Base Character Template

Attributes
All attributes begin at 2. You then may either:
 * Raise one attribute to 4, and three other attributes to 3
 * Raise six attributes to 3

Profession and Skills
All players must choose a Profession for their character. Each Profession has three linked Asset Skills -- two are predetermined; the third skill is chosen by the player.
 * All skills begin at 0.
 * Of the three Asset Skills, raise one to 4, raise one to 3, and raise one to 2.
 * Of the remaining skills, choose four to raise to 3.
 * Of the remaining skills, choose eight to raise to 2.
 * Of the remaining skills, choose six to raise to 1.
 * Choose a specialization in each of four separate skills that have at least one point in them.
 * Note that members of some groups may gain an additional free specialty determined by their faction

Merits
Starting Merits are divided into categories; each category has a certain number of dots that may be used to purchase merits in that grouping.
 * Gain up to 2 dots of Status: Conspiracy or up to 3 dots of Status: Compact
 * Gain 6 dots divided among the following merits:
 * Esoteric Armory
 * Favored Weapon
 * Library
 * Safe House: Cache
 * Safe House: Security
 * Safe House: Size
 * Safe House: Traps
 * Torture Suite
 * Gain 5 dots divided among the following merits:
 * Common Sense
 * Danger Sense
 * Direction Sense
 * Eidetic Memory
 * Indomitable
 * Iron Will
 * Meditative Mind
 * Patient
 * Professional Training
 * Tolerance for Biology
 * Gain 5 dots divided among the following merits:
 * Ambidextrous
 * Double-Jointed
 * Fast Reflexes
 * Fleet of Foot
 * Giant
 * Hardy
 * Iron Stamina
 * Small-Framed
 * Striking Looks
 * Unbondable
 * Gain 5 dots divided among the following merits:
 * Allies
 * Contacts
 * Hobbyist Clique
 * Mentor
 * Retainer
 * Gain 6 dots divided among the following merits:
 * Alternate Identity
 * Anonymity
 * Fame
 * Resources (cannot go beyond 3 dots unless character is Ashwood Abbey or Barrett Commission)
 * Staff
 * Status (with any non-Hunter group)
 * Gain 8 dots divided among the following merits (to a maximum of 5 in any one merit):
 * Allies
 * Contacts
 * Endowments (requires Status within the appropriate Conspiracy or Compact)
 * Fighting Styles
 * Retainer
 * Thaumaturgy or Psychic Merits (available only to Compacts; see ST for approval)