Difference between revisions of "Merits"
m |
m (Updating C's with missing info) |
||
Line 1,018: | Line 1,018: | ||
''Book Ref:'' Black Furies (Revised), pg.#87 | ''Book Ref:'' Black Furies (Revised), pg.#87 | ||
|- | |- | ||
− | | '''Cagebound''' | + | |style="background-color:lightblue" | '''Cagebound''' |
− | | | + | |style="background-color:lightblue" | 3 |
− | | | + | |style="background-color:lightblue" | Ratkin Psychological |
− | | WW3080 | + | |style="background-color:lightblue" | WW3080 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
− | ''System:'' <br> | + | ''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.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Ratkin, pg.#75 | ''Book Ref:'' Ratkin, pg.#75 | ||
|- | |- | ||
− | | '''Caged Folk''' | + | |style="background-color:lightblue" | '''Caged Folk''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Ratkin Social |
− | | WW3080 | + | |style="background-color:lightblue" | WW3080 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Ratkin, pg.#75 | ''Book Ref:'' Ratkin, pg.#75 | ||
|- | |- | ||
− | | '''Call To Friends''' | + | |style="background-color:lightblue" | '''Call To Friends''' |
− | | | + | |style="background-color:lightblue" | 3 |
− | | | + | |style="background-color:lightblue" | Social |
− | | | + | |style="background-color:lightblue" | WW7054 |
− | | ''Synopsis:'' <br> | + | | ''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.<br> |
− | ''System:'' <br> | + | ''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.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Pooka, pg.#87 |
|- | |- | ||
− | | '''Calming Presence''' | + | |style="background-color:lightblue" | '''Calming Presence''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Social |
− | | WW7054 | + | |style="background-color:lightblue" | WW7054 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
− | ''System:'' <br> | + | ''System:'' The difficulty of all Charisma rolls, except Intimidation, is reduced by 2 when dealing with children or animals.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Kithbook: Pooka, pg.#87 | ''Book Ref:'' Kithbook: Pooka, pg.#87 | ||
Line 1,074: | Line 1,074: | ||
''Book Ref:'' Black Furies (Revised), pg.#87 | ''Book Ref:'' Black Furies (Revised), pg.#87 | ||
|- | |- | ||
− | | '''Cast Iron Stomach'''<br> | + | |style="background-color:lightblue" | '''Cast Iron Stomach'''<br> |
AKA '''Cast-iron Stomach''' | AKA '''Cast-iron Stomach''' | ||
− | | | + | |style="background-color:lightblue" | 1 |
− | | | + | |style="background-color:lightblue" | Supernatural Physical |
− | | | + | |style="background-color:lightblue" | WW4802 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' Beasts must often forage for sustenance; as a consequence, some have learned to be less picky than others. <br> |
− | ''System:'' <br> | + | ''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...<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Bygone Bestiary, pg.#108 |
|- | |- | ||
|style="background-color:lightblue" | '''Cat-Like Balance''' | |style="background-color:lightblue" | '''Cat-Like Balance''' | ||
Line 1,102: | Line 1,102: | ||
''Book Ref:'' Players Guide to the High Clans, pg.#204 | ''Book Ref:'' Players Guide to the High Clans, pg.#204 | ||
|- | |- | ||
− | | '''Celestial Affinity''' | + | |style="background-color:lightblue" | '''Celestial Affinity''' |
− | | | + | |style="background-color:lightblue" | 3 |
− | | | + | |style="background-color:lightblue" | Magic Social |
− | | WW4046 | + | |style="background-color:lightblue" | WW4046 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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. <br> |
− | ''System:'' <br> | + | ''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.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Blood Treachery, pg.#85 | ''Book Ref:'' Blood Treachery, pg.#85 | ||
Line 1,138: | Line 1,138: | ||
''Book Ref:'' The Shining Host (Mind's Eye Theatre), pg.#103 | ''Book Ref:'' The Shining Host (Mind's Eye Theatre), pg.#103 | ||
|- | |- | ||
− | | '''Chi Attunement''' | + | |style="background-color:lightblue" | '''Chi Attunement''' |
− | | | + | |style="background-color:lightblue" | 3 |
− | | | + | |style="background-color:lightblue" | Supernatural |
− | | WW2920 | + | |style="background-color:lightblue" | WW2920 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' Your bond to one of the two basic types of Chi (Yin or Yang) is especially strong. <br> |
− | ''System:'' <br> | + | ''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.<br> |
+ | {{tab}}Beyond 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.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Half-Damned: Dhampyr, pg.#58 | ''Book Ref:'' Half-Damned: Dhampyr, pg.#58 | ||
|- | |- | ||
− | | '''Circumspect Avatar''' | + | |style="background-color:lightblue" | '''Circumspect Avatar''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Mage Avatar |
− | | WW4600 | + | |style="background-color:lightblue" | WW4600 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
+ | {{tab}}Your 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.<br> | ||
+ | {{tab}}Having 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?<br> | ||
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
Line 1,165: | Line 1,168: | ||
''Book Ref:'' Guide to the Camarilla, pg.#76 | ''Book Ref:'' Guide to the Camarilla, pg.#76 | ||
|- | |- | ||
− | | '''Claws''' | + | |style="background-color:lightblue" | '''Claws/Fangs/Horns/Hooves/Barbed Tail''' |
− | | | + | |style="background-color:lightblue" | 3+ |
− | | | + | |style="background-color:lightblue" | Magic Physical |
− | | WW4603 | + | |style="background-color:lightblue" | WW4603 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
− | ''System:'' <br> | + | ''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).<br> |
− | ''Notes:'' <br> | + | {|class="wikitable" style="text-align: center;" width="25%" |
+ | ! style="min-width: 100px" | Maneuver | ||
+ | ! style="min-width: 100px" | Difficulty | ||
+ | ! style="min-width: 250px" | 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 | ||
+ | |- | ||
+ | |} | ||
+ | {{tab}}Claws, 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.<br> | ||
+ | {{tab}}At 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.<br> ''Notes:'' <br> | ||
''Book Ref:'' Guide to the Traditions, pg.#228 | ''Book Ref:'' Guide to the Traditions, pg.#228 | ||
|- | |- | ||
Line 1,183: | Line 1,213: | ||
''Book Ref:'' Guildbook: Artificers, pg.#51 | ''Book Ref:'' Guildbook: Artificers, pg.#51 | ||
|- | |- | ||
− | | '''Clear Sighted''' | + | |style="background-color:lightblue" | '''Clear Sighted''' |
− | | | + | |style="background-color:lightblue" | 3 |
− | | | + | |style="background-color:lightblue" | Supernatural Awareness |
− | | | + | |style="background-color:lightblue" | WW4010<br> |
− | + | WW2224<br> | |
− | | ''Synopsis:'' <br> | + | WW4009 |
− | ''System:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' Illusions do not fool you. This vision may be a supernatural gift, an inborn insight or a practiced skill.<br> |
+ | ''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.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' World of Darkness: Sorcerer, pg.#67<br> |
− | + | Mummy: The Resurrection (2nd Edition), pg.#68<br> | |
+ | Halls of the Arcanum, pg.#64 | ||
|- | |- | ||
| '''Cloak Of The Seasons''' | | '''Cloak Of The Seasons''' | ||
− | | | + | |style="background-color:lightblue" | 3 |
− | | | + | |style="background-color:lightblue" | Physical |
− | | WW4659 | + | |style="background-color:lightblue" | WW4659 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
Line 1,233: | Line 1,265: | ||
''Book Ref:'' Guide to the Camarilla, pg.#74 | ''Book Ref:'' Guide to the Camarilla, pg.#74 | ||
|- | |- | ||
− | | '''Combat Expertise''' | + | |style="background-color:lightblue" | '''Combat Expertise''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Shifter Aptitude |
− | | WW3812 | + | |style="background-color:lightblue" | WW3812 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' You've spent a great many hours in real, lethal combat and you're practiced enough that you rarely screw up truly badly. <br> |
− | ''System:'' <br> | + | ''System:'' You may ignore one botch on an attack or dodge roll each session.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Book of Auspices, pg.#103 | ''Book Ref:'' Book of Auspices, pg.#103 | ||
|- | |- | ||
− | | '''Commanding Voice''' | + | |style="background-color:lightblue" | '''Commanding Voice''' |
− | | | + | |style="background-color:lightblue" | 1 |
− | | | + | |style="background-color:lightblue" | Physical |
− | | | + | |style="background-color:lightblue" | WW7309 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
− | ''System:'' <br> | + | ''System:'' Your intended audience automatically hears you regardless of the general noise level.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' War in Concordia, pg.#118 | ''Book Ref:'' War in Concordia, pg.#118 | ||
Line 1,262: | Line 1,294: | ||
Mage: The Ascension (Revised), pg.#291 | Mage: The Ascension (Revised), pg.#291 | ||
|- | |- | ||
− | | '''Communicate With Animals''' | + | |style="background-color:lightblue" | '''Communicate With Animals''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Magic Social |
− | | WW4043 | + | |style="background-color:lightblue" | WW4043 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
− | ''System:'' <br> | + | ''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.<br> |
+ | {{tab}}Since 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.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' The Spirit Ways, pg.#103 | ''Book Ref:'' The Spirit Ways, pg.#103 | ||
Line 1,291: | Line 1,324: | ||
Mage: The Ascension (Revised), pg.#291 | Mage: The Ascension (Revised), pg.#291 | ||
|- | |- | ||
− | | '''Conditional Magic (merit)''' | + | |style="background-color:lightblue" | '''Conditional Magic (merit)''' |
− | | | + | |style="background-color:lightblue" | 1 to 6 |
− | | | + | |style="background-color:lightblue" | Magic Supernatural |
− | | WW4600 | + | |style="background-color:lightblue" | WW4600 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
+ | {{tab}}The 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.<br> | ||
+ | {|class="wikitable" style="text-align: center;" width="25%" | ||
+ | ! style="min-width: 100px" | Points | ||
+ | ! style="min-width: 425px" | 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 | ||
+ | |} | ||
+ | <br> | ||
''System:'' <br> | ''System:'' <br> | ||
− | ''Notes:'' <br> | + | ''Notes:'' This may be used as a Merit or a Flaw.<br> |
− | ''Book Ref:'' Mage: The Ascension (Revised), pg.# | + | ''Book Ref:'' Mage: The Ascension (Revised), pg.#294 |
|- | |- | ||
− | | '''Confidence''' | + | |style="background-color:lightblue" | '''Confidence''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Social |
− | | WW4014 | + | |style="background-color:lightblue" | WW4014 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
− | ''System:'' <br> | + | ''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.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Guide to the Technocracy, pg.#166 | ''Book Ref:'' Guide to the Technocracy, pg.#166 | ||
Line 1,327: | Line 1,384: | ||
''Book Ref:'' Clanbook: Lasombra, Pg. 63<br> | ''Book Ref:'' Clanbook: Lasombra, Pg. 63<br> | ||
|- | |- | ||
− | | '''Cool In Battle''' | + | |style="background-color:lightblue" | '''Cool In Battle''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Shifter Psychological |
− | | WW3812 | + | |style="background-color:lightblue" | WW3812 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' You don't lose your head when the fur starts flying. You remain cool in combat, regardless of how chaotic things get. <br> |
− | ''System:'' <br> | + | ''System:'' Add one to the character's initiative rating. If the character enters frenzy, the benefit is lost.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Book of Auspices, Pg. 103<br> | ''Book Ref:'' Book of Auspices, Pg. 103<br> | ||
Line 1,344: | Line 1,401: | ||
''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#7 | ''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#7 | ||
|- | |- | ||
− | | '''Crack Shot''' | + | |style="background-color:lightblue" | '''Crack Shot''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Aptitude |
− | | WW7309 | + | |style="background-color:lightblue" | WW7309 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' No matter what you're pointing, gun, arrow or dart, you hit your target with great accuracy.<br> |
− | ''System:'' <br> | + | ''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.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' War in Concordia, pg.#118 | ''Book Ref:'' War in Concordia, pg.#118 | ||
Line 1,363: | Line 1,420: | ||
''Book Ref:'' Breedbook: Ananasi, pg.#83 | ''Book Ref:'' Breedbook: Ananasi, pg.#83 | ||
|- | |- | ||
− | | '''Cupid's Gift''' | + | |style="background-color:lightblue" | '''Cupid's Gift''' |
− | | | + | |style="background-color:lightblue" | 1 |
− | | | + | |style="background-color:lightblue" | Social |
− | | | + | |style="background-color:lightblue" | WW4508 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''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.<br> |
− | ''System:'' <br> | + | ''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.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' The Sorcerers Crusade Companion, pg.#121 | ''Book Ref:'' The Sorcerers Crusade Companion, pg.#121 | ||
|- | |- | ||
− | | '''Cyclic Magic''' | + | |style="background-color:lightblue" | '''Cyclic Magic''' |
− | | | + | |style="background-color:lightblue" | 3 |
− | | | + | |style="background-color:lightblue" | Mage Supernatural |
− | | WW4600 | + | |style="background-color:lightblue" | WW4600 |
− | | ''Synopsis:'' | + | |style="background-color:lightblue" | ''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.<br> |
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Mage: The Ascension (Revised), pg.#295 | ''Book Ref:'' Mage: The Ascension (Revised), pg.#295 |
Revision as of 13:10, 14 July 2020
Listed below are all the Merits currently approved in the Database on City of Hope. That does not mean you cannot request one missing to be added.
You also may want to see this page for Flaws.
This page is still under construction, check back as more is filled in. Merits on the table in Blue Background have been reviewed. Those with white background - only book reference, if present, is correct for sure.
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
I/J
|
K/L
|
M
|
N
|
O
|
P
|
P/Q
|
R
|
S
|
S
|
T
|
U/V/W/Y
|
Merit | Cost | Type | Source | Details | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ability Aptitude | 1 | Physical | WW4600 | Synopsis: You're really good at one specific ability! System: -2 difficulty on rolls involving the specified ability. | ||||||||||||||||||
Acute Hearing | 1 | Physical | WW2300 | Synopsis: Your hearing is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. | ||||||||||||||||||
Acute Senses | 1 | Physical | WW4600 | Synopsis: One of your five senses (touch, taste, sight, hearing, smell) is incredibly sharp. System: -2 difficulty on rolls involving the specified sense. | ||||||||||||||||||
Acute Sense Of Smell | 1 | Physical | WW2300 | Synopsis: Your sense of smell is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. | ||||||||||||||||||
Acute Sense Of Taste | 1 | Physical | WW2300 | Synopsis: Your sense of taste is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. | ||||||||||||||||||
Acute Sense Of Touch | 1 | Physical | WW2300 | Synopsis: Your sense of touch is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. | ||||||||||||||||||
Acute Vision | 1 | Physical | WW2300 | Synopsis: Your vision is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. | ||||||||||||||||||
Adaptable Nature | 2 | Shifter | 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. | ||||||||||||||||||
Addictive Blood | ? | Physical | WW2360 | Synopsis: System: | ||||||||||||||||||
Additional Discipline | 5 | Supernatural | WW2302 | Synopsis: You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline. All costs to learn that Discipline are paid out as if it were native to your Clan. A character cannot take this Merit more than once. System: | ||||||||||||||||||
Alcohol Tolerance | 1 | Get of Fenris | 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. | ||||||||||||||||||
Alternate Identity | 3 | Social | WW2302 | Synopsis: In addition to your normal identity, you've taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, your sire, Allies, Contacts, etc, don't know that you maintain this second identity, and treat this "stranger" accordingly. Book Ref: Guide to the Camarilla, pg.#76 | ||||||||||||||||||
Alternate Sense | ? | Physical | WW4600 | Synopsis: System: | ||||||||||||||||||
Ambidextrous | 2 | Physical | WW2300 WW3806 |
Synopsis: You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. System: You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand. | ||||||||||||||||||
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. | ||||||||||||||||||
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. | ||||||||||||||||||
Animal Magnetism | 1 | Shifter Social | WW3108 WW7300 |
Synopsis: You have that special kind of way with other people that makes them want you. System: -2 difficulty on seduction and similar rolls. | ||||||||||||||||||
Animal Speech | 3 | Pooka | 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. | ||||||||||||||||||
Apostate | ? | ? | WW2817 | Synopsis: System: | ||||||||||||||||||
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. | ||||||||||||||||||
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. | ||||||||||||||||||
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. | ||||||||||||||||||
Attuned Taste | ? | ? | WW2357 | Synopsis: System: | ||||||||||||||||||
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. | ||||||||||||||||||
Bad Taste | 2 | Shifter Physical | WW3108 | Synopsis: Your flesh produces a natural toxin. System: Anything that tries to bite you must spend 1 Willpower or spend the rest of the scene retching. | ||||||||||||||||||
Banespeak | 3 | Fomori Supernatural | WW3066 | Synopsis: Your bane speaks to the tattered remains of your soul. System: Your character speaks to itself, and the bane responds with potential clues to assist in your current situation. | ||||||||||||||||||
Battle Prowess | 3 | Shifter | 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. | ||||||||||||||||||
Bean Counter | ? | ? | WW7057 | Synopsis: System: | ||||||||||||||||||
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. | ||||||||||||||||||
Benevolent Blood | ? | ? | WW2353 | Synopsis: System: | ||||||||||||||||||
Benevolent Domitor | 3 | Ghoul | WW2021 | Synopsis: For whatever reason, your domitor is actually rather fond of you. Perhaps your service has been exemplary, or perhaps you simply remind him of someone in his past - given the alien nature of the vampire mind, you may never know for sure. Your domitor treats you with some measure of compassion and does not casually endanger your life. Of course, he still expects you to give your life for his if need be, but until that night, the two of you are something akin to friends. Notes: You must purchase the Domitor Background to buy this Merit. | ||||||||||||||||||
Berserker | 2 or 5 | Mage 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. | ||||||||||||||||||
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. | ||||||||||||||||||
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. | ||||||||||||||||||
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. | ||||||||||||||||||
Bird-spirit Companion | 1 | Mokole | 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. | ||||||||||||||||||
Birdseye aka Bird's Eye |
4 | Corax | 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. | ||||||||||||||||||
Bite Of The Monitor | 1-5 | Mokole | 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 aggrivated 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 innitial bite after soaking. The frequency in which the bite reopens depends on the strength of this merit: | ||||||||||||||||||
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. | ||||||||||||||||||
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. | ||||||||||||||||||
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. | ||||||||||||||||||
Blood Flaw Immunity | 3 | Ghoul | WW2021 | Synopsis: For some reason, you are resistant to the bloodline flaws of any vampire from whom you drink. You can guzzle Nosferatu vitae until your stomach bursts, and your complexion won't suffer a whit. Book Ref: Ghouls Fatal Addiction, pg.#83 | ||||||||||||||||||
Blush of Health | 2 | Physical | WW2300 | Synopsis: You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. System: You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. | ||||||||||||||||||
Boon | 1-6 | Social | WW2302 | Synopsis: Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the Prince herself; it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to “settle” it early — even going so far as to create situations from which he must “rescue” you and thus clear the slate. System: Consult Staff regarding Boon system, read book for more information. | ||||||||||||||||||
Born Leader | 1 | Shifter | WW3110 | Synopsis: (Zarok) Others respond to your inherant 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. | ||||||||||||||||||
Bright | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||||||
Bright Hue | 5 | Supernatural | WW21001 | Synopsis: Using pigment may have ruined (and ultimately, stolen) your life, but despite the odds it did not adversely affect you in the afterlife. Unlike other hues, you passions in life remained with you in death, infusing your gauze with the energy of the living. System: You do not suffer the Vitality cap that other hues do (meaning you can have up to a 9 starting Vitality) and can now reach 10 Vitality when infused. | ||||||||||||||||||
Broken Bond | 4 | Social | WW2302 | Synopsis: You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again. Notes: Sabbat vampires cannot take this Merit. | ||||||||||||||||||
Bruiser | 1 | Physical | WW2302 | Synopsis: Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace, to the point where people cross the street to avoid passing near you. System: All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty. | ||||||||||||||||||
Burning Aura | 2 | Supernatural | WW4010 WW4809 |
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. | ||||||||||||||||||
Caern Child | 5 | Black Fury | 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.
| ||||||||||||||||||
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. | ||||||||||||||||||
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: | ||||||||||||||||||
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. | ||||||||||||||||||
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. | ||||||||||||||||||
Calm Heart | 3 | Mental | WW2300 WW3108 |
Synopsis: You are naturally calm and do not easily fly off the handle. System: You receive two extra dice when attempting to resist a frenzy. | ||||||||||||||||||
Camp Affinity | 2 | Black Fury | 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 chronical permits. | ||||||||||||||||||
Cast Iron Stomach AKA 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... | ||||||||||||||||||
Cat-Like Balance | 1 | Physical | WW2300 | Synopsis: You possess an innately perfect sense of balance. System: Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two. | ||||||||||||||||||
Cathartic Fury | ? | ? | WW20007 | Synopsis: System: | ||||||||||||||||||
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. | ||||||||||||||||||
Celestial Guidance | 1 | Supernatural | WW3110 | Synopsis: You are at home in the Aetherial Realm and can intuit the direction you need to go by a simple act of concentration. Even if an Umbral event throws you off course, you can eventually find your way back to familiar territory. System: If you concentrate on your destination and make a successful Willpower roll (difficulty 6), you can sense the nearest appropriate "step" towards your destination, whether a moon path, anchorhead or even the realm of a potential guide. | ||||||||||||||||||
Celestial Sensitivity | 2 | Supernatural | WW3110 | Synopsis: You are attuned to the Aetherial Realm, a condition which allows you to feel when something isn't right around you. This makes it easy for you to avoid being in the wrong place at the wrong time. System: The Storyteller determines when you receive warning, and whether or not you can determine whether the sense of wrongness comes from some sort of astrological phenomenon, celestial event ir disturbance of the local spirits. | ||||||||||||||||||
Chimerical Craftsman | ? | ? | WW5009 | Synopsis: System: | ||||||||||||||||||
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. | ||||||||||||||||||
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.
| ||||||||||||||||||
Clan Friendship | 4 | Social | WW2302 | Synopsis: One particular Clan (not your own) has a special liking for you. You might have done the Clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their aims. System: Whatever the case, you’re at -2 difficulty on all friendly Social rolls involving members of the Clan in question. Of course, the reaction your cozy relationship with another Clan is likely to draw from your own Clan leaders is an entirely different can of worms. | ||||||||||||||||||
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).
| ||||||||||||||||||
Clean Countenance | ? | ? | WW6300 | Synopsis: System: | ||||||||||||||||||
Clear Sighted | 3 | Supernatural Awareness | WW4010 WW2224 |
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. | ||||||||||||||||||
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: | ||||||||||||||||||
Code Of Honor | 2 | Mental | WW2300 WW3806 |
Synopsis: You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. System: Characters with this Merit gain 2 additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code. | ||||||||||||||||||
Cold | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||||||
Coldly Logical | 1 | Mental | WW2302 | Synopsis: While some might refer to you as a “cold fish,” you have a knack for separating factual reporting from emotional or hysterical coloration. System: You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all Sense Deception and related rolls). | ||||||||||||||||||
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. | ||||||||||||||||||
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. | ||||||||||||||||||
Common Sense | 1 | Mental | WW2300 WW4600 |
Synopsis: You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game. System: | ||||||||||||||||||
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. | ||||||||||||||||||
Compassionate | ? | ? | WW2351 | Synopsis: System: | ||||||||||||||||||
Concentration | 1 | Mental | WW2300 WW4600 |
Synopsis: You have the ability to focus your mind and shut out any distractions or annoyances. System: Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down). | ||||||||||||||||||
Conditional Magic (merit) | 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.
| ||||||||||||||||||
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. | ||||||||||||||||||
Consanguineous Resistance | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Controllable Night Sight | 2 | Physical | WW2362 | Synopsis: You can see in the darkness as if it were light -- which then turns light into darkness. System: Spend a turn, you can see perfectly in the dark. Any source of light, however, is treated as vision imparing darkness. | ||||||||||||||||||
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. | ||||||||||||||||||
Crack Driver | 1 | Physical | WW2206 | 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 two less. | ||||||||||||||||||
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. | ||||||||||||||||||
Crawlerling Alteration | 4 | Ananasi | 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.
| ||||||||||||||||||
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. | ||||||||||||||||||
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. Notes: | ||||||||||||||||||
Danger Sense | 2 | Supernatural | WW2206 WW3108 |
Synopsis: You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on 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 indivation of direction, distance or nature. Notes: This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system. | ||||||||||||||||||
Daredevil | 3 | Physical | WW2300 WW4600 |
Synopsis: You are good at taking risks, and even better at surviving them. System: When attempting exceptionally risky actions (such as leaping from one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed. | ||||||||||||||||||
Darksight (merit) | 2 | Vampire | WW20007 | Synopsis: At will, you may invert the meaning of light and dark to your eyes. System: This requires a turn of concentration and a successful perception + alertness vs 7 . With Darksight active, you may view pitch-black darkness as though it were brightly and uniformly lit, while torches cast a radiance that obscures perception in the manner that darkness interferes with normal senses. The significance of colors likewise inverts, lending a surreal hue to the world without interfering with your ability to separate hues. All penalties for partial darkness instead apply to weak illumination, and absolute emptiness of sunlight and similarly bright radiance blinds you (and burns you, in the case of sunlight). | ||||||||||||||||||
Deadened Nerves | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Dead Friends | ? | ? | WW7051 | Synopsis: System: | ||||||||||||||||||
Deathwalker | ? | ? | WW4663 | Synopsis: System: | ||||||||||||||||||
Deceptive Aura | 1 | Supernatural | WW2302 | Synopsis: Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura. Book Ref: Guide to the Camarilla, pg.#79 | ||||||||||||||||||
Destiny (merit) | 4 | 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 you overcome fear, depression and discouragement caused by anything not relevant to your destiny. until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. Notes: How this is played is up to the Storyteller. | ||||||||||||||||||
Detached | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Dexterous Toes | ? | ? | WW7051 | Synopsis: System: | ||||||||||||||||||
Dharmic Schooling | ? | ? | WW2920 | Synopsis: System: | ||||||||||||||||||
Diplomatic Immunity | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Discipline Prodigy | 5 | Vampire | WW20006 WW20007 |
Synopsis: You are especially skilled in the use of one of your clan Disciplines. The difficulty to use any level of this Discipline is reduced by one, although this Merit can never reduce the difficulty of any roll below 4. System: Characters may only purchase this Merit once and gain no benefit when using Discipline techniques. | ||||||||||||||||||
Disembodied Mentor | ? | ? | WW2353 | Synopsis: System: | ||||||||||||||||||
Distant Sire | 1 | Children of Gaia | 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. | ||||||||||||||||||
Divine Emissary | ? | ? | WW2381 | Synopsis: System: | ||||||||||||||||||
Double-Jointed | 1 | Physical | WW???? | Synopsis: You are atypically limber! System: -2 difficulty of any dexterity roll involving body flexibility. | ||||||||||||||||||
Double Draught | 2 | Corax | 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 coherant picture, rather than being forced to rely on one viewpoint or the other. Book Ref: Corax, pg.#74 | ||||||||||||||||||
Double Jeopardy | ? | ? | WW | Synopsis: System: | ||||||||||||||||||
Dracon's Temperament | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Dreams Of The Past | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Dual Nationality | ? | ? | WW8120 | Synopsis: System: | ||||||||||||||||||
Dual Nature | 2 | Social | WW2206 | Synopsis: You have two distinct Nature, 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. Dual 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: Set the other nature in a +note. | ||||||||||||||||||
Dual Perception | ? | ? | WW4043 | Synopsis: System: | ||||||||||||||||||
Dual Traditions | ? | ? | WW4600 | Synopsis: System: | ||||||||||||||||||
Dynamic Personality | ? | ? | WW???? | Synopsis:
System:
Notes: | ||||||||||||||||||
Dynamo | 4 | Supernatural | WW21001 | Synopsis: Skimmers only. Maybe you have a high spiritual metabolism. For whatever reason, upon returning to your flesh, your soul recuperates from its extra-corporeal jaunts very quickly. System: When in your body, you regain Vitality at four times the normal rate (i.e., four points an hour). | ||||||||||||||||||
Early Adopter | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Early Maturation | 3 | Gurahl | WW3079 | Synopsis: Circumstances occuring 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.) | ||||||||||||||||||
Early Riser | 1 | Physical | WW2303 | Synopsis: No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires, tending to rise at least one hour before everyone else. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn. While other vampires may still be groggy, you tend to be awake and aware. Notes: This Merit cannot take the Deep Sleeper Flaw. | ||||||||||||||||||
Easier Pandemonium | ? | ? | WW6305 | Synopsis: System: | ||||||||||||||||||
Eat Food | 1 | Physical | WW2300 | Synopsis: You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in maintaining the Masquerade. Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up. Book Ref: Vampire: The Masquerade, pg.#296 | ||||||||||||||||||
Efficient Digestion | 3 | Physical | WW2300 | Synopsis: You are able to draw more than the usual amount of nourishment from blood. System: When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum. | ||||||||||||||||||
Eidetic Memory | 2 | Mental | WW2300 WW4600 |
Synopsis: You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. System: Under stressful conditions involving numerous distractions, you must make a Perceptions + Alertness vs 6 to summon enough concentration to absorb what your senses detect. | ||||||||||||||||||
Eidetic Memory | 5 | Mokole | 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. | ||||||||||||||||||
Embraced Without the Cup | 3 | Vampire | WW2357 | Synopsis: Almost all Tremere are given a cup of blood, transubstantiated with the blood of the council of seven, who rule the entire clan -- but not you! System: You are not one step bound to the will of the council. | ||||||||||||||||||
Enchanting Voice | 2 | Physical | WW2300 | Synopsis: There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. System: The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two. | ||||||||||||||||||
Eternal Cherry Blossoms | ? | ? | WW2905 | Synopsis: System: | ||||||||||||||||||
Eye For A Bargain | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Eyes of Eshtarra | 4 | Stargazer | WW3110 | Synopsis: (Eshtarra) You can use your Kailindo 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 Kailindo. This Merit negates penalties caused by blindness or darkness. You cannot take this Merit if you have the Blind flaw. | ||||||||||||||||||
Faerie Affinity | 2 | Supernatural | WW2206 | Synopsis: Your presence does not frighten faeries; indeed, it attracts them, and you a re 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. Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#8 | ||||||||||||||||||
Faerie Eternity | ? | ? | WW7300 | Synopsis: System: | ||||||||||||||||||
Faint Reflection | 2 | Supernatural | WW2062 | Synopsis: Some Lasombra have somehow mastered the art of actually producing a Faint Reflection. Those with this talent can actually appear in mirrors, albeit in extremely pale, ghostly guises. Objects moving behind a Lasombra casting a faint reflection will be clearly seen through her form. However, often even a faint reflection is enough to allay the suspicions of kine or Camarilla. Book Ref: Clanbook Lasombra (1st Edition), pg.#33 | ||||||||||||||||||
Fair Glabro | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
False Reflection | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Family Allegiance | 2 | Ravnos | WW2064 | Synopsis: Through your travels, you have gained the favor of a mortal Gypsy family. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city. System: All difficulty numbers involving social interaction with the family in question are reduced by two. So long as you do not abuse your trust (such as using family members as steady sources of blood), the family will not turn away from you. | ||||||||||||||||||
Family Support | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
Famous Anchor | ? | ? | WW7307 | Synopsis: System: | ||||||||||||||||||
Famous Liege | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Fangs | ? | ? | WW4603 | Synopsis: System: | ||||||||||||||||||
Fascinating Gaze | ? | ? | WW2380 | Synopsis: System: | ||||||||||||||||||
Faster | ? | ? | WW7055 | Synopsis: System: | ||||||||||||||||||
Fast Charger | 2 | Supernatural | WW21001 | Synopsis: Projectors only. Just merging with your body for 20 minutes is enough to completely recharge your Vitality. On the down side, depleting your body of its energy in this fashion inflicts one level of lethal damage that you cannot soak. In a pinch it can be worth it, however. Book Ref: Orpheus: Crusade of Ashes, pg.#84 | ||||||||||||||||||
Fearlessness | ? | Mental | WW4802 | Synopsis: They might as well call you (Your Name Here) the Lionheart, because you don't fear shit. System: | ||||||||||||||||||
Feral Appearance | 1 | Social | WW3074 | Synopsis: There's something about you that drives woofs wild (the good kind of wild, that they like you. Not the kind involving them wanting to rip your head clean off ... necessarily). System: +1 to rolls to Appearance when dealing with homid Garou, and you are considered having an extra dot of Charisma among lupus Garou. | ||||||||||||||||||
Fetish (merit) | ? | ? | WW3074 | Synopsis: System: | ||||||||||||||||||
Fin Blades | 3 | Rokea | 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. | ||||||||||||||||||
Flexible Heart | ? | ? | WW7053 | Synopsis: System: | ||||||||||||||||||
Flirt | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Fluid Corpus | ? | ? | WW6011 | Synopsis: System: | ||||||||||||||||||
Fly Fingers | ? | ? | WW7051 | Synopsis: System: | ||||||||||||||||||
Force Of Spirit | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Forgettable | ? | ? | WW8120 | Synopsis: System: | ||||||||||||||||||
Former Ghoul | 1 | Social | WW2302 | Synopsis: You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. System: You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a -1 difficulty on all rolls relating to vampiric knowledge. | ||||||||||||||||||
Foul Blood | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Friend Of Sorcery | 5 | Shifter | 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 aquire a new Theurge Gift (although you must still abide by the restrictions of your Rank). | ||||||||||||||||||
Friend Of The Underground | 3 | Social | WW2302 | Synopsis: While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes, and other subterranean passages of your hometown. The local Nosferatu (and any other creatures dwelling down in the muck) may not actually like you, but they’re not inclined to kill you on sight when they see you in their territory. System: You are at -1 difficulty on any rolls involving the subterranean world (sneaking from place to place underground, finding routes into sub-basements, and so on). | ||||||||||||||||||
Friend To Spiders | ? | ? | WW7051 | Synopsis: System: | ||||||||||||||||||
Friendly Face | 1 | Physical | WW2302 | Synopsis: You have a face that reminds everyone of someone, to the point where strangers are inclined to be well inclined toward you because of it. System: The effect doesn’t fade even if you explain the “mistake,” leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. | ||||||||||||||||||
Full Of Life | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||||||
Funny | ? | ? | WW8120 WW8202 |
Synopsis: System: | ||||||||||||||||||
Gall | 2 | Social | WW3074 | Synopsis: You ain't afraid of nobody! You'll tell it like it is, beating down the man's doors and anybody else. You represent! System: +1 die to any social roll involving a display of backbone. | ||||||||||||||||||
Gaping Maw | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Gender-morph | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Ghost Sight | ? | ? | WW3859 | Synopsis: System: | ||||||||||||||||||
Ghoul | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Gifted Liar | ? | ? | WW7304 | Synopsis: System: | ||||||||||||||||||
Gift Of Babel | ? | ? | WW7056 | Synopsis: System: | ||||||||||||||||||
Gift Of Ma'at | ? | ? | WW2381 | Synopsis: System: | ||||||||||||||||||
Gift Of Seline | 5 | Bastet | 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:
| ||||||||||||||||||
Gift Of Thoth | ? | ? | WW2380 | Synopsis: System: | ||||||||||||||||||
Gift Of Tongues | ? | ? | WW4043 | Synopsis: System: | ||||||||||||||||||
Gnosis (merit) | ? | ? | WW3074 | Synopsis: System: | ||||||||||||||||||
Good Instincts | 3 | Shifter | 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 precidence over thought. System: You make all rolls involving Primal Urge or Survival at -2 to your difficulty. | ||||||||||||||||||
Good Judge Of Character | ? | ? | WW8100 | Synopsis: System: | ||||||||||||||||||
Good Listener | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Good Looking | 2 | Physical | 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. | ||||||||||||||||||
Good Night Vision | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Good Old Boy | ? | ? | WW3074 | Synopsis: System: | ||||||||||||||||||
Good Relationship | ? | ? | WW6013 | Synopsis: System: | ||||||||||||||||||
Good Reputation | 5 | Ananasi | 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. | ||||||||||||||||||
Good Right-Left Hook | 1 | Physical | WW8202 | Synopsis: You, Rocky Balboa and Mike Tyson all have one thing in common: you all hit as hard as a brick!! System: +2 dice to damage for any brawl-based attack. | ||||||||||||||||||
Good Taste | ? | ? | WW8120 WW8202 |
Synopsis: System: | ||||||||||||||||||
Graceful | 2 | Physical | 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. | ||||||||||||||||||
Granite Skin | ? | ? | WW7055 | Synopsis: System: | ||||||||||||||||||
Great Liar | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Green Thumb | ? | ? | WW4600 | Synopsis: System: | ||||||||||||||||||
Gregarious (merit) | 2 | Get of Fenris | 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. | ||||||||||||||||||
Guardian Angel | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Gut Instincts | ? | ? | WW7053 | Synopsis: System: | ||||||||||||||||||
Harmless | 1 | Social | WW2302 | Synopsis: Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what’s kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result. Book Ref: Guide to the Camarilla, pg. #75 | ||||||||||||||||||
Haven Affinity | ? | ? | WW2361 | Synopsis: System: | ||||||||||||||||||
Healing Touch | 1 | Supernatural | WW2302 | Synopsis: Normally vampires can only seal the wounds they inflict from feeding by licking them. With but a touch, you can achieve the same effect, closing the puncture wounds left by drinking blood. Book Ref: Guide to the Camarilla, pg.#79 | ||||||||||||||||||
Healthy Skepticism | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Hearing The Buzz | 3 | Supernatural | WW21001 | Synopsis: Normally, the hive-mind shared by Spectres remains inaccessible to either ghosts or projectors, but for unknown reasons (and much to your chagrin) you hear the warped, chattering network of Spectre thoughts. System: When Spectres are within 100 feet of you, you may roll Perception + Empathy to eavesdrop on the Spectral "conversations," though the material is intent and sense actions and events rather than hearing Spectres converse. When these "transmissions" are really powerful (between Spectres of Spite rather 6+) or nearby, you must spend a Willpower point to keep the hive-mind from absorbing your thoughts. This means the Spectres are instantly aware of your presence and actively seek you out. | ||||||||||||||||||
Hidden Diablerie | 3 | Supernatural | WW2302 | Synopsis: The tell-tale black streaks of diablerie do not manifest in your aura. System: | ||||||||||||||||||
Hidden Power | ? | ? | WW3810 | Synopsis: System: | ||||||||||||||||||
Hidden Talent | 3 | Shifter | 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. | ||||||||||||||||||
Higher Purpose | 1 | Mental | WW2206 WW2800 |
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 force to behave in ways contrary to the needs 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 this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. | ||||||||||||||||||
Hivemind | 7 | Ananasi | 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 conciousness 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. | ||||||||||||||||||
Holder Of Office | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Hollow Leg | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Homid Ancestor | 2 | Red Talon | 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. | ||||||||||||||||||
Homing Instinct | ? | ? | WW4802 | Synopsis: System: | ||||||||||||||||||
Honeyed Tongue | ? | ? | WW4805 | Synopsis: You are an absolutely great liar, and may be destined for a great career in law. System: 1 automatic success to any subterfuge roll. | ||||||||||||||||||
Honored Birthright | ? | ? | WW7008 | Synopsis: System: | ||||||||||||||||||
Honored Lineage | ? | ? | WW4659 | Synopsis: System: | ||||||||||||||||||
Huge Size | 4 | Physical | WW2300 WW4600 |
Synopsis: You are abnormally large in size, at least 6'10" and 300 pounds in weight. Aside from making you extremely noticeable in public, this extra mass bestows an additional Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc. Book Ref: Vampire The Masquerade (Revised Edition), pg. #297 | ||||||||||||||||||
Human Form | 3 | Ananasi | 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". | ||||||||||||||||||
Hypersensitivity | ? | ? | WW4661 | Synopsis: System: | ||||||||||||||||||
Immaculate Aura | ? | ? | WW2353 | Synopsis: System: | ||||||||||||||||||
Immortal | ? | ? | WW4010 | Synopsis: System: | ||||||||||||||||||
Immune To Disease | ? | ? | WW2380 | Synopsis: System: | ||||||||||||||||||
Immune To Poisons | ? | ? | WW2380 | Synopsis: System: | ||||||||||||||||||
Immune To Wyrm Emanations | ? | ? | WW3108 | Synopsis: System: | ||||||||||||||||||
Immunity (merit) | ? | ? | WW4603 | Synopsis: System: | ||||||||||||||||||
Imperial Ambassador | ? | ? | WW7307 | Synopsis: System: | ||||||||||||||||||
Increased Pain Threshold | ? | ? | WW2380 WW7050 |
Synopsis: System: | ||||||||||||||||||
Independent Income | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Infectious Courage | ? | ? | WW3812 | Synopsis: System: | ||||||||||||||||||
Innate Vampiric Ability | ? | ? | WW6302 | Synopsis: System: | ||||||||||||||||||
Inner Knight | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||||||
Inner Sight | 2 | Shifter | 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 oportunity to test your intuition against some of life's confusing situations. System: You gain two extra dice on all rolls involving Enigmas. | ||||||||||||||||||
Innocent | ? | ? | WW4009 | Synopsis: Who, you? No way. Couldn't be, you have a halfway decent alibai, it's likely someone else. System: | ||||||||||||||||||
Inoffensive To Animals | 1 | Supernatural | WW2302 | Synopsis: With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don’t actively flee from you. Book Ref: Guide to the Camarilla, pg.#79 | ||||||||||||||||||
Insensible To Pain | 5 | Physical | WW4600 | Synopsis: Hey, crack head! That's a sword that just pierced your gut! Oh. You knew, but you just didn't care. Right then, carry on.
System: You ignore all wound penalties until your character is finally killed. | ||||||||||||||||||
Inspiration (merit) | ? | ? | WW7053 | Synopsis: System: | ||||||||||||||||||
Intimidating Stance | ? | ? | WW7053 | Synopsis: System: | ||||||||||||||||||
Inviolate | 4 | Supernatural | WW21001 | Synopsis: You have a natural resistance to possession of any sort. System: While alive, your body is immune to possession from ghosts, Spectres or any other supernatural entity, even if you're not occupying it at the time. | ||||||||||||||||||
Iron Will | 3 | Mental | WW2300 WW3806 |
Synopsis: When you are determined and your mind is set, nothing can thwart you from your goals. System: When you are affected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell, or Thaumaturgy path. | ||||||||||||||||||
Jack-of-all-trades | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
Judge's Wisdom | ? | ? | WW4657 | Synopsis: System: | ||||||||||||||||||
Jupiter Midsky | 4 | Shifter | 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. | ||||||||||||||||||
Jupiter Rising | 7 | Shifter | 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" | ||||||||||||||||||
Kinain | ? | ? | WW4600 | Synopsis: System: | ||||||||||||||||||
Kinfolk (merit) | ? | ? | WW4600 | Synopsis: You are related (Biologically) to a shifter tribe of some type. System: ? | ||||||||||||||||||
Lack Of Scent | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
Laid-back Friends | ? | ? | WW8120 | Synopsis: System: | ||||||||||||||||||
Large | 1 | Nuwisha | 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. | ||||||||||||||||||
Leech | 1 | Supernatural | WW21001 | Synopsis: Your gauze pulls Vitality from those ghosts or projected entities around you. For every hour you spend in the presence of another spook, he loses one Vitality while you gain one. Hues, in particular, dislike you and avoid your company. Book Ref: Orpheus: Crusade of Ashes, pg.#84 | ||||||||||||||||||
Legendary Attribute | 5 | Mage/Sorcerer | 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 of 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. | ||||||||||||||||||
Lesser Shaman | ? | ? | WW4043 | Synopsis: System: | ||||||||||||||||||
Library Of Heresies | ? | ? | WW2819 | Synopsis: System: | ||||||||||||||||||
License To... | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||||||
Lightning Calculator | ? | Mental | WW4600 | Synopsis: System: -2 difficulty to all rolls associated with computers or gambling. You can also calculate the odds of an event happening or not happening. | ||||||||||||||||||
Light Sleeper | 2 | Mental | WW2300
WW4600 |
Synopsis: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day. Book Ref: Vampire The Masquerade (Revised Edition), pg.#299 | ||||||||||||||||||
Lilian Alteration | 6 | Ananasi | WW3081 | Synopsis: An Ananasi's Lilian form is determined unconciously; 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 alteryourself 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.
| ||||||||||||||||||
Lizard Limbs | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Long-distance Runner | ? | ? | WW3059 | Synopsis: System: | ||||||||||||||||||
Long-lived | ? | ? | WW4659 | Synopsis: System: | ||||||||||||||||||
Longevity | ? | ? | WW3108 | Synopsis: System: | ||||||||||||||||||
Long Fingers | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Long Sleeper | 3 | Supernatural | WW21001 | Synopsis: Your body endures well under the strain of cryogenic sleep. System: You can stay in a sleeper pod for twice the normal duration without incurring any unhealthy consequences. | ||||||||||||||||||
Loud Voice | ? | ? | WW7054 | Synopsis: System: | ||||||||||||||||||
Luck of the Road | 2 | Shifter | 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 journies 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 rockslides 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. | ||||||||||||||||||
Luminous | 5 | Supernatural | WW21001 | Synopsis: Your potential Vitality max is 15, not 10. That's a huge boost for you, but it comes at a price. This supercharged state transforms you into a beacon for ghosts and Spectres alike, you realize something is amiss with you. You are brighter than a majority of humans. System: Anytime you possess Vitality 11+ spooks and Spectres within five city blocks sense you and may investigate (Storyteller prerogative), depending on the amount of Vitality being thrown around. | ||||||||||||||||||
Mad Science | ? | ? | WW4658 | Synopsis: System: | ||||||||||||||||||
Magic Resistance | 2 | Supernatural | WW2300 | Synopsis: You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. Notes: You may never learn magical Discipline of Thaumaturgy. | ||||||||||||||||||
Manifest Avatar | ? | ? | WW4600 | Synopsis: System: | ||||||||||||||||||
Manshape | 1 | Mokole | 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. | ||||||||||||||||||
Mark Of Pure Blood | 2 | Vampire | WW20007 | Synopsis: You have a physical mark that emerged during your Embrace, akin to a birthmark. This mark is part of your lineage and helps establish credibility as an heir to power and reputation of your sire's line. System: Players should work with the Storyteller to define the mark, whether it is a particular tint of the eyes, an actual discoloration of skin or something more exotic. All such marks are within the bounds of natural possibility and/or easily concealed, ensuring that mortals do not automatically suspect your undead nature. While this merit has no system per se, you are more difficult to impersonate and your mark may carry status with vampires who know its significance. | ||||||||||||||||||
Mars Midsky | 5 | Shifter | 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 tendancy 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. | ||||||||||||||||||
Mars Rising | 6 | Shifter | 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. | ||||||||||||||||||
Mastery Of Fire | ? | ? | WW4043 | Synopsis: System: | ||||||||||||||||||
Master Of Red Tape | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||||||
Medium | 2 | Supernatural | WW2300 WW4600 |
Synopsis: You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price. Book Ref: Vampire The Masquerade (Revised Edition), pg.#300 | ||||||||||||||||||
Mercury Midsky | 2 | Shifter | 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. (An MU translates this to a reduction in learning time instead.) 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. | ||||||||||||||||||
Mercury Rising | 3 | Shifter | 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. | ||||||||||||||||||
Metamorph | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
Misplaced Heart | 2 | Physical | WW2206 | Synopsis: Your heart has 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). Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#11 | ||||||||||||||||||
Mitanu's Tongue | 2 | Shifter | 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. | ||||||||||||||||||
Mixed-morph | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
Mnesis Of The Lost Ones | 1 | Mokole | 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. | ||||||||||||||||||
Mole | 3 | Social | WW2302 | Synopsis: You have an informer buried in the Sabbat (or, less likely, one of the independent clans or the Anarch Free States) who funnels you all sorts of information as to what her peers are up to. What you do with the information is up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too… Book Ref: Guide to the Camarilla, pg.#76 | ||||||||||||||||||
Moon-bound | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
Mother's Insight | 4 | Shifter | 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. | ||||||||||||||||||
Mother's Intuition | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Natural Channel | ? | ? | WW3806 WW4600 |
Synopsis: System: | ||||||||||||||||||
Natural Husk | ? | ? | WW7307 | Synopsis: System: | ||||||||||||||||||
Natural Leader | 1 | Social | WW2300 | Synopsis: You are gifted with a certain magnetism to which others naturally defer. System: You receive two extra dice when making Leadership rolls. | ||||||||||||||||||
Natural Linguist | 2 | Mental | WW2300 | Synopsis: You have a flair for languages. System: You may add three dice to any dice pool involving written or spoken languages. | ||||||||||||||||||
Natural Runner | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Natural Shallowing | ? | ? | WW4632 | Synopsis: System: | ||||||||||||||||||
Natural Shapeshifter | ? | ? | WW4659 | Synopsis: System: | ||||||||||||||||||
Nature Linked | ? | ? | WW7050 | Synopsis: System: | ||||||||||||||||||
Nexus | 3 - 5 | Supernatural | WW21001 | Synopsis: Only one character can normally help another with a Horror's Benefits, but in your presence, several crucible members can stack their Benefits for one recipient. System: At three points, characters can stack two Benefits, at four points the characters can stack three Benefits, and at five points, the character stacks four characters' Benefits. Please note that the character with Nexus cannot perform any other action when acting as Nexus, nor can he split the effect between different donors and recipients in that one turn. Instead, the Nexus acts as a focal point whereby two or more characters channel their Benefits through him, and he, in turn, channels the combined effect into the recipient. This Merit makes you very important to your crucible, but if the others grow too accustomed to your presence, they may rely on you for too heavily. Also, bear in mind that stacking two Benefits means four members of the crucible are not focused on one attack. Better make that attack count. | ||||||||||||||||||
Nightsight (merit) | ? | ? | WW7051 | Synopsis: System: | ||||||||||||||||||
Notable Heritage | ? | ? | WW3860 | Synopsis: System: | ||||||||||||||||||
Notable Lineage | ? | ? | WW3860 | Synopsis: System: | ||||||||||||||||||
Noted Messenger | ? | ? | WW3059 | Synopsis: System: | ||||||||||||||||||
Oasis | ? | ? | WW2381 | Synopsis: System: | ||||||||||||||||||
Occult Library | 2 | 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. Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#8 | ||||||||||||||||||
Officially Dead | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||||||
Old Pal | 2 | Social | WW2302 | Synopsis: An acquaintance from your breathing days was Embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. She expects the same of you, which isn’t always convenient, but at least you each have someone to hang onto who remembers the good old nights — and days. The Storyteller should play the Old Pal as a very loyal Ally. Book Ref: Guide to the Camarilla, pg.#75 | ||||||||||||||||||
Open Road | 2 | Social | WW2302 | Synopsis: Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers, and the like. Book Ref: Guide to the Camarilla, pg.#76 | ||||||||||||||||||
Oracle | ? | ? | WW7311 | Synopsis: System: | ||||||||||||||||||
Oracular Ability | 3 | Supernatural | WW2300
WW4600 |
Synopsis: You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present. System: When the Storyteller feels that you are in position to see an omen, you will be required to make a Perception + Occult 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 again relative to the complexity of the omen. | ||||||||||||||||||
Organized | 1 | ? | 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.
| ||||||||||||||||||
Osiris' Gift | ? | ? | WW238 | Synopsis: System: | ||||||||||||||||||
Other Half | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||||||
Out Of Phase | 3 | Supernatural | WW21001 | Synopsis: Not only can the living not see you unless you're manifesting, but neither can other spirits. While invisibility has its advantages, it's a pain when you must expend the energy to manifest just to be seen by your allies. Notes: A character can "reappear" to spooks for one scene and without manifesting, however, by expending on Vitality. | ||||||||||||||||||
Oversized Fangs | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Pain Tolerance | ? | ? | WW2361 | Synopsis: System: | ||||||||||||||||||
Pale Aura | 1 | Ghoul | WW2021 | Synopsis: Due to some quirk of fate or your reaction to the Blood, your aura is naturally pale. Vampires reading your aura via Auspex assume you to be Kindred unless they have strong reason to suspect otherwise. This Merit can be of great use if you wish to impersonate a vampire, but can also cause some very dangerous misunderstandings. Book Ref: Ghouls Fatal Addiction, pg.#83 | ||||||||||||||||||
Paragon (merit) | ? | ? | WW2358 | Synopsis: System: | ||||||||||||||||||
Parlor Trick | ? | ? | WW4600 | Synopsis: System: | ||||||||||||||||||
Past Life (merit) | ? | ? | WW3108 WW6007 |
Synopsis: System: | ||||||||||||||||||
Patagia (merit) | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Path Natural | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Pawn | ? | ? | Synopsis: System: | |||||||||||||||||||
Pelagic Harmony | ? | ? | WW2362 | Synopsis: System: | ||||||||||||||||||
Perfect Balance | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
Perfect Liar | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||||||
Perfect Protocol | ? | ? | WW3063 | Synopsis: System: | ||||||||||||||||||
Phantom Fate | ? | ? | WW7311 | Synopsis: System: | ||||||||||||||||||
Physical Abnormality | ? | ? | WW7054 | Synopsis: System: | ||||||||||||||||||
Piscine | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Pitiable | ? | ? | Synopsis: System: | |||||||||||||||||||
Poetic Heart | ? | ? | WW7300 | Synopsis: System: | ||||||||||||||||||
Poison Resistance | ? | ? | WW7300 | Synopsis: System: | ||||||||||||||||||
Poker Face | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||||||
Powerful Gaze | 1 | Vampire | WW20031 | Synopsis: You have a quality that makes your gaze forceful and menacing. Those who meet your eyes must look away, or else are captured, almost entranced, by your gaze. System: You gain a -2 to the difficulties of all Social rolls where you are able to make an maintain eye contact with the person you are dealing with. This means being at fairly close quarters (a few yards or less), and it only affects one person at a time. | ||||||||||||||||||
Precocious | 3 | Mental | WW2302 | Synopsis: You learn quickly. System: The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost. | ||||||||||||||||||
Precognition (merit) | ? | ? | Synopsis: System: | |||||||||||||||||||
Prehensile Tongue | ? | ? | WW7051 | Synopsis: System: | ||||||||||||||||||
Prestigious Mentor | ? | ? | WW7300 | Synopsis: System: | ||||||||||||||||||
Prestigious Sire | 1 | Social | WW2300 | Synopsis: Your sire has or had great status in her Sect or Clan, and this has accorded you a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with other vampires, or it might engender jealousy or contempt. Notes: On City of Hope, this gives you +1 to your status. | ||||||||||||||||||
Priscine | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Projectile Vomiting | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Promethean Clay | 5 | Vampire | WW20007 | Synopsis: Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. The difficulty to use any Vicissitude power on you is 2 less than normal, and you may activate Vicissitude powers relexively at your full dice pool wile taking other actions. Powers the require multiple turns to activate still require the usual duration - the change simply occurs without conscious direction. As a final benefit, you need no physical scupting to use hte first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape. Notes: Only characters with at least one dot of Vicissitude may purchase this Merit. | ||||||||||||||||||
Prophetic Ability | 4 | Supernatural | WW2020 WW4010 |
Synopsis: God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warnings or advice. You can not request or induce a prophetic vision; they come on their own. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the Storyteller. This Merit should provide dramatic moments, and players should not come to rely upon them for plot resolution. Book Ref: The Inquisition, pg.#58 | ||||||||||||||||||
Protege | 1 | Social | WW2302 | Synopsis: Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire’s recommendation. System: You are at -1 difficulty on Social rolls with all those who’ve heard good things about you. | ||||||||||||||||||
Proxy Kissed | ? | ? | WW2363 | Synopsis: System: | ||||||||||||||||||
Psychic Ritual | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Puddle | ? | ? | WW7051 | Synopsis: System: | ||||||||||||||||||
Pure Blood | 5 | Vampire | WW20007 | Synopsis: The curse of Caine runs strongly in your veins. System: You may spend one more blood point per turn than your generation should permit. You look especially pale and drawn under Soulsight and yet oddly flushed with abundance health. | ||||||||||||||||||
Purity (merit) | ? | ? | WW6304 | Synopsis: System: | ||||||||||||||||||
Ratkin Buddies | 3 | Bone Gnawers | 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, becaue 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 lifty little table:<br
| ||||||||||||||||||
Recognize Garou | ? | ? | WW3074 | Synopsis: System: | ||||||||||||||||||
Regeneration (merit) | ? | ? | WW7300 | Synopsis: System: | ||||||||||||||||||
Rep | 1 | Social | WW2302 | Synopsis: Your fame has exceeded the bounds of your Sect. Everyone knows who you are, what you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter. Book Ref: Guide to the Camarilla, pg.#75 | ||||||||||||||||||
Reptile Buddy | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Reputation | 2 | Social | WW2206 WW3108 |
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: Add three dice to all Dice Pools for social dealings with the city's Kindred. | ||||||||||||||||||
Resemble Kindred | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Resigned Spirit | 2 | Shifter | 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 dissapointed 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 | ||||||||||||||||||
Resistant Pattern | ? | ? | WW4603 | Synopsis: System: | ||||||||||||||||||
Resonant Passion | ? | ? | WW4661 | Synopsis: System: | ||||||||||||||||||
Revenant Disciplines | ? | ? | WW2361 | Synopsis: System: | ||||||||||||||||||
Rip Van Winkle | 3-6 | Gurahl | 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, theres 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).
Notes: | ||||||||||||||||||
Rising Star | 3 | Social | WW2302 | Synopsis: You’re one of the up-and-comers in the city, a rising star in the Camarilla's firmament. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. System: You are at -1 difficulty on all Social rolls against any Camarilla vampires who aren’t actively opposing your ascent. | ||||||||||||||||||
Ritual Congregation | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Rugged Bad Looks | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Sabbat Survivor | 1 | Social | WW2302 | Synopsis: You’ve lived through at least one Sabbat attack or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. System: You are at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit is generally taken by groups in conflict with the Sabbat, and comes into play most frequently as a means of avoiding ambushes. | ||||||||||||||||||
Sanctity | 2 | Social | WW2303 | Synopsis: This Merit is sometimes called the halo effect; everyone considers you pure and innocent, though not necessarily naïve. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At the Storyteller’s discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most. Book Ref: Guide to the Sabbat, pg.#95 | ||||||||||||||||||
Sanguine Incongruity | ? | ? | WW2363 | Synopsis: System: | ||||||||||||||||||
Scholar Of Enemies | 2 | Social | WW2302 | Synopsis: You have taken the time to learn about and specialize in one particular enemy of your Sect. You are aware of at least some of the group’s customs, strategies, abilities, and long-term goals, and can put that knowledge to good use. System: This Merit is worth a -2 difficulty for all non-combat rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you’re so thoroughly focused on your field. | ||||||||||||||||||
Scholar Of Others | 2 | Social | WW2302 | Synopsis: This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to your Sect. System: | ||||||||||||||||||
Scientific Mystic | ? | ? | WW4658 | Synopsis: System: | ||||||||||||||||||
Second Sight | 2-6 | Fianna | 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, uncontrolable clairvoyance and precognition, ranthing 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 unredictable 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. | ||||||||||||||||||
Secret Death | ? | ? | WW6302 | Synopsis: System: | ||||||||||||||||||
Seeming's Blessing | ? | ? | WW7300 | Synopsis: System: | ||||||||||||||||||
Seldom Sleeps | 2 | Fianna | 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: | ||||||||||||||||||
Sense Of The Metal | ? | ? | WW6300 | Synopsis: System: | ||||||||||||||||||
Sexual Reverie | ? | ? | WW7053 | Synopsis: System: | ||||||||||||||||||
Sexy | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Sex Appeal | 3 | Social | WW3082 WW7053 |
Synopsis: You may not be the most attractive creature around, but in human form you're pretty desirable, whether it's grace, charm, or pheromones. You might not even be a given person's "type", but most folks still find being around you a highly pleasant experience. As a result, the opposite sex is putty in your hands. System: All Social rolls dealing with people who are attracted to your gender are at a -2 difficulty. | ||||||||||||||||||
Shamanic Authority | ? | ? | WW4043 | Synopsis: System: | ||||||||||||||||||
Shamanic Traditionalist | ? | ? | WW4043 | Synopsis: System: | ||||||||||||||||||
Shame | 2 | Bone Gnawer | 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 preceeds you, as well.
| ||||||||||||||||||
Shattered Avatar | ? | ? | WW4600 | Synopsis: System: | ||||||||||||||||||
Silence (merit) | 1 | Supernatural | WW2055 | 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 are moving, there is no way to hear you. | ||||||||||||||||||
Silver Tolerance | ? | ? | WW3108 | Synopsis: System: | ||||||||||||||||||
Silver Tolerance | 7 | Supernatural | 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, although it still does aggravated damage to you, and you only lose half the usual amount of Gnosis for carrying silver items. This merit cannot under any circumstances be taken along with Gold Tolerance. | ||||||||||||||||||
Sleep Unseen | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Slimy | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Smooth (merit) | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Soothing Voice | ? | ? | WW4009 | Synopsis: System: | ||||||||||||||||||
Spark Of Life | ? | ? | WW4050 | Synopsis: System: | ||||||||||||||||||
Speaker With The Dead | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Special Gift | ? | ? | WW2800 | Synopsis: System: | ||||||||||||||||||
Speedy Hammer | 3 | Nocker | WW7052 | Synopsis: You are a fast and talented worker, even for your kith. 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. | ||||||||||||||||||
Sphere Natural | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Spirit's Mark (merit) | ? | ? | WW3810 | Synopsis: System: | ||||||||||||||||||
Spirit Magnet | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
Spirit Mentor | 3 | Supernatural | WW2300 | Synopsis: You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance. Book Ref: Vampire The Masquerade (Revised Edition), pg.#300 | ||||||||||||||||||
Spirit Sight | 4 | Supernatural | WW???? | Synopsis: You can see and hear all varieties of spirits, changelings, wraiths and similar entities. Nevertheless, this ability is a mixed blessing. Seeing these beings 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! System: | ||||||||||||||||||
Step Sideways (merit) | 7 | Mokole | 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. | ||||||||||||||||||
Stigmata of the Wyrm | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Stone Skin | ? | ? | WW7050 | Synopsis: System: | ||||||||||||||||||
Stormwarden | ? | ? | WW4600 | Synopsis: System: | ||||||||||||||||||
Strength Of Psyche | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Strength of Shadows | 4 | Vampire | WW2062 | Synopsis:Permits Lasombra to strengthen the shadows they call so that even daylight. System: The Strengthened shadows dissipate after four hours in the sun | ||||||||||||||||||
Strong Claws | 4 | Corax | 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. | ||||||||||||||||||
Strong Lungs | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Struggling | 1 | Bone Gnawers | 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.
| ||||||||||||||||||
Struggling Awake | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Style Sleeper | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Supernatural Companion | 4 | Mokole | 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: | ||||||||||||||||||
Supernatural Companion | ? | ? | WW3108 | Synopsis: System: | ||||||||||||||||||
Supporter | 2 | Children of Gaia | 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. | ||||||||||||||||||
Supportive Family | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Surreal Beauty | ? | ? | WW7300 | Synopsis: System: | ||||||||||||||||||
Swarm Attractor | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Sweet Blood | 1 | Vampire | WW20007 | Synopsis: Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt of metallic tang. As such, you may hide your blood in the chalice or feed ghouls without betraying the true nature of their draught. Book Ref: Players Guide to High Clans, pg.#207 | ||||||||||||||||||
Swim Sideways | 6 | Rokea | 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. | ||||||||||||||||||
Sympathetic Bond | ? | ? | WW2353 | Synopsis: System: | ||||||||||||||||||
Techgnosi | ? | ? | WW4665 | Synopsis: System: | ||||||||||||||||||
Temperature Control | 2 | Mokole | 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. | ||||||||||||||||||
Terrible Footsteps | 1 | Mokole | 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 tred of the Kings.
| ||||||||||||||||||
The Fire Within | 2 | Shifter | 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. | ||||||||||||||||||
The Flow Of Ki | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Thunder's Child | ? | ? | WW3858 | Synopsis: System: | ||||||||||||||||||
Time Sense | 1 | Mental | WW2300 WW4600 |
Synopsis: You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. Book Ref: Vampire The Masquerade (Revised Edition), pg.#299 | ||||||||||||||||||
Touch Of Life | ? | ? | WW4659 | Synopsis: System: | ||||||||||||||||||
Tough Hide | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||||||
Tradition Herald | ? | ? | WW4044 | Synopsis: System: | ||||||||||||||||||
Tranquil Soul | ? | ? | WW3861 | Synopsis: System: | ||||||||||||||||||
True Faith | 7 | Supernatural | WW2205 WW2300 |
Synopsis: You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. System: You begin the game with one point of True Faith (see p. 272); this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Hunaity is recovered. individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller. | ||||||||||||||||||
True Love | 4 | Supernatural | WW2300 WW3108 |
Synopsis: You have discovered, perhaps too late, a true love. He or she is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you the strength to persevere. System: This Merit grants you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift but also a hindrance, for your true love may require protection and occasionally rescue. | ||||||||||||||||||
True Symbiote | ? | ? | WW3810 | Synopsis: System: | ||||||||||||||||||
Tunnel Vision (merit) | 2 | Nocker | 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. 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. System: The difficulties of your Perception rolls are never increased by more than one when vision is obscured by fog or mist. | ||||||||||||||||||
Twin Link | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Twin Souls | ? | ? | WW4600 | Synopsis: System: | ||||||||||||||||||
Umbral Affinity | 2 - 3 | Nuwisha | 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. | ||||||||||||||||||
Umbral Affinity | 3 | Gurahl | 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. | ||||||||||||||||||
Unaging | ? | ? | WW4600 | Synopsis: System: | ||||||||||||||||||
Unbondable | 3 | Vampire | WW2021 WW2300 |
Synopsis: You cannot be Blood Bound to a vampire, no matter how often you drink from his veins. This Merit is obviously very useful for one whose powers depend on vitae, and its cost is accordingly high for ghoul characters. Book Ref: Ghouls Fatal Addiction, pg.#84 | ||||||||||||||||||
Unforgettable Taste | ? | ? | WW7055 | Synopsis: System: | ||||||||||||||||||
Unobtrusive | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Unpossessed | ? | ? | WW3066 WW3810 |
Synopsis: System: | ||||||||||||||||||
Untamable | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Unusually Fertile | 1 | Black Fury | 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: | ||||||||||||||||||
Useful Knowledge | 1 | Mental | WW2302 | Synopsis: You have expertise in a specific field that makes your conversation intriguing to an older Kindred. So long as your knowledge holds the other vampire’s attention, he has a vested interest in keeping you around. Then again, once he’s pumped you for every iota of information you possess, that patronage may suddenly vanish. (Note: This Merit should be played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.) Book Ref: Guide to the Camarilla, pg.#74 | ||||||||||||||||||
Veiled To Garou | 7 | Mokole | 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. | ||||||||||||||||||
Venerable | 2 | Rokea | 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) | ||||||||||||||||||
Venomous | 3 | Ananasi | 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. | ||||||||||||||||||
Venomous Attack | ? | ? | WW7054 | Synopsis: System: | ||||||||||||||||||
Venus Midsky | 3 | Shifter | 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. | ||||||||||||||||||
Venus Rising | 4 | Shifter | 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. | ||||||||||||||||||
Virulent Strike | 7 | Ghoul | WW2021 | Synopsis: Through strange Thaumaturgical sorcery, unknown rituals or even an odd quirk of your ghoul physiognomy, you have been imbued with the power of the supernatural. System: You can cause aggravated damage to supernatural creatures by striking them, biting them, raking them with bonecrafted spurs - whatever. This is considered standard Brawl damage against mortals, and should normally apply to only one attack form (bite, bone claws,etc.). You should work with the Storyteller to find an explanation for this Merit, and the Storyteller may disallow this Merit entirely if she so chooses. | ||||||||||||||||||
Voice Of A Songbird | ? | ? | WW7053 | Synopsis: System: | ||||||||||||||||||
Wayfarer's Feet | ? | ? | WW7056 | Synopsis: System: | ||||||||||||||||||
Way With Words | ? | ? | WW8202 | Synopsis: System: | ||||||||||||||||||
Weak Shadow | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||||||
Weather Sense | ? | ? | WW2362 | Synopsis: System: | ||||||||||||||||||
Werewolf Companion | ? | ? | WW???? | Synopsis: System: | ||||||||||||||||||
Wholecloth | ? | ? | WW7054 | Synopsis: System: | ||||||||||||||||||
Wild Talent (merit) | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||||||
Winged (merit) | ? | ? | WW7300 | Synopsis: System: | ||||||||||||||||||
Winter Garou | 4 | Red Talon | 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. | ||||||||||||||||||
Wolf Sight | ? | ? | WW3806 | Synopsis: System: | ||||||||||||||||||
Work With Iron | 5 | Nocker | 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 (see Changeling: The Dreaming second edition); however, not only are you immune to iron, but your chimerical works are similarly resistant. | ||||||||||||||||||
Wyld Allies | ? | ? | WW6303 | Synopsis: System: | ||||||||||||||||||
Years Of Wisdom | ? | ? | WW4017 | Synopsis: System: |