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Morality Merits!

Saint (** or ****)
Effect: Maybe you were just brought up well. Maybe your previous life of drink and violence came to a turning point, forcing you into a better life. Maybe you're just a little sheltered. No matter how, you're a surprisingly moral person, with a firmer than average sense of right and wrong. The two point version of this merit lets you begin play at Mortality 8, while the four point version let's you play a boy scout goody two shoes nancy boy with Morality 9. Wuss.

This Merit is only available at Character Creation.

Habitual Crime (***)
Effect: You've done this before... a lot. Maybe you grew up stealing to survive and it doesn't bother you anymore. Perhaps you worked with a crime lord roughing people up. Maybe you were trained in an Army 'special program'. Whatever the reason, something that most people would flinch at doesn't make you hesitate anymore.

When you take this Merit, you can specify one type of morally questionable action. Whenever you indulge in that particular sin, your degeneration roll gains +4 dice. Sounds great, huh?

Well, here's the downside. The moment you take this Merit, you drop one point of Morality. Furthermore, you do acquire a derangement of some sort. After all, your kind of hardened nonchalance is technically sociopathy. The derangement should reflect how you gained this casual familiarity with the action. Finally, the ST can rule that in special cases, even this Merit can be overcome. It's one thing to be a mafia torturer and deal all day injecting acid under the skin of murderers and snitches. It's another altogether to be asked to do the same to a child.