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Mental Merits

Old (TODO recheck this)

Cost Description Name Prerequisites
1 All improvised mechanical or electrical crafts have a chance of functioning (Skillcheck on Crafts) McGyver 3 in Craft
X Learn 2 * X languages in spoken and rudimentary written form. Multilingual none
-1 Not able to write textual correct. Dyslexia none
-2 Not able to write or read text Illiterate not 'Dyslexia'

New Ones

Name Cost Prerequisites Description
Direction Sense 1 No need to roll for orientation
Orientationless -1, -2 Easily loose track of location and direction
Eidetic Memory 2 Ignore rolls for recall or memory. +2 bonus to recall minute facts buried in other information.
Vergesslich -2 TODO?(Not allowed to make notes, other than in the game itself?)
Trivia Knowledge \<Topic> 1 ·Choose a specific (noncommon) field of knowledge. Recall trivia with (Int+Wit)
Fast Reflexes 3 Wits or Dexterity >= 3 Add trait points to init mod.
Slow Reflexes -3 Wits or Dexterity < 3 Remove trait points from init mod.
Teamwork 2 During teamwork rolls, your successes are doubled
Improvised Medicine 1 Survival 2, Medicine 1 No penalty on improvising medicine or medical equipment
Hypervigilance 2 +2 to detect an ambush
Language \<lang> 1 - 3 You have the A2, B2, C2 niveau (respectivly) in \<lang>
Patient 1, 2 Gain Patient level as extra dice for extended actions
Tolerance for Biology 1 Resolve 3 Ignore Resistance rolls from witnessing biological grotesquerie.
Trained Observer 1, 3 Wits or Control 3 Take 9-Again, or 8-Again with three dots, on Perception rolls.
Indomitable 2 Resolve 3 +2 to defend against supernatural mental influence
Spaceship Genius \<vehicle> 1, 2 Pilot or Craft 2 Always know the source of 'common' arising problems with your vehicle. With level two of vehicles of the same class/type.