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Section Seven

Iron Will, Clan Merits/Flaws and Other Merits

 

Some Merits seem to be used alot online. Anyone who has been here awhile knows the ones: Iron Will, Charmed, Luck, Nine Lives, Self-Confident (among others). These merits are extremely rare. I doubt anyone could actually create a background where they could justify the how and why behind their character having any of these merits. Most people (including me) took these merits mainly because everyone else did.

There isn't a reason to forbid Charmed, Luck, Self-Confident, Nine Lives, or iron will since these are mainly dice merits. However, people should not be running around with all of them. Thus characters can have only one of the following merits: Charmed, Luck, Self-Confident, Nine Lives, and iron will.

 

Iron Will

 

A variation on Iron Will is being allowed as a merit for character under the Guidelines. The Guidelines version of Iron Will does not render anyone automatically immune to Dominate, Dementation or mind-altering Thaum. However, it allows anyone with the merit to roll their willpower at an equal diff to the diff of the power used. Each success will be taken from the original number of successes.

 

Example: Joe Malk uses coma on Sally Brujah. He rolls the power at a difficulty of 8, and gets four successes. Sally Brujah then rolls her willpower at a difficulty of 8, and gets three successes. Sally Brujah now has one success of coma against her.

 

Clan Merits and Flaws

Clan Merits and Flaws that are listed in Clanbooks are only able to be had by that Clan.

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