Merits
Merits are special features that add distinction to characters. Some Merits are physical advantages (such as Strong Lungs), while others represent specific learned aptitudes—additional languages the character knows how to read and speak are a common example. Still other Merits may represent social advantages, such as great wealth.
In addition to personal quirks and aptitudes, Merits also represent unusual supernatural features and capabilities. The most common source of such “Supernatural Merits” is the transformative power of the Wyld—a gift few seek. Other individuals might gain such features through divine parentage, sorcerous experimentation, or the blessings (or curses) of the many spirits of Creation. Supernatural Merits may offer great power, but those which obviously twist the mind or body also bring suspicion and hatred from the majority of Creation's residents, who fear the mad touch of the Wyld.
Each Merit has a number of dots (•) associated with it. These dots represent the number of points that must be spent to purchase the Merit. Some Merits allow for a range of dots (• to •••, for example). These allow players to purchase a low or high rating as appropriate—and often to raise low ratings over time during play.
All Merits can be purchased with Merit points or bonus points during character creation. After character creation, Merits fall into three categories, governing how they may (or may not) be obtained during play. Certain magical phenomena (especially the mutating power of the Wyld or sorcerous projects) might occasionally violate these rules, as described below.
Innate: Innate Merits can only be taken during character generation, with Merit points or bonus points. They can only be gained during play through some form of magical intervention—it's impossible to simply decide to cultivate such Merits.
Purchased: In addition to being purchased at character creation as normal, these Merits may be purchased or advanced for (new rating x 3) experience points during play. You don't have to pay for ratings that don't do anything, and so Boundless Endurance (••) would cost 6 experience, not 9. Purchased Merits with variable ratings must be bought in sequence.
Story: Once play begins, these Merits may only be obtained or advanced through the course of the story, at the Storyteller's discretion—Allies, for example, cannot be purchased with experience points, but must be gained through roleplaying and social influence.
Finally, some Merits have attached drawbacks—weaknesses or limitations inherent to their use or possession.
Standard Merits
These Merits are generally available to any character.
Allies (•, •••, or •••••)—Story
This Merit may be re-purchased as many times as desired. Each purchase grants the character a single noteworthy Storyteller-controlled ally—a close friend or trusted companion with some useful capabilities. The nature of this ally must be defined at the time the Merit is purchased. One dot grants a mortal or very minor supernatural ally, who may possess useful contacts, political clout, refined expertise, or other resources he is willing to put at the character's disposal, within reason. Three dots grants a supernatural ally at least as powerful as a young Terrestrial Exalt. Five dots grants a supernatural ally as powerful as one of the Celestial Exalted. The Storyteller has final say over what constitutes a valid ally.
Drawback: Allies aren't automatons or flunkies. They have their own lives and concerns, and expect the character to provide the same assistance to them that they provide to her. A mistreated ally is likely to abandon the character or even become her enemy.
Ambidextrous (• or ••)—Innate
The character doesn't suffer a -1 penalty to actions using his off-hand. The two-dot version of this Merit provides fully prehensile feet as well as hands. This Merit is common to native Haltans, as well as the ape-men that inhabit the jungle-choked First Age ruins now known as Mahalanka— Lair of Raksi, Queen of Fangs.
Artifact (•• to •••••)—Story
This Merit may be re-purchased as many times as desired. The character owns a magical item—see Chapter Nine for more details.
A two-dot Artifact is a minor wonder with limited but still supernatural usefulness, such as a goblet that nullifies any poison within it, or a jeweled torc that keeps the wearer fresh and clean in any circumstances. Many such items were created in the First Age, and have become rare and highly-valued commodities in the Age of Sorrows, lusted after the wealthy and the mighty when they appear. Three-dot Artifacts are what most individuals think of when the word “artifact” is spoken—they are broadly powerful wonders, such as most daiklaves, magical armor, hypnotic cloaks, and the like.
Four-dot Artifacts are legends unto themselves, with powers of significant complexity or depth. The most famous Artfacts of this rating are “hundred-year daiklaves:” weapons manufactured over a century of passion and toil, and possessing truly formidable Evocations. Other such Artifacts might include cloaks that allow their wearer to ride the wind, or veils that scatter light and deflect the eye.
Five-dot Artifacts are legendary treasures in the Age of Sorrows—magical vessels, lesser First Age siege weapons, and legendary “thousand-year daiklaves.” Any character coming into possession of such an item will be defined as much by ownership of it as by any other element of his personality or legend, and as such, five-dot Artifacts may only be purchased with explicit Storyteller approval.
Artifacts of yet greater power may still be found in Creation on the rarest of occasions: mighty remnants of the long-fallen First Age such as invincible warstriders, “ten thousand-year daiklaves,” or magical warships. These are considered to be rated Artifact N/A, and cannot be taken during character creation by spending points—as these items are of chronicle-defining power, they may only make their way into a player's possession if the player and Storyteller both want to spin a game around that story, or if a player somehow forges or unearths such a world-shaking miracle during play.
Backing (•• to ••••)—Story
This Merit may be re-purchased as many times as desired. The character enjoys official standing in an organization, which is defined when this Merit is obtained. For example, she might be a government minister, a military officer, a Guild merchant, or a member of a spy network. Backing represents the support the character can call upon from the organization.
Two-dot Backing represents either a low-level position within an organization of significant power (such as a dues-paying Guildsman of no particular standing), or a solid post in a less powerful organization, with most disagreeable duties pawned off on subordinates (an officer within the market guard of Gem).
Three-dot Backing represents middling rank in a powerful organization (a merchant prince of the Guild), or standing as one of the elite in a smaller organization (a captain of the market guard).
Four-dot backing represents elite rank in a mighty organization (a Guild factor) with significant support.
Drawback: Backing represents membership rather than leadership. Characters will have to answer to superiors and uphold the duties of their station to retain it.
Boundless Endurance (••)—Purchased
Prerequisite: Stamina or Resistance •••
Steady as an ox, the character keeps on going long after all others have dropped from exhaustion. The character reduces the difficulty of all rolls to resist fatigue or remain awake by 2.
Command (•• to •••••)—Story
This Merit may be re-purchased as many times as desired to represent multiple distinct military detachments or truly enormous military forces.
The character is the recognized commander of an organized military force of some sort—generally one composed of ordinary mortal soldiers (see traits for an average soldier). This Merit's rating determines how great a force the character commands. For more information see battle groups. At two dots, this Merit provides a military force of Size 3, Might 0, and Average Drill.
At three dots, this Merit provides either a Size 3, Might 0 group with Elite Drill, or a Size 4-5, Might 0 group with Average Drill.
At four dots, this Merit provides either a Size 4-5, Might 0 Group with Elite Drill, or two Size 5, Might 0 groups with Average Drill. Alternately, it may provide a Size 3, Might 0 battle group with Elite Drill and the traits of elite rather than average troops.
At five dots, this Merit provides either a Size 5, Might 0 group with Elite Drill and the traits of elite rather than average troops, or five Size 5, might 0 groups with Average Drill, or two Size 5, Might 0 groups with Elite Drill.
Note: Taking the Command Merit indicates that the soldiers are personally loyal to the Exalt—that they are “her” men, rather than forces belonging to an organization; military forces of that sort are acquired through the Backing Merit.
Contacts (•, •••, or •••••)—Story
This Merit may be re-purchased as many times as desired.
Each purchase grants the character a network of contacts willing to feed him information. The player must specify what sort of contacts he's purchasing at the time the Merit is gained. Examples might include contacts within the Immaculate Order, the Delzahn nomads, the court of the Tri-Khan of Chiaroscuro, the Guild, the craftsmen of Nexus, House Mnemon, Western ship captains, the Lintha family, a specific noble family of Port Calin, all noble families of Port Calin, or the smugglers of the Haslanti League.
One-dot contacts are generally confined to a single citystate or similar region. Three-dot contacts may span a broad area or indicate an organization with vast but specific reach and influence, while five-dot Contacts mean that almost anywhere the character goes within a Direction, he'll be able to find applicable contacts within the purchased field.
Cult (• to •••••)—Story
The character is the object of organized veneration by a group of mortals. Without additional magic, humans (including the Exalted) cannot actually hear prayers directed at them, although when deep in mediation they can feel the mute moth-wing fluttering of appeals, sacrifices, and words of adoration whirling about them.
The rating of this Merit dictates the size of the character's cult and the power she can draw from its prayers. A one-dot cult comprises only a few full-time priests and a handful of devout worshipers. A two-dot cult spans several hundred individuals, perhaps an entire large village. A three-dot cult means the character is venerated throughout a significant region, or perhaps openly rules a mighty city-state as its god-king (although this would require additional Merits to represent such influence). A four-dot cult means that an entire nation honors the character; tens of thousands offer up prayers to her, and the Wyld Hunt has surely heard her name. A five-dot cult spans much of a Direction; few Exalts indeed may claim such a vast bounty of worship, and at present, no Solar Exalt has yet done so in the Age of Sorrows.
The character may spend a Willpower point without actually losing the point a number of times per story equal to her Cult rating. Higher Cult ratings exist, allowing the character to spend one free Willpower point per scene, but such veneration is reserved for the mightiest of spirits— at present, no Exalt in the Second Age is so widely worshiped, and very few even among the mightiest of gods can boast such reverence.
Danger Sense (•••)—Innate
Prerequisite: Perception or Awareness •••
An indefinable “sixth sense” warns the character when she is in danger—a definite asset in the Time of Tumult! She enjoys a bonus die on rolls to detect danger.
Demesne (•• or ••••)—Story
The character controls a place of power in Creation. A demesne is a wellspring of incredible geomantic power, usually a site of incredible natural splendor. A demesne might be the heart of a primeval forest, a crystal cavern behind a mighty waterfall, a field of black glass where desert abuts an ancient volcano, or any other place of clear majesty and power. Most demesnes are strongly aspected toward one of the five elements, but certain rare demesnes resonate with the Essence of the sun or moon, of destiny, or even of death.
A character attuned to a demesne who stands within its boundaries enjoys certain benefits. Outside of combat, he respires an additional two motes of Essence per hour, and may reflexively roll (Perception + Occult, difficulty 3) to sense any active expenditure of Essence within the demesne's boundaries. The demesne can also be used as a Means for sorcerous workings which resonate with its nature (pgs. 487-488), granting one extra interval.
As a four-dot Merit, the character gains control of an exceptionally powerful demesne. She respires four extra motes per hour outside of combat, the difficulty to detect Essence-use becomes 1, and using the demesne as a Means grants two extra intervals.
Direction Sense (•)—Innate
The character is never completely lost, and is able to naturally determine her orientation relative to the five Poles. In addition to always knowing her facing and acting as a living compass, she lowers the difficulty on attempts to navigate toward a fixed, known location or to retrace her steps by 2.
Eidetic Memory (••)—Innate
The character enjoys near-perfect recall, adding one automatic success to all attempts to remember details from previous scenes and events.
Familiar (• to •••)—Story
This Merit may be re-purchased as many times as desired.
Creation is filled with beasts both prosaic and exotic, and the character has formed a deep and profound bond with one of them. Although the familiar is (probably) no more able to speak the languages of men than any other beast, the character can roughly understand the chirps, pawings, barks, and gesticulations of his animal companion, and the familiar understands the character's commands in turn. He can even share his familiar's senses by concentrating and taking no other actions, so long as the familiar is somewhere within long range of him.
One dot in this Merit provides a relatively weak familiar, such as a squirrel, owl, cat or dog. Two dots provides a formidable or useful beast, such as a riding animal or vicious predator—horses, simhata, tigers, and omen dogs are all appropriate two-dot familiars. Three dots provides a familiar that is in some way overtly exceptional or magical, such as one of the talking monkeys of Halta, an armored and fire-breathing ox mutated by the Wyld, a super-predator like a tyrant lizard, or a God-Blooded stallion fathered by the horse god Hiparkes.
Fast Reflexes (•••)—Purchased
Prerequisite: Wits •••
Tempered by war or perhaps by growing up living on the edge, the character's steady nerves give him an advantage in battle. He adds one additional die to Join Battle rolls.
Fleet of Foot (••••)—Purchased
Prerequisite: Dexterity •••
The character is particularly swift and nimble, moving through the world like a shadow racing the light. She adds one additional die to all rolls depending on sheer foot speed, most notably rush, disengage, and withdraw actions.
Followers (• to •••)—Story
This Merit may be re-purchased as many times as desired.
Each purchase represents a number of mortal followers with some particular form of expertise that have flocked to the character's banner. The nature of these followers must be decided upon each time this Merit is purchased. Examples might include bureaucrats, bodyguards, assassins, merchants, spies, entertainers, smiths, or astrologers. Such followers are of average to above-average skill in their professions (two or three dot Ability ratings), but are personally loyal to the character (rather than to an organization the character might have Backing from, or might lead through Influence), and might be trained to greater expertise over time.
One dot grants up to a dozen followers, two grants up to 50, while three grants a group of up to a hundred.
Giant (••••)—Innate
Prerequisite: Stamina •••
The character is enormous, standing somewhere between seven and a half to ten feet in height. Her great size grants an extra -0 health level. This Merit may also be gained as a result of Wyld mutation.
Drawback: The character's great size is very distinct, imposing a -3 penalty on all disguise rolls to pass as anyone of lesser stature, and making the character memorable wherever she goes.
Hearthstone (•• or ••••)—Story
This Merit bestows ownership of a hearthstone—a gem formed of concentrated geomantic Essence, bearing potent magical powers. Most hearthstones radiate broad mystical benefits into the region surrounding them, but some rarer stones have more concentrated or direct powers, or even hide a handful of potent Evocations within their depths. Most hearthstones are deliberately formed through Essence concentration in manses, but a few hearthstones naturally form in demesnes or at sites where Essence has worked prodigious miracles upon the land. If a hearthstone is linked to a manse, and the manse's owner places the hearthstone in a specially-designed socket in an attuned artifact, then the character enjoys the benefits of standing within the manse wherever she goes (see the Manse Merit).
Two dots in this Merit represents the power of most hearthstones in Creation, while four dots provides a greater hearthstone from an exceptionally powerful manse or demesne.
Hideous (0 dots)—Innate
This Merit has no cost, and may be taken for free.
The character is memorably ugly, possibly as a result of overt deformity, disfiguring scars, inhuman mutations, or just being born that way. His Appearance does not measure how attractive he is; instead, the more dots of Appearance he has, the more intimidatingly horrid he looks. The character adds his Appearance bonus to attempts to threaten or intimidate, rather than to instill and persuade actions.
Drawback: The character subtracts his Appearance rating from most seduction attempts.
Influence (• to •••••)—Story
This Merit may be re-purchased as many times as desired.
This Merit reflects a character's standing and pull in society. It might derive from political office, notoriety, leadership of an organization, military conquest, or from awe or fear of the character's displayed power. Whatever the reason, people take heed of the character's wants and will. Most Exalted eventually gain some degree of Influence, if they don't start with it.
One dot describes a figure of local note—a tribal family head, a respected physician, a known sorcerer, or the owner of a very popular teahouse.
Two dots describes a figure of some pull in the city-state or satrapy where he resides—a politically connected magistrate, a shipping magnate, a mercenary company leader with an important contract.
Three dots describes an influential character, very important to the region in which he resides: a royal advisor, a general, a tribal chief, a merchant prince with investments everywhere in the region.
Four dots describes a major regional power, whose words carry great weight, and who may possibly rule a small city directly. This also represents leaders of tribal alliances, the right hands of princes, and Lunar Exalted who openly live as gods.
Five dots describes a character of vast influence, likely the ruler of a city-state with influence on neighboring principalities. Alternately, the character might be a widely-feared warlord, or the Lunar god-king of an all-consuming horde.
It is possible, though difficult, to cultivate Influence of different sorts in multiple regions simultaneously.
Iron Stomach (•)—Purchased
Prerequisite: Stamina or Resistance •••
The character can digest almost anything edible, from live insects and brackish water to raw meat or spoiled rations. She enjoys a -2 difficulty on Survival rolls to forage for herself, as well as Resistance rolls to recover from food poisoning.
Language (•)—Purchased
This Merit may be re-purchased as many times as desired.
Each purchase grants the character fluency in one language in addition to his native tongue. If the character possesses Linguistics 1+, then they are also literate in any written forms of the language.
The ‘civilized' inhabitants of each of the outer Directions speak a different language (actually a number of closelyrelated regional dialects), while the Scavenger Lands has its own particular language and the mighty Realm has two official languages. There are also countless local languages that are only spoken by tribal or ethnic groups spread around Creation's rim.
The major languages of Creation are:
- High Realm: The formal language of Dynasts and pa tricians of the Blessed Isle, as well as their servants. All official business of the Realm is conducted in High Realm. Its written form is a phonetic alphabet of complex brush work characters.
- Low Realm: The tongue of the Realm's commoners, generally constituting local bastardizations of High Realm drifted into near-incomprehensibility to outsid ers. It shares the written stylings of High Realm, but often uses simplified character depictions which can be rendered without brushes or careful calligraphy. * Old Realm: The native language of the spirits and those that created them, as well as of the Fair Folk. It was widely spoken in the First Age, especially by savants and sorcerer-engineers, and used for many official documents. Characters must have Lore 1+ or Occult 1+ to learn this language. There exist several styles for writing Old Realm, the most extravagant of which is a complex glyphic system where symbol arrangement is as important as symbol choice, and the same phrase might be read in several ways, often as a deliberate choice by the writer intended to impart subtle and layered meaning.
- Dragontongue: Derived from recovered elements of a priestly language that was lost during the shogunate, luminaries of House Mnemon birthed and spread this language over the course of two centuries. It is a mix of Old Realm and High Realm, with elements of a lost sho gunate tongue, and excludes the mind from the wider, more dangerous concepts inherent to Old Realm, keeping a person in mind of the Dragons, the Poles, the natural world and the Perfected Hierarchy. It is a beautiful lan guage more than a scholarly one, and even in satrapies which have been thoroughly suppressed by the Realm, there is a rush by savants and poets to learn this language of poets and princes. Its written form utilizes very chal lenging yet beautiful brushstrokes.
- Riverspeak: The language of the Scavenger Lands. The Guild has promoted this loanword-filled tongue as the unofficial “trade language” of the Threshold; it is prob ably the most widely-understood language in Creation. Its written form employs a simple glyphic alphabet whose characters can easily be shaped with a quill, stylus, or even a stick of charcoal.
- Skytongue: A language family spoken in the North. Its written form employs a simple runic alphabet.
- Flametongue: A language family spoken in the South. Its written form employs a sophisticated alphabet of flowing lines and curves; meaning can be greatly influenced by the manner in which characters connect to one another.
- Forest-tongue: A language family spoken in the East, beyond the bounds of the Scavenger Lands. Its written form consists of a wide array of branching ideograms, connected vertically and diagonally.
- Seatongue: A language family spoken in the West. Its written form consists of a simple alphabet of lines and dots whose connection to one another can be exceed ingly complex.
- Guild Cant: A secret language spoken only by members of the Guild. Its written form is composed of simple horizontal and vertical lines, designed to be able to be written quickly and unobtrusively when necessary.
- Local Tongues: Creation contains countless languages spoken by specific “barbarian” tribes, insular ethnic en claves, isolated island-dwellers, and various other small groups. Four such languages may be learned with a single Merit purchase.
Manse (••• or •••••)—Story
The character owns a manse—a magnificent magical tower, fortress, palace, or estate raised atop a demesne and designed to capture and channel its power. Many manses are designed to express minor magical powers to enhance the beauty or comfort of the building, such as columns of free-standing water filled with colorful fish, or floors which stay warmed with channeled fire Essence even in the depths of winter.
In addition to ownership of the manse itself, possessing this Merit at three dots provides the benefits of both the Demesne Merit and the Hearthstone Merit, at two dots each, for no additional cost. With five dots, the character is the owner of a manse raised atop an exceptionally powerful demesne, with a concomitantly powerful hearthstone (replicating the benefits of the four-dot Demesne and Hearthstone Merits).
Mentor (• to •••)—Story
Another individual of greater experience regularly teaches and advises the character. Mentors may provide advice, assistance, and even training in mundane or magical fields.
A one-dot mentor is an expert within a particular noteworthy field, such as languages, swordplay, sorcery, or martial arts. A two-dot mentor is an expert in several notable fields, and may be an individual of notable power or influence. A three-dot mentor is a master of many things, as well as a significant regional power or universally respected authority in his areas of expertise.
Martial Artist (••••)—Purchased
Prerequisite: Brawl •
The character has undergone systematic training in at least one formal combat art. Perhaps she was raised as an Immaculate monk, or studied in a dojo during her jour neys. This Merit allows the character to purchase the Martial Arts Ability.
Mighty Thew (• to •••)—Purchased
Prerequisite: Strength •••
The character can lift and carry incredible weight. When attempting a feat of strength the character adds his rating in this Merit to the attempt's dice pool.
Natural Immunity (••)—Innate
Prerequisite: Stamina •••
Whether naturally hardy or blessed by a spirit, the character never seems to contract minor ailments such as the common cold, and easily bounces back from nastier afflictions. The character reduces the difficulty of all rolls to resist infection, sickness and disease by 2.
Pain Tolerance (••••)—Purchased
Prerequisite: Resistance ••••
While the character still feels pain, he's better at coping with it than most. -2 wound penalties are reduced to -1, while -4 wound penalties are reduced to -3.
Quick Draw (• or ••••)—Purchased
Prerequisite: Archery, Brawl, Melee, Martial Arts, or Thrown •••
The character possesses the lightning draw of a deadly duelist. At one dot, she suffers no Defense penalty for taking a draw/ready weapon action. At four dots, if she flurries a draw/ready weapon action and an attack action, the flurry penalty is reduced to -1 rather than -3. This Merit must be purchased separately for each of the attack Abilities.
Retainers (•• or ••••)—Story
This Merit may be re-purchased as many times as desired.
Each purchase grants the character a single Storytellercontrolled servant, an expert in their field with noteworthy and useful abilities. The nature of this servant must be defined at the time the Merit is purchased. They might be a courtesan, bodyguard, assassin, advisor, or even high priest of the character. Retainers are outstanding experts in their profession (four or five dot Ability ratings plus at least one applicable specialty), and are personally loyal to the character (or at least strongly motivated not to betray or abandon him).
Two dots grants a mortal or minor supernatural ally (such as a God-Blooded assassin or demonic advisor of the First Circle), who may possess useful contacts or experience, political clout, martial prowess, or other resources he is willing to lay on the line at the character's bidding.
Four dots grants a supernatural ally at least as powerful as a young Terrestrial Exalt, though always weaker than the character himself—peers are best represented as Allies rather than Retainers.
Resources (• to •••••)—Story
This Merit describes a character's finances. Each dot represents an economic bracket and grants a standard income. The source of this wealth must be detailed (rents on property, sharecropping, government stipend, banditry), since it may vary as the game plays out. Most Exalted have little difficulty accumulating some Resources if they wish, but it often makes the most sense when taken in concert with another Merit like Backing or Cult.
One dot indicates less than 1 shekel a year in jade, less than 64 koku a year in cash, or less than 60 dinars a year in silver—up to four times the expected income of a household with two skilled working adults (see “The Silver Standard,”). It's appropriate to agrarian landlords, respected mortal craftsmen or artisans, renowned performers, successful small merchants, mid-ranking criminals in urban cartels, or local government officials.
Two dots indicates roughly a mina per year in jade, 128 koku in cash, or 100 dinars in silver—around twice the income provided by the previous level. It's appropriate for urban slumlords, gang bosses, high-ranking local government officials, famous mortal artisans and performers, successful regional trade investors, or the stipend of a Realm patrician.
Three dots indicates a talent or less per year in jade; 8,000 koku in cash; or under 5 talents per year in silver—more than fifty times the income of the previous level. This level of Resources represents a take in the spoils of empire. It's the income of the heads of established patrician houses, large cartels, or Guild merchant princes, and is also the usual discretionary stipend or income for Dynasts. These characters are usually economies unto themselves, with entourages who help manage their assets and depend on them for a living. Beyond three dots, it's unusual for a fortune to be measured in cash—most of the independently wealthy bond their riches in silver or real or ledger jade.
Four dots indicates an income of 4-6 talents per year in jade; 16,000-50,000 koku per year in cash; or 20-30 talents per year in silver. Successful Dynasts and well-off patricians sometimes possess this level of Resources, as do successful Guild merchant princes, the most fortunate scavenger lords, rulers of small Threshold states, and mortal craftsmen with skills of singular value to the Chosen—for example, renowned mortal manse architects.
Five dots indicates an income of 12-20 talents per year in jade; 96,000-160,000 koku per year in cash; or 60-100 talents per year in silver. The heads of the richest patrician families, renowned and successful Dynasts (often serving vital positions within their Houses), established Guild factors, and the rulers of powerful Threshold kingdoms possess this level of personal wealth.
Selective Conception (•)—Innate
The character enjoys full conscious control over his or her fertility, never running the risk of unwanted pregnancy. Perhaps this is the result of years of cultivated control of body and Essence, a divine blessing, or simply the benefit of lucky birth. Both sexes may withhold fertility when they wish. Female characters may pay one Willpower to ensure conception, and will automatically know when they're pregnant; male characters do not gain this benefit.
Strong Lungs (•)—Purchased
Prerequisite: Athletics •••
The character is practiced at holding her breath for long periods of time, like the famed pearl divers of the West. She may hold her breath for (Stamina + Athletics) minutes before she begins to suffocate or drown; under duress, this becomes ([Stamina + Athletics] x 2) rounds.
Tempered by the Elements (••)—Purchased
Due to her upbringing, the character is at home navigating a certain harsh environment, selected when this Merit is taken. The character is able to cross one type of difficult terrain (such as deep snow, thick jungle, or broken ruins) at normal speed. While this Merit can be taken more than once, very few characters ever do so, as it takes years of intimate familiarity to cultivate—a mere few months spent in a swamp or on the tundra is inadequate to foster such skill.
Toxin Resistance (•••)—Purchased
Prerequisite: Stamina or Resistance •••
Perhaps the character is a poison taster, or perhaps she is simply hardier than most. Regardless, she adds two dice to rolls to resist poisons.
Drawback: The character's body can't tell the difference between recreational toxins and intentional ones. It's very difficult for her to become intoxicated.
Supernatural Merits
These Merits bestow supernatural capabilities, and may generally only be obtained by magical means. The most common source of supernatural Merits in Exalted is exposure to the Wyld. Few seek out such power, both due to the unpredictability of the Wyld's blessings, and because of the extreme stigma attached to obvious Wyld mutation throughout Creation.
These Merits are primarily presented to represent the warping power of the Wyld, and to aid Storytellers in putting together beastfolk, Wyld mutants, or similar characters. It's very uncommon for individuals with such Merits to experience Solar Exaltation, but not unheard of. Characters can only begin play with supernatural Merits with explicit permission from the Storyteller.
Chameleon (•••)—Innate
The character can change the color and pattern of her skin to match her surroundings. She adds a die to Stealth rolls, and to Survival rolls to hunt for game. If she's not wearing any clothes, add two dice.
Drawback: When the character is nervous or stressed, she must make a Willpower roll (difficulty 1) to keep her skin from reflexively shifting a few shades toward the dominant color of the surroundings, giving her away as a likely Wyld mutant.
Claws/Fangs/Hooves/Horns (• or ••••)—Innate
The character gains some form of natural weaponry, generally in the form of horns, or short but sharp claws and fangs. The one dot version of this Merit allows the character to inflict lethal rather than bashing damage with either unarmed decisive strikes or decisive savaging attacks during a grapple (the latter represents fangs). The four-dot version of this Merit grants larger, more dangerous natural weapons, allowing the character's strikes or bites to both inflict lethal damage when savaging, and to be treated as a medium weapon for withering attacks.
Drawback: Natural weaponry granted by the four-dot version of this Merit imposes a -1 penalty on disguise attempts.
Enhanced Sense (•••)—Innate
One of the character's senses becomes preternaturally acute, like that of a wild animal. The character adds two dice to all Perception rolls related to that sense.
Drawback: This Merit is physically obvious in unusual eye color or shape, large ears, an elongated nose, or some other similar mutation.
Exalted Healing (•••••)—Innate
The character heals quickly and perfectly, with no risk of lingering complications. Only the most grievous of injuries leave any hint of scarring, and the character's healing is like a slow form of regeneration, flawlessly mending severed muscles and nerves, torn ligaments, and shattered bones. Unless a body part is completely severed or destroyed, it is restored to perfect working condition once healed. Finally, the character's wounds never become infected. For more detail on healing from injuries, see page 173. All Exalted possess this Merit at no cost. Spirits also universally possess this Merit, as do the Fair Folk.
Extra Limbs (•••)—Innate
The character possesses more than the normal allotment of limbs—generally in the form of extra arms or legs, but stranger manifestations are possible, such as prehensile tentacles or even an extra head. In all cases, the result is the same—when the character performs a flurry, one of her actions (of the player's choice) suffers only a -1 rather than a -3 penalty.
Gills (0 or •••)—Innate
The character possesses visible gills somewhere on his body, and may breathe comfortably underwater. The free version of this Merit causes the character's lungs to atrophy, preventing him from breathing air; out of water, he begins suffocating after (Stamina x 5) minutes. The three dot version makes the character amphibious, able to breathe equally well above or below the water's surface.
Poisoned Body (•, ••, or •••••)—Innate
The character's body is toxic in some way. This poison is equivalent to snake venom, and the character is naturally immune to his own toxin.
For one dot, the character's blood is poisonous, and must be ingested to inflict damage.
For two dots, all of the character's bodily fluids are poisonous, and can be applied through ingestion or intimate contact.
For five dots, the character's blood becomes a contact poison. Anyone inflicting two or more levels of lethal damage on the character with a single attack, or grappling him when he has suffered lethal damage during the scene, must make a difficulty 3 (Wits + Dodge) roll to avoid being poisoned.
Drawback: This Merit tends to be its own drawback, since it can't be turned off.
Quills (•••••)—Innate
The character's body bristles with sharp quills in the manner of a porcupine. Her unarmed decisive attacks inflict lethal damage, her withering savage becomes a medium weapon and likewise inflict lethal damage when used decisively, and anyone attempting to initiate a clinch against the character automatically loses one point of Initiative per round of grappling.
Drawback: Disguise attempts suffer a -5 penalty, and close physical contact with others—of any sort—becomes difficult at best.
Subtlety (••)—Innate
Prerequisite: Another physically obvious Supernatural Merit, such as claws, quills, or extra limbs.
This Merit may be purchased as many times as desired.
Subtlety must be attached to another already-purchased Supernatural Merit; it makes that Merit non-obvious to observers when not in use. Examples might include fully retractable claws, extra limbs which fold up into easilyconcealed pouches or cavities on the character's body, or gills that close up tight enough to be invisible when not in use. The Wyld is rarely kind enough to bestow this Merit on those who feel its touch; it is most commonly granted as a blessing of the Fair Folk to their human servants, though some sorcerers have also studied the art of infusing subtlety into the works of the Wyld.
Tail (• to ••)—Innate
The character has a tail, which might be scaly, furred, tufted, or fleshy like a rat. For one dot, the tail adds two dice to attempts to maintain balance. For two dots, the tail is also prehensile, and may act as a fully functional limb, although it suffers a -1 off-hand penalty. The tail may be hidden under clothes, although this negates its benefits.
Thaumaturgist (••••)—Innate
The character is able to wield a certain small magic, possibly as part of an ancient tradition, possibly as unique prodigy of the world. No one can quite say why one individual is gifted with thaumaturgy while tens of thousands aren't; perhaps the character is the seventh son of a seventh son, was blessed in the womb by a powerful god, or was simply born under a confluence of auspicious (or inauspicious…) signs. See Thaumaturgy. Exalted characters who take the Charm Terrestrial Circle Sorcery gain this Merit at no cost.
Unusual Hide (• to •••••)—Innate
One of the most common mutations bestowed by the Wyld, this Merit grants an unusually resilient hide of some sort. The character gains additional points of natural soak equal to the Merit's value. One or two dots generally represents fur, feathers, leaves, or light scales. Three dots indicate flesh far beyond the human norm—the leathery hide of a rhino or crocodile, or the exoskeletal carapace of an insect, perhaps. Four or five dots grant an armored hide which may be made of bony armor, an obsidian carapace, or perhaps even a body of living stone.
Drawback: The character obviously looks like a Wyld mutant, with all the stigma that accompanies such status, and suffers a penalty equal to her rating in this Merit on all disguise rolls to pass for normal.
Venomous (••• or ••••)—Innate
The character's body possesses a reservoir of deadly venom, which can be applied through natural attacks. The standard version of this Merit requires that the character also have some other Merit or power granting him natural weaponry capable of inflicting lethal damage, such as claws, fangs, quills, a tail-barb, or the like. This allows the character to poison his enemies on a successful decisive attack up to (Stamina / 2, round up) times per day.
Alternately, if the character lacks such natural weaponry, this Merit allows him to spit a contact poison as a difficulty 3 gambit (see p. 199), aiming it as though it were a Thrown weapon. Success envenoms the target. This attack can be made up to (Stamina / 2, round up) times per day.
For four dots, a character with appropriate natural lethal weaponry may envenom his attacks and spit poison. Both attacks draw out of the same limited poison supply. Regardless, all poison supplied by this Merit has the same traits as snake venom.
Wall Walking (••••)—Innate
The character gains the ability to cling to, as well as walk or crawl across, walls and even ceilings. Ceilings and inherently slick surfaces with little purchase (such as Chiaroscuro glass) count as difficult terrain.
Drawback: The character's hands and feet become visibly nonhuman, possibly sporting sticky suction pads, tiny climbing claws, or spurs like a lizard.
Wings (••• or •••••)—Innate
At three dots, this Merit grants the character patagia or other weak, gliding wings. The character has little ability to maneuver in the air, and cannot effectively gain height, but may cover enormous distances with a leap, especially from high elevation—effectively, she may travel two range bands forward when gliding before she must descend one range band down, and as long as she has room to glide to the ground, need not fear falling damage.
The five dot version of this Merit grants powerful wings (or equivalent means of flight, such as gas-filled bags) and true, functional flight. A flying character in combat moves no faster than other characters; her advantages are in her ability to pass over most forms of difficult terrain with ease, and in the severe trouble many close-ranged fighters experience in reaching her to attack her.
Drawback: In addition to the stigma of mutation, the character suffers a -4 penalty to attempts to disguise herself as a non-winged individual. Actions taken in the air which require any degree of finesse or precision (including attacks in combat) suffer a -3 penalty; drawing a bow or swinging a spear without getting in the way of one's own wings is more difficult than it looks!