Difference between revisions of "MTH:Merits"

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*[[MTH:Equipment_Merits|Equipment Merits]]
 
*[[MTH:Equipment_Merits|Equipment Merits]]
  
*[[MTH:General_Merits|General Merits]]
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*[[MTH:Mental_Merits|Mental Merits]]
  
==MENTAL MERITS==
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*[[MTH:Physical_Merits|Physical Merits]]
  
===AURA READER (*+)===
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*[[MTH:Social_Merits|Social Merits]]
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.
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*[[MTH:General_Merits|General Merits]]
 
 
===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.
 
 
 
===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.
 
 
 
===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: Combined Effective Strength, Dexterity, Wits & Stamina 7+
 
 
 
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. This merit gives the character one of the following forms of special vision, and can be purchased multiple times.
 
 
 
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 (* or **)===
 
PREREQUISITES: Superhuman
 
 
 
EFFECT: The character is differently alive to say the least.
 
 
 
At the first dot of this merit, 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. Without it he suffers from the normal penalties for deprivation. Remember that this is a merit, and so the alternate form of sustenance must be easier to come by then normal food and water.
 
 
 
At two dots the character is immune to normal diseases and toxins.
 
 
 
The Unliving state may be a rational for many other merits, powers, flaws or permanent Conditions. These are covered under their own rules.
 
 
 
===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+, Intimidation 3+
 
 
 
EFFECT: The character's sheer mass lends credence to their threats. When attempting an Intimidation roll, the character gains a bonus equal to the difference between their size and the size of their target. (Since the merit requires a minimum size 6, and the average human is size 5, this means the character will usually get at least a +1 to their roll). This merit never results in a penalty to the Intimidation roll.
 
 
 
===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.<P>
 
 
 
===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: <br>
 
Levels 1-2: Effective total of 13 dots in any of the following: Dexterity, Wits, Medicine, Stealth, Composure, Power Level<br>
 
Levels 3-4: Effective total of 15 dots in the above traits<br>
 
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: Grappling (extension) INSTANT HOLD (special)===
 
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.
 
 
 
Note: The cost of this merit is listed as 'special', since it is effectively the next level of the Grappling Fighting Style Merit. Determine it's cost in that manor.
 
 
 
===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.<br>
 
 
Armor To Armored Hide (*): The character gains no defense or speed penalties due to the wearing of armor.<br>
 
 
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).<br>
 
 
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.<br>
 
 
Defender’s Will (****): When the character spends WP to boost their defense, the bonus is increased by one.<br>
 
 
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.<br>
 
 
 
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.
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*[[MTH:Fighting_Style_Merits|Fighting Style Merits]]
  
[[MTH:New_Flaws_&_Permanent_Conditions|New_Flaws_&_Permanent_Conditions]]
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*[[MTH:New_Flaws_&_Permanent_Conditions|New_Flaws_&_Permanent_Conditions]]
  
 
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Revision as of 01:48, 9 February 2015

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.

A number of these Merits refer to "effective" Attributes and Skills, usually as prerequisites; this refers to an Attribute's or Skill's rating plus a matching Mega-Attribute or Mega-Skill. For example, a character with Dexterity 3 and Mega-Dexterity 1 would have an Effective Dexterity score of 4.

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.