.

Dice bonuses granted for Stylish Execution count as double when using this power if the character comes up with a particularly creative way of acquiring the item in question. Items produced with this power break, are consumed, or otherwise become unusable after Power Level turns, at most.

Possible (Cumulative) Penalty Guidelines
A tool used only for a specific job, but which definitely exists (lock picks). -1
A tool which may or may not exist, but physically could (Horse Attracting Whistle). -2
A tool only makes sense in the loose physics of comic books (Bat Shark Repellent). -3
The area/character has already been searched. -1
The area/character has sustained significant damage. -1
If doesn't seem like there is enough room for the item. -2
The item requires exotic materials (Gold, Argon). -1
The item requires established fictional materials (Kryptonite, Adamantium). -2
The item requires unestablished fictional materials (the soul of a ginger). -4

Intelligent Object (*+)

EFFECT: One object in the character's possession has a mind of its own and can communicate with people. This object can be anything, even a vehicle or building. It has a pool for mental and social actions equal to the character's dots in this merit + 2 + its own equipment bonus if applicable, and can't roll physical actions. An intelligent object has full control over its own functions, but will not move by itself unless designed to do so, and can't attack by itself.

Tricked-Out Ride (*+)

PREREQUISITES: Equal or better Resources dots, and equal or better total of the following; Backing (Military), Contacts (Black Market), Allies (Military).

EFFECT: The character has procured a specialized and highly modified custom vehicle. The player selects any vehicle found in any of the WoD books (with ST permission). The ST may choose to limit this selection based on what the character they can normally afford with their resources, and the character's background.

Each dot allows the player to add three dots worth of gadgetry to their vehicle. Each of those dots is equal to one dot of resources if the player where using a normal version of the item. For instance, according to Armory, Caltrops cost **, and an Advanced Security System is ****. Installing them in a car would make the car a Tricked-Out Ride (**).

Vehicles can be 'nested' within other vehicles this way. If your car can eject a motorcycle, use the motorcycle's resources in the example above.

Installation is assumed to be free (and possible).

Characters can pool their dots into a single vehicle if they like.

If the character also has the Equipment Theme Merit, they may treat the dots in that merit as additional dots in this merit as well. In other words, every dot in Theme adds the equivalent of three dots of resources to this merit. All characters contributing to this merit must possess the Theme Merit for this secondary effect to apply, and those effects do not stack. The lowest Theme rating applies.

If the vehicle is destroyed the merit is lost. The character(s) may repurchase the merit, but 'training time' time is still required to build the vehicle. Even characters with Unlimited Resources can't order something like this 'off the shelf'.

If using the God Machine Rules, replace references to Resources with Availability.

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.

Players should outline how this carrying capacity is created, as it is vulnerable to tampering. For instance, the character never runs out of her special smoke bombs, unless someone swipes her utility belt.

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.

GENERAL MERITS

Compound Origin (** or ****)

Prerequisites: Superhuman, Power Level 3+ or 5+ for the four-dot version.

Effect: The character has the mechanical benefits and drawbacks of two Origins. Experience cost reducing mechanics do not stack, but cost increasing effects do. With appropriate rational, the character can acquire a third Origin by buying the four-dot version.

Environmental Adaptations (*+)

Prerequisites: Survival equal to the level of the merit, or half that in Mega Survival or Power Level, and a suitable rational.

Effect: The character is specially adapted to survive in one environment humans cannot normally survive in. Mechanically, the merit removes any penalties provided by the environment in question. In a more general sense, the character's body is altered in whatever way is needed to survive. Aquatic environments provide gills, high altitude environments require inner ear adjustments and changes to respiration, etc. The specific number of dots in this merit measures the difficulty required to survive. One dot makes the character comfortable where a human could live with difficulty, such as the arctic or a desert. Five allows them to walk around on the moon.

Exanamic Object (*)

Prerequisites: A related Code (*), Superhuman Template

Effect: Sometimes an object can become so integral to its bearer that to lose it would be a fate worse than death. Other times an individual may dedicate themselves so strongly to a vocation or cause that their soul actually manifests this urge in physical form. Either way, the character’s soul is tied to an object irrevocably. It is, in fact, part of their soul.

The character may place this object within their soul, causing it to physically vanish. With an action, they may then draw this object back into physical reality. If they have the Quick Draw merit, this is reflexive. The object is either indestructible, or can be reformed in the character’s soul, if broken. It resists wear and similar degradation. It can be no greater Size then the character.

A spirit-warrior would likely have this object manifest as a weapon or armor, a musician as an instrument, or a physician as a medical bag. It must always be central to the character’s identity, but need not be something the character has easy access to. Storytellers should veto applications of this merit that simply allow a character to have unlimited access to a potent weapon or object, but exotic items are still reasonable provided they apply in a spiritual sense. For example, it's acceptable for a kid from inner-city Manhattan to manifest a katana, even if he has no knowledge of martial arts or Asian culture, provided that, deep in his heart, he truly feels the path of the Samurai. He will not, however, manifest a suitcase nuke.

The player may choose to have it deal energy, magic or mental damage instead of physical damage when they take this merit.

The object may also be a Fetish Object and/or an Enhanced Item, if the player pays for them as such.

Favored Foe (*)

Prerequisites: One specialty of a matching type.

Effect: Some superhumans are fine-tuned to fight a specific sort of enemy. Favored Foe adds one die to all skill pools when dealing with enemies fitting a descriptor such as "undead" or "giant", chosen when this merit is first purchased. Essentially, the skill specialty used as prerequisite now covers multiple skills. As always, only the Storyteller can decide whether a Favored Foe is specific enough.

Generalist (* to **)

Prerequisites: None

Effect: The character quickly grasps the nuances of new situations with respect to applied skills. Each dot in this merit removes the one die of penalty to untrained skill rolls.

Verve Reserve (*+)

Prerequisites: Equal or better Power Level

Effect: The character can use more powers before getting tired. Each dot in Verve Reserve adds 1 to the character's maximum Verve.

Virtuous/Vile Style (*)

Prerequisites: Superhuman

Effect: The character has a special flair and is especially good at capitalizing on the benefits of the superhuman method of stylish execution, when it matches their personality. The player doubles the dice bonus that their character gains for Stylish Execution whenenver the action matches their Virtue or Vice (chosen when the merit is purchased). The bonus for a dodge is applied after doubling defense when the character's Virtue or Vice applies.

MENTAL MERITS

ANIMAL / PLANT SPEECH (* to *****)

PREREQUISITES: Superhuman

EFFECT: This merit is identical to the Language merit, except that this merit allows the character to learn animal or plant languages in the same manor as they learn human languages. Animal and plant languages are defined by groups of flora or fauna, so a character wouldn't learn 'housecat', but would instead learn 'feline', allowing them to speak to all cats from toms to tigers.

AURA READER (*+)

PREREQUISITES: Superhuman

EFFECT: The character automatically detects the Superhuman template in any person he sees within 5 yards per dot in Aura Reader, and can roll Wits + Aura Reader reflexively (but only on his turn and once per turn) to detect a person's Power Level at that range.

BERSERKER RAGE (*)

EFFECT: Once per scene the character can enter a trance-like state of frenzied aggression. While in this state they suffer no wound penalties and add half their Power Level, rounded up, to any All-Out Attacks they make (see World of Darkness pg175 for rules on All-Out Attacks). They likewise add their Power Level to their Stamina and Resolve (the Rage is a kind of focus), with the resulting addition of health levels and willpower dots (not points) while in the Berserker state.

The trance lasts for one round per two dots of Power Level, rounded up, and cannot be ended prematurely. While in this state the character must attempt to attack a living (or at least animate) target every round. Alternatively, the character can take actions directly related to attacking, such as drawing a weapon, charging toward an opponent, or pushing a vat of boiling oil toward the end of a ledge under which someone happens to be standing.

If no being the berserker wishes to harm is nearby, they must make a successful Composure roll in order to vent their aggression on an inanimate object instead. Failing this roll requires them to attack whoever or whatever happens to be nearest.

In order to enter the Rage, the character must fail a Composure roll (some berserkers use mind-altering substances in order to intentionally levy penalties to this roll). While the state can only be entered into once a scene, the character can try to provoke the fury once a turn.

MULTI-TASKING (* or **)

PREREQUISITES: Effective Intelligence 4+ or Wits 4+

EFFECT: The character can compartmentalize her mind so that she can hold more than one distinct train of thought in her mind simultaneously. For one dot, the character can take completely mental instant actions as reflexive actions and perform two extended-action knowledge tasks at once.

For two dots, if the character takes no physical rolled action in a turn, the character can take any number of mental actions reflexively. This merit does not allow the character to activate two Powers at the same time, since activating powers is not purely a mental action.

OMNIVISION (***)

PREREQUISITES: Effective Wits 5+

EFFECT: Whether by incredibly sharp senses, a sixth sense, or a literal 360 degree field of vision, the character is keenly aware of her surroundings at all times. She suffers no ill effects from being surrounded in combat, and it is impossible to sneak up on her under normal circumstances (though extraordinary circumstances, such as poor lighting or invisibility, may allow the character to be snuck upon as normal). The character must still roll to avoid surprise in the case of ambush or similar situations; this Merit allows the character to perceive normally in every direction at once, but does not grant any special form of perception or precognition.

POLYGLOT (** or ***)

PREREQUISITES: Effective Intelligence 3+, Language 1+

EFFECT: The character multiplies the effect of her Language merit. With the 2-dot version of this merit, one language the character knows is replaced with a language group to which that language belongs. The character can effectively converse in any of those languages. Reading the languages the character does not have the normal merit for requires a successful Intelligence + Academics roll.

With the 4-dot version, the character may speak any language created by the same species for normal communication. The descriptor 'for normal communication' excludes things like ciphers, computer languages like binary, and sign languages.

This merit may not seem terribly realistic, but it does seem to be well-represented in superhero stories.

PHYSICAL MERITS

AGELESS (*)

PREREQUISITES: Superhuman

EFFECT: The character does not age and is therefore immune to forced aging. While advanced age would conceivably allow a character to have a variety of merits and built up powers, this is the preview of other stats on the character sheet.

Note: If the character is immortal but is, for one reason or another not immune to unnatural aging they do not need to purchase this merit. The ST may require this merit (or grant it for free) for games that are supposed to take place over a long enough time-frame for aging to matter.

BIOLUMINESCENCE (*+)

PREREQUISITES: Superhuman Template

EFFECT: The character is able to emit light. When this power is active, the character can illuminate a radius equal to her Bioluminescence rating in yards; this light is bright enough to see by, but not bright enough to blind anyone who isn’t exceptionally sensitive to light. The character may project a beam of light similar to a flashlight beam or glow from all or any part of her body; this beam has a maximum range of (Power Level + Bioluminescence) x 5 yards.

Bioluminescense is technically a superpower, but is written as a merit so that the experience cost would be more appropriate to the limited utility of the power.

INSTANT HOLD (***)

PREREQUISITES: Fighting Style Grappling 3, Total Effective Brawl+Strength 7+

Such is this superhuman's fighting prowess when it comes to submissions and grabs, that when beginning a grapple he can immediately make overpowering maneuvers. When the character initiates a brawl they may choose to take a -3 penalty. If successful they may immediately make an overpowering maneuver, also at -3. Dots in Mega Strength or Mega Brawl may be used to negate these penalties as normal.

LIGHTNING DODGE (**)

PREREQUISITES: Effective Dexterity 5+ and Effective Wits 5+ OR the Super Speed power

EFFECT: The character's reaction time is so quick that he can literally dodge bullets, or (when combined with Weaponry Dodge or Brawling Dodge) deflect them with a melee weapon or even snatch them out of the air with his bare hands. This character may apply his Defense to firearms attacks. At the Storyteller's discretion, this character's Defense may also apply in other situations where Defense doesn't normally apply.

LIMIT BREAK (*+)

PREREQUISITES: Superhuman, a related specialty

EFFECT: The character has a named ultimate attack that benefits more from Willpower. Upon taking this merit, the player chooses one means of attack that benefits from a specialty the character has. This attack must be specific; choosing "Brawl" or "Force Bolt" isn't allowed but "the first attack in a Whirlwind Strike" or "all-out lethal Force Bolt within normal range" might be.

Whenever the character spends Willpower (not Verve!) to boost the chosen attack, he adds his dots in Limit Break to the usual +3 bonus. The balancing factor is the relatively slow recovery of Willpower. In addition, the attack may have a mixed damage type, such as a flaming kick (physical + energy) or a bolt of heavenly lightning (energy + magical), bypassing any resistance that doesn't apply to both.

Although this attack is devastating, genre conventions forbid the character from opening with it. He must wait until his third turn in a battle to benefit from Limit Break. Each character's Limit Break has a name that must be spoken aloud.

The purpose of this merit is to make Willpower more than just "that thing you use when you're out of Verve".

LIMIT BREAK BURST (***)

PREREQUISITES: Superhuman, Limit Break for a ranged attack

EFFECT: The character's ranged Limit Break has an area. When using a ranged Limit Break, the character may choose to attack each valid target in a radius equal to his dots in Limit Break plus 1, adding only half the bonus from Willpower plus Limit Break rounded down to each roll. He may choose to target enemies only, but takes a -1 penalty for each target he excludes.

LIMIT BREAK SMASH (***)

PREREQUISITES: Superhuman, Limit Break for a melee attack

EFFECT: The character's melee Limit Break has added effects. If a melee Limit Break deals any damage, the target must roll Strength to avoid being pushed 10 yards minus its Size, must roll Dexterity to avoid falling prone, and must roll Stamina to avoid losing its next action.

PERFECT BALANCE (**)

PREREQUISITES: Effective Dex 5+, Effective Wits 3+

EFFECT: The character's sense of balance is spectacular, and when conditions (such as an Earthquake, shockwave, or gravity blast) would force others to roll to keep on their feet, this character succeeds automatically. When the character is forced to roll to avoid going prone, they double their pool. When the character is forced to automatically go prone (as per certain skill tricks or powers), they are able to reflexively roll Dexterity or Wits - whichever is higher - to resist.

REFLECTIVE SHOT (**)

PREREQUISITES: Lightning Dodge, Weaponry Dodge

EFFECT: The character has honed her defensive skill and reaction time to such a degree that she is able to reflect projectiles back at their attacker. In order to use this Merit, the character has to spend a point of willpower or verve, be holding an appropriate melee weapon and has to dedicate her action to dodging. If an opponent makes a ranged attack against this character and scores no successes on the attack roll, the character may make an immediate attack roll against the opponent; the basic dice pool is the character's Dexterity + Weaponry, and she counts as having the same weapon as her attacker, as it is actually this weapon which is rebounding at the attacker. The reflective attack roll is made at the bottom of the initiative order.

If multiple attacks are valid to be rebounded, the player with this merit uses one die roll to apply to all of them. If more then one weapon is used, the lowest damage rating of any applicable weapon is used.

Insubstantial attacks cannot be redirected in this manner.

STABILITY (** to *****)

PREREQUISITES: Strength 3+, Dexterity 3+, Stamina 3+

EFFECT: The character is able to anchor herself to the ground. While standing on a firm surface, she may divide any forced movement she is subject to by her dots in Stability and round down.

SUPER SENSES (*+)

PREREQUISITES: Superhuman

EFFECT: One of the character's senses is enhanced. The player chooses which sense when the merit is purchased. Rolls that normally focus on the sense in question add a die per dot in this merit.

In addition, sight, hearing and smell become effective to greater distances. Assume the increment of distance the character can apply the sense to is increased by one per merit dot. For example, if current visual conditions allow the character to see a mile, then a character with super sight (***) can see for four miles.

If a player can rationalize how, they may add up to half their merit dots to rolls for other information-gaining actions, such as using Super Scent to tracking attempts or noticing a subject is nervous on an empathy roll by hearing their heartbeat pick up.

SUPERVISION (*+)

PREREQUISITES: Superhuman

EFFECT: Superhumans often demonstrate enhanced vision abilities. Each dot in this merit gives the character one of the following forms of special vision.

Dark Vision - The character requires little to no light to see.

Spectrum Vision - The character can see the entire visual spectrum of light. This allows the character to see anything which would become visible under a black light (ultraviolet), and recognize temperatures by sight (infrared). Many forms of technology emit wave forms the character might see as well. The player is granted some leeway in creative uses for this power.

Telescopic Vision - The character has distance vision equivalent to someone using a moderately good pair of binoculars (x 25 magnification). The character eliminates most penalties for observing events at a distance, and can easily read text on a computer monitor from a distance of up to 100 feet. In addition, when using ranged weapons, the character eliminates all penalties for medium range and reduces the penalties for attacks at long range to -2.

Microscopic Vision - The character is considered to be equipped with a microscope.

X-Ray Vision - The character can look through substances which aren't sufficiently dense. Typically, this means most walls and clothing. Dense metal or stone structures block the character's vision, such as armor or lead.

Players looking for weaponized vision, like heat ray vision, should try the power Force Bolt, and simply have the bolt emanate from the character's eyes.

TINY (* to ***)

PREREQUISITES: Superhuman, Dwarf flaw, not Giant

EFFECT: The character is smaller than a person has any right to be. Each dot in this merit reduces the character's Size (including Health) and Speed by 1, to a minimum of 1, and imposes a -1 penalty to non-area attacks made against the character. If the character's Size increases due to powers, the other effects of this merit disappear for the duration.

UNLIVING (*+)

PREREQUISITES: Superhuman

EFFECT: The character is differently alive to say the least. His need to eat and drink is replaced with an alternate form of sustenance, such as electricity or a magic ritual, which must be acquired regularly. He can survive for (Unliving + Stamina) days without it, and takes 2 bashing damage each day afterward. This damage cannot be reduced in any way or healed until he regains a steady supply of energy. If he dies from lack of sustenance, it may be possible for allies to reactivate him, depending on the nature of his unlife.

In addition, each dot in Unliving after the first grants him one of the following benefits:

  • He cannot bleed.
  • He does not need to breathe.
  • He is immune to all normal diseases.
  • He takes half damage from poisons and toxins, rounded down.

UNSTOPPABLE (*** or *****)

PREREQUISITES: Effective Stamina 5+ or Effective Resolve 5+

EFFECT: The character's pain tolerance is so incredibly high that he can continue to fight after taking injuries that would have dropped lesser creatures. A character who has the three-dot version of this Merit does not have to roll to remain conscious if all his health levels are filled with bashing damage. However, he will still lose consciousness and begin to bleed to death if all his health levels are filled with lethal damage. A character with the five-dot version of Unstoppable does not lose consciousness even when all of his health levels are filled with lethal damage, though he will begin to bleed to death as normal; such a character only stops moving when he dies (IE all his health levels are filled with Aggravated damage).

WALLCRAWLER (**)

PREREQUISITES: Superhuman

EFFECT: The character is able to cling to sheer surfaces, such as walls and ceilings. A character with this Merit can cling to any horizontal or vertical surface without need for handholds and can move along such surfaces at her normal Speed (including the ability to run along walls and ceilings), whether or not the surface has handholds or would normally be climbable. At the Storyteller's discretion, particularly slippery surfaces or adverse conditions might require the character to make a Strength or Dexterity + Athletics roll to maintain her hold.

A character with the Super Speed power may replace one of the bulleted uses of that power with a weaker version of this merit. In this case it only applies while the character is using Super Speed and in motion, though they may still purchase the merit separately and have it function as written should they wish.

SOCIAL MERITS

CODE (free)

EFFECT: The character has made an internal promise to his- or herself, and adhering to this promise bolsters the character’s spirit.

Mechanically, a Code regains the character a spent point of WP or Verve whenever that character adheres to their Code in a situation where doing otherwise would be beneficial to that character.

The heroic Codes held to by some heroes, such as Batman's refusal to use a gun, are the most commonly recognized type of Codes, but any similar rule an individual holds to sincerely can form a Code. A criminal who always leaves clues to her crimes in the form of riddles is following a Code.

Codes can be complicated or simple, with multiple prohibitions and requirements or just a single one. A Code with more restrictions will come into play more often, yielding more willpower, but will also inhibit the character more. Since the power in a Code comes from the conviction involved with it, paying lip service to a Code will not give any benefit.

Mechanically, a Code is similar to a Vice, except that the character gains Willpower from resistance, not indulgence, and this benefit can be derived more than once a scene.

Breaking a Code causes a degeneration.

God Machine Chronicle rules update: Breaking a code is a Breaking Point.

CIPHER (* to *****)

EFFECT: The character has made some effort to hide details of his life from public scrutiny; the exact details of this process are left up to the player and Storyteller to decide, but possibilities include tampering with government documents, entering the Witness Protection Program, or simply putting on a mask and costume before heading off on an adventure. Each dot in this Merit imposes a -1 penalty on any attempts to learn personal information the character has worked to keep hidden. It is up to the Storyteller to decide whether the penalty from Cipher should apply in a given situation.

Keep in mind, the existence of this merit doesn't mean that every character who wears a mask or uses other methods of identity-protection must take this merit. It's simply that having the merit identifies that your defenses are at least somewhat mechanically effective, giving you the benefit listed above. Players are always free to use whatever secrecy measures they can devise, with attempts to breach those measures handled on a case-by-case basis.

God Machine Chronicle rules update note: If defending the character's true, original, identity, players should use the Cipher merit above. If creating new or additional identities (such as for a character who has no normal human identity), use the Alternate Identity merit.

ELITE THESPIAN (*)

PREREQUISITES: Any of the following: Resources 4+, Effective Wits 4+, Allies related the the theater 2+, Super Speed 2+, Mega Larceny 3+, or Power Level 4+

EFFECTIVE: A character with this merit likes to set the scene. If they know someone is coming into a scene, and they have a little time to set up, they can prepare a ruse with no concern for their material needs. They will automatically be able to find all the needed makeup, props and etc without difficulty.

The character still needs to make the needed Larceny rolls, and coordinate with their allies, they simply never need to answer the questions "Where are you getting the materials for that?" or "How are you going to finish that in time?"

Nothing physically created with this merit effectively lasts.

ENLIVENING PATHOS (****)

PREREQUISITES: Fame 3, may not be taken at character creation

EFFECT: Some heroes, they say, can never die, and some villains, they say, can't ever be killed. The Enlivening Pathos represents this. If enough hearts and minds are bent upon the identity a given person represents, death itself may be rescinded. This effect represents not so much a power as an unusual status within the universal group-consciousness. Technically, one does not have to be superhuman to possess this merit, but it is supernatural in nature.

In order to possess this power the character's exploits themselves must have made them famous (or infamous). Likewise, the fame must be associated with something primal, something which speaks very closely to the fundamental nature of humanity or another sentient population of great number. This is a vague qualification, but it is necessarily so: Anything which gives the character a permanent place in the psyche and culture of most of humanity will qualify. Being on a reality TV show generally won't.

When the character would normally die, or would seem to have died, they loose this merit instead (but may repurchase it). Fate, luck, destiny or what-have-you 'corrects' the event. It wasn't really the character, or the character had planned to fake their death all along, or any other contrived scenario which ends up with the character alive. The storyteller ends up the arbiter of what ultimately happens.

Storytellers should be very stringent about what it takes to qualify for this merit, and it is not appropriate for all games. STs are within their rights to not allow it into their games and players should not assume it is available without consulting with their Storyteller.

HORRIFIC TRANSFORMATION (***)

PREREQUISITES: Presence 3+, Intimidation 3+

EFFECT: The character's transformation is frightening to behold. This merit must be linked to a power that changes the character's appearance. When the character activates that power, he may reflexively make an Intimidation roll against each enemy within 5 yards. Such an action generally only works once per scene; he can't change back to normal and try again.

LARGE AND IN CHARGE (**)

PREREQUISITES: Size 6+, Presence 3+, Intimidation 3+

EFFECT: The character's sheer mass lends credence to his threats. He gains a +2 bonus to normal Intimidation rolls (single target, not part of a power or other merit) against anyone smaller than himself. This bonus increases to +3 if he is at least double the target's Size, and to +4 if he is at least triple the target's Size.

UNLIMITED RESOURCES (*****)

PREREQUISITES: Resources 5

EFFECT: The character has access to vast wealth: at least $1,000,000 a month in disposable income and millions, billions, or even trillions of dollars in assets. The character might be the beneficiary of a huge trust fund, the heir to a massive hereditary fortune, the owner of a multinational corporation, or some combination of these. For this character, it's not a question of whether or not she can afford any given item, it's a question of how soon she can get it.

Generally, it isn't necessary to quantify exactly how much the character is worth unless the player or Storyteller desires to; in game terms, the character is able to temporarily increase their Resources merit by spending Verve, on a one to one basis. This increase applies to only one purchase. Exactly what is available to be bought is, as always, in the hands of the ST. As a guideline, the ST may require the player to have other merits to help justify where the character found someone who could sell the item at all.

Purchases made with this merit are assumed to be temporary by default. Either the item is rented or must be returned, requires maintenance the character can't manage, or is just fated to end up being detonated. Story elements will remove it from the character's hands one way or another. If the character wishes to hold on to the item, the player must pay the applicable exp costs.

Note, however, that being richer than God does not equate to being God; even a character with this level of wealth can be held accountable for her actions, and a character who uses her fortune to cause trouble (and even those who don't) will almost certainly attract the attention of other powerful characters. Furthermore, the Storyteller should reserve the right to restrict the character's use of Unlimited Resources, or even remove the Merit altogether, if the character foolishly squanders her fortune, or even if it would just derail the narrative.

Note that Verve is not recovered between games, and that this forms a limit to how much this merit can be used in-between sessions.

God Machine Chronicle rules update: If using the rules update, this merit is replaced by the Ascendent Acquisition merit. This merit is identical to the Unlimited resources merit, except that it boosts the character's effective Acquisition rating, and has the following prerequisites: A total of 7 in any combination of Allies, Backing, Status, Resources, Larceny, Politics, Computer, or Power Level. Note that if you acquire an item temporarily (you didn't pay exp for it) and that item is destroyed or lost in the course of play, the ST may rule that you are Leveraged by the owner of the item.

SIDE KICK (** to *****)

EFFECT: Your character has a loyal companion in their adventures. Treat this as the Retainer merit, with the following addition; You may add one or more dots to the merit's rating, for each dot added the Side Kick may have up to 30 experience points which can be spent on powers and/or merits from these rules. Side Kicks without any particular powers should use the normal rules for Retainers.

Keep in mind Side Kicks don’t have to be human, and can be sentient pets, sentient machines, or whatever else the ST feels is appropriate.

HENCHMEN (** to *****)

EFFECT: Your character has the loyalty of one or more expendable grunts. Treat this as the Retainer merit, except each dot after the second adds an additional average retainer instead of the normal benefit. Henchmen may be replaced at a rate of one per week.

Keep in mind Henchmen don’t have to be human, and can be sentient pets, sentient machines, or whatever else the ST feels is appropriate.

TAUNT (* to ***)

PREREQUISITES: Manipulation, Persuasion, Expression or Intimidation 3+

EFFECT: The character is able to bait enemies into focusing their attention on him for a moment. If he rolls an appropriate social action (usually Manipulation + Social skill vs target's Composure) and succeeds, the target takes a -1 penalty per dot in Taunt to all actions. Each turn this penalty reduces by one, until it expires at -0. Nothing stops the character from taunting them further.

If the character has an effective Manipulation of 5+, then the penalties for multiple taunts stack.

By spending 1 Willpower or Verve, the character can taunt as a reflexive action once during his turn.

Though it shouldn't really need to be mentioned, targets which cannot understand the target or are simply emotionless cannot be effected by this merit.

God Machine Rules Update note: The 'Taunted' effect counts as a Tilt.

TURN UNDEAD (* or **)

PREREQUISITE: Status (*+ as some form of clergy, or as some sort of agent of the divine or diabolic).

EFFECT: At one dot, this merit allows the character to make a social roll to terrify undead creatures just like they were trying to intimidate a living human. The character may add their Power Level to that roll. Successfully intimidated creatures temporarily regain their once-powerful sense of self-preservation, and will flee the area for at least a scene. On an exceptional success they will flee the area for at least a day and a night.

While any character may try to intimidate a self-aware undead creature, this merit still yields the benefit of adding one’s Power Level to the roll.

At the two-dot level by brandishing a holy symbol or reading aloud a scriptural or mystical passage, the character can degrade and damage undead creatures through force of personality. This more powerful effect costs one verve or willpower, and takes at least a turn to evoke.

Both levels of the merit can be made more potent by adding additional turns to the evocation. For each turn added the player adds a die to the roll, with the character continuing the liturgy or flourishing the symbol dramatically for that time.

Note: If the Chronicle focusses on undead a great deal, the ST may wish to increase the cost of this merit to 2 or 3 dots. Alternatively, if the ST feels this kind of merit, with it's religious/spiritual overtones, does not fit in their chronicle, they may disallow it entirely.

STYLE MERITS

Fighting Style: Aerial Combat (* to *****)

PREREQUISITES: Equal or better rating in the Flight Power

Evasive Maneuver (*): If the character flies at least 10 yards on his turn, he imposes a -1 penalty to non-area attacks against him until his next turn.

Acrobatic Attack (**): While flying, the character can use his full Strength on melee all-out and charge attacks, as if he had the Gravitic Grounding extra during those actions only. If he has Gravitic Grounding, he gains a +1 bonus to those attacks.

Barrel Roll (***): While flying, the character can spend a point of Willpower to add 1/2 his Flight dots, rounded up, to his Defense instead of the normal +2 bonus, or to gain a Defense equal to 1/2 his Flight dots against a non-area attack that normally ignores his Defense. Dodge attempts in mind-air add the full Flight rating, after doubling Defense.

Flyby Attack (****): If the character takes no other actions on his turn, he can fly up to 1.5x his flight speed in a straight line and attack once at any point in his movement. He must fly at least 5 yards before and after attacking.

Sonic Boom (*****): As part of a Flyby Attack where he flies at least 10 yards before and after attacking, the character can spend a point of Willpower to make a special area attack that deals bashing damage and ignores Defense but not Armor. His pool for this attack is Dexterity + Flight, and the radius is Power Level yards. He makes one attack roll and applies it to each target.

Fighting Style: Assassination (* to *****)

PREREQUISITES:
Levels 1-2: Effective total of 13 dots in any of the following: Dexterity, Wits, Medicine, Stealth, Composure, Power Level
Levels 3-4: Effective total of 15 dots in the above traits
Level 5: Effective total of 17 dots in the above traits

Naming the Prey (*): The character is granted a specialty in stealth related to any target they identified as a target (in or out of character) in a previous scene. This must be a previous scene specifically so that the character is hunting the target, not just naming the each foe in a combat sequentially.

The character is also granted a stealth specialty in "When attempting to leave the scene of a successful assassination I have committed".

Line of Sight (**): Environmental and situational penalties not related to a superpower or merit are reduced by the character's rating in this merit.

The benefit for Naming the Prey now includes a specialty in Brawl related to the target.

The character is also granted a stealth specialty in "When attempting to leave the scene of an assassination attempt I have committed, successfully or not".

Silence (***): After the assassin has attacked their target, rolls made by others to detect that the attack is happening are penalized by the dots in this merit.

The benefit for Naming the Prey now includes a specialty in Weaponry and Firearms related to the target.

The character is also granted a stealth specialty in "When attempting to leave the scene of an assassination attempt, successful or not".

Capitalize (****): The character gains the 9-again quality on any attack which applies their Naming the Prey specialty, provided the prey also has a 0 defense. This 9-again quality does not stack with other x-again qualities.

One Shot, One Kill (*****): The character gains the 8-again quality on any attack which applies their Naming the Prey specialty, provided the prey also has a 0 defense. This 8-again quality does not stack with other x-again qualities. The 9-again quality from Capitalize however, now does stack.

Fighting Style: Super Strength (* to ****)

PREREQUISITES: Both Mega-Strength rated equal to the merit or greater.

Wielder (*): If the ST agrees that an object can be lifted and used as a weapon by the character, they may reduce a penalty to wield it by the character's Power Level.

Forceful Drag (**): When the character grapples with and overpowers a target of a Size up to his effective Strength, he can force the target to move with him that turn.

Fists Collide (***): If the character has not acted this turn, the character can contest a non-ranged Strength-based attack with his own Strength-based attack. Whoever rolls fewer successes takes bashing damage equal to the difference.

Meteor Charge (****): When charging as part of an attack, for each 3 yards he moves, he gains a +1 bonus to Strength-based attacks that turn.

Fighting Style: Tanker (* to *****)

PREREQUISITES: Stamina 3+, Strength 3+

EFFECT: Dots in this merit are added to the character's Strength for the purposes of meeting the minimums required to wield a weapon.

Armor To Armored Hide (*): The character gains no defense or speed penalties due to the wearing of armor.

Brace the Way (**): Allies may always claim the bearer of this merit as cover if the bearer wishes. The amount of cover is dependent on the physical arrangement of all concerned, as usual, but the bonus is one higher then it would normally be (so they still need to be close enough to be cover in the first place).

Impact Stance (***): The fighter adds 1/0 to the armor rating of any armor they wear provided they get their natural defense applied at the same time. They also receive their normal defense against ranged weapons at medium range.

Defender’s Will (****): When the character spends WP to boost their defense, the bonus is increased by one.

Adamantine Stance (*****): The character may choose to dodge in such a way as to double their armor rating instead of their natural defense. This “dodge” does not actually require the character to move, it in fact requires the character not to move more than their [size-1 feet] on their following turn.

God Machine Chronicle rules update: Impact stance creates a general armor bonus.

Piloting Style: Wrecked Ride (* to ****)

PREREQUISITES: Drive + Power Level equal to or better than the rating in this merit.

Some individuals, prone to the drama of a heroic protagonist, synergizes with their vehicle to the point that they may sometimes manage to hold them and their ride together by sheer force of will.

Distracted Driver (*): Characters may drive a vehicle and reflexively take another action. Penalties to handling the vehicle are reduced by the driver's Power Level.

Stunt Roll (**): Should the character be ejected from their vehicle, they can mitigate the harm done by the inevitable landing. Treat dots in this merit as Armor for that turn if the character is thrown from their vehicle.

Driver's Durance (***): Any damage done to the vehicle your character is driving, and which wasn't done by an attack or other intentional effect, is delayed. The cosmetic effects of the damage are still in effect. Once the scene ends, all delayed damage takes effect. Sabotage to a vehicle still harms it as usual.

Damage At Bay (****): Damage done intentionally to a vehicle while in motion now can be delayed as per Driver's Durance. Sabotage to a vehicle does not take effect for Power Level turns of operation.

Note: This merit set replaces Stunt Driver and Crack Driver

Fighting Style: Wrecker (* to ***)

Prerequisites: a total of Effective Strength and Demolitions 5+

One Inch Punch (*): The character negates all penalties to free movement when making a Brawl attack. If held prone / inactive, the character may strike as if they weren't, but must spend a willpower or verve point to do so.

Slam (**): When this character makes a brawl attack, if he has as many successes as the target's size or stamina - whichever is higher - they may choose to knock the target up to one yard per the character's effective Strength + Power Level. If they hit a stable obstacle during this movement, they take 1 bashing damage. The Storyteller decides weather the target stops at the obstacle or passes through.

Shockwave (***): Such is the character's strength that he can damage nearby opponents and objects by striking the ground they stand upon or clapping hands together to send forth a thunderclap. The character makes a Strength + Brawl attack roll and applies the result to every damageable target within Power Level yards. The character may not exclude any person or object. Characters in this effect radius may apply armor and cover against this attack, but may not apply normal defense. Characters may dodge only with an appropriate Stylish Execution. As this is a Brawl attack, Slam applies.

NEW FLAWS

For all their powers and abilities, superhumans often possess great foibles and weaknesses that serve to temper their strength. The flaws listed below function in the same way as the flaws listed in the World of Darkness core rulebook; IE, any time the flaw comes up during gameplay and significantly hinders the flawed character, that character gains an additional experience point.

ALLERGY

The character is violently allergic to a specific substance or condition, and begins to physically weaken if exposed to this allergen. On average, the character would take on one -1 penalty to all actions, cumulatively, for each turn of exposure, and does a bashing level. This flaw only provides experience if the character is hindered by it ; for example, a hero weakened from allergen exposure might be unable to pursue a fleeing villain, who later returns to abduct the hero's love interest.

DEPOWERING

There is a certain condition or substance that causes the character to begin to temporarily loose their powers. This can either be instantaneous and last a scene (for example, they loose there powers when they lie), or it can cause their abilities to fade gradually until the issue is resolved (a kryptonian looses one dot from all superpowers pur turn until there is no kryptonite nearby).

NEMESIS

Your character has an arch-rival, a natural enemy, a lifelong opponent; a Nemesis. The Joker to your Batman, the Leader to your Hulk, the Lex to your Superman, the Claw to your Death Defyin' Devil, or the bourbon to your Iron Man. The capabilities, methods, goals, and renown of your Nemesis is determined collaboratively by you and your ST. They may be mostly harmless, but enjoy one-upping your character. They may also be a murderous psychopath with terrifying powers and nigh-limitless resources, hellbent on destroying everything you've ever loved and burning every acre of land you've ever walked on. Typically, the more deadly and powerful your Nemesis, the more famous you are by extension due to being the number one object of his hatred, and with the most harrowing of arch-enemies, you may find certain mutual foes may seek to assist you when it is to the detriment of this Nemesis - an example might be Magneto helping the X-Men to defeat the Sentinels.

PASSENGER

Your character is a host to some other intelligence. It could be an alien symbiote, a demon, a sapient virus, a spirit, or anything else the Storyteller will approve. What matters is the passenger is the source for at least some of the character's powers, it has some control over their use or other aspects of the character's life, and it has an agenda.

The specific nature of the passenger and what it wants is something the ST and the player should come up with together. Whenever the character wishes to act in a way contrary to the desires of their passenger, the passenger can choose to resist, giving a penalty to the action. The penalty starts at the Power Lever of the character, and increases by one for each time the passenger resists in a session.

Should resistance result in a dramatic failure, the passenger will add a permanent point to the penalty they can levy, and take control of the character for an entire scene.

The passenger could conceivably shut down any power it is associated with, thus this could be used as a rational for a weakness for any associated power.

UNNATURAL

For one reason or another, your character doesn't heal naturally with time. They may be a machine, undead, or simply have a condition, such as leprosy. Weather or not the character can heal at all, and how they do if they can, must be set up with the ST before hand. Remember, the more difficult to achieve, the more often it will yield exp.

INHUMAN

The character either has some physical abnormality which makes them appear less then human, and/or they actually are something non-human (alien, robot, ect) but are close enough to both be a viable character and use the rules presented in this system. This flaw applies only if the character's nature is in some fashion repugnant to most of humanity, causing them to have to deal with social stigma or outright hatred. Note that many other merits and flaws can be coupled with this one to represent the nature of the character.

As written, this flaw must be obvious or known be an issue. In some settings, such as the Marvel universe, mutants may have enough stigma associated with them to have this flaw. In others, such as the Green Lantern Corp, it may be nearly impossible for this merit to come up.

PERSISTENT CONDITIONS

If using the God Machine Chronicles rules update, replace the Flaws above with the following persistent conditions. They have the same descriptions as the flaws above.

ALLERGY

This Flaw becomes a new Persistent Condition.

Resolution: The character must have their nature fundamentally changed so as to no longer have the extreme allergy.

Beat: The character fails a critical roll due to the wound penalties of the allergen.

DEPOWERING

This Flaw becomes a new Persistent Condition.

Resolution: The character is permanently cured of her vulnerability.

Beat: The character fails a critical roll due to the Depowering, or is unable to make the roll at all in a critical situation.

PASSENGER

This Flaw becomes a new Persistent Condition.

When your character disagrees with their passenger enough for it to become a problem, they take on additional Conditions. A player and ST should work out how this manifests, but potential Conditions include Disabled, Deprived (the Passenger can alter the character's biology, possibly), Mute, Fugue, or Leveraged. When some of these are permanent conditions they are temporary when created by the Passenger. Otherwise persistent conditions end when the Passenger is appeased.

Resolution: Your Passenger is permanently removed.

Beat: As per resolution of the gained Condition.

UNNATURAL

This Flaw becomes a new Persistent Condition.

Resolution: Your character's nature is fundamentally changed or augmented in a radical enough way to make natural healing possible for them.

Beat: Gain a beat when you are wounded, had time to heal, and are still in danger before regaining health.

INHUMAN

If the character keeps their nature secret, use the Embarrassing Secret. If the secret is revealed or not hidden to begin with, use Notoriety.