Merits

Merits that MAY be in play on The Badlands Chronicles.
If there is a merit that is not list here that you would like to use for your Character, please contact Staff concerning something different or specific.

Mental

Merit Cost Prerequisite Description
Common Sense (••••) -- Makes sound, straightforward decisions after a few moments' thought. Staff can make a reflexive Wits + Composure roll once per chapter for a PC with the merit if it is about to embark on a disastrous course of action, or if the PC finds itself at a point in the story where the PC is completely stumped for ideas. If the roll succeeds, Staff may point out the risks of a particular course, or suggest possible actions that the PC can take that might get events back on track. Note: A PC is free to ask Staff for a Common Sense roll when out of ideas, however, remember it's an aid, not a crutch and it should not be over used.
Danger Sense ••• -- A sixth sense that staff may use to warn of danger. +2 modifier on reflexive Wits + Composure rolls to detect an impending ambush.
Eidetic Memory (••) -- With a near-photographic memory, this merit able to recall vast amounts of observed detail with astonishing accuracy. Make no roll to remember an obscure fact or past experience, unless under stress then there is a +2 modifier on any Intelligence + Composure or other Skill-based roll (say, Academics, to remember a fact) for memory recall.
Emotional Detachment (•) Resolve •• Can distance oneself from the pain, grief and suffering of fellow human beings long enough to help them. Ignore penalties stemming from stress equal to Resolve rating. When one might normally suffer a –2 penalty from sheer emotional pressure, this Merit with a Resolve were 2 or higher, suffers no penalty.
Encyclopedic Knowledge (••••) Primary Mental Attributes A veritable font of useful as well as useless information on a wide variety of topics. Can come up with an anecdote pertaining to any situation based on something read or witnessed. Make an Intelligence + Wits roll any time confronted with a situation or phenomenon outside ones normal realm of experience.

Success: Remember a detail or fact that sheds some light on the situation. “You said there was an almond odor? Seems to me I read somewhere that’s a sign of cyanide poisoning.”
Exceptional Success: Recall a number of useful details that provide extensive insight.
'Failure: Comes up empty.
Dramatic Failure: Remember something about the situation that is completely inaccurate.
Make Do (• to •••) Wits •••, Skill • Having some experience working under sub-optimal conditions, with poor tools or the wrong tools, and still get a task done. When purchasing this Merit, assign it to a particular Skill with a Staff approved +Note. Reduce all penalties stemming from poor or inappropriate tools by the number of dots you have in this Merit. Must still have some kind of tools to attempt the action as you can scrape by with poor substitutes using this Merit.
Meditative Mind (•) -- No penalties to meditate.
Trained Observer (• or •••) Wits ••• or Composure ••• Ignore penalties or gain Rote quality on Perception rolls.

Physical

Merit Cost Prerequisite Description
Ambidextrous -- High degree of off-hand dexterity -2 penalty for using his off-hand in combat or to perform other actions.
Brawling Dodge (•) Strength ••, Brawl • Whenever your character performs a dodge, you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in blocking and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a brawling novice, it can give the advanced fighter an edge. Brawling Dodge applies against incoming Brawl- and Weaponry-based attacks, against thrown-weapon attacks, and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Brawling Dodge maneuver in a turn. A character can possess the Brawling Dodge, Athletics Dodge and Weaponry Dodge Merits, but only one can be used per turn.Add Brawl rather than doubling Defense on Dodge.
Disarm (••) Dexterity •••, Weaponry • Your character has refined his Weaponry Skill to the extent that he can use a weapon to disarm opponents in close combat. When making a normal attack, compare your successes to the opponent's Dexterity. If you get a number of successes equal to or greater than the opponent's Dexterity, you can choose to have your character disarm him instead of doing damage. A weapon lands a number of yards away from the opponent equal to your successes rolled. Disarming is a different activity than specifically attacking or breaking weapons or items carried by opponents.
Double Jointed Vampire: The Dark Ages -2 difficulty to any Dexterity roll involving body flexibility.
Huge Size •••• Vampire: The Dark Ages +1 health level and able to suffer more harm before incapacitated.
Fast Reflexes (• or ••) Dexterity ••• +1 Initiative per dot. Your character's mix of sharp reflexes and steady nerves helps him get the drop on adversaries.
Fighting Finesse (••) Dexterity •••, Weaponry •• Your character prefers to fight with a chosen weapon in a manner that favors agility over power. With that one weapon (a rapier or katana, for example), you may substitute your character's Dexterity for Strength when making attack rolls.
Fighting Style: Boxing (• to •••••) Strength •••, Stamina •• & Brawl •• Your character is trained in the art of boxing, able to deliver swift, powerful punches, and to duck and weave away from opponents' attacks. He might have participated in the sport in high school or college, or made a go of it professionally. Or he might have taken some classes at the local health club as a form of exercise.

Body Blow (●) Your character can deliver powerful blows that leave opponents reeling and gasping for air. If successes inflicted in a single Brawl attack equal or exceed a target's Size, the victim loses his next action.
Duck and Weave (●●) Your character is trained to instinctively duck and evade an opponent's blows. Use the higher of your character's Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). If a combination of Brawl- and Weaponry-based attacks is focused on your character in the same turn, use his normal Defense against both.
Combination Blows (●●●) Your character's training and experience allow him to devastate opponents with a flurry of rapid blows. He can make two Brawl attacks against the same target in a single action. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster,before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.
Haymaker (●●●●) Your character can deliver powerful, accurate blows capable of knocking an opponent unconscious with a single punch. A single Brawl attack that equals or exceeds the target's Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he is conscious but he still loses his next action due to the Body Blow (see above). If it fails, he is unconscious for a number of turns equal to the damage done. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn. He is too busy bobbing and weaving out of the way of attacks.
Brutal Blow (●●●●●) Your character's accuracy and power are such that his fists are lethal weapons, able to injure or kill opponents. A brutal blow inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Fighting Style: Kung Fu (• to •••••) Strength ••, Dexterity ••,Stamina •• & Brawl •• Your character is trained in one of the many forms of Kung Fu, conditioning his mind and body for the purposes of focus and self-defense. He may have begun his training at an early age, following in the footsteps of family or friends, or he may have joined a school as an adult for the purposes of exercise or protection.

Focused Attack (●) Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. Penalties to hit specific targets are reduced by one. Even when a specific part of an opponent is not targeted, armor penalties to your character's Brawl attacks are reduced by one.
Iron Skin (●●) Your character has hardened his body to physical blows, allowing him to withstand repeated hits with minimal effect. He has an effective armor trait of 1 against bashing attacks only.
Defensive Attack (●●●) Your character has mastered the ability to fight defensively. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Defense Attack maneuver in a turn.
Whirlwind Strike (●●●●) Your character can unleash a storm of blows against an opponent. He can make number of extra Brawl attacks for each point of Dexterity that he has above 2 in a single action. Each extra attack is made at a cumulative -1 modifier. Thus, he can perform a total of two attacks at Dexterity 3 (the second of which is at -1), three attacks at Dexterity 4 (the third of which is at -2), and four at Dexterity 5 (the fourth of which is at -3). All attacks must be on the same target. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
Lethal Strike (●●●●●) By focusing his might and concentration, your character can kill or maim an opponent with a well-placed strike. A strike inflicts lethal instead of bashing damage. Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Fighting Style: Two Weapons (• to •••••) Dexterity ••• & Weaponry ••• Your character has trained to fight with a weapon in both hands, allowing him to attack and dodge or make two attacks in the same turn. Your character still suffers the -2 offhand penalty when attacking with a weapon in his secondary hand (unless you have also purchased the Ambidextrous Merit).

Whirling Blades (●) Your character's Dodge trait[1] is not penalized by multiple attacks staged against him in a turn until the number of attacks exceeds his Weaponry dots, at which point each attack thereafter reduces his Dodge by -1. So, if your character (with 2 Defense and 3 Weaponry) dodges attacks in a turn, the first three incoming attacks suffer his full Dodge trait as a penalty (-4). The fourth suffers a -3 penalty, the fifth suffers a -2 penalty, and so on. Basically, your character's weapons move so quickly all about him that opponents in close combat have trouble reaching or assaulting him. The Brawling Dodge Merit cannot replace normal Dodge (Defense doubled) when this maneuver is performed.
Deflect and Thrust (●●) Your character can avoid attacks and strike back in the same motion. When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Deflect and Thrust maneuver in a turn.
Focused Attack (●●●) Your character can attack a single target twice in one turn. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
Whirlwind Strike (●●●●) Your character can make a single attack on two different targets in one turn. The targets cannot be a distance apart in excess of your character's Speed trait. The second attack suffers a -1 penalty. Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver this turn. He is too busy bobbing and weaving out of the way of attacks.
Fleet of Foot (• to •••) Strength •• +1 Speed per dot. Regardless of your character's physical build, he can run quickly when he chooses to.
Fresh Start (•) Fast Reflexes •• Effect: Your character dedicates an action to altering his standing in the Initiative order in the following turn and for all subsequent turns, choosing to insert himself at a new point in the roster, even if it means going first when he went last before. For example, if your Initiative roll resulted in a 9, but a rival whom your character wanted to waylay got a 12, your character can forfeit an action in turn one to get a fresh start and then act before that rival at 13 in turn two and afterward. Drawback: A character must take an action to change his Initiative ranking in subsequent turns. He can do nothing else in that action except move up to his Speed.
Giant (••••) -- Your character is seven or more feet tall and over 250 pounds. He is +1 Size (and thus +1 Health). Drawback: Your character needs to shop in big-and tall clothing stores or gets clothes custom tailored. He might also be required to purchase two seats for air travel, depending on the airline.
Improvised Weapon (• to •••) Wits • & Weaponry •• During the course of their journeys upon the Road, wanderers find themselves in bad circumstances with nothing even remotely resembling a respectable weapon at hand. Perhaps the first, best rule of the nomadic life, however, is to make do with what you’ve got. Thus, certain improvisational fighting strategies have become time-honored traditions for people who get knocked on their asses and have to reach for the nearest solid object to avoid a serious beating, or worse. Note that, unlike most other Fighting Style Merits, Improvised Weaponry isn’t formally taught. Characters invariably pick up this brutal, sloppy style of combat at the school of hard knocks.

Always Armed (●) The character has an instinct for grabbing something dangerous in almost any situation and maximizing its lethality once in hand. On her character’s initiative in any given turn, the player may make a reflexive Wits + Weaponry roll to have the character pick up an object suitable for use as a weapon in any save the most barren environment. (The player is encouraged to work with the Storyteller to determine an appropriate item — a large, jagged rock outdoors, for example, or a heavy glass ashtray with one sharp, broken edge in a dive bar.) Regardless of what it is, this object is treated as a Size 1, one lethal weapon with a Durability of 2. On an exceptional success, provided that her surroundings allow for it, the character may instead grab a Size 2, two lethal improvised weapon with a Durability of 2.
In Harm’s Way (●●) By interposing her weapon (no matter how small or inappropriate for parrying it might be) in the path of an oncoming Brawl or Weaponry attack, the character learns to increase her chances of walking away from a given attack unscathed. While wielding an improvised weapon acquired with the first technique of this Fighting Style, the character may, at the beginning of a turn, treat the Structure of her weapon as armor, but any damage inflicted upon her also inflicts an equal amount of damage to the improvised weapon, bypassing its Durability.
Breaking Point (●●●) One sure way to win a fight is to hit the other guy so hard that he doesn’t get back up, even if that means losing a weapon in the process. When the character uses the all-out-attack option in a fight while wielding an improvised weapon acquired with the first technique of this Fighting Style, her player may exchange points of the weapon’s Structure, down to a minimum of zero, for added equipment bonus for the duration of a single strike. The player must declare the use of this option before the attack is made, and the weapon still takes the damage even if the attack is unsuccessful (perhaps striking a brick wall, a parked car or some other heavy object.) If the weapon is reduced to zero Structure, the weapon is automatically destroyed after the attack is resolved, though the target is still damaged as normal if successfully struck. Note that the character may use this technique in conjunction with the previous one, allowing her to parry an attack made on a higher Initiative than her own and then go on the offensive with her improvised weapon, provided that it didn’t sustain enough damage to destroy it.
Iron Stamina (• to •••) 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. Your character can push his body well past the limits of physical endurance when he has to, pressing on in the face of mounting exhaustion or pain. Perhaps he trained himself to go without sleep for days at a time in order to get through college, or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets. Drawback: When your character does finally rest, he sleeps like the dead. After staying awake for an extended period, your character is extremely difficult to wake until he's slept for a minimum of 12 hours, regardless of the situation.
Iron Stomach (••) Stamina •• Your character can eat almost anything, under almost any conditions with no ill effects. Add two dice to appropriate Survival Skill rolls. Add three to Stamina to resist deprivation.
Natural Immunity (•) Stamina •• Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease. His immune system is exceptionally effective at resisting infections, viruses and bacteria. Your character can probably count on one hand the number of times he's been seriously ill.
Quick Draw (••) Dexterity ••• Your character can pull a melee weapon and attack without penalty as a single action in a turn. If a weapon is hidden on your character's person (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense.
Quick Healer (••••) Stamina •••• Your character's healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months. Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days.
Shield-Bearer (•) -- Your character has trained in the art of fighting with weapon and shield, striking accurately without giving up the protection of the shield. When using a shield, he suffers only a –1 die penalty to attacks instead of the usual –2. This Merit is not cumulative with the effects of Ambidextrous..
Strong Back (•) Strength •• Your character gains a +1 modifier to actions involving lifting or carrying heavy weights. She can lift and carry much more weight than her build and body type suggests.
Strong Lungs (•••) Athletics ••• Your character is practiced at holding his breath for long periods of time. He might be a pearl diver or escape artist, capable of staying underwater without aid for longer than most people believe is possible.
Stunt Rider (•••) Dexterity ••• Your character can ride a horse and perform an unrelated action (e.g., fire a bow, grab a running victim) in the same turn. Ride rolls may still be necessary for dangerous maneuvers or situations.
Toxin Resistance (••) Stamina ••• Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins. His body is capable of withstanding high levels of chemicals without suffering any ill effects. He's probably never had a case of food poisoning, much less a hangover. Drawbacks: Your character's body can't tell the difference between recreational toxins and intentional ones. It's very difficult for him to become intoxicated, whether from alcohol, nicotine or other drugs. Also, painkillers and anesthetics are only half as effective as normal.
Weaponry Dodge (•) Strength ••, Weaponry • Whenever your character performs a dodge, you can choose to add his Weaponry Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in parrying and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a fencing novice, it can give the advanced fighter an edge. Weaponry Dodge applies against incoming Brawl- and Weaponry-based attacks, and against thrown-weapon attacks made within close-combat range. Your character can move up to his Speed and perform a Weaponry Dodge maneuver in a turn. A character can possess the Brawling Dodge, Athletics Dodge and Weaponry Dodge Merits, but only one can be used per turn.

Social

Merit Cost Prerequisite Description
Allies (• to •••••) -- Call upon favors from an individual, group, or organization with influence and resources proportional to dots in merit. NWoD Core Book p 114
Animal Companion (• to ••••) -- Loyal animal partner with intelligence and capability proportional to dots in merit.
Armory (• to •••••) Resources ••• Your character can draw upon an array of weapons and armor. This Merit could represent a large sword collection, the ability to call in favors for arms or ownership of an martial arts supply store. This will guide your use of the Merit. Each dot provides five “points” of weapons and armor. The pool of dots provides a vaguely defined assortment of available arms. You may use weapons and armor equal to your pool total at any given time. The base pool cost for a weapon is equal to its Damage rating. Add 1 to the cost if the weapon is a firearm. Armor has a pool cost equal to its Defense bonus. Add 1 to the cost of any weapon or piece of armor if it’s illegal or highly restricted. The maximum Damage or Defense rating possible for any Armory equipment is equal to the Merit’s dots +1. Firearms come with a full load or magazine. One Armory point adds an additional load or magazine. You don’t need to account for every single knife and gun, and in fact, there are more parts and arms than the pool would allow — the equivalent of the classic briefcase or rack full of guns. Your total represents arms in good enough repair to actually use. You may change weapon selections freely as long as the choices could plausibly fit under the general descriptor. Drawback: Unlike arms and armor purchased with standard Resources, Armory gear is gray market at best. It includes a selection of stolen, illegally modified or improperly registered weapons. If the authorities discover your Armory, you might incur a fine or imprisonment.
Contacts (• to •••••) -- Contacts provide your character information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which your character has a web of connections and from which he may draw information. If he has Contacts ●●●, his dots might be assigned to computer hackers, couriers and big business, respectively. Contacts can include individuals whom you or the Storyteller defines, but more likely they comprise an array of people from whom your character can draw information with a phone call, email or face-to-face query. Contacts is strictly information-gathering. Contacts do not come perform services for your character or rush to his aid. Those actions are the purview of other Merits such as Allies and Retainer. It's a single Merit. Each dot allows one more set of Contacts rather than degree/depth. Drawback: Contacts aren't all-knowing, and the Storyteller is perfectly justified in saying that a particular contact simply doesn't know something. NWoD Core Book p 114
Fame (• to •••) -- Your character has a measure of recognition possibly as a baron, clipper, doll or other sort of personality. He’s frequently identified and can often get special treatment. On the other hand, it’s difficult for your character to go places without being recognized, and you're watched carefully. Each dot adds a +1 modifier to your character’s Socialize (or Persuasion, where applicable) rolls among those who are impressed by his celebrity status. Drawback: The more famous your character is, the more easily he is recognized by the public. The Storyteller should apply the same +1 modifier per dot to a general Wits + Composure roll to see if he is recognized by anyone on the street. An exceptional success indicates that one or more people are loyal fans who approach him for autographs, pictures and long conversations.
Fence (• or •••) Streetwise ••• No matter your character’s location, she can almost always find a way to buy and sell stolen goods within the local criminal community. No dice roll is required. The one-dot version of this Merit applies to typical stolen goods: items that would require Resources ●● or less to purchase. More expensive or exotic goods such as sports cars, fine art or assault weapons require the three-dot version of the Merit.
Friend (• to •••••) -- The Allies Merit from World of Darkness Rulebook represents influence in groups. While this is a valuable Trait for to have, sometimes it’s necessary to have individual allies who are more potent by themselves. This new Friend Merit is intended to represent allied peers, individuals who have independent power and are neither beholden to the character with this Merit nor owed any allegiance by her. Similar to Haven, there are multiple aspects of this Merit: allocate dots purchased to Power and Trust. Power represents the friend’s level of skill and influence; one dot is significantly less powerful than the character, three dots is about the same level of power and five dots means a friend who is significantly more powerful. Trust is an indicator of the depth of the friendship; dots in Trust are added as bonus dice to any roll to convince the friend represented by this Merit to do something for the character.
Luxury (•• or ••••) -- This Merit doesn’t represent flexible resources but the ability to live a privileged lifestyle without spending money. Seers acquire this through blackmail, favor trading and investments in businesses and other organizations that cater to the elite. Effect: Your character lives like a millionaire or better, regardless of her actual Resources. She wears fine clothes, drives expensive cars and can always get a spot at exclusive restaurants and resorts. She doesn’t pay for any of it through cash transactions. Instead, her social ties and backers provide these creature comforts. The •• version of this Merit provides the luxuries someone with Resources 5 could enjoy without breaking the bank. The •••• version of the Merit provides the kind of lifestyle that alternately fascinates and disgusts the rest of the world.

Drawback: Your character’s luxuries ultimately belong to somebody else. They are for her personal use. She can have guests, of course, but can’t support them for an extended period of time. If she tries to resell or earn money using this Merit she finds that she either can’t move her borrowed assets, or is punished with the loss of this Merit. This Merit cannot be used to acquire weaponry or illegal items.

Mentor (• to •••••) -- This Merit gives your character a friend and teacher who provides her with advice and guidance. Your character's mentor acts on her behalf, although the Storyteller determines exactly how. A mentor usually offers advice, allowing the Storyteller to use him to help guide your character through tough situations. A mentor may also use his influence or abilities to help your character out, although he probably wants to see his charge do things for herself. A mentor is likely to give up in disgust on a pupil who constantly asks for aid. Mentors may also ask for something in return for their assistance, which can lead your character into some interesting situations. The number of dots purchased in this Merit determines the relative power, knowledge and experience of your character's teacher. One dot indicates a mentor with one or more specialized Skills and a small amount of experience in your character's field of interest. Two dots indicate a mentor with a wide range of capability and experience in your character's field of interest. Three dots indicate a mentor possessing a broad range of Skills, years of experience and significant influence in your character's field of interest. Four dots indicate a mentor who not only possesses a broad range of Skills and decades (or in some cases, centuries) of experience, he is also a preeminent figure with major influence in your character's field of interest. Five dots indicate a mentor with towering influence and power in your character's field of interest. A five-dot patron watches over your character and influences her life in ways both obvious and subtle, and likely has an agenda in which your character is pivotal.
Resources (• to •••••) -- This Merit measures your character's material resources, both possessions and wealth. All characters are assumed to have a source of income that is sufficient to cover their basic needs: food, shelter and transportation. Dots in this Merit represent disposable income - wealth and assets that can be liquidated for more money in case of emergency. The number of dots indicates your character's general level of wealth.

● suggests low disposable income: $100 a month and approximately $250 worth of assets.
●● suggest moderate disposable income: $250 a month and approximately $500 worth of assets.
●●● suggest significant disposable income: $1000 a month and maybe $2,500 worth of assets.
●●●● suggest substantial disposable income: $2,500 a month and $50,000 worth of assets.
●●●●● suggest significant wealth: $10,000 a month and as much as $250,000 worth of assets.

Resources can be used to determine if your character can reasonably afford a purchase or expenditure. Equipment, weapons and items throughout these rules are assigned costs in dots. The Storyteller can assign cost dots to other items during play based on what's here. If your character has the same or more dots in Resources, he can afford the item on his disposable income. That doesn't mean he has a blank check with which to buy everything he sees. He might be able to afford one or two items with a cost equal to his Resources dots in a single month. Items with lower costs can be acquired more often. The Storyteller has final say on what's too much or what's too often. Your character's Resources dots aren't spent and don't go away. They represent available cash at any given moment. The only means by which your character's Resource dots might decrease is if story events conspire against them. Perhaps your character's fortune is wiped out, he loses his job or his company is subjected to a hostile takeover. The Storyteller therefore influences how your character's dots might decrease, and whether they can be salvaged.
Retainer (• to •••••) -- Loyal agent, employee, or cohort with influence and capability proportional to dots in merit. NWoD Core Book p 116
Small Unit Tactics (•••) Manipulation •••, Persuasion •••, Leadership Specialty The character is familiar with the tactical application of force by a small unit: no unit larger than a platoon. The character must be in charge of the unit in question for it to benefit from his tactical leadership. When conducting a tactical maneuver such as a flanking attack, covering fire or when in a CQB (Close Quarters battle) or FIBUA (Fighting In Built Up Areas, aka Urban Warfare) situation, in any turn, the leader may spend 1 Willpower and roll Manipulation + Persuasion reflexively to issue a command to his unit. The Willpower bonus of +3, or +2 to a defensive dice pool, applies to all the men in the unit in that turn, including the leader. Any individual member may also stack their own Willpower expenditure and bonus on top of the leadership bonus conferred by the leader. Drawback: The Willpower bonus only applies in a situation in which the leader and his men are already well trained, using tactics familiar to all men in the unit. In game terms, all members of the team, including the leader, must have gained 1 experience point at some prior stage whilst under the guidance of the leader. If a situation arises for which there is no SOP (Standard Operating Procedure), the leadership bonus does not apply unless it is applied to a defensive dice pool.
Staff (• to •••••) Resources ≥ Staff Your character has official command over a staff of employees. These people are trained and capable of taking on a host of roles. An aristocratic household, for example, might employ a number of maids, valets and cooks. The number of dots in this Merit reflects the relative size and complexity of the force at your character’s disposal. You can assign a category to each dot, reflecting the separate tasks that can be delegated at any given time. For example, if your PC has Staff •••, you could assign the dots to chauffeurs, gardeners and security guards. Your character could then assign tasks involving driving guests, landscaping and guard detail to her own employees without requiring special effort beyond a simple dispensation of orders. The number of dots your character can have in this Merit is limited by the number of people your household can afford to employ. You may not have more dots in Staff than you have in Resources.
Status (• to •••••) -- Authority and sway with a group or organization, to a depth proportional to dots in merit. NWoD Core Book p 116-117
Striking Looks (•• or ••••) -- Your character is exceptionally attractive; heads turn and conversations stop when she enters a room. For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character's looks are angelic; she gets a +2 modifier. Drawback: The more attractive your character is, the harder it is for her to avoid notice in public. Witnesses to any criminal acts are much more likely to remember your character's appearance, and easily recognize her in a lineup. Your character is also likely to receive a great degree of unwanted attention in social situations.

Special Application Only

Merit Cost Prerequisite Description
Healing Touch ••••• Mortal+: Monastic Able treat sickness and injuries due to receiving Monastic training in healing touch. However, it is very draining to the healer and thus one must spend a Willpower Point to invoke the Healing Touch before making an Intelligence + Medicine to use your Healing Touch on a patient. If the roll is successful, the patient’s healing times that day are halved. The worst of a patient’s injuries must be treated first. So, if he has suffered a lethal wound and a successful roll is made, the wound heals that day rather than in two days. If the patient has suffered nothing but bashing damage, all wounds are healed in mere minutes (about eight each). See Chapter 7, p. 175, for healing times.

Success: The Healing Touch worked and the patient’s healing time that day is halved.
Exceptional Success: The patient responds remarkably well to the Healing Touch and healing time is halved once more.
Failure: The Healing Touch has no effect and normal healing times apply.
Dramatic Failure: Due to a misdiagnoses or mistreatment of the problem or some other reason, your Healing Touch did not work. In fact, it makes the injury or illness worse suffering an additional point of bashing damage and if Healing Touch is attempted again, the difficulty is increased by +2.
Possible Modifiers: Medicine Knowledge or Medicinal Books(-1 Diff), Noisy environment (+1 Diff), Imminent danger (+3 Diff)