Merits: Difference between revisions

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'''Luck:'''  This Merit is not allowed in Kings of New York
'''Luck:'''  This Merit is not allowed in Kings of New York


'''True Faith:''' Characters must maintain a Morality of 5 to keep this Merit, not Humanity.  Additionally rules for True faith are used from Laws of the Hunt Revised.  Finally True Faith traits are from a 1-5 Rating and each trait after the first costs 3 experience points and may only be purchased with Storyteller Approval.
'''True Faith:''' Characters must maintain a Morality of 9 to keep this Merit, not Humanity.  Additionally rules for True faith are used from Laws of the Hunt Revised.  Finally True Faith traits are from a 1-5 Rating and each trait after the first costs 3 experience points and may only be purchased with Storyteller Approval.


'''Innate Magical Ability:'''  This merit is unique to each character with it.  Players need to work with the storyteller to decide the mechanics and gain their approval.
'''Innate Magical Ability:'''  This merit is unique to each character with it.  Players need to work with the storyteller to decide the mechanics and gain their approval.

Latest revision as of 23:58, 26 January 2024

General: Merits and Flaws from other Game lines besides Vampire the Masquerade are not allowed on Vampire PCs unless a Vampire the Masquerade book specifically says otherwise. Merit Stacking is allowed in Kings of New York.

Natural Linguist: This Merit also doubles the number of languages a character may possess.

Ambidextrous: This merit provides an additional trait when wielding two weapons, not an additional action.

Luck: This Merit is not allowed in Kings of New York

True Faith: Characters must maintain a Morality of 9 to keep this Merit, not Humanity. Additionally rules for True faith are used from Laws of the Hunt Revised. Finally True Faith traits are from a 1-5 Rating and each trait after the first costs 3 experience points and may only be purchased with Storyteller Approval.

Innate Magical Ability: This merit is unique to each character with it. Players need to work with the storyteller to decide the mechanics and gain their approval.

Magic Sensitivity: This merit does not negate or pierce stealth powers.

Destiny: This merit grants 3 retests that may be used per night. These retests may only be used when defending in a challenge.

Charmed Existence: When challenges are made for Bad Things Happen (see General Rules), the each result is upgrade to the next best result (a loss becomes a tie, a tie becomes a win). In the event of a win, the character is blessed by some form of minor good fortune during the scene.

Self-Confident: This merit only grants a retest on Static challenges.