Your character isn’t necessarily a practiced, learned fighter, but when she sees injustice, she gets a mean strike like nothing else. To use these abilities, your character must suffer or witness harm to someone she cares about or feels responsibility toward. This doesn’t have to happen in the same scene, but she must be actively pursuing retribution or the effects end. With loved ones whose lives were in true danger, she does not need to directly witness the harm — she simply has to be made aware of it. Note that this Merit doesn’t draw a “right and wrong” distinction with what your character must witness or suffer to use these abilities — villains can be just as vindictive as heroes. Also note that these abilities aren’t all for direct combat; with Storyteller discretion, any act of retribution is valid.
Unerring Pursuit (•): Your character tracks and finds assailants with the ferocity of a predatory animal. Add +2 to all rolls to track or pursue assailants. Add +2 to her Speed as well.
And Taking Names (••): Your character’s fueled not just by muscle and adrenaline, but by righteous indignation. When making an all-out attack (p. XX) don’t add +2 to her roll. Instead, add +1 damage (if she’s attacking unarmed, her attack counts as a weapon). If an effect would add dice to her normal all-out attack bonus, add +1 damage for every two dice, rounded down. Outside of direct combat actions, damaging effects like traps, explosives, or car crashes she causes cause an additional 2 damage.
Fight Through (•••): Your character is unstoppable in pursuit of justice. She gains Armor 2/0.
Eye for an Eye (••••): Your character’s vengeance has taken on a level of dramatic appropriateness. This requires the avenged source of harm to have caused a Condition or Tilt. The first time your character damages her target, apply that Condition or Tilt. If multiple Conditions or Tilts existed, choose which to apply. This will not replicate purely supernatural effects, unless your character can reproduce them.
Guns Blazing (•••••): Your character is able to swallow all fear and apprehension when enacting vengeance. She can take the benefits of all-out attacks each turn while maintaining her Defense (or allowing her to use it on other effects). She could, theoretically, go all-out “twice,” sacrificing her Defense for +4 instead of +2. Also, this can be used with the effects of And Taking Names.