Beyond the Edge of Reason
Your character does not suffer the –2 penalty for using his off-hand in combat or to perform other actions.
Available only at character creation.
Demolisher (• to •••)
Prerequisite: Strength ••• or Intelligence •••
Your character has an innate feel for the weak points in objects. When damaging an object, she ignores one point of the object’s Durability per dot in this Merit.
Double Jointed (••)
Prerequisite: Dexterity •••
Your character might have been a contortionist or spent time practicing yoga. She can dislodge joints when need be. She automatically escapes from any mundane bonds without a roll. When grappled, subtract her Dexterity from any rolls to overpower her as long as she’s not taking any aggressive actions.
Fleet of Foot (• to •••)
Prerequisite: Athletics ••
Your character is remarkably quick and runs far faster than her frame suggests. She gains +1 Speed per dot; anyone pursuing her suffers a –1 per dot to any foot chase rolls.
Your character is massive. She’s well over six feet tall and crowds part when she approaches. She’s Size 6 and gains +1 Health. Available only at character creation. Drawback: Buying clothing is a nightmare. Fitting in small spaces is difficult at best.
Hardy (• to •••)
Prerequisite: Stamina •••
Your character’s body goes further than it rightfully should. Add the dots in this Merit to any rolls to resist disease, poison, deprivation, unconsciousness, or suffocation.
Iron Stamina (• to •••)
Prerequisites: Stamina ••• or Resolve •••
Each dot eliminates a negative modifier (on a one for-one basis) when resisting the effects of fatigue or injury. For example: a character with Iron Stamina •• is able to ignore up to a –2 modifier brought on by fatigue. The Merit also counteracts the effects of wound penalties. So, if all of your character’s Health boxes are filled (which normally imposes a –3 penalty to his actions) and he has Iron Stamina •, those penalties are reduced to –2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones.
Parkour (• to •••••, Style)
Prerequisites: Dexterity •••, Athletics ••
Your character is a trained and proficient free-runner. Free-running is the art of moving fluidly through urban environments with complex leaps, bounds, running tricks, and vaulting. This is the type of sport popularized in modern action films, where characters are unhindered by fences, walls, construction equipment, cars, or anything else the city puts in their ways.
|•||Flow: Your character reacts instinctively to any obstacles with leaps, jumps, and scaling techniques. When in a foot chase, subtract your Parkour from the successes needed to pursue or evade. Ignore environmental penalties to Athletics rolls equal to your Parkour rating.|
|••||Cat Leap: Your character falls with outstanding grace. When using a Dexterity + Athletics roll to mitigate damage from falling (see the World of Darkness Rulebook, p. 179), your character gains one automatic success. Additionally, add your Parkour rating to the threshold of damage that can be removed through this roll. Parkour will not mitigate damage from a terminal velocity fall.|
|•••||Wall Run: When climbing, your character can run upward for some distance before having to traditionally climb. Without rolling, your character scaled 10 feet + five feet per dot of Athletics as an instant action, rather than the normal 10 feet.|
|••••||Expert Traceur: Parkour has become second nature for your character. By spending a Willpower point, you may designate one Athletics roll to run, jump, or climb as a rote action (reroll all failed dice once). On any turn you use this ability, you may not apply your character’s Defense to oncoming attacks.|
|•••••||Freeflow: Your character’s Parkour is now muscle memory. She can move without thinking in a zenlike state. The character must successfully meditate (see p. 51 of the World of Darkness Rulebook) in order to establish Freeflow. Once established, your character is capable of taking Athletics actions reflexively once per turn. By spending a point of Willpower on an Athletics roll in a foot chase, gain three successes instead of three dice.|
Quick Draw (•)
Prerequisites: Wits •••, a Specialty in the weapon or fighting style chosen
Choose a Specialty in Weaponry or Firearms when you purchase this Merit. Your character has trained enough in that weapon or style that pulling the weapon is her first reflex. Drawing or holstering that weapon is considered a reflexive action, and can be done any time her Defense applies.
Sleight of Hand (••)
Prerequisite: Larceny •••
Your character can pick locks and pockets without even thinking about it. She can take one Larceny-based instant action reflexively in a given turn. As well, her Larceny actions go unnoticed unless someone is trying specifically to catch her.
Your character is diminutive. She’s not even five feet tall and it’s easy to walk into her without noticing. She’s Size 4 and thus has one fewer Health box. She gains +2 to any rolls to hide or go unnoticed. This bonus might apply any time being smaller would be an advantage, such as crawling through smaller spaces. Available only at character creation.
Drawback: In addition to the lower Health, your character might be overlooked or not taken seriously by some people.