Aptitudes Merits

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Animal Magnetism: (l point Merit)

You are especially attractive to others. You receive a - 2 to your difficulties on Seduction and Subterfuge rolls. However, your appeal aggravates others of your gender.

Ambidextrous: (l point Merit)

You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (e.g., fighting with a weapon in each hand) is a + 1 difficulty for the "right" hand and a + 3 difficulty for the other hand.

Computer Aptitude: (l point Merit)

You have a natural affinity with computers, so the difficulties of all rolls to repair, construct and operate them are reduced by two.

Crack Driver: (l point Merit)

You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two.

Mechanical Aptitude: (l point Merit)

You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair and operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle.

Poison Resistance: (l point Merit)

You have, for some reason or another, developed a rsistant to poisons. It could be that you are somehow naturally esistant, or that you have spent years building up your resistance against all known types of poisons. Any time you need to make a soak roll against the effects of a poison or toxin, reduce your difficulty by three.

Natural Linguist: (2 point Merit)

You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken).

Daredevil: (3 point Merit)

You are good at taking risks, and are even better at surviving them. All difficulties are - 1 whenever you try something particularly dangerous, and you can ignore one botch result when you roll "ones" on such actions (you can cancel a single "one" that is rolled, as if you have an extra success).

Fast Learner: (3 point Merit)

You learn very quickly, and pick up on new things faster than most do. You gain one extra experience point at the conclusion of each story (not each game session).

Perfect Balance: (3 point Merit)

Your sense of balance is acute thanks to constant training or inherited traits. It is very unlikely that you will ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold. This Merit functions for such actions as tightrope walking, crossing ice and climbing mountains. All difficulties involving such feats are reduced by three. It would take a lot to push a character off his feet if he has this Merit.

Jack-Of-Al1-Trades: (5 point Merit)

You have a large pool of miscellaneous skills and knowledges obtained through your extensive travels, the jobs you've held, or just day-to-day experience. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If you train or spend experience in a Skill or Knowledge, you must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to two dots.

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