Draft expanded renown

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Merit Directory

Looking for a Merit? You can quick-find the merit you want in the chart below, that'll tell you its type, and where its details can be found. Scroll down under the chart and viola, you can navigate to it and find its full details, sources, costs, etc.

Which Merit do I choose when there's more than one? Sometimes the same Merit can be found in multiple places, or there are different Merits with the same name. You're expected to choose the Merit that's within your type rather than shopping for a cheaper version from a different splat.
xxxxx* For example, a Code of Honor is easier to create and cling to for some races rather than others, or the discounted/more expensive version is specific to a splat for cannon reasons.
Make sure to check the details for the Merit you're after to avoid name confusion.
xxxxx* For example, the Any-Race Graceful Merit affects Physical-grace rolls, while the Bastet's Graceful Merit is specific to Social graces.

Pro Tip! Make a +note for your Merits and copy the full details from here into it. Not only will this let you avoid searching for them every time you need the info, but you'll be able to prove your version of a Merit to anyone asking which it is. This lets the other person avoid searching around as well!

Any Race

Type Sub-Type Merits contained within
Any Race Human Aptitude: Ability Aptitude, Ambidextrous, Bardic Gift, Computer Aptitude, Catlike Balance, Crack Driver, Crack Shot, Daredevil, Early Adopter, Expert Driver, Eye for a Bargain, Hands of Daedalus, Lucky, Mechanical Aptitude, Natural Aptitude, Natural Linguist, Traveler's Intuition
Economic: Alimony Recipient, Flexible Job, Good Credit Rating, Independent Income, Paid Mortgage, Research Grant, Wealthy Partner
Legal: Dual Nationality, Firearms License, License To..., Master of Red Tape, Officially Dead, Specialist Drivers License
Location: Hideaway, Vibrant Neighborhood
Mental: Code of Honor, Common Sense, Concentration, Determined, Direction Sense, Eidetic Memory, Fast Learner, Fast Reader, Good Map Reader, Good Recognition, Internet Savvy, Jack of All Trades, Lightning Calculator, Renaissance Man, Time Sense, Well-Traveled
Physical: Acute Sense, Cat Napper, Commanding Voice, Double Jointed, Forgettable, Good Night Vision, Good Right Hook, Graceful, Hollow Leg, Huge Size, Light Sleeper, Natural Runner, Night Vision, Perfect Balance, Poison Resistance Robust Health, Sea Legs, Sexy, Wild Affinity
Psychological: Berserker, Healthy Cynicism, Loyalty, Optimistic, Self-Confident, Unflappable
Social: Approachable, Best Friend, Confidence, Corporate Savvy, Cupid's Gift, Enchanting Gaze, Enchanting Voice, Fascinating Gaze, Fashion Sense, Flirt, Funny, Good Judge of Character, Good Listener, Good Taste, Gossip, Great Liar, Honeyed Tongue, Innocent, In Love, Laid Back Friends, Media Junkie, Media Savvy, Natural Leader, Natural Politician, Noble Bearing, Noble Blood, People Person, Perfect Liar, Pillar of the Community, Pitiable, Punctual, Seasoned Traveler, Smooth, Socially Aware, Soothing Voice, Street Rep, Trivia Champ, Upright Citizen, Way With Words
Supernatural Aptitude: Beast Affinity, Lucky
Awareness: Clear Sighted, Danger Sense, Nightsight
Mental: Iron Will
Physical: Bitter Blood, Cast-Iron Stomach, Insensible to Pain, Vigorous
Psychological: Fearlessness, Lovestruck, True Love
Social: Mark of Favor, Special Friend, Supernatural Companion, Supportive Family
Supernatural: Burning Aura, Destiny, Ghoul, Kinain, Kinfolk, True Faith, Unbondable, Vampiric Recognition
Human
Aptitude
Merit Cost Type Source Details
Ability Aptitude 1 Aptitude WW4600 Synopsis: For every human ability, there are those who have a natural flair for it.

System: Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can perform phenomenal car tricks with ease. This Aptitude functions for one Ability, but it can be taken multiple times for a character who's a natural with, say, computers and technoloty.
Notes: See +rules Ability Aptitude:

  • Limited to 2 Ability Aptitude Merits
  • Does not apply to combat
  • An AA in Rituals applies to performing level 1 and 2 rites, but no higher.

Book Ref: Mage: The Ascension (Revised), page# 291

Ambidextrous 1 or 2 Aptitude WW3108

WW3806
WW4805
WW4600
WW7300
WW4050

Synopsis: You have a high degree of secondary-hand dexterity and can perform tasks with the "wrong" hand at no penalty.

System: The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is +1 difficulty for the "right" hand and +3 difficulty for the other hand; with this Merit, the penalty is at +1 for each hand.
Notes: House rules, due to heavy inconsistency across different books:

Without the merit, using a weapon in each hand within a single turn requires two actions (extra or split), and the one in your off hand is +1 difficulty.

With the 1-dot merit:

  • The +1 difficulty is negated.

With the 2-dot merit:

  • The +1 difficulty is negated.
  • You can split actions to use both weapons without the split-action penalty, provided you take no other actions during the same turn. If you do take other actions during the same turn, then this part of the merit does not benefit you during that turn.

Some weapons require both hands, though the +1 difficulty does not apply. All relevant +equip templates include 'Two-Handed: Y'.
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide the the Garou, page #159
The Sorcerer's Crusade Companion, page #121 Mage: The Ascension (Revised), page #288
Changeling: the Dreaming (2nd Edition), page #158
Book of Shadows, page #34

Bardic Gift 2 Aptitude WW4805 Synopsis: Gifted by the Muses, you sing sweetly, play an instrument divinely and speak with passion and eloquence. In all cases, your skill is not as impressive as your delivery. Somehow, everything you say or perform rings with power and conviction.

System: In game terms, subtract two from the difficulty of any Social based roll that involves speaking, poetry, music or song. (Storyteller's note: Although this Merit can be combined with other Social Merits, such as Enchanting Gaze, the combined bonus should not lower the final difficulty by more than three; anything further, and things just get silly.) Naturally you'll make an impression wherever you go. People are bound to talk about such a distinctive individual, and such talk may not always be in a character's best interests...
Notes:
Book Ref: The Sorcerers Crusade Companion, page #123

Computer Aptitude 1 Aptitude WW3108

WW8202
WW7300
WW4050

Synopsis: You have a natural affinity for computers.

System: The difficulties of all rolls to repair, construct, or operate computers are reduced by 2.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #13
Demon Player's Guide, page #81
Changeling: the Dreaming (2nd Edition), page #158
Book of Shadows, page #35

Cat-like Balance 1 Aptitude WW4600 Synopsis: You possess an innately perfect sense of balance.

System: You reduce the difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.
Notes: For more questions on this merit, or the higher powered version Perfect Balance, please look on game for entry in +explain.
Book Ref: Mage: The Ascension (Revised), page# 288

Crack Driver 1 Aptitude WW7300

WW4040
WW4050

Synopsis: You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors.

System: The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #158
Destiny's Price, page #68
Book of Shadows, page #35

Crack Shot 2 Aptitude WW7309 Synopsis: No matter what you're pointing, gun, arrow or dart, you hit your target with great accuracy.

System: You receive no increased difficulty when targeting any specific location. You gain one extra dice on Firearms rolls that do not involve specific targeting.
Notes:
Book Ref: War in Concordia, page #118

Daredevil 3 Aptitude WW3108

WW3806
Ww8202
WW8120
WW4600
WW7300
WW4050

Synopsis: You are good at taking risks and even better at surviving them.

System: All difficulties are at -2 whenever you try something exceptionally dangerous, and you can ignore a single "one" on such rolls (as if you had an extra success).
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide the the Garou, page #159
Demon Player's Guide, page #78
Hunter Player's Guide, page #110
Mage: The Ascension (Revised), page #288
Changeling: the Dreaming (2nd Edition), page #158
Book of Shadows, page #35

Early Adopter 1 Aptitude WW8202

WW8120

Synopsis: "Wow! Look at that new palmtop computer. I just got to have one." Your character's mortal host was the kind of person who wanted to have the latest gadgets and technology. It's a drain on your character's cash, and her apartment is cluttered with some neat seeming technology that turned out to be crap, but you have a solid sense of how to use the latest gadgets.

System: You quickly understand and use most new consumer level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget.
Notes:
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #105

Expert Driver 1 Aptitude WW3108 Synopsis: You have a knack for driving wheeled motor vehicles, such as cars, 18-wheelers and even tractors.

System: The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by 2.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #13

Eye for a Bargain 1 Aptitude WW8202

WW8120

Synopsis: Your character's mortal host had a knack for getting things cheaply. Sometimes she gets the good she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain.

System: However she does it, the difficulty of any Resources roll you make decreases by two.
Notes: Called "Bargain Hound" in Hunter.
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Hands of Daedalus 2 Aptitude WW4805 Synopsis: Glorious is the inventor, the craftsman, the genius whose hands shape God's Creation into man's creations! You are one such person, and like Daedalus himself, your talents surpass most of your peers'. Things seem to come to life in your hands; from simple constructions to esoteric Devices, you have a knack for shaping and an eye for quality.

System: In game terms, this Merit makes it easier to build, brew or shape things. Any roll that involves designing, making or shaping something (ex. the Traits: Artist, Crafts, Herbalism, Invention or Poisons) has its difficulty reduced by one.
xxxxxMagical castings that involve building or shaping things reduce their difficulty the same way, up to a maximum -3 reduction. This Merit does not in any way grant a character knowledge or magic she does not have, nor does it allow her any bonus with Life based spells, combat rolls, or long range work. The "Hands of Daedalus" are well named, too; an artisan must physically work with an object or material before she can use this Merit to help reshape it.
Notes:
Book Ref: The Sorcerers Crusade Companion, page #125

Lucky 4 Aptitude WW8202

WW4600

Synopsis: Your character's mortal host was normally a very lucky sort of person. Since she was a kid, things always worked out her way. Maybe she took a job with a small firm just before the business went through the roof, leading to her rapid promotion.

System: Once per chapter (game session), the Storyteller may decrease the difficulty of a critical roll you make by two. If you succeed, it's because some random factor makes things easier for your character.
Notes:
Book Ref: Demon Player's Guide, page #81
Mage: The Ascension (Revised), page #296

Mechanical Aptitude 1 Aptitude WW3108

WW7300
WW4050

Synopsis: You are naturally adept with all kinds of mechanical devices.

System: The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by 2. However, this Merit doesn't help you drive any sort of vehicle.
Notes: This aptitude does not extend to electronic devices, such as computers; see Computer Aptitude above.
Book Ref: Werewolf Player's Guide (2nd Edition), page #13
Changeling: the Dreaming (2nd Edition), page #158
Book of Shadows, page #35

Natural Aptitude 3 Aptitude WW8202

WW8120

Synopsis: Your character has a particular Ability at which she excels. She's just a natural or has studied it so extensively that the ability comes easily to her.

System: You pay fewer than normal experience points to gain dots in the Ability, and each level is achieved as if it were one lower. The first point of the Ability costs only one experience point to gain if your character learns it after play begins. You also gain one extra die on any roll involving that Ability.
Notes:
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #111

Natural Linguist 2 Aptitude WW3108

WW8202
WW8120
WW7300
WW4050

Synopsis: You have a flair for languages.

System: This Merit does not allow you to learn more languages than are permitted by your Linguistics score, but you may add 3 dice to any roll involving languages (both written and spoken).
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Demon Player's Guide, page #82
Hunter Player's Guide, page #111
Changeling: the Dreaming (2nd Edition), page #158
Book of Shadows, page #35

Traveler's Intuition 1 Aptitude WW4508 Synopsis: No matter where you might be headed, a certain "navigator reckoning" keeps you going in more or less the right direction. This sense is in no way exact, but it can keep you from getting hopelessly lost, even in a maze. It might take time - lots of time - but you will find your way to your destination.

System: Ruleswise, this Merit functions as a plot device. In any nonmagical maze, wilderness or city, you can find your way to your goal without becoming hopelessly lost. Navication-based rolls (usually Perception + Science: Navigation) have their difficulties reduced by two. Note that this is not an "internal map"; under most circumstances, you simply have a feeling about which direction to take. Unless someone uses magic to puzzle you, you'll never get really lost. If someone does try to foul your senses with a spell, this Merit gives you an extra die of countermagic to resist the enchantment's effects. When combined with magical navigation (like the Wayferer's Reckoning spell), this Merit reduces the casting difficulty by 2, but does not confer any other benefit for Connection-based spells (and the usual maximum reduction of -3 still applies).
Notes:
Book Ref: The Sorcerer's Crusade Companion, page #121

Economic
Merit Cost Type Source Details
Alimony Recipient 1 to 3 Economic WW8202

WW8120

Synopsis: Your character's host's marriage has failed, but at least that cheating bastard has to pay for it. The level of Merit you buy indicates the number of Resources points your character can have (that must be purchased separately) for which she doesn't have to work. Her rating also suggests how wealthy her ex was or how badly he was beaten in court. Chances are she has the Children Flaw, too.

System:
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Flexible Job 3 Economic WW8202

WW8120

Synopsis: Your character's job allows her to work flexible hours or allows her to travel a lot. Or perhaps she's effectively her own boss, with no one monitoring her activities.

System: However she does it, she can earn her Resources rating through a job that doesn't significantly restrict her activities.
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Good Credit Rating 2 Economic WW8202

WW8120

Synopsis: Your character's mortal host always paid off her debts on time and built up enough financial security to keep the most cynical banker happy.

System: She can access a decent amount of credit as a result. Your character must have a Resources rating of 3 or more to purchase this Merit.
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Independent Income 1 to 5 Economic WW8202

WW8120

Synopsis: Through hard work, heredity or phenomenal good fortune, your character's Resources rating is an independent income for which she doesn't have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work.

System:
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Paid Mortgage 3 Economic WW8202<be>

WW8120

Synopsis: Your character's house is her own. She's paid off the bank, so mortgage repayments are no longer an issue, nor is repossession a threat. No matter what happens, she at least has a roof over her head.

System:
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Research Grant 2 Economic WW4009 Synopsis: You are the recipient of a prestigious Research Grant from some university or research center, which frees you from the burden of a regular job.

System: The Grant provides a minimal stipend ($1000 a month in most cases), as well as credentials which will allow you into a number of exlusive libraries and research centers across the world.
Notes:
Book Ref: Halls of the Arcanum, page #62

Wealthy Partner 2 Economic WW8202

WW8120

Synopsis: Your character's "other half" is pulling in a fortune, at least by her earning standards, and he's happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors, and so on.

System:
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Legal
Merit Cost Type Source Details
Dual Nationality 2 Legal WW8202

WW8120

Synopsis: Thanks to being born from parents of different countries, your character's mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot for her in her normal place of residence.

System:
Notes: They mean Dual Citizenship.
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Firearms License 2 Legal WW8202

WW8120

Synopsis: The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons.

System:
Notes:
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #111

License To... 1 to 5 Legal WW4014 Synopsis: With the right permits, you can do anything... well, not anything, but a lot more than the average Joe. Through some devious or official means, you have obtained a permit that allows you special privileges.

System: Depending on the cost of the Merit, you may be authorized to:
xxxxx*One point: Own and operate odd vehicles (like limos or trucks).
xxxxx*Two points: Practice medicine or law (as a doctor or lawyer).
xxxxx*Three points: Uphold the law (as a cop, detective or government agent).
xxxxx*Four points: Own military hardware (heavy weapons, explosives, vehicles).
xxxxx*Five points: Break the law in the course of duty (as a diplomat or secret agent).
xxxxxNaturally, these rights involve certain responsibilities. As part of your license, you may be required to fulfil certain duties and observe certain limitations. Even a cop cant go around busting heads on anyone he sees, at least not without some serious repercussions. Licenses of all kinds involve review boards, tests, periodic checks and an overseeing authority. Like anything else in life, you have to be careful how you apply your privileges. Abuse 'em, and you'll probably lose them. Notes:
Book Ref: Guide to the Technocracy, page #165

Master of Red Tape 4 Legal WW4014 Synopsis: You're a god of getting things done. Whether you need some supplies, security clearance, favors or additional backup, you can get it with a phone call or two to the right people. Your suave personal and bureaucratic skills make the passage easier than it would be otherwise. After all, it's not what you ask for, but who you ask and how.

System: In game terms, this Merit subtracts two from the difficulty of rolls that involve getting equipment, aid or favors through a bureaucracy. Such rolls are usually based on the Backgrounds: Allies, Backup, Influence, Library, Mentor, Patron, Requisitions, or Resourses. To use this Merit, you must plan out what you need, contact a friend or ally in the necessary department, then file a request. Naturally you can blow this Merit if you're not respectful and grateful to the right people; the Storyteller may feel free to disallow or revoke this Trait if the character isn't doing his part to keep the red tape clear.
Notes:
Book Ref: Guide to the Technocracy, page #167

Officially Dead 2 Legal WW4014 Synopsis: Your old life ended tragically... or so they believe. These days, you're essentially a new person. As far as family, friends, the government and other folks are concerned, you're long gone. Unless you break your cover, no one knows who you are... who you were.

System: Being dead isn't all fun, though. Chances are, you miss at least one person from your old life, but visiting him would be A Very Bad Idea. At the very least, it'll be painful - at worst, you could get them killed. Unless you change your face or fingerprints, you might leave the authorities with all kinds of awkward questions. ("According to records, this woman died three years ago. So why was she in a bank this morning?") There's probably someone looking for you, or making sure you keep a low profile. Attract attention from these parties, and you might not be "walking dead" much longer.
Notes:
Book Ref: Guide to the Technocracy, page #166

Specialist Drivers License 1 Legal WW8202

WW8120

Synopsis: Your character's driving repertoire extends far beyond the SUV or sports car.

System: She is qualified to drive trucks, farm vehicles or some other specialized form of vehicular transportation.
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Location
Merit Cost Type Source Details
Hideaway 2 Location WW4010

WW4005
WW4040

Synopsis: You have a special hiding place that no one knows about - a house, a cottage, a nicely furbished cave, etc. You never registered this place in your name, so anyone trying to trace you there is going to have a very hard time. This hideaway is modestly furnished and stocked with enough goods for a two week stay. Such places are good for practicing secret magics - or for hiding from enemies.

System: If someone goes on an active search to find your hideaway, your Storyteller may roll two dice against difficulty 6. At least one success means that no one has found the place. Failure indicates that you didn't cover your tracks very well; now they know where you live (more or less). Four cumulative failures leads them right to you; a botch immediately renders your secret worthless.
Notes:
Book Ref: World of Darkness: Sorcerer, page #67
Ascension's Right Hand, page #77
Destiny's Price, page #68

Vibrant Neighborhood 2 Location WW8202

WW8120

Synopsis: Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.

System:
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #108

Mental
Merit Cost Type Source Details
Code of Honor 2 Mental WW8202

WW8120
WW4805
WW4600

Synopsis: Your character has a personal code of ethics to which she adheres strictly. This code might be related to her experiences in the war or something of a legacy from her mortal host. You should work out the details of your code with the Storyteller before play begins.

System: You gain two additional dice to all Willpower rolls when accomplishing a major feat in accordance with that code.
Notes: Vanilla Humans use this 2 point version.
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #111
The Sorcerer's Crusade Companion, page #121
Mage: The Ascension (Revised), page#291

Common Sense 1 Mental WW3108

WW3806
WW8202
WW8120
WW4600
WW7300
WW4050
WW7100

Synopsis: You have a significant amount of practical, every day wisdom.

System: If you're about to do something counter to common sense, the Storyteller may alert you to what you are trying to do and how it might violate practicality. This Merit is an ideal one for a novice player, for it allows you to receive advice from the Storyteller concerning what you can and cant do, and (even more importantly) what you should and shouldn't do.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Player's Guide to the Garou, page #163
Demon Player's Guide, page #81
Hunter Player's Guide, page #110
Mage: The Ascension (Revised), page #291
Changeling: the Dreaming (2nd Edition), page #157
Book of Shadows, page #32
Changeling: the Dreaming Player's Guide, page #18

Concentration 1 Mental WW3108

WW3806
WW8120
WW4600
WW7300
WW4050
WW7100

Synopsis: You have learned to focus your mind, shutting out any distractions and annoyances.

System: You are immune to circumstantial penalties that might otherwise affect your dice pools or difficulties; if trying to pick a lock in a rainstorm, for instance, the quality of the lock would still affect the difficulty of the task, but the distraction of the rainstorm would not.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Player's Guide to the Garou, page #163
Hunter Player's Guide, page #110
Mage: The Ascension (Revised), page #291
Changeling: the Dreaming (2nd Edition), page #157
Book of Shadows, page #32
Changeling: the Dreaming Player's Guide, page #18

Determined 2 Mental WW8202

WW8120

Synopsis: Your character is one tenacious bitch, determined to go her own way. It can be really difficult for people to persuade her otherwise.

System: Gain two dice in any resisted roll in which someone tries to persuade her to do something. You might also have the Stubborn Flaw.
Notes:
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #111

Direction Sense 4 Mental WW8202

WW8120

Synopsis: Your character has an innate sense of where she is and the distance she's traveled.

System: She can make a good guess at which way is north, even without clues like the position of the sun. She rarely gets lost and can estimate the distance between two points pretty well. She might even be able to navigate her way through London's one-way systems. Maybe.
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Eidetic Memory 2 Mental WW3108

WW8202
WW8120
WW4600
WW7300
WW4050
WW7100

Synopsis: You have a "photographic" memory and can remember in perfect detail things seen and heard.

System: By gaining at least one success on an Perception + Alertness roll, you can recall any sight or sound accurately, even if you heard it or glanced at it only once (although the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: The Storyteller relates to you exactly what was seen or heard.
Notes: Mokole must buy the 4 point version listed in the Mokole section.
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Demon Player's Guide, page #82
Hunter Player's Guide, page #111
Mage: The Ascension (Revised), page #192
Changeling: the Dreaming (2nd Edition), page #157
Book of Shadows, page #32
Changeling: the Dreaming Player's Guide, page #18

Fast Learner 3 Mental WW8202

WW8120
WW7300
WW4050

Synopsis: Your character learns the basics of a subject very quickly indeed. She can cram simple information about virtually any subject into her head quickly and easily. It takes the normal time to develop a deeper knowledge of course, but your character starts getting the hang of things very quickly.

System: The cost to gain a new Ability is one experience point instead of three. The costs for higher levels are normal, however.
Notes:
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #111
Changeling: the Dreaming (2nd Edition), page #158
Book of Shadows, page #35

Fast Reader 1 Mental WW8202

WW8120

Synopsis: Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plain journeys expensive propositions due to the number of books and magazines she goes through, it allows her to quickly extract useful information from anything written in her mortal host's native language.

System:
Notes:
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #110

Good Map Reader 1 Mental WW8202

WW8120

Synopsis: Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it's using an old map and a road atlas to locate an Earthbound's lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.

System:
Notes:
Book Ref: Demon Player's Guide, page #81
Hunter Player's Guide, page #110

Good Recognition 1 Mental WW8202

WW8120

Synopsis: Your character is great at remembering people's names and places she's been.

System: She can call to mind the name of somebody she met briefly at a party three months ago, while a bit drunk, as clearly as if she met them only yesterday. She can also remember the streets she staggered down on the way home. She's even good at remembering the names of people mentioned in newspaper stories and TV reports, as well as locations glimpsed in photographs or on TV.
Notes:
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #110

Internet Savvy 2 Mental WW8202

WW8120

Synopsis: The internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to "sites whose address you know" stage.

System: Characters with this Merit are adept at using the Internet in all its vast, rambling confusion - no small feat for the technologically challenged fallen.
Notes:
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #111

Jack of All Trades 3 Mental WW3806

WW7300
WW4040
WW4050

Synopsis: You have a little knowledge about a lot of things.

System: If making a roll on a skill you do not possess, you do not suffer the usual +1 penalty to the roll's difficulty. You may attempt to roll on a Knowledge that you do not possess, although the difficulty for the roll is still raised by 2.
Notes: Shifter characters: Only Homid or Metis characters may take this Merit. This version overrules the one in Changeling: the Dreaming
Book Ref: Player's Guide to the Garou, page #163
Changeling: the Dreaming (2nd Edition), page #158
Destiny's Price, page#68
Book of Shadows, page #35

Lightning Calculator 1 Mental WW3108

WW4600
WW7300
WW4050
WW7100

Synopsis: Your natural affinity for numbers and your talent for mental arithmetic make you a natural for working with computers or betting at the race tracks.

System: All relevant rolls are made at -2 difficulty. Another possible use for this Merit, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller for the difficulty of some action you are about to perform.
Notes: You as the player are welcome to use a calculator during play, even when your character is fleeing for her life.
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Mage: The Ascension (Revised), page #291
Changeling: the Dreaming (2nd Edition), page #157
Book of Shadows, page #32
Changeling: the Dreaming Player's Guide, page #18

Renaissance Man 5 Mental WW4805 Synopsis: In this age, a person is respected for his acumen with many things. Like many people of your time, you have studied and experienced a wide range of subjects and skills. Although you cannot be familiar with everything, you've got a superficial understanding of most endeavors.

System: In game terms, you have one "phantom dot" in all Skill and Knowledge dice pools. This dot represents a basic familiarity, not working knowledge, of the subject; it should not be listed on your character sheet, and it cannot be increased to a rating of more than 1. The "phantom dot" is not counted as the first dot in anything. If you choose to actually buy the Skill or Knowledge in question, you must spend the usual amount of character, Freebie, or experience points. Thus, the "phantom dot" simply means you know something about a subject that you haven't really studied in depth.
Notes:
Book Ref: The Sorcerers Crusade Companion, page #129

Time Sense 1 Mental WW8202

WW8120
WW4600

Synopsis: Your character has an almost uncanny sense of time. She can estimate the amount of time that has passed, as well as the approximate time of day, without using a clock or any other means of measuring time.

System:
Notes:
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #111
Mage: The Ascension (Revised), page #291

Well-Traveled 3 Mental WW4801 Synopsis: Your exhaustive travels and broad experiences have given you piercing insight into life. You possess a wealth of odd facts about cities, libraries, travel routes, obscure fighting styles and other subjects.

System: Once per game session, you may gain an automatic success on any non-magical roll to reflect your recall of some piece of helpful information.
Notes:
Book Ref: Crusade Lore, page #37

Physical
Merit Cost Type Source Details
Acute Sense 1 Physical WW8202

WW8120
WW7300

Synopsis: One of your character's senses, be it sight, smell, taste, touch or hearing is exceptionally keen.

System: The difficulty of any roll involving this sense decreases by two.
Notes: Maximum limit for Acute Senses on City of Hope is 3.
Book Ref: Demon Player's Guide, page #77
Hunter Player's Guide, page #108
Changeling: the Dreaming (2nd Edition), page #157

Cat Napper 2 Physical WW8202

WW8120

Synopsis: While your character needs six to eight hours of sleep per night, she doesn't need it all at once. She can catch her Zs as and when she can.

System: As long as her naps total six to eight hours in a 24 hour period - and they usually do unless she's forcibly denied naps - she can function as normal.
Notes:
Book Ref: Demon Player's Guide, page #77
Hunter Player's Guide, page #109

Commanding Voice 1 Physical WW7309 Synopsis: You have the ability to make yourself heard over long distances or above a crowd without appearing to shout. This natural projection serves you well in shouting orders on a battlefield, getting a room to quiet down, or calling for aid from reinforcements.

System: Your intended audience automatically hears you regardless of the general noise level.
Notes:
Book Ref: War in Concordia, page #118

Double Jointed 1 Physical WW3108

WW3806
WW7300
WW4050

Synopsis: You possess uncanny flexibility.

System: The difficulty of any roll involving body flexibility (such as wriggling free from an opponent's grasp) is reduced by 2. You can contort yourself into odd positions or squeeze into small spaces with this Merit.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #20
Player's Guide the the Garou, page #158
Changeling: the Dreaming, page#168
Book of Shadows, page #45

Forgettable 1 Physical WW8202

WW8120

Synopsis: It's not that your character is ugly. It's just that, well, people's eyes tend to slide over her. She's of average height and build, unremarkable looks and run of the mill dress. People have problems remembering her appearance after they meet her, unless she has talked with them for a long time. Certainly, people wont be able to give a useful description of her if they only see her briefly.

System: Your character must have an Appearance of 2 or 3 and a Charisma no higher than 3 to take this Merit. If either of those Attributes moves outside that range through play, you lose this Merit. This Merit applies solely to your character's physical appearance. She might have a dreadful credit rating, a police file as thick as the phone book, and a sexual history that would make a porn star blush, but people just don't remember her on the street.
Notes:
Book Ref: Demon Player's Guide, page #77
Hunter Player's Guide, page #109

Good Night Vision 2 Physical WW8202

WW8120

Synopsis: Maybe your character's mortal host spent a lot of time camping. maybe she's just a fisherman who's used to getting up before dawn. For whatever reason, your character's night vision is excellent.

System: The difficulty of Perception rolls decreases by two at night.
Notes:
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #110

Good Right Hook 1 Physical WW8202

WW8120

Synopsis: The power of your character's punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she's just been in a lot of fights. Regardless, people tend to fall over when your character hits them.

System: Add two dice to your damage roll for any Brawl based attack.
Notes:
Book Ref: Demon Player's Guide, page #77
Hunter Player's Guide, page #108

Graceful 2 Physical WW4801 Synopsis: You move with uncanny agility and efficiency. Coordination and balance come naturally to you. Even when you fail to achieve some feat, you avoid embarrassing yourself.

System: In game terms, your difficulty for Dexterity-based actions is one less, while botches (even serious ones) do not affect the finesse of your movements. You may die trying, but you will never, ever appear ungainly.
Notes: This Merit does not grant you blood relation to the Fae, you must buy the 4 point merit Kinain for that.
Book Ref: Crusade Lore, page #36

Hollow Leg 1 Physical WW8202

WW8120

Synopsis: Your character can drink like a fish. The amount of alcohol she can put away during a binge is truly phenomenal. What's more aggravating to her buddies is how little she suffers for it. Anyone who gets in a drinking competition with your character quickly regrets it.

System: Halve the penalties your character suffers for consuming alcohol.
Notes:
Book Ref: Demon Player's Guide, page #76
Hunter Player's Guide, page #108

Huge Size 4 Physical WW3108

WW3806
WW8202
WW8120
WW4600
WW7300
WW4050

Synopsis: You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight in Homid form.

System: You therefore have one additional Health Level, and you can suffer more harm before you are incapacitated. Treat this Merit as an extra Bruised Health Level, with no penalties to rolls. Of course, with your immense size comes other problems, (blending into a crowd, finding clothes that fit, being seated on a plane)...
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#21
Player's Guide the the Garou, page #159
Demon Player's Guide, page #78
Hunter Player's Guide, page #110
Mage: The Ascension (Revised), page #288
Changeling: the Dreaming, page #168
Book of Shadows, page #45

Light Sleeper 1 to 3 Physical WW4010

WW2224
WW8202
WW8120
WW4600
WW4009

Synopsis: For one point, you function quite well on four hours of sleep a night. If the Storyteller imposes penalties on other players for sleep deprivation (one- or two-die penalties are suggested), then you are exempt. Needless to say, this Merit allows your character to accomplish a lot more with his daily activities.

xxxxxFor two points, you sleep only about two hours per night. This resilience is quite unusual, and it lets your character get a lot more done. It also means that he has the luxury of sleeping while on the run.
xxxxxFor three points, you're truly sleepless. You may suffer penalties from exhaustion, but he does not need shut-eye. Perhaps your mage's brain's sleep center was destroyed in an accident, or he may be something like a golem that's designed to stand forever vigilant. Regardless, the only time your character sleeps is if he's drugged or beaten unconscious. System:
Notes: Use this Merit instead of "Bundle of Energy". The 2 and 3 point versions of this Merit are obviously less natural.
Book Ref: World of Darkness: Sorcerer, page #66
Mummy: The Resurrection (2nd Edition), page #68
Demon Player's Guide, page #77
Hunter Player's Guide, page #108
Mage: The Ascension (Revised), page #291
Halls of the Arcanum

Natural Runner 1 Physical WW8202

WW8120

Synopsis: Your character's mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it.

System: Your character's Dexterity counts as one point higher than it actually is for the purposes of determining movement rates.
Notes:
Book Ref: Demon Player's Guide, page #77
Hunter Player's Guide, page #108

Night Vision 2 Physical WW2305 Synopsis: You can see just fine at night and you've never understood why people have so much difficulty seeing just because it's a little dark. You suffer no penalty to dice pools as long as you have at least light equivalent to moderate starlight. When going from brightly lit conditions to low light conditions, it may take a turn or two for your eyes to adapt.

System:
Notes:
Book Ref: Vampire Player's Guide (Revised Edition), page #27

Perfect Balance 3 Physical WW7300 Synopsis: Your sense of balance is acute thanks to constant training or inherited traits. It's very unlikely that you'll ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold.

System: This Merit aids such actions as tightrope walking, crossing ice and climbing mountains; all such feats are at -3 difficulty.
Notes: This is intentionally used over newer versions in other books. If you are looking for the 1pt version, City of Hope uses Cat-like Balance for that. For more questions, check out +explain on game.
Book Ref: Changeling: the Dreaming (2nd Edition), page #158

Poison Resistance 2 Physical WW4801

WW7300
WW4050

Synopsis: You have the ability to resist the worst effects of most poisons, because of some natural hardiness or through years of exposure.

System: In game terms, you can roll Stamina to resist a normally fatal dose of poison (difficulty depends on the potency of the draught: mild toxins are 5 or 6, powerful ones are 7 or 8, and really nasty ones are 9 or 10). You might become sick, you might even be incapacitated, but chances are that you'll survive.
Notes: The cost in Changeling: the Dreaming is overruled, we use the cost listed above.
Book Ref: Crusade Lore, page #37
Changeling: the Dreaming (2nd Edition), page #158
Book of Shadows, page #35

Robust Health 1 Physical WW8202

WW8120

Synopsis: Your character has the constitution of an ox. She rarely gets ill, if at all, and food poisoning is a stranger to her.

System: Reduce the difficulty of any roll to resist illness or poisoning - including alcohol poisoning - by two.
Notes:
Book Ref: Demon Player's Guide, page #77
Hunter Player's Guide, page #109

Sea Legs 1 Physical WW8202

WW8120

Synopsis: Your character is no landlubber, but a salty sea dog at heart. She's at home on a boat even when traveling rough seas.

System: She suffers no penalty incurred due to rough seas or unpredictable ship motion on any actions performed while aboard.
Notes:
Book Ref: Demon Player's Guide, page #77
Hunter Player's Guide, page #109

Sexy 2 Physical WW8202

WW8120

Synopsis: Your character's one sexy mutha. She might not necessarily be that classically good looking, but there's something about the way she moves and acts that exudes sexuality. As a result, she drawls in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism.

System: You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character's charms against someone, you may reduce the difficulty by three.
Notes:
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #110

Wild Affinity 2 Physical WW8202

WW8120

Synopsis: Renaissance people are aware of the natural world in ways that few 21st century folk can imagine. This is doubly tru of rural villagers, and triply true for magi who recognize divinity within Nature. As one such, you notice the ebb and flow of sounds, scents and sights - newly bent grasses, animal tracks, birdsongs and so forth - that fill the wilderness. In your native environment (woodlands, savanna, mountains, coast, etc.), you could shame an animal with your perceptions.

System: These perceptions do not, of course, do not work everywhere, nor are they truly magical (although magic can enhance them). In game terms, your character is so accustomed to the various signals of her world that she lowers the difficulty of any roll that involves hunting, tracking, hiding, surviving, or noticing something unusual within her domain. As mentioned earlier, this "domain" must be tied to the mage's background - a costal Norse-kin would not be particularly attuned to the sensations of the Carpathian Mountains. The environment doesn't have to be the land of that character's birth, but it must be a setting she has spent a lot of time getting to know.
xxxxxNormally, this Trait reduces the difficulty of related rolls by -2. For example, a woods-witch character in the Black Forest would subtract two from the difficulty of her Elusion, Hunting, Stealth, Survival, Tracking, and Weather-Eye rolls if she possessed this Merit. At the Storyteller's discretion, certain circumstances might make the task easier (a bleeding animal has limped along the path, -3 difficulty) while others (darkness, snow, etc) might raise it to -1, or even nullify the Merit completely.
Notes: This merit can be combined with the Acute Senses Merit. A character with such keen perceptions would rival wild animals with her acuity, but rural folklore is full of people who are incredibly attined to their surroundings.
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #110

Psychological
Merit Cost Type Source Details
Berserker 2 or 5 Psychological WW4600

WW4809

Synopsis: The ancient Celts called this state the "Battle Fury", and when it takes over your mage, everything is tinted with a red haze as he kills. And kills. And kills some more.

System: To end the battle fury, you must make a Willpower roll at the same difficulty. Subtract one from the difficulty if the person on the receiving end is your True Love or someone similarly important. Otherwise, everyone just has to run and hide until you come down.
xxxxx*For 2 points: Your character feels no pain, and he ignores all wound penalties when berserk.
xxxxx*For 5 points: When berserk, your character adds 2 dots to his Strength, 1 dot to Stamina, gains 3 Bruised Health Levels, and takes no wound penalties to Dice Pools until he reaches Wounded; thus his wound penalties would be: Wounded -1, Mauled -1, Crippled -2, Incapacitated -2, and Dead.
xxxxxWhenever your character is injured in combat, make a Willpower roll (difficulty 6 + the number of Wound Levels suffered so far that scene). Add two to that difficulty if you have the Short Fuse Flaw (up to a maximum difficulty of 10). If you fail, your character enters the battle fury, and he may ignore all wound penalties. Unfortunately, he wont know friend from foe, and he will kill until there's nothing left standing.
Notes:
Book Ref: Mage: The Ascension (Revised), page #288
Witches and Pagans, page #85

Healthy Cynicism 1 Psychological WW8202

WW8120

Synopsis: Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she's able to check the details herself.

System: This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible.
Notes: Called "Healthy Skepticism" in Hunter.
Book Ref: Demon Player's Guide, page #82
Hunter Player's Guide, page #110

Loyalty 1 Psychological WW4005

WW4010
WW4040

Synopsis: You are a loyal and devoted individual. The object of this loyalty may be either a particular individual (your mage, lover, etc.) or a group or cause (your Chantry, Greenpeace, etc.).

System: You easily resist almost all temptations toward disloyalty. If you are facing a supernatural persuasion (Mind magic, vampiric Domination, etc.) to betray your master or cause, your effective Willpower is increased by two due to your extreme loyalty.
Notes:
Book Ref: Ascension's Right Hand, page #77
World of Darkness: Sorcerer, page #66
Destiny's Price, page #68

Optimistic 4 Psychological WW8202

WW8120

Synopsis: Despite everything that has happened to your character, she refuses to accept the fact that life cannot and will not ultimately change for the better.

System: Regain two Willpower when you wake up each morning, rather than the usual one.
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Self-Confident 1 Psychological WW3108

WW4050
WW7100

Synopsis: When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point.

System: When you declare that you are using a point of Willpower for an extra success, you do not lose the Willpower unless you fail the roll. You may use this Merit only when you need confidence in your abilities in order to succeed; thus only when the difficulty of a roll is 6 or higher can it come into play. You may spend Willpower at other times; however, if the difficulty is 5 or less, this Merit wont help you.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Book of Shadows, page #33
Changeling: the Dreaming Player's Guide, page #18

Unflappable 3 Psychological WW8202

WW8120

Synopsis: Your character's mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she just doesn't let them affect her the way others do.

System: You gain two extra dice on any Willpower roll that involves staying calm or not overreacting to mundane experiences.
Notes:
Book Ref: Demon Player's Guide, page #83
Hunter Player's Guide, page #111

Social
Merit Cost Type Source Details
Approachable 1 Social WW8202

WW8120

Synopsis: There's something very approachable and non-threatening about your character's mortal persona. People find it very easy to start a conversation with her.

System: Reduce the difficulty of any Empathy rolls involving other people or demons by one.
Notes:
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #105

Best Friend 2 Social WW8202

WW8120

Synopsis: Your character has the good fortune to have a best mate. He stands with your character through thick and thin. They've shared jokes, tragedies and all the highs and lows of life over the years, all of which has forged a bond between them that some married couples never achieve. Perhaps they were at school or worked together.

System: While your character might not be able to share the truth of her real nature with her friend, she can rely on him to back her up to the best of his abilities without asking too many difficult questions. A best friend is closer to you and more committed to helping you than an ally, but he demands far more in return. He goes that extra mile to get her out of trouble than an ally wouldn't, but he counts on her to do the same for him.
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #106

Confidence 2 Social WW4014 Synopsis: You've got style, savvy and self-confidence that all say, "I'm the Man." Even without the benefit of dazzling appearance or superb charisma, you possess an untouchable air of superiority. Others quickly defer to your decisions, and you automatically assume authority through sheer force of will. Moreover, you're immune to the barbs of your rivals; wicked wit and subterfuge cannot shake your cool self-confidence.

System: With this Merit you can assume a mantle of authority. The Masses quickly bow to someone with confidence; if you look like you know what you're doing, people will let you do it. It's tough to bullshit you, too - your natural confidence often rattles your rival before he can make his play. In game terms, the Merit lowers your Social difficulties by two and raises another character's difficulty by two if he tries to mislead or intimidate you. As many Syndicate ops know, self-confidence is like armor. If it fits, you can stand up to almost anything.
Notes:
Book Ref: The Book of Madness, page #63

Confidence 2 Social WW4014 Synopsis: You've got the style, savvy and self-confidence that all say, "I'm the Man." Even without the benefit of dazzling appearance or superb charisma, you possess an untouchable air of superiority. Others quickly defer to your decisions, and you automatically assume authority through sheer force of will. Moreover, you're immune to the barbs of your rivals; wicked wit and subterfuge cannot shake your cool self-confidence. With this Merit, you can assume a mantle of authority. The Masses quickly bow to someone with confidence; if you look like you know what you're doing, people will let you do it. It's touch to bullshit you too - your natural confidence often rattles your rival before he can make his play.

System: In game terms, the Merit lowers your Social difficulties by two, and raises another character's difficulty by two if he tries to mislead or intimidate you. As many Syndicate ops know, self-confidence is like armor. If it fits, you can stand up to almost anything.
Notes:
Book Ref: Guide to the Technocracy, page #166

Corporate Savvy 3 Social WW8202

WW8120

Synopsis: Your character's mortal host has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree.

System: Add two dice to any roll involving manipulating a corporate structure of a corporate employee.
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #108

Cupid's Gift 1 Social WW4508 Synopsis: You're unusually seductive. it isn't so much that you're fair of face or quick of wit (though you may be) - you simply possess a certain animal charm that few can resist.

System: In any roll based on Seduction or Subterfuge, subtract two from the difficulty... and get ready to suffer the displeasure of your rivals! Folk who are not swayed by your charms often hate you for possessing them.
Notes:
Book Ref: The Sorcerer's Crusade Companion, page #121

Enchanting Gaze 2 Social WW4805 Synopsis: You've got the most fascinating eyes. People find it hard to avoid them. Even if your gaze is sort of... unearthly... it's most seductive. There isn't anything actually magical about your gaze, byt others cannot help finding it intriguing, whether you want them to or not. Perhaps your eyes are unusually vivid, or uncannily colored, or incredibly trusting and inviting... they're distinct, regardless, so you might as well make use of 'em.

System: In game terms, this Merit subtracts two from the difficulty of any Social roll that involves sustained eye contact, or from an influence spell that includes eye contact as a focus. (See The Sorcerers Crusade - "Charms" on p 261, and "Evil Eye", p 268. The usual maximum applies). It also makes you stand out in a crowd; long after you're gone people will still talk about those marvelous eyes...
Notes:
Book Ref: The Sorcerers Crusade Companion, page #123

Enchanting Voice 2 Social WW8202

WW8120

Synopsis: Your character has the most incredible voice. It has a quality that makes people unable to ignore it. If she whispers seductive words in someone's ear, his heart melts. If she demands that someone do something, he springs into action at her behest.

System: The difficulty of all rolls involving the use of your character's voice to persuade, seduce, charm or give orders decreases by two.
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #107

Fascinating Gaze 2 Social WW2380 Synopsis: The eyes are the windows to the soul, and your character's are particularly engaging. Something about the eyes draws and holds the attention of others. They might be an unusual color, have a particular shine to them, or simply seem to reflect the wisdom of the ages. Your character's come-hither look can melt the coldest heart, while his intimidating glare is like the paralyzing stare of a viper.

System: Reduce by two the difficulty of any Social roll in which eye contact is involved throughout.
Notes:
Book Ref: Mummy the Resurrection, page #64

Fashion Sense 2 Social WW8202

WW8120

Synopsis: Your character doesn't just dress well, she has an innate sense of what sort of clothes suit a particular occasion. This sense isn't a case of slavishly following the latest trends from the hottest designers either, it's a matter of knowing when to dress smart and when to be casual and having the know how to carry it off on a limited budget.

System: Subtract one from the difficulty of Social rolls in situations where dressing appropriately is important, such as in a business meeting, chatting at a club or attending an upper crust function.
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #107

Flirt 2 Social WW8202

WW8120

Synopsis: Your character's mortal friends claim that she's a terrible flirt, but that quite manifestly isn't true. She's great at it. She's an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands.

System: Add two dice to all Social rolls in such circumstances.
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #107

Funny 1 Social WW8202

WW8120

Synopsis: Your character can make people laugh. Her timing and sense of the absurd is second to none. She's always being invited to parties because she's so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when situations seems darkest.

System: Reduce by two the difficulty of any Social roll that is intended to boost morale.
Notes:
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #105

Good Judge of Character 2 Social WW8202

WW8120

Synopsis: Your character has an innate instinct for reading a person. She can make an appraisal of the kind of person someone is after meeting him for a few seconds, based on little more than gut instinct. She is rarely wrong.

System: Decrease the difficulty by two on any Perception roll based on assessing a person.
Notes: Called "Good Sense of Character" in Demon.
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #107

Good Listener 1 Social WW8202

WW8120

Synopsis: Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they open up to your character without really meaning to.

System: The difficulty of all apparently friendly Social rolls that involve people talking to your character decreases by two.
Notes:
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #105

Good Taste 1 Social WW8202

WW8120

Synopsis: Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She's seen the films for discussion in cultured company, and she wouldn't know who starred in Dumb and Dumber, let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins.

System: Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high society or business situation.
Notes:
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #105

Gossip 1 Social WW8202

WW8120

Synopsis: Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She's more than happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people's lives.

System: Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.
Notes:
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #105

Great Liar 2 Social WW8202

WW8120

Synopsis: Lying comes naturally to your character. Even the most involved deception sounds like God's own truth when it comes tripping off her honeyed tongue.

System: Gain two dice on any Social roll that involves lying to or deceiving another person.
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #107

Honeyed Tongue 2 Social WW4801 Synopsis: Lies pass your lips like the Gospel truth. People tend to believe what you say, no matter how inane your conversation or how incredible your stories. This liberty enables you to spread falsehoods with impunity, deceive friends and enemies alike, and explain your way out of most situations.

System: All attempts at Subterfuge gain an automatic success.
Notes:
Book Ref: Crusade Lore, page #37

Innocent 2 Social WW4801

WW4009

Synopsis: You convey an aura of childlike innocence. Few believe you capable of anything even remotely evil or wrong, even if you are guilty of the most heinous crime.

System: In story terms, this Merit makes life a lot easier for you when interacting with potential enemies. You usually suffer mild punishments - even if someone catch you in the act - and your accusers tend to give you the benefit of the doubt. In game terms, this Merit lowers the difficulties of rolls involving Subterfuge or Manipulation by two.
Notes:
Book Ref: Crusade Lore, page #37
Halls of the Arcanum, page #63

In Love 1 Social WW8202

WW8120

Synopsis: Your character has fallen for someone (or her mortal host had), and the feeling is reciprocated. The world seems like a better place. Colors are brighter, music is more enchanting, and life just seems less desperate. Even the slightest success boosts your confidence.

System: Regain two Willpower instead of one when your character wakes up each morning.
Notes: Called "Lovestrick" in Hunter.
Book Ref: Demon Player's Guide, page #78
Hunter Player's Guide, page #105

Laid Back Friends 2 Social WW8202

WW8120

Synopsis: Everyone needs good buddies, and your character has a particularly good bunch. They're pretty cool about when they see her; they don't get all up tight if she's not in contact for a while. They're also great at not interfering with her life. Sure, she's gone through some changes of late, but that's her choice. They'll be there if she wants to talk or needs help, but they'll otherwise keep the hell out of her hair.

System: If these guys are also your character's Allies (as per the Background), they'll help without asking too many difficult questions. Hey, that's her business, right?
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #107

Media Junkie 1 Social WW8202

WW8120

Synopsis: TV, radio, newspaper, magazine, film - your character cant get enough. She's a voracious consumer of pop culture and is always up onthe latest movies, music, and current affairs.

System: Reduce the difficulty by two on any Social or Research roll that involves pop culture.
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #105

Media Savvy 3 Social WW8202

WW8120

Synopsis: There's a knack to dealing with the media, and your character has it. She's learned what journalists what, and she does her best to provide it in a way that best suits her. She can create, suppress and redirect stories with a fair amount of effectiveness, just by the spin she puts on them. Most of the time, she tries to set up situations so the media reads them the way she wants.

System: Add two dice to any Social roll in which your character deals with journalists or reporters.
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #108

Natural Leader 1 Social WW8202

WW8120
WW4009

Synopsis: Your character has been gifted with a certain bearing and personality that naturally makes people defer to her opinion or orders.

System: You receive an extra two dice on Leadership rolls. Your character must have a Charisma of 3 or greater to purchase this Merit.
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #105
Halls of the Arcanum, page #62

Natural Politician 1 Social WW8202

WW8120

Synopsis: Your character is right at home among the devious minds of the political world. Whether it's the cut and thrust of office jockeying or the showboating of regional politics, she knows how to get what she wants.

System: You receive two extra dice on Manipulation rolls in social situations that can involve an element of politics, such as an office or gun club meeting. Your character must have a Manipulation of 3 or more to have this Merit. The Politics Ability has to bearing because this Merit represents raw talent, not knowledge gained through long experience.
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #106

Noble Bearing 1 Social WW4508 Synopsis: Some people were born to lead. You are one of them. Were you born of noble blood? Perhaps not, but you still act as if you were, and often you impress others as a result. Your true heritage doesn't matter; people respect you on sight.

System: In game terms, this Merit lowers Social roll difficulties in conciliatory situations by two. In story terms, it gives you an air of respectability no matter where you are or what you do. It also makes you a target for jealousy, gossip, and assassination attempts, but that's the cost of charisma...
Notes:
Book Ref: The Sorcerer's Crusade Companion, page #121

Noble Blood 1 Social WW4508 Synopsis: Whether a bastard or a favored child, you possess an obvious link to a noble family. It's well known that "the blood will tell"; prominent features and other, less physical traits - good and bad ones alike - have been passed on to you. Perhaps you share the duke's fine features, the baron's temper, or the princess' deep green eyes. People recognize your heritage, no matter how you dress or behave.

System: In game terms, this Merit is two sided: It declares your parentage and wins you respect, but that's not always a good thing. You might acquire your family's enemies through no fault of your own, or cause scandals if you were born on the wrong side of the sheets. If your family has some noted personality trait - extraordinary courage, deviousness, generosity, wrath - you'll probably display some sign of it as a matter of course. Note that this Merit doesn't apply to every noble child; it reflects an undeniable tie to a specific aristocracy, not a simple heritage.
Notes:
Book Ref: The Sorcerer's Crusade Companion, page #121

People Person 2 Social WW8202

WW8120

Synopsis: Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly.

System: The difficulty decreases by two on any social roll to create a good impression on another.
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #107

Perfect Liar 3 Social WW4014 Synopsis: When you speak, everything is the truth. Your words never quaver, your vital signs remain normal, your facts seem consistent and your eyes betray no deception whatsoever. No matter how outrageous your story might be, an objective observer will assume that at least you believe it's true.

System: In game terms, most casual deceptions succeed automatically. Subtract two from the difficulty of any roll that involves fooling someone about something important. This Merit will not foil Mind magic, aura-reading, or other forms of mystic truth-seeking, but it will deceive any mundane detection (like body language or lie detectors).
Notes:
Book Ref: Guide to the Technocracy, page #16c

Pillar of the Community 2 Social WW8202

WW8120

Synopsis: Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she's become well liked and trusted by those who live around her.

System: When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they are likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn't count on help every time things go sour.
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #107

PItiable 1 Social WW2206 Synopsis: there is something about you that others pity. This causes them to care for you as if you were a Child (Archetype). Some Natures will not be affected by this Merit (Autocrat, Deviant, Fanatic, Sycophant), and some Demeanors may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how little) you like it.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #6

Punctual 1 Social WW8202

WW8120

Synopsis: Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she's sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she'll be in the restaurant at 8:00 on the dot, so he doesn't end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.

System:
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #106

Seasoned Traveler 2 or 4 Social WW8202

WW8120

Synopsis: Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4 point version, the same applies to foreign countries. She might not speak the language well, or at all, but she knows how to go about obtaining things and learning about the local culture without offending the natives, through a combination of prior research and general street smarts.

System:
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #107

Smooth 1 Social WW8202

WW8120

Synopsis: Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don't have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people can forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly forgiven and forgotten.

System: Reduce the difficulty of any Manipulation rolls by two.
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #106

Socially Aware 2 Social WW8202

WW8120

Synopsis: Social interplay is an open book to your character. She's the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes about the underlying connections between people.

System: Gain two dice on any Perception roll involving interaction between other people.
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #107

Soothing Voice 1 Social WW4010

WW2224
WW4009

Synopsis: Your voice is calm and soothing, almost entrancing.

System: Add two dice to any roll that directly involves using your voice - to sing, to preach, to hypnotize, etc. - or reduce Social roll difficulties by two.
Notes:
Book Ref: World of Darkness: Sorcerer, page #66
Mummy: The Resurrection, page #68
Halls of the Arcanum, page #64

Street Rep 1 to 2 Social WW4040 Synopsis: People know you. Maybe you creamed a roomful of enforcers, maybe you have a way of surviving tough situations, or perhaps you just have a really good PR person running scam talks about you. In any case, people know your name.

System: Whether this Trait becomes a Merit or a Flaw depends on what you're known for. Characters known for good things - helping needy people, contributing time to help teach city kids, etc. - will buy this as a Merit. Those known for darker deeds - killing hitmen or cops, getting all your charges dropped, trashing folks who get in your way, etc. - must buy it as a Flaw. Either variation will make you a hero in someone's eyes and a target in others'.
Notes:
Book Ref: Destiny's Price, page #68

Trivia Champ 2 Social WW8202

WW8120

Synopsis: Where does your character come up with this stuff? Whether it's through plenty of reading, too much TV or just an eclectic bunch of friends, she has the oddest collection of facts stored away in her skull.

System: Once in a while, at the Storyteller's discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she's picked up makes her appear to be.
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #107

Upright Citizen 2 Social WW8202

WW8120

Synopsis: Up until the moment of possession, your character's mortal host was a model citizen. Not even a whiff of scandal has ever tainted her. Her working life has been good without being extraordinary. her friends would be hard pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary about her most of the time. Your character just doesn't have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.

System:
Notes:
Book Ref: Demon Player's Guide, page #80
Hunter Player's Guide, page #108

Way With Words 1 Social WW8202

WW8120

Synopsis: Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully. In both written and verbal communication.

System: Gain two dice on any Expression roll that involves words.
Notes:
Book Ref: Demon Player's Guide, page #79
Hunter Player's Guide, page #106

Supernatural
Aptitude
Merit Cost Type Source Details
Beast Affinity 1 to 4 Supernatural Aptitude WW4801 Synopsis: Animals love you. While other people must use force, training or magic to forge bonds with beasts, you do so naturally. Perhaps God has blessed you with the gift of St. Francis. Maybe you're a shaman with a powerful totem or a witch touched by the Goddess. Regardless, animals are well disposed to you. You cannot speak their language or read their minds, but some limited communication (based on gestures and vocalizations) is possible. You are probably safe from harm from animals unless you or your companions act hostile toward a beast or its pack.

System: The payback for this Merit is respect; a magus with a beast-bond must love the wild in return. Farmers, foresters and "barbarians" are more likely to win his trust than are priests or princes. This Merit is not an instant protection; if you anger a beast, it attacks. Intelligent or magical animals are still free to make their own decisions; they're inclined to like you but may be wary of or even turn on you in the long run. This Merit fades if abused; a sorcerer who uses her affinity to recruit sword-fodder finds her favor revoked. Animals are not stupid, and their goodwill is taxed easily.
xxxxx*For one point, you get along well with a specific type of animal (wolves, cats, hawks).
xxxxx*For two points, you bond with general types of animals (canines, birds).
xxxxx*For three, that bond extends to any natural beast.
xxxxx*For four, even the greater (magical) creatures regard you with favor, if not trust or friendliness.
Notes:
Book Ref: Crusade Lore, page #36

Lucky 4 Supernatural Aptitude WW3806

WW3108
WW4010
WW8120
WW4801
WW7300

Synopsis: You enjoy some special favor from Gaia or some other powerful spirit.

System: Three times per story (not per session), you may re-attempt a failed roll. You may only make one repeat attempt per failed roll; the second roll always counts.
Notes: Older versions' 3 point cost is overruled, this Merit will always cost 4 points on City of Hope.
Book Ref: Player's Guide to the Garou, page #165
Werewolf Player's Guide (2nd Edition), page #15
World of Darkness: Sorcerer, page #67
Hunter Player's Guide, page #108
Crusade Lore, Page #37
Changeling: the Dreaming, page #162

Awareness
Merit Cost Type Source Details
Clear Sighted 3 Supernatural Awareness WW4010

WW2224
WW4009

Synopsis: Illusions do not fool you. This vision may be a supernatural gift, an inborn insight or a practiced skill.

System: In any case, vampiric Obfuscation, Chimeristry and other Disciplines or Gifts that deceive most observers don't work as well as they should against you. Confronted with such deception, you get a Perception + Alertness roll (difficulty = opposing power's level +3) to see right through it.
Notes:
Book Ref: World of Darkness: Sorcerer, page #67
Mummy: The Resurrection (2nd Edition), page #68
Halls of the Arcanum, page #64

Danger Sense 3 Supernatural Awareness WW3108

WW7300
WW4050

Synopsis: You have a sixth sense that warns you of danger.

System: When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty corresponds to the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance, or nature.
Notes: The cost in Changeling: the Dreaming is overruled, we use this cost and version.
Book Ref: Werewolf Player's Guide (2nd Edition), page #15
Changeling: the Dreaming (2nd Edition), page #162
Book of Shadows, page #36

Nightsight 3 Supernatural Awareness WW4010 Synopsis: You can see in near total darkness. This odd gift may come from an arcane power, an affinity to darkness or some faint relation to the catfolk. So long as some light source exists, your vision remains acute.

System: Really bad conditions (smoke, fog, total darkness) might demand Perception + Alertness roll, but under most circumstances, you can see as well by night as you can by cloudy daylight. Bright lights, especially sudden ones, dazzle you for a turn or so, perhaps longer if the light is really blinding, otherwise your sight is fairly normal, not enhanced.
Notes:
Book Ref: World of Darkness: Sorcerer, page #67

Mental
Merit Cost Type Source Details
Iron Will 4 Supernatural Mental WW4010

WW4600
WW4014
WW4009

Synopsis: Once your mind's made up, nothing short of a sledgehammer can change it.

System: This Merit allows you to resist the effects of vampiric Domination, Mind magic or other coercive mental attacks. The Trait does nothing to deflect mental trauma or deception, but makes it damned hard for someone to mind-control you. Potent attempts from really powerful foes might demand a sacrifice of a Willpower point per turn; if a vampire or mage of your approximate "level" tries to turn your head around, however, you can consider yourself immune.
Notes:
Book Ref: World of Darkness: Sorcerer, page #68
Mage: The Ascension (Revised), page #192
Guide to the Technocracy, page #166
Halls of the Arcanum, page #61

Physical
Merit Cost Type Source Details
Bitter Blood 1 Supernatural Physical WW2305 Synopsis: Something in your genes or your diet makes your blood taste foul to vampires. Nothing is preventing a blood sucker from bleeding you just for the fun of it, of course, but you're the last vessel a vampire would willingly choose to drink from.

System:
Notes:
Book Ref: Vampire Player's Guide (Revised Edition), page #27

Cast-Iron Stomach 1 Supernatural Physical WW4802 Synopsis: Beasts must often forage for sustenance; as a consequence, some have learned to be less picky than others.

System: Like a goat or a shrew, you can eat anything remotely similar to food and gain nourishment from it. Carrion, straw, bones; it's all dinner. As for the smell, well, you get used to it...
Notes:
Book Ref: Bygone Bestiary, page #108

Insensible to Pain 5 Supernatural Physical WW4600 Synopsis: Your character might be made of steel, or just hopped up on drugs (although you should also take the Addiction Flaw if such is the case), but whatever the cause, he doesn't hurt no matter how wounded he is.

System: You ignore all wound penalties until your character is finally killed.
Notes:
Book Ref: Mage: The Ascension (Revised), page# 288

Vigorous 5 Supernatural Physical WW2305 Synopsis: You don't need sleep. Your body may need to be still and rest for an hour or two every day, but you cant "sleep" and don't need to. The advantages to this are many, but primary among them is the ability to lead both a normal life during the day and a full and uncompromising nightlife.

System:
Notes:
Book Ref: Vampire Player's Guide (Revised Edition), page #27

Psychological
Merit Cost Type Source Details
Fearlessness 1 or 3 Supernatural Psychological WW4802 Synopsis: Like the eagle, which stares into the blinding sun rather than back down, you fear nothing and nobody. Yours is the heart of the lion who fights the dragon to a standstill despite his hatred of fire.

System: In game terms, you may easily resist all attempts to frighten and intimidate you and yours. Facing supernatural threats or fear-based magic, your effective Willpower is increased by two. For one point, you have one fear that negates this Merit (an elephant's fear of the mouse, for example); for three points, you fear nothing.
Notes: Understand that Fearlessness does not equal stupidity or robotic absence of reaction. You may still be thrilled or startled and have adrenaline spikes, you still have a sense of self preservation, and you are still capable of acting scared. This Merit simply means that it's very difficult to intimidate or legitimately frighten your character. Do not use this Merit to justify idiot behavior in social situations, Masq/Veil breaking, or other such nonsense.
Book Ref: Bygone Bestiary, page #108

Lovestruck 1 Supernatural Psychological WW8120 Synopsis: You've fallen for someone and the feeling is reciprocated. The world seems a better place. Colors are brighter, music is more enchanting and the hunt seems less desperate. Even the slightest success boosts your confidence.

System: Unlike Hunter Book: Judge's Soulmate Background, this love may be a transitory thing. If you don't maintain the relationship, you may lose this Merit at the Storyteller's discretion. Even if it lasts, you don't feel the same deep connection as with Soulmate. Regain two Willpower instead of one when you wake up each morning.
Notes:
Book Ref: Hunter Player's Guide, page #105

True Love 1 or 4 Supernatural Psychological WW3108

WW3806
WW4508
WW4600
WW7300
WW4050

Synopsis: The memory of a lasting love remains with you to inspire you in your darkest moments. Even if your true love is lost to you temporarily, you derive comfort and strength from bringing it to mind.

System: You receive one automatic success on all Willpower rolls, which can be negated only by a botch die. At other times, your true love may become a hindrance, since you must act against anything that threatens your love. This Merit requires constant attention and intensive roleplaying.
Notes: The 1 point Merit allows you to automatically succeed at Willpower rolls while actively striving to protect or come closer to your love. The 4 point Merit allows you to automatically succeed at Willpower rolls unless they botch.
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide to the Garou, page #165
The Sorcerer's Crusade Companion, page #122
Mage: The Ascension (Revised), page #290
Changeling: the Dreaming (2nd Edition), page #162
Book of Shadows, page #35

Social
Merit Cost Type Source Details
Mark of Favor 3 Supernatural Social WW4805 Synopsis: Your God or gods have marked you as one of their own. Although you don't look inhuman per se, this Mark is easy to notice: Perhaps you glow with a faint inner light, possess curly "horned" hair, or radiate the aura of a prophet. Maybe you have stigmata, animalistic features or slitted "dragon's eyes", Those who follow your god will recognize the Mark, and those who oppose it (or who fear anything that seems... different) will consider you a mortal enemy.

System: From time to time, you can turn this favor to your advantage. Any Social roll that involves worshipers of your god subtracts two from its difficulty. Other things, small affinities and talents, advertise your favor, too; a follower of Christ might soothe pain just by standing in a sick person's presence; a Freyja blessed pagan could have a special affinity for cats and seduction, although a good Jew might speak in powerful, musical tones. These phenomena are subtle mysteries, not magical Effects, and they depend on the story's circumstances and the Storyteller's whims. You have no real control over such manifestations, but you can be sure they'll appear occasionally. God smiles in your direction; even if you lack True Faith in Him, He has faith in you.
Notes:
Book Ref: The Sorcerers Crusade Companion, page #127

Special Friend 3 Supernatural Social WW4010 Synopsis: You've got a friend - a supernatural friend. Perhaps she's a werecat, an enigmatic keeper of secrets and sensations; maybe she's a True Mage with powers you can only dream of having. It could be that she's a vampire, watching over you in the night. She might even be a ghost, a Restless soul you've done a favor. Whatever she may be, she isn't "normal" company and her tastes run to dark pursuits.

System: Chances are, your friend isn't telling you much about her kind; you might acquire a dot or two in the appropriate Lore Knowledge from listening to her tales, but that's about it. Still, you're there for each other; she'll watch your back if you watch hers. Naturally, your Storyteller will want to fill in the details regarding your friend and the relationship you share. In the midnight world, these kinds of friends are good to have - even if they do tend to bring their problems with them...
Notes:
Book Ref: World of Darkness: Sorcerer, page #67

Supernatural Companion 3 Supernatural Social WW3108

WW4009

Synopsis: You have a friend and ally who happens to be a vampire, shifter, mage, wraith or changeling. Although you may call upon her in times of need, she also has the right to call upon you (after all, you're friends). However, neither of your fellows nor hers are likely to appreciate such a relationship, and they'll punish both of you if you are found out. Meeting places and methods of communication are always risky. The Storyteller creates your companion, but doesn't reveal to you her full powers and potencies.

System:
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #15
Halls of the Arcanum, page #62

Supportive Family 3 Hunter Social WW8120

WW8202

Synopsis: Sure, your character's acting strange these days. There's something going on that she cant, or wont, tell them about, but it's important to her. That much is clear. They're her family, they love her, and they'll be there for her. They're sure she'll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her.

System: Unless you have also taken the Allies Background for your character, her family wont go out of the way to help her. They just don't ask questions that she cant answer.
Notes:
Book Ref: Hunter Player's Guide, page #108
Demon Player's Guide, page #81

Supernatural
Merit Cost Type Source Details
Burning Aura 2 Supernatural WW4010

WW4809
WW4009

Synopsis: Your aura, no matter what it's color, is unusually brilliant. Those who can see this "inner light", you stand out like a beacon burning with a mystical fire. Even people who cant see auras feel drawn to your side.

System: Some supernatural entities find people like you intriguing; others consider you a threat. Likewise, sensitive mortals might consider you appealing or repulsive, depending on your personality and their inclinations.
Notes: Called Shimmering Aura in Witches and Pagans
Book Ref: World of Darkness: Sorcerer, page #67
Witches and Pagans, page #82
Halls of the Arcanum, page #63

Destiny 2 Supernatural WW2206 Synopsis: You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps yoy overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fultilled, you may suffer setbacks, but nothing will thwart you permanently. How this is played out is up to the Storyteller.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #8

Ghoul 5 Supernatural WW4010

WW4600

Synopsis: At some point in time, a vampire fed you some of her potent vitae, possibly Bonding you into service. Somehow, you broke free, but the Blood's force has granted you some of your mistress' power.

System: In addition to a vague knowledge of vampiric society (one dot of Vampire Lore), you age slowly, have an extra automatic success on any Strength roll you make, and inflict an additional die of damage with all hand to hand attacks. (If your game integrates the Vampire: The Masquerade rules, you have a Blood Pool, a dot in Potence and the potential to buy and use some Disciplines.)
xxxxxThis does not come without cost, however. You must continue to feed on vampire blood occasionally. Otherwise, you regain your mortality and crave forever the sweet rush of your former mistress' essence. Should you revert (after going a month or more without sacred vitae), you lose your supernatural might (and Disciplines) forever.
Notes:
Book Ref: World of Darkness: Sorcerer, page #69
Mage: The Ascension (Revised), page #296

Kinain 4 Supernatural WW4600 Synopsis: Although your character is not a changeling, she's got their heritage running through her veins - literally. Faerie blood allows her to walk in the Dreaming as if she were fae herself. While doing so exposes her to chimerical attack, it also opens her to a new and wonderous world.

System: Their Banality is also quite low (typically two to five) and their presence is often welcome in the courts of the Fae. Naturally, this sort of gift carries an obligation to play Faerie politics. Nevertheless, it can be a wondrous game. This merit also allows the character immunity to the effects of the mists. Note that a full mate cannot have a Glamour pool.
Notes: See +rules Kinain

  • PCs with this merit may buy arts/realms, in which case they start with Glamour based on their age (4 for Wilder, 3 for Grump). This must fit within the limits from '+rules multiclass'.
  • Kinain may have faedescs, but they should be subtle compared to kithain.

xxxxxExamples: Troll kinain may be slightly blue, or slightly bulkier, but not a giant blue behemoth. Nocker kinain may have pale pink cheek swirls or knobby fingers. Satyr kinain may have little head bumps, but not large horns.
xxxxxException: If you have specific relevant stats (e.g. Glamour, Honored Birthright, Oneiromancy, Demesne), then your faedesc may be overt, but should also OOCly identify those stats.
Book Ref: Mage: The Ascension (Revised), page #296

Kinfolk 4 Supernatural WW4600 Synopsis: By some quirk of fate, your character is related to a werewolf, -cat, -raven, -bear, -or even one of the more mysterious breeds. The changing blood has not stirred in him - at least not in the traditional way - but it has left its mark.

System: He's immune to the Delirium (the madness that claims those who see a werebeast's half human form), and he has friends among whichever Breed he's related to. Having this Merit doesn't mean that he knows their secrets or that he can wander around their sacred sites without retribution, but he has a certain edge that no normal mortal can match. if your character is a sorcerer, you might be able to learn a few spirit Gifts, and an Awakened mage can use these inherent magical powers as well without threat of Paradox. However, he can never have Gnosis, the innate connection to the spirit that all shifters share.
Notes: See +rules Kinfolk. Be aware that many shifters, mainly Gaian, may automatically dislike a vampire or ghoul kinfolk, possibly seeking to kill the former and detox the latter.
Book Ref: Mage: The Ascension (Revised), page #296

True Faith 7 Supernatural WW3108

WW3806
WW4600

Synopsis: You have a deep-seated faith in (and love for) Gaia, God, or whatever it is you consider the Almighty. You begin the game with one point of Faith (A Trait that ranges from 1-10). This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you.

System: You begin play with one dot in True Faith, although you may eventually increase your score to a maximum of 10. When appropriate, you may add your True Faith score to your Willpower rolls. The Storyteller decides what effects True Faith has, but it may include repelling vampires, banishing hostile spirits, holding back Wyrm creatures temporarily or causing minor miracles of healing and cleansing. Such Faith is rare and no one may start play with more than one point of True Faith.
Notes: For more rules, see Vampire Player's Guide, page #30, or The Hunters Hunted, pages 64-66.
Book Ref: Werewolf Players Guide (2nd Edition), pg.#16
Player's Guide to the Garou, page #166
Mage: The Ascension (Revised), page #298

Unbondable 3 Supernatural WW4010

WW4600
WW7300

Synopsis: Vampire blood cannot control your will. No matter how much of it you consume, the dreaded Blood Bond wont take you down.

System: This Merit can be powerful - a little too powerful for some chronicles - if combined with the Ghoul Merit; hence a character who wants to be a free-willed Ghoul must pay double the usual amount.
Notes: Ghoul characters must take the 6 point version in the Vampire/Ghoul section below. Characters with this Merit who become Ghouls after character generation must buy this Merit up from 3 to 6.
Book Ref: World of Darkness: Sorcerer, page #67
Mage: The Ascension (Revised), page #295
Changeling: the Dreaming, page #162

Vampiric Recognition 3 Supernatural WW2305 Synopsis: You can spot a vampire at 10 paces. You've learned to recognize some aspect of their undead nature - something that others seem oblivious to. Maybe it's a slight metalic odor, or a learned tendency to look at a person's neck to see if he has a pulse in his carotids. Whatever the case, you can tell a vampire from the mortal without difficulty. Certain complicated cases (such as vampires with Blush of Health Merit) may require a Perception + Alertness roll (difficulty 6) for you to be sure.

System:
Notes:
Book Ref: Vampire Player's Guide (Revised Edition), page #27

Bygone

Type Sub-Type Merits contained within
Bygone Awareness: Homing Instinct
Physical: Acute Senses, Perfect Balance
Psychological: Loyalty
Social: Soothing Voice
Bygone
Awareness
Merit Cost Type Source Details
Homing Instinct 2 or 4 Bygone Awareness WW4802 Synopsis: Like the fabled hound who follows his lost mistress across a kingdom, you have an innate sense of direction when the destination involves home or a loved one. Even when vast distances separate you from your home or friend you can, with time, find your way there.

System: This Merit is not a supernatural power, nor is it a medium for transpiration - you must cover all distances and surmount all obstacles yourself. Assuming you can do that, the Homing Instinct will lead you to your destination, despite hundreds of miles, bitter weather, even imprisonment. In game terms, you might have to make a Perception + Awareness roll when some major setback or obstacle (a mountain range, a blizzard, a long delay, etc.) blocks your path. The roll's difficulty depends on the obstacle's severity:

Difficulty Circumstances
6 Normal Circumstances
7 Harsh weather or terrain

Major obstacles/Erased trail

9 Vast distances (500+ miles)

Supernatural obstacles

+1 Per month of separation


When you choose the Instinct, select one "target", either a location or a character that you've forged a bond with. Such bonds take time and affection to make - they cannot be "set" and "reset" with a simple decision. For two points, this Merit allows you to track your subject anywhere in the mortal world; for four points, you can follow it anywhere, even into the Otherworlds, as long as you have some way to travel there.
Notes:
Book Ref: Bygone Bestiary, page #108

Physical
Merit Cost Type Source Details
Acute Senses 1 or 3 Bygone Physical WW4802 Synopsis: The eyes of the eagle, the nose of the hound, the hearing of the rabbit... common speech and poetry alike celebrate these gifts. Either your kind possesses such gifts, or you are exemplary within your species.

System: For 1 point, reduce the difficulty of any feat involving one sense by three (-3 difficulty). For three points, do the same for rolls involving all physical senses. The downside of this Merit is sensitivity: Sudden, violent stimuli can run your senses amok. Depending on what happens, you might be temporarily deprived of the affected sense, or driven away in pain or disgust.
Notes:
Book Ref: Bygone Bestiary, page #108

Perfect Balance 3 Bygone Physical WW4802 Synopsis: No matter how narrow the precipice or how thin the tree limb, you move upon it like it was hard packed earth. Moving wagons, the blows of enemies, disorientating fogs - nothing can topple you from your perch. If you somehow fall, you land on your feet like a cat.

System: In game terms, you add two dice to all Dexterity rolls involving keeping your balance. and add two dice to any soak roll involving a fall.
Notes: This merit is not the same as the Perfect Balance Merit listed in the Any Race section; that merit does not provide the +2 soak bonus.
Book Ref: Bygone Bestiary, page #109

Psychological
Merit Cost Type Source Details
Loyalty 1 Bygone Psychological WW4802 Synopsis: Pliny the Elder tells of a dolphin in Puteoli who befriended a boy and came to his aid in storms, brought him fish when he hungered and died broken-hearted when the boy fell sick and passed on. The hound of King Lysimachus of Thrace threw himself onto his master's funeral pyre rather than desert him.

System: Like that dolphin or Lysimachus' hound, you are loyal to some other person, group, or cause. Temptations to disloyalty mean nothing. If you face some supernatural persuasion (charms, Mind magic, etc.) to betray your object, your effective Willpower is increased by 2.
Notes:
Book Ref: Bygone Bestiary, page #108

Social
Merit Cost Type Source Details
Soothing Voice 3 Bygone Social WW4802 Synopsis: Did the serpent in the Garden possess such a voice? Your voice is calm and soothing, almost entrancing. Hot heads and rash tempers are cooled by your liquid oratory. People (and beasts) in earshot will be inclined to trust you.

System: In game terms, add two dice to all rolls that directly include use of your voice to soothe or lull the hearer (Leadership, Manipulation, Singing, etc.). This Merit differs from the Musical Influence Special Advantage (Bygone Bestiary, page #117) in that Musical Influence requires musical expression, not speech, and can enrage as well as calm.
Notes: A mute beast may not possess this Merit, although he might have Musical Influence.
Book Ref: Bygone Bestiary, page #109

Changeling

Type Sub-Type Merits contained within
Changeling Any Fae Awareness: Medium
Denizen: Aura of Fear, Banality Resistance, Change Aria, Evanescent, Human Shell
Inanimae: Famous Anchor, Imperial Ambassador, Natural Husk
Mental: Iron Will, Self-Confident
Psychological: Code of Honor, Higher Purpose
Social: Animal Magnetism, Gifted Liar, Spirit Mentor, Werewolf/Vampire Companion
Supernatural: Boon of Fate
Changeling Aptitude: Art Affinity
Kith: (Eshu: Gift of Babel, Living Legend, Long-Winded, Wayfarer's Feet), (Nockers: Speedy Hammer, Tunnel Vision, Work with Iron), (Pooka: Animal Speech, Call to Friends, Calming Presence, Good Listener, Intimidation, Loud Voice, Physical Abnormality Venomous Attack, Wholecloth,), (Redcaps: Granite Skin, Faster, Unforgettable Taste), (Satyrs: Flexible Heart, Gut Instincts, Inspiration, Intimidating Stance, Passion, Sex Appeal, Sexual Reverie, Voice of a Songbird), (Sluagh: Dead Friends, Dexterous Toes, Fly Fingers, Friend to Spiders, Nightsight, Prehensile Tongue, Puddle), (Trolls: Blessing of Atlas, Blood of the Rivers, Increased Pain Threshold, Loyal Heart, Nature Linked, Stone Skin)
Houses: (Baeumayn: Burning Gaze, Melody of Days to Come), (Gwydion: Unstoppable Fury, Blood of the Wolf), (Scathach: Oath of the Honor-Bound Allies, Oracle, Phantom Fate)
Physical: Acute Senses, Faerie Eternity, Surreal Beauty, Winged
Supernatural: Faerie Godparent, Iron Resistance, Past-Life, Poetic Heart, Regeneration, Seeming's Blessing
Social: Boon, Prestigious Mentor, Reputation
Any Fae
Awareness
Merit Cost Type Source Details
Medium 2 Fae Awareness WW7300 Synopsis: You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice for free - they will always want something in return.

System:
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #161

Denizen
Merit Cost Type Source Details
Aura of Fear 2 Fae Denizen WW7310 Synopsis: Many Denizens threaten by their very presence, but you take this to a preternatural extreme. By spending a point of Glamour, you exude an air of extreme menace that may stop the boldest creatures in their tracks.

System: Anyone who wishes to attack or even insult you must make a Willpower roll (difficulty 7) before doing so.
Notes:
Book Ref: Denizens of the Dreaming, page #69

Banality Resistant 3 Fae Denizen WW7310 Synopsis: Even though you have not undergone the Changeling Way Ritual, you are more resistant to gaining Banality in whatever form you take.

System: You no longer automatically gain Banality while in Phantom Form or upon possessing a human. Your rate of Banality accrual is no faster than that of the average Changeling.
Notes:
Book Ref: Denizens of the Dreaming, page #69

Change Aria 3 Fae Denizen WW7310 Synopsis: Unlike most Denizens you have voluntary control over when you change your Aria. Changes of this nature still affect both your physical appearance and your emotional state.

System: Use of this Merit requires one point of Willpower.
Notes:
Book Ref: Denizens of the Dreaming, page #69

Evanescent 2 or 3 Fae Denizen WW7310 Synopsis: Most Dark-kin were locked out of the Autumn World for thousands of years; they know next to nothing about human affairs or the secret dangers which await in its banality choked streets. Even most aonides and moirae spend more time in the Dreaming than in the waking realms. Some Denizens have lurked among humanity for years and are well versed in its ways.

System: Characters who take this Merit are familiar with the various forms of possession. They may buy any of the curtailed Abilities up to their maximum extent (though normal Changeling rules still apply to Abilities bought over three points at the beginning of the game) and are experienced in the most basic of Human interactions (anything more requires the Autumn Lore Knowledge). Those adhene not included in the Silver Ban (aonides, keremet and moirae) pay only two points for this Merit, while any others pay three. Evanescents begin the game with two permanent points of Banality and are, hence, able to pass through the Meridianus without hindrance.
Notes:
Book Ref: Denizens of the Dreaming, page #70

Human Shell 4 Fae Denizen WW7310 Synopsis: You woke up on the other side of the Mists with a surprise. Your fae mien was clothed in a fully functional human form. This body is roughly the same size as your faerie mien and makes you look entirely human. It may have been a gift from the Norns, you may have stolen it, entered a pact with the former owner or maybe your great great grandfather had it "on ice" since the Tessarakonta for just such an occasion.

System: Having more than five dots in any Attribute is still a violation of reality in the Autumn Realm. The body in question may not exceed your Physical Attributes in the Dreaming, though you may move the numbers around. You, of course, retain your own Mental Attributes, Charisma and Manipulation. Also, you now share the Banality inherent in such a form. You have a beginning Banality rating of two.
Notes:
Book Ref: Denizens of the Dreaming, page #70

Inanimae
Merit Cost Type Source Details
Famous Anchor 3 to 5 - All Phyla Fae Inanimae WW7307 Synopsis: With this Merit, your Anchor becomes a famous and cherished monument. Hundreds if not thousands will try to protect your Anchor from harm. The fame of your Anchor depends on the cost of the Merit you have bought.

System:
Notes:
Book Ref: Inanimae: The Secret Way, page #68

Imperial Ambassador 2 - All Phyla except Solimonds Fae Inanimae WW7307 Synopsis: You may travel into any homeland and get +1 to any reaction roll with an Inanimae official. You can also claim diplomatic immunity in any Kithain court. This may or may not work depending on any local treaties.

System:
Notes:
Book Ref: Inanimae: The Secret Way, page #68

Natural Husk 3 - All Phyla Fae Inanimae WW7307 Synopsis: Your Husk is extremely lifelike. Even if you only have one dot in the Background, your Husk seems to pass for human.

System: The benefit of this Merit is that people are so certain that you are human they may actively deny some evidence to the contrary.
Notes:
Book Ref: Inanimae: The Secret Way, page #68

Mental
Merit Cost Type Source Details
Iron Will 3 Fae Mental WW7300

WW7100

Synopsis: When you are determined and your mind is set, nothing can divert you from your goals.

System: You cannot be Dominated, and wraiths, mages, and other changelings using mental attacks against you gain an additional +3 to their difficulties of you are aware of them and resisting. However, the additional mental defense costs you one Willpower per turn. Even if you are unaware of the attempt, anyone attempting to magically influence you must add +1 to their difficulty.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #157
Changeling: the Dreaming Player's Guide, page #18

Self-Confident 5 Fae Mental WW7300 Synopsis: When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point.

System: When you declare that you're using a point of Willpower and roll for success, you do not lose that point of Willpower unless you fail. This will also prevent you from botching, but only if you declare that you are spending the Willpower point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the difficulty of your roll is 6 or higher. You may spend Willpower at other times; however, if the difficulty is 5 or less, the Merit will not help you.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #157

Psychological
Merit Cost Type Source Details
Code of Honor 1 Fae Psychological WW7300

WW7100

Synopsis: Your character has a personal code of ethics to which she adheres strictly. You can automatically resist most temptations that would bring you in conflict with your code.

System: When battling supernatural persuasion (Mind magic, vampiric Dominate, or Chicanery) that would make you violate your code, you either gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #154
Changeling: the Dreaming Player's Guide, page #18

Higher Purpose 1 Fae Psychological WW7300

WW7100

Synopsis: All changelings have some vision of their path, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself to behave contrary to the needs of personal survival, it can also grant you great personal strength.

System: You gain two extra dice on any roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with the Storyteller. You may not take this Merit if you have the Flaw: Driving Goal.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #154
Changeling: the Dreaming Player's Guide, page #18

Social
Merit Cost Type Source Details
Animal Magnetism 1 Fae Social WW7300

WW7100

Synopsis: You are especially attractive to others.

System: You receive a -2 to your difficulty on Seduction or Subterfuge rolls. However, this will aggravate others of your gender.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #158
Changeling: the Dreaming Player's Guide, page #23

Gifted Liar 3 Fae Social WW7304 Synopsis: You are so good at lying that you can sometimes convince yourself that you are telling the absolute truth. It makes it extremely difficult for anyone to catch you in a falsehood; in your own mind, you are not lying.

System: In most cases, no rolls need to be made for you to stand up to questioning or interrogation. Success in a simple Willpower roll (difficulty 7) allows you to evade the truth sensing ability of House Gwydion or negate the effects of magical attempts to detect deception.
Notes:
Book Ref: L'Amour et Liberte, The Book of Houses 2, page #32

Spirit Mentor 3 Fae Social WW7300

WW7100

Synopsis: You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part, its benefit to you is through the advice it can give.

System: This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies. Mentors of this sort are not true Mentors of the Arts, but might give special insights into aspects of mortal life that changelings have missed or forgotten.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #161
Changeling: the Dreaming Player's Guide, page #26

Werewolf/Vampire Companion 2 Fae Awareness WW7300

WW7100

Synopsis: You have a friend and ally who just happens to be a werewolf or vampire. Though you may call upon this being in time of need, she also has the right to call upon you (after all, you are friends). Neither your kind nor hers appreciate such a relationship; while changelings deal with the Prodigals often, all sides share a healthy distrust of each other. Your friend will not become a walking Glamour battery for greedy changelings. Such relationships often end badly... The Storyteller will create the character in question, and will not reveal its full powers and potencies.

System:
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #162
Changeling: the Dreaming Player's Guide, page #26

Supernatural
Merit Cost Type Source Details
Boon of Fate 1 to 5 Supernatural WW7309 Synopsis: Although you know you are not immortal, you have been given the knoeledge that you will not die from one certain means or event. Perhaps an Eshu grump read your fortune in the stars and prophesied that you would not die by the hand of commoner or noble. Perhaps you simply have a deep and abiding fearlessness of fire and the inherent knowledge that your death will not come from that element. Whatever your certainty, this knowledge tives you the freedom to risk your life in ways that others cannot.

System: Storytellers should keep in mind, however, that such beliefs can turn upon those who abuse this freedom. The individual who knows she will not die from fire can still perish from the collapse of a burning roof upon her head. Storytellers should determine the cost of this Merit according to the type of "death" it precludes.
Notes:
Book Ref: War in Concordia, page #118

Changeling
Aptitude
Merit Cost Type Source Details
Art Affinity 5 Changeling Aptitude WW7300

WW7100

Synopsis: You are able to utilize one of the Arts with a greater degree of ease than other changelings. In a previous incarnation, you were extremely proficient in one of the Arts - so much so that you have managed to draw a portion of that knowledge through into this lifetime.

System: Select an Art; when spending experience points to gain levels in that Art, you pay three-quarters the normal cost. This art must be declared during character generation. Of course, this Merit may only be purchased once.
Notes: This Merit is called Sphere Natural in the Player's Guide.
Book Ref: Changeling: the Dreaming (2nd Edition), page #162
Changeling: the Dreaming Player's Guide, page #27

Kith
Eshu
Merit Cost Type Source Details
Gift of Babel 2 Aptitude WW7056 Synopsis: One of the Eshu's original duties was to serve as Olorun's linguist, and as such he knew every language that ever was. Your character retains some of this flair and can potentially master an astonishing number of languages.

System: You may learn twice the number of languages that a character with the same level of the Linguistics Ability would normally be able to learn, and all training times with this ability are cut in half. Obviously, you must purchase some level of the Linguistics Ability for this Merit to be useful; however, this Merit can be a godsend to diplomats and other characters who depend on the command of a wide variety of languages. This Merit can also be combined with the Natural Linguist Merit to make for a true mastery of languages.
Notes:
Book Ref: Kithbook: Eshu, page #85

Living Legend 5 Supernatural WW7056 Synopsis: You are the living, breathing incarnation of some great hero or heroine; this does not have to be an actual historical figure, but it can be a character from mythology or even (with Storyteller permission) a figure from more contemporary fiction. Note that you are an incarnation, not a reincarnation; you are not actually the reborn spirit of that individual, but the embodiment of that legend of that individual. Your mortal form must at least vaguely resemble your heritage, but your fae mien matches it perfectly. Any Kithain with even the slightest knowledge of the original tale will recognize you immediately, and you are likely to attract a great deal of attention in the cultures that gave birth to the legend.

System: You must purchase at least 3 points of the Remembrance Background to take this Merit to reflect the tie you have to the original legend. All Remembrance rolls made while interacting with or remembering things from your legendary "past" are made at a -2 difficulty (minimum difficulty of 3). What's more, you gain an additional two dice to all Social rolls with those who recognize you, Kithain or otherwise; being in the presence of such a famous figure is impressive to say the least! At the Storyteller's discretion, this Merit may also allow you to have knowledge of, if not access to, certain chimera or Treasures related to your legend. A character who is the incarnation of Roland cannot expect to be handed his famous horn, for example, but it would be a storehouse of information about the item and have some vague ideas about where to look for it.
xxxxxNote that this Merit does not provide any further access to the capabilities of your legendary "ancestor" than this. Whether you are nothing more than a very convincing lookalike, or whether you can actually walk the walk, as they say, is a question of what traits you choose during character creation and beyond. Your appearance and your "memories" may make it hard to get along unnoticed in ordinary society, and you may attract unhealthy attention from ogun and worse. it can also be very hard to live up to what is expected of you. Storytellers are encouraged to constantly remind players with this Merit just how exhausting and thankless it can be to live in the public eye.
Notes:
Book Ref: Kithbook: Eshu, page #86

Long-Winded 2 Physical WW7056 Synopsis: This Merit reflects a capacity, both instinctive and trained, for being able to run long distances without becoming tired. many of the cultures of the Elegbara homelands have employed long-distance runners as messengers and mail carriers for hundreds or thousands of years.

System: A character with this Merit may run or jog at a steady (not sprinting) pace for up to 6 hours without feeling the least bit tired. After that, he must make only the normal Stamina checks to resist exhaustion once every half hour; he makes all such tests at a -2 difficulty. This allows the character to essentially walk at a normal pace almost indefinitely, provided he takes occasional breaks for food and water and a brief nap every 12 to 14 hours. He may do this for a number of days equal to his Stamina rating before he must begin checking for exhaustion. Note that this Merit does not apply to sprinting or other short term bursts of speed, nor in other situations besides traveling. It does allow a character on foot to cover a surprising amount of territory in a relatively short period of time, particularly compared to those on foot who lack this Merit.
Notes:
Book Ref: Kithbook: Eshu, page #85

Wayfarer's Feet 1 Physical WW7056 Synopsis: Your feet are especially durable and well suited to the long distances Eshu typically cover. You are comfortable going barefoot year round, regardless of local temperature or weather conditions, and need not worry about such natural walking hazards as splinters, city debris (including most broken glass), burning sands or jagged rock.

System: For travel purposes, this character is considered to be wearing sturdy hiking boots at all times. This Merit does not protect from outright attacks or weapons of any kind, nor does it cover crossing extreme surfaces such as fire or lava. It also doesn't make the character's kicks do any more damage than usual.
Notes:
Book Ref: Kithbook: Eshu, page #85

Nockers
Merit Cost Type Source Details
Speedy Hammer 3 Physical WW7052 Synopsis: You are a fast and talented worker, even for your kit.

System: When building or repairing something, the difficulty of your craft roll is reduced by one. Additionally, you require one to three fewer successes on any extended rolls required when working on large or complex projects. This Merit also reduces the difficulties of all mining rolls by two.
Notes:
Book Ref: Kithbook: Nockers, page #53

Tunnel Vision 2 Physical WW7052 Synopsis: Most Nockers are adept at working under low light and in poor visibility conditions, but you have inherited a gift from the original goblin miners.

System: You can see in absolute darkness as though it was daylight; you suffer no vision penalties under such conditions. You can also see better than most in fog, mist and in other situations where visibility is obscured. The difficulties of your Perception rolls are never increased by more than 1 when vision is obscured by fog or mist.
Notes:
Book Ref: Kithbook: Nockers, page #53

Work with Iron 5 Supernatural WW7052 Synopsis: Most Nockers cannot abide the touch of iron in any way, but your skin is resistant to its bite for some reason. This ability allows you to work in many real world situations and other Nockers envy you, though they also consider your condition somewhat suspect.

System: This merit is essentially the same as Iron Resistance, however, not only are you immune to iron, but your chimerical works are similarly resistant.
Notes:
Book Ref: Kithbook: Nockers, page #83

Pooka
Merit Cost Type Source Details
Animal Speech 3 Social WW7054 Synopsis: Like Dr. Doolittle, you can talk to the animals. Unfortunately, this only extends to animals of your own affinity and any directly related. For each step away from you in the Animal Kingdom, communication becomes more difficult. For example, a tiger Pooka can speak fluently with other tigers in the tiger language, however he feels like an American in Paris with only a fourth grade understanding of the language when speaking to a bobcat. When attempting to converse with a housecat, the tiger pooka is reduced to a vague understanding of body language.

System: Whenever a Pooka attempts communication with a species other than his specific affinity, the player should roll Perception + Alertness versus a difficulty determined by the Storyteller, based on how far removed the species is from the Pooka's affinity.
Notes:
Book Ref: Kithbook: Pooka, page #87

Call to Friends 3 Social WW7054 Synopsis: Creatures of your affinity will come when you call and back you up in a fight. Every species of animal has a special call that they use to summon others of their own kind to aid them. You have an innate knowledge of what this call is and you can use it whenever you need. For some affinities, it's a how. For others, it's a cluck. However it sounds, it calls any of these animals within a one mile radius to your aid. Even if you cannot make your voice carry that distance, the animals spread the word for you. All you need to do is reach one of the creatures of your affinity and, unless restrained somehow, that animal calls others. like that, the "word" spreads quickly and your friends come running.

System: The limitations of communication still apply. If the animals cant hear you, they wont know to come. If they cant figure out that you're tied to a chair and need them to gnaw through the knot, they're just going to stare at you dumbly. They don't teleport, so travel time is a factor. However, if they see that an ogre is attacking you, they'll jump right in and help you. This Merit works especially well when used in conjunction with the Animal Speech merit listed above. The number of animals available to you varies depending on your affinity and where you're living. The Storyteller should assign a number of animals per success. For example, in New York there may be only one alligator in the sewers within that mile, but there may be a hundred cats. Once this has been established, the player should roll Charisma + Performance to determine how successful her plea for help is.
Notes:
Book Ref: Kithbook: Pooka, page #87

Calming Presence 2 Social WW7054 Synopsis: One advantage of your animal half is the ability to calm any animal with a quiet word or even a look. You may soothe children as well. Something in your scent, or your aura, conveys safety and security to the animal or child. A guard dog will rarely attack you, and when in your arms, babies calm and gaze up at you in fascination and wonder. If you are a domestic Pooka type (cat, dog, rabbit, etc.), you may use this in your animal form as well, by purring, licking or lying quietly in someone's lap.

System: The difficulty of all Charisma rolls, except Intimidation, is reduced by 2 when dealing with children or animals.
Notes:
Book Ref: Kithbook: Pooka, page #87

Good Listener 1 Social WW7054 Synopsis: All Pooka have the ability to get others to open up to them, however you are a master confidant. A word here, a gesture there, you crack people open like clams and harvest their secrets like pearls. You say all the right things at all the right times. Your ability to listen makes others tell you their feelings, concerns, and hidden dreams. They don't know why they're telling you, but they usually feel better afterwards. You walk away with another gem of information to add to your collection. Is it any wonder that Sluagh secretly envy Pooka?

System: All rolls related to your Birthrite are made at -1 difficulty.
Notes:
Book Ref: Kithbook: Pooka, page #86

Intimidation 3 Social WW7054 Synopsis: Something in the way you move or the way your eyes shift over your environment worries people. You have a natural aura of danger that tickles the short hairs on people's necks. You walk into a room and the crowd goes still. When passing you on the sidewalk, other pedestrians give you a wide berth, sometimes even crossing the street to avoid you. One look is all it takes. Only the bravest, most brash opponent will openly challenge you. This works in your favor, but it's a lonely way to go through life. Of course, this also draws the attention of those hard asses looking for someone to knock down a few pegs.

System: You receive a -2 to your difficulty on all rolls related to Intimidation.
Notes:
Book Ref: Kithbook: Pooka, page #87

Loud Voice 1 Physical WW7054 Synopsis: Some animals have voices that carry farther than a normal human's. You have the ability to project your voice as far as a wolf can howl or to shout as loudly as an elephant can trumpet. This comes in handy, but unfortunately, it also draws attention to you. Not only does your target hear you, so does everyone within a certain radius. The physical landscape can hinder this ability, buildings muffle, hills echo. In open territory, however, your voice carries for up to five miles, if you've conditioned it to do so.

System: Roll Stamina + Performance, difficulty 6, minus any modifiers for landscape. The number of successes determines how many miles youf voice carries. On a botch, you strain your voice and suffer laryngitis for a number of days equal to your dice pool.
Notes:
Book Ref: Kithbook: Pooka, page #87

Physical Abnormality 3 or 4 Physical WW7054 Synopsis: Some aspect of your animal mein transfers into your faerie mien. This may mean that you have prehensile feet or tail, the ability to climb vertical surfaces, a sticky tongue, eyes that rotate 180 degrees, extra legs, a scorpion stinger, venomous bite, tough skin, skunk spray or any of a huge variety of unique attributes that affinities can have.

System: The Storyteller determines the cost of the particular physical abnormality you choose. Obviously the more offensive the attribute, the more it costs. In a case where the Pooka has a physical abnormality that allows him a special attack, he uses his own dice pool rather than his animal dice pool. If the attack involves venom, then he injects no more venom than he would in his animal mien. Such venomous attacks deliver (at best) one die of damage unless the character also takes the Venomous Attack Merit.
Notes:
Book Ref: Kithbook: Pooka, page #88

Venomous Attack 5 Physical WW7054 Synopsis: Your bite, sting or claw delivers venom of some sort into a victim when you choose to use it. This may cause considerable damage and perhaps death to those so attacked.

System: You may only use some attacks when in your animal mien unless you also have the Physical Abnormality Merit. Whenever you use your venom, you cain 4 venom dice that you roll four times at half hour intervals over the next two hours of game time, subtracting one die each subsequent time you roll. Each time damage is indicated, it is added to damage already accrued. See the chart below. The difficulty to inflict damage is a 6, as is the soak roll needed to offset it. Victims of your venom may reduce damage through Stamina soak rolls just as with normal damage unless they are allergic to your specific type of poison (an allergy to bee stings, for example). Generally, the only type of Pooka who may take this Merit are those with potentially fatal venom such as rattlesnakes, black widdow or brown recluse spiders, scorpions and the like. Storyteller approval is required to take this Merit.

Time of roll Number of dice
Immediate Roll 4
1/2 Hour Roll 3
1 Hour Roll 2
1 1/2 Hour Roll 1
2 Hours No more damage

Notes:
Book Ref: Kithbook: Pooka, page #88

Wholecloth 3 Supernatural WW7054 Synopsis: When Pooka shapeshift into their animal form, they leave all non-chimerical items behind. This means that the Pooka's clothing, mundane items worn or carried and treasures cannot shift with the Pooka, but must be either left wherever the Pooka changed form, or gathered up by a companion and brought along. It can be inconvenient and inefficient for the Pooka to leave his "cast offs" behind. Imagine, for example, the pooka who assumes animal form to escape those chasing him onto to discover the same people waiting for him when he gets home because his picture ID and address were in the wallet he left behind! This Merit allows you to avoid this annoying and potentially embarrassing occurrence.

System: With a moment's concentration you can subsume non chimerical objects and items into your new shape. Thus, you can always have your clothing and other personal items at hand. The Merit does not allow you to pick up and carry any other living thing along in this manner. Thus, it cannot be used to help both the Pooka and a companion escape.
Notes:
Book Ref: Kithbook: Pooka, page #88

Redcaps
Merit Cost Type Source Details
Faster 2 Physical WW7055 Synopsis: This doesn't refer to the speed at which a Redcap moves, or eats, or does anything else. Instead, a Redcap with Faster can actually go 24 hours without eating.

System: My spending a Willpower point, the player can then have the character go another 24 hours, and so on until he runs out of Willpower. The down side to being a Faster, unfortunately, is that once the fast ends, the Redcap is compelled to eat enough to make up for all the days he skipped. Furthermore, he'll feel the need to do so immediately.
Notes:
Book Ref: Kithbook: Redcaps, page #90

Granite Skin 2 Physical WW7055 Synopsis: Some Redcaps are tougher than others. Some, in fact, are a great deal tougher than others, in part because in fae mien, their skin is literally stone. The stone is not more than skin deep, thankfully - it's quite literally an epidermal layer, and that's all. However, it does make a Redcap a great deal tougher than she might be normally, as well as leaving small flakes and chips of stone behind every time she bends or flexes.

System: A Redcap with Granite Skin has the equivalent of two levels of armor at all times, with no area of her anatomy considered unarmored. On the down side, Granite Skin also provides a +1 difficulty to all rolls involving moving quietly. The constant flaking and chipping of stone makes it nearly impossible for the Redcap to move without making some noise. And let's not even discuss the romantic implications.
Notes:
Book Ref: Kithbook: Redcaps, page #90

Unforgettable Taste 2 Physical WW7055 Synopsis: In a sense, Redcaps are the fae world's most sincere epicures. They've got a taste for everything, and they never forget a taste. However, some of them do a bit better at it than others, especially when moving food is involved.

System: A Redcap with unforgettable Taste has a remarkable knack for remembering the taste of everything she's ever eaten, and being able to identify it instantly if she tastes it again. Furthermore, the Merit grants the ability to sense where the nearest supply of that taste might be. Under normal circumstances, that's fairly unremarkable. Being able to tell where the nearest batch of chocolate mousse or porterhouse steak is doesn't really do much in the grand scheme of things. On the other hand, if the Redcap has gotten a bite of someone, the Merit serves as an excellent way to track that meal. Creative Redcaps have found other uses for this power, including tracking down poisons.
Notes:
Book Ref: Kithbook: Redcaps, page #91

Satyrs
Merit Cost Type Source Details
Flexible Heart 2 Psychological WW7053 Synopsis: Satyrs are the most tender hearted of the Kithain. They bruise easily and bounce from one extreme of emotion to another. In such a dark world, people work hard to hurt one another, and goats feel the blows most acutely. They do not benefit from the solid lack of emotion that bolsters the trolls, nor do they have the haughty self-confidence that allows Sidhe to believe it couldn't have been their fault. Satyrs bleed.

xxxxxYou, on the other hand, have learned to let these things roll off your back. You indeed feel the blows, but they don't knock you down. Supersonic emotional healing lets you avoid the moodiness that cripples other Satyrs. You love just as deeply as they do, but when your love leaves you, you can tell yourself that there are plenty of other opportunities to devotion, and you believe it.
System: If you have a Flexible Heart, you gain the use of one extra Willpower to control yourself in a situation where another goat might over react emotionally. Of course, even you realize that you may not be able to control your being forever if the situation continues, so you do all you can to extract yourself.
Notes:
Book Ref: Kithbook: Satyr, page #63

Gut Instincts 5 Social WW7053 Synopsis: When you've got a direct line into the more primal of your instincts, you benefit from the ability to act without thinking first. In certain situations, this instinctiveness can be a very good thing. You may not always know why you're doing what you are, but once the dust has cleared, you realize it was the correct move.

System: This Merit nullifies the effects of surprise and permits you to act normally, though you may not attack, only defend. In cases where you're not surprised, you may pre-empt your opponent's action. The difficulty for all Wits + Alertness rolls are reduced by 1.
Notes:
Book Ref: Kithbook: Satyr, page #65

Inspiration 4 Supernatural WW7053 Synopsis: The Gift of Pan lets all satyrs inspire lust in those who hear their music, which lowers inhibitions and strengthens resolve. When you play your instrument, however, you can inspire whatever emotion the song relays. A tender lullaby, when you play it, causes those listening to fall asleep. More rousing tunes get people's bodies moving and they feel the uncontrollable urge to dance. When you play a soulful dirge, your audience weeps.

System: As with the Gift of Pan, only those who fail a Willpower roll (difficulty 7) feel the effects of your music.
Notes:
Book Ref: Kithbook: Satyr, page #64

Intimidating stance 3 Social WW7053 Synopsis: You talk a mean talk and walk a mean walk. And there is bite to match your bark. Whenever you enter a room, everyone turns around to look at you. For Satyrs, this presence isn't so unusual, but when others look at you, they appear concerned. Those who know you understand that you're just a sheep in wolf's clothing, but even they don't want to irritate or anger you. Something about you screams Dangerous!

xxxxxYou can exaggerage this effect whenever you want and, thus, actively increase your chances of intimidating someone. With a look or a gesture, you intimate what you wish to do with their bodies once you get hold of them, and they actually believe that you would.
System: The player must make a Charisma + Intimidation roll, though the difficulty is reduced by 2. This ability only works on other Changelings, since mortals cannot see all the subtle signals in the Satyr's demeanor. Humans naturally avoid this goat, but they wont be intimidated by him any more than they normally would be.
Notes:
Book Ref: Kithbook: Satyr, page #64

Passion 2 Supernatural WW7053 Synopsis: Over the centuries, Satyrs have lost some of their orriginal passion. the goat with the Passion Merit has retained it in full. You pursue your interests with the utmost intensity and usually succeed at them. Life holds many fascinating chances for you and you don't want to miss out on them. You grab them up greedily. Mundanities, such as money, mean nothing to you except when they result from the pursuit of your Passion. And, because you focus your attention so completely on experience and self improvement, you do achieve greatness. The Living Time does not affect you because you have the innate ability to handle your Passion. Concentration in this one area permits you to advance more quickly.

System: The difficulty for all rolls related to your Passion are reduced by 2.
Notes:
Book Ref: Kithbook: Satyr, page #64

Sex Appeal 3 Social WW7053 Synopsis: The sway of your hips and the pout of your lips give you a natural sexiness and sensuality that attracts lovers to you like flies to honey. Perhaps it's your pheremones. Whatever the cause, you are sex incarnate. You are irresistible. When you flirt, you find many willing minions. This characteristic makes you the center of attention at any gathering, since they all want to wholeheartedly please you.

xxxxxWith a look, a word, or a wave of your hand, you can make or break hearts. Even the most cold hearted are not immune to your power. Though this does draw unwanted attention sometimes, you almost always manage to extricate yourself from unwanted situations.
System: The player makes all rolls related to either Charisma or Appearance at -2 difficulty.
Notes:
Book Ref: Kithbook: Satyr, page #64

Sexual Reverie 4 Supernatural WW7053 Synopsis: As a rule, Reverie requires the slow and careful cultivation of a Dreamer. the Changeling inspires a mortal to achieve greatness by tapping into the Dreaming and creating a Glamour-filled work. Some Satyrs, however, have the ability to bring mortals to such incredible heights of pleasure that the actual act of having sex produces Glamour that the goat can then harvest. This process takes more than one session usually, though in certain cases, the intensity of a one night stand is enough.

System: For these epiphanies to work, it must be more than just a literal bumping in the night: The Satyr must establish a special connection between herself and the mortal, which could be a smoldering desire that has built up over time and finally come to fruition, or a fulfilment of the mortal's fantasies, or some similarly magical circumstance. Finding the right time and place generally makes a huge difference, and the Satyr may prepare for months, trying to set up the perfect situation. For a Satyr to achieve epiphany through sex, the player must roll Manipulation + Empathy (diffuclty 4). The number of successes rolled equates to the number of Glamour points gained by the Changeling.
Notes:
Book Ref: Kithbook: Satyr, page #65

Voice of a Songbird 1 Social WW7053 Synopsis: All Satyr sing, but not all of them have a voice that charms the apples from the trees. You do. The Gift of Pan carries through your voice and inspires passion without the use of a musical instrument. You have perfect pitch and can sing acapella without missing a single note or going off key. Even when only speaking, your voice has a seductive quality that attracts people to you. This trait can be especially useful when trying to persuade others or when attempting to win over a potential lover.

System: Whenever you make a social roll that involves speaking or singing, add 1 to the dice pool.
Notes:
Book Ref: Kithbook: Satyr, page #63

Sidhe
Merit Cost Type Source Details
Tunnel Vision 2 Physical WW7052 Synopsis:

System:
Notes:
Book Ref: Kithbook: Nocker, page #83

Sluagh
Merit Cost Type Source Details
Dead Friends 4 Social WW7051 Synopsis: Sluagh have always been able to see, and sometimes talk to, Wraiths. However, you've gone beyond that sort of casual contact to the point where you've made friends with a few of those who've passed on. They bring you information, spy on your enemies, and generally keep you up to date on things that no living informant could ever possibly uncover. Having contacts who walk through walls can be extremely useful sometimes.

xxxxxOn the other hand, these friends will expect you to do them favors as well, and some of those requests can get pretty bizarre. Plus, you never know when your nice Wraith friend is suddenly going to get nasty for no apparent reason, and he knows where you live...
System:
Notes:
Book Ref: Kithbook: Sluagh, page #64

Dexterous Toes 1 Physical WW7051 Synopsis: Hands tied? Too many things to hold? Not to worry - with Dexterous Toes you can work easily well with hands or feet. A Sluagh with this Merit can do anything she can do with her hands (fire a gun, draw, play a musical instrument, etc.) just as well with her feet. Of course, a Sluagh carting items with her toes will be unable to walk.

System:
Notes:
Book Ref: Kithbook: Sluagh, page #63

Fly Fingers 4 Physical WW7051 Synopsis: In your fae seeming, your fingers end in suction cups akin to those of a fly. You are capable of climbing sheer walls, hanging upside down from ceilings, and otherwise defying gravity as long as you have something to hold onto.

System: The player must make a Dexterity + Athletics roll. The fingers in question cannot be gloved in order for Fly Fingers to work. The toes of a Sluagh with this Merit are similarly affected, although the fingers alone are enough to support a changeling's weight.
Notes:
Book Ref: Kithbook: Sluagh, page #64

Friend to Spiders' 4 Supernatural WW7051 Synopsis: This Merit might more properly be called "Friend to Arthropods", but it was with spiders that the Sluagh first spoke, and hence the name remains. Nor is the relationship implied in the Merit's name as much a friendship as it is a business transaction, but even the Sluagh have their sacrosanct traditions.

System: If you are a Friend to Spiders, you can speak to all manner of creeping, crawling creatures (when the player makes a Perception + Enigmas roll, difficulty 7). While the conversation isn't as much an exchange of pleasantries as it is a swap of images and impressions, a tremendous amount of information can be gained by speaking with spiders in this fashion. Recent passersby can be noted, changes in the wind (and what they bear) can be uncovered, and other bits of vital information that might otherwise have passed you by can be gleaned from taking the time to speak with eight-legged informants. The number of successes indicates the clarity of information learned.
Notes:
Book Ref: Kithbook: Sluagh, page #64

Nightsight 3 Physical WW7051 Synopsis: Night blinds many eyes, but not yours. Regardless of the lighting conditions, your eyes adjust automatically, so that you can see euqally well at high noon or midnight.

System: The adjustment is instantaneous, so that, if you are standing in a dark room and someone lights a candle, you are not blinded.
Notes:
Book Ref: Kithbook: Sluagh, page #63

Prehencile Tongue 3 Physical WW7051 Synopsis: One of the things that has earned the Sluagh a far worse reputation than perhaps they deserve, the Prehensile Tongue is something that comes in handy when one has no free hands. Essentially, your tongue is another limb, able to reach up to two feet from your mouth in order to grasp and wield objects.

System: While a Prehensile Tongue doesn't make for the best of weapons, it can still be used for a poke in the eye or a revolting slap. Players must make a Stamina roll, difficulty 6, if their characters are touched with a Prehensile Tongue; failure leaves the characters overcome with sheer disgust for a turn.
xxxxxIn order for a Sluagh to use a Prehensile Tongue to pick something up or something else along those lines, the player must roll Dexterity + Athletics (difficulty 7). A success indicates that the Sluagh is in full control of his extra limb and need not check again this scene to see if he can use it. A failure indicates that the specific attempt fails; a botch leaves the protruding tongue hanging disgustingly limp down the character's front.
Notes:
Book Ref: Kithbook: Sluagh, page #64

Puddle 5 Supernatural WW7051 Synopsis: As the centuries slithered past, the Sluagh slowly lost their ability to assume any form they desired. Gradually they became more and more restricted in the shapes they could assume, eventually being locked into one more or less human guise.

xxxxxBut not you. With the Puddle Merit, you can reduce your form to a flattened pool of goo on the ground, ooze through the smallest cracks and crannies and pour yourself into containers that shouldn't be able to hold you - and then assume your proper form, none the worse for wear. This trick is particularly useful for spies, couriers and assassins.
System: In order for a Sluagh to Puddle, the player must make a Stamina + Athletics roll (difficulty 6). Moving while in Puddle form requires Dexterity + Athletics (difficulty 7), while reconstituting takes Stamina + Athletics (difficulty 7). A botch on either of the last two rolls renders the Sluagh an inert quivering mass, easily caught and poured into a container for safe keeping. Failure simply means that the Sluagh must try again.
Notes:
Book Ref: Kithbook: Sluagh, page #64

Trolls
Merit Cost Type Source Details
Blessing of Atlas 5 Physical WW7050 Synopsis: All trolls are significantly stronger than their fellow fae, yet there are those who exceed even these comparisons. They are as to their fellow Trolls what Trolls are to other fae.

System: In game terms, a character with the Blessing of Atlas will permanently raise her Strength by 1, and will also raise the potential maximum Strength pool by 1. Trolls with this Merit are only slightly larger than their kith, but even more defined. Should it become known that a character possesses this Merit, she will be expected to act all the more responsibly for it.
Notes:
Book Ref: Kithbook: Trolls, page #63

Blood of the Rivers 5 Supernatural WW7050 Synopsis: The rivers, said to be the lifeblood of Trolls, are living things, and as such have a distinct lifespan. the passage of decades may change the course, or even the flow, yet it takes centuries or a cataclysm to destroy one. So, too, with the Trolls who possess this Merit. They age much more slowly than other normal fae, without running the risk of Bedlam incurred from dwelling continuously in freeholds.

System: In game terms, so long as a Troll is aware of the Dreaming, he ages at a rate one tenth that of his brethren. Should he be overtaken by Banality, however, he grows old and dies just like other mortals. Should he be saved from the Mists, he begins to age at this reduced rate. Note that this does include Troll childlings, who pass through this stage as quickly as, if not faster, than other fae.
Notes:
Book Ref: Kithbook: Trolls, page #63

Increased Pain Threshold 3 Physical WW7050 Synopsis: Characters who possess this merit still feel pain as much as others, it just doesn't affect them to the same degree. Legends are rife with tales of heroes who fight on, even while mortally wounded, only collapsing into death once the battle is won.

System: In game terms, the dice penalty for each Health Level is reduced by one level. For example, a Troll who is Hurt reacts as if Bruised, and is only capable of action when killed. This does not add extra Health Levels or reduce the severity of the wounds, merely the reaction to the pain each level incurs.
Notes:
Book Ref: Kithbook: Trolls, page #62

Loyal Heart 2 Psychological WW7050 Synopsis: While all fae are conscious of the bonds of oaths, for you it is almost of a religious nature. Oaths are not something you take lightly, but are more than a matter of life and death. They are also a measure of your self worth, for they give your life a meaning beyond most. Whenever you are overwhelmed or dejected, the thought of your duties is enough to give you the strength to perservere.

System: In game terms, you automatically succeed on all Willpower rolls, but only as they pertain to the fulfilment of your oaths. Similarly, the power of your sense of duty may be sufficient to allow temporary immunity to other supernatural effects (Storyteller's discretion). However, this is not a Merit to be chosen lightly, for those of Loyal Heart are unable to ignore the bonds of the given word. Specifically, no Willpower may be spent in any action having to do with the breaking of oaths. Consider whether or not your character would rather die than break her word, for it is that serious.
xxxxxThis is not cumulative with the effects of the Merit True Love, though it can be combined for purposes of roleplaying.
Notes:
Book Ref: Kithbook: Trolls, page #62

Nature Linked 3 Supernatural WW7050 Synopsis: Legends are full of incidents concerning the connection to nature and strength; this Merit represents the positive aspects of such tales. Possessors of this Merit have a near mystical link to all nature and all living, growing things in their own environment. They are rarely lost, and can find food and shelter easily, almost as if nature itself is seeing to their needs.

System: Characters who possess this Merit may subtract two from all difficulty numbers when in their natural surroundings. Cities and asphalt are not considered natural, although a park within a city might qualify. As always, the Storyteller is the final arbiter.
Notes:
Book Ref: Kithbook: Trolls, page #63

Stone Skin 3 Physical WW7050 Synopsis: Trolls who possess this Merit are physically tougher than others. In particular, their skin is denser, hearkening back to the tales of rock giants and moving mountains.

System: In game terms, this gives the character one extra soak die with which to resist damage, but does not add to any Stamina rolls. Trolls who possess this Merit are stockier and heavier than other Trolls, and may have difficulty in even their mortal seeming with a world made for smaller people.
Notes:
Book Ref: Kithbook: Trolls, page #62

Houses
Baeumayn
Merit Cost Type Source Details
Burning Gaze 3 Supernatural WW7311 Synopsis: Beaumayn with this Merit are especially attuned to the presence of their ancient enemies, the Thallain, and can even detect members of the Unseelie Houses or minions of the Shadow Court with close enough scrutiny.

System: The character must concentrate for a turn, then make a Perception + Gremayre roll (difficulty 6 for Thallain, 8 for Unseelie House or Shadow Court fae). Success means the Beaumayn sees such fae for who they truly are. This Merit may even detect those fae if they are hidden or disguised, although the character must score more successes than the hidden character and must succeed at a difficulty 1 point higher than normal. While this Merit is actice, the character's eyes burn with the purple fire of the dark star, a sure giveaway for those who know the mark of this House.
Notes:
Book Ref: Book of Lost Houses: the Second Coming, page #22

Melody of Days to Come 2 Supernatural WW7311 Synopsis: A character with this Merit has an affinity for a particular type of vision and finds it easier to receive auguries related to such subjects. This affinity is typically a particular theme, emotion or event, although a certain person or persons close to the character are also possible with the Storyteller's permission. One Sidhe might constantly see visions of future battles, another could dream of romances yet to come, and so on.

System: All difficulties to consciously "bring on" such omens are at -2 difficulty (minimum 3), and in general they will occur more often than other types of visions. This merit may be purchased only once without express Storyteller permission - It is very rare to have such control over precognition, let alone specialization.
Notes:
Book Ref: Book of Lost Houses: the Second Coming, page #21

Gwydion
Merit Cost Type Source Details
Blood of the Wolf 4 Supernatural WW7305 Synopsis: It's said that House Gwydion's ties to the wolf-changer Prodigals are stronger than shared purpose. You are living proof of that connection - although you are a full blooded Changeling, you also have the blood of the werewolves in your veins, and the Garou call you kin. Although they may not think of you in glowing terms, the werewolf tribe whose blood you share may call on you to perform certain tasks for your Changeling relatives. What's more, you may be expected to take a Garou spouse, the better to strengthen your bloodline. This can lead to some powerful connections, or some very intriguing plotlines. The Storyteller has perfect right to forbid this Merit if she doesn't want to deal with werewolf affairs as well as courtly fae intrigues. For a fuller idea of what it is to be Kinfolk, see Kinfolk: Unsung Heroes for Werewolf: the Apocalypse.

System:
Notes: This is essentially the same as the Kinfolk merit, which has the same cost. Silver Fang is likely to be the most appropriate kinship for House Gwydion characters.
Book Ref: Noblesse Oblige: The Book of Houses, Book 1, page #96

Unstoppable Fury 3 Psychological WW7305 Synopsis: You are susceptible to House Gwydion's rages as any other - however, the fury of the house has settled more strongly in you, making you capable of mighty deeds when enraged.

System: Whenever you fly into a berserk fury, you gain one dot each of Strength and Stamina until the anger leaves you. Note that this can be a drawback as well - it's painfully easy to cripple your friends if they happen to cross your path while you're in this fury.
Notes:
Book Ref: Noblesse Oblige: The Book of Houses, Book 1, page #96

Scathach
Merit Cost Type Source Details
Oath of the Honor-Bound Allies 5 Supernatural WW7311 Synopsis: Where sidhe with Soverign command obedience, Scathach with this ritual forge alliances. This oath is exchanged only when a member of the house has done a great favor or vice versa.

System: Each Kithain involved in the transaction must exchainge blood and spend 1 point of temporary Glamour. Only Scathach's descendants may master this potent ritual, and the caster must have at least Fae 2 (Lofty Noble) and Gremayre 3 to learn its intricacies. The cost for casting this rite is 1 point of Glamour; thus, if the caster is also party to the exchange, she must spend 2 points of Glamour (one to cast the spell and the other to seal her half of the oath).
Notes:
Book Ref: Book of Lost Houses: the Second Coming, page #111

Oracle 4(5) Supernatural WW7311 Synopsis: Except for the moirae and the sidhe of House Beaumayn, the seers of House Scathach are quite possibly the best in the Dreaming. This is a birthright handed down through the generations from the Morrigan herself, giving the character a -2 on all rolls involving the Soothsay Art. This Merit is not exclusive to House Scathach, but is possessed by the most able prophets of other kith and houses. Because most others don't share Scathach's prophetic heritage, however, the cost is +1 freebie point for all other fae except the moirae and House Beaumayn.

System:
Notes:
Book Ref: Book of Lost Houses: the Second Coming, page #111

Phantom Fate 5(7) Supernatural WW7311 Synopsis: Fate's tapestry records the life and destiny of every living being. Most lives are stitched in bright and vivid threads, easy for Fate's disciples to watch and record. Others, however, are recorded in threads invisible to all but the most discerning eye. Because House Scathach has taken up a contrarian relationship to Fate's design, some have become truly adept at camouflaging their patterns.

System: Such "ciphers" are all but invisible to the Soothsay cantrip Omen (the only way to track such a character is by deciphering the "ripples" she causes when she interacts with others). Furthermore, all other Soothsay cantrips are at +3 difficulty when cast against her, thouch this additional difficulty pertains to beneficial and detrimental effects alike. The character is just as likely to deflect blessings as curses and may not purchase any Merits or Flaws pertaining to luck.
xxxxxScathach who attain the seventh level of mastery undergo a rite known as the Trial of Shadows and automatically exhibit this Merit - if they survive. This Merit is not exclusive to House Scathach (indeed, even some humans may unwittingly be ciphers) but it is quite rare elsewhere. The cost is +2 points for all other fae. Moirae may not purchase this Merit and are particularly apathetic towards those so endowed.
Notes:
Book Ref: Book of Lost Houses: the Second Coming, page #111

Physical
Merit Cost Type Source Details
Acute Senses 1 Changeling Physical WW7100 Synopsis: You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g. Perception + Awareness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two.

System:
Notes:
Book Ref: Changeling: the Dreaming Player's Guide, page #22

Faerie Eternity 5 Changeling Physical WW7300

WW7100

Synopsis: After you went through your Chrysalis, you had a birthday, and then another, and then other. Something was strange however - you didn't seem to be growing or getting older. You are touched with a vestige of the immortality that used to be the birthright of all fae.

System: As long as your fae seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed, or should you retreat into Banality, you will begin to age normally.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #162
Changeling: the Dreaming Player's Guide, page #26

Surreal Beauty 1 Changeling Physical WW7300 Synopsis: You possess a beauty far beyond that of normal mortals. People atand in awe of your perfect form. If you are sidhe then perhaps your fae mien shines over into your mortal seeming.

System: Characters who take this Merit must first purchase at least an Appearance 5 though their appearance is considered to surpass even that.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #168

Winged 4 Changeling Physical WW7300 Synopsis: You have beautiful wings, be they feathered bird's wings or bat wings or colored butterfly wings. They are chimerical, but they need to be free, or they will subtract one die from Dexterity rolls. You may have to explain why you have cut slits in all of your coats.

System: If you have taken this as a Flaw, you are not able to fly, but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 3). If you have taken this as a Merit, you may indeed fly for short periods of time. This power works as any other use of Glamour when only Kithain are present, but it will work in the presence of mortals.
Notes: This may be taken as a 2 point Flaw
Book Ref: Changeling: the Dreaming (2nd Edition), page #160

Social
Merit Cost Type Source Details
Boon 1 to 3 Changeling Social WW7300

WW7100

Synopsis: A noble owes you a favor because of something either you or your mentor once did for him. The extent of the book own to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the noble probably owes you his life.

System:
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #165
Changeling: the Dreaming Player's Guide, page #31

Prestigious Mentor 1 Changeling Social WW7300

WW7100

Synopsis: Your mentor had or has great Status among the Kithain, and this has accorded you a peculiar honor. Most treat you respectfully as result, while some have only contempt for you, believing you to be merely riding your mentor's coattails. This prestige could greatly aid you when dealing with elders acquainted with your mentor. Indeed, your mentor's contacts may actually approach you at some point offering aid. Although your mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever.

System:
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #165
Changeling: the Dreaming Player's Guide, page #30

Reputation 2 Changeling Social WW7300

WW7100

Synopsis: You have a good reputation among the changelings of your Court. THis may be your own reputation, or it may be derived from your mentor.

System: Add three dice to any Dice Pools involving social dealings with others of your Court. A character with this Merit may not take the Flaw Notoriety
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #165
Changeling: the Dreaming Player's Guide, page #31

Supernatural
Merit Cost Type Source Details
Faerie Godparent 3 Changeling Supernatural WW7010 Synopsis: Through ancient oaths, your faerie soul is bound to a particular family and has been for hundreds of years. Even when they left the Old Country, they carried along their beliefs in the Good People. Maybe you are the proverbial fairy godmother, or maybe you're the tinker that cleans and mends while everyone sleeps.

System: In any case, their belief strengthens you and preserves you; you may make a Willpower roll (difficulty equal to the character's permanent Banality) to avoid gaining a point of temporary Banality (this may be done once per story). If you have a Dreamer in the family, you may also reduce the difficulty by one to reach an epiphany with that Dreamer.
xxxxxThere are down sides. You are expected to help, protect and guide the family (perhaps you are a literal godparent), and their expectations may exceed your abilities. Also, you have to renew the ties; if Grandma dies and the children grow up without her stories, you may find yourself forgotten.
xxxxxThe family has at least one method of summoning you, whether it's by saying your name three times or putting a saucer of milk on the back porch (You feel the summons and must make a Willpower roll, difficulty 6, to refuse).
xxxxxWhile it isn't unheard of for the Sidhe to have this Merit, it is quite rare for two reasons. Besides the fact that the Sidhe had less contact with or interest in mortals, even if they could wade through 600 years of geneology to find their particular family, the family almost certainly woudln't know their fae companion. It is interesting to note that a few Sidhe have questioned whether this practice violates the Escheat's Rite of Ignorance, whereas no commoner has ever spoken out against this honorable practice.
xxxxxUnless the circumstances are quite unusual (Storyteller's option), characters should possess the Kinain Background to have this Merit.
Notes:
Book Ref: The Fool's Luck: Way of the Commoner, page #74

Iron Resistance 4 Changeling Supernatural WW7300

WW7100

Synopsis: Cold iron has no physical effect on you. You may touch cold iron and feel no excruciating pain, not even a tingle. However, constant exposure to the metal will still cause you to suffer Banality. This is a double edged sword, as you may not realize when you are sitting on a cold iron bench or leaning against a fence made of the foul metal.

System: A Perception + Intelligence roll (difficulty 7) is required to avoid exposing yourself to the dangerous element in any new setting where it is present.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #160
Changeling: the Dreaming Player's Guide, page #24

Past-Life 1 to 5 Changeling Supernatural WW7300 Synopsis: You can remember one or more of your previous incarnations. This can be as simple as constant deja vu in places known to your past lives, or as complex as conscious, waking memories of being another person.

System: In practical terms, this means that your character (and therefore you the player) know slightly more about whatever situations the dead memories contain. You might know your way around the past life's hometown, or back away from your murderer without knowing why. This is a good Merit for beginning players; the Storyteller can tell them that something they are about to do is stupid, dangerous, or both, because even if the character wouldn't logically know that, one of her past lives might. However, this Merit cannot be used to "remember" Abilities.
xxxxx*1 point: Deja vu memories of one life
xxxxx*2 points: Dreamy, vague memories of one life, with deja vu from several lives
xxxxx*3 points: Vague memories of several lives, and one or two well remembered impressions from one life
xxxxx*4 points: Several well remembered impressions from many lives
xxxxx*5 points: A clear but broken thread of memories back to the Mythic Age and beyond...
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #160

Poetic Heart 3 Changeling Supernatural WW7300

WW7100

Synopsis: You have a truly inspired soul within you. You are destined to be a great hero or artist, and therefore Glamour shields you from the ravages of Banality. At times, you may even be able to stave off the tide of Banality.

System: You may make a Willpower roll (difficulty equal to the character's permanent Banality to avoid gaining a point of temporary Banality once per story.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #164
Changeling: the Dreaming Player's Guide, page #27

Regeneration 7 Changeling Supernatural WW7300

WW7100

Synopsis: Your faerie nature is very strong, and as a result you heal much faster than other Kithain.

System: For every turn spent resting, you recover one Health Level of chimerical damage. Physical wounds can be regenerated at a rate of one Health Level per hour. While in a freehold, your wounds heal at twice this speed. Wounds inflicted by cold iron are not affected by this Merit.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #160
Changeling: the Dreaming Player's Guide, page #24

Seeming's Blessing 5 Changeling Supernatural WW7300

WW7100

Synopsis: All of your Birthrights affect your mortal seeming as well as your fae mien. They even function normally in the presence of mortals.

System: A sidhe would have her extra dots in Appearance, a satyr would get his extra stamina and speed, trolls would get their extra strength, etc.
Notes:
Book Ref: Changeling: the Dreaming (2nd Edition), page #164
Changeling: the Dreaming Player's Guide, page #29

Demon

Type Sub-Type Merits contained within
Demon Mental: Dreams of the Past
Social: Angelic Aura, Angelic Gaze, Atavistic Form, Debt of Gratitude, Famous Liege
Demon
Mental
Merit Cost Type Source Details
Dreams of the Past 2 Demon Mental WW8202 Synopsis: When dreaming, your character is able to recall especially vivid memories of the Age of Wrath, dredging the recollections from deep in her host bodies subconscious. Your character has no conscious control over what memories she revisits while she is asleep, but may pertain specifically to the situations and challenges that your character is dealing with at the moment.

System: The Storyteller can use this Merit to impart useful information to your character that she might not otherwise know. Additionally, if your character has the Legacy Background, this Merit reduces the difficulties of all Legacy rolls by one.
Notes:
Book Ref: Demon Player's Guide, page #76

Social
Merit Cost Type Source Details
Angelic Aura 1 Demon Social WW8202 Synopsis: Your character exudes the nobility and grace of a Celestial even in her unaltered mortal state. Despite her physical appearance, she radiates an aura of wisdom, confidence and transcendent authority that belies her mortal condition, even as her Torment begins to weigh heavily on her soul.

System: The difficulty of all Charisma and Appearance rolls decreases by one when your character interacts with mortals.
Notes:
Book Ref: Demon Player's Guide, page #76

Angelic Gaze 1 Demon Social WW8202 Synopsis: The eyes are the windows to the soul, and the act of possession has altered the eyes of your character's mortal host to reflect his celestial nature. A Devil's eyes might be the color of the golden sun or the sullen red of banked embers; a Devourer's eyes might be the lantern yellow of a wolf or lion.

System: The difficulty of all Leadership, Intimidation or Empathy rolls decreases by one.
Notes:
Book Ref: Demon Player's Guide, page #76

Atavistic Form 2 Demon Social WW8202 Synopsis: Upon their return to the mortal world, the fallen have discovered that many of their past exploits have lived on in human legend. Although time and the interpretations of the human minds distort these legends, demons are nevertheless able to tap into these atavistic memories through the appearance of their apocalyptic form.

System: Your character's revelatory form is an iconic image within human myth, be it as a visage of a dragon, a fire giant, or a winsome siren. The difficulty of all Social rolls decreases by one when interacting with mortals when the demon is in apocalyptic form. Additionally, the difficulty to resist the effects of Revelation increases by one.
Notes:
Book Ref: Demon Player's Guide, page #76

Debt of Gratitude 1 to 3 Demon Social WW8202 Synopsis: Another demon owes your character a debt of gratitude because of something either he or his liege did for her during the war.

System: The depth of gratitude the demon owes depends on how many points you wish to spend. One point might mean that the demon owes your character a favor; three points might mean that she owes your character her life.
Notes:
Book Ref: Demon Player's Guide, page #76

Famous Liege 2 Demon Social WW8202 Synopsis: Your character is the vassal of a legendary lord of the infernal host, which grants your character an aura of authority and influence beyond her own accomplishments. Most low ranking demons will be eager to curry your character's favor, hoping to be remembered later when her dark lord has returned in triumph.

System: Upon learning of your character's identity, most low ranking demons will treat you with a certain degree of deference and respect, giving you the benefit of the doubt in most questionable situations. Note that this Merit is separate and in addition to the Eminence Background, which reflects your character's personal rank and influence. The character who possesses both is able to open doors and gain respect in any growing demonic court by virtue of their identity. The Storyteller is the final arbiter as to how much influence and respect your character can command based on the needs of her chronicle.
Notes:
Book Ref: Demon Player's Guide, page #76

Hunter

Type Sub-Type Merits contained within
Hunter Imbuing: Cannot Become A Monster, Penetrate Illusion, Resistant to Mind Control, Resistant to Supernatural Fear, Supernatural Affinity, The Sight, The Word
Mental: Religious Devotion
Hunter
Imbuing
Merit Cost Type Source Details
Cannot Become A Monster 3 Hunter Imbuing WW8120 Synopsis: Although you did not accept the powers offered by the Messengers, your spirit was still altered profoundly: You are now as immune to monsters' corrupting touch as any of the imbued. You cannot be blood bound or turned into a ghoul. Nor may you ever become a mage or use hedge magic. Attempts to transform you into a vampire kill you immediately. Finally, once dead, you cannot rise again as a zombie or spirit. (The Hunter Storyteller's Companion states how you are immune to becoming the supernatural, just as the chosen are.)

System: The Storyteller remains the final arbiter as to whether this quality is effective against the transforming powers of especially ancient or potent monsters. One might still make a vampire of you, for example.
xxxxxNote that this Merit does not immunize you to the emotion-, mind-, or body-control powers of monsters. You still need to spend Willpower to resist those effects. Notes:
Book Ref: Hunter Player's Guide, page #58

Penetrate Illusion 1 to 3 Hunter Imbuing WW8120 Synopsis: The Heralds' harsh revelation about the existence of monster has left you with a paranoid distrust of appearances, no matter how ordinary or appealing. This fixation, combined with the energies of the imbuing, has given you a limited ability to see past the illusions that some monsters create for their victims.

System: Penetrating a supernatural illusion requires a successful Willpower roll (difficult 6). You may not defeat illusions of a higher order than the number of points spent on this Merit. Spending one point on this Merit allows you to penetrate common, low level illusions. Two points allows you to penetrate uncommon, medium level illusions. Three points allow you to attempt to see past powerful illusory effects. (See the Hunter Storyteller's Companion for comparative levels of illusion types for various kinds of monsters.
xxxxxNote that this capability does not reveal spirits that do not make themselves visible in the material world. (Nor does it automatically reveal spirits that possess living bodies or items.) However, it does allow you to attempt to penetrate any illusions that ghosts create (bleeding walls, illusory flames). It can also allow you to see monsters that try to use supernatural powers to remain hidden.
xxxxxIf you use this Merit to penetrate a monster's illusion, you may still be required to spend a Willpower point to have the resolve to remain at the scene under control, thanks to hardened spirit. You probably have to make a Virtue roll to avoid losing a Conviction point as well. After all, you were exposed to an illusion of fire, for example - a completely unnatural phenomenon. You may have seen through the ruse, but its occurrence still defies your understanding of the mundane world.
xxxxxLikewise, Penetrate Illusion allows you to detect a monster that's cloaked by invisibility or other illusion. A monster is still revealed. You may have to spend Willpower to resist the supernatural fear inspired, and you might have to make a Virtue roll to retain Conviction during the spectacle.
Notes:
Book Ref: Hunter Player's Guide, page #57

Resistant to Mind Control 4 Hunter Imbuing WW8120 Synopsis: Your traumatic brush with the Messengers has left you violently opposed to the idea of another mind forcing itself upon you. You can wall off your mind and body from invading forces better than other bystanders can.

System: This Merit allows you to make a Willpower roll (difficulty 7) to resist any direct possession or mind-control attempts. Supernaturally induced fear, as described in the "Monsters and the Human Mind" sidebar, page 51, does not meet special resistance from this Trait. Nor does this Merit allow you the capacity to see through supernatural illusions or hallucinations.
xxxxxYour Willpower roll is reflexive. You can resist control attempts whether you are aware of them or not, as can other bystanders. A successful roll grants you protection as per the hardened spirit effect for the remainder of the scene. If your roll fails, you can still spend a Willpower point to resist. if you have no Willpower to spend, or you choose not to, you are subject to monstrous influence for the scene. Botching results in the same. Influence may persist even longer if the creature is subtle, maintaining control over you that you are not even aware of. However, with this Merit, you are liberated automatically from ongoing control with the next Willpower roll that you make with this Merit, or with the next Willpower point that you spend toward hardened spirit. Such subtle, extended monster influence is not simply suspended for a scene - it's severed completely. (Breaking a monster's hold in this way cannot be performed in the same scene that control is achieved, however, even if you make another Willpower roll or spend a point right away. Control can be severed in the next scene or later if you do not call upon Willpower again for some time.)
xxxxxMaking a successful Willpower roll to resist mind- or body-control powers does not spare you from making Virtue rolls or losing Conviction points in the scene.
xxxxxThis Merit does not work against very old or powerful monsters. The storyteller may adjust the difficulty of your Willpower roll or decide that the Trait has no effect at all against particularly potent creatures.
Notes:
Book Ref: Hunter Player's Guide, page #58

Resistant to Supernatural Fear 3 Hunter Imbuing WW8120 Synopsis: Your attempted imbuing confronted you with nightmarish sights that might have broken the sanity of a lesser person. Having endured the intense experience, you are now more resistant to supernaturally induced terror and confusion than even other bystanders.

System: You may resist supernaturally induced fear (see the "Monsters and the Human Mind" sidebar, page 51) with a successful Willpower roll (difficulty 6) instead of being forced to spend a Willpower point. This ability is reflexive. If the roll succeeds, you enjoy hardened spirit's protection for the remainder of the scene. If the roll fails, you are vulnerable to mortal fear, and you probably go into hysterics and flee. You can, however, still opt to spend a Willpower point after a failed roll. Botching a roll means that no Willpower can be spent, and the Storyteller may assign you a temporary of permanent derangement.
xxxxxMaking a successful Willpower roll to resist supernaturally induced fear does not preclude you from making Virtue rolls or losing Conviction points in the scene.
xxxxxThis Merit may not work against ver old or powerful monsters. The Storyteller may adjust the difficult of your Willpower roll or decide that the trait has no effect at all against particularly potent creatures.
Notes:
Book Ref: Hunter Player's Guide, page #58

Supernatural Affinity 1 Hunter Imbuing WW8120 Synopsis: Your exposure to monsters have left a deep and abiding impression on your subconscious, and it is perhaps a source of your nightmares and anxieties that have plagued you ever since. Although the thought of monsters hiding amongst humanity fills you with dread, you are morbidly obsessed with the idea. It's like a raw wound that's terrible to look at, yet you cant stop picking at it. You're somehow drawn unconsciously to a specific kind of monster, probably the same variety that you encountered at your failed imbuing (assuming you can even recognize different monsters as the "same kind").

System: This Merit causes you to sense intuitively the immediate presence of a particular kind of monster. This type of entity becomes the focus of your attention for reasons that may not be immediately obvious, although you may certainly learn over time to associate sudden, inexplicable feelings with the proximity of the creature. The exact nature of the attraction is for you and your Storyteller to determine, and it should be consistent each time you encounter the object of your affinity. You may feel anxiety, outright terror or even desire, depending on what you saw and what happened in your first encounter.
xxxxxThis quality does not apply when monsters use supernatural powers to conceal themselves. You still don't know they're present. Spirits, however, can be detected when they're invisible to mortal sight.
Notes:
Book Ref: Hunter Player's Guide, page #57

The Sight 1 to 3 Hunter Imbuing WW8120 Synopsis: Your brief contact with the Heralds has opened your eyes to the Supernatural, and how you see monsters wherever you turn, like it or not. As with hunters' second sight, this quality allows you to sense monsters for what they really are, although you get no information as to their specific nature. You get an undeniable feeling that someone or something is simply inhuman or wrong when you look at it, without any idea of why or how. A being may look perfectly normal, but you just know it's not right.

System: Unlike hunters' second sight, this Merit does not allow you to see through supernatural illusions, nor does it make you immune to supernatural emotion-, mind-, or body-control powers. You're just as vulnerable to fear, magical hallucinations and illusion as any other bystander is. If a monster uses supernatural powers to conceal its location, you cannot see or sense it. Nor can you see spirits that don't manifest intentionally or reveal themselves in the material world, but can sense that a possession victim is off somehow.
xxxxxAny immunity to monstrous influence or control must still be acquired by spending a Willpower point.
xxxxxThe variable cost of this Merit dictates how much control you have over your sight. At one point, your sight is always active. You are subjected to horrific sights day and night, requiring frequent Virtue rolls to maintain your grip on sanity. Two points provide some degree of control. You can activate the sight intentionally, but it also activates spontaneously in the presence of a specific kind of monster, most likely the same kind that you first encountered at your abortive imbuing. Three points allow almost complete control over the sight.
xxxxxRegardless of whether you spend two or three points, activating and deactivating the sight requires a successful Willpower roll (difficulty 6).
Notes:
Book Ref: Hunter Player's Guide, page #57

The Word 1 Hunter Imbuing WW8120 Synopsis: This Merit allows you to recognize, understand, and write the hunter code just as the imbued can.

System:
Notes:
Book Ref: Hunter Player's Guide, page #57

Mental
Merit Cost Type Source Details
Religious Devotion 1 to 3 Hunter Mental WW8120 Synopsis: Your character has strong belief in a particular religious doctrine. The intensity of which is reflected in the Merit rating you choose. This believe gives your hunter strength, comfort and calm in trying times. His devotion grants 1 to 3 additional Willpower points when he's tested, when he must perform a challenging task, or when he needs confidence to succeed at an action. Your character probably prays or asks for guidance or depends upon his own trust in a Supreme Being during these moments. You then have a separate pool of Willpower points that you may draw upon for the remainder of the scene.

System: These points must be spent in efforts that support or affirm your character's devotion, such as saving another person's life, lifting an obstructing object or controlling his own fear. They cannot be squandered on selfish acts or petty efforts. In essence, if a point is used to perform an act that runs counter to the teachings or values of your character's faith, perhaps to save himself or to lash out in unjustified anger, he has probably misapplied his devotion. You and the Storyteller must agree what are appropriate circumstances in which you may spend your bonus Willpower points.
xxxxxWhen points are squandered or used inappropriately, your character may have strayed from his faith. For major transgressions, he might lose his sense of self and connection to his Creator, temporarily or even permanently. Your character loses this Merit and possibly even additional points of his Willpower rating. Subtle transgressions, such as cursing your Creator for the injustices of the world and doubting your faith as a result, deny your character access to a point or more of his Religious Devotion until he pays emotional penance or reconciles his beliefs.
xxxxxIn general, Religious Devotion can be called upon once per chapter (game session). It may be summoned more frequently under particularly demanding or appropriate circumstances - say to save someone's life or to put your character directly in harm's way - but the Storyteller must consent.
Notes:
Book Ref: Hunter Player's Guide, page #110

Mage

Type Sub-Type Merits contained within
Mage Any Magick User Awareness: Dual Perception, Medium, Oracular Ability, Precognition, Prophetic Ability, Spirit Sight
Mental:
Physical: Acute Senses, Claws/Horns/Hooves/Barbed Tail, Immortal, Immunity, Resistant Pattern, Unaging
Psychological: Code of Honor, Driven, Higher Purpose
Social: Animal Magnetism, Boon, Communicate With Animals, Celestial Affinity, Faerie Affinity, Faerie Companion, Gift of Tongues, Grand Reputation, Prestigious Mentor, Reputation, Spirit Guide, Student's Reputation, Werewolf/Vampire Companion, Years of Wisdom
Supernatural: Astral Vigor, Conditional Magic, Elemental Affinity, Green Thumb, Legendary Attribute, Luck, Mastery of Fire, Mistguide, Natural Channel, Natural Shallowing, Nephilim, Nine Lives, Parlor Trick, Spark of Life, Spirit Magnet, True Faith, Umbral Affinity
Mage Avatar: Avatar Companion, Circumspect Avatar, Manifest Avatar, Pushy Avatar, Shattered Avatar, Stormwarden, Twin Souls
Mental: Prodigy, Protean Psyche, Shamanic Traditionalist
Social: Faction Founder, Tradition Herald
Supernatural: Blended Technique, Cross-Training, Cyclic Magic, Dual Traditions, Hollow Soul, Past Life, Personal Talisman, Sphere Natural, Spirit Mentor
Traditions: (Akashic Brotherhood: Folk Hero, Drahma's Voice, Judge's Wisdom), (Celestial Chorus: Ecumenist, Techgnosi), (Cult of Ecstasy: Hypersensitivity, Resonant Passion), (Euthanatos: Mourner's Chant, Deathwalker), (Sons of Ether: Mad Science, Scientific Mystic), (Technocracy: Acute Senses, Inner Knight, Poker Face, Unobtrusive)
(Verbena: Long-Lived, Honored Lineage, Cloak of the Seasons, Natural Shapeshifter, Touch of Life), (Virtual Adepts: Well Connected)
Sorcerer Infernal: Demonic Heritage: Laham, Demonic Tutor, Lord of Flies, Unholy Aura, Unshockable
Mental: Arcane Heritage, Detached, Strength of Psyche
Physical: Sterile, The Flow of Ki
Social: Faction Favorite, Force of Spirit, Ritual Congregation, Shamanic Authority
Supernatural: Blood Magic, Bonus From Props, Lesser Shaman, Path Natural, Psychic Ritual, Struggling Awake, Style Sleeper, Twin Link, Wild Talent
Any Magick User
Awareness
Merit Cost Type Source Details
Dual Perception 2 Magic Awareness WW4043 Synopsis: using your status as an intermediary between the spirit world and the mortal world, you can easily switch your awareness back and forth between these two realms.

System: When using any spirit magic that involves perceiving the spirit world, you can cease using the ability and observe the mortal world at any time. Then, if the duration of the magic is not yet up, you can continue using it without additional rolls. Also, when you are in the Umbra, you can choose to observe the mortal world instead of the spirit world without needing to make additional rolls. Since this ability is innate, you suffer no disorientation or other penalty associated with switching your perceptions.
xxxxxTransvestites and contraries often possess Dual Perception due to their own dual natures. If you take this Merit in addition to the Medium or Spirit Sight Merit, you can effectively turn the appropriate merit on or off at will.
Notes:
Book Ref: The Spirit Ways, page #103

Medium 2 Magic Awareness WW4600 Synopsis: Your mage is a natural conduit to the Underworld. Although this Merit does not reduce the difficulty of working Spirit magic, it does mean that your mage can hear ghosts naturally. The mage might not see wraiths without the right magic, but they do tend to hang out, talk, bug the character and ask him to do things. This talent can be helpful in some cases; wraiths are eager to talk to those who can hear them. However, they often make demands, and they can be difficult to banish if the mage doesn't have enough power with Spirit.

System:
Notes:
Book Ref: Mage: The Ascension (Revised), page #295

Oracular Ability 3 Magic Awareness WW4600 Synopsis: No, your mage is not one of the mystic Master mages living in an ivory tower in the Deep Umbra. Neither is she a software company. What she is, is an ordinary mage with a flair for divination and glimpses into the past, present and future.

System: Whenever the Storyteller feels you are in the position to see a sign or portent, you may make a Perception + Awareness roll. With the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty is relative to the complexity of what you have seen. Your difficulty for all divination with magic (generally with Time) reduces by two.
Notes:
Book Ref: Mage: The Ascension (Revised), page #295

Precognition 4 Supernatural Awareness WW4010

WW2224
WW4009

Synopsis: You occasionally have glimpses of the future. Although such visions are beyond your control, you may try to "summon" one by entering a trance and attuning yourself to fate.

System: When employed with the Divination Path, this Merit lets you add two dice to your pool; otherwise, the Storyteller will determine what (if anything) you see and how accurately it reflects coming events. This Merit should, of course, offer some insight, but as any seer knows, prophecy is an odd and chancy business. Visions often strike without warning and are not always pleasant to receive.
Notes:
Book Ref: World of Darkness: Sorcerer, page #68
Mummy: The Resurrection (2nd Edition), page #68
Halls of the Arcanum, page #64

Prophetic Ability 4 Magic Awareness WW4010 Synopsis: The Higher Powers speak to you in signs and portents, visions and images. Some may speak of the future, while others offer clues to existing mysteries, or reveal hidden facts. Prophecies come when they will - you cannot control them, and may not even want them when they do occur (the classic prophets were not exactly thrilled with their "gifts").

System: Some messages will be crystal clear while others seem just flat out obscure. Symbolism, foreshadowing, flashbacks - all the tools mentioned in the rulebooks' Storytelling chapters come into play when your Storyteller decides to let prophecy strike. The truth, content and effect of the prophecies remain the Storyteller's prerogative, but should have some significant role in coming events. This Merit is not a quick-fix or an "oracle machine"; it exists to provide dramatic moments and enigmatic clues, not to dole out obvious answers.
Notes:
Book Ref: World of Darkness: Sorcerer, page #68

Spirit Sight 4 Magic Awareness WW4043 Synopsis: You can see and hear all varieties of spirits, changelings, wraiths and similar entities. This Merit provides all of the advantages granted by the Merit: Medium. Like the Medium Merit, Spirit Sight reduces the difficulties of all Spirit magic by two. Nevertheless, this ability is a mixed blessing. Seeing these things is not a choice; it is a normal part of your vision. You cannot help but see them. Being yelled at by an irate wraith who is shaking her fist in your face can be extremely distracting if you are attempting to hold a conversation with a Sleeper, and it's even worse if you are driving a car in bad weather!

xxxxxMany shamans have this Merit, and shamans often look for people with Spirit Sight as potential students. Unfortunately, most Sleepers with this Merit conceal it poorly and instead end up in asylums.
System:
Notes: This merit allows you to see all planes of existence - at the same time. Be aware that this is just as much of a bane as it is a boon, as you are not necessarily able to distinguish what plane things are happening on. This makes driving truly difficult. You can not "turn it off" without also purchasing the Merit: Dual Perception. This merit in no way allows a character to determine the race of another character, and does not act as a poor man's Aura Perception/Scent of the True Form/etc., it only allows a character to see other planes (Umbra/Shadow Lands/Dreaming).
Book Ref: The Spirit Ways, page #105

Mental
Merit Cost Type Source Details
Iron Will 3 Magic Mental WW4050 Synopsis: When you are determined and your mind is set, nothing can divert you from your goals.

System: You cannot be Dominated, nor can your mind be affected in any way by Thaumatergic rituals. Mages using mental attacks against you gain an additional +3 to their difficulties if you are aware of them and resisting. However, the additional mental defense costs you one Willpower per turn. Even if you are unaware of them, mages seeking to magically influence you add +1 to their difficulties.
Notes:
Book Ref: Book of Shadows, page #32

Physical
Merit Cost Type Source Details
Acute Senses 1 Magic Physical WW4050 Synopsis: You have exceptionally sharp hearing, smell, vision or taste.

System: The difficulties of all dice rolls that relate to the sense in question (e.g. Perception + Awareness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two. Combined with sensory Effects (first rank Effects), this Merit allows the mage to add an additional success to her die roll.
Notes:
Book Ref: Book of Shadows, page #34

Claws/Fangs/Horns/Hooves/Barbed Tail 3+ Magic Physical WW4603 Synopsis: Witches have always been known for their beautiful fingernails and iron teeth, and your character lives up to this reputation, since coming from her, "I'll scratch your eyes out!" is not an idle threat. Or perhaps she has the horns of the devil or the hooves of a centaur, or something more mundane yet cooler - like a surgical steel plate in the skull with bolts to screw spikes on.

System: For three points, you may buy one type of attack; for five points two. Seven points allows you to buy three, and nine points allows you to buy four. For even points, you can go for the full devil package and have claws, fangs, horns, hooves, and a barb at the end of your tail (though it costs an additional three points for your tail to be prehensile).

Maneuver Difficulty Damage
Bite 5 Strength +1
Claw 6 Strength +2
Kick 7 Strength +3
Gore 7 Strength +2 (Strength +4 after a charge of 10 yards or more)
Tail Strike 6 Strength +1

xxxxxClaws, fangs, horns, hooves and tail barbs come in varying sizes. the above list assumes you've got the smallest gauge. For an additional point, you can get a somewhat larger size, and another point beyond that gets you el grande, each size larger doing an additional +1 point of damage. However, this is not necessarily a great idea. Wolf claws can be painted and passed off as an expensive manicure, but vulture talons are a bit harder to hide, and a set of giant bear claws are not only incredibly conspicuous but will prevent you from doing things like typing or driving. Likewise a nice pair of goat horns can be hidden under a top hat, but a set of oryx horns will need a sombrero, and there's no hiding a full rack of stag antlers, especially if you've got two points for every year of your age.
xxxxxAt Storyteller option, claws and so forth can be made retractable for an additional +1 per unit of size, like vampire fangs can be pulled back in for one point; for two points jumbo fangs (the type that stick down over your lip) can be pulled back into like with regular teeth, and for three points, even boar or walrus tusks can be made to disappear - though there will have to be a good explanation given for why this works.
Notes:
Book Ref: Guide to the Traditions, page #228

Immortal 5 or 7 Magic Physical WW4010 Synopsis: You have witnessed the passing of ages and survived to tell of it. Through some form of magic, you've got the potential to live hundreds of years. Perhaps, if your Storyteller is kind (and a little crazy herself), you may have already lived for centuries, and boast a truckload of freebie points - not a part of this Merit - to reflect your age.

System: As an immortal sorcerer, you get the following benefits: an increased life span, a slight immunity to most fatal diseases (but not necessarily to the pain associated with those diseases), and the potential to live indefinitely.
xxxxxThis Merit's stronger version protects you from almost any form of death - save one - that does not destroy your body entirely. If your corpse can rise again, it will; the fatal damage or disease will slowly repair itself at the normal rate of healing. If some disaster annihilates your body, the magic is dissolved (along with your flesh). Otherwise, you can continue on for centuries.
xxxxx One given thing can end this immortal dance. The final doom must be selected ahead of time, must be fairly common, and should play some role in the chronicle. Typical dooms include: getting your head chopped off, being stung to death by insects, being frozen to death, being killed by a woman, etc. Naturally you'll probably do anything you can to avoid this fate; just as naturally, your Storyteller will go out of her way to make sure you cant. This potential immortality should not unbalance the game; if your Storyteller considers the idea inappropriate, she may feel free to disallow it. Notes:
Book Ref: World of Darkness: Sorcerer, page #68

Immunity Variable Magic Physical WW4603 Synopsis: There is one peril to which your character is completely immune, even to the magical versions. Perhaps like Mithridates, your mage slowly built up an immunity to all poisons, even those concocted by the Euthanatos. Perhaps she had an accident in the lab and now all metal phases harmlessly through his body, even magic swords and comic-book alloys - or it bounces off his chest. Perhaps it still cuts, but the wounds don't bleed and they seal up immediately.

System: However, this invulnerability is only to the particular thing, not to any secondary or tertiary effects - Fenris may have blessed your character so that he is unscathed by teeth and claws of wolves, even werewolves, but that does nothing to stop the werewolf's silver sword or even the damage when the werewolf pounds your mage's head into a wall. (Fenris, after all, said you'd be unharmed by wolves, not by architecture.) Likewise, even if metal doesn't exist for your mage, it does for his lab coat, and a bullet's going to pack quite a whollop before it shreds the cloth. And even if the faeries at your christening said that no mortal man could ever harm you, that proviso doesn't apply to vampires, or the magics that mortal man might command, or even - for that matter - to his 1957 Chevy Bel Aire.
xxxxxYour mage might be immune to all physical harm, save one thing, like beheading, incineration or being stabbed through the heart with a dagger thrice blessed by three separate Popes; or he might be immune to all things save in one spot, like Achilles' heel or Siegfried's shoulder. However, this will not prevent him from being turned into a rutabaga, having his soul stolen, being sealed in Lucite or sent into orbit, though his body (if not his sanity) will withstand all these things. He'll merely be an invulnerable soulless rutabaga orbiting the earth in a Lucite block while his enemies look for a third Pope to bless a dagger.
xxxxxImmunities vary in price, depending on their lethality and their frequency, much as Vulnerabilities do. You must buy each Immunity separately, although the Storyteller may allow a number of similar Immunities (basilisks, snakes, toadstools, iocaine powder) to be packaged as one more common Immunity. Total immunity continues to go up in price price depending on the size of the chink in your armor.
xxxxxAlternately, for half the price of any given Immunity, your character may be Resistant to a particular bane - taking only half damage, rounded down, or reducing your soak roll difficulties by 3... your choice. Anything doing only one die of damage, you ignore.

  • 2 points: A minor nuisance (poison oak, common cold) or a very rare threat (basilisks, the Ebola virus)
  • 4 points: A major threat (disease, hunger, supernatural evil gook), or a moderately rare threat (poisons, extreme heat or cold, raw magic Levin bolts, death spells)
  • 6 points: A terminal threat (asphyxiation, drowning) or a common threat (fire, metals)
  • 8points: Invulnerable to all physical threats but with one large weak spot (the head, the neck, the chest) or one common bane (fire, edged weapons, drowning)
  • 10 points: Invulnerable to all physical threats, but with one tiny weak spot (Seigfried's shoulder, Achilles' heel, the spot where the third eye would go) or one rare bane (silver bullets, mistletoe, deadly nightshade); one common bane in one large spot (edged weapons vs the neck, i.e. beheading), or one common bane in a specific circumstance (a gun fired by a woman). Or immune to all physical threats save those which inflict aggravated damage, or immune to all physical threats save oneself - can be strangled with a robe made of own hair, mentally commanded to gnaw own arm off or destroyed with own Phylactery. Alternately, mage is invulnerable until mage is destroyed.
  • 12 points: Invulnerable to all physical threats, but with one very rare bane (the bite of an Egyptian asp, nuclear radiation, a specific ritual cast by a master mage), one rare bane in a tiny spot (a stake of twisted rose briars through the heart), or one rare bane in a very specific set of circumstances (poisoned with belladonna by a beautiful woman)
  • 14 points: Invulnerable to all physical threats, but with the bane being an extreme rarity (a dagger thrice blessed by three Popes, the elixir of eighty evil essences), or one very rare bane in a highly specific set of circumstances (dragged through the streets of Baghdad by wild horses during the month of Ramadan)
  • 16 points: Invulnerable to all physical threats except one unique bane (the Holy Lance of Longinus, the Sword of Roland), or invulnerable until Phylactery destroyed, requiring an equally unique bane.

xxxxxThis Merit may also be taken in conjunction with the Vulnerability Flaw, especially if the Vulnerability is something common and not usually deadly, such as water. Thus, it costs only three points total to be the Wicked Witch of the West, Immune to every variety of harm except being doused with a cleaning bucket. ("I'm melting! I'm melting! Oh who would have thought a good little girl like you could destroy all my beautiful wickedness!")
xxxxxObjects, especially Phylacteries may also have Immunity to physical perils, but Storytellers should impose some limit on size so min-maxers will not use this Merit to create invulnerable dreadnoughts and impenetrable fortresses. The larger the object, the less of it can be invulnerable. You can have an indestructible moped, but your '57 Chevy wont have puncture-proof tires, and your Winnebago of Doom can have the tires blow out and the windows smashed even while the rest of it remains unscathed. Likewise, your cozy witch's cottage will just need to be rethatched after the dragon attack, but your mansion will be gutted with nothing left but smoke blackened walls. However, you can have the last laugh by making your Phylactery your castle and making the only way to defeat your castle's Immunity being your own death. That way, if your enemies ever sneak into your inner sanctum and kill you, they get to deal with the castle collapsing on their heads - a common staple of sorcerous fiction. Need we even mention that this Merit can be phenomenally abusive?
Notes:
Book Ref: Guide to the Traditions, page #229

Resistant Pattern 7 Magic Physical WW4603 Synopsis: Aggravated damage means nothing to you, at least personally. Enchanted weapons, vampire fangs, deadly spells and toxic waste can still harm you, of course, but this damage is no worse than that dealt out by ordinary weapons, cat claws, car crashes and sports injuries, any of which can still kill you.

System: You take only lethal damage from attacks that would normally score aggravated wounds, including the Avatar Storm.
Notes:
Book Ref: Guide to the Traditions, page #228

Unaging 2 Magic Physical WW4600 Synopsis: Your mage does not age, ever. Perhaps she drank an elixir in the Mythic Ages, or she tasted the Peach of Immortality, or she ate the Apples of Hesperides, or she dined on the forbidden savor of mermaid's flesh. Perhaps she was injected with the perfect Iterator nanotech or Progenitor symbiote. Perhaps her body is composed of timeless stone or metal. Perhaps the cause is a complete mystery. Regardless, she remains unchanged as the years pass by, save for scars and accumulated knowledge.

System:
Notes:
Book Ref: Mage: The Ascension (Revised), page #295

Psychological
Merit Cost Type Source Details
Code of Honor 1 Magic Psychological WW4050 Synopsis: You have a personal code of ethics to which you strictly adhere.

System: You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion (Mind magic, vampiric Domination, etc) that would make you violate your code, either you gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.
Notes:
Book Ref: Book of Shadows, page #30

Driven 2 Magic Psychological WW4046 Synopsis: The world is falling to Hell, and the Order is crumbling. Few mages have the spiritual resilience to endure the punishment being heaped on the Traditions in these End Times and keep on going. Your mage is one of them.

System: Once per game session, when the survival of your character's Tradition is at stake, you gain an additional free point of temporary Willpower to spend on any one roll in defense of your mage's Tradition.
Notes:
Book Ref: Blood Treachery, page #85

Higher Purpose 1 Magic Psychological WW4050 Synopsis: All mages have some vision of their Path, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any roll that has something to do with this higher purpose. You need to decide what your purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw: Driving Goal, you cannot take this Merit).

System:
Notes:
Book Ref: Book of Shadows, page #30

Social
Merit Cost Type Source Details
Animal Magnetism 1 Magic Social WW4050 Synopsis: You are especially attractive to others.

System: You receive a -2 to your difficulty on Seduction or Subterfuge rolls. However, this will aggravate others of your gender.
Notes:
Book Ref: Book of Shadows, page #34

Boon 1 to 3 Magic Social WW4050 Synopsis: A Master owes you a favor because of something either you or your Mentor once did for him.

System: The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the Master probably owes you his life.
Notes:
Book Ref: Book of Shadows, page #42

Communicate With Animals 2 Magic Social WW4043 Synopsis: Through your deep and profound understanding of the spirits within all life, you can communicate with any normal animal. This communication is not as detailed or exact as ordinary speech, nor does it necessarily involve you actually speaking. Instead, the animal you are communicating with understands you through a combination of posture, facial expressions, smell and speech, while you can understand it on an equally primal level.

System: Even if the animal noticed such things, you cannot use this ability to ask an animal the license plate number of a car or the cut or someone's suit. However, most mammals and birds can tell you basic information like how many people passed by, as well as possibly odd details like what these people had eaten recently or if they smelled afraid. To determine the actual degree of communication, roll Charisma + Intuition. Finding out extremely simple information has a difficulty of 4 or 5. However, anything more complex than vague information about recent events, or questions about the animal's own activities, will have a higher difficulty.
xxxxxSince so few people bother to really attempt to communicate with animals, even wild animals that are not normally interested in humans will usually wish to respond to a mage with this ability. This Merit is largely limited to Dreamspeakers and Verbena, although a few Akashics also know it.
Notes:
Book Ref: The Spirit Ways, page #103

Celestial Affinity 3 Magic Social WW4046 Synopsis: Your mage has an exceptional instinct when it comes to dealing with High Umbrood. While certain shamans excel at interactions with their totemic spirits and necromancers find truck with the dead a simple matter, your mage's talents make conversing with the noblest and most refined of ephemeral entities easier.

System: You receive a difficulty bonus of two to all rolls to summon, compel, coax, bargain with and otherwise influence such beings. This bonus applies as much to Social rolls as it does to Spheres, since trafficking with High Umbrood is often as much a matter of finesse and force of personality as it is one of sorcerous might.
Notes:
Book Ref: Blood Treachery, page #85

Faerie Affinity 2 Magic Social WW4801

WW4050

Synopsis: The Fair Folk are attracted to you. Rather than avoid you, as they do most mortals, the fae seek you out from time to time to enjoy your company or ask for your assistance. You might even be of faerie blood.

System: The spirits treat you like a young sibling (regardless of your age), and rarely make you the victim of their mischief. Occasionally the fae may as you to mediate disputes among them or between them and mortals. You can sometimes call upon them for assistance in your own affairs - if you dare submit your problems to faerie judgement.
Notes: This Merit does not grant you blood relation to the Fae, you must buy the 4 point merit Kinain for that.
Book Ref: Crusade Lore, page #36
Book of Shadows, page #36

Faerie Companion 3 Magic Social WW4010

WW4005

Synopsis: You have a faerie companion, a friend and associate who's one of the Kindly Ones - the Changelings. Perhaps your creativity feeds his craving for dreams, or perhaps he's taught you of things beyond mortal view. Maybe you're just in love. In any case, this fae companion tends to stay out of human sight, but commands various magical talents of his own (see Changeling: The Dreaming). Naturally, he'll probably want something in return for his generous, if quixotic aid.

System: A Changeling makes a boon companion; moreover, his teachings allow you to learn Abilities like Kenning and Mythlore, knowledge outside the mortal spectrum. In a real emergency, your friend might even hide you away in his Freehold for a time! Beware of this offer, however. One never knows the truth behind such refuge, and the price for the trip could be steep indeed!
Notes:
Book Ref: World of Darkness: Sorcerer, page #67
Ascension's Right Hand, page #77

Gift of Tongues 3 Magic Social WW4043 Synopsis: All spirits that can communicate with mortals naturally possess the ability to communicate in any language. Like these spirits, you also have the natural ability to transcend language. When speaking with any sentient being (from Earth), you can understand its language as if it were your own.

System: Due to the limits of the human mind, you can only understand and speak one language at a time. If two people who speak different languages are talking to you at once, you can only understand one of them. Using a coincidental Mind 1 Effect can allow you to understand multiple languages at once. Magically augmenting this gift to allow speech in multiple different tongues is, of course, vular.
xxxxxThe Gift of Tongues Merit works only for conversation held in person, where you and the person you are speaking to can actually hear each other's unaltered voices. You cannot use this ability to read another language or to communicate by telephone, microphone or any other electronic or mechanical medium.
Notes: Note that not being able to use this Merit to read another language means it also does not work with ASL.
Book Ref: The Spirit Ways, page #104

Grand Reputation 5 Magic Social WW4012 Synopsis: Word of your deeds has traveled far before you, and many younger students revere your name. You will be welcome at most allied Chantries and can find assistance throughout your Tradition. Of course you will also be a highly visible presencein the Ascension War, and will attract plenty of unwanted attention.

System:
Notes:
Book Ref: Horizon: the Stronghold of Hope, page #116

Prestigious Mentor 1 Magic Social WW4050 Synopsis: Your Mentor had or has great Status among your Tradition, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compaired to them.

System: This prestige could greatly aid you when dealing with elders acquainted with your Mentor. Indeed, your Mentor's contacts may actually approach you at some point offering aid. Although your Mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever.
Notes:
Book Ref: Book of Shadows, page #42

Reputation 2 Magic Social WW4050 Synopsis: You have a good reputation among the mges of your Tradition. This may be your own reputation, or it may be derived from your Mentor. Add three dice to any dice pools involving social dealings with others of your Chantry or Tradition. A character with this Merit may not take the Flaw: Notoriety.

System:
Notes:
Book Ref: Book of Shadows, page #42

Spirit Guide 5 Magic Social WW4010 Synopsis: You are aided in your magical journey by a spirit guide, a friendly entity that offers you advice, messages and sometimes aid. The guide's nature depends on your magical society: A Uzoma sorcerer would recognize one of the orishas, while a Hermetic wizard would claim assistance from an angelic entity.

System: Spirit guides can help in a variety of ways:

  • Problem solving: Dialogue with your guide could lead you to insight on various problems. This gives the Storyteller a voice within the chronicle.
  • Help: A friendly spirit may grant it's patron a point of Willpower, take some sudden action or restore a Health Level or two to a sorcerer in need. This aid is rare (once per story, if at all), and may require some thanksgiving offering when the crisis ends.
  • Messages: Your guide can deliver a brief message to someone far away. This message must be short and simple, as it comes much more in a hunch than in a definite thought: "I think Timmy is in trouble. Let's go find him," not "Timmy's canine spirit-guide just arrived and told me that Timmy's trapped in a well three miles from here."

xxxxxA sorcerer with a spirit guide may use it as part of her magical Rituals - as the "delivery boy" of a curse or blessing, for example - but does not receive any particular bonus for employing the entity in her workings. Some traditions (especially the shamanic ones) stress initiation by spirits, not people. By adding this Merit to the Mentor Background, you may consider the spirit guide your mentor as well. Notes:
Book Ref: World of Darkness: Sorcerer, page #69

Student's Reputation 2 Magic Social WW4012
Synopsis: One of your students has made something of a name for herself, and her deeds reflect back on you. Perhaps she is a vibrant young talent who brings a fresh perspective to her Tradition. Alternately, she may be a bad seed who went barabbi or Marauder some time ago. Whatever the case, her activities bring you great respect or embarrassment, and her exploits are often the talk of your peers.

System: This may be bought as a 2 point Flaw instead.
Notes:
Book Ref: Horizon: the Stronghold of Hope, page #116

Werewolf/Vampire Companion 3 Magic Social WW4050 Synopsis: You have a friend and ally who just happens to be a werewolf or vampire. THough you may call upon this being in time of need, she also has the right to call upon you (after all, you are friends). Neither your kind or hers appriciate such a relationship; while mages deal with the other Awakened often, all sides share a healthy distrust of each other. Your friend will not become a walking Quintessence battery for greedy mages. SUch relationships often end badly... The Storyteller will create the character in question, and will not reveal its full powers and potencies.

System:
Notes:
Book Ref: Book of Shadows, page #36

Years of Wisdom 5 Magic Social WW4012 Synopsis: In your travels, you have seen and done almost everything a person can imagine. Once per game session, you may add one automatic success to any one non-magical action, whether it be an attack or dodge, research or persuasion. As you set your mind to the task, you suddenly remember doing something like it before ("When I was at Shiloh...") and draw upon your experience to help you.

System:
Notes:
Book Ref: Horizon: the Stronghold of Hope, page #116

Supernatural
Merit Cost Type Source Details
Astral Vigor 3 Magic Supernatural WW4632 Synopsis: Your mage's astral body is especially well connected to her physical form.

System: She does not suffer any of the psychological side effects normally associated with protracted astral traval (such as the loss of REM sleep), though her body continues to atrophy and starve at the normal rate. Her astral body, fortified by a powerful psychic presence, has two dice of inherent armor. Also, the character's strong tie between body and spirit allows her to ascertain her body's state of being (dehydrated, damaged, etc.) at any time, with a moment of quiet concentration.
Notes:
Book Ref: The Infinite Tapestry, page #187

Conditional Magic 1 to 6 Magic Supernatural WW4600 Synopsis: There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.

xxxxxThe conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.

Points Condition
1 point Unique: The Sword of Roland, the Matriarch of the MECHA construct, Leap Year
2 points Scarce as hen's teeth: Current or former members of the Council of Nine, your former Mentors, once in a blue moon
3 points Rare, but not unheard of: Toadstones, Swedish royalty, werewolves, rowan and red thread, the holy days of the archangels
4 points Special order: Virgins, middle eastern eye-bead charms, any member of Iteration X, during a thunderstorm
5 points Available without much trouble: Cold iron, silver, Christians, any member of the Traditions, a windy day, holy ground
6 points Common as dirt: Men, anyone who's ever been baptized, the color purple, under cloud cover, Tuesdays


System:
Notes: This may be used as a Merit or a Flaw.
Book Ref: Mage: The Ascension (Revised), page #194

Elemental Affinity 4 Magic Supernatural WW4809 Synopsis: Fires flare or gutter with a wave of your hand. At a word, a light breeze can spin into a howling gale. Be it earth or air, fire or water, you seem to have a deep, inherent understanding of the most primal essence of an element. This grants you great insights into the nature and working of these things on Earth, and for the Awakened Witch, may even make manipulationg the elements just that much easier.

System: The character with this Merit cannot botch on spells and workings using their element of choice. However, this Merit can only be taken once for one element.
Notes:
Book Ref: Witches and Pagans, page #84

Green Thumb 1 Magic Supernatural WW4600 Synopsis: Flowers spring up in your footsteps and trees burst into bloom at your touch. Your hands are as warm as sunlight or stones from a cheery hearth. A common Merit among Verbena.

System:
Notes: Remember that being obviously magical in front of Sleepers is generally considered a bad thing.
Book Ref: Mage: The Ascension (Revised), page #294

Luck 3 Magic Supernatural WW4050 Synopsis: You were born lucky,: your Avatar guides your steps, or maybe the Devil looks after his own. Either way, you can repeat three failed non-magical rolls per story. Only one repeat attempt may be made on a single roll.

System:
Notes:
Book Ref: Book of Shadows, page #37

Legendary Attribute 5 Magic Supernatural WW4600 Synopsis: Your mage has a superhuman Attribute, something in which he has the potential to be greater than human. Although this Attribute is not necessarily automatically better, the mage could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many people with this capacity never even manage to fulfill their true potential.

System: In your character's legendary Attribute, your character has the potential for a rating of six dots. Thus, your mage might have the Strength of Hercules or the Intelligence of Occam. This Merit does not confer such a rating automatically; it must still be purchased with Attribute points, freebie points, or experience.
xxxxxIn addition to the potential for human power, your character has some miraculous capability tied to that Attribute. A mage with legendary Stamina might have the ability to roll a soak against any form of damage, for instance, while a mage with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. This power is generally automatic, and it is subject to the Storyteller's approval. it's potency varies with the character's actual Attribute rating, so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience.
xxxxxThis Merit obviously has the potential for abuse, and it is not appropriate for all chronicles or characters.
Notes:
Book Ref: Mage: The Ascension (Revised), page #294

Mastery of Fire 2 Magic Supernatural WW4043 Synopsis: Having control over fire and flame is one of the powers traditionally associated with shamans. Many cultures consider fire to be a natural force with a strong connection to the spirit world. As a shaman, you have a closer connection to the powers of fire than most. You are considerably more resistant to damage from fire than most people, and you receive three extra dice to all Stamina rolls to resist damage caused by fire. You can soak fire damage normally. In addition, you also receive a one point bonus on all magic rolls to create, destroy or manipulate fire.

System:
Notes:
Book Ref: The Spirit Ways, page #103

Mistguide 4 Magic Supernatural WW4805 Synopsis: Pagan blood runs in your veins. The Otherworldly Mists might confound other travelers, but not you. The Paths of the Wyck, the Moonpaths, Shallowings, the Draming... they still hold terrors for you, but they're far less impassable than they would be for others. Something within you answers the call of the spirit worlds; you feel more "at home" there than any mortal should.

System: In game terms, this Trait functions like the Merit Traveler's Intuition, but works only in the Otherworlds and magickal mazes. Any roll that involves finding your way around in the spirit worlds or other magical Realms has its difficulty reduced by two. Similarly, any magickal casting that helps you find your way into, out of, or through the Otherworlds reduces its difficulty the same way. This includes Shadow Walking casting rolls, in which the Merit lowers the local Gauntlet rating by one for your character only. Additionally, you may find entrances to the Paths of the Wyck, even if you're not one of the Verbena. This Merit applies only to the character who has it; she may lead her friends into the Otherworlds, but she cannot share her directional instincts.
Notes:
Book Ref: The Sorcerers Crusade Companion, page #127

Natural Channel 3 Magic Supernatural WW4600 Synopsis: Your mage is a natural weak point in the Gauntlet between worlds.

System: The difficulty to use magic to pierce it is one less, and spirits react a bit more favorably to the mage. If your mage finds an especially weak spot in the Gauntlet (with Awareness or Spirit 1), he can step between worlds without magic.
Notes:
Book Ref: Mage: The Ascension (Revised), page #295

Natural Shallowing 5 Magic Supernatural WW4632 Synopsis: A rare few souls draw the spirit worlds to them like moths to flame, calling out silently through the Gauntlet. Your mage is one such.

System: The Gauntlet is always one less in the immediate vicinity of the mage (which, in some of the last remaining places of power, can reduce the Gauntlet rating to zero). Further, by expending a point of Willpower, the mage may cause the Gauntlet to reduce by an additional one, though this is as far as she can go. Note that multiple mages with this power cannot "stack" its effects. Dreamspeakers often see those who possess this Merit as being especially blessed by the spirits and are inclined to be friendly to them (-1 to social difficulties).
Notes:
Book Ref: The Infinite Tapestry, page #187

Nephilim 7 Magic Supernatural WW4046 Synopsis: This Merit is exactly what it sounds like. Your mage is the direct progeny of a native of the High Umbra and a human being. Perhaps your character's conception secured a pact, or possibly the reasons were somewhat less pragmatic. In any case, the mage is the intersection of Heaven (or Hell, or the Vulgate, etc.) and Earth.

System: Like the Biblical Nephilim, your character's body cannot fully contain the massive spiritual energies coursing through it, so she has one or a small handful of deformities (at least 3 points worth of Physical Flaws, for which you receive no additional points). Also, she tends to embody certain characteristics of her High Umbral parent (almost certainly her father). An angelic parent whose domain is Fury will result in a short temper and a desire to solve problems with one's fists, whereas an incubus' child will have... darker appetites. Reflect this tendency by starting with three dots of Resonance instead of just one. This heritage does, however, bestow certain advantages upon your character. Mind a Spirit Sphere difficulties pertaining directly to the High Umbra decrease by one, and she is capable of entering the High Umbra physically with a conjunctional Spirit 3, Mind 4 Effect. Also, the entities of the High Umbra fear their bastard half-breeds, and so you receive two bonus dice in all rolls to intimidate, command, or make demands of such creatures. (Unless you are very powerful, however, or the creature you are dealing with is very weak, doing so is nigh suicidal.)
xxxxxThis Merit cannot be taken with the Celestial Affinity Merit; the Nephilim are neither well loved nor well received by the Angelic Hierarchies and their like.
Notes:
Book Ref: Blood Treachery, page #85

Nine Lives 6 Magic Supernatural WW4603 Synopsis: Dame Fortune has favored your mage with the ability to come as close as possible to mortal peril and still survive.

System: When a roll occurs that would result in your character's death, the roll is made again. If the next roll succeeds, then your mage lives - and one of your nine lives is used up. if that subsequent roll fails, then another re-roll is made until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.
Notes:
Book Ref: Guide to the Traditions, page #229

Parlor Trick 1 Magic Supernatural WW4600 Synopsis: Your character has a natural ability to perform some small, pretty or useful bit of magic at will. This trick is nothing that can cause much damage, or even serious annoyance; it's just enough to perform some small basic task or give your mage a little flair. Your mage might be adept at the old wizard's trick of conjuring an orb of witchlight to hand or a flame to her finger. She might be a cyborg who had the bright idea of installing a light bulb or pilot light in her head for the same purpose. If your mage uses a magical sense like night-vision often, you might have the added perk that he can make his eyes glow like a vampire's, allowing him to see even in total darkness. If your character is of the scientific bent, he may be able to emit enough x-rays to use with his x-ray vision, or he could have a laser pointer installed in his index finger just for fun. You don't have to roll or spend anything to make this parlor trick work.

xxxxxStorytellers should note that this Merit is provided to add color and reason to the game, not to give min-maxers a loophole to create engines of death. With this Merit, mages can light pipes without a lighter, conjure roses or martinis, have mood music play in the background or pop a penknife or a single claw out of a fingertip. Yes, you could put an eye out with one of those things, but the combat difference between a penknife, a single tiger claw, and a press-on fingernail is inconsequential.
System:
Notes:
Book Ref: Mage: The Ascension (Revised), page #294

Spark of Life 5 Magic Supernatural WW4050 Synopsis: The vitality of Life flows within you with preternatural strength. This lifeforce is so strong, in fact, that all non aggravated wounds heal as if they were one wound level less; if you are Injured, you will heal in three days what others heal in a week. If you are Hurt, you heal in only one day. Bruises disappear in an hour.

xxxxxIf in perfect health yourself, you may share your vitality with others through the power of your touch. Anyone you assist recovers at your accelerated rate, but if the person is badly mauled or crippled, she will require months of constant bedside nursing. If the possessor of this gift is proficient in the Sphere of Life, he may heal aggravated wounds as if they were non-aggravated. All difficulties with Life magic for the purpose of healing, creation, growth or positive change (repairing congenital defects, for example) are at -2 when the thouch is used. The mage's supernatural vitality aids the effect. Verbena consider this merit to be the mark of a born healer, while the Sons of Ether take it is a recessive, albeit desirable, mutation.
xxxxxOn the downside, your blood is particularly tasty to vampires, being teice as potent as most mortals, and you regenerate on top of it. Vampires have names for people like you - "Cornucopia," "Bug Gulp," or simply "Mine!"
System:
Notes:
Book Ref: Book of Shadows, page #37

Spirit Magnet 2 to 6 Magic Supernatural WW4050 Synopsis: Spirits congregate at locations in the Umbra that parallels your position in the Realm. You do not know of their presence unless you possess the first Rank of the Spirit Sphere or have been alerted by others that do. Spirits are there because they like being around the Quintessence that forms your physical body's Pattern or your Avatar. These spirits often fight amongst themselves for various reasions - the spirits are enemies, they all want to be around the character's heart or brain, they want to protect the character, they want to kill the character, etc.

System: Some of these spirits might remain within the Spirit Realms in areas that correlate with the physical space that makes up the mage's Pattern in the physical world. (Some areas in the Spirit Realms correlate to physical locations.) These spirits affect the behavior and appearance of the character. If there are evil spirits within the character's "spirit" form, the character will slowly be twisted into doing evil acts unless the proper procedures are taken to remove these blights from the character's Avatar. If good spirits possess the "spirit" form, they will be likely to help the character out in appropriate situations. Also note that there is a distinction between spirits and wraiths.
xxxxx*If Spirit Magnet is a Merit, benign spirits will flock about the umbra in the area (of the Penumbra) that correlates to the character's physical location. THey will do what they can to alert the character to dangers within the Umbra. If the character is about to unknowingly perform an act that is "evil", the spirits will do their best to alert the character of that fact. If these spirits are destroyed, others will soon arrive to take their place.
xxxxx*If Spirit Magnet is a Flaw, malignant spirits battle over the same location. They seek to taint the character with evil thoughts and pollute the Umbra about the location. Evil spirits will often taunt characters and try to annoy the mage at the worst of times. Other mages will notice this, and no amount of magics will keep these spirits away for long.
xxxxxThe number of freebie points spent or gained affects the level of spirit involvement with the character and other spirits within the Umbra.
Notes:
Book Ref: Book of Shadows, page #39

True Faith 7 Magic Supernatural WW4050 Synopsis: You have a deep seated faith in and love for God, or whatever name you choose to call the Almighty. You begin the game with one point of Faith (a Trait with a range of 1 to 10). This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. This Merit is most common among members of the Celestial Chorus. Although other factions may possess Faith, Technomancers of any kind may not (and Faith in Kibo does not count!)

System: Your Faith adds to Willpower rolls, giving +1 to the Dice Pool for each point in Faith. It does not affect magic use in any way, but may allow for some other form of outside intervention (see, for example, Guardian Angel, or Luck). Certain types of mage may, at the Storyteller's discretion, reduce any Paradox gained around Sleepers if those Sleepers share the mage's faith (in effect, performing miracles before the faithful). The exact supernatural effects of Faith, if any, are completely up to the Storyteller, although it will typically repel Vampires. (Basically, the mage must make a Faith roll against a difficulty of the vampire's Willpower to repel him. For more rules, see Vampire Player's Guide, pg. 30, or Hunters Hunted, pg. 64-66.) It will certainly vary from person to person, and will almost never be obvious, some of the most saintly people have never performed a miracle creater than managing to ease the suffering of an injured soul. The nature of any miracles you do perform will usually be tied to your own Nature, and you may never realize that you have been aided by a force beyond yourself.
xxxxxAn additional benefit of True Faith is innate countermagic. This effect will not work for mages (theories about the reason for this vary), but can add a dangerous wrinkle to fanatical witch-hunters or enemy Acolytes. Each point of True Faith grants one die worth of countermagic. A mage, therefore, facing a hunter with 5 points of True Faith stands a slim chance of sending powerful effects at him.
xxxxxTrue Faith is a rare attribute in this day and age. No one may start the game with more than one Faith point. Additional points are only awarded at Storyteller's discretion, based on appropriate behavior and deeds.
Notes:
Book Ref: Book of Shadows, page #38

Umbral Affinity 4 Magic Supernatural WW4632 Synopsis: Despite the coming of the Reckoning and the looking threat of Disembodiment plaguing most mages in the days since, your character is blessed with an exceptional tolerance for the unique circumstances of the Otherworlds. Whether this stems from spirit heritage, the long exposure to the pre-Reckoning Umbra or from no cause the mage can determine, she is fortunate enough to be able to sustain longer-term exposure to the Umbra than most.

System: The character suffers no effects for first- and second-stage Acclimation (see the Acclimation chart on . 33 of The Infinite Tapestry), and all other stages affect him one step less. Hence, third-stage acclimation only inflicts second-stage symptoms, and sixth-stage only inflicts fifth-stage symptoms. What's more, this character does not suffer from Disembodiment until four full moon-cycles have passed while within the Umbra. (Those Realms that modify the time required for Disembodiment have those timeframes doubled by this Merit.)
Notes:
Book Ref: The Infinite Tapestry, page #187

Mage
Avatar
Merit Cost Type Source Details
Avatar Companion 7 Mage Avatar WW4600

WW4050

Synopsis: Your mage is in a cycle of reincarnation. However, the strange thing about your mage's passages through the life-death-rebirth cycle comes from the fact that his Avatar has another lesser Avatar connected to it. This fragment also enters the reincarnation cycle, follows your mage's Avatar through each incarnation and often retains memories of its previous incarnation.

System: In game terms, you have a living companion who has an Avatar linked to your own. You may have little memory of your past lives and your companion may not be Awakened, but she retains much of the knowledge and experience from your previous incarnations. Thus, your mage's companion can remind him of things or teach him about lessons that he's already learned previously. Think Corum and Jhary-a-Conel.
xxxxxThe Storyteller creates your companion. Unless you also take the Allies Background, your companion has no special capabilities besides being tied to your character's cycle and remembering the past.
Notes:
Book Ref: Mage: The Ascension (Revised), page #297
Book of Shadows, page #37

Circumspect Avatar 2 Mage Avatar WW4600 Synopsis: What Avatar? Your mage has never seen her Avatar. In fact, no one's ever seen her Avatar, unless it was her reflection in the mirror, or her shadow, or something that everyone and their dog has.

xxxxxYour mage does have an Avatar, but it isn't inclined to put on a show. At most, her Avatar is simply her subconscious, and it's just nudged and pushed her into finding her own Awakening.
xxxxxHaving a circumspect Avatar doesn't mean that your mage doesn't have Seekings and Epiphanies. Such events tend to be rooted in reality. The mage may well find that a series of unusual events in the physical world leads her to greater enlightenment, without ever entering a dreamscape. Who needs to go rooting around in dreams and bizarre mindscapes to find out who they are?
System:
Notes:
Book Ref: Mage: The Ascension (Revised), page #294

Manifest Avatar 3 Mage Avatar WW4600 Synopsis: Most people see their Avatars only during Seekings, if at all. Your mage's drops by every day for tea, if it doesn't hang out 'round the clock. This avatar is completely invisible to everyone but your character (and those who can read her mind), unless you take this Merit in combination with the Allies Background, creating the body of a person or familiar for your Avatar. In this case, your Avatar becomes your bamf!ing buddy, popping in and out of existence when it feels like it. If it's killed, only the mortal shell dies, not your Avatar - unless you also have the Phylactery Flaw, in which case your Avatar's form is immune to all physical harm, but is is manifested permanently. If such is the case, it is able to be kidnapped, transformed and so on.

System: Storytellers should note that an Avatar doesn't have to say it's an Avatar, and just because an Avatar is invested into a phylactery doesn't mean that everything that phylactery tells you is a pronouncement from your Avatar. A VA may have his laptop as a phylatery, but unless he's also taken Manifest Avatar as a Merit, his laptop's warnings to update his virus software are nothing more significant than that. Likewise, you may have invested your Avatar into your best friend, but that doesn't mean that everything (or anything) he says are pronouncements from your personal spirit guide. Such only happens to be the case if you take Manifest Avatar. Even then, why should your Avatar tell you he's anyone except your best friend?
xxxxxA manifest Avatar can chat with you and other people like the intelligences that show up on the Web to guide Virtual Adepts and converse with their contemporaries. With the right tricks, it can even materialize to harangue you, to fight, to push you around, or just make for a hot date.
Notes:
Book Ref: Mage: The Ascension (Revised), page #295

Pushy Avatar 2 Mage Avatar WW4253 Synopsis: Your damn Avatar just wont leave you alone! No matter how much you try to block it out, it keeps forcing you onward, making you examine your progress and shoving you into difficult situations. This is a good thing though. Your constant process of self-examination means that you are more likely to get through Seekings, as you are constantly faced with your own inner turmoil. You are pushed to become a mage and to embrace magic, even if you try to ignore it.

System: Once during each Seeking that you undergo, you may reroll one failed roll completely.
Notes:
Book Ref: Initiates of the Arts, page #83

Shattered Avatar 5 Mage Avatar WW4600 Synopsis: Although not necessarily weak, your character's Avatar has been broken to pieces. Your mage has one splinter - your Avatar rating, if you have one, purchased at the normal cost for that Background - and the other pieces are scattered elsewhere. However, what has been broken can be put back together, at least in this case. If you can find the other pieces of your mage's Avatar through questing and roleplaying, you may increase your Avatar rating after Character Generation.

xxxxxThe other pieces of your character's Avatar may be scattered about the cosmos, secreted in extra-dimensional hidey-holes with sphinxes and other creatures guarding them, or they may be part of a phylactery, of which you have one or more pieces. For instance, perhaps your mage's Avatar is invested in 10 mighty rings, 3 of which she has (and a corresponding Avatar rating of 3), but she must go and retrieve the others from those who have them. Or perhaps there are other mages who share your character's Avatar, and whenever your mage kills one, her Avatar rating grows by their Avatar rating. Unfortunately, the other mages who have this Avatar are out to kill her as well...
xxxxxDesign the nature of your shattering with your storyteller and decide beforehand what your character must do to regain a piece of his broken spirit.
System:
Notes:
Book Ref: Mage: The Ascension (Revised), page #297

Stormwarden 3 or 5 Mage Avatar WW4600 Synopsis: For some reason, the Avatar Storm that rages across the Gauntlet has no effect upon your mage.

System: When your mage reaches across the Gauntlet, he never suffers from any injury from the Storm. For five points, your mage also protects everyone that he touches (including through Correspondence touching) and deliberately desires to shield.
xxxxxEither version of this Merit is quite rare, and a whole cabal might be built around the power of one individual to travel across the Gauntlet unhindered. There's no apparent pattern to who manifests this boon - some mages who've never studied Spirit magic before suddenly discover this talent when dragged across the Umbra, while other Masters of Spirit still cant simulate it.
Notes:
Book Ref: Mage: The Ascension (Revised), page #295

Twin Souls 4 Mage Avatar WW4600

WW4050

Synopsis: Your mage's Avatar has been fragmented, and he has a "soul mate" - equal in power to his own Avatar, and similar in Essence, Nature and Demeanor. A physical twin, a look-alike, another mage or a complete stranger (possibly a Sleeper) might possess this fragment.

System: When in physical contact with this soulmate (or spiritual mate, for actions in the Umbra), the two may share Quintessence and cast spells as one. Taking the highest ratings in Arete and Spheres, also gaining an additional measure of Quintessence equal to the strength of the other individual. The parts are greater than the whole. However, this joint pool must be replenished through meditation in a Node, the same as a regular pool of Quintessence. Paradox points gained from joint spells are not split, however, and each twin gains the same amount of Paradox.
xxxxxWith only one dot in Correspondence, your character will always know where her soulmate is. With one dot in Life, she'll know his state of health, and with one in Mind, she may share his thoughts. If one soulmate dies, the player of the other must make a Willpower roll (difficulty 8) to avoid psychic shock. She must wait also until her soulmate's reincarnation before the power may again be shared. Soulmates are not just walking Merits, they must be presented and run as characters, preferably by a different player in a group. Also note that a mage does not have to get along with her soulmate... Twin souls are distinct and separate individuals, not just tag-team powerhouses.
Notes:
Book Ref: Mage: The Ascension (Revised), page #296
Book of Shadows, page #37

Mental
Merit Cost Type Source Details
Prodigy 2 Mage Mental WW4050 Synopsis: You were Awakened very eary in your life and have not been subject to the problems of unlearning the cultural reality. Perhaps one or both of your parents were Awakened and sheltered you from the reality created by the Technomancers. As a result of this protection, you have an easier time grasping the most abstract Spheres of magic. You receive one extra die on rolls that relate to abstract ideas or magical comprehension. Though you were Awakened at an early age, your actual training in magic probably began much later.

System: You cannot be Dominated, nor can your mind be affected in any way by Thaumatergic rituals. Mages using mental attacks against you gain an additional +3 to their difficulties if you are aware of them and resisting. However, the additional mental defense costs you one Willpower per turn. Even if you are unaware of them, mages seeking to magically influence you add +1 to their difficulties.
Notes:
Book Ref: Book of Shadows, page #32

Protean Psyche 7 Mage Mental WW4044 Synopsis: Like the stonecutter in the old Chinese folktale, your character has been a deer, a tiger, the rain, the wind, a rock, and a stonecutter. Or at least, if she hasn't been all these things, she can easily imagine being all those things, and imagination is the most important thing. If your mage is ever placed in a different body, the experience is perfectly natural. A man? Fine. A woman? Of course. A stoat? No problem. A 50-headed, 20 horned, million tentacled thingie, like something from Japanese anime as reinterpreted by St John the Baptist? Sure, sounds good.

System: if your mage is a shapechanger or body snatcher, or even a Virtual Adept who changes his icons on the Digital Web frequently, this Merit is almost a necessity. The alternative is to be faced with an unfamiliar body each time, or live existence with a limited catalog of familiar forms (see Mage: The Asension p. 171). As an added benefit, you do not need to make Willpower checks when sighting Progenitor monstrosities, horrors from the Deep Umbra, Crinos form werewolves or Tzimisce Zulo forms because you've been there. Or at least your character's imagination has.
Notes:
Book Ref: Disciple's Handbook: The Bitter Road, page #117

Shamanic Traditionalist 4 or 6 Mage Mental WW4043 Synopsis: Though you are a member of one of the Traditions, you had a shamanic Awakening, a calling through the spirits that took you to death's door and thence to realization of the single world. Perhaps a silicon spirit infected you before you joined the Virtual Adepts, or maybe you fell ill under the eye of a spirit of knowledge and then came through the fire to join the Order of Hermes. Whatever the case, you have some shamanic understanding combined with your Tradition ties.

System: With the four point version of this Merit, you can take the Totem Background. You likely have a totem spirit - not necessarily an animal, if you're a modern shaman - and you can speak with it just like a Dreamspeaker. You may choose to make Spirit your specialty Sphere in lieu of your Tradition's normal specialty.
xxxxxWith the six point version of Shamanic Traditionalist, you may have a totem, and you get Spirit as a speciality in addition to your normal Tradition Sphere! You don't start with an extra dot of Spirit (though you should certainly put one of your starting dots there), but it's easier for you to improve with experience points.
xxxxxObviously the Shamanic Traditionalist Merit is pointless for Dreamspeakers, who get all of its advantages already. Similarly, it's too far afield mystically to be appropriate for Technocrats.
Notes:
Book Ref: The Spirit Ways, page #105

Social
Merit Cost Type Source Details
Faction Founder 4 Mage Social WW4044 Synopsis: Your character has broken with Tradition and founded her own faction. Several acolytes pay heed to her beliefs, she can get recognition as a political force in her Tradition, and she can train Apprentices with her special area of concern.

System: In game terms, you get a one-point bonus on Social rolls within your mage's own Tradition. You get respect (and sometimes fear) for paving new ground. When you teach a newly Awakened Initiate, he learns your chosen faction special Sphere in addition to your normal Tradition specialty.
xxxxxIn story terms, your character probably has several followers and maybe some Apprentices (take Backgrounds as appropriate). She can start a Chantry and be recognized, and her faction will live on in the annals of Tradition history! Obviously, this Merit is a great hook for political chronicles.
Notes:
Book Ref: Disciple's Handbook: The Bitter Road, page #117

Tradition Herald 2 Mage Social WW4044 Synopsis: Your character has been recognized by the Traditions as a formal herald. He is granted safe passage in all Tradition territory, such as Chantries and Nodes, and he can expect hospitality from Tradition mages. In the modern age, this hospitality may just include crash space on a couch and a meal from McDonald's, but it's enough to survive.

System: Your mage may be asked to carry messages physically, since magical methods can be detected and intercepted while he can (theoretically) defend himself. Although you cannot expect to enter the inner Sanctums of most Traditions, he can ask for audience with their heads and expect to be heard (at some point). You can also expect passage into and through territory that's special to a tradition, such as admittance to a historic Akashic monastery where other mages are normally not permitted, for instance.
xxxxxFurthermore, any Traditionalist who attacks your character except in self-defense is subject to censure and branding. If your character aggravates the attack (taunting someone until he attacks), he may also be stripped of his position and branded. In general, however, he's safe from direct fighting among the Traditions. A herald can still be challenged to certamen, though. He can speak the truth freely or even insult people in a diplomatic capacity, but he'd better make sure that he's right.
Notes:
Book Ref: Disciple's Handbook: The Bitter Road, page #117

Supernatural
Merit Cost Type Source Details
Blended Technique 7 Mage Supernatural WW4253 Synopsis: Instead of taking a particular viewpoint as dogma, you've melded together a set of variable techniques and forms as your own special way of doing magic. Better still, you're flexible - you take on new bits and pieces all the time. When someone shows you a way to do something, you just shrug and add it to your repertoire.

System: Instead of being limited to a particular focus for each Effect that you want to do, you can learn to use other foci simply by watching a different mage. If you watch an Akashic Brother use Do as a focus for his magic - and he explains what he's doing - you can learn to do it, too. If a Verbena then shows you how blood magic leads to healing, you can pick that up. You're the quintessential Orphan: You use every hodge-podge piece of technique that you find.
Notes:
Book Ref: Initiates of the Art, page #84

Cross Training 5 Mage Supernatural WW4253 Synopsis: You've studied under multiple mentors, and you learned a little bit from each. Though you tend to follow one Tradition, Convention or Disparate way of magic, you picked up enough tricks to use one other group's tools to a certain degree.

System: In game terms, one of your Spheres can be cross-trained, allowing you to use foci and Effects that would normally be in the province of a different group. For instance, if you are a Hermetic mage who cross-trained with the Virtual Adepts, you might be able to use computers for Correspondence, Effects, so that you can have your spells "reach out and touch someone". You must still have the proper skills to use the particular foci, though.
xxxxxCross-training does not prevent you from using your normal Tradition/Convention/Craft foci and Effects with your chosen Sphere. However, you can only choose to cross-train within the same group; if you follow a Tradition, you can only cross-train with another Tradition, and so on. (Orphans can cross-train with any one group.)
Notes:
Book Ref: Initiates of the Art, page #84

Cyclic Magic 3 Mage Supernatural WW4600 Synopsis: Your character's magic is tied to some regular and repeating cycle - night and day, the moon, the sun, the tides, the wheel of the year, or even such things as the stock market price of tea in China (very important for a Syndicate commodities broker). As such, your difficulties with magic fluctuate from the standard by a maximum of three, depending on what part of the cycle you set as your personal high point. You may be tied to the dark of the moon, the full moon, the Bull cycle or the Bear cycle. Regardless, while the cyclic nature of your magic is problematic, it is quite useful in some circumstances, allowing your character to schedule rituals for their times of greatest power.

System:
Notes:
Book Ref: Mage: The Ascension (Revised), page #295

Dual Traditions 7 Mage Supernatural WW4600 Synopsis: Your mage has been educated by two traditions. Most likely, he was a Hollow One who studied a bit of this and that, and found a couple things that made sense to him. Or, perhaps, he was Awakened by a teacher of one tradition, but then studied under a different Master and experienced a second Epiphany through this new knowledge.

System: For purposes of spending experience, the specialty Spheres of both Traditions come with the bonus (cheap) multiplier. Your character is more open minded about foci as well, and he may use those of either Tradition. (The penalties for unique foci still apply). If your mage loses his Hermetic showstone, for example, he has to go either about getting another one or rely solely on the props of his other Tradition.
Notes:
Book Ref: Mage: The Ascension (Revised), page #298

Hollow Soul 1 Mage Supernatural WW4253 Synopsis: No matter how hard you try, the ingraining of your Tradition just doesn't seem to "take" with a special focus. You don't have any particular emphasis on the Spheres. Nothing's particularly hard (assuming you're not Sphere Inept), but nothing's exactly especially easy, either.

System: Despite a Tradition, Convention, or Craft affiliation, you have no specialty Sphere. You place a dot in your group's specialty Sphere as normal during Character Creation, since your mentor focuses on it, but you pay experience costs for further improvement like a Hollow One or Orphan.
Notes:
Book Ref: Initiates of the Art, page #83

Past Life 1 to 5 Mage Supernatural WW4050 Synopsis: The mage can remember one or more of her previous incarnations. This can be as simple as constant deja vu in places known to her past lives, or as complex as conscious waking memories of being another person. In practical terms, this means that the mage, and therefore the player, knows slightly more about whatever situations the dead memories contain. The mage might know her way around the past life's hometown, or back away from her murderer without knowing why. This is a good Merit for beginning players; the Storyteller can tell them something they are about to do is stupid, dangerous, or both, because even if the character wouldn't logically know that, one of her past lives might. However, this Merit cannot be used to 'remember' Abilities; the character still needs the Dream Background to do that.

System: The Storyteller can, and likely should, take the opportunity to flesh out one or more of these past selves with the player. Unless the memory is very detailed, the character, and probably the player, isn't likely to know everything about that past. In fact, this half and half recollection is a rick source of story ideas, particularly if any of the past lives were Awakened themselves. This is fairly common for those with "old souls" and powerful Avatars.

  • One Point - Deja vu memories of one life
  • Two points - Dreamy, vague memories of one life, with deja vu from several lives.
  • Three points - vague memories of several lives and one or two well remembered impressions from one life.
  • Four points - Several well remembered impressions from many lives.
  • Five points - A clear but broken thread of memories back to the Mythic Age and beyond...

Notes:
Book Ref: The Book of Shadows, page #36

Personal Talisman 1 Mage Supernatural WW4603 Synopsis: Though a master mage may have helped (and probably did), your character has done one of the great and mighty deeds of magecraft and created a Talisman. Well, he may not have created it, but he was there for the crucial and literal willworking - he invested a pawn of his own Willpower into the Talisman and now it is tied to him.

System: This may be taken as a Merit or a Flaw. If this is a Merit, you still have the Talisman, and so long as your character holds it, you have an extra point of permanent Willpower, as well as a point of temporary Willpower that cannot be spent. (You must also take the Wonder Background if you intend to keep it.)
Notes:
Book Ref: Guide to the Traditions, page #229

Sphere Natural 5 Mage Supernatural WW4600

WW4050

Synopsis: Your character is able to use one of the Spheres of magic with a greater degree of ease than other mages. For whatever reason (inborn talent, powerful heritage, past life, supernatural bargain, etc.), she's got an affinity for a certain kind of magic. She picked it up quickly, and she now progresses through it at an unusual rate.

System: During character creation, select one Sphere. From this point on, you pay three-quarters of the normal cost (rounded down) when buying levels, rituals and similar improvements for magic of that Sphere alone. The favored Sphere must be declared at character creation, and it may be purchased only once.
Notes:
Book Ref: Mage: The Ascension (Revised), page #297
Book of Shadows, page #37

Spirit Mentor 3 Mage Supernatural WW4050 Synopsis: You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part, its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise.

System: The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies. Mentors of this sort are not true Mentors of Magick, but might give special insights into aspects of Sleeper life that mages have missed or forgotten.
Notes:
Book Ref: The Book of Shadows, page #36

Traditions
Akashic Brotherhood
Merit Cost Type Source Details
Folk Hero 3 Social WW4657 Synopsis: Your people love you. You stood up to a corrupt official, ended a drought, got a new hospital built, or did any number of things that endeared you to the people in your community. When you're there, they'll do almost anything to help you, as long as you maintain your previous upstanding behavior.

System: A signiture merit for Li-Hai, Folk Hero gives you a blanket -2 difficulty on Social rolls with people from the community you helped. Furthermore, your character can always get basic food and shelter there, and if he's in trouble with the law or just needs a place to hide, they'll find him a garage or back room to lay his head. Just keep two things in mind: First, these are ordinary working class or agrarian people; your character isn't going to be borrowing a jet or a laptop from them (though he might get a bicycle). Second, while they don't expect him to rescue every cat and till every rocky field for his sick neighbor, they do expect him to stand up for his community when times are tough. If he turns his back on them, they'll turn their backs on him.
Notes:
Book Ref: Tradition Book: Akashic Brotherhood (Revised), page #59

Drahma's Voice 4 to 6 Social WW4657 Synopsis: Whether you're a child, a drunk, or a monk, you speak with more wisdom than you possess. Perhaps you are a reincarnated sage, or you simply have an intuitive connection with the Absolute that expresses itself in your voice and actions.

System: In game terms, your character is a Mentor for Akashic mages (and, at the Storyteller's discretion, others who might understand her words), despite the fact that she isn't particularly wise herself. The four point version of this Merit turns your character into a one-dot Mentor - you may add more dots at the cost of one point per dot. For six points, your character serves as a three-dot Mentor to other people, even if she lacks the usual knowledge to teach in such fashion. She cant benefit from this herself. She doesn't know why the other Sidai light up with sudden understanding when she tells them a joke or a bar story!
Notes:
Book Ref: Tradition Book: Akashic Brotherhood (Revised), page #59

Judge's Wisdom 4 Mental WW4657 Synopsis: You aren't swayed by emotion. Ever. perhaps you're a strict Legalist who follows Han Fei Tzu's advice to keep emotion out of the business of living, or your heart has been calmed by years of meditation. In any event, even magical attempts to alter your emotional state almost always fail.

System: Your character is immune to all Mind effects that work on the emotions, the power of vampiric Presence and similar effects. He can still be swayed by attempts at direct mind control, such as possession, mental illusions, vampiric Disciplines and the like, and extremely potent powers (with six or more dots) may overwhelm his defenses. Your character can be calm but weak willed, after all. Note that you cannot take this Merit and the Merit Iron Will'. That would result in a quick ticket to Clarity!
Notes:
Book Ref: Tradition Book: Akashic Brotherhood (Revised), page #59

Celestial Chorus
Merit Cost Type Source Details
Ecumenist 5 Social WW4665 Synopsis: Though possibly never having worked with mages outside the Tradition, your mage has developed some unique insights into the distinct factions and sects that make up the Chorus. Perhaps his mentor encouraged him to pursue studies with another teacher as well, or he simply developed a new interest or sense of calling and went off on his own. The character with this Merit may purchase both faction's specialty Spheres at the bonus multiplier, effectively having two primary Spheres. The benefit has its downside, as both factions may require certain obligations of him.

System:
Notes:
Book Ref: Tradition Book: Celestial Chorus (Revised), page #62

Techgnosi 2 or 6 Social WW4665 Synopsis: The One is not limited by the changes of history or the challenges of humanity's ever expanding knowledge. Your character has learned to find the One in the contemporary world of technology, even gaining new and sometimes profound insights about the mystical side of scientific knowledge and the rational dimensions of religious faith. After all, the one is no respecter of human boundaries. The most organized group of Techgnostics is the Alexandrian Society, (noted on p. 46 of Tradition Book: Celestial Chorus Revised).

System: The two point version of this Merit allows your character to use technological foci that are more commonly associated with the Virtual Adepts or the Sons of Ether as long as there is some mystical or religiously orientated content associated with them. (Your character might use a religious website for a Mind Effect, for example.)
xxxxxThe six point version also allows the user to have both Prime (or her faction's primary Sphere) and either Matter or Correspondence as her primary spheres.
Notes:
Book Ref: Tradition Book: Celestial Chorus (Revised), page #62

Cult of Ecstasy
Merit Cost Type Source Details
Hypersensitivity 3 Physical WW4661 Synopsis: Your mage has very keen senses of touch and taste. Indeed, the Cultist can often sense minute motions, and she absolutely adores the touch of silk or the taste of wine. This Merit is different from just an Acute Sense; it's a qualitative difference. The Cultist derives a greater quality of satisfaction and pleasure from all manner of indulgences and carnal activities.

System: The Cultist tastes subtle hints in drinks and can tell the most minute, soft touches. With a Perception + Alertness roll, your Cultist can often perform feats such as telling the exact vintage of a wine by a tiny taste or use a simple swatch of silk or a subtle caress as a suitable focus, instead of indulging in more extreme measures.
Notes:
Book Ref: Tradition Book: Cult of Ecstasy (Revised), page #69

Resonant Passion 3 Supernatural WW4661 Synopsis: One of your mage's areas of Resonance also reflects a strong internal tie to one of the Nine Sacred Passions (p. 39 of Tradition Book: Cult of Ecstasy Revised).

System: Choose one of your character's Resonance Traits. Whenever your mage performs magic that gains a bonus from that Resonance, you gain a two point difficulty break instead of one.
Notes:
Book Ref: Tradition Book: Cult of Ecstasy (Revised), page #69

Euthanatos
Merit Cost Type Source Details
Mourner's Chant 3 Social WW4663 Synopsis: Your mage has a gift for relieving people of their despair when they are confronted with death. He might be a professional mourner in a traditional society, a grief counselor or even just a compassionate soul willing to listen and reassure anyone affected by death. His skill is such that the presence of ghosts and the walking dead bring no fear to his charges, so long as he can speak to them in a clear, unwavering voice.

System: The character gains a -2 difficulty modifier on all Social rolls when trying to comfort someone struck by grief, rage or any other emotion brought on by death. When ghosts and the walking dead approach, he may make a Manipulation + Expression roll (difficulty 7) to steel his charge against terror. Each success adds one point to the subject's effective Willpower when resisting the horror. This does not cover vampires or the use of fear-causing supernatural powers, only the shroud of fear that surrounds these beings. You may split your dice pool to comfort multiple people. The subject flees or is paralyzed with fear unless he makes a Willpower roll (difficulty 9).
Notes:
Book Ref: Tradition Book: Euthanatos (Revised), page #69

Deathwalker 4 Supernatural WW4663 Synopsis: Your character has a special tie to the Underworld.

System: While most mages must die or undergo the Agama rite to cross into the Shadowlands, you can use the third rank of Spirit to Step Sideways, just as if you were entering the Middle Umbra. Your aura turns pale and you take on the spiritual imprint of one of the dead. You aren't affected by the Avatar Storms when you cross over; they ignore your "dead" soul as it passes by. You are affected by the Avatar Storm when you venture into the Middle and Astral Umbrae, only the lands of the dead are excepted.
Notes:
Book Ref: Tradition Book: Euthanatos (Revised), page #69

Sons of Ether
Merit Cost Type Source Details
Scientific Mystic 3 Mental WW4658 Synopsis: Some Etherites have a special aptitude for interpreting other magical styles through the lens of their own theories. As a result, they can use mystical methods, even if their own paradigms are devoted to scientific truth. Polymath Adventurers are known for their "secret studies in the East" or esoteric technologies pulled from ancient legends.

System: This Merit allows a character to use one other Tradition or Craft's foci for one Sphere that the character knows as long as the player can justify how this knowledge fits into the character's paradigm. For example, a rune-carving Son of Ether isn't using "Norse magic", but the geometric, psychological and psionic insights of a culture whose discoveries were, no doubt, downplayed by the enemies of Science! The character may select a specialty focus, but this choice replaces the normal specialty focus for the Sphere.
Notes:
Book Ref: Tradition Book: Sons of Ether (Revised), page #58

Mad Science 2 Mental Supernatural WW4658 Synopsis: By experimenting with other dimensions, mind-wracking mathematics and Paradoxical technologies, the Sons of Ether risk their mental stability at the price of unique insights. Having touched the infinite, inhuman reaches of Truth, madness takes its toll, but it also brings inspiration.

System: Characters with this Merit receive a one-point break on magical difficulties as well as uses of the Awareness, Cosmology, Enigmas, Occult, Science, and Technology Abilities while in the throws of Quiet or an active derangement.
Notes:
Book Ref: Tradition Book: Sons of Ether (Revised), page #58

Technocracy
Merit Cost Type Source Details
Acute Senses 1 or 3 Social WW4014 Synopsis: Very little gets past you. One or more of your perceptions is far sharper than the human norm. Although it makes you more suceptible to loud noises, bright lights or powerful sensations, this acuity helps you to notice small details, detect surprises and catch subtle yet important clues.

System: In game terms, one point gives you one sharp sense, while three points make all five senses sharp. Subtract one from the difficulty of all Perception die rolls relating to your sharp sense(s), and add one success to any Level One perception Procedure based on that sense. Major shocks to that sense (like explosions or torture) might render it "numb" for a while; a Man in Black with unnaturally acute vision could be struck blind for some time by a sudden lightning flash. In time, however, the sense will return to its usual acuity... more often than not, anyway.
Notes:
Book Ref: Guide to the Technocracy, page #165

Inner Knight 5 Supernatural WW4014 Synopsis: Like an heir of Avalon, you possess a higher purpose. Other Technocrats may be working for the future, but you carry a vision of a glorious past. In your dreams, you are a Knight of Reason, a valiant crusader for the common good. No matter what occurs, that vision cannot be silenced. When adversity knocks you on your ass, the paladin within you rallies, carrying you to victory. At night, you often visit bygone places in incredibly vivid dreams. Dreams that seem almost disturbing in their sensory detail... especially if you find things in the waking world that remind you of those dreams...

System: Essentially, this Merit reflects a "past life" - the reincarnated Avatar of an ancient Daedalean. Since no modern Technocrat would admit such a thing, your character considers this reborn soul a heroic dream. When he's facing some deadly crisis, the modern agent can call on his "dream self" and remember things he never learned (like historical details and personalities); display skills he was never taught (like the Background: Dream at 5, but without entering a trace); or rally an additional five points of Willpower. These temporary Traits and memories last only a few minutes (in game time, a scene or two), but they carry with them a sense of having lived before. Naturally, these visions - of being a knight, an artist, an alchemist or a crusader - are just romantic fantasies. But are they really? After a while, you might start to wonder...
Notes:
Book Ref: Guide to the Technocracy, page #167

Poker Face 2 Social WW4014 Synopsis: A specialty of Men in Black; no matter what happens, you maintain a facade of perfect calm. Nothing short of an extra-dimensional deific manifestation can make you blink, and even that might not do it. The appearance may be deceptive - you could be screaming inside for all anyone knows - but quite complete... and very disconcerting.

System:
Notes:
Book Ref: Guide to the Technocracy, page #16

Unobtrusive 1 Social WW4014 Synopsis: You don't stand out in a crowd. In fact, you don't stand out at all. People just don't notice you unless you make some kind of fuss. Naturally, such unobtrusiveness comes in handy; while bystanders are paying attention to more-memorable folk, you're off checking facts, investigating details or slipping objects into your trench coat. Being bland has its advantages.

System: Although it's not as powerful as the Background: Cloaking, this Merit helps you keep a low profile. In story terms, people just don't remember your features or name unless you make a point of impressing folks with them. You're... um... that guy... If anyone else is making an impression in the vicinity, you don't. In game terms, anyone who tries to remember meeting or seeing you needs to make a Perception roll (difficulty 6) to recall your features or name. The downside is that you add two to the difficulty of any Social rolls you attempt. (Damn, you don't even get noticed when you need to be!) Unlike Cloaking, this Merit does not in any way render you invisible or cover evidence of your existence, and you cant "turn it off". It simply lets you drift through life making very little impression on people. They see you, but they don't really pay attention.
Notes:
Book Ref: Guide to the Technocracy, page #164

Verbena
Merit Cost Type Source Details
Long-Lived 1 Physical WW4659 Synopsis: Whether through heredity, the blessings of the gods or just good, clean living, you are especially long lived. You age, but gracefully, retaining both your vitality and your faculties. You can expect to live to see your first century, and possibly another beyond that.

System: Note that adepts of the Life Sphere can achieve this Effect through magic. This Merit grants it naturally (and does not incur the possibility of Paradox).
Notes:
Book Ref: Tradition Book: Verbena (Revised), page #70

Honored Lineage 2 Social WW4659 Synopsis:

System: Your bloodline is descended from one of the oldest and most respected families among the Verbena, and you can trace your ancestry back to the Burning Times, if not further. You are a true scion of the legendary Wyck, the First Ones. Among mages (particularly Verbena) who care about matters of lineage, reduce the difficulty of your Social rolls by two (but not to less than 2). You're also likely to receive a measure of deference and respect from those people, though others will also expect great things from you and could be disappointed if you don't live up to your heritage.
Notes:
Book Ref: Tradition Book: Verbena (Revised), page #70

Cloak of the Seasons 3 Physical WW4659 Synopsis: You are magically protected from the effects of the weather and the natural environment. You are perfectly comfortable in winter's chill or summer's blazing heat, regardless of your clothing (or lack thereof). You do not suffer from sunstroke or exposure. You're not even bitten by insects or other vermin. Your senses are still limited by the elements (including fog, rain and snow), and you're not protected from either hunger or thirst.

System:
Notes:
Book Ref: Tradition Book: Verbena (Revised), page #70

Natural Shapeshifter 3 Aptitude WW4659 Synopsis: You are a natural and talented shapeshifter when using Life magic (not necessarily related to the Fera, though you may also have the Kinfolk Merit).

System: You are never in danger of losing yourself to the identity of your beast-form, and any new shape you adopt is as comfortable to you as your own. Moreover, the difficulty of Arete rolls to change your own shape is two less than normal.
Notes:
Book Ref: Tradition Book: Verbena (Revised), page #70

Touch of Life 1 Supernatural WW4659 Synopsis: Your Avatar and your Pattern are filled to overflowing with the energies of life. You are especially vital and vivacious, and others find your presence uplifting and energizing (and possibly annoying, for those who don't care for such things).

System: You recover from injury as if your condition was one health level less serious. )A Wounded character recovers as if he is only Injured, taking a week rather than a month.) Reduce the difficulty of your Stamina rolls to fight off diseases and poisons by one. More importantly, your liveliness tends to rub off on others. Plants thrive under your care (much like the Green Thumb Merit). Injured people under your direct care recover as quickly as you do (treating their condition as one health level less serious for purposes of recovery).
xxxxxThe downside of this Merit is that your blood is particularly rich in life force, meaning vampires gain twice the normal amount of blood points when drinking from you. This might make you a target of bloodsuckers and similar life draining creatures.
Notes:
Book Ref: Tradition Book: Verbena (Revised), page #70

Virtual Adepts
Merit Cost Type Source Details
Well Connected 3 Social WW4660 Synopsis: Your name is well known throughout virtual space, and you can expect some assistance from other people online. This can range from other Awakened mages to simple Sleepers who like the "cool guy" they've been talking to. Help can vary as well, but usually comes in the form of information.

System:
Notes:
Book Ref: Tradition Book: Virtual Adepts (Revised), page #72

Sorcerer
Infernal
Merit Cost Type Source Details
Demonic Heritage: Laham 7 Sorcerer Infernal WW4806 Synopsis: Some folk are said to be the offspring of demons. Considering the carnal traffic at Sabbats, orgies and midnight visitations, this isn't surprising. Uncannily long-lived, impervious to pain, and often possessed of inhuman powers, a demon-spawn (or laham) is said to be a special servant of Hell. Although warped by strange deformities, she is granted a special place at the tables of Nephandi and other primal diabolists, who can sense her demonic heritage.

xxxxxDespite the tables of "demon's blood" and "devil seed", demons are spirit entities and cannot reproduce with mortals. When evil spirits possess a human being (or an animal), however, the host can be tainted by Infernal essence; if a child results, she'll probably have a little bit of Hell inside her. Many sorcerers, both of good and evil intent, are reputed to be demon-spawn: Merlin, Morganna la Fay, Circe and Kullervo (among others) supposedly sprang from such unholy unions. Such people are not known for their generous temperaments, but they are not doomed to be evil - a heroic effort can overcome the worst ancestry. Few lahama aspire to virtue though. Most consider their Infernal heritage a blessing, and pursue the Dark Arts with unnerving enthusiasm.
System: In game terms, a laham is a normal person "gifted" by Infernal essence. Like a vampire's ghoul, she has a few extraordinary abilities but does not belong to a new "race" of occult creatures. This Merit grants a few special talents and drawbacks that reflect the character's demonic lineage:

  • Benefits: A laham can have seven points of demonic Investments without making any form of pact. These talents are hers from birth and cannot be rescinded. She ages very slowly and can live roughly 200 years if nothing kills her in the meantime. Infernalists, hell-spawn, and evil spirits can sense a laham for what she is, and will probably offer her some form of respect; in game terms, subtract 3 from the difficult of any Social roll she makes regarding demons and devil-worshipers. Many lahama have a natural affinity for magic too; they Awaken around puberty and often become full-fledged Infernalist magi after they've had some time to learn the Dark Arts. (No, there are no bonuses for this. It's simply a point of origin.)
  • Weaknesses: All lahama are cursed by deformities of body, mind and soul. A laham character must select three points of Flaws, plus four points in the Echoes Flaw (see The Sorcerer's Crusade, page #106, and the sidebar in this book, page #77. These Flaws do not count against the 7 point limit.) Every laham is temperamental, too; although this doesn't come out in game systems, it should make life difficult for the character in question. Finally, people with True Faith or some strong affinity for goodness can sense the demonic inheritance, too; any Social roll aside from Intimidation based ones adds 3 to its difficulty. Even under the best of circumstances, sacred symbols and holy places are hard for a laham to endure.

xxxxxNot all lahama are human; disturbing folktales speak of women who gave birth to giant flies or were torn inside out by feral creatures for which no names exist. Some women have been impregnated while possessed, or raped by marauding demon-hosts; thus, a handful of lahama have been raised by the Church (or other religious authorities) to be potential weapons against the Darkness. Such weapons have two edges, however, and no laham can ever be sure where her true loyalties lie... Notes:
Book Ref: Infernalism: The Path of Screams, page #79

Demonic Tutor 4 Sorcerer Infernal WW4806 Synopsis: Occasionally, demons will instruct a promising pupil without requiring her servitude in return. An especially ambitious individual might be clever enough to wrangle a deal from an Infernal tutor, while a truly malevolent soul may seem so devoted to corruption that the tutor considers it a privilege (or at least an investment in the future) to teach her "free of charge". (For now...)

System: Now this enterprising diabolist has a mentor straight from Hell. He could be a minor devil, a djinn, a malignant ancestor ghost, or even an elemental, but he clearly isn't human. Although the demon wont go to any great trouble or risk on her behalf, he might impart certain secrets that few mortals ever learn. In some cases, he might even seem fond of his "little satan" and make occasional efforts on her behalf. Like a faithful hound, he leads her to hidden, esoteric lore; and like a hound, he expects to be fed once the favor is performed...
Notes:
Book Ref: Infernalism: The Path of Screams, page #78

Lord of Flies 2 Sorcerer Infernal WW4806 Synopsis: Blessed by Beelzebub, this Infernalist wears an eternal halo of flies. Insects, drawn to his ineffable corruption, flock around him like pilgrims of damnation. Everywhere he goes, carrion bugs of all descriptions surround this foul creature. Naturally, most humans (even Infernalists) find the Lord repulsive, but some appreciate his dark favor and welcome him at sickening feasts.

System:
Notes:
Book Ref: Infernalism: The Path of Screams, page #78

Unholy Aura 7 Sorcerer Infernal WW4806 Synopsis: Like a living cloud of Darkness, an Infernalist with this deadly gift drives all holiness from his presence. Relics and goodly trappings crumble in his grasp, living things whither where he stands, and men and women of Faith hide their faces and flee when he approaches.

System: In game terms, this Merit weaves a frightening aura around the corrupt character's soul. To anyone who can see auras, the Infernalist looks like a walking storm cloud (hence the old name for the Nephandi); to anyone with the Awareness Talent, he seems incredibly ancient and malignant. Characters with True Faith (in holy things, not Infernal ones) must make a Willpower roll (difficulty 8) or run away in abject horror. A botch on that roll indicates the Infernal taint has overpowered the person's Faith; as she cowers in a pitiful heap, stigmata-like wounds erupt across her head, side and arms, or leap like whiplashes across her skin. Even when the Faithful one makes her roll, she finds it physically difficult to remain in the Infernalist's vicinity. He sears her nostrils with brimstone clouds and churns the air itself with his foul presence. Note that this merit is not a power per se, simply a reflection of the tremendous Resonance the Fallen One carries around with him. He has become one with the Void in a very real way.
Notes:
Book Ref: Infernalism: The Path of Screams, page #79

Unshockable 3 Sorcerer Infernal WW4806 Synopsis: The service of the Pit demands many unconscionable acts: cannibalism, torture, shit eating, demon fucking... Somewhere down the road, the Unshockable character has lost all sense of shame or revulsion. Without a flicker of emotion, he can perform atrocities that would make a Jacquerie blanch. He has a cast iron stomach, too - no substance is too revolting for him to consume. Fellow diabolists look upon such steadfastness with wonder and a touch of fear. After all, if this person can skin a baby so effortlessly, how hard would he find it to do the same to his friends?

System:
Notes:
Book Ref: Infernalism: The Path of Screams, page #78

Mental
Merit Cost Type Source Details
Arcane Heritage 2 Sorcerer Mental WW4801

WW4009

Synopsis: The blood of magi runs through your veins; one or both of your parents (and perhaps your ancestors as well) also Awakened to the calling of magic.

System: In story terms, your Awakening comes as an expected event rather than as a spiritual trauma. You begin the game with an extra dot in Occult or Magus Lore to reflect your familiarity with the arcane.
Notes:
Book Ref: Crusade Lore, page #36
Halls of the Arcanum, page #62

Detached 4 Sorcerer Mental WW4254 Synopsis: Your psychic has the rare ability to view his psychic abilities as separate from his physical existence and can maintain this distance even under adverse conditions.

System: Wound penalties don't affect your use of psychic powers until your character reaches Incapacitated. if he's Incapacitated, then you may spend a Willpower point to use a psychic power at half the normal dice pool (rounded down). This action may be performed only once per scene, after which the character falls unconscious, so choose last-ditch efforts carefully.
Notes:
Book Ref: Sorcerer (Revised), page #54

Strength of Psyche 2 Sorcerer Mental WW4254 Synopsis: Your character has trained her mind to tap into the deep reserves of mystical energy she possesses. Flooded with increased power of thought or perception, her mental faculties are temporarily increased greatly, and she finds whatever task she undertakes much easier to accomplish. Your sorcerer may channel her mystical energy into mental activities other than magic.

System: You may spend Mana points to reduce the difficulty target number of any die pool for a mental action. The difficulty may not be reduced below 2, nor be reduced by more than three points. Depending on the use in question, her psyche empowers her perceptive nature, grants her insight into the strange tongue or plunges toward a solution to her puzzle.
Notes:
Book Ref: Sorcerer (Revised), page #54

Physical
Merit Cost Type Source Details
Sterile 1 Sorcerer Physical WW4254 Synopsis: Put simply, your sorcerer cannot have children. For those who practice Tantric rituals or require sex as a focus, but do not desire pregnancy or unwanted children, this is a Merit. For those who belong to cultures, strong families or marriages that expect them to have children, this is a Flaw.

System:
Notes: This Merit may also be a Flaw.
Book Ref: Sorcerer (Revised), page #53

The Flow of Ki 3 Sorcerer Physical WW4254 Synopsis: Most advanced practitioners of the martial arts spend a lot of time trying to explain that their prowess is not simply a result of skill. Desperately, they seek to explain that their might comes from an understanding of the energy we all possess, the breath of the inner spirit. You understand that lesson in a way that allows you apply it to physical feats.

System: You may spend Mana (chi, ki, whatever your style calls it) points to reduce the difficulty target number of any die pool for a physical action. The difficulty number may not be reduced lower than two, nor may you reduce it by more than three. Obviously you must already have the Mana to spend or this Merit is useless.
Notes:
Book Ref: Sorcerer (Revised), page #53

Social
Merit Cost Type Source Details
Faction Favorite 2 Sorcerer Social WW4254 Synopsis: Awakened mages may be the visionaries who help the traditions and Conventions build the future, but it is the linear mages who provide the bedrock foundation upon which new recruits, cultural identity, stable Chantries and hopes for the future are actually built. Whether due to a special distinction for conserving the past glories of a Tradition or a solid reputation as one of the backbones of organizational power, you command respect in your Tradition or Convention. This is important because the worldwide influences of the mighty keystone associations of magicians transcend most of the smaller societies that manage to survive the ages.

System: Modify all Social rolls connected to Tradition or Convention Status or decision-making by two points of difficulty in your favor.
Notes:
Book Ref: Sorcerer (Revised), page #53

Force of Spirit 2 Sorcerer Social WW4254 Synopsis: The raw inner force of your soul grants you a certain character that others may find irresistible. Perhaps you glow with an inner light; maybe your beauty seems virtually divine.

System: You may spend Mana points to reduce the difficulty target number of a Social roll. No difficulty may be lower than two, and none may be lowered by more than three. Obviously, you must possess Mana points to be able to spend them.
Notes:
Book Ref: Sorcerer (Revised), page #54

Ritual Congregation 4 Sorcerer Social WW4254 Synopsis: Some magicians require large numbers of believers to aid them in creating the resonance and trappings necessary to invoke spells or rituals. Most individuals limited in such a way become adept at manipulating or swaying audiences into helping the, unwittingly or not. You have carefully cultivated a group of at least 100 members who are at least familiar enough with the concepts of your magical style to serve as useful aids in the process. Of course, most of them are expecting something in return, whether it be redemption, social interaction, or direct magical benefit.

System:
Notes:
Book Ref: Sorcerer (Revised), page #53

Shamanic Authority 2 to 4 Sorcerer Social WW4043 Synopsis: You are recognized as a true shaman by a select group of people. This Merit carries both significant mundane influence and substantial responsibility. These people (who can be anything from a small, isolated band or tribe, to a local ethnic community in a large American city) aid you in any reasonable fashion that they can. Among other advantages, these people will support you with cash, goods, or services. The larger and less isolated the community, the greater the cost of the Merit. Being the shaman for an isolated tribe of 60 people would be worth only two points, whereas being recognized as a shaman for an ethnic community of several thousand people living in a major city is worth four points. Your people will aid and support you in a style appropriate to their own resources. If you are living in a small community, you may have a one room home and regular (if bland) food, plus a marginal income of trinkets and gifts. Your flock will also attempt to protect you and aid you.

xxxxxHowever, in return for protection and sustenance, you are expected to act as the spiritual guide and intermediary of your community. You will be expected to heal the sick, contact spirits of the departed, bless the community's members and allies and possibly curse their enemies. Failure to meet these obligations will result in losing all benefits from this Merit (at best), and it may even cause the people to turn against you and attempt to find another shaman to cast a curse on you.
xxxxxMost Dreamspeakers with this Merit live full-time in their community. those who do not usually have assistants or allies, such as lesser shamans, who help manage the spiritual affairs of the community while the Dreamspeaker is absent. In the vast majority of cases, shamans with this Merit were born and raised in the community to which they minister.
System:
Notes:
Book Ref: The Spirit Ways, page #104

Supernatural
Merit Cost Type Source Details
Blood Magic 5 Sorcerer Supernatural WW4254 Synopsis: Perhaps you learned magic from a particularly dark cult. Maybe your spirit needs additional energy, beyond your strength of will, to enact magic. Perhaps you foolishly studied under a vampire or from tomes plundered from vampires. Whatever the reason, your sorcerer's use of magic always requires the sacrifice of his own blood. In some cases, it will simply burn away from inside. In others, the magician must cut himself and include it in the ritual. Each use of magic causes an unsoakable level of bashing damage. Furthermore, the Resonance of your magic is likely to be dark, or at the least, martyred in nature.

System:
Notes:
Book Ref: Sorcerer (Revised), page #56

Bonus From Props 1 to 3 Sorcerer Supernatural WW4043 Synopsis: Many Shamans who possess this Merit also have the Dependence on Props Flaw.

System: You receive a +1 bonus to all of your magic rolls when using props.
Notes:
Book Ref: The Spirit Ways, page #103

Lesser Shaman 6 Sorcerer Supernatural WW4043 Synopsis: Only Sleepers can take this Merit. Lesser shamans make up the majority of shamans found in the world today. While they have considerable power, they are considerably less able than even the weakest Dreamspeaker. Still, the power to speak with the spirits is formitable, even if the will behind it is not Awakened. Imbued with a sort of calling by the spirits, a shaman of this sort still has many spiritual powers, though he ultimately must gain such from the spirits, not from an internal wellspring of enlightenment.

System: Lesser shamans all possess the Merit Spirit Sight at no extra cost. In addition, they can summon and banish spirits, raise or lower the Gauntlet (up to two points, but never below two or above ten) over a small area, and awaken the spirits inherent in objects or places.
xxxxxPerforming any magical actions requires long and elaborate rituals for a lesser shaman. Without the force of Awakened will, the shaman must rely on careful rituals and the good will of the spirits. Such rituals generally last between two and three hours. At the end of the ritual, the lesser shaman's player make a roll using Charisma+Rituals (with a difficulty of no less than 6) and spends a point of Willpower. Once summoned or awakened, spirits may do as they will, but temporary actions like raising or lowering the Gauntlet only last until next sunrise or sunset.
xxxxxA number of Dreamspeakers who are connected to a tribe, band or other community have one or more lesser shamans who watch over the community while they are away. Any Sleeper who possesses the Spirit Sight Merit can be trained to be a lesser shaman. However, this training process often takes years. Still, the benefits of having shamanic Acolytes often outweigh the investment costs on time and effort, especially because a few rare students may actually Awaken. Dreamspeakers generally know how to train apprentices (though how well the shaman teaches is a function of the Instruction Ability), and Verbena have been known to train Sleepers in this fashion as well.
Notes:
Book Ref: The Spirit Ways, page #105

Path Natural 5 Sorcerer Supernatural WW4010

WW4254

Synopsis: You're a prodigy, a natural at some mystical Path. For whatever reason (inborn talent, powerful heritage, past life, supernatural bargain, etc), you've got an affinity to one certain kind of magic. You picked it up quickly (with little or no study) and now progress through it at an unusual rate.

System: During Character creation, select one magical Path. From this point on, you only pay three-quarters of the normal cost (rounded down) when buying advanced levels or Rituals for that Path only. A natural shapeshifter, for example, would pay only 10 points to raise her Shapeshifting Path from two to three. The "favored" Path must be declared during character creation, and this Merit can be purchased only once.
Notes:
Book Ref: World of Darkness: Sorcerer, page #69
Sorcerer (Revised), page #56

Psychic Ritual 2 Sorcerer Supernatural WW4254 Synopsis: Your psychic is a true rarity amongst the pure practitioners of the Arts of mental magic. Some realization of the importance of the universe has crept into his subconscious sufficiently that he has even managed to create a ritual that allows him to perform some extended psychic effect.

System: You need to create a ritual, approved by your Storyteller, for one of the levels of one of your character's psychic Paths. When your character performs this ritual, you may use the normal rules for rituals and extended magic rules, with minor necessary changes. Obviously, as your psychic does not gain Paradox, the penalty for a botch falls to the Storyteller, greatly increasing the horrific effects of the catastrophic failure. Your roll is limited to no more dice than your psychic's Stamina + Parapsychology. (In this case, you may roll simply your Stamina dice, even if you don't have the Parapsychology Knowledge.)
Notes:
Book Ref: Sorcerer (Revised), page #54

Struggling Awake 5 Sorcerer Supernatural WW4254 Synopsis: For most mages, the act of Awakening is a sudden explosion of realization, regardless of how long the study has taken to get her there. For some, however, the trip to understanding affinitive magic is a bout of glimmering spitters, and this traipsing back and forth across the veil may even happen to sorcerers. A subtle understanding of the broad theories that bind together vast forces of the universe can briefly seem crystal clear and quickly dissolve into a vague sense of loss. In the face of the empty feeling of a deeper understanding, the linear mage once again takes up the reins of power that have been so thoroughly ingrained in her nature, until the glibber recurs.

System: Whenever the player tries to call upon his Avatar's struggling magic instead of just practicing his normal Paths and rituals, he must first declare what he is trying to do. The Storyteller then rolls a single die. A result of a one is a botch - yes, the Awakening is dangerous - with the most likely result being some episode of Quiet as the sorcerer strives to come to terms with his consciousness. Otherwise, calculate the effects rating in Arete and Spheres. If the single die roll equals or exceeds this total, then the player rolls normally to cast the effect, using the minimum dice possible - that is, trying to affect minor forces (Forces 2) would require at least a four on the initial single die (two for the Forces, two for the Arete) and would allow the player to roll two dice for an effect. If the single die roll falls short, then the magician probably gets some minor effect in the desired direction, but fails to do anything spectacular. All other rules apply as normal to a mage, including suffering the forces of Paradox. Fortunately, specialization also applies: All rolls of 10 garner a free additional roll, and a roll of 10 on the initial single die grants one automatic success to the magical effect itself.
xxxxxAs one example, Conrad wants to summon an angel to the aid of his Red Monk sorcerer, but does not have the necessary Paths or rituals. His pedagogue of an Avatar pushes him to try anyway. Jess rolls a die and gets a 10, lucky for Conrad. Merely calling a spirit is a Level Two Spirit effect and therefore Conrad's character gets to roll an Arete of two (the minimum required) for the effect. The ten on the Struggling Awake Merit roll does grant him one automatic success, however. Rolling with an Arete of two, Conrad proves exceptionally lucky scoring a success and a 10, allowing him to roll again, which grants him another success for a total of four. Jess rules that a lesser angel hears and decides to make an appearance. Unfortunately for Conrad, this is definitely vulgar, and there is a sleeper present (surprise), so his Red Monk garners three Paradox points. "The Lord is meant to move in secret," he laments to himself. If the die rolled a mere two, Conrad's sorcerer would have had but one Arete and one level of Spirit available, and he would be potentially granted a vision of the local spirit realms and any angels that might be there. In desperate trouble, he might soon find himself joining them.
Notes:
Book Ref: Sorcerer (Revised), page #56

Style Sleeper 2 Sorcerer Supernatural WW4254 Synopsis: Magic only works one way, and your character knows it. When other people try to pull stupid tricks, your sorcerer sees them for what they are, or at least tries.

System: Any time you witness magic that fits into your character's style, everything is fine; your sorcerer is treated as an Awakened being. Any time she witnesses any magic that falls outside of her style, she counts as a Sleeper. Because this specifically targets your character's enemies while allowing you to merrily continue with your magic as normal, this disbelief in other magic is considered a Merit. There may be times it harms your character, such as when another mage is trying to heal her and she just thinks he cannot do so. More often, however, her incredulity serves as a partial defense against the Arts of others.
Notes:
Book Ref: Sorcerer (Revised), page #55

Twin Link 4 or 6 Sorcerer Supernatural WW4254 Synopsis: Akin to the Mage Merit: Twin Souls, the psychic shares a constant psychic bond with another person.

System: This gives them the benefit of the Level Two Synergy effect. Additionally, the psychics joined by a Twin Link get +2 to their Empathy score, but only with regards to what their twin is feeling. As a 6 point Merit, the members of the Twin Link can purchase the power Synergy, in addition to other psychic powers they may have, at a cost of 7 freebie points per dot and 3 experience points per dot to raise. This Synergy power works only on the other member of the Twin Link.
Notes:
Book Ref: Sorcerer (Revised), page #55

Wild Talent 4 Sorcerer Supernatural WW4254 Synopsis: Though many psychics lack formal training of their gifts, some lack even the most basic control of their powers. These "wild" psychics tend to have powerful gifts, though the lack of control makes up for the extra power they might have.

System: To determine the level of the Flaw, use the following table. The total Merit or Flaw cannot exceed 4 points.

Points Effect
+1 For every extra die the character has when using the power
-1 The character must make a Willpower roll (difficulty 7) to use the power.
-2 The character can only consciously use the power defensively. (i.e., A precognitive character can activate her Danger Sense, or a telekinetic can use the power to deflect attacks.)
-3 The character has no conscious control of the power, but it works more often to the character's benefit than not. (A clairvoyant who has useful clairvoyant dreams.)
-4 The character's power activates randomly (at least once per game session) and often at inopportune or embarrassing moments. (The channeler contacts the spirit of an ancient warrior during a fancy dinner party.)

Notes: This Merit may also be a Flaw.
Book Ref: Sorcerer (Revised), page #54

Mummy

Type Sub-Type Merits contained within
Mummy Awareness: Gift of Ma'at
Mental: Deja Vu
Physical: Andean Native, Higher Pain Tolerance, Immune to Disease, Immune to Poisons, Two Hearts
Social: Mallki Prestige, Noble Bearing, Seductive, Uncarved Block
Supernatural: Blessing of Ra, Divine Emissary, Dragon Nest, Gift of Thoth, Osiris' Gift, Unity of Being
Mummy
Awareness
Merit Cost Type Source Details
Gift of Ma'at 3 Mummy Awareness WW2381 Synopsis: Attuned to the ways of Balance, your character can naturally sense the presence of those who serve or oppose the cosmic order.

System: Whenever anyone with a Balance or Corruption rating enters the range of your character's natural senses, your Storyteller should secretly roll your Balance (difficulty 8). Success reveals the presence of a righteous or unrighteous being somewhere in the area. It is up to your character to determine who - or what - just triggered the sense.
Notes:
Book Ref: Mummy the Resurrection: Player's Guide, page #117

Mental
Merit Cost Type Source Details
Deja Vu 2 Mummy Mental WW2381 Synopsis: Whenever your character encounters someone or something connected with a memorable First Life experience, the Storyteller should secretly roll your character's Intelligence + Memory. The difficulty of his roll depends on how vivid or important the experience was, while the number of successes determines the clarity of the recall. One success is enough to get a vague sense of familiarity, while five successes triggers a complete five-sense flashback. Obviously, characters without the Memory Background cannot take this background.

System:
Notes: This Merit costs 1 point for Teomallki
Book Ref: Mummy the Resurrection: Player's Guide, page #116

Physical
Merit Cost Type Source Details
Andean Native 1 Mummy Physical WW2381 Synopsis: Your character's mortal form is a native of the Andes and is able to perform all activities in the cold, thin air without handicap.

System:
Notes:
Book Ref: Mummy the Resurrection: Player's Guide, page #116

Higher Pain Tolerance 3 Mummy Physical WW2380 Synopsis: Your character can shrug off the effects of injury more easily.

System: Reduce by one all of your character's wound penalties. The Amenti functions as if he is unhurt when Injured, Injured when he is Wounded, and so forth. Your character still suffers damage normally, and he still drops when he is Incapacitated.
Notes: This Merit costs 1 point for Sefekhi.
Book Ref: Mummy the Resurrection, page #65

Immune to Disease 3 Mummy Physical WW2380 Synopsis: The powerful Sekhem in your character's body renders him immune to normal disease and infections.

System: As long as the Amenti has at least one Sekhem point, he cannot become infected with any non-magical disease. If his Sekhem drops to zero, your character becomes just as vulnerable to disease as anyone else. If your character is infected but he restores his Sekhem later, the disease's toxin tating decreases by the Amenti's current Sekhem rating. If the toxin rating drops to zero, your character is cured.
Notes: Fore more information on diseases, see Chapter Five of Mummy: The Resurrection.
Book Ref: Mummy the Resurrection, page #65

Immune to Poisons 3 Mummy Physical WW2380 Synopsis: Your character's strong Sekhem protects him entirely from normal poisons, although poisons and potions created using Alchemy still affect the Amenti normally.

System: If his Sekhem drops to zero, your character becomes vulnerable to poisons. If your character is poisoned and he restores his Sekhem later, the poison's toxin rating decreases by the Amenti's current Sekhem rating. If the toxin rating drops to zero, your character purges the poison completely.
Notes: For more information on poisons and their effects, see Chapter Five of Mummy: The Resurrection.
Book Ref: Mummy the Resurrection, page #65

Two Hearts 3 Mummy Physical WW2381 Synopsis: Your character is a witch who has two hearts. Therefore, she can survive a shot or strike that would kill another person.

System: The Storyteller will have to determine when your character's extra heart would be able to save her (e.g., it would not help them against strangulation, decapitation, or burning to death).
Notes:
Book Ref: Mummy the Resurrection: Player's Guide, page #117

Social
Merit Cost Type Source Details
Mallki Prestige 3 Mummy Social WW2381 Synopsis: Maybe you were a great hero among the Capacocha in your First Life. maybe you befriended one of the ancients more recently. Whatever the reason, your name is known to the surviving mallki of your suyu - and perhaps beyond.

System: You have powerful friends whom you can call upon for aid, but your reputation will likely attract equally powerful enemies and perhaps a jealous rival or two (assuming it hasn't already). Obviously, only Teomallki may take this Merit.
Notes:
Book Ref: Mummy the Resurrection: Player's Guide, page #117

Noble Bearing 1 Mummy Social WW2380 Synopsis: Perhaps your character's tem-akh was of noble blood, or perhaps that blood flows in the veins of his khat. For whatever reason, your character has a noble bearing and manner befitting a king or pharaoh. Others take notice and heed the Amenti's words.

System: Reduce by two the difficulty of any social rolls in situations when your character can bring his force of personality to bear.. The Storyteller has final say on situations in which this benefit might apply.
Notes:
Book Ref: Mummy the Resurrection, page #65

Seductive 1 Mummy Social WW2380 Synopsis: Filled with vibrant life, each Amenti is a naturally sensual being. Your character finds that others are particularly drawn to him. It may be something about his appearance, manner, or simple joie de vevre. Still, your character is likely to earn more than his share of bitter rivals (as well as, possibly, angry jilted paramours and spouses).

System: Reduce by two the difficulty of any Seduction rolls, and likewise reduce the difficulty for Subterfuge attempts that exploit your character's sensuality.
Notes:
Book Ref: Mummy the Resurrection, page #65

Uncarved Block 1 Mummy Social WW2381 Synopsis: Your character is naturally "natural", and can enter the state called "pu" - being "like a block of wood not carved". Anyone seeing him, speaking with him or knowing anything about him will assume that he is simply an ordinary person who is doing ordinary things, such as a common peasant, worker, or student.

System: This Merit adds one point to Arcane or to any dice pool intended to convince anyone that he is merely what he seems. Note that this will not work if the character is doing something grotesquely unnatural or inhuman, such as performing Hekau spells or rituals wherein the onlooker can observe him exhibiting skills that no one could possibly have.
Notes:
Book Ref: Mummy the Resurrection: Player's Guide, page #116

Supernatural
Merit Cost Type Source Details
Blessing of Ra 3 or 7 Mummy Supernatural WW2381 Synopsis: Imbued with holy wrath, your character can turn away the foul minions of Apophis far more easily than other mummies.

System: Reduce by two the difficulty of any Forbiddance attempt. Additionally, creatures successfully banished by your character suffer one level of aggravated damage as your righteousness sears their tainted soul. For seven points, your character also makes reflexive Forbiddance attempts whenever she touches a malign entity. Since this reaction is automatic, ti does not require an action. Characters with either form of this Merit have a golden nimbus surrounding their aura.
Notes:
Book Ref: Mummy the Resurrection: Player's Guide, page #117

Divine Emissary 7 Mummy Supernatural WW2381 Synopsis: Like Udja-sen, your character is not bound to the Web of Faith. If reduced to zero Lifeforce, he may continue to regain his spiritual power normally without succumbing to semeket. Mummies with this Merit are greatly prized as agents in foreign lands and ambassadors to other Reborn.

System: Wu T'ian and Capacocha can also take this Merit, freeing them from the dragon nests of the Middle Kingdom and the boundaries of the Teomallki's Andean homelands, respectively.
Notes:
Book Ref: Mummy the Resurrection: Player's Guide, page #117

Dragon Nest 1 to 5 Mummy Supernatural WW2381 Synopsis: Your character has been entrusted with a wellspring of Chi, one of the few places of spiritual power left in the Middle Kingdom.

System: At a dragon nest, all attempts to recover Lifeforce with the Blessing of Heaven automatically receive a number of extra successes equal to the value of this Merit. Remember that this wellspring is a priceless treasure. Unscrupulous shen may try to steal its power, and demons will certainly want to defile it for their own twisted ends. The Amenti version of this blessing is called "Oasis", while the Capacocha have their own "Wellspring", which functions much the same.
Notes:
Book Ref: Mummy the Resurrection: Player's Guide, page #116

Gift of Thoth 5 Mummy Supernatural WW2380 Synopsis: Like the legendary magicians of ancient Egypt, your character is especially gifted in the use of a particular Hekau path.

System: Choose one path (most likely your character's Amenti specialty). Sekhem costs for all rituals of that path are halved (rounded up).
Notes:
Book Ref: Mummy the Resurrection, page #65

Osiris' Gift 1 Mummy Supernatural WW2380 Synopsis: Your character has a gift for cultivating flora, even in the desert. He can make grass grow, flowers bloom, plants sprout and so forth with a simple touch.

System: Plants tended by your character always do well, although they must survive in the natural environment on their own once the Amenti has left them behind.
Notes:
Book Ref: Mummy the Resurrection, page #65

Unity of Being 5 Mummy Supernatural WW2381 Synopsis: Your character does not distinguish between flesh or soul, existing as a single psychic entity. Although he looks and feels completely human, the character is actually an embodied spirit. If killed, he evaporates and re-materializes at the Gates of Heaven (or in the Underworld) at the Incapacitated health level.

System: Any other time the character's spirit must return, his entire being transports to his relevant celestial realm. The advantage of this state is that one only ever needs a single success on a resurrection roll to materialize in the Lands of the Living. The disadvantage is that resurrection rolls heal no lost health levels, and fate alone dictates where the character re-materializes. Fortunately, whatever agency controls his return ensures he will never appear in front of witnesses.
Notes:
Book Ref: Mummy the Resurrection: Player's Guide, page #117

Possessed

Type Sub-Type Merits contained within
Possessed Fomori Physical: Hidden Power
Supernatural: Banespeak, Pathetic Aura, Stigmata of the Wyrm, True Faith, Unpossessed
Kami
Fomori
Merit Cost Type Source Details
Banespeak 3 Fomori Supernatural WW3066 Synopsis: With your transformation, you have discovered a way into your dark spiritual side and are able to speak with the Bane part of yourself. When you speak with your Bane, you appear to be talking animatedly to yourself. Your bane whispers dark secrets to the tattered remains of your soul, and your soul whithers a little more with each vile revelation.

System: Your Storteller will create the Bane, but will not reveal to you the extent of its knowledge or its secret powers. While your bane will not guide you all the time, at moments of deep urgency it may be able to provide you with clues or information about the Wyrm or Garou worlds which you would not otherwise know.
Notes:
Book Ref: Freak Legion: A Player's Guide to Fomori, page #22

Hidden Power 2 Fomori Physical WW3066 Synopsis: None of your Powers or Taints are physically obvious. You appear to be human (or whatever you were before becoming fomor).

System: If you have extra limbs or body barbs, they are retractable and hidden under a sheath of skin. You seem to be one of the crowd.
Notes:
Book Ref: Freak Legion: A Player's Guide to Fomori, page #22

Pathetic Aura 3 Fomori Supernatural WW3066 Synopsis: You are a truly needy person, or at least appear to be so; anyone with an ounce of compassion will feel so sorry for you that they will become your protectors, friends, and patrons, and often remain so regardless of your behavior. These guardians will not die for you, but some may kill if the circumstances are just right.

System: This Merit does not equal an endless supply of Allies; your helpers will be purely mundane and will back off if the shit gets too thick. As long as you keep your obvious problems to tantrums, lies and debts, however, you will probably be forgiven. Although some normal seeming fomori have this Merit, badly deformed ones can muster enough sympathy to outweigh a multitude of sins.
Notes:
Book Ref: Freak Legion: A Player's Guide to Fomori, page #22

Stigmata of the Wyrm 4 Fomori Supernatural WW3066 Synopsis: These are marks of the Urge Wyrms which sometimes commune with favored servants. To "win" one, a fomor must first understand the aspects of the Wyrm (which indicates some level of insanity to begin with), then contact her own inner corruption (to discover which aspect favors her), manifest that Urge in word, body and deed, and often undergo some hideous ordeal of consecration.

System: Seeking the Wyrm within often requires a perverted vision-quest; this usually involves breaking away from all friends (including other fomori), and indulging in some excess related to the vision your character seeks until some truth appears. These excesses can include killing sprees, near fatal drug binges, wanton cruelty (brutalizing homeless folks, children, animals, etc), prolonged depressions, psychotic episodes, mad orgies, and other deadly activities. At some point, a vision of the Urge Wyrm's Maeljin Incarna appears to the fortunate one and sends her through some excruciating test of loyalty; such ordeals are related to the Urge Wyrm involved - tests of greed, cruelty, deceit, etc. A fomor who survives the tests (many do not) receives the mark of favor.
xxxxxLike the tests, the stigmata marks relate to the Urge Wyrm the character serves: Pseulak, Lord of Lies, often gifts his chosen with forked tongues. Karnala, Desire's Urge, has more attractive marks, often hypnotically intriguing tattoos. Foebok gifts his followers with forever open eyes, while Angu's mark consists of massive brands which never heal. The exact nature of the mark is left to the troupe's imagination, but it should reflect some appropriately deviant behavior.
xxxxxStigmata can be really useful in social situations with others who understand the mark; Black Spiral Dancers may revere the chosen (or may kill her anyway - they are demented, after all!), and Pentex superiors and Wyrm mystics will give her respect. Even mundanes who embrace the Urge Wyrm's principles will regard the chosen one with a measure of awe and reverence. Stigmata are usually good for one to three extra dice for Social skills when dealing with the Wyrm Tainted. Naturally the character will stand out like a beacon to Sense Wyrm and other such Gifts, and must continue to serve the Urge Wyrm whenever possible.
Notes:
Book Ref: Freak Legion: A Player's Guide to Fomori, page #22

True Faith 7 Fomori Supernatural WW3066 Synopsis: The Bane within you has not been able to sever your faith. You can purchase the Numina: True Faith at normal cost. However, you are a being at war with itself. The Bane within you will try to thwart the miracles which your faith may bring forth. Indeed, your faith may even endanger you: if you attempt to exorcise an evil spirit, a botch may wrench the Bane from you instead. You will be cured of taint: but you will also be dead from the trauma to your corrupted soul. The Storyteller has full control of the use of True Faith by fomori.

System:
Notes:
Book Ref: Freak Legion: A Player's Guide to Fomori, page #23

Unpossessed 5 Fomori Supernatural WW3066 Synopsis: A part of your soul still remains. The Bane has not fully possessed you, giving you hope of one day shaking off its hold. However, if this was discovered by your masters, you would either be killed or sent back for full possession. Where can you get help? Who can you turn to? You must tread very carefully, one wrong move and you will be destroyed.

System:
Notes:
Book Ref: Freak Legion: A Player's Guide to Fomori, page #23

Shifter

Type Sub-Type Merits contained within
Shifter Any Breed Aptitude: Battle Prowess, Combat Expertise, Diverse Fighting Style
Awareness: Compensitory Senses, Good Instincts, Mother's Insight
Mental: Infectious Courage, Inner Sight, Iron Will
Physical: Bad Taste, Fair Glabro, Lack of Scent, Longevity, Metamorph, Mixed-morph, The Fire Within
Planetary Aspect: Hidden Talent, Jupiter Midsky, Jupiter Rising, Luck of the Road, Mars Midsky, Mars Rising, Mercury Midsky, Mercury Rising, Venus Midsky, Venus Rising
Psychological: Adaptable Nature, Berserker, Calm Heart, Code of Honor, Cool In Battle, Resigned Spirit
Social: Animal Magnetism, Born Leader, Elder's Favor, Family Support, Garou Companion, Mitanu's Tongue, Phantom Mask, Prosthisis, Unnoticed
Supernatural: Ancestor Ally, Auspicious Birth, Immune to Wyrm Emanations, Natural Channel, Silver Tolerance, Spirit Magnet
Hengeyokai Perfect Protocol
Kinfolk Feral Appearance, Fetish, Gall, Gnosis, Good Old Boy/Girl, Recognize Garou, Wolf Sense
Fera (Ananasi: Crawlerling Alteration, Good Reputation, Hivemind, Human Form, Lilian Alteration, Organized, Venomous), (Bastet: Friend of Sorcery, Gift of Seline, Graceful), (Corax: Birdseye, Double Draught, Strong Claws), (Gurahl: Early Maturation, Rip Van Winkle, Umbral Affinity), (Mokole: Bird-Spirit Companion, Bite of the Monitor, Eidetic Memory, Manshape, Mnesis of the Lost Ones, Silver/Gold Tolerance, Step Sideways, Supernatural Companion, Temperature Control, Terrible Footsteps, Veiled to Garou), (Nuwisha: Large, Umbral Affinity), (Ratkin: Cagebound, Caged Folk), (Rokea: Fin Blades, Good Looking, Swim Sideways, Venerable)
Garou Any Tribe Friend of Sorcery, Moon-Bound, Moon Paint, Reputation, Wolf Sight
Garou Tribes (Black Furies: Caern Child, Camp Affinity, Unusually Fertile), (Bone Gnawers: Ratkin Buddies, Shame, Struggling), (Children of Gaia: Distant Sire, Supporter), (Fianna: Second Sight, Seldom Sleeps), (Get of Fenris: Alcohol Tolerance, Gregarious), (Red Talons: Homid Ancestor, Winter Garou), (Shadow Lords: Feared Mentor, Mentor, Thunder's Child), (Silent Striders: Gift of Wepauwet, Ghost Sight), (Silver Fangs: Notable Heritage), (Stargazers: Eyes of Eshtara, Mewa Birthmarks, Tranquil Soul), (Wendigo: Camouflage)
Any Breed
Aptitude
Merit Cost Type Source Details
Battle Prowess 3 Planetary Aptitude WW3110 Synopsis: (Nerigal) Combat with weapons comes naturally to you. Swords, knives, klaives, quarterstaves and various other implements of hand-to-hand warfare seem almost second nature.

System: You enjoy an extra die on all Melee dice pools. Your expertise in hitting, however, does not extend to causing more damage; you roll the standard amount of dice for damage.
Notes:
Book Ref: Rage Across the Heavens, page #127

Combat Expertise 2 Shifter Aptitude WW3812 Synopsis: You've spent a great many hours in real, lethal combat and you're practiced enough that you rarely screw up truly badly.

System: You may ignore one botch on an attack or dodge roll each session.
Notes:
Book Ref: Book of Auspices, page #124

Diverse Fighting Style 4 Shifter Aptitude WW3812 Synopsis: You have trained in a truly vast range of different methods of combat, and can apply the full extent of your knowledge to the situation at hand.

System: You never face penalties in combat for using unfamiliar or exotic weapons, and you can easily identify any weapon or fighting style you are exposed to.
Notes:
Book Ref: Book of Auspices, page #124

Awareness
Merit Cost Type Source Details
Compensatory Senses 3 Metis Awareness WW3212 Synopsis: If your Metis deformity involves weakened senses, such as being hard of hearing or lacking a sense of smell, another sense group has gotten a bit stronger in order to compensate.

System: Choose another sense group and lower the difficulty by 2 for any rolls that involve those senses.
Notes: Be sure to set a note clarifying what sense you've chosen.
Book Ref: Guardians of the Caerns, page #104

Good Instincts 3 Planetary Awareness WW3110 Synopsis: (Rorg) You have an uncanny ability to intuit the best course of action in situations involving instinctive responses rather than logic or rational thought. This Merit makes you an ideal companion in the wilderness, where action takes precedence over thought.

System: You make all rolls involving Primal Urge or Survival at -2 to your difficulty.
Notes:
Book Ref: Rage Across the Heavens, page #129

Mother's Insight 4 Planetary Awareness WW3110 Synopsis: (Tambiyah) You have the uncanny ability to see into the heart of a situation.

System: You make all Wits related rolls (with the exception of initiative rolls) at -1 to your difficulty. Additionally, in situations where three or more successes are required, you need one less success to accomplish your task. You cannot botch Wits related rolls (again, excluding initiative rolls), although you can fail them.
Notes:
Book Ref: Rage Across the Heavens, page #128

Mental
Merit Cost Type Source Details
Infectious Courage 5 Shifter Mental WW3812 Synopsis: While it's the duty of all Ahroun to inspire valor on the field of battle, it comes to you far more naturally than to most; even among the stout Garou, your courage and resolve is legendary.

System: Whenever a fear-causing Gift or power is used on you, adjust the difficulty of the roll by 2 in your favor. If a similar ability is used on one or more of your packmates and you are in their line of sight, adjust the difficulty by 1 in their favor.
Notes:
Book Ref: Book of Auspices, page #124

Inner Sight 2 Planetary Mental WW3110 Synopsis: (Sokhta) The solution to puzzles and mysteries come to you with relative ease. You enjoy a good mystery and look forward to the opportunity to test your intuition against some of life's confusing situations.

System: You gain two extra dice on all rolls involving Enigmas.
Notes:
Book Ref: Rage Across the Heavens, page #127

Iron Will 3 Shifter Mental WW3108

WW3806

Synopsis: You have a tremendous ability to resist outside attempts to take over your mind. You receive three extra dice to resist attempts to manipulate your mind, and may spend a Willpower point to shake off the direct mental control of a vampire. This Merit works only against direct mental control, not emotional manipulation; Gifts that induce frenzy still have the usual chance to succeed, for instance.

System:
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Player's Guide to the Garou, page #163

Physical
Merit Cost Type Source Details
Bad Taste 2 Shifter Physical WW3108 Synopsis: You're just plain nasty. Your flesh exudes oils tasting so bad that anyone whose mouth parts touch you (Garou, Fomori, Wyrm monsters) becomes nauseated.

System: The would be biter must make a successful Willpower roll each turn for the remainder of the scene or be unable to act while he is retching. Lupus and wolves may react poorly to you; they obviously wont lick you. These oils aren't odorous in any way, but you must constantly wipe oily sweat from yourself.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), page #20

Fair Glabro 2 Shifter Physical WW3108

WW3806

Synopsis: Your Glabro form can pass for Homid, albeit a large and bulky one.

System: You lose no Social Attributes when in Glabro.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #20
Player's Guide the the Garou, page #159

Lack Of Scent 2 Shifter Physical WW3108

WW3806

Synopsis: You produce no scent, or your scent is extremely faint.

System: You are hard to track by other Garou or hunters who use scent.Any attempts to track you are at +2 difficulty. You may find it difficult to deal with Lupus Garou or wolves, as they will mistrust your lack of a "natural" scent.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #20
Player's Guide the the Garou, page #159

Longevity 2 Shifter Physical WW3108 Synopsis: Gaia has blessed you with long life.

System: You do not suffer aging effects until you are 90 years old or more (rather than 70 and up). You can expect to reach 120 to 130 years of age, barring death in combat.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), page #21

Metamorph 7 Shifter Physical WW3108

WW3806

Synopsis: You find it extremely easy to change forms and can do it even in your sleep.

System: You do not need to roll to shift forms (you are considered to have an automatic five successes); nor do you need to spend a Rage point to instantly assume a desired form. In addition, if you are ever knocked unconscious (due to wounds, etc.), you can make a roll of Wits + Primal Urge, difficulty 8, to assume whatever form you wish instead of reverting to your breed form.
Notes: Metis characters interested in this Merit, see the 6 point version listed below.
Book Ref: Werewolf Player's Guide (2nd Edition), page #21
Player's Guide the the Garou, page #159

Metamorph 6 Metis Physical WW3212 Synopsis: Yes, this is the same Merit from the Player's Guide to the Garou. However, there's one aspect of this Merit that makes it particularly useful to Metis. Metis with this Merit are born able to shift their forms from one to the other. Metis such as this are the ones you hear about who turn from human infants to cubs while still in the crib.

System: Even when a Metis with this Merit is knocked unconscious, the difficulty to assume whatever form she chooses is reduced to 7. Nobody knows their body and its limitations better than a Metamorph-blessed Metis.
Notes: This version of Metamorph is available only to Metis characters.
Book Ref: Guardians of the Caerns, page #105

Mixed-morph 1 or 5 Shifter Physical WW3806 Synopsis: You find the art of partial transformation relatively easy.

System: Make the required Dexterity + Primal Urge roll at difficulty 6 rather than difficulty 9. The give point version of this Merit eliminates the need for spending a Willpower point; you can achieve partial transformation almost at will.
Notes:
Book Ref: Player's Guide the the Garou, page #159

The Fire Within 2 Planetary Physical WW3110 Synopsis: (Katanka-Sonnak) The fires of Katanka-Sonnak warm you from within, making you extra resilient against cold weather or damage caused by the cold.

System: You gain two dice to Survival or other rolls involving cold weather hazards, such as swimming to shore in an icy river or digging your way out of an avalanche. You also take one less die of damage from frostbite or other cold related hazards.
Notes:
Book Ref: Rage Across the Heavens, page #127

Planetary Aspect
Merit Cost Type Source Details
Hidden Talent 3 Planetary Aptitude WW3110 Synopsis: (Ruatma) You have a knack for keeping secrets and for concealing objects so that others have a difficult time locating them. This makes you a natural recipient for sensitive information.

System: Others have a +2 to their difficulty for attempting to overhear your private conversations. If you hide an object, others suffer a +2 to their difficulty to locate it.
Notes:
Book Ref: Rage Across the Heavens, page #129

Jupiter Midsky 4 Planetary Aspect WW3110 Synopsis: You absorb knowledge easily and enjoy a reputation as a scholar (though not as a teacher). You tend to possess a breadth of knowledge that makes others seek you out for counsel.

System: You may add one die to your dice pool for any Knowledge Ability roll.
Notes: You must already possess the Knowledge Ability required to make any Knowledge roll, this Merit does not grant a 'first dot'.
Book Ref: Rage Across the Heavens, page #131

Jupiter Rising 7 Planetary Aspect WW3110 Synopsis: Luck favors you with extraordinary good fortune. When you seem to need it the most, good luck falls in your path. This happens most often when you attempt to aid someone other than yourself, but you also enjoy the benefits of this aspect.

System: If you wish to invoke the luck of your aspect, you must spend two Gnosis points and make a Gnosis roll, difficulty 9. The number of successes equals your total "luck points" for the scene. You may spend these points in several ways"
xxxxx* You can use one point to heal one health level (even one lost to aggravated damage).
xxxxx* You can use them as Willpower or Rage points.
xxxxx* You can use them to re-roll any 1's on a one-for-one basis.
You may only invoke this Merit once per scene. If you run out of Gnosis, you have temporarily run out of luck.
Notes:
Book Ref: Rage Across the Heavens, page #131

Luck of the Road 2 Planetary Aptitude WW3110 Synopsis: (Meros) You enjoy traveling for its own sake and may take any opportunity to do so. The road also seems to have an affinity for you and you find most journeys pleasurable experiences.

System: You make any rolls involving travel related actions at a -2 difficulty - including finding places to stay along your route, locating convenient shortcuts and avoiding obstacles such as traffic tie ups (in urban areas) or rock slides and flooded rivers (in the wilderness). Your affinity extends to your companions as well, giving them a -1 to similar rolls when traveling with you.
Notes:
Book Ref: Rage Across the Heavens, page #128

Mars Midsky 5 Planetary Aspect WW3110 Synopsis: You have a reputation for your volatile temper and inspire awe in others for the destruction caused by your memorable frenzies. Most Garou consider this tendency a Merit rather than a Flaw, since a healthy Berserk Frenzy can act as a powerful aid in battles against overwhelming odds. Furthermore, Garou tend to respect and fear warriors famous for their spectacular frenzies. Fianna Ahrouns particularly value this planetary aspect, since it calls to mind the deeds of many legendary Celtic and Fianna heroes.

System: You never enter a Fox frenzy; instead, you follow the path of the Berserk. When in a state of frenzy, you receive +2 dice to any soak rolls and add +1 to your dice pool for any Strength related rolls. Ahroun receive three additional points of temporary Glory Renown due to a reputation as an all-out, no-holds-barred fighter. However, there is a downside; you frenzy with only two successes on a Rage roll, meaning that the Thrall of the Wyrm looms much closer to you than to others.
Notes:
Book Ref: Rage Across the Heavens, page #131

Mars Rising 6 Planetary Aspect WW3110 Synopsis: The fire of battle runs through your veins and communicates itself through every aspect of your being. Your eyes gleam with the eagle's ferocity, while your posture demonstrates your constant readiness for combat. The Get of Fenris celebrate the birth of any tribe member born with Mars Rising - Particularly Ahroun, Galliard, or Philodox.

System: You gain an extra die to your dice pool for any offensive combat action; you may add this bonus to either your attack or damage roll each turn. Thus bonus does not apply to defensive actions or to soak rolls.
Notes:
Book Ref: Rage Across the Heavens, page #130

Mercury Midsky 2 Planetary Aspect WW3110 Synopsis: Teaching comes naturally to you; you draw on the vast experience and insights which evolve from Mercury's skill in communicating information. Occasionally, however, you find that your position as teacher interferes with other duties - such as fighting the Wyrm. You constantly juggle the two impulses. Philodox Garou consider this a favorable aspect, while Stargazers admire individuals with this aspect in their natal chart.

System: This Merit affects other Garou in addition to the individual who possesses it. Any Garou who studies with you gains two extra experience points per story in which they spend at least one scene under your tutelage. Each time you agree to teach a student, you gain one point of temporary Honor Renown. In order to qualify, however, you must possess the Instruction Skill or possess at least four dots in the Ability or Attribute you wish to teach. Beginning Stargazer characters gain two extra points of temporary Wisdom renown if they possess this aspect.
Notes:
Book Ref: Rage Across the Heavens, page #130

Mercury Rising 3 Planetary Aspect WW3110 Synopsis: You will travel far, both in the physical realm and in your far-ranging thoughts. Physical barriers, societal limitations and constraints of all kinds cannot restrain you when you desire to escape their bounds. Ragabash Garou find their natural tendencies blossom with this aspect, while Silent Striders view it as a particularly good portent.

System: Garou who have Mercury Rising have a -1 to any difficulties that involves the Gauntlet, from stepping sideways to using Gifts that require overcoming the Gauntlet.
Notes:
Book Ref: Rage Across the Heavens, page #130

Venus Midsky 3 Planetary Aspect WW3110 Synopsis: This aspect increases your ability to act as an intermediary or mediator between opposing factions. You possess a soothing voice and calming nature and can often stop hostilities from erupting. People enjoy listening to you and, therefore, tend to listen harder to what you say.

System: When acting as a mediator, you gain 3 extra Willpower points for the duration of that scene. However, this aspect also places a limit on your Rage. You cannot spend Rage points while in the process of mediation; furthermore, it requires five successes on a Rage roll for you to frenzy when acting as a intermediary. Each time you successfully mediate a situation that could otherwise have become violent or hostile, you receive 3 temporary points of Wisdom renown.
Notes:
Book Ref: Rage Across the Heavens, page #130

Venus Rising 4 Planetary Aspect WW3110 Synopsis: You possess an unmistakable charisma that makes you a natural leader, inspiring others to follow you out of love and admiration rather than from fear and intimidation. Lovers come into your life with regularity and friends seek you out. The Children of Gaia treasure this Aspect, seeing it as a means for bringing about their goal of universal harmony and peaceful coexistence.

System: Social rolls that involve charisma gain an extra die.
Notes:
Book Ref: Rage Across the Heavens, page #130

Psychological
Merit Cost Type Source Details
Adaptable Nature 2 Planetary Psychological WW3110 Synopsis: (Shantar) You accept change easily and adapt quickly to unfamiliar situations or alien circumstances. The most bizarre Umbral landscapes do not phase you, nor does it bother you to make sudden changes in plans or battle tactics.

System: You can avoid any penalties associated with exposure to alien environments or drastic changes.
Notes:
Book Ref: Rage Across the Heavens, page #127

Berserker 2 Shifter Psychological WW3108

WW3086

Synopsis: You feel the rage burning inside you, and you know how to use and direct it against your enemies.

System: You have the ability to berserk frenzy at will and, thus, are able to ignore your wound penalties. However, any acts you commit during frenzy have consequences, just as they would otherwise. Also, you have the same chance of going into frenzy even when you don't wish to do so.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #10
Player's Guide to the Garou, page #163

Calm Heart 3 Shifter Psychological WW3108

WW3806

Synopsis: You are naturally calm and well composed, and you rarely fly off the handle.

System: Raise the difficulty on all your Rage rolls by 2, regardless of the situation provoking you to frenzy.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Player's Guide to the Garou, page #163

Code of Honor 1 Shifter Psychological WW3108

WW3806

Synopsis: You have a strict personal code of ethics that you cannot ignore. You can automatically resist most temptations that would bring you in conflict with your code.

System: When battling supernatural persuasion (mind magic, vampiric Domination, etc.) that would make you violate your code, either you gain 2 extra dice for your Willpower roll to resist. You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abode. An obvious choice might be adherence to the Litany, but personal codes and commitment can vary widely.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #10
Player's Guide to the Garou, page #163

Cool in Battle 2 Shifter Psychological WW3812 Synopsis: You don't lose your head when the fur starts flying. You remain cool in combat, regardless of how chaotic things get.

System: Add one to the character's initiative rating. If the character enters frenzy, the benefit is lost.
Notes:
Book Ref: Book of Auspices, page #103

Resigned Spirit 2 Planetary Psychological WW3110 Synopsis: (Lu-Bat) You accept defeat and setbacks with a calmness uncommon in most Garou. Others find it difficult to provoke you to anger by taunts or insults and you do not get overly disappointed when you fail.

System: You gain a +2 to your difficulty to frenzy from trivial matters such as personal frustration or the goading of others. When a true occasion for frenzy presents itself - such as the sight of a place ravaged by Wyrm taint - your chance for frenzy is normal
Notes:
Book Ref: Rage Across the Heavens, page #129

Social
Merit Cost Type Source Details
Animal Magnetism 1 Shifter Social WW3108

WW3806

Synopsis: You are especially attractive to others of your breed (humans if you're Homid, wolves/cats/etc if you're Lupus/Feline/etc. Does not apply to Garou/Bastet/etc).

System: You receive a -2 difficulty on seduction or animal attraction rolls (which may inspire some jealousy in others who view you as competition.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #13
Player's Guide to the Garou, page #159

Born Leader 1 Planetary Social WW3110 Synopsis: (Zarok) Others respond to your inherent authority and tend to follow your orders or suggestions. Even if you do not hold a position of leadership, those around you tend to treat you as if you did.

System: You make all rolls involving the Leadership Talent at -1 to your difficulty.
Notes:
Book Ref: Rage Across the Heavens, page #128

Elder's Favor 1-3 Shifter Social WW3108

WW3806

Synopsis: An elder owes you a favor because of something either you or your pack once did for them.

System: The extent of the favor depends on this Merit's value: 1 point would indicate a relatively minor favor, 2 points means you have done something significant for the elder, while 3 points would indicate the elder owes you his life. This favor can only be called in once.
Notes: Once the favor has been used, submit a request to staff so that the Merit and it's note can be removed. This Merit may be bought again as the result of a PrP, or RP
Book Ref: Werewolf Player's Guide (2nd Edition), page #18
Player's Guide to the Garou, page #162

Family Support 1 Shifter Social WW3806 Synopsis: Your family knows what you are and accepts your new life wholeheartedly. Perhaps your parents are Kinfolk and have prepared themselves for the potential that you might be a full Garou. However, they are not necessarily Kin (of the sort purchased through the Kinfolk Background); they may not understand what you've become, but still believe you are "special" or "gifted". While you cant assume they will risk themselves for you or your pack, you can rely on their moral support and understanding - and maybe a place to crash on occasion.

System:
Notes:
Book Ref: Players Guide to Garou, page #162

Garou Companion 3 Fera Social WW3807 Synopsis: Despite the centuries of stigma and the hatred between the werewolves and various Fera, you and your unlikely friend have overcome them, on whatever common grounds. Obviously, such a relationship is best kept secret from both camps, to avoid provoking the wrath of either, but you nurture it, because it gives you unique insight from the perspective of the wolfskins.

System:
Notes:
Book Ref: Player's Guide to the Changing Breeds, page # 164

Mitanu's Tongue 2 Planetary Social WW3110 Synopsis: (Mitanu) You have the ability to talk your way out of most things when dealing with reasoning creatures, including most spirits.

System: You gain two extra dice on rolls involving Subterfuge (or related Secondary Abilities) when attempting to evade the issue, avoid blame or otherwise escape an awkward situation.
Notes:
Book Ref: Rage Across the Heavens, page #127

Phantom Mask 2 Metis Social WW3212 Synopsis: Your Metis deformity is concealable with some work. For example, you may be able to hide your third eye under a scarf, or perhaps you have a charm from a fae or wizard that hides your deformity. This serves you just fine, unless the other werewolves find out. They'll hate you for being a coward in addition to whatever other prejudices they have against Metis, and you'll be the object of particular scorn by other Metis.

System:
Notes:
Book Ref: Guardians of the Caerns, page #104

Prosthesis 3 Metis Social WW3212 Synopsis: If your character has a physical deformity or missing limbs, you've somehow obtained prosthetics to compensate. This does not mean your deformity is cured; when you cant wear the prosthetics, (and many Homid and Lupus dislike them), you've still got the deformity and its limitation. However, these prosthetics may help offset some of your penalties when worn (Storyteller discretion). This is a common Merit among Glass Walker Metis.

System:
Notes:
Book Ref: Guardians of the Caerns, page #105

Unnoticed 3 Metis Social WW3212 Synopsis: Maybe they're just being polite, or else your deformity doesn't really matter to them. Whatever the reason, humans, including Kinfolk, tend to ignore your Metis deformity. Some may even find it enticing or exotic. Werewolves, on the other hand, tend to look at you askance - this seems rather suspicious to them. Wolves are even less forgiving.

System:
Notes:
Book Ref: Guardians of the Caerns, page #105

Supernatural
Merit Cost Type Source Details
Ancestor Ally 1 Shifter Supernatural WW3108

WW3806

Synopsis: One of your Ancestor spirits is particularly close to you.

System: You have -2 to your difficulty to contact this ancestor via your Ancestors Background. Flesh out your special ancestor with a name, personality characteristics, significant abilities or powers, details about her life and her reputation among Garou. To purchase this Merit, you must have the Ancestors Background.
Notes: WWPG used the Past Life Background, this was changed in Revised to the Ancestors Background.
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide to the Garou, page #165

Auspicious Birth 2 Shifter Supernatural WW3063 Synopsis: Fate smiled upon your parents, and you were born under the proverbial lucky star. You are considered lucky to have around, and are a natural choice to lead a sentai.

System: Once per session, you may nominate one roll as "lucky" - on that roll, you may then keep any 10's that come up on the dice as successes and then reroll those particular dice to get more successes, just like a specialization. If you are already specialized in the action in question, you may reroll both 9's and 10's, keeping the successes for both.
Notes:
Book Ref: Hengeyokai Shapeshifters of the East, page #107

Immune To Wyrm Emanations 6 Shifter Supernatural WW3108

WW3806

Synopsis: You have a special boon from Gaia: You are immune to the toxins of the Wyrm.

System: You receive no penalty from supernatural radiation, balefire, Wyrm elementals and the like (although you still suffer damage from such attacks). Likewise, you are immune to Bane possession. Your Sept recognizes this invulnerability and thrusts you into many dangerous perils with the expectation that you will use your immunity for the good of others.
Notes: This Merit does NOT grant immunity to Wyrm Taint, it only grants the ability to withstand the worst dangers of the Wyrm's poisons. (e.g. you may still suffer damage from radiation/radioactive spirits, but your pools (such as Stamina) will not be penalized by the effects of radiation exposure.) Thus, Wyrm-Shifter PCs are allowed to purchase this Merit.
This Merit may not be purchased by Possessed of any Faction due to the immunity to possession.
Book Ref: Werewolf Players Guide (2nd Edition), page #16
Player's Guide to the Garou, page #166

Natural Channel 3 Shifter Supernatural WW3108

WW3806

Synopsis: You find the Gauntlet between worlds thinner than most Garou do.

System: Your difficulty to step sideways is one less, and spirits react a bit more favorably to you. Even if you aren't a Theurge, you wont find it difficult to obtain training from the Garou shamans.
Notes: Available to any breed that can cross the Gauntlet. This Merit does not supersede any Racial drawbacks regarding crossing the gauntlet, e.g. Bastet needing a Rank 4 Gift to cross (or Rank 2 for Swara).
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide to the Garou, page #166

Silver Tolerance 7 Shifter Supernatural WW3108 Synopsis: You have an immunity of sorts to silver.

System: You are able to soak silver, although it still causes you aggravated damage. Also, any Gnosis loss from carrying silver items is halved for Garou with this Merit. Instead of losing one Gnosis for every silver item you possess, you lose one Gnosis for every pair of silver items you carry (always round up to the nearest number).
Notes: This Merit may NOT be taken alongside Gold Tolerance. This Merit is not available to Shifters who do not naturally fear silver (e.g. Corax). Negates the ability to collect 'Enemies were armed with Silver' renown awards.
Book Ref: Werewolf Players Guide (2nd Edition), page #16

Spirit Magnet 2 Shifter Supernatural WW3806 Synopsis: You naturally attract the attention of the spirits whenever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you're doing in their "neck of the woods". Occasionally, you attract more than you bargained for - Banes are as likely to come calling as are friendlier spirits.

System: None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way. This Merit can be both a boon and a nuisance.
Notes:
Book Ref: Players Guide to Garou, page #165

Hengeyokai
Merit Cost Type Source Details
Perfect Protocol 1 Hengeyokai Social WW3063 Synopsis: You have a natural talent for dealing with other shen; you were born to take tea with the lords of the hsien, and you can politely address even the most hideous Kuei-jin in a highly pleasing fashion.

System: The difficulty of your Empathy, Expression, and Etiquette rolls when dealing with another shen in a courtly fashion is reduced by 2.
Notes:
Book Ref: Hengeyokai Shapeshifters of the East, page #107

Kinfolk
Kinfolk may also draw from the Any Breed or their Shifter Breed's merit lists, if it makes sense. Subject to staff approval.
Merit Cost Type Source Details
Feral Appearance 1 Kinfolk Physical WW3074 Synopsis: Whether you're more hirsute than the average person or have a lean, hungry look to your features, the werewolves like what they see. It isn't a matter of physical beauty; there's just something about you that stirs their animal natures.

System: You get an extra die on all rolls involving Appearance when dealing with homid Garou, and you're considered to have an extra dot of Charisma among Lupus Garou (although it cant exceed 5).
Notes: None.
Book Ref: Kinfolk Unsung Heroes, page #54

Fetish (merit) 5-7 Kinfolk Supernatural WW3074 Synopsis: You own a fetish, one you can actually use (or, at the very least, lend to Garou, ostensibly in return for other favors).You may have inherited this item, received it as a gift or found it on your own. In any case, the fetish is highly valuable.

System: Fetishes aren't common among Garou, much less Kin. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. Five points equals a Level One fetish, six points a Level Two fetish, and seven points a Level Three fetish. A few rare fetishes allow expenditure of Willpower rather than Gnosis for attunement and activation.
Notes:
Book Ref: Kinfolk Unsung Heroes, page #54

Gall 2 Kinfolk Social WW3074 Synopsis: Audacity, guts, pluck - Whatever it's called, you've got it. You aren't afraid to stand up to anyone, from naughty children to tribal leaders. This isn't brash, foolhardy behavior; you're still polite, after all. You simply don't get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin respect you for your honesty and forthrightness.

System: Add an extra die to any Social roll involving a display of backbone.
Notes:
Book Ref: Kinfolk Unsung Heroes, page 52

Gnosis (merit) 5-7 Kinfolk Supernatural WW3074 Synopsis: More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia's favor. It's extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn Gifts, use fetishes and, in the case of a vampire's Embrace, the chance to die with dignity and honor, rather than suffer unlife. Even the stuffiest Garou gives a nod of respect to a Kin who possesses Gnosis.

System: Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Kinfolk cannot have Rage; they do not have the fury of Gaia within them. Five points spent on this Merit grants one point of Gnosis; six points grants two points of Gnosis; and seven points, three points of Gnosis.
Notes:
Book Ref: Kinfolk Unsung Heroes, page #52

Good Old Boy (or Girl) 2 Kinfolk Social WW3074 Synopsis: For either gender, this Merit means the same thing: You are intrinsically nice person, and you genuinely care about your fellows. Depending on the setting, werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even Lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting.

System: Take an extra die on Social rolls involving interaction with other Garou or Kinfolk.
Notes:
Book Ref: Kinfolk Unsung Heroes, page #53

Recognize Garou 3 Kinfolk Awareness WW3074 Synopsis: Over the years, you've become adept at picking out the werewolves in a crowd. Rather than having any kind of mystical awareness, you've simply learned what physical and personality traits tend to mark Gaia's warriors. They just stand out to you, once they've undergone the Change.

System: This Merit doesn't allow you to find werewolf cubs on the verge of Firsting, but you may notice their propensity for violence. All Perception attempts to notice which people in the room seem to have that special touch of Rage or wilderness that could indicate they're werewolves are at -2 difficulty.
Notes:
Book Ref: Kinfolk Unsung Heroes, page #52

Wolf Sense 1 Kinfolk Mental WW3074 Synopsis: This Merit is a blend of folk wisdom, practical sense, and animal instincts. If you have Wolf Sense and make a successful Intelligence roll, the Storyteller can opt to give you advice on whether you're about to do something stupid. It doesn't mean she'll tell you what you should or shouldn't do, but at least you'll have some warning.

System:
Notes:
Book Ref: Kinfolk Unsung Heroes, page #52

Fera
Ananasi
Merit Cost Type Source Details
Crawlerling Alteration 4 Ananasi Physical WW3082 Synopsis: You can choose not only the size of the Crawlerlings you break into, but also the breed of spider you become. As long as you have consumed at least a few of the spiders in question, you can become any type of spider you so desire, or as many breeds as you so desire for that matter.


System:
Notes:
Book Ref: Breedbook: Ananasi, page #83

Good Reputation 5 Ananasi Social WW3082 Synopsis: For whatever reason, the other Ovid in your area accept you as a kindred spirit; perhaps their spirit allies speak well of you. They may not like the Ananasi as a whole - and most of them don't - but they accept you as an equal.

System: Your Rank among your own kind carries over to all other Ovid who follow the same aspect of the Triat as you.
Notes:
Book Ref: Breedbook: Ananasi, page #83

Hivemind 7 Ananasi Mental WW3082 Synopsis: You truly have a hive mind. Unlike most of the Ananasi, you do not need to choose leaders and drones when you break into the Crawlerling form.

System: You retain your full consciousness while in this state, throughout all of your individual spiders. The only way to truly destroy you would be to obliterate every single spider that is a part of your form. If even one survives, you retain all of your memories. This isn't a perfect situation, however: Any spiders leaving your immediate area (a hundred foot radius) "revert" back into regular spiders, and no longer keep your memories.
Notes:
Book Ref: Breedbook: Ananasi, page #83

Human Form 3 Ananasi Physical WW3082 Synopsis: Unlike most Ananasi, you appear completely human when in Homid.

System: There are no telltale signs that a part of your genetic makeup involves members of the arachnid species. You still have pedipalps, but they can hide away completely, not even showing up on dental x-rays. Your blood, if examined, appears complete human, with no trace of foreign antigens in it. Any medical test, no matter how rigorous, would still prove you "human".
Notes:
Book Ref: Breedbook: Ananasi, page #83

Lilian Alteration 6 Ananasi Physical WW3081 Synopsis: An Ananasi's Lilian form is determined unconsciously; after the Metamorphosis, it seldom changes. However, you have a special talent for altering your Lilian form. You're better suited to face new terrain, as you can adjust your body to suit the territory - not only in how you can camouflage yourself against the land, but also in how you can maneuver over the landscape. There are also serious psychological advantages, as you can alter yourself to look more or less menacing, as necessary. You can even fabricate a seemingly completely human form from the waist up, making others believe you are defenseless, even when you are ready to destroy them.


System:
Notes:
Book Ref: Ananasi, page #83

Organized 1 Ananasi Mental WW3082 Synopsis: All Ananasi are ordered and structured, but you take it to a new level. If someone needs to have a big bag of rice sorted by size and shape, you're the one to do it. Many of the organizational tasks that others would consider mind-numbingly boring come as second nature to you, and you can achieve them in half the time that it would take anyone else. You would make a perfect accountant or comptroller for a company, and they would gladly pay extra to have you on their staff.


System:
Notes:
Book Ref: Breedbook: Ananasi, page #83

Venomous 3 Ananasi Physical WW3082 Synopsis: Unlike most of your brethren, you retain your venom sacs even when in the Homid form.

System: In this form, you can still use any Gifts involving venom that could normally only be used in Pithus or Lilian. This Merit cannot be taken with the Human Form Merit.
Notes:
Book Ref: Breedbook: Ananasi, page #83

Bastet
Merit Cost Type Source Details
Friend Of Sorcery 5 Planetary Swara WW3110 Synopsis: (Hakahe) Magic fascinates you in all its forms.

System: You make all Gift related or Knowledge related Occult rolls at -1 to your difficulty. In addition, you grasp the principles of Theurge Gifts more easily. Even if your Auspice is something other than Theurge, you can learn the Gifts of the Crescent Moon at the same experience point cost as those of your own Auspice. If you are a Theurge, you spend one less experience point to acquire a new Theurge Gift (although you must still abide by the restrictions of your Rank).
Notes: Restricted to the Swara Tribe, who count Garou Theurge Gifts as 'in-tribe'.
Book Ref: Rage Across the Heavens, page #128

Gift Of Seline 5 Bastet Supernatural WW3037 Synopsis: The Moon Mother loves you, and has given you some special blessings when she's at full power. Therefore, you have special boosts or talents on nights when the Moon is full. These might include:

xxxxx*You become exceptionally fierce (+2 Rage).
xxxxx*The moon makes you stronger (+1 dot of Strength or Stamina).
xxxxx*You shine with her beauty (an extra die to all Social dice pools).
xxxxx*Her light reveals things to you (-1 to all Perception difficulties).
xxxxx*She smiles upon your magics (+2 Gnosis).
xxxxx*Her fullness lends you purpose (+2 Willpower).
System: These effects occur only at night; when Seline is sleeping, her blessing slumber, too. From dusk till dawn, however, you bask in her favor. Each time the Moon is full, the Storyteller can either roll to see which talent you manifoest, or decide which favor Seline grants this time around. This Merit allows only one gift to come forth at a time, and the moon - a.k.a. the Storyteller - decides which one it is. This moon-favor lasts all night, and is gone by morning.
Notes:
Book Ref: Bastet, page #87

Graceful 2 Bastet Social WW3037 Synopsis: You've got a natural flair, even among werecats. Your movements hypnotize and your words charm, harsh though they may be. It's almost impossible for you to look awkward, even when you screw up royally. Most people respect this talent, and even jealous folks have to at least admit you've got style.

System: Reduce the difficulty of all Social rolls by 2 whenever there's a chance to make a really good impression. This doesn't apply to threats of brute force, although grace may be intimidating in its own way, and may offer a small bonus to Cleverness or Honor Renown.
Notes:
Book Ref: Bastet, page #86

Corax
Merit Cost Type Source Details
Birdseye
aka Bird's Eye
4 Corax Awareness WW3077 Synopsis: A Corax with this Merit has the knack for automatically picking the right target to follow out of a crowd.

System: Even if there are 60 Garou at a moot, a Corax with this Merit has merely to make a successful Wits+Awareness roll (difficulty 7) to pick out the proper (read: most interesting; this can be translated as "most important to the ongoing plot") target to follow. A botch on this roll sends the Corax in the entirely wrong direction, which can also have interesting consequences.
Book Ref: Corax, page #73

Double Draught 2 Corax Supernatural WW3077 Synopsis: Most Corax can only drink from one of any given dead man's eyes. You have the unique knack of drinking from both, allowing you to see details more mainstream Corax might miss. You get the best and the worst of the corpse's death, and can integrate the two to form a coherent picture, rather than being forced to rely on one viewpoint or the other.

Book Ref: Corax, page #74

Strong Claws 4 Corax Physical WW3077 Synopsis: Birds' claws contract automatically when they sleep, allowing them to keep a grip all night long on whatever perch they've achieved. You can apply that sort of grip whenever you want, making it nigh-impossible to pull something from your grasp if you really want to hang on to it.

System: If you decide that you absolutely need to keep something in your grasp, you get an extra 3 dice of Strength to use if anyone tries to take the item away from you. This Gift can also be used when hanging onto window ledges, cliffs, tree branches, and so on for dear life, or when trying to haul dangling victims back to safety from such perilous locales.
Book Ref: Corax, page #74

Gurahl
Merit Cost Type Source Details
Early Maturation 3 Gurahl Supernatural WW3079 Synopsis: Circumstances occurring before your First Change have caused you to emerge as an Auspice other than Arcas. Perhaps your transformation came late in life, striking you after you had attained fill adulthood. Maybe your early years contained so much strife or upheavals that your change catapulted you directly into another Auspice, skipping the "playful" stage of your development as a Gurahl.

System: Whatever the details, your character begins as either an Uzmati, a Kojubat, a Kieh, or a Rishi. This Merit differs from the Merit: Rip Van Winkle since the Gurahl character is not one of the newly awakened old ones but is, in fact, a recent addition to the ranks of werebears. In addition, the character must choose her beginning Auspice Gift from the auspice she begins play with. (For example, a beginning Kojubat Gurahl with the Merit: Early Maturation must start play with a Level 1 Kojubat Auspice gift rather than Level 1 Gifts available to Arcas or Uzmati.)
Notes:
Book Ref: Gurahl, page #88

Rip Van Winkle 3-6 Gurahl Supernatural WW3079 Synopsis: You woke up from a long slumber, and now the whole world is new to you. On the down side, you have lost many of your memories about who you were and what you knew. You know you are a Gurahl, and you remember some of the Gifts and rites you used to know, but the rest lies buried in the fog of time. On the up side, there's a strange and wonderful world outside just waiting for you to tackle it head on. It's like a second cubhood in many ways. Maybe this time, you can get it right (whatever "it" is).

System: "Beginning the game with this Merit allows the player to create a beginning Gurahl with an auspice other than Arcas. It also gives the new character a wider choice of beginning Auspice Gifts (though she is still limited in the number of Gifts she can begin play with).
This Merit requires particular permission from your Storyteller to purchase, for although the roleplaying possibilities of playing a werebear born in the 19th century - or even the Middle Ages! - are obviously fascinating, it can be extra trouble for your Storyteller. In any event, pay particular attention to choosing Abilities when creating a character of this type. Almost no late slumberers of this nature have any skill in Computer, for instance.
The number of points spent in purchasing the Merit determines what auspice your beginning Gurahl has, and the Gift choices available to her.
xxxxx3 pts Your Gurahl begins as an Uzmati, and she can choose her beginning Auspice Gift from either the Arcas or Uzmati categories.
xxxxx4 pts Your Gurahl begins as a Kojubat, and she can choose her beginning Auspice Gift from among the Arcas, Uzmati, and Kojubat categories.
xxxxx5 pts Your Gurahl begins as Kieh, and she can choose her beginning Auspice Gift from the Arcas, Uzmati, Kojubat, or Kieh categories.
xxxxx6 pts Your Gurahl begins as a Rishi, and she can choose her beginning Auspice Gift from any category.
Notes:
Book Ref: Gurahl, page #89

Umbral Affinity 3 Gurahl Supernatural WW3079 Synopsis: Unlike most Gurahl, you do not have to physically rend the Gauntlet to enter the Umbra. Like the Garou, you are able to step sideways without having to rely on the use of a rite.

System: You need only concentrate on a reflective surface in order to pass through the Gauntlet.
Book Ref: Gurahl, page #89

Mokole
Merit Cost Type Source Details
Bird-spirit Companion 1 Mokole Social WW3081 Synopsis: A particular Bird-spirit has taken a liking to you, and will sometimes materialize after you have fed (in Suchid or Archid form) to pick your teeth.

System: It may bring you news, rumors, hints or the like, but these tidbits of information aren't guaranteed to be reliable at all.
Notes:
Book Ref: Mokole, page #70

Bite Of The Monitor 1-5 Mokole Physical WW3081 Synopsis: This merit is common among Mokole of the Ora varna. It makes the Mokole's bite more dangerous.

System: Any bite inflicted by the Mokole can be healed as usual as the aggravated damage it usually is. However, after time the wound reopens. When this happens, the victim loses the same number of health levels they lost with the initial bite after soaking. The frequency in which the bite reopens depends on the strength of this merit:
xxxxx*Once a year (1 point)
xxxxx*Once a season (2 points)
xxxxx*Once a month (3 points)
xxxxx*Once a week (4 points)
xxxxx*Once a day (5 points)
The bite will open a number of times equal to the Mokole's Gnosis, and after that will not reopen. It is up to the Storyteller exactly when the bite reopens. A being can suffer from only one "infected" bite at a time.
Notes:
Book Ref: Mokole, page #70

Eidetic Memory 5 Mokole Mental WW3081 Synopsis: You forget nothing and can "photograph" scenes and texts into your memory with the appropriate effort. This Merit costs a lot more for Mokole than for any other creature, for obvious reasons. Once any fact or scene has been recalled through Mnesis, the Mokole can call it to mind again, although every single detail of an ancestor's life isn't available to him unless the ancestor also had eidetic memory.

System: The player may ask the Storyteller for any fact or event that his character witnessed. The merit makes learning anything memory-related cost half the usual experience points (although things that have to be practiced are costly as usual). The merit also brings respect, as other Mokole appeal to the character to settle disputes and the like.
Notes: Mokole characters must choose this 4 point version, not the Any-Race 2 point version.
Book Ref: Mokole, page #71

Manshape 1 Mokole Physical WW3081 Synopsis: Your Archid form resembles that of humanity. You are essentially a "lizard person" - a human shape with a reptile head, roughly the size of a Crinos Garou.

System: You will need to buy Bipedal and Grasping Hands for your Archid form to take this merit, but this merit allows you to use a greater variety of tools and fit in places you might not otherwise fit.
Notes:
Book Ref: Mokole, page #70

Mnesis Of The Lost Ones 1 Mokole Supernatural WW3081 Synopsis: You belong to a Mnesis lineage that, through crossbreeding, sharing of mates, or the Rite of Anamnesis being performed in the distant past, has some memories from an extinct Changing Breed, such as the Camazotz (werebats), the Khara (sabertoothed Bastet) or the Grondr (boar-skins).

System: This Mnesis will be fragmented, imperfect and difficult for you to understand. The Storyteller will convey to you what this memory contains, although you will not be able to use it as easily as Mokole memories.
Notes:
Book Ref: Mokole, page #70

Silver/Gold Tolerance 7 Mokole Physical WW3081 Synopsis: This is an extremely powerful Merit and is not to be taken lightly; there must be some explanation for your immunity, such as a pact or supernatural intervention.

System: You can soak silver (or gold), although it still does aggravated damage to you, and you only lose half the usual amount of Gnosis for carrying silver (or gold) items. This merit cannot under any circumstances be taken along with Gold (or Silver) Tolerance. Negates the ability to collect 'Enemies were armed with Silver/Gold' renown awards.
Notes:
Book Ref: Mokole, page #71

Step Sideways (merit) 7 Mokole Supernatural WW3081 Synopsis: This merit is rare in the extreme and is dangerous to use, as it alerts Umbral beings who may be hostile to you.

System: You can enter the Umbra without a Gift, just as the Garou do. You may step sideways as per the Werewolf rulebook. You should present the Storyteller with a convincing reason as to why you have this merit, and it remains wholly her discretion whether you are allowed to purchase it or not.
Notes:
Book Ref: Mokole, page #72

Supernatural Companion 4 Mokole Social WW3081 Synopsis: You have a friend and ally who happens to be some kind of supernatural creature: another shapeshifter, a mage, or perhaps a changeling. Your clutch does not know about this person, and might be upset if they found out about your friendship. If the ally is Garou, they will be extremely angry. The Storyteller will create this ally, but will not reveal all the details to you.

System:
Notes:
Book Ref: Mokole, page #71

Temperature Control 2 Mokole Physical WW3081 Synopsis: You can control your body temperature.

System: You will never suffer from fever, heat exhaustion, heatstroke or hypothermia, save in the most extreme conditions. In addition, if you concentrate intensely enough, you can avoid being spotted by heat sensors. Your body temperature cannot usually go over 110 degrees or under 65 degrees Fahrenheit, however.
Notes:
Book Ref: Mokole, page #71

Terrible Footsteps 1 Mokole Social WW3081 Synopsis: When shapeshifting, the Mokole can invoke this merit by spending one Gnosis. The ground trembles, the trees sway and the birds and animals fee. This is not connected to Delirium and the Veil, but is a function of Mnesis. The Mokole is remembering the mighty tread of the Kings.


System:
Notes:
Book Ref: Mokole, page #71

Veiled To Garou 7 Mokole Supernatural WW3081 Synopsis: ): This is an extremely powerful merit, available only to Mokole. The Mokole and the Kings hunted and slew the Garou and their mammalian ancestors for ages. There are a few Mokole who retain that ancient aura of mind-shattering terror.

System: The Mokole with this advantage causes the Delirium in Garou, although not in other Awakened creatures. Garou react as per the Delirium chart according to their Willpower or Rage, whichever is higher. Garou, too, can make a Wits + Occult roll to move up the chart at the Storytellers option.
Notes:
Book Ref: Mokole, page #72

Nuwisha
Merit Cost Type Source Details
Large 1 Nuwisha Physical WW3076 Synopsis: A Nuwisha with this Merit is substantially larger than most of her breed, and is easily mistaken for a Garou when in Manabozho form.

System: This size increase gives no physical bonuses, but adds 1 die to all Social dice pools when dealing with Garou.
Notes:
Book Ref: Nuwisha, page #48

Umbral Affinity 2 - 3 Nuwisha Supernatural WW3076 Synopsis: Nuwisha with this Merit have a strong connection to the Umbra.

System: All difficulties for passing through the Gauntlet are reduced by 2, to a minimum of 3. With the 3 point Merit, the Nuwisha does not need to stare into a reflection of any sort in order to enter the Umbra.
Book Ref: Nuwisha, page #48

Ratkin
Merit Cost Type Source Details
Cagebound 3 Ratkin Psychological WW3080 Synopsis: You were born in a cage and raised by humans. Months of handling and affection have made you well-tempered, patient and sweet. Then the Birthing plague changed everything. The call of the Rat God was irresistible, and you had to leave behind the human with whom you bonded. Fortunately, your tragic story has a happy ending.

System: Your peaceful upbringing helps you enter Rapture, use Blood Memory, and gain Gnosis through meditation: You get a -1 difficulty on all of these rolls. You are also highly knowledgeable about human society, though this knowledge is limited to what you saw in the room where you lived.
Notes:
Book Ref: Ratkin, page #75

Caged Folk 2 Ratkin Social WW3080 Synopsis: If the Storyteller is willing to admit to the existence of the Caged Folk, you may purchase this Merit with her permission. You may select highly intelligent rats as your Kinfolk or Contacts. They generate their status just like any other Kinfolk character, and can solve problems as efficiently as any human. Not surprisingly, they see all of human society through rodent eyes, misinterpreting the reasons humans do things. They are also fanatic about concealing their true intelligence, forever wary that men in white lab coats will find them and take them away.

System:
Notes: For more details on Caged Folk, see the sidebar on page 62 of the Ratkin Breedbook.
Book Ref: Ratkin, page #75

Rokea
Merit Cost Type Source Details
Fin Blades 3 Rokea Physical WW3083 Synopsis: In Standing Jaws form, the fins on your arms, legs, and back are just as sharp as your talons.

System: You may attack with these blades for Strength +1 aggravated damage.
Notes:
Book Ref: Rokea, page #83

Good Looking 2 Rokea Social WW3083 Synopsis: Unlike most Rokea, who are (politely put) rough-looking in Homid form, you look completely human. This is a real plus if you hunt betweeners (or if you are one).

System: The character's Appearance score may start out at whatever level the player chooses.
Notes:
Book Ref: Rokea, page #82

Swim Sideways 6 Rokea Supernatural WW3083 Synopsis: Unlike most Rokea, who cannot enter the Umbra without a Gift or aid from Sea, you can do so at will.

System: The character can reach the Umbra, in the sea or on land, in the same way as a Garou.
Notes: This does not protect the character from the harsh rigors of Sea's Soul, so swimming sideways is safer closer to the surface.
Book Ref: Rokea, page #83

Venerable 2 Rokea Social WW3083 Synopsis: You've been swimming the seas for a long time. You haven't garnered any Renown because you haven't really done much, but for whatever reason, you've decided to take a more active role in Rokea society.

System: You may begin play with dots in Linguistics, Occult, Seafaring, Etiquette, or Politics (no more than 2 dots in any of these Abilities, and probably not all five). While you begin with the same amount of Renown as other Rokea, your age gives you some respect (-1 Social difficulties with younger Rokea)
Notes:
Book Ref: Rokea, page #83

Garou
Any Tribe
Merit Cost Type Source Details
Friend Of Sorcery 5 Garou Supernatural WW3110 Synopsis: (Hakahe) Magic fascinates you in all its forms.

System: You make all Gift related or Knowledge related Occult rolls at -1 to your difficulty. In addition, you grasp the principles of Theurge Gifts more easily. Even if your Auspice is something other than Theurge, you can learn the Gifts of the Crescent Moon at the same experience point cost as those of your own Auspice. If you are a Theurge, you spend one less experience point to acquire a new Theurge Gift (although you must still abide by the restrictions of your Rank).
Notes:
Book Ref: Rage Across the Heavens, page #128

Moon-Bound 2 Garou Supernatural WW3108

WW3806

Synopsis: You are especially tied to your auspice.

System: When Luna is in the waxing phase of your auspice, you receive an extra die on all rolls. However, when your moon phase is waning, you lose one die on all rolls.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #15
Player's Guide to the Garou, page #165

Moon Paint 5 Garou Supernatural WW3811 Synopsis: The wolves of the city are used to electronic and mechanical senses augmenting their Gaia-given eyes and ears (in the case of the Cyber Dogs, fatally so). Sometimes this can be turned to a Garou's advantage.

System: Once per story, a Moon-painted Garou can use any true representation of their moon phase (a television image, painting, tattoo, etc) as if they were seeing their own moon phase for regaining Rage.
Notes:
Book Ref: Book of the City, page #124

Reputation 2 Garou Social WW3108 Synopsis: You have a good reputation among the Garou of your sept. The reputation may be your own, or it may derive from your pack.

System: Add a +3 to all dice pools for social dealings with your sept's Garou. This Merit is not the same thing as renown; a Garou can have little renown, yet be well known and liked.
Notes: A character with this Merit may not take the Flaw: Notoriety.
Book Ref: Werewolf Player's Guide (2nd Edition), page #18

Wolf Sight 1 Garou Physical WW3806 Synopsis: In all your forms, you see colors and intensities of light as a wolf does. Your color vision is dimmer than that of humans, though you embrace the full spectrum of colors. Your night-vision, however, far surpasses human nocturnal vision. You also notice movement more readily.

System: You gain an extra die to all Perception rolls that involve movement or take place at night.
Notes:
Book Ref: Players Guide to Garou, page #159

Black Furies
Merit Cost Type Source Details
Caern Child 5 Black Fury Supernatural WW3851 Synopsis: A Garou with the Merit: Caern Child was born during a Rite of Bearing the Caern. This birth alone is considered to be a very strong positive omen; the character receives +1 die on all Social rolls when dealing with Garou of her home sept. Additionally, the totem spirits of the caern to which the character was born pay special attention to her; she receives 1 point in the Totem background for free, so long as her pack's totem is one of the sept's totem spirits.

xxxxxThis Background does bring negative attention to the character as well. Should she fail in any task the Theurges and Galliards of her home sept are likely to wail and gnash their teeth, as the character's fate is said to be linked to that of the caern. The character may receive a mentor or two that she didn't seek out or ask for, due to the sept's need to keep her safe and strong. She is certain to receive unwelcome attention from the local Wyrm population, who believe - probably quite rightly - that the first step to corrupting the new caern is to force the character down the Black Spiral, corrupting her rather than killing her outright.
System:
Notes:
Book Ref: Tribebook: Black Furies (Revised Edition), page #87

Camp Affinity 2 Black Fury Social WW3851 Synopsis:Camp Affinity indicates that a particular camp of Black Furies has a particular fondness toward you. Perhaps you did them a great favor, or perhaps they are trying to sway you to join their group.

System: Regardless, you have a -1 difficulty on Social rolls when interacting with that camp. You should not be a member of this camp when you first take this merit, although you can shift into that camp during play as the chronicle permits.
Notes:
Book Ref: Tribebook: Black Furies (Revised Edition), page #87

Unusually Fertile 1 Black Fury Physical WW3851 Synopsis: The character with this merit is far more likely to become a parent than another Garou is. While Garou are not substantially less fertile than humans are, a Garou with Unusually Fertile is twice as likely as an average human to either become pregnant or cause a pregnancy after a single unprotected sexual encounter. The children of a character with this Merit are no more likely to be Garou than are the children of another character not so blessed. The specific effects of the Merit are best left to the Storyteller and player involved, especially if the character is female. For obvious reasons, Metis may not take this Merit

System:
Notes:
Book Ref: Tribebook: Black Furies (Revised Edition), page #87

Bone Gnawers
Merit Cost Type Source Details
Ratkin Buddies 3 Bone Gnawers Supernatural WW3852 Synopsis: You poor bastard. Ratkin like you. For some reason, an entire pack of them has taken a personal interest in you. On a good day, they'll swarm into your life and solve one of your pesky little problems - sometimes by twisting it around into a completely different problem. On a really good day, they'll decide that one of your enemies is their enemy, too, making the poor fool's life a living hell (that is, worse than yours). And then there are the bad days, the ones where they show up unexpectedly asking for a place to crash, eat all your food, borrow some of your stuff, or generally raise hell where you live. You've learned to be really tolerant of them, because if you're not, they'll make your life a living hell, too.

System: No more than one Garou in a pack can take this Merit. Ratkin have a chance of manifesting at a random time once every four sessions of game play. The Storyteller decides the precise moment the player must roll a die on this nifty little table:

Rolled a... Effect
1 Bad Day: Ratkin make your life difficult.
2-5 Sad Day: No Ratkin. Go outside and leave a present for the local rats.
6-8 Good Day: Ratkin perform a minor favor.
9 Really Good Day: Ratkin allies save your ass.
10 One Ratkin joins the Rat-pack, one leaves. The new Ratkin leaves you a gift as an introduction. He thinks it's neat, even if you don't.

xxxxxThe results affect the story as defined in the first paragraph of this Merit. The Ratkin pack has a number of wererats equal to the size of the character's pack minus one. Note that Ratkin are not inclined to appear to Garou other than Bone Gnawers; if you're part of a multitribal pack, your packmates may never learn the nature of your hidden "benefactors". As an optional rule, if Ratkin show up as part of the chronicle, the player who's chosen this Merit plays his Garou character, but every other player in the troupe can temporarily play a character in the rat pack.
Notes:
Book Ref: Tribebook: Bone Gnawers (Revised Edition), page #80

Shame 2 Bone Gnawer Social WW3852 Synopsis: Your distant Garou ancestors weren't Bone Gnawers. Somewhere along the way, one of your ancestors shamed himself in some way. As a result, his descendants were so infamous or reviled that only the Bone Gnawer tribe would take them in. His reputation precedes you, as well.

xxxxxThe good news is that you can still draw upon the strength of a few of your more esteemed ancestors. Treat this like one dot in the Ancestors Background. None of these ancestors were Bone Gnawers (of course) and none of them were more recent than at least three centuries ago. This is the closest a Bone Gnawer can ever get to the Ancestors Background (without using the optional Bootstrapping Rule).
System: The bad news is that elders may learn of or even recognize your shameful lineage. Here's the catch: Each time you meet an elder for the first time, the Storyteller may roll your permanent Glory against a difficulty of (your Rank +5). If the roll scores even one success, your family's dark past is revealed. In addition to any story complications, you then gain an additional +2 difficulty on all Social based dice pools with all elders in that sept. (If you're using the optional Tribal Disadvantage, this disadvantage stacks with that +1 difficulty.)
xxxxxThis game mechanic doesn't preclude some rival (or an inquisitive Shadow Lord) from finding this dark secret on his own as part of an entire subplot with a Bone Gnawer who tries to gain a deeper understanding of his ancestry while hiding it from his sept's elders. The ancestor may do more than simply bestow an occasional benefit to a dice pool - he may also grant forbidden lore or a temptation that may affect the Bone Gnawer's destiny forever.
Notes: Staff note: Research Bootstrapping rule/tribe disadvantage/restrictions, define on the Bone Gnawer page with HR, update this Merit Note and System
Book Ref: Tribebook: Bone Gnawers (Revised Edition), page #80

Struggling 1 Bone Gnawers Social WW3852 Synopsis: By hard work and diligence, you've gotten yourself off the streets. You can raise just enough money for legitimate home, regular (but cheap) food, even a few basic amenities. However, all of your resources are tied up in maintaining this home, and you have to struggle to keep it. As a Bone Gnawer, you cant have points in the Resources Background. Thus, mustering more than a few dollars of disposable income is difficult for you - in seems like you're always paying off debts and bills. You do, however, have a way to score some extra cash once in a while. Struggling may be tough, but it's a damn sight better than living on the streets.

xxxxxDowntime is critical to a Struggling character. Even though he's part of the chronicle, your character cant spend every day wandering around looking for adventure. Drawing a paycheck requires at least twenty to thirty hours of part-time work a week, presumably this happens in the time between game sessions. Since this Merit limits the sort of tale your Storyteller can tell, it obviously requires her approval. Your character will, however, have a home, an address, and a phone number.
System: At the start of each chapter of the chronicle, the Storyteller rolls your character's Wits; every two successes bestows the equivalent of one dot of Resources for the rest of the chapter. (If you've got Wits 4 or 5, you can reroll 10's.) The words "job security" mean nothing to you, however. On a botched roll, you lose everything and have to start over (as described below). You can temporarily lose this Merit if you leave town, or can no lover work to keep up your home.
xxxxxWhether through a botched roll or negligence, you can fall through the cracks again at any moment. Your landlord is ready to evict you in a heartbeat, and your bills are almost always overdue. Setting yourself up as "struggling" again requires at least a month of downtime and a number of experience points equal to the cost of this Merit. The Struggling Merit is fairly common among followers of the Rat Fink camp, who often hold down jobs to hide their methods of gathering information, but as you can see, they have trouble holding onto them for long.
Notes:
Book Ref: Tribebook: Bone Gnawers (Revised Edition), page #79

Children of Gaia
Merit Cost Type Source Details
Distant Sire 1 Children of Gaia Social WW3853 Synopsis: The Children of Gaia adopt so many pups that some Children maintain family ties with Garou parents in other tribes.

System: This Merit simply means that you know of a parent who is Garou (not Kin) in another tribe. (Male Children may claim sire-right among the Black Furies). The tribe needs to be specified and the Storyteller needs to give permission for you to choose he tribe that you specify. In some cases, he may refuse. The Storyteller will create your parent, but will not reveal everything about them to you. In general, this Merit functions as a dot in Allies within another tribe, although it will also tend to spawn its own subplots.
Notes:
Book Ref: Tribebook: Children of Gaia (Revised Edition), page #75

Supporter 2 Children of Gaia Social WW3853 Synopsis: You inspire all around you to greater efforts. (You must roleplay this, of course.) Whether by speaking, writing or leading by example, you give anyone who works with you a reason to go on and hope of success.

System: You have a -2 difficulty to Social rolls and you give any group effort a +1 to its total dice pool.
Notes:
Book Ref: Tribebook: Children of Gaia (Revised Edition), page #76

Fianna
Merit Cost Type Source Details
Second Sight 2-6 Fianna Supernatural WW3854 Synopsis: Even a trace of faerie blood produces strange effects in mortals, and many Fianna have more than a trace. Those with the Sight have limited, uncontrollable clairvoyance and precognition, ranging from an intuitive nudge to a view of a scene from the future.

System: For 2 points, you may know who's calling before you pick up the phone, or feel a visitor is coming. Disorientating flashes of insight and sudden visions of the future and other places are hallmarks of the Sight at higher levels. For 6 points, visions are relatively detailed and lengthy. Visions may be of real events or metaphorical, but are usually maddeningly hard to unravel until the foretold event occurs. The Sight is unpredictable and comes unbidden, in dream or waking, as a "gut feeling" or a blinding flash of insight. The Storyteller should use this for more good than ill, but players should by no means rely on the Sight as a sure-fire early warning system. Revealed futures may be dark, and, actions taken to prevent the occurrence usually end up precipitating the unwelcome event. People with very active Sight can be a grim, unhappy lot.
Notes:
Book Ref: Tribebook: Fianna (Revised Edition), page #83

Seldom Sleeps 2 Fianna Supernatural WW3854 Synopsis: Like the Second Sight, this Merit is the product of a dab of magic in the blood. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days wont make the Fianna more than a little red-eyed. Such people find themselves pulling more than their share of guard duty.

System:
Notes:
Book Ref: Tribebook: Fianna (Revised Edition), page #83

Get of Fenris
Merit Cost Type Source Details
Alcohol Tolerance 1 Get of Fenris Physical WW3855 Synopsis: The Fianna pride themselves on their brewing, but the Get are still able to show the Fianna a thing or two about drinking.

System: With a successful Stamina roll (difficulty 7), a Garou with this Merit can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a drunken fighter. This Merit works against all natural intoxicants, though not against poisons. Naturally, a werewolf with this level of tolerance has a much more difficult time getting drunk, which may spoil her fun a bit.
Notes:
Book Ref: Tribebook: Get of Fenris (Revised Edition), page #85

Gregarious 2 Get of Fenris Social WW3855 Synopsis: Although most Get of Fenris cannot purchase the Contacts Background, you are somewhat more outgoing than your tribemates, and have managed to make a few connections and acquaintances here and there.

System: You have a small number of minor contacts, as described in the Werewolf rulebook; whenever you need to get in touch with one, you may roll three dice, difficulty 7, to locate the person you need. This Merit does not, however, provide any major contacts.
Notes:
Book Ref: Tribebook: Get of Fenris (Revised Edition), page #86

Glass Walkers
Merit Cost Type Source Details
Red Talons
Merit Cost Type Source Details
Homid Ancestor 2 Red Talon Mental WW3857 Synopsis: Somewhere in the far-flung mists of the past, you have a human-born relative. Maybe a homid relative of yours bred with a wolf that was Kin to the Red Talons, perhaps a more recent relative was actually born to another tribe. Either way, you have a slightly better grip on human thought than most lupus.

System: The character must have at least one dot in the Ancestors Background to purchase this Merit. Reduce the difficulty of rolls involving logic and abstract thinking by 1, and the difficulties of using Ancestors to access Abilities such as Crafts, Melee, Etiquette, and Politics likewise drop by one (Firearms and Computers are probably still off-limits). On the minus side, if word of your lineage gets out, you might lose some temporary Honor depending on what kind of sept you live in.
Notes:
Book Ref: Tribebook: Red Talons (Revised Edition), page #78

Winter Garou 4 Red Talon Social WW3857 Synopsis: You have been chosen as one of the Winter Garou. Unless you are a member of an all-Red Talon pack, you are probably a spy and instigator for your tribe, and are acting under orders from a superior.

System: In game terms, you effectively have Mentor 3, and can expect favors from your tribe (including having the Rite of False Justice performed for you if necessary). You may also learn Winter Pack Gifts, and receive extra Renown from your tribe for your efforts.
Notes:
Book Ref: Tribebook: Red Talons (Revised Edition), page #78

Shadow Lords
Merit Cost Type Source Details
Feared Mentor 3 Shadow Lord Social WW3858 Synopsis: While Shadow Lords cannot take the Mentor background, most nonetheless need to receive instruction of some sort before they can learn to be effective manipulators.

System: For three points, your mentor is particularly well known and feared within your sept (and perhaps within the tribe at large). His influence is such that you gain one additional die to all social rolls with members of your tribe, but you also inherit at least one enemy from your mentor's past. In this case, as is the case with a normal Mentor (merit), your mentor doesn't do much to come to your aid and cant be called a friend or ally. He is simply terrifying enough that others fear you, regardless of how your mentor himself feels about the subject.
Notes: See the Mentor merit below.
Book Ref: Tribebook: Shadow Lords (Revised Edition), page #82

Mentor (merit) 2 Shadow Lord Social WW3858 Synopsis: While Shadow Lords cannot take the Mentor background, most nonetheless need to receive instruction of some sort before they can learn to be effective manipulators.

System: For two points, you gain a mentor as described in the main Werewolf riles, but no matter his Rank you will never receive more than occasional instruction from him. He will never come to your aid, nor will he ever take responsibility for your actions. You will find yourself serving him more often than the reverse, but if you are canny and clever you may learn more than you ever dreamed possible.
Notes:
Book Ref: Tribebook: Shadow Lords (Revised Edition), page #82

Thunder's Child 5 Shadow Lord Social WW3858 Synopsis: You are especially close to Grandfather Thunder, to the point where even the Theurges of your sept look on you with envy.

System: You gain one temporary Gnosis point when you are exposed to a thunder storm, which lasts until used or until you leave the storm, and you take one less die of damage from any storm or electricity related effects (even if these effects cannot normally be soaked). You also gain one additional die to any Social rolls with storm spirits or members of Grandfather Thunder's brood (including Stormcrows, raven and Crow spirits, totem spirits and avatars of Grandfather Thunder himself.
Notes:
Book Ref: Tribebook: Shadow Lords (Revised Edition), page #82

Silent Striders
Merit Cost Type Source Details
Gift of Wepauwet 5 Silent Striders Supernatural WW3859 Synopsis: Some way, some how, the character does not suffer the curse of Sutekh. The spirits of her ancestors come to her in times of need, as if she has some sort of mystic channel or spiritual beacon that calls to them from their lost wanderings or imprisonment. The character embodies the great hope of the Silent Strider tribe - and calls up many of their worst fears, as well.

System: After choosing this Merit, the player may purchase the Ancestors Background as usual for any other tribes of Garou. The character also receives three points of temporary Renown, one each in Honor, Glory, and Wisdom. Expectations will be high for this character's future deeds, which may be a benefit or a drawback depending on the situation.
Notes:
Book Ref: Tribebook: Silent Striders (Revised Edition), page #87

Ghost Sight 4 Silent Striders Supernatural WW3859 Synopsis: This merit allows (or perhaps inflicts) glimpses of sight into the Dark Umbra. It is not always in effect, which is a blessing; any living creature who could see all that goes on a heartbeat away in the land of the dead would undoubtedly go mad - especially since many who possess the sight develop it in childhood.

System: The sight comes over the Strider (or Strider Kinfolk) when something of importance is happening in the Dark Umbra (a strong ghost is present, someone or something is watching the werewolf) or in places that are significant to the dead (the place, or an object within, is of great importance to a ghost).
Notes:
Book Ref: Tribebook: Silent Striders (Revised Edition), page #87

Silver Fangs
Merit Cost Type Source Details
Notable Heritage 2 Silver Fangs Social WW3860 Synopsis: This merit can represent one of two things. It may mean that the character is from a family that is particularly renowned amongst the Garou for it's deeds down through the centuries. Notable examples include the Morningkills, the Delacourts and the Tvarivich Dynasty. This is not the same thing as the Background: Pure Breed, which represents the relative perfection of the Garou line as expressed in the individual. This Merit represents the general fame accorded to the family for its deeds of Garou and Kinfolk both. Alternatively, this Merit may represent membership of a family famous in human circles: a royal family, like the Widsors of the United Kingdom or a political dynasty, like the Bushes and Kennedy's in the USA. While this Merit does not convey any property or financial gain, it may well carry a title in a monarchy.

System: For notable Garou heritage: The character is at -1 difficulty to Social rolls with other Garou and Kinfolk who are aware of werewolf society. This merit does carry with it the expectation that the werewolf live up to the family name. If he fails to do so, he may find the benefits of the Merit fading with time. As the stories of his own failings start to outweight the high regard the family receives.
For notable human ancestry: The character can expect to be invited to all the best parties and is at -1 difficulty to all Social rolls when dealing with humans aware of his heritage.
Notes:
Book Ref: Tribebook: Silver Fangs (Revised Edition), page #85

Stargazers
Merit Cost Type Source Details
Eyes of Eshtara 4 Planetary Stargazer WW3110 Synopsis: (Eshtarra) You can use your Kalindo Skill to heighten your senses to their maximum, allowing you to feel, smell, and hear where things and people are. If blinded or placed in a situation where you cannot see, you can use this ability to substitute for your lack of sight. Information comes to you in a manner similar to a bat's sonar.

System: In order to take this merit, you must have at least one level of Kalindo. This Merit negates penalties caused by blindness or darkness. You cannot take this Merit if you have the Blind flaw.
Notes:
Book Ref: Rage Across the Heavens, page #127

Mewa Birthmarks 1 Stargazer Supernatural WW3861 Synopsis: Your body is decorated with small brown or pink birthmarks, each one no larger than a penny. They typically show up on one's back. These birthmarks, known in Idia as mewas, are considered "holy" and those bearing such marks are afforded honor. The marks are also used in some forms of divination and they're often similar to star patterns or constellations.

System: Those with these marks have an extra die on all Social rolls involving Stargazer Theurges. This Merit may not be taken by a Metis Stargazer with the "Birthmarks" deformity.
Notes:
Book Ref: Tribebook: Stargazers (Revised Edition), page #80

Tranquil Soul 2 Stargazer Aptitude WW3861 Synopsis: Your ancestors were a particularly calm and spiritual lot. As such, it's extraordinarily simple for you to fall into a trance-like meditative state. More importantly, meditation allows an advantage that others may not necessarily receive.

System: A successful meditation attempt (3 or more successes) combined with at least an hour's worth of meditation gives the user back a temporary Willpower point.
Notes:
Book Ref: Tribebook: Stargazers (Revised Edition), page #80

Uktena
Merit Cost Type Source Details
Wendigo
Merit Cost Type Source Details
Camouflage 2 Wendigo Social WW3863 Synopsis: You're Garou, all right, but something about you makes it hard for anyone to tell what tribe you belong to, or even what auspice you were born under. You are still bound to the traditions and rules of your moon phase and your kin, but you're damned good at blending in with any gathering in Garou society.

System: If you're presented with a situation where it would be in your best interest, or the best interest of someone close to you, to pretend to be of another tribe or auspice, you can add one die to your Charisma attribute or to your Etiquette skill.
Notes:
Book Ref: Tribebook: Wendigo (Revised Edition), page #82

Vampire

Type Sub-Type Merits contained within
Vampire Kindred Aptitude: Eat Food, Magic Resistance
Clans:
Elder:
Mental: Introspection, Iron Will
Physical: Acute Hearing, Acute Sense of Smell, Acute Sense of Taste, Acute Vision, Baby Face, Early Riser, Efficient Digestion, Light Sleeper, Misplaced Heart, Silence, Vulnerability to Silver
Psychological: Berserker, Calm Heart, Code of Honor, Dual Nature, Higher Purpose
Social: Boon, Clan Friendship, Faerie Affinity, Pawn, Prestigious Sire, Reputation, Sanctity, Spirit Mentor
Supernatural: Animal Affinity, Innate Magical Ability, Inoffensive to Animals, Lunar Influence, Magic Sensitivity, Mystic Ability, Nine Lives, Occult Library, Oracular Ability, Precognition, Special Gift
Sabbat Social: Accepted Ally, Approved friend
Kuei-Jin Dhampyr: Chi Attunement, Dharmic Schooling
Kuei-Jin: Eternal Cherry Blossoms, Favors, Tenacious Spirit, Tomb
Kindred
Aptitude
Merit Cost Type Source Details
Eat Food 1 Vampire Aptitude WW2206 Synopsis: You have the capacity to eat food. It's an ability you developed at an early point in your undead existence, or perhaps it has been a latent ability all along. This is considered disgusting by other Kindred, but can be of great assistance in maintaining the Masquerade.

System:
Notes: There is a limit of three Acute Senses to a character.
Book Ref: Vampire Player's Guide (2nd Edition), page #7

Magic Resistance 2 Vampire Aptitude WW2206 Synopsis: You have an inherent resistance to the rituals of the Tremere and the spells of mages of other creeds and orders.

System: Although you may never learn the Discipline of Thaumaturgy, the difficulties of all such spells and rituals are two greater when directed at you. Note: this includes all spells, beneficial and malign.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #8

Clans
Merit Cost Type Source Details
Elder
Merit Cost Type Source Details
Mental
Merit Cost Type Source Details
Introspection 1 Vampire Mental WW2303 Synopsis: You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others' actions.

System: Add two dice to your Perception rolls when you must take an action against someone with the same Nature or Demeanor as you.
Notes:
Book Ref: Guide to the Sabbat, page #95

Iron Will 3 Vampire Mental WW2206 Synopsis: When you are determined and your mind is set, nothing can thwart you from your goals.

System: You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. However, the Storyteller may require you to spend Willpower points when extremely potent powers are being directed at you.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #5

Physical
Merit Cost Type Source Details
Acute Hearing 1 Vampire Physical WW2206 Synopsis: You have exceptionally sharp hearing, even for a vampire.

System: The difficulties of all die rolls that relate to hearing (e.g. Perception + Alertness to hear a faint noise, or Perception + Linguistics to overhear a conversation in a foreign language) are decreased by two. Combined with Heightened Senses (level one Auspex), this Merit can provide superhuman hearing acuity.
Notes: There is a limit of three Acute Senses to a character.
Book Ref: Vampire Player's Guide (2nd Edition), page #6

Acute Sense of Smell 1 Vampire Physical WW2206 Synopsis: You have an exceptionally keen sense of smell.

System: The difficulties of all dice rolls that relate to smell (e.g. Intelligence + Occult to identify a ritual incense) are reduced by two. Combined with Heightened Senses (level one Auspex), this Merit can provide super human olfactory acuity.
Notes: There is a limit of three Acute Senses to a character.
Book Ref: Vampire Player's Guide (2nd Edition), page #6

Acute Sense of Taste 1 Vampire Physical WW2206 Synopsis: You have an exceptionally keen sense of taste.

System: The difficulties of all dice rolls that relate to taste (e.g. Perception + Medicine to spot the taint of poison in blood or another substance) are reduced by two. You are able to make precise distinctions in taste. Combined with Heightened Senses (level one Auspex), this Merit can provide superhuman taste acuity.
Notes: There is a limit of three Acute Senses to a character.
Book Ref: Vampire Player's Guide (2nd Edition), page #6

Acute Vision 1 Vampire Physical WW2206 Synopsis: You have exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision (e.g. a Perception roll to spot a clue, or a Perception + Alertness to see the shadow of an approaching attacker) are reduced by one. Combined with Heightened Senses (level one Auspex), this Merit can provide superhuman visual acuity.

System:
Notes: There is a limit of three Acute Senses to a character.
Book Ref: Vampire Player's Guide (2nd Edition), page #6

Baby Face 2 Vampire Physical WW2206 Synopsis: You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally.

System: You can make your heart beat as long as you have at least one blood point. This Merit cannot be taken by Nosferatu.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #11

Early Riser 1 Vampire Physical WW2225 Synopsis: You always seem to be the first to rise and the last to go to bed. You always get up at least one hour before everyone else, even if you stay up until dawn. You seem to have the ability to exist on less rest.

System:
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #78

Efficient Digestion 3 Vampire Physical WW2206 Synopsis: You are able to draw more than the usual amount of nourishment from blood.

System: Every two Blood Points ingested increase your Blood Pool by 3. Round down so leftover 'halves' are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #11

Light Sleeper 2 Vampire Physical WW2206 Synopsis: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.

System: The rules regarding how Humanity restricts the number of dice usable during the day are waived.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #5

Misplaced Heart 2 Vampire Physical WW2206 Synopsis: Your heart is actually moved within your body, though no more than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #11

Silence 2 Vampire Physical WW2225 Synopsis: You have an unusual ability to move quietly that goes far beyond the norm.

System: Reduce the difficulty on any stealth roll involving moving quietly by two. You are even able to move quietly over dry leaves. Should the wind blow while you're moving, there is no way to hear you.
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #77

Vulnerability to Silver 2 Vampire Physical WW2303 Synopsis: To you, silver is as painful and as deadly as the rays of the sun.

System: You suffer aggravated wounds from any silver weapons (bullets, knives, etc.) and the mere touch of silver objects discomfits you.
Notes:
Book Ref: Guide to the Sabbat, page #95

Psychological
Merit Cost Type Source Details
Berserker 2 Vampire Psychological WW2206 Synopsis: The Beast is in you, but you know how to direct and make use of it.

System: You have the capacity to frenzy at will, and are thus able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy, just as you normally would. Your chance of entering an unwilling frenzy is also unaffected.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #4

Calm Heart 2 Vampire Psychological WW2206 Synopsis: You are naturally calm and well composed, and do not easily fly off the handle.

System: Raise the difficulties of your frenzy rolls by two, no matter how the incident is provoked.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #5

Code of Honor 1 Vampire Psychological WW2206 Synopsis: You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it (and thus get three extra dice to your Self-Control rolls when in danger of violating your code). You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you either gain three extra dice to resist supernatural persuasions, or the opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #3

Dual Nature 2 Vampire Psychological WW2206 Synopsis: You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible.

System: Duel Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character's Natures as the player desires.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #4

Higher Purpose 1 Vampire Psychological WW2206 Synopsis: You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great personal strength.

System: You gain two extra dice on all rolls that have anything to do with your higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. If you have the Flaw Driving Goal, you cannot take this Merit.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #4

Social
Merit Cost Type Source Details
Boon 1 to 3 Vampire Social WW2206 Synopsis: An elder owes you a favor because of something either you or your sire once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the elder probably owes you his unlife.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #9

Clan Friendship 3 Vampire Social WW2206 Synopsis: For any number of different reasons; appearance, bearing, background or demeanor, something about you appeals to members of a clan other than your own (your choice).

System: The difficulties of all rolls related to social dealings with members of this clan are two less. This can be a two edged sword; you are also marked by others as a sympathizer with that clan, whether you like it (or deny it!) or not.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #9

Faerie Affinity 2 Vampire Social WW2206 Synopsis: Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.

System:
Notes: If the Changelings cant get to Arcadia, neither can anyone else, ignore that line of the Merit. Changeling Mist rules still apply with faerie interaction as well.
Book Ref: Vampire Player's Guide (2nd Edition), page #7

Pawn 3 Vampire Social WW2206 Synopsis: You can manipulate and have some control over another vampire, one of higher generation than you. Your hold was likely formed through Blood Bond, but it can also come from a variety of other sources, such as blackmail, bribes or threats, you make it up. The pawn does not necessarily know that it is being controlled.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #9

Prestigious Sire 1 Vampire Social WW2206 Synopsis: Your sire had or has great Status in the Camarilla, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire's contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #9

Reputation 2 Vampire Social WW2206 Synopsis: You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire.

System: Adds three dice to all dice pools for social dealings with the city's Kindred. A character with this Merit may not take the Flaw: Notoriety.
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #9

Sanctity 2 Vampire Social WW2225 Synopsis: For some reason, everyone considers you pure and innocent, though certainly not naive. You have a saint-like quality that is hard to put a finger on, but others tend to see it in you. You are trusted, even if you are not trustworthy. You tend to receive lesser punishments for wrongdoing that are liked by most.

System:
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #77

Spirit Mentor 3 Vampire Social WW2206 Synopsis: You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part its benefit to you is through the advice it can give. The ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #8

Supernatural
Merit Cost Type Source Details
Animal Affinity 1 Vampire Supernatural WW2006 Synopsis: You have an innate understanding and rapport with a certain type of animal, such as dogs, bats, rats, cats or wolves.

System: Animalism and Animal Ken rolls with these animals have their difficulty reduced by 2.
Notes:
Book Ref: Dirty Secrets of the Black Hand, page #80

Innate Magical Ability 5 Vampire Supernatural WW2225 Synopsis: You have some sort of magical ability that makes you unique. The ability is different from any normal vampiric power or discipline. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. The ability has an estimated power level similar to a level three Discipline.

System:
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #77

Inoffensive to Animals 1 Vampire Supernatural WW2206 Synopsis: Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.

System:
Notes: character.
Book Ref: Vampire Player's Guide (2nd Edition), page #7

Lunar Influence 1 Vampire Supernatural WW2225 Synopsis: The moon has an unusually strong effect on you.

System: During periods of the new moon, your Strength, Dexterity and Stamina are cut in half (round down). During periods of the full moon, your Strength, Dexterity, and Stamina are increased by half again. During the waxing and waning phases, the Attributes are normal.
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #77

Magic Sensitivity 2 Vampire Supernatural WW2225 Synopsis: You have a supernatural gift that allows you to know if any magic is in use or has been used recently within a 10 foot radius of yourself. This includes all Disciplines as well.

System: How much you know about the magic depends on the number of successes you roll using your Perception + Occult (difficulty 8).
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #77

Mystic Ability 2 Vampire Supernatural WW2225 Synopsis: For some reason, you have visions. The visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. Then again, you may have a vision as you are walking down the street minding your own business. Unlike Precognition, the visions are always steeped in symbolism, they apply only to your own unlife. The particulars of how and when this Merit works are left to the Storyteller.

System:
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #77

Nine Lives 6 Vampire Supernatural WW2225 Synopsis: Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. You basically have nine lives.

System: If a situation arises in which you should be killed, you actually survive, though you may be the worse for wear. What happens is that if a roll is made that would kill the character, the roll is made for a second time. If that roll fails another can be made, and so on, until the roll succeeds or the Merit is used up. You get nine opportunities to make rerolls, and these opportunities are never replaced after they have been used up - once they are gone, they are gone. A list should be kept somewhere on the character sheet to record how many rerolls have been made.
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #77

Occult Library 2 Vampire Supernatural WW2206 Synopsis: You possess a library of occult materials, which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function of your Abilities), but in time of need your library can be an invaluable source for research.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #8

Oracular Ability 3 Vampire Supernatural WW2225 Synopsis: You see signs and omens in everyday life. You are able to understand many magical portents that are revealed to people every day, but are seen by few and interpreted by less. You are able to draw advice from these omens, for they provide hints of the future and warnings for the present.

System: Seeing an omen or sign requires a simple roll using Perception + Occult (difficulty based on the degree to which the sign is hidden; the most obvious have difficulties of 5). Once the sign has been seen, it must be interpreted. You can interpret it using Intelligence + Occult (difficulty based on the intricacy of the sign; average 6). The number of successes determines how much meaning can be gleaned from the sign.
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #77

Precognition 4 Vampire Supernatural WW2225 Synopsis: You have the ability to perceive events before they happen. This ability is not under your control. The premonitions come to you when you least expect them. The focus of the premonitions is not under your control either. This ability can greatly impact the story, and the exact nature of the effects is left up to the Storyteller. This Merit should not be used to cause problems in the game, bit to justify the experience through additional drama.

System:
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #77

Special Gift 2 Vampire Supernatural WW2206 Synopsis: Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items list to give to you (though you can 'suggest' something). The Storyteller will decide how much a particular item is worth.

System:
Notes:
Book Ref: Vampire Player's Guide (2nd Edition), page #9

Sabbat
Merit Cost Type Source Details
Accepted Ally 1 Sabbat Social WW2225 Synopsis: You have a useful connection in the mortal world, a connection of value even to Sabbat leaders. You are allowed to keep this contact as long as there are no complications. If the need should arise, you are expected to kill your contact to protect the Sabbat or prove your loyalty.

System:
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #78

Approved Friendship 2 Sabbat Social WW2225 Synopsis: You have a friendship with a non-Sabbat, either mortal or Kindred, that you are allowed to keep for some reason. Your friend must have some influence or ability that makes him valuable to the sect or else you would have been ordered to destroy him long ago. However, if the need arises, your leader may ask you to kill your friend.

System:
Notes:
Book Ref: Storyteller's Guide to the Sabbat, page #78

Ghoul
Merit Cost Type Source Details
Unbondable 6 Ghoul Supernatural WW4010 Synopsis: Vampire blood cannot control your will. No matter how much of it you consume, the dreaded Blood Bond wont take you down.

System: This Merit can be powerful - a little too powerful for some chronicles - if combined with the Ghoul Merit; hence a character who wants to be a free-willed Ghoul must pay double the usual amount.
Notes: Ghoul characters must take this version of the Merit. Characters with this Merit who become Ghouls after character generation must buy this Merit up from 3 to 6.
Book Ref: World of Darkness: Sorcerer, page #67

Kuei-Jin
Dhampyr
Merit Cost Type Source Details
Chi Attunement 3 Supernatural WW2920 Synopsis: Your bond to one of the two basic types of Chi (Yin or Yang) is especially strong.

System: You regain this type of Chi at twice the normal rate (two per hour of rest, four per hour of meditation), but regain the other type at half the normal rate. A Demon Chi Attunement is not possible.
xxxxxBeyond the game effects above, Chi Attunement influences your general disposition and appearance, much like balance and aspect do for a Kuei-jin. If you are attuned to Yang, you appear vital, sensual and short tempered; to Yin, you seem morose, reserved and analytical. Yang attuned dhampyrs often have the Vivophage Flaw, while Yin attuned often have Sun Allergy.
Notes:
Book Ref: Dhampyr: Half-Damned, page #58

Dharmic Schooling 1 or 2 Aptitude WW2920 Synopsis: Most dhampyrs' knowledge of the Dharmic paths only extends as far as "My father is a Resplendent Crane" or "Angry Devil-Tigers are very dangerous". At some point in your half-life, you have become much more familiar with the principles and precepts of the Kuei-jin Dharmas. While this doesn't actually help your own spiritual development, you understand how to interact with the Hungry Dead.

System: If you can discern the correct Dharmic path of a particular Kuei-jin you can phrase requests, make statements and suggest ideas to them in a much more appealing way. Figuring out a Kuei-jin's Dharma requires rolling Perception + Etiquette, with a difficulty equal to the observed Hungry Dead's current Willpower. If the roll is successful, lower by 1 the difficulty of any social roll involving Kuei-jin. You can also produce the opposite effect, irritating the Kuei-jin immensely and even causing them to test for fire soul (a dangerous tactic indeed).
xxxxxThe one point version of this Merit grants the dhampyr knowledge of the orthodox Dharmic paths. the two point version includes all of the heretical Dharmas.
Notes:
Book Ref: Dhampyr: Half-Damned, page #58

Kuei-Jin
Merit Cost Type Source Details
Eternal Cherry Blossoms 4 Bone Flowers Supernatural WW2905 Synopsis: Perhaps you have reserves of Yang that you just don't know about; perhaps you have a stronger connection to the world of the living than others of your type. Whatever the reason, your body is capable of being Yin imbalanced for long periods of time and never developing the corpse-like features of the ch'ing shih. Even exposure to the sun will not cause you to become twisted and corpse-like; instead, you will suffer a type of dry rot, ultimately becoming flaky and brittle (although still beautiful). This does not change the game effects of sunlight except in regards to Appearance. The down side of this Merit is that the Yama King Emma-o targets beautiful female Kuei-jin with this Merit to become his shikome (see The Thousand Hells for more details).

System: You regain this type of Chi at twice the normal rate (two per hour of rest, four per hour of meditation), but regain the other type at half the normal rate. A Demon Chi Attunement is not possible.
xxxxxBeyond the game effects above, Chi Attunement influences your general disposition and appearance, much like balance and aspect do for a Kuei-jin. If you are attuned to Yang, you appear vital, sensual and short tempered; to Yin, you seem morose, reserved and analytical. Yang attuned dhampyrs often have the Vivophage Flaw, while Yin attuned often have Sun Allergy.
Notes:
Book Ref: Dharma Book: Bone Flowers, page #57

Favors Variable Kuei-Jin Social WW2950 Synopsis: Wan Kuei society, like the mortal societies around it, runs on mutual obligations. Backgrounds like Allies, Mentors and Retainers reflect permanent connections of duty. See pages 117-119 of Blood and Silk for a full discussion of prestation among the Wan Kuei. The Favors Merit (and Flaw) represents the character's current balance of social accounts as the chronicle begins.

xxxxxStorytellers who prefer not to make these things subject to point totals should feel free to disregard or disallow this Merit. It's presented here for those who like to have an objective tally and want to give players the option to have their characters start up or down (or both) in the prestation game.
xxxxx Each positive point of Favors represents one major boon that someone close to the character owes him. Each negative point of Favors represents a major boon the character owes someone else. The player should work with the Storyteller to define what these are - no debts exist in the abstract. Did the character save another vampire from a rampaging demon hunter? Did some other vampire teach the character a bit of secret lore or help resolve a conflict before it escalated into a duel the character would lose? Keep in mind that differences of status will affect the value of favors. This means that a young disciple owed a boon by a mandarin might expect a good word at court or permission to act at a critical time; a disciple owing a mandarin a boon can expect much more significant risk
xxxxxMultiple positive or negative points can represent many favors owed or especially impressive favors. You should maintain separate counts for favors owed to and by the character; he can have both a two point Favor Flaw and a one point Favor Merit simultaneously.
xxxxxObviously a character's point total of negative and positive Favors rises and falls during play. In a society as dependant on assistance and negotiation as Wan Kuei and their guanxi, Favors can make the difference between success and failure in critical moments.
System:
Notes:
Book Ref: Blood and Silk, page #86

Tenacious Spirit 7 Thousand Whispers Supernatural WW2906 Synopsis: Your soul is strongly connected to its duty in the Middle Kingdom. The first time you suffer the True Death after becoming Kuei-jin, your soul is cast into Yomi but returns anew rather than being consigned to oblivion. You become Yulan-jin, a wandering spirit forced to inhabit different bodies, as you attempt to fulfill your karma. You follow all the normal rules for Yulan-jin (see the Kindred of the East Companion for details). If you meet True Death a second time, this merit does not protect you; you are truly destroyed.

System:
Notes:
Book Ref: Dharma Book: Thousand Whispers, page #51

Tomb 2 Thousand Whispers Location WW2906 Synopsis: You have a permanent resting place your your body, either provided when you died or acquired after you took a Second Breath. Those given proper tombs for burial rarely rise again as vampires, so there must be a strong reason in your life why you became Kuei-jin if your family provided your tomb. Rootless Trees use their tombs as places to perform the rites of the Dark Jade Lover (see Dharma Book: Thousand Whispers, p 57), the ritual death they undergo between lives. A suitably hidden and well guarded tomb helps make the transition between lives easier.

System:
Notes:
Book Ref: Dharma Book: Thousand Whispers, page #51

Wraith

Type Sub-Type Merits contained within
Wraith
Wraith
Merit Cost Type Source Details
Risen
Merit Cost Type Source Details

Restricted

Type Sub-Type Merits contained within
Restricted Black Market Ties, Bundle of Energy, Charmed Existence, Church Ties, Corporate CEO, Corporate Ties, Entertainment Ties, Faeblood, Garou Kinfolk, Guardian Angel, Jack of All Trades, Judicial Ties, Local Ties, Lucid Marauder, Mansion, Media Ties, Nightclub, Pawns, Police Ties, Political Ties, Powerful Allies, Pre-Marauder Memories, Psychic Awareness, Shapechanger Kin, Street Ties, Supernatural Kinfolk, Ties, Title, Totem, Underworld Ties, Unknowing Garou Kinfolk
Not Allowed
Merit Cost Type Source Details
Black Market Ties 1-5 Social WW7300

WW4050

Synopsis: You have special ties to the underground shopping network, ties that help you to acquire hard to find equipment.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Changeling: the Dreaming, page #166 Book of Shadows, page #43

Bundle of Energy 2 Physical WW8202 Synopsis: Your character is full of energy. She can subsist on five or six hours of sleep a night, being unable to stay in bed any longer. Her days are full of physical activity, and she can work long into the night without penalty.

System:
Notes: This Merit is not available for use on City of Hope, due to redundancy. Other splat's Merits combine the effects of this and the Demon Player Guide's 'Light Sleeper' Merits into a single 1 to 3 point Merit called 'Light Sleeper'. This can be found in the Any Race section.
Book Ref: Demon Player's Guide, page #77

Charmed Existence 5 Supernatural WW3108 Synopsis: Your life is somehow protected and you do not face the perils that others must. It could be that you are simply lucky.

System: Because of this Merit, you may ignore a single one on every roll you make, as though you had an extra success. This Merit makes it far more unlikely that you will ever botch and grants you more successes than others might obtain.
Notes: This Merit is not available for use on City of Hope.
Book Ref: Werewolf Player's Guide (2nd Edition), page #15

Church Ties 3 Social WW7300

WW4050

Synopsis: You have influence and contacts in some local churches.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Changeling: the Dreaming, page #166
Book of Shadows, page #44

Corporate CEO 5 Human Society WW3108

WW7300
WW4050

Synopsis: Whether you literally are a corporation's chief executive officer or not, you have a particular influence and sway over a major corporation and its associated companies.

System: This Merit lists the ability to head a Pentex owned company.
Notes: This Merit is not available for use on City of Hope. Your Resources and Influence Backgrounds as well as your related stats and Concept validates being a CEO or not. Pentex and certain other businesses require a Rank Background of its own.
Book Ref: Werewolf Player's Guide (2nd Edition), page #19
Changeling: the Dreaming, page #167
Book of Shadows, page #45

Corporate Ties 3 Social WW7300

WW4050

Synopsis: You have both influence over and contacts in the local corporate community.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Changeling: the Dreaming, page #166
Book of SHadows, page #44

Entertainment Ties 3 Social WW7300

WW4050

Synopsis: You have both influence over and contacts in the local entertainment scene (music, theater, dance, SCA, etc).

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Changeling: the Dreaming, page #167
Book of Shadows, page #44

Faeblood 4 Supernatural WW4010 Synopsis: Though not a Changeling, you've got their heritage running through your veins - literally.

System:
Notes: This Merit is not available for use on City of Hope. We instead use the 4 point Fae Blood Merit, from Mage: The Ascension (Revised), page #295, and call it "Kinain" on your sheet.
Book Ref: World of Darkness: Sorcerer, page #67

Garou Kinfolk 4 Shifter Supernatural WW3064 Synopsis: You are both related to and accepted by a pack of werewolves.

System:
Notes: This Merit is not available for use on City of Hope. Although essentially the same, we instead use the Merit from Mage: The Ascension, called "Kinfolk" on your sheet, at a flat 4 point rating, and it can apply to any shifting breed aside from just Garou.
Book Ref: Project Twilight, page #21

Guardian Angel 6 Supernatural WW3108

WW7300

Synopsis: Some supernatural force watches over you and protects you from harm. You have no idea who or what it is, but you suspect that someone is there looking out for you.

System: In times of great need, you may be supernaturally protected from harm by peculiar coincidences. However, you cant count on your protector's intervention. The Storyteller must decide why you are being watched over and by what (not necessarily an angel, despite the name).
Notes: This Merit is not available for use on City of Hope.
Book Ref: Werewolf Player's Guide (2nd Edition), page #15
Changeling: the Dreaming, page# 162

Jack-Of-All-Trades 5 Aptitude WW3108 Synopsis: You can draw upon a large pool of skills and knowledge, obtained through your extensive travels, the jobs you've held or just all-around know-how.

System: You automatically have one dot in all Skill and Knowledge dice pools. This is an illusory level, used only to simulate a wide range of abilities. If you train or spend experience in the Skill or Knowledge, you must hay the point cost for the first level a "second time" before raising the Skill or Knowledge to 2 dots. (As in 3 for the first point, and then 3+2 for a second point in a Skill or Knowledge.) Lupus/Feline/Suchid/Etc-animal-breed characters cannot take this Merit.
Notes: This version of this Merit is not available for use on City of Hope. See the 3 point version in the Any Race section of the Merits list.
Book Ref: Werewolf Player's Guide (2nd Edition), page #14

Judicial Ties 2 Social WW7300

WW4050

Synopsis: You have both influence over and contacts in the justice system.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Changeling: the Dreaming, page #166
Book of Shadows, page #44

Local Ties 1-3 Human Society WW3108 Synopsis: You have both influence over and contacts in local circles of some sort, whether a government system or a lose collection of like businesses. Your influence is far from total, and it may be threatened by changes in personnel or regulations. The more you use your ties, the weaker they grow unless you do something to bolster them. This Merit cannot purchase ties on a national or even statewide scale.

System: Listed Local Ties are: Park Department, Judicial, Media, Church, Corporate, Police, Political, and Underworld.
Notes: This Merit is not available for use on City of Hope. Revised edition and other splats best use the Influence Background instead.
Book Ref: Werewolf Player's Guide (2nd Edition), page #18

Lucid Marauder 3 Mage WW4602 Synopsis:

System:
Notes:
Book Ref: The Book of Madness, page #63

Mansion 3 Location WW7300

WW4050

Synopsis: You own a large mansion - a home with 25 or more rooms - as well as the surrounding estate.

System:
Notes: This Merit is not available for use on City of Hope, your ability to have a mansion is based on your Resources Background.
Book Ref: Changeling: the Dreaming, page #166
Book of Shadows, page #43

Media Ties 1-5 Social WW7300

WW4050

Synopsis: You have both influence over and contacts in the local media.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Changeling: the Dreaming, page #166
Book of Shadows, page #43

Nightclub 2 Location WW7300

WW4050

Synopsis: You own a moderate sized nightclub, perhaps one of the hottest nightspots in the city.

System:
Notes: This Merit is not available for use on City of Hope, your ability to have a nightclub is based on your Resources Background.
Book Ref: Changeling: the Dreaming, page #166
Book of Shadows, page #43

Pawns 8 to 15 Magic Social WW4012 Synopsis: You gain control of a group of people without their even realizing it.

System:
Notes: This Merit is not available for use on CoH. We instead use a number of other Backgrounds, including Allies, Contacts, Cult, Herd, and so on.
Book Ref: Horizon: the Stronghold of Hope, page #116

Police Ties 3 Social WW7300

WW4050

Synopsis: You have both influence over and contacts in the local police department.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Changeling: the Dreaming, page #167
Book of Shadows, page #44

Political Ties 3 Social WW7300

WW4050

Synopsis: You have both influence over and contacts among the local politicians and bureaucrats of the city.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Changeling: the Dreaming, page #167
Book of Shadows, page #44

Powerful Allies 5 to 8 Magic Social WW4012 Synopsis: Over the course of the years, you have managed to befriend (or at least establish cordial relations with) a few beings of great power.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Allies Background.
Book Ref: Horizon: the Stronghold of Hope, page #116

Pre-Marauder Memories 2 Mage WW4602 Synopsis:

System:
Notes:
Book Ref: The Book of Madness, page #63

Psychic Awareness 3 Awareness WW4009 Synopsis: You have an intuitive awareness of psychic activity. Even if you yourself display no other talent, you can determine if any psychic phenomena have recently been operating within a 10 foot radius; this includes the vampiric Discipline Auspex.

System:
Notes: This Merit is not available for use on City of Hope. We instead use the Ability: Awareness (see +rules Awareness).
Book Ref: Halls of the Arcanum, page #63

Shapechanger Kin 4 Supernatural WW4010 Synopsis: By some quirk of fate, you're closely related to one of Gaia's Chosen; a werewolf, cat, raven, bear, or perhaps even one of the more mysterious breeds.

System:
Notes: This Merit is not available for use on City of Hope. We instead use the Merit from Mage: The Ascension, at a flat 4 point rating, and call it "Kinfolk" on your sheet.
Book Ref: World of Darkness: Sorcerer, page #67

Street Ties 2 Social WW4040 Synopsis: You have both influence over and contacts on the streets.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Destiny's Price, page #68

Supernatural Kinfolk 4-5 Kinfolk Supernatural WW3074 Synopsis: Not actually intended for mortals, this Merit is necessary for vampire, wraith, mage and changeling characters who are Kin as well. Despite your undead, magical or faerie status, your tribe accepts you as Kin (although they don't necessarily think of you in glowing terms). Individuals outside your immediate family may not like you, and other tribes probably wont treat you well - they may not even recognize you as Kin. After all, most werewolves view mages as caern raiders and vampires as Wyrm Spawn. Likewise, your "other" life may sometimes impinge on Kinfolk business. Still there's value in knowing about both worlds.

System:
Notes: This Merit is not available for use on City of Hope. We instead use the Merits from Mage: The Ascension, at a flat 4 point rating and call it "Kinfolk" or "Kinain" on your sheet.
Book Ref: Kinfolk Unsung Heroes, pg.#53

Ties 2 Social WW4801

WW4014

Synopsis: You have friends in high places - the Church, guilds, the underworld. These friends can help you pull strings, meet people, funnel information or get a word in edgewise.

System:
Notes: This Merit is not available for use on City of Hope. Revised edition and other splats best use the Influence Background instead.
Book Ref: Crusade Lore, page #37
Guide to the Technocracy, page #166

Title 2 to 5 Social WW4801 Synopsis: You've acquired rank, whether by birth or deed. That title confers privilege, of course, but carries obligations, too.

System: Titles noted by this merit are: Knight, Lady, Priest, Countess, Prelate, Burgomaster, Bishop, Duke, Princess, Prince, Archbishop, or royal confidante.
Notes: This Merit is not available for use on City of Hope, as the game doesn't take place in a Monarchy or religious center, or nearby any, and is set in modern day rather than the Dark Ages era when this would be more available or useful. Modern day descendants of royalty should look at the Noble Blood, Notable Heritage, or other Merits to reflect your mundane noble lineage. If a character is granted legitimate title by an authorized person (e.g. the Queen of England bestowing a Knighthood), you can speak with staff about an exception. This Merit does not pertain to Changeling titles, this is for the Human world only.
Book Ref: Crusade Lore, page #37

Totem 5 Supernatural WW4010

WW4254

Synopsis: A great spirit smiles upon you. Perhaps you are familiar (or related) to the Changing Breeds; perhaps you remember what other mortals have forgotten, and the spirits respect you for it.

System: Allows access to a Totem via the Totem Creation Kit
Notes: This Merit is not available for use on City of Hope. We instead use the Totem Background from Werewolf: The Apocalypse. The effect is the same, and allows creation of personal Totems.
Book Ref: World of Darkness: Sorcerer, page #67
Sorcerer (Revised), page #56

Underworld Ties 3 Social WW7300

WW4050

Synopsis: You have both influence over and contacts in the local Mafia and organized street gangs.

System:
Notes: This Merit is not available for use on City of Hope, we instead use the Influence Background.
Book Ref: Changeling: the Dreaming, page #167
Book of Shadows, page #44

Unknowing Garou Kinfolk 2 Shifter Supernatural WW3064 Synopsis: This is similar to the Garou Kinfolk Merit, except that you are unaware of your heritage.

System:
Notes: This Merit is not available for use on City of Hope. If your character is unaware of their heritage, then simply play as though they are unaware. Be sure to communicate clearly with other players regarding the possible discovery of your lineage and your expectations and plans concerning your Kinfolk character.
Book Ref: Project Twilight, page #21