Merits

A Merit is any sort of benefit or background that may help the character, outside of their normal internal powers would grant.

Merits are often intimately tied to a character’s story–they have wealth because they were born into it–and typically may only be gained or upgraded during character creation, or through the Projects system during campaign.

Almost all Merits are location or context-dependent, and so are often restricted based on the nature of the story campaign.

When you purchase Contacts, for example, you must specify what their nature is, and their location. i.e. “The assassins of the Eastern Forests.”

Multiple merits of different locations and types can be purchased.

Merit Protection

Merits cannot be removed or canceled permanently by the Storyteller without the Player’s permission, and should be considered under the complete ownership of the Player. For example, an Ally should not suddenly turn face and become an antagonist without both the Player agreeing to such a turn of events.

Temporary restrictions to merits--such as an Ally being unable to help--is explicitly allowed. However, the Storyteller should always be judicious about such decisions.

If a Player chooses to lose or downgrade their bought Merits through story means, they are awarded back whatever resources they used to buy or upgrade the Merit.

The Storyteller may decide to award temporary Merits that are under the full control and whim of the Storyteller--such as a platoon of soldiers as a Command. If appropriate to the story, the Player may purchase control of said Merit at full cost of either xp or Project Points, with Storyteller permission.

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<<TODO>>

Author’s Note: Most existing merits in 3e work pretty well with minimal translation to Exalted Reincarnated, so translating them over properly has been a bit lower on my todo list. For the moment, 3e’s merits will be a good placeholder.

Couple addendum to that:

  • Mutations are overpriced, knock them down a dot or two.

  • Ambidextrous, Martial Artist, and Hideous don’t do anything.

  • Hearthstones should just be considered an Artifact, without any need for a Manse.

<</TODO>>

Natural Merits

Backing(1-5)

The Character is an official in an organization. Their rating represents how much organizational power the character has.

For example, Backing 2 would either represent being the head of a local organization, or the leader of a local chapter of a global organization.

The Character may instruct subordinates to Perform a Task without question, so long as it is in line with the goals and morals of the organization.

Disadvantage: Higher-ranking members may call upon the Character to do a task and uphold duties. As well, lower members may come to the Character for guidance.

Bond(1-5)

Special Note: Bonded individuals must each have the Bond merit, though the level does not need to be the same.

Your soul has been entwined with another, uniting your Destinies. The character instinctively knows if their Bond is in danger, and the general direction they are in.

Influence to directly harm, endanger, or otherwise disadvantage their Bond is treated as Unacceptable Influence. This may be used reflexively.

Disadvantage: Their Bonded may always use the Bond in place of an Intimacy to socially influence the character.

Contacts (1-5)

You have a network of contacts in a given location and class of society willing to give you information.

Every story, you may Introduce a Fact with information gathered by your Contacts without expending a Strife Point for every point of Contacts.. The Fact must be centered on information your Contacts could have gathered.

Cult(1-5)

The Character is a leader and/or target of worship for a religious cult, gaining +2 Peripheral Motes per dot Rating.

Disadvantage: The cult requires periodic guidance and attention. As well, it is often an unwelcome influence and potential political hazard.

Wealth (1-5)

Wealth is a renewable source of money. A character with any source of Wealth needs not worry for basic necessities or sustenance, and may always purchase a place to rest.

Targets can be paid (or bribed) to Perform a Task without needing a roll or any Social Influence. Some characters may refuse this offer, or even be offended by it.

<<TODO: Translate over more of the Resources merit>>

Ally (1-5)

Allies are individuals, groups, or organizations that a character may call upon to aid them in their endeavors—proven to be an asset.

Allies are not at the whim and mercy of the character—they have their own lives and concerns to deal with, but they can be assumed to not willingly or knowingly hurt the player character.

The Rating of Allies represents both the scale and influence of the ally: Rating 1 would be a competent, but still mortal–guard. Rating 3 would be an Exalt or a medium spanning organization. Rating 5 would be a high-rating God or an organization such as the Guild.

Artifact (2-5)

Artifacts are items that contain wondrous, supernatural effects upon the world. Artifacts typically have some sort of inherent supernatural usefulness to them that is immediately available on purchase of the artifact.

Evocations are Powers the artifact contains that must be awakened by additionally purchasing Evocations with xp.

Rating 2 Artifacts are minor wonders: they have some sort of inherent supernatural usefulness, such as a water skin inlaid with jade that filters and purifies all water within. Rating 2 Artifacts have no Evocations.

Rating 3 Artifacts have up to 3 Evocations.

Rating 4 Artifacts have up to 5 Evocations, and have a Greater Evocation.

Rating 5 Artifacts have up to 5 Evocations, and have 2 Greater Evocations.

Language (1)

Each purchase of this merit represents a new language the Player Character has learned. All characters are assumed to start with their Local Tongue and Tradespeak, the common language.

Example Languages

  • High Realm: While using the same words and structure as Low Realm, formal and rigorous selection of certain words have marked the language of the Elite of the Realm into its own recognizable pattern.

  • Low Realm: Used by the commoners of the realm, this is a blend of Tradespeak and High Realm. The words and written characters are blended and simplified.

  • Old Realm: An ancient language which High Realm is based off of, which is the formal language of ancient texts. Most Gods still use Old Realm to communicate with Mortals, and have not bothered to learn the new languages.

  • Directional Language: While not a true language in itself, a Directional Language is a collection of general speech patterns and dialects that would fit as “close enough” with anybody living in the respective Cardinal Directions (Air, Water, Fire, Wood). This

  • Local Tongue: This marks the character as having the exact speech patterns and mannerisms as locals.

Master Stylist (3)

Mortal-Only

Allows a mortal to purchase Techniques of a specific Style, (excluding Greater Techniques), and grants them a mote pool of 10 that may only be used on the styles Techniques.

A Mortal may learn this merit on their own, though it is rare.

Supernatural Merits

Most Supernatural Merits require Storyteller Approval to purchase.

Endowment (3-5)

Gain access to a Supernatural Ability normally outside your purview. This must be given as a boon from a supernatural entity that already has access to that Supernatural Ability.

Mortal Sorcerers must have this merit to access Sorcery or Necromancy.

Endowment grants access to a mote pool of 10 if the character does not have one. This mote pool may only be used for this specific Endowment.

If a Mortal Exalts with this merit, and that supernatural ability is granted to them, they are refunded the merit costs.

  • 3—Use of the Ability, but restricted to a specialty. For example, Shapeshifting into only one creature.

  • 4—Use of the Ability, restricted to a specialty, with the ability to purchase related Charms (excluding Greater Charms).

  • 5—Use of the Ability in its entirety and the ability to purchase its Charms, (excluding Greater Charms).

At Essence 3, Exalts may take a Project to grant Rank 3 to mortals with significant ties to them, such as Allies or Wards.

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Mutations

[[Cosmetic Mutations do not cost points, but have no mechanical Advantage. For example, the player may decide they have a tail, but without purchasing it as a merit, they do not get the effect. ]]

[[Alternate Travel (Air, sky, burrowing, climbing)

  • Perceive further

  • Perceive differently (electro-sensing)

  • Native(Mice, cats, etc.)

  • Gain of natural weapon

  • Camouflage

  • Deadly

  • Penetrating Strike

  • Ranged weapon

  • Toxin

  • Fine Dexterity

    1. Humans have this boon.
  • Change of Size (Larger/smaller) –only with knack.

    1. Carrying Capacity

      +more to feats of strength

Banes

  • Loss of dexterity (cannot open doors, etc.)

    1. Humans have the “fine dexterity” Boon. The baseline is going to be around a house cat. This Bane goes below tht.
  • Conspicuous

  • Dangerous

  • Cannot do feats of strength

  • Reduced Endurance Pool]]

Boons

All Mutations are built with a combination of Boons and Banes.

  • (+2) Flurry Bonus

    1. The first Flurry of any attack does not pay Impulse.
  • (+1) Dexterous Limb(s).

    1. Allows for grabbing and holding onto items at once. (Humans naturally have this boon for their two arms.)
  • (+1) Subtle Mutation

    1. Most Mutations are obvious, this modifier allows the mutation to be hidden by natural means when not in use. (e.g. retractable claws).
  • (+X) Endurance Bonus

    1. Grants 3x (X) extra Endurance. At level 3 or above, cannot be paired with Subtle.
  • (+2) Physical Specialty Bonus

    1. +1 to a specialty in an ability. May only affect Natural, Physical Abilities such as Athletics, Physique, Stealth, and Awareness.
  • (+1, +2) Natural Weaponry

    1. +1 grants Unarmed and Light Weapons. Paired with subtle, this can be something like retractable claws.

      +2 grants Medium and Heavy natural Weapons. Cannot be paired with subtle.

  • (+2) Non-Standard Movement. (wings, gas bladder, fins, wall-walking).

  • (+1, +2) Environmental Adaptation.

    1. Grants adaptation to non-standard environments, like extreme cold.

Banes

  • (-1, -2) Environmental restriction: The character cannot live outside a specific, non-standard environment. -2 means this is temporary, such as amphibians drying out on land, -4 will cause the character to start dying.

  • (-1) Reflexive action: (Cannot be paired with Subtle). The Mutation will react to stimuli, without any control of the character. (Chameleon skin changing color when under stress, for example)

Example Mutations

Extra Arms (3)

Flurry Bonus (+2)
Dexterous Limbs (+1)

The character possesses more than the normal amount of arms.

Enhanced Sight (1)

Specialty Bonus: Awareness (Vision)

Fins (2)

Non-Standard Movement: Swimming

Wings (2)

Non-Standard Movement: Flying

Scales (1-3)

Endurance Bonus

Tail (1)

Specialty Bonus: Athletics (Balance)

Tail, Prehensile (2)

Specialty Bonus: Athletics (Balance)
Dexterous Limb(s)

Toxin Resistance (1)

Speciality Bonus: Physique (Resistance)

Gills (Restrictive) (0)

Environmental Adaptation (+2): Underwater
Environmental Restriction (-2): Underwater

Mutation (X)

[[Might have a bit of a different thing for mutations than just pure points. Something like “You build the effect the mutation gives you. +1 DV is 2. Obvious -1.

That or I spell out specific mutations. 3e Core has them priced way too high though.

Low priority.]]

Sizes and their bonuses (will be with Lunars/Mutations): 

  • Miniscule + 2Evasion/Sneak, cannot use Strength, -5 Endurance. 

  • Small +1 Evasion/Sneak, -1 Feats of Strength -3 Endurance

  • Medium

  • Large +1 Soak, -1 Fine Dexterity/Sneak, +3 End

  • Gigantic +2 Soak, No Fine Dexterity/Sneak, -2 Evasion, +5 End 

  • Titanic +3 Soak, +10 End, Obvious, no Dex/Sneak, no Evasion