| Mental Merits | ||||
|---|---|---|---|---|
| Common Sense | •••• (Creation Only) | The storyteller may provide you with a hint or clue, once per scene | Innocents, p100 | |
| Danger Sense | •• | +2 bonus to detect ambushes | Innocents, p101 | |
| Ego Boost | •• | Once per scene, when complimented on a successful use of a skill of at least two dots, +1 on next roll. | Innocents, p101 | |
| Eidetic Memory | •• (Creation Only) | Photographic memory, +2 to remembering under stress | Innocents, p101 | |
| Language | • | Knowledge of a foreign language | Innocents, p101 | |
| Mental Prodigy | • (mental attribute at ••••) (Creation Only) | Allow the child to buy a single mental skill beyond their third dot | Innocents, p101 | |
| Multilingual | • to ••••• | Two languages for every merit dot, speak conversationally. Turn into the Language Merit with 1 XP | Innocents, p101 | |
| Prized Possession | • | A familiar item with a +2 equipment bonus for intended use, +1 for unintended uses | Innocents, p101 | |
| Trivia Hound | •••• | When faced with the unknown, roll Int+Wits for a tidbit of info | Innocents, p101 | |
| Unseen Sense | •• (Wits ••) (Non-supernatural Mortal Only) (Creation Only) | Pick a supernatural target. Alerted to the presence of said supernatural beast. | Innocents, p102 | |
| Physical Merits | ||||
| Ambidextrous | ••• (Creation Only) | Do not suffer -2 for using offhand | Innocents, p102 | |
| Direction Sense | • | Unable to get lost, easily trace your steps, always know which way is north, south, etc | Innocents, p102 | |
| Fast Reflexes | • or •• (Dex or Wits •••) | +1 or +2 to initiative | Innocents, p102 | |
| Fleet of Foot | • to ••• (Strength ••) | +1 speed per dot | Innocents, p104 | |
| Fresh Start | • or ••• (Fast Reflexes • or ••) | (With Fast Reflexes •, Fresh Start •) - Change place in initiative with an action (With Fast Reflexes •••, Fresh Start ••) - Startles combatants, all combatants must rerolls Initiative Drawback: Can only run at normal speed when using this merit. |
Innocents, p104 | |
| Giant | ••• | Size is 5 (Which adds +1 health), gains benefits of being "bigger", +1 to disguise as an adult. Drawback: Treated like an adult by adults. Doesn't get the bonuses that kids get for dodging. | Innocents, p104 | |
| Hard Head | •• (Stamina or Resolve •••) | +2 to avoid being stunned after being struck. | Innocents, p104 | |
| Iron Stomach | • (Stamina ••) | +2 to food-related survival rolls, +3 to resist deprivation | Innocents, p104 | |
| Natural Immunity | • (Stamina ••) | +2 to avoid getting sick or fighting off diseases | Innocents, p104 | |
| Physical Prodigy | • (A physical attribute at ••••) (Creation Only) | Allow the child to buy a single physical skill beyond their third dot | Innocents, p104 | |
| Quick Draw | • or •• (Dexterity •••) | Do not lose defense when drawing. • - Quickdraw tools •• - Quickdraw melee and guns |
Innocents, p105 | |
| Quick Healer | •••• (Stamina •••) | Healing times are halved | Innocents, p105 | |
| Strong Back | • (Strength ••) | +1 to actions related to lifting or carrying weight | Innocents, p105 | |
| Strong Lungs | • (Athletics •••) | Stamina is considered 2 dots higher for holding breath, +1 to all Stamina + Athletic rolls | Innocents, p105 | |
| Tiny | • | +1 to hiding and stealth rolls, convincing that you're younger, bonus to dodging. Drawback: Size 3, meaning -1 health. -3 to pass as an adult | Innocents, p105 | |
| Tough | • to •• (Stamina or Resolve •••) | -1 or -2 penalty from exhaustion or injury is negated. Drawback: After merit is used, sleep for 12 hours. Almost impossible to wake up. | Innocents, p105 | |
| Toxin Resistance | • (Stamina •••) | +2 to resist drugs, toxins and poisons | Innocents, p105 | |
| Social Merits | ||||
| Allies | • to ••• | People and friends that will help your character | Innocents, p105 | |
| Contacts | • to ••• | Information dispensing characters | Innocents, p107 | |
| Deep Pockets | •• | Rich parents | Innocents, p107 | |
| Fame | • to ••• | +1 to social rolls by people impressed by fame. Prone to being stalked | Innocents, p107 | |
| Guardian | • or ••• | Character responsible for your safety, comes with you everywhere. | Innocents, p107 | |
| Guardian Angel | •••• | Supernatural protector | Innocents, p108 | |
| Inspiring | ••• (Presence •••) | Once per chapter, roll presence and socialize, everyone listening regains one Willpower except yourself. | Innocents, p109 | |
| Mentor | • to ••••• | Supporter, teacher and friend | Innocents, p109 | |
| Odd Jobs | • | Odd jobs, always has 10 or 20 bucks on hand. | Innocents, p110 | |
| Pet | • or ••• | (•) - Playing with pet for 15 minutes gains +1 on next degeneration roll until you next sleep. (•••) - Same bonus as • pet, and is loyal, willing to follow you anywhere and die fighting by your side. Start with the "Guard" and "Heel" tricks. Drawback: When a one dot pet dies, replacement pet takes one month to provide benefits. When three dot pet dies, immediate trigger roll (Innocents equivilant of derangements, p82). May be replaced with a one dot pet that can become a three dot pet. |
Innocents, p110 | |
| Social Prodigy | • (A social attribute at ••••) (Creation Only) | Allow the child to buy a single social skill beyond their third dot | Innocents, p111 | |
| Striking Looks | •• | +1 to presence or manipulation when looks are involved. Drawback: Face will be remembered. | Innocents, p111 | |
| Team Player | •• | Once per chapter, roll presence + empathy. On success, +1 to all teamwork rolls. | ||
| Fighting Styles | ||
|---|---|---|
| Karate For Kids | ||
| Innocents, P. 103 | Pre: Dexterity •••, Stamina ••, Brawl •• | |
| • Evade | +2 to defense when using a dodge action | |
| •• Cautious Engagement | Use Higher of Dex or Wits to determine def against brawl vs. Single foe | |
| ••• Vulnerable Target Strike | When targeting a sensitive area, do lethal damage | |
| Playground Dogpile | ||
| Innocents, P. 103 | Pre: Strength ••, Stamina ••, Brawl •• | |
| • Cheap Shot | Damage against immobilized foes get +1 | |
| •• Take Down | Grapple immediately renders you and target prone | |
| ••• Pile On | Join in a grapple with Strength + Brawl (don't subtract defense). After first success, deal remaining successes as bashing. | |
| Notation Legend | |
|---|---|
| Dot of a Trait Rating (Skills, Merits) | • |
| Power Trait Point (Vitae, Mana) | ● |
| Willpower Point | ○ |
| Activation Damage | B/L/A |
| Special/Other Activation Cost | ※ |
| Alternate Costs | ●/●●● |
| Costs per Item | ●/item |
| Optional Costs | (●) |
| Cost Ranges | ● to ●●● ●●+ |
| Combined Notation Example | ●(○) ●/item, 1L |