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Offensive and Defensive Merits

Merits represent the core characteristics, traits, gear, and companions that a character has at their disposal.  Merits Tracks represent a form of character health, merits help make actions easier to perform, and many merits provide unique powers and abilities for a character to take advantage of.

The merits on this page are explicitly more combat focused, because sometimes you just want a weapon to hit things with or armor to defend yourself. The merits below are by no means comprehensive and characters are encouraged to create their own. However, a quick way to create one’s own offensive or defensive merit is to alter the name (flavor is free) – change a gun into a bow, or a sword into a hammer. Players can also change the types of harm to match the new flavor – make a flame-proof jacket a frost resistant coat, or change a piercing rifle into a lighting bow. Different types of harm can cause different side-effects which alter the strategies one has available during a fight.

Unless explicitly mentioned otherwise, weapons all have a base damage type which matches any specialized effects within the merit. For example, a pistol that “deals an extra mark of piercing harm” would normally deal 2 marks of harm, both marks counting as piercing harm.

Merits Effect Track
Weathered Coat Gain resistance to two types of harm from the following list: cold, flame, acid, bludgeoning, 3
A long and thick coat of exotic leather and furs
Skyhide Shield Gain shock and blast resistance. 3
The scale of a gigantic creature shaped into a makeshift shield.
Scar Scourer While taking a lengthy task, you may also reduce the severity of any one of your injuries by 1, removing them entirely if they go from 1 to 0. 3
A set of rough looking bandages and scrubs.
Pot Armor Burn to negate any amount of harm towards you regardless of your position 3
Magically enhanced ceramic armor.
Frost Aura When you are hit by an attack, you can mark this merit to inflict the frozen side-effect onto all creatures and objects adjacent to you. 5
A cloud of cold air that hangs on your body like a cloak
Lightning Rod Gain immunity to shock harm. Can be used as melee weapon to deal shock harm with 1 additional mark of harm. 1
An elongated baton with an insulated grip and chain dragging on the ground.
Chain-Spear Deals 1 additional mark of ranged or melee piercing harm. 3
A short spear attached to a long metallic chain.
Oak-Stone Shooter Deals an extra mark of ranged piercing harm. Mark to reload the gun with 4 bullets of any other harm type (replacing piercing). 3
An oversized 4-round revolver with custom cartridges that shatter and release upon impact.
Poison-dart Pistol A pistol that deals 1 additional mark of ranged poison harm. 4
A simple but slick pistol with poisonous tranquillizer rounds.
Amp Stamp A close combat, mace-like weapon which focuses soundwaves into a target, dealing an extra mark of sonic harm and applying the deafen side-effect on a glance as well as a hit. 3
An sound amplifier shielded and shaped into a simple mace.
Laser Rifle A long scoped rifle that deals an extra mark of flame harm at long range. When using it to shoot targets at far distances, you do not need to cut for precision. 3
A near-futuristic styled rifle
Longsword A versatile blade to attack enemies in close range, dealing an extra mark of slashing harm. Increase effect when attacking with this weapon using two hands 3
A well crafted longsword with an edge honed to perfection
Mandible Bow When used to attack at range, choose to deal piercing or poison harm and deal an extra mark of harm. 3
A bow made out of the mandibles of some large insect.
Alchemic Thrower When used to attack at range, choose to deal blast or acidic harm and deal an extra mark of harm. 3
A slingshot-like device that hurls alchemical bombs
Walking Stick A living quarterstaff companion that can be wielded to deal an extra mark of bludgeoning harm at close range. 3
Just a normal staff, until it sprouts legs and starts to walk away on its own.
Wind Scythe Deals 1 additional mark of cold and slashing harm at close range. Mark to make an attack ranged able to pierce through multiple targets. Affects incorporeal spirits. 3
An ancient scythe with an ephemeral edge.
Ammo Belt When you make a ranged attack, mark for one of the following effects:
Punishing Shot: Increase the effect of the attack by one level
Ricochet Shot: The projectile can ricochet off of objects around corners
Shatter Shot: Create the AOE side-effect to deal an additional mark of blast harm to creatures/objects adjacent to the target(s).
4
A belt of customized ammunition types.
Numbing Oil Mark just after harming an opponent to keep them unaware of the harm done to them. 4
A vial of orange ooze that quickly dissolves in the air, rushing towards the nearest desired target.
Elemental Pepper Spray  Mark to make a nearby target vulnerable to one of the following types of harm for the remainder of the scene: cold, flame, sonic, or shock 4
A tiny canister of elemental essences and allergy causing substances.