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
|
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
|
Catlike 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:
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
|
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
|
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
|
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
|
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
|
Perfect Balance
|
1
|
Physical
|
WW3108
WW3806
WW8202
WW8120
WW7300
WW4050
|
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 -2 difficulty.
Notes: This version overrules the one in Changeling: the Dreaming
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Players Guide to Garou, page #159
Demon Player's Guide, page #77
Hunter Player's Guide, page #109
Changeling: the Dreaming (2nd Edition), page #158
Book of Shadows, page #35
|
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 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 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
|
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
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Natural Leader
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1
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Social
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WW8202
WW8120
WW4009
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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
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Natural Politician
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1
|
Social
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WW8202
WW8120
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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
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Noble Bearing
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1
|
Social
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WW4508
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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
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Noble Blood
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1
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Social
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WW4508
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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
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People Person
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2
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Social
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WW8202
WW8120
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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
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Perfect Liar
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3
|
Social
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WW4014
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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
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Pillar of the Community
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2
|
Social
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WW8202
WW8120
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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
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Punctual
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1
|
Social
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WW8202
WW8120
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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
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Seasoned Traveler
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2 or 4
|
Social
|
WW8202
WW8120
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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
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Smooth
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1
|
Social
|
WW8202
WW8120
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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
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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
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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
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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
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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
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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
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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
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