Difference between revisions of "Draft expanded renown"
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|'''Any Race''' | |'''Any Race''' | ||
|'''Human''' | |'''Human''' | ||
− | |'''Aptitude:''' Ability Aptitude, Ambidextrous, Bardic Gift, Computer Aptitude, Catlike Balance, Crack Driver, Crack Shot, Daredevil, Early Adopter, Expert Driver, Eye for a Bargain, Hands of Daedalus, Lucky, Mechanical Aptitude, Natural Aptitude, Natural Linguist, Traveler's Intuition<br>'''Economic:''' Alimony Recipient, Flexible Job, Good Credit Rating, Independent Income, Paid Mortgage, Research Grant, Wealthy Partner<br>'''Legal:''' Dual Nationality, Firearms License, License To..., Master of Red Tape, Officially Dead, Specialist Drivers License<br>'''Location:''' Hideaway, Vibrant Neighborhood<br>'''Mental:''' Code of Honor, Common Sense, Concentration, Determined, Direction Sense, Eidetic Memory, Fast Learner, Fast Reader, Good Map Reader, Good Recognition, Internet Savvy, Jack of All Trades, Lightning Calculator, Renaissance Man, Time Sense, Well-Traveled<br>'''Physical:''' Acute Sense, Cat Napper, Commanding Voice, Double Jointed, Forgettable, Good Night Vision, Good Right Hook, Graceful, Hollow Leg, Huge Size, Light Sleeper, Natural Runner, Perfect Balance, Poison Resistance Robust Health, Sea Legs, Sexy, Wild Affinity<br>'''Psychological:''' Berserker, Healthy Cynicism, Loyalty, Optimistic, Self-Confident, Unflappable<br>'''Social:''' Approachable, Best Friend, Confidence, Corporate Savvy, Cupid's Gift, Enchanting Gaze, Enchanting Voice, Fascinating Gaze, Fashion Sense, Flirt, Funny, Good Judge of Character, Good Listener, Good Taste, Gossip, Great Liar, Honeyed Tongue, Innocent, In Love, Laid Back Friends, Media Junkie, Media Savvy, Natural Leader, Natural Politician, Noble Bearing, Noble Blood, People Person, Perfect Liar, Pillar of the Community, Punctual, Seasoned Traveler, Smooth, Socially Aware, Soothing Voice, Street Rep, Trivia Champ, Upright Citizen, Way With Words | + | |'''Aptitude:''' Ability Aptitude, Ambidextrous, Bardic Gift, Computer Aptitude, Catlike Balance, Crack Driver, Crack Shot, Daredevil, Early Adopter, Expert Driver, Eye for a Bargain, Hands of Daedalus, Lucky, Mechanical Aptitude, Natural Aptitude, Natural Linguist, Traveler's Intuition<br>'''Economic:''' Alimony Recipient, Flexible Job, Good Credit Rating, Independent Income, Paid Mortgage, Research Grant, Wealthy Partner<br>'''Legal:''' Dual Nationality, Firearms License, License To..., Master of Red Tape, Officially Dead, Specialist Drivers License<br>'''Location:''' Hideaway, Vibrant Neighborhood<br>'''Mental:''' Code of Honor, Common Sense, Concentration, Determined, Direction Sense, Eidetic Memory, Fast Learner, Fast Reader, Good Map Reader, Good Recognition, Internet Savvy, Jack of All Trades, Lightning Calculator, Renaissance Man, Time Sense, Well-Traveled<br>'''Physical:''' Acute Sense, Cat Napper, Commanding Voice, Double Jointed, Forgettable, Good Night Vision, Good Right Hook, Graceful, Hollow Leg, Huge Size, Light Sleeper, Natural Runner, Night Vision, Perfect Balance, Poison Resistance Robust Health, Sea Legs, Sexy, Wild Affinity<br>'''Psychological:''' Berserker, Healthy Cynicism, Loyalty, Optimistic, Self-Confident, Unflappable<br>'''Social:''' Approachable, Best Friend, Confidence, Corporate Savvy, Cupid's Gift, Enchanting Gaze, Enchanting Voice, Fascinating Gaze, Fashion Sense, Flirt, Funny, Good Judge of Character, Good Listener, Good Taste, Gossip, Great Liar, Honeyed Tongue, Innocent, In Love, Laid Back Friends, Media Junkie, Media Savvy, Natural Leader, Natural Politician, Noble Bearing, Noble Blood, People Person, Perfect Liar, Pillar of the Community, Pitiable, Punctual, Seasoned Traveler, Smooth, Socially Aware, Soothing Voice, Street Rep, Trivia Champ, Upright Citizen, Way With Words |
|- | |- | ||
| | | | ||
|'''Supernatural''' | |'''Supernatural''' | ||
− | |'''Aptitude:''' Beast Affinity, Lucky<br>'''Awareness:''' Clear Sighted, Danger Sense, Nightsight<br>'''Mental:''' Iron Will<br>'''Physical:''' Cast-Iron Stomach, Insensible to Pain<br>'''Psychological:''' Fearlessness, Lovestruck, True Love <br>'''Social:''' Mark of Favor, Special Friend, Supernatural Companion, Supportive Family<br>'''Supernatural:''' Burning Aura, Ghoul, Kinain, Kinfolk, True Faith, Unbondable | + | |'''Aptitude:''' Beast Affinity, Lucky<br>'''Awareness:''' Clear Sighted, Danger Sense, Nightsight<br>'''Mental:''' Iron Will<br>'''Physical:''' Bitter Blood, Cast-Iron Stomach, Insensible to Pain, Vigorous<br>'''Psychological:''' Fearlessness, Lovestruck, True Love <br>'''Social:''' Mark of Favor, Special Friend, Supernatural Companion, Supportive Family<br>'''Supernatural:''' Burning Aura, Destiny, Ghoul, Kinain, Kinfolk, True Faith, Unbondable, Vampiric Recognition |
|- | |- | ||
|} | |} | ||
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Book of Shadows, page #35 | Book of Shadows, page #35 | ||
|- | |- | ||
− | | ''' | + | | '''Cat-like Balance''' |
| 1 | | 1 | ||
| Aptitude | | Aptitude | ||
Line 100: | Line 100: | ||
| ''Synopsis:'' You possess an innately perfect sense of balance. <br> | | ''Synopsis:'' You possess an innately perfect sense of balance. <br> | ||
''System:'' You reduce the difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.<br> | ''System:'' You reduce the difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.<br> | ||
− | ''Notes:'' <br> | + | ''Notes:'' For more questions on this merit, or the higher powered version '''Perfect Balance''', please look on game for entry in +explain.<br> |
''Book Ref:'' Mage: The Ascension (Revised), page# 288 | ''Book Ref:'' Mage: The Ascension (Revised), page# 288 | ||
|- | |- | ||
Line 850: | Line 850: | ||
''Book Ref:'' Demon Player's Guide, page #77<br> | ''Book Ref:'' Demon Player's Guide, page #77<br> | ||
Hunter Player's Guide, page #108 | Hunter Player's Guide, page #108 | ||
+ | |- | ||
+ | | '''Night Vision''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW2305 | ||
+ | | ''Synopsis:'' You can see just fine at night and you've never understood why people have so much difficulty seeing just because it's a little dark. You suffer no penalty to dice pools as long as you have at least light equivalent to moderate starlight. When going from brightly lit conditions to low light conditions, it may take a turn or two for your eyes to adapt.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 | ||
|- | |- | ||
| '''Perfect Balance''' | | '''Perfect Balance''' | ||
− | | | + | | 3 |
| Physical | | Physical | ||
− | | | + | | WW7300 |
− | |||
− | |||
− | |||
− | WW7300 | ||
− | |||
| ''Synopsis:'' Your sense of balance is acute thanks to constant training or inherited traits. It's very unlikely that you'll ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold.<br> | | ''Synopsis:'' Your sense of balance is acute thanks to constant training or inherited traits. It's very unlikely that you'll ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold.<br> | ||
− | ''System:'' This Merit aids such actions as tightrope walking, crossing ice and climbing mountains; all such feats are at - | + | ''System:'' This Merit aids such actions as tightrope walking, crossing ice and climbing mountains; all such feats are at -3 difficulty.<br> |
− | ''Notes:'' This | + | ''Notes:'' This is intentionally used over newer versions in other books. If you are looking for the 1pt version, City of Hope uses '''Cat-like Balance''' for that. For more questions, check out +explain on game.<br> |
− | '' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #158 |
− | |||
− | |||
− | |||
− | Changeling: the Dreaming (2nd Edition), page #158 | ||
− | |||
|- | |- | ||
| '''Poison Resistance''' | | '''Poison Resistance''' | ||
Line 1,338: | Line 1,337: | ||
''Book Ref:'' Demon Player's Guide, page #80<br> | ''Book Ref:'' Demon Player's Guide, page #80<br> | ||
Hunter Player's Guide, page #107 | Hunter Player's Guide, page #107 | ||
+ | |- | ||
+ | | '''PItiable''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' there is something about you that others pity. This causes them to care for you as if you were a Child (Archetype). Some Natures will not be affected by this Merit (Autocrat, Deviant, Fanatic, Sycophant), and some Demeanors may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how little) you like it.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
|- | |- | ||
| '''Punctual''' | | '''Punctual''' | ||
Line 1,572: | Line 1,580: | ||
! Source | ! Source | ||
! Details | ! Details | ||
+ | |- | ||
+ | | '''Bitter Blood''' | ||
+ | | 1 | ||
+ | | Supernatural Physical | ||
+ | | WW2305 | ||
+ | | ''Synopsis:'' Something in your genes or your diet makes your blood taste foul to vampires. Nothing is preventing a blood sucker from bleeding you just for the fun of it, of course, but you're the last vessel a vampire would willingly choose to drink from.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 | ||
|- | |- | ||
| '''Cast-Iron Stomach''' | | '''Cast-Iron Stomach''' | ||
Line 1,591: | Line 1,608: | ||
''Book Ref:'' Mage: The Ascension (Revised), page# 288 | ''Book Ref:'' Mage: The Ascension (Revised), page# 288 | ||
|- | |- | ||
− | + | | '''Vigorous''' | |
+ | | 5 | ||
+ | | Supernatural Physical | ||
+ | | WW2305 | ||
+ | | ''Synopsis:'' You don't need sleep. Your body may need to be still and rest for an hour or two every day, but you cant "sleep" and don't need to. The advantages to this are many, but primary among them is the ability to lead both a normal life during the day and a full and uncompromising nightlife.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 | ||
+ | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
Line 1,718: | Line 1,743: | ||
Witches and Pagans, page #82<br> | Witches and Pagans, page #82<br> | ||
Halls of the Arcanum, page #63 | Halls of the Arcanum, page #63 | ||
+ | |- | ||
+ | | '''Destiny''' | ||
+ | | 2 | ||
+ | | Supernatural | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps yoy overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fultilled, you may suffer setbacks, but nothing will thwart you permanently. How this is played out is up to the Storyteller.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #8 | ||
|- | |- | ||
| '''Ghoul''' | | '''Ghoul''' | ||
Line 1,779: | Line 1,813: | ||
Changeling: the Dreaming, page #162 | Changeling: the Dreaming, page #162 | ||
|- | |- | ||
− | + | | '''Vampiric Recognition''' | |
+ | | 3 | ||
+ | | Supernatural | ||
+ | | WW2305 | ||
+ | | ''Synopsis:'' You can spot a vampire at 10 paces. You've learned to recognize some aspect of their undead nature - something that others seem oblivious to. Maybe it's a slight metalic odor, or a learned tendency to look at a person's neck to see if he has a pulse in his carotids. Whatever the case, you can tell a vampire from the mortal without difficulty. Certain complicated cases (such as vampires with Blush of Health Merit) may require a Perception + Alertness roll (difficulty 6) for you to be sure.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 | ||
+ | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
Line 1,926: | Line 1,968: | ||
| | | | ||
|'''Changeling''' | |'''Changeling''' | ||
− | |'''Aptitude:''' Art Affinity<br>'''Kith:''' ('''Eshu:''' Gift of Babel, Living Legend, Long-Winded, Wayfarer's Feet), ('''Nockers:''' Speedy Hammer, Tunnel Vision, Work with Iron), ('''Pooka:''' Animal Speech, Call to Friends, Calming Presence, Good Listener, Intimidation, Loud Voice, Physical Abnormality Venomous Attack, Wholecloth,), ('''Redcaps:''' Granite Skin, Faster, Unforgettable Taste), ('''Satyrs:''' Flexible Heart, Gut Instincts, Inspiration, Intimidating Stance, Passion, Sex Appeal, Sexual Reverie, Voice of a Songbird), ('''Sluagh:''' Dead Friends, Dexterous Toes, Fly Fingers, Friend to Spiders, Nightsight, Prehensile Tongue, Puddle), ('''Trolls:''' Blessing of Atlas, Blood of the Rivers, Increased Pain Threshold, Loyal Heart, Nature Linked, Stone Skin)<br> '''Physical:''' Acute Senses, Faerie Eternity, Surreal Beauty, Winged<br>'''Supernatural:''' Iron Resistance, Past-Life, Poetic Heart, Regeneration, Seeming's Blessing<br>'''Social:''' Boon, Prestigious Mentor, Reputation | + | |'''Aptitude:''' Art Affinity<br>'''Kith:''' ('''Eshu:''' Gift of Babel, Living Legend, Long-Winded, Wayfarer's Feet), ('''Nockers:''' Speedy Hammer, Tunnel Vision, Work with Iron), ('''Pooka:''' Animal Speech, Call to Friends, Calming Presence, Good Listener, Intimidation, Loud Voice, Physical Abnormality Venomous Attack, Wholecloth,), ('''Redcaps:''' Granite Skin, Faster, Unforgettable Taste), ('''Satyrs:''' Flexible Heart, Gut Instincts, Inspiration, Intimidating Stance, Passion, Sex Appeal, Sexual Reverie, Voice of a Songbird), ('''Sluagh:''' Dead Friends, Dexterous Toes, Fly Fingers, Friend to Spiders, Nightsight, Prehensile Tongue, Puddle), ('''Trolls:''' Blessing of Atlas, Blood of the Rivers, Increased Pain Threshold, Loyal Heart, Nature Linked, Stone Skin)<br>'''Houses:''' ('''Baeumayn:''' Burning Gaze, Melody of Days to Come), ('''Gwydion:''' Unstoppable Fury, Blood of the Wolf), ('''Scathach:''' Oath of the Honor-Bound Allies, Oracle, Phantom Fate)<br>'''Physical:''' Acute Senses, Faerie Eternity, Surreal Beauty, Winged<br>'''Supernatural:''' Faerie Godparent, Iron Resistance, Past-Life, Poetic Heart, Regeneration, Seeming's Blessing<br>'''Social:''' Boon, Prestigious Mentor, Reputation |
|- | |- | ||
|} | |} | ||
Line 2,694: | Line 2,736: | ||
{{collapse bottom}} | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Houses'''</font>|padding=20px|bg=#7FFFD4}} |
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Baeumayn'''</font>|padding=20px|bg=#7FFFD4}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Burning Gaze''' |
− | | | + | | 3 |
− | | | + | | Supernatural |
− | | | + | | WW7311 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Beaumayn with this Merit are especially attuned to the presence of their ancient enemies, the Thallain, and can even detect members of the Unseelie Houses or minions of the Shadow Court with close enough scrutiny.<br> |
− | ''System:'' <br> | + | ''System:'' The character must concentrate for a turn, then make a Perception + Gremayre roll (difficulty 6 for Thallain, 8 for Unseelie House or Shadow Court fae). Success means the Beaumayn sees such fae for who they truly are. This Merit may even detect those fae if they are hidden or disguised, although the character must score more successes than the hidden character and must succeed at a difficulty 1 point higher than normal. While this Merit is actice, the character's eyes burn with the purple fire of the dark star, a sure giveaway for those who know the mark of this House.<br> |
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Book of Lost Houses: the Second Coming, page #22 | ||
+ | |- | ||
+ | | '''Melody of Days to Come''' | ||
+ | | 2 | ||
+ | | Supernatural | ||
+ | | WW7311 | ||
+ | | ''Synopsis:'' A character with this Merit has an affinity for a particular type of vision and finds it easier to receive auguries related to such subjects. This affinity is typically a particular theme, emotion or event, although a certain person or persons close to the character are also possible with the Storyteller's permission. One Sidhe might constantly see visions of future battles, another could dream of romances yet to come, and so on. <br> | ||
+ | ''System:'' All difficulties to consciously "bring on" such omens are at -2 difficulty (minimum 3), and in general they will occur more often than other types of visions. This merit may be purchased only once without express Storyteller permission - It is very rare to have such control over precognition, let alone specialization.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Lost Houses: the Second Coming, page #21 |
|- | |- | ||
− | | | + | |} |
− | + | {{collapse bottom}} | |
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Gwydion'''</font>|padding=20px|bg=#7FFFD4}} | |
− | | | + | {| class="wikitable sortable" border="1" |
− | |||
− | |||
− | '' | ||
− | |||
− | |||
− | |||
|- | |- | ||
− | + | ! Merit | |
− | + | ! Cost | |
− | + | ! Type | |
− | + | ! Source | |
− | + | ! Details | |
− | |||
− | |||
− | |||
|- | |- | ||
− | | ''' | + | | '''Blood of the Wolf''' |
| 4 | | 4 | ||
− | | | + | | Supernatural |
− | | | + | | WW7305 |
− | | ''Synopsis:'' You have | + | | ''Synopsis:'' It's said that House Gwydion's ties to the wolf-changer Prodigals are stronger than shared purpose. You are living proof of that connection - although you are a full blooded Changeling, you also have the blood of the werewolves in your veins, and the Garou call you kin. Although they may not think of you in glowing terms, the werewolf tribe whose blood you share may call on you to perform certain tasks for your Changeling relatives. What's more, you may be expected to take a Garou spouse, the better to strengthen your bloodline. This can lead to some powerful connections, or some ''very'' intriguing plotlines. The Storyteller has perfect right to forbid this Merit if she doesn't want to deal with werewolf affairs as well as courtly fae intrigues. For a fuller idea of what it is to be Kinfolk, see Kinfolk: Unsung Heroes for Werewolf: the Apocalypse.<br> |
− | ''System:'' | + | ''System:'' <br> |
− | ''Notes:'' | + | ''Notes:'' This is essentially the same as the Kinfolk merit, which has the same cost. Silver Fang is likely to be the most appropriate kinship for House Gwydion characters.<br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Noblesse Oblige: The Book of Houses, Book 1, page #96 |
+ | |- | ||
+ | | '''Unstoppable Fury''' | ||
+ | | 3 | ||
+ | | Psychological | ||
+ | | WW7305 | ||
+ | | ''Synopsis:'' You are susceptible to House Gwydion's rages as any other - however, the fury of the house has settled more strongly in you, making you capable of mighty deeds when enraged. <br> | ||
+ | ''System:'' Whenever you fly into a berserk fury, you gain one dot each of Strength and Stamina until the anger leaves you. Note that this can be a drawback as well - it's painfully easy to cripple your friends if they happen to cross your path while you're in this fury.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Noblesse Oblige: The Book of Houses, Book 1, page #96 | ||
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Scathach'''</font>|padding=20px|bg=#7FFFD4}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 2,752: | Line 2,804: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Oath of the Honor-Bound Allies''' |
− | | | + | | 5 |
− | | | + | | Supernatural |
− | | | + | | WW7311 |
− | + | | ''Synopsis:'' Where sidhe with Soverign command obedience, Scathach with this ritual forge alliances. This oath is exchanged only when a member of the house has done a great favor or vice versa. <br> | |
− | | ''Synopsis:'' | + | ''System:'' Each Kithain involved in the transaction must exchainge blood and spend 1 point of temporary Glamour. Only Scathach's descendants may master this potent ritual, and the caster must have at least Fae 2 (Lofty Noble) and Gremayre 3 to learn its intricacies. The cost for casting this rite is 1 point of Glamour; thus, if the caster is also party to the exchange, she must spend 2 points of Glamour (one to cast the spell and the other to seal her half of the oath).<br> |
− | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Lost Houses: the Second Coming, page #111 |
− | |||
|- | |- | ||
− | | ''' | + | | '''Oracle''' |
− | | | + | | 4(5) |
− | | | + | | Supernatural |
− | | | + | | WW7311 |
− | + | | ''Synopsis:'' Except for the moirae and the sidhe of House Beaumayn, the seers of House Scathach are quite possibly the best in the Dreaming. This is a birthright handed down through the generations from the Morrigan herself, giving the character a -2 on all rolls involving the Soothsay Art. This Merit is not exclusive to House Scathach, but is possessed by the most able prophets of other kith and houses. Because most others don't share Scathach's prophetic heritage, however, the cost is +1 freebie point for all other fae except the moirae and House Beaumayn.<br> | |
− | | ''Synopsis:'' | ||
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Lost Houses: the Second Coming, page #111 |
− | |||
|- | |- | ||
− | | ''' | + | | '''Phantom Fate''' |
− | | | + | | 5(7) |
− | | | + | | Supernatural |
− | | | + | | WW7311 |
− | + | | ''Synopsis:'' Fate's tapestry records the life and destiny of every living being. Most lives are stitched in bright and vivid threads, easy for Fate's disciples to watch and record. Others, however, are recorded in threads invisible to all but the most discerning eye. Because House Scathach has taken up a contrarian relationship to Fate's design, some have become truly adept at camouflaging their patterns. <br> | |
− | | ''Synopsis:'' | + | ''System:'' Such "ciphers" are all but invisible to the Soothsay cantrip ''Omen'' (the only way to track such a character is by deciphering the "ripples" she causes when she interacts with others). Furthermore, all other Soothsay cantrips are at +3 difficulty when cast against her, thouch this additional difficulty pertains to beneficial and detrimental effects alike. The character is just as likely to deflect blessings as curses and may not purchase any Merits or Flaws pertaining to luck.<br> |
− | ''System:'' | + | {{tab}}Scathach who attain the seventh level of mastery undergo a rite known as the Trial of Shadows and automatically exhibit this Merit - if they survive. This Merit is not exclusive to House Scathach (indeed, even some humans may unwittingly be ciphers) but it is quite rare elsewhere. The cost is +2 points for all other fae. Moirae may not purchase this Merit and are particularly apathetic towards those so endowed.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Lost Houses: the Second Coming, page #111 |
− | |||
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse bottom}} |
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Physical'''</font>|padding=20px|bg=#7FFFD4}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 2,796: | Line 2,844: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Acute Senses''' |
− | | | + | | 1 |
− | | Changeling | + | | Changeling Physical |
+ | | WW7100 | ||
+ | | ''Synopsis:'' You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g. Perception + Awareness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Changeling: the Dreaming Player's Guide, page #22 | ||
+ | |- | ||
+ | | '''Faerie Eternity''' | ||
+ | | 5 | ||
+ | | Changeling Physical | ||
| WW7300<br> | | WW7300<br> | ||
WW7100 | WW7100 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' After you went through your Chrysalis, you had a birthday, and then another, and then other. Something was strange however - you didn't seem to be growing or getting older. You are touched with a vestige of the immortality that used to be the birthright of all fae. <br> |
− | ''System:'' | + | ''System:'' As long as your fae seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed, or should you retreat into Banality, you will begin to age normally.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page # | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #162<br> |
− | Changeling: the Dreaming Player's Guide, page # | + | Changeling: the Dreaming Player's Guide, page #26 |
|- | |- | ||
− | | ''' | + | | '''Surreal Beauty''' |
− | | 1 | + | | 1 |
− | | Changeling | + | | Changeling Physical |
| WW7300 | | WW7300 | ||
− | | ''Synopsis:'' You | + | | ''Synopsis:'' You possess a beauty far beyond that of normal mortals. People atand in awe of your perfect form. If you are sidhe then perhaps your fae mien shines over into your mortal seeming.<br> |
− | ''System:'' | + | ''System:'' Characters who take this Merit must first purchase at least an Appearance 5 though their appearance is considered to surpass even that.<br> |
− | |||
− | |||
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #168 | ||
+ | |- | ||
+ | | '''Winged''' | ||
+ | | 4 | ||
+ | | Changeling Physical | ||
+ | | WW7300 | ||
+ | | ''Synopsis:'' You have beautiful wings, be they feathered bird's wings or bat wings or colored butterfly wings. They are chimerical, but they need to be free, or they will subtract one die from Dexterity rolls. You may have to explain why you have cut slits in all of your coats. <br> | ||
+ | ''System:'' If you have taken this as a Flaw, you are not able to fly, but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 3). If you have taken this as a Merit, you may indeed fly for short periods of time. This power works as any other use of Glamour when only Kithain are present, but it will work in the presence of mortals.<br> | ||
+ | ''Notes:'' This may be taken as a 2 point Flaw<br> | ||
''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160 | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160 | ||
|- | |- | ||
− | | ''' | + | |} |
− | | 3 | + | {{collapse bottom}} |
− | | Changeling | + | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=#7FFFD4}} |
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Boon''' | ||
+ | | 1 to 3 | ||
+ | | Changeling Social | ||
| WW7300<br> | | WW7300<br> | ||
WW7100 | WW7100 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' A noble owes you a favor because of something either you or your mentor once did for him. The extent of the book own to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the noble probably owes you his life.<br> |
− | ''System:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page # | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #165<br> |
− | Changeling: the Dreaming Player's Guide, page # | + | Changeling: the Dreaming Player's Guide, page #31 |
|- | |- | ||
− | | ''' | + | | '''Prestigious Mentor''' |
− | | | + | | 1 |
− | | Changeling | + | | Changeling Social |
| WW7300<br> | | WW7300<br> | ||
WW7100 | WW7100 | ||
− | | ''Synopsis:'' Your | + | | ''Synopsis:'' Your mentor had or has great Status among the Kithain, and this has accorded you a peculiar honor. Most treat you respectfully as result, while some have only contempt for you, believing you to be merely riding your mentor's coattails. This prestige could greatly aid you when dealing with elders acquainted with your mentor. Indeed, your mentor's contacts may actually approach you at some point offering aid. Although your mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever.<br> |
− | ''System:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page # | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #165<br> |
− | Changeling: the Dreaming Player's Guide, page # | + | Changeling: the Dreaming Player's Guide, page #30 |
|- | |- | ||
− | | ''' | + | | '''Reputation''' |
− | | | + | | 2 |
− | | Changeling | + | | Changeling Social |
| WW7300<br> | | WW7300<br> | ||
WW7100 | WW7100 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' You have a good reputation among the changelings of your Court. THis may be your own reputation, or it may be derived from your mentor. <br> |
− | ''System:'' A | + | ''System:'' Add three dice to any Dice Pools involving social dealings with others of your Court. A character with this Merit may not take the Flaw ''Notoriety''<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page # | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #165<br> |
− | Changeling: the Dreaming Player's Guide, page # | + | Changeling: the Dreaming Player's Guide, page #31 |
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=#7FFFD4}} | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 2,879: | Line 2,937: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Faerie Godparent''' |
− | | | + | | 3 |
− | | | + | | Changeling Supernatural |
− | | | + | | WW7010 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Through ancient oaths, your faerie soul is bound to a particular family and has been for hundreds of years. Even when they left the Old Country, they carried along their beliefs in the Good People. Maybe you are the proverbial fairy godmother, or maybe you're the tinker that cleans and mends while everyone sleeps. <br> |
− | ''System:'' | + | ''System:'' In any case, their belief strengthens you and preserves you; you may make a Willpower roll (difficulty equal to the character's permanent Banality) to avoid gaining a point of temporary Banality (this may be done once per story). If you have a Dreamer in the family, you may also reduce the difficulty by one to reach an epiphany with that Dreamer.<br> |
+ | {{tab}}There are down sides. You are expected to help, protect and guide the family (perhaps you are a literal godparent), and their expectations may exceed your abilities. Also, you have to renew the ties; if Grandma dies and the children grow up without her stories, you may find yourself forgotten.<br> | ||
+ | {{tab}}The family has at least one method of summoning you, whether it's by saying your name three times or putting a saucer of milk on the back porch (You feel the summons and must make a Willpower roll, difficulty 6, to refuse).<br> | ||
+ | {{tab}}While it isn't unheard of for the Sidhe to have this Merit, it is quite rare for two reasons. Besides the fact that the Sidhe had less contact with or interest in mortals, even if they could wade through 600 years of geneology to find their particular family, the family almost certainly woudln't know their fae companion. It is interesting to note that a few Sidhe have questioned whether this practice violates the Escheat's Rite of Ignorance, whereas no commoner has ever spoken out against this honorable practice.<br> | ||
+ | {{tab}}Unless the circumstances are quite unusual (Storyteller's option), characters should possess the Kinain Background to have this Merit.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Fool's Luck: Way of the Commoner, page #74 |
|- | |- | ||
− | + | | '''Iron Resistance''' | |
− | | | + | | 4 |
− | + | | Changeling Supernatural | |
− | + | | WW7300<br> | |
− | + | WW7100 | |
− | + | | ''Synopsis:'' Cold iron has no physical effect on you. You may touch cold iron and feel no excruciating pain, not even a tingle. However, constant exposure to the metal will still cause you to suffer Banality. This is a double edged sword, as you may not realize when you are sitting on a cold iron bench or leaning against a fence made of the foul metal.<br> | |
− | | | + | ''System:'' A Perception + Intelligence roll (difficulty 7) is required to avoid exposing yourself to the dangerous element in any new setting where it is present.<br> |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | |||
− | |||
− | |||
− | |||
− | | ''Synopsis:'' | ||
− | ''System:'' | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160<br> |
+ | Changeling: the Dreaming Player's Guide, page #24 | ||
|- | |- | ||
− | | ''' | + | | '''Past-Life''' |
− | | 1 | + | | 1 to 5 |
− | | | + | | Changeling Supernatural |
− | | | + | | WW7300 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You can remember one or more of your previous incarnations. This can be as simple as constant ''deja vu'' in places known to your past lives, or as complex as conscious, waking memories of being another person.<br> |
− | + | ''System:'' In practical terms, this means that your character (and therefore you the player) know slightly more about whatever situations the dead memories contain. You might know your way around the past life's hometown, or back away from your murderer without knowing why. This is a good Merit for beginning players; the Storyteller can tell them that something they are about to do is stupid, dangerous, or both, because even if the character wouldn't logically know that, one of her past lives might. However, this Merit cannot be used to "remember" Abilities.<br> | |
+ | {{tab}}*1 point: Deja vu memories of one life<br> | ||
+ | {{tab}}*2 points: Dreamy, vague memories of one life, with deja vu from several lives<br> | ||
+ | {{tab}}*3 points: Vague memories of several lives, and one or two well remembered impressions from one life<br> | ||
+ | {{tab}}*4 points: Several well remembered impressions from many lives<br> | ||
+ | {{tab}}*5 points: A clear but broken thread of memories back to the Mythic Age and beyond...<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160 |
|- | |- | ||
− | | ''' | + | | '''Poetic Heart''' |
− | | | + | | 3 |
− | | | + | | Changeling Supernatural |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''Synopsis:'' You have a truly inspired soul within you. You are destined to be a great hero or artist, and therefore Glamour shields you from the ravages of Banality. At times, you may even be able to stave off the tide of Banality.<br> |
+ | ''System:'' You may make a Willpower roll (difficulty equal to the character's permanent Banality to avoid gaining a point of temporary Banality once per story.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #164<br> |
+ | Changeling: the Dreaming Player's Guide, page #27 | ||
|- | |- | ||
− | | ''' | + | | '''Regeneration''' |
− | | | + | | 7 |
− | | | + | | Changeling Supernatural |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''Synopsis:'' Your faerie nature is very strong, and as a result you heal much faster than other Kithain. <br> |
+ | ''System:'' For every turn spent resting, you recover one Health Level of chimerical damage. Physical wounds can be regenerated at a rate of one Health Level per hour. While in a freehold, your wounds heal at twice this speed. Wounds inflicted by cold iron are not affected by this Merit.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160<br> |
+ | Changeling: the Dreaming Player's Guide, page #24 | ||
|- | |- | ||
− | | ''' | + | | '''Seeming's Blessing''' |
− | | | + | | 5 |
− | | | + | | Changeling Supernatural |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''Synopsis:'' All of your Birthrights affect your mortal seeming as well as your fae mien. They even function normally in the presence of mortals. <br> |
+ | ''System:'' A sidhe would have her extra dots in Appearance, a satyr would get his extra stamina and speed, trolls would get their extra strength, etc. <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #164<br> |
+ | Changeling: the Dreaming Player's Guide, page #29 | ||
|- | |- | ||
− | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | = | + | =Demon= |
{|class="wikitable" style="text-align: Left;" width="25%" | {|class="wikitable" style="text-align: Left;" width="25%" | ||
! style="min-width: 100px" | Type | ! style="min-width: 100px" | Type | ||
Line 2,957: | Line 3,018: | ||
! style="min-width: 800px" | Merits contained within | ! style="min-width: 800px" | Merits contained within | ||
|- | |- | ||
− | |''' | + | |'''Demon''' |
| | | | ||
− | |''' | + | |'''Mental:''' Dreams of the Past<br>'''Social:''' Angelic Aura, Angelic Gaze, Atavistic Form, Debt of Gratitude, Famous Liege |
|- | |- | ||
|} | |} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Demon'''</font>|padding=20px|bg=lightblue}} |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=lightblue}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 2,972: | Line 3,033: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Dreams of the Past''' |
− | | | + | | 2 |
− | | | + | | Demon Mental |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' When dreaming, your character is able to recall especially vivid memories of the Age of Wrath, dredging the recollections from deep in her host bodies subconscious. Your character has no conscious control over what memories she revisits while she is asleep, but may pertain specifically to the situations and challenges that your character is dealing with at the moment. <br> |
− | ''System:'' The Storyteller | + | ''System:'' The Storyteller can use this Merit to impart useful information to your character that she might not otherwise know. Additionally, if your character has the Legacy Background, this Merit reduces the difficulties of all Legacy rolls by one.<br> |
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=lightblue}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Angelic Aura''' |
− | | 1 | + | | 1 |
− | | | + | | Demon Social |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''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.<br> |
− | ''System:'' | + | ''System:'' The difficulty of all Charisma and Appearance rolls decreases by one when your character interacts with mortals.<br> |
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
|- | |- | ||
− | | ''' | + | | '''Angelic Gaze''' |
− | | | + | | 1 |
− | | | + | | Demon Social |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''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.<br> |
− | + | ''System:'' The difficulty of all Leadership, Intimidation or Empathy rolls decreases by one.<br> | |
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
|- | |- | ||
− | | ''' | + | | '''Atavistic Form''' |
− | | | + | | 2 |
− | | | + | | Demon Social |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''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. <br> |
− | ''System:'' | + | ''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.<br> |
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
|- | |- | ||
− | | ''' | + | | '''Debt of Gratitude''' |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| 1 to 3 | | 1 to 3 | ||
− | | | + | | Demon Social |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Another demon owes your character a debt of gratitude because of something either he or his liege did for her during the war. <br> |
− | ''System:'' | + | ''System:'' The depth of gratitude the demon owes depends on how many points you wish to spend. One point might mean that the demon owes your character a favor; three points might mean that she owes your character her life.<br> |
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
|- | |- | ||
− | | ''' | + | | '''Famous Liege''' |
− | | | + | | 2 |
− | | | + | | Demon Social |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character is the vassal of a legendary lord of the infernal host, which grants your character an aura of authority and influence beyond her own accomplishments. Most low ranking demons will be eager to curry your character's favor, hoping to be remembered later when her dark lord has returned in triumph.<br> |
− | ''System:'' <br> | + | ''System:'' Upon learning of your character's identity, most low ranking demons will treat you with a certain degree of deference and respect, giving you the benefit of the doubt in most questionable situations. Note that this Merit is separate and in addition to the Eminence Background, which reflects your character's personal rank and influence. The character who possesses both is able to open doors and gain respect in any growing demonic court by virtue of their identity. The Storyteller is the final arbiter as to how much influence and respect your character can command based on the needs of her chronicle.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
|- | |- | ||
+ | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse bottom}} |
+ | |||
+ | =Hunter= | ||
+ | {|class="wikitable" style="text-align: Left;" width="25%" | ||
+ | ! style="min-width: 100px" | Type | ||
+ | ! style="min-width: 100px" | Sub-Type | ||
+ | ! style="min-width: 800px" | Merits contained within | ||
+ | |- | ||
+ | |'''Hunter''' | ||
+ | | | ||
+ | |'''Imbuing:''' Cannot Become A Monster, Penetrate Illusion, Resistant to Mind Control, Resistant to Supernatural Fear, Supernatural Affinity, The Sight, The Word<br>'''Mental:''' Religious Devotion | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Hunter'''</font>|padding=20px|bg=lightblue}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Imbuing'''</font>|padding=20px|bg=lightblue}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 3,059: | Line 3,126: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Cannot Become A Monster''' |
− | | | + | | 3 |
− | | Hunter | + | | Hunter Imbuing |
| WW8120 | | WW8120 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' Although you did not accept the powers offered by the Messengers, your spirit was still altered profoundly: You are now as immune to monsters' corrupting touch as any of the imbued. You cannot be blood bound or turned into a ghoul. Nor may you ever become a mage or use hedge magic. Attempts to transform you into a vampire kill you immediately. Finally, once dead, you cannot rise again as a zombie or spirit. (The Hunter Storyteller's Companion states how you are immune to becoming the supernatural, just as the chosen are.)<br> |
− | ''System:'' | + | ''System:'' The Storyteller remains the final arbiter as to whether this quality is effective against the transforming powers of especially ancient or potent monsters. One might still make a vampire of you, for example.<br> |
− | {{tab}} | + | {{tab}}Note that this Merit does not immunize you to the emotion-, mind-, or body-control powers of monsters. You still need to spend Willpower to resist those effects. |
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Hunter Player's Guide, page # | + | ''Book Ref:'' Hunter Player's Guide, page #58 |
|- | |- | ||
− | + | | '''Penetrate Illusion''' | |
− | | | + | | 1 to 3 |
− | {{ | + | | Hunter Imbuing |
− | {{ | + | | WW8120 |
− | + | | ''Synopsis:'' The Heralds' harsh revelation about the existence of monster has left you with a paranoid distrust of appearances, no matter how ordinary or appealing. This fixation, combined with the energies of the imbuing, has given you a limited ability to see past the illusions that some monsters create for their victims.<br> | |
− | + | ''System:'' Penetrating a supernatural illusion requires a successful Willpower roll (difficult 6). You may not defeat illusions of a higher order than the number of points spent on this Merit. Spending one point on this Merit allows you to penetrate common, low level illusions. Two points allows you to penetrate uncommon, medium level illusions. Three points allow you to attempt to see past powerful illusory effects. (See the Hunter Storyteller's Companion for comparative levels of illusion types for various kinds of monsters.<br> | |
− | { | + | {{tab}}Note that this capability does not reveal spirits that do not make themselves visible in the material world. (Nor does it automatically reveal spirits that possess living bodies or items.) However, it does allow you to attempt to penetrate any illusions that ghosts create (bleeding walls, illusory flames). It can also allow you to see monsters that try to use supernatural powers to remain hidden.<br> |
− | + | {{tab}}If you use this Merit to penetrate a monster's illusion, you may still be required to spend a Willpower point to have the resolve to remain at the scene under control, thanks to hardened spirit. You probably have to make a Virtue roll to avoid losing a Conviction point as well. After all, you were exposed to an illusion of fire, for example - a completely unnatural phenomenon. You may have seen through the ruse, but its occurrence still defies your understanding of the mundane world.<br> | |
− | + | {{tab}}Likewise, ''Penetrate Illusion'' allows you to detect a monster that's cloaked by invisibility or other illusion. A monster is still revealed. You may have to spend Willpower to resist the supernatural fear inspired, and you might have to make a Virtue roll to retain Conviction during the spectacle.<br> | |
− | + | ''Notes:'' <br> | |
+ | ''Book Ref:'' Hunter Player's Guide, page #57 | ||
|- | |- | ||
− | |''' | + | | '''Resistant to Mind Control''' |
− | | | + | | 4 |
− | |'' | + | | Hunter Imbuing |
+ | | WW8120 | ||
+ | | ''Synopsis:'' Your traumatic brush with the Messengers has left you violently opposed to the idea of another mind forcing itself upon you. You can wall off your mind and body from invading forces better than other bystanders can.<br> | ||
+ | ''System:'' This Merit allows you to make a Willpower roll (difficulty 7) to resist any direct possession or mind-control attempts. Supernaturally induced fear, as described in the "Monsters and the Human Mind" sidebar, page 51, does not meet special resistance from this Trait. Nor does this Merit allow you the capacity to see through supernatural illusions or hallucinations.<br> | ||
+ | {{tab}}Your Willpower roll is reflexive. You can resist control attempts whether you are aware of them or not, as can other bystanders. A successful roll grants you protection as per the hardened spirit effect for the remainder of the scene. If your roll fails, you can still spend a Willpower point to resist. if you have no Willpower to spend, or you choose not to, you are subject to monstrous influence for the scene. Botching results in the same. Influence may persist even longer if the creature is subtle, maintaining control over you that you are not even aware of. However, with this Merit, you are liberated automatically from ongoing control with the next Willpower roll that you make with this Merit, or with the next Willpower point that you spend toward hardened spirit. Such subtle, extended monster influence is not simply suspended for a scene - it's severed completely. (Breaking a monster's hold in this way cannot be performed in the same scene that control is achieved, however, even if you make another Willpower roll or spend a point right away. Control can be severed in the next scene or later if you do not call upon Willpower again for some time.)<br> | ||
+ | {{tab}}Making a successful Willpower roll to resist mind- or body-control powers does not spare you from making Virtue rolls or losing Conviction points in the scene.<br> | ||
+ | {{tab}}This Merit does not work against very old or powerful monsters. The storyteller may adjust the difficulty of your Willpower roll or decide that the Trait has no effect at all against particularly potent creatures.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Hunter Player's Guide, page #58 | ||
|- | |- | ||
− | + | | '''Resistant to Supernatural Fear''' | |
− | |''' | + | | 3 |
− | |'' | + | | Hunter Imbuing |
+ | | WW8120 | ||
+ | | ''Synopsis:'' Your attempted imbuing confronted you with nightmarish sights that might have broken the sanity of a lesser person. Having endured the intense experience, you are now more resistant to supernaturally induced terror and confusion than even other bystanders. <br> | ||
+ | ''System:'' You may resist supernaturally induced fear (see the "Monsters and the Human Mind" sidebar, page 51) with a successful Willpower roll (difficulty 6) instead of being forced to spend a Willpower point. This ability is reflexive. If the roll succeeds, you enjoy hardened spirit's protection for the remainder of the scene. If the roll fails, you are vulnerable to mortal fear, and you probably go into hysterics and flee. You can, however, still opt to spend a Willpower point after a failed roll. Botching a roll means that no Willpower can be spent, and the Storyteller may assign you a temporary of permanent derangement.<br> | ||
+ | {{tab}}Making a successful Willpower roll to resist supernaturally induced fear does not preclude you from making Virtue rolls or losing Conviction points in the scene.<br> | ||
+ | {{tab}}This Merit may not work against ver old or powerful monsters. The Storyteller may adjust the difficult of your Willpower roll or decide that the trait has no effect at all against particularly potent creatures.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Hunter Player's Guide, page #58 | ||
|- | |- | ||
− | + | | '''Supernatural Affinity''' | |
− | |''' | + | | 1 |
− | |''' | + | | Hunter Imbuing |
− | |- | + | | WW8120 |
− | | | + | | ''Synopsis:'' Your exposure to monsters have left a deep and abiding impression on your subconscious, and it is perhaps a source of your nightmares and anxieties that have plagued you ever since. Although the thought of monsters hiding amongst humanity fills you with dread, you are morbidly obsessed with the idea. It's like a raw wound that's terrible to look at, yet you cant stop picking at it. You're somehow drawn unconsciously to a specific kind of monster, probably the same variety that you encountered at your failed imbuing (assuming you can even recognize different monsters as the "same kind").<br> |
− | + | ''System:'' This Merit causes you to sense intuitively the immediate presence of a particular kind of monster. This type of entity becomes the focus of your attention for reasons that may not be immediately obvious, although you may certainly learn over time to associate sudden, inexplicable feelings with the proximity of the creature. The exact nature of the attraction is for you and your Storyteller to determine, and it should be consistent each time you encounter the object of your affinity. You may feel anxiety, outright terror or even desire, depending on what you saw and what happened in your first encounter.<br> | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{tab}}This quality does not apply when monsters use supernatural powers to conceal themselves. You still don't know they're present. Spirits, however, can be detected when they're invisible to mortal sight.<br> |
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Hunter Player's Guide, page #57 | ||
+ | |- | ||
+ | | '''The Sight''' | ||
+ | | 1 to 3 | ||
+ | | Hunter Imbuing | ||
+ | | WW8120 | ||
+ | | ''Synopsis:'' Your brief contact with the Heralds has opened your eyes to the Supernatural, and how you see monsters wherever you turn, like it or not. As with hunters' second sight, this quality allows you to sense monsters for what they really are, although you get no information as to their specific nature. You get an undeniable feeling that someone or something is simply ''inhuman'' or ''wrong'' when you look at it, without any idea of why or how. A being may look perfectly normal, but you just know it's ''not right''.<br> | ||
+ | ''System:'' Unlike hunters' second sight, this Merit does not allow you to see through supernatural illusions, nor does it make you immune to supernatural emotion-, mind-, or body-control powers. You're just as vulnerable to fear, magical hallucinations and illusion as any other bystander is. If a monster uses supernatural powers to conceal its location, you cannot see or sense it. Nor can you see spirits that don't manifest intentionally or reveal themselves in the material world, but can sense that a possession victim is ''off'' somehow.<br> | ||
+ | {{tab}}Any immunity to monstrous influence or control must still be acquired by spending a Willpower point.<br> | ||
+ | {{tab}}The variable cost of this Merit dictates how much control you have over your sight. At one point, your sight is always active. You are subjected to horrific sights day and night, requiring frequent Virtue rolls to maintain your grip on sanity. Two points provide some degree of control. You can activate the sight intentionally, but it also activates spontaneously in the presence of a specific kind of monster, most likely the same kind that you first encountered at your abortive imbuing. Three points allow almost complete control over the sight.<br> | ||
+ | {{tab}}Regardless of whether you spend two or three points, activating and deactivating the sight requires a successful Willpower roll (difficulty 6).<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Hunter Player's Guide, page #57 | ||
+ | |- | ||
+ | | '''The Word''' | ||
+ | | 1 | ||
+ | | Hunter Imbuing | ||
+ | | WW8120 | ||
+ | | ''Synopsis:'' This Merit allows you to recognize, understand, and write the hunter code just as the imbued can.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Hunter Player's Guide, page #57 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=lightblue}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Religious Devotion''' |
− | | | + | | 1 to 3 |
− | | | + | | Hunter Mental |
− | | | + | | WW8120 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character has strong belief in a particular religious doctrine. The intensity of which is reflected in the Merit rating you choose. This believe gives your hunter strength, comfort and calm in trying times. His devotion grants 1 to 3 additional Willpower points when he's tested, when he must perform a challenging task, or when he needs confidence to succeed at an action. Your character probably prays or asks for guidance or depends upon his own trust in a Supreme Being during these moments. You then have a separate pool of Willpower points that you may draw upon for the remainder of the scene.<br> |
− | ''System:'' | + | ''System:'' These points must be spent in efforts that support or affirm your character's devotion, such as saving another person's life, lifting an obstructing object or controlling his own fear. They cannot be squandered on selfish acts or petty efforts. In essence, if a point is used to perform an act that runs counter to the teachings or values of your character's faith, perhaps to save himself or to lash out in unjustified anger, he has probably misapplied his devotion. You and the Storyteller must agree what are appropriate circumstances in which you may spend your bonus Willpower points.<br> |
− | {{tab}} | + | {{tab}}When points are squandered or used inappropriately, your character may have strayed from his faith. For major transgressions, he might lose his sense of self and connection to his Creator, temporarily or even permanently. Your character loses this Merit and possibly even additional points of his Willpower rating. Subtle transgressions, such as cursing your Creator for the injustices of the world and doubting your faith as a result, deny your character access to a point or more of his Religious Devotion until he pays emotional penance or reconciles his beliefs.<br> |
+ | {{tab}}In general, Religious Devotion can be called upon once per chapter (game session). It may be summoned more frequently under particularly demanding or appropriate circumstances - say to save someone's life or to put your character directly in harm's way - but the Storyteller must consent.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Hunter Player's Guide, page #110 |
|- | |- | ||
− | | '''Medium''' | + | |
− | | 2 | + | |} |
+ | {{collapse bottom}} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | =Mage= | ||
+ | {|class="wikitable" style="text-align: Left;" width="25%" | ||
+ | ! style="min-width: 100px" | Type | ||
+ | ! style="min-width: 100px" | Sub-Type | ||
+ | ! style="min-width: 800px" | Merits contained within | ||
+ | |- | ||
+ | |'''Mage''' | ||
+ | |'''Any Magick User''' | ||
+ | |'''Awareness:''' Dual Perception, Medium, Oracular Ability, Precognition, Prophetic Ability, Spirit Sight<br>'''Mental:''' <br>'''Physical:''' Acute Senses, Claws/Horns/Hooves/Barbed Tail, Immortal, Immunity, Resistant Pattern, Unaging<br>'''Psychological:''' Code of Honor, Driven, Higher Purpose<br>'''Social:''' Animal Magnetism, Boon, Communicate With Animals, Celestial Affinity, Faerie Affinity, Faerie Companion, Gift of Tongues, Grand Reputation, Prestigious Mentor, Reputation, Spirit Guide, Student's Reputation, Werewolf/Vampire Companion, Years of Wisdom<br>'''Supernatural:''' Astral Vigor, Conditional Magic, Elemental Affinity, Green Thumb, Legendary Attribute, Luck, Mastery of Fire, Mistguide, Natural Channel, Natural Shallowing, Nephilim, Nine Lives, Parlor Trick, Spark of Life, Spirit Magnet, True Faith, Umbral Affinity | ||
+ | |- | ||
+ | | | ||
+ | |'''Mage''' | ||
+ | |'''Avatar:''' Avatar Companion, Circumspect Avatar, Manifest Avatar, Pushy Avatar, Shattered Avatar, Stormwarden, Twin Souls<br>'''Mental:''' Prodigy, Protean Psyche, Shamanic Traditionalist<br>'''Social:''' Faction Founder, Tradition Herald<br>'''Supernatural:''' Blended Technique, Cross-Training, Cyclic Magic, Dual Traditions, Hollow Soul, Past Life, Personal Talisman, Sphere Natural, Spirit Mentor<br>'''Traditions:''' ('''Akashic Brotherhood:''' Folk Hero, Drahma's Voice, Judge's Wisdom), ('''Celestial Chorus:''' Ecumenist, Techgnosi), ('''Cult of Ecstasy:''' Hypersensitivity, Resonant Passion), ('''Euthanatos:''' Mourner's Chant, Deathwalker), ('''Sons of Ether:''' Mad Science, Scientific Mystic), ('''Technocracy:''' Acute Senses, Inner Knight, Poker Face, Unobtrusive)<br>('''Verbena:''' Long-Lived, Honored Lineage, Cloak of the Seasons, Natural Shapeshifter, Touch of Life), ('''Virtual Adepts:''' Well Connected) | ||
+ | |- | ||
+ | | | ||
+ | |'''Sorcerer''' | ||
+ | |'''Infernal:''' Demonic Heritage: Laham, Demonic Tutor, Lord of Flies, Unholy Aura, Unshockable<br>'''Mental:''' Arcane Heritage, Detached, Strength of Psyche<br>'''Physical:''' Sterile, The Flow of Ki<br>'''Social:''' Faction Favorite, Force of Spirit, Ritual Congregation, Shamanic Authority<br>'''Supernatural:''' Blood Magic, Bonus From Props, Lesser Shaman, Path Natural, Psychic Ritual, Struggling Awake, Style Sleeper, Twin Link, Wild Talent | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Any Magick User'''</font>|padding=20px|bg=lightblue}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Awareness'''</font>|padding=20px|bg=lightblue}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Dual Perception''' | ||
+ | | 2 | ||
+ | | Magic Awareness | ||
+ | | WW4043 | ||
+ | | ''Synopsis:'' using your status as an intermediary between the spirit world and the mortal world, you can easily switch your awareness back and forth between these two realms. <br> | ||
+ | ''System:'' When using any spirit magic that involves perceiving the spirit world, you can cease using the ability and observe the mortal world at any time. Then, if the duration of the magic is not yet up, you can continue using it without additional rolls. Also, when you are in the Umbra, you can choose to observe the mortal world instead of the spirit world without needing to make additional rolls. Since this ability is innate, you suffer no disorientation or other penalty associated with switching your perceptions.<br> | ||
+ | {{tab}}Transvestites and contraries often possess ''Dual Perception'' due to their own dual natures. If you take this Merit in addition to the Medium or Spirit Sight Merit, you can effectively turn the appropriate merit on or off at will.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' The Spirit Ways, page #103 | ||
+ | |- | ||
+ | | '''Medium''' | ||
+ | | 2 | ||
| Magic Awareness | | Magic Awareness | ||
| WW4600 | | WW4600 | ||
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|- | |- | ||
|'''Vampire''' | |'''Vampire''' | ||
+ | |'''Kindred''' | ||
+ | |'''Aptitude:''' Eat Food, Magic Resistance<br>'''Clans:''' <br>'''Elder:''' <br>'''Mental:''' Introspection, Iron Will<br>'''Physical:''' Acute Hearing, Acute Sense of Smell, Acute Sense of Taste, Acute Vision, Baby Face, Early Riser, Efficient Digestion, Light Sleeper, Misplaced Heart, Silence, Vulnerability to Silver<br>'''Psychological:''' Berserker, Calm Heart, Code of Honor, Dual Nature, Higher Purpose<br>'''Social:''' Boon, Clan Friendship, Faerie Affinity, Pawn, Prestigious Sire, Reputation, Sanctity, Spirit Mentor<br>'''Supernatural:''' Animal Affinity, Innate Magical Ability, Inoffensive to Animals, Lunar Influence, Magic Sensitivity, Mystic Ability, Nine Lives, Occult Library, Oracular Ability, Precognition, Special Gift<br> | ||
+ | |- | ||
| | | | ||
+ | |'''Sabbat''' | ||
+ | |'''Social:''' Accepted Ally, Approved friend | ||
+ | |- | ||
| | | | ||
+ | |'''Kuei-Jin''' | ||
+ | |'''Dhampyr:''' Chi Attunement, Dharmic Schooling<br>'''Kuei-Jin:''' Eternal Cherry Blossoms, Favors, Tenacious Spirit, Tomb<br> | ||
|- | |- | ||
|} | |} | ||
+ | |||
{{collapse top|title=<font style="font-size: 12pt;">'''Kindred'''</font>|padding=20px|bg=#7FFFD4}} | {{collapse top|title=<font style="font-size: 12pt;">'''Kindred'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Aptitude'''</font>|padding=20px|bg=#7FFFD4}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | + | | '''Eat Food''' | |
− | |} | + | | 1 |
+ | | Vampire Aptitude | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have the capacity to eat food. It's an ability you developed at an early point in your undead existence, or perhaps it has been a latent ability all along. This is considered disgusting by other Kindred, but can be of great assistance in maintaining the Masquerade.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #7 | ||
+ | |- | ||
+ | | '''Magic Resistance''' | ||
+ | | 2 | ||
+ | | Vampire Aptitude | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have an inherent resistance to the rituals of the Tremere and the spells of mages of other creeds and orders.<br> | ||
+ | ''System:'' Although you may never learn the Discipline of Thaumaturgy, the difficulties of all such spells and rituals are two greater when directed at you. Note: this includes all spells, beneficial and malign.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #8 | ||
+ | |- | ||
+ | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Clans'''</font>|padding=20px|bg=#7FFFD4}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Elder'''</font>|padding=20px|bg=#7FFFD4}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Source | ! Source | ||
! Details | ! Details | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=#7FFFD4}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | + | | '''Introspection''' | |
+ | | 1 | ||
+ | | Vampire Mental | ||
+ | | WW2303 | ||
+ | | ''Synopsis:'' You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others' actions.<br> | ||
+ | ''System:'' Add two dice to your Perception rolls when you must take an action against someone with the same Nature or Demeanor as you.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Guide to the Sabbat, page #95 | ||
+ | |- | ||
+ | | '''Iron Will''' | ||
+ | | 3 | ||
+ | | Vampire Mental | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' When you are determined and your mind is set, nothing can thwart you from your goals.<br> | ||
+ | ''System:'' You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. However, the Storyteller may require you to spend Willpower points when extremely potent powers are being directed at you.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #5 | ||
+ | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Physical'''</font>|padding=20px|bg=#7FFFD4}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | + | | '''Acute Hearing''' | |
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have exceptionally sharp hearing, even for a vampire. <br> | ||
+ | ''System:'' The difficulties of all die rolls that relate to hearing (e.g. Perception + Alertness to hear a faint noise, or Perception + Linguistics to overhear a conversation in a foreign language) are decreased by two. Combined with Heightened Senses (level one Auspex), this Merit can provide superhuman hearing acuity.<br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
+ | |- | ||
+ | | '''Acute Sense of Smell''' | ||
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have an exceptionally keen sense of smell. <br> | ||
+ | ''System:'' The difficulties of all dice rolls that relate to smell (e.g. Intelligence + Occult to identify a ritual incense) are reduced by two. Combined with Heightened Senses (level one Auspex), this Merit can provide super human olfactory acuity.<br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
+ | |- | ||
+ | | '''Acute Sense of Taste''' | ||
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have an exceptionally keen sense of taste.<br> | ||
+ | ''System:'' The difficulties of all dice rolls that relate to taste (e.g. Perception + Medicine to spot the taint of poison in blood or another substance) are reduced by two. You are able to make precise distinctions in taste. Combined with Heightened Senses (level one Auspex), this Merit can provide superhuman taste acuity.<br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
+ | |- | ||
+ | | '''Acute Vision''' | ||
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision (e.g. a Perception roll to spot a clue, or a Perception + Alertness to see the shadow of an approaching attacker) are reduced by one. Combined with Heightened Senses (level one Auspex), this Merit can provide superhuman visual acuity.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
+ | |- | ||
+ | | '''Baby Face''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. <br> | ||
+ | ''System:'' You can make your heart beat as long as you have at least one blood point. This Merit cannot be taken by Nosferatu.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #11 | ||
+ | |- | ||
+ | | '''Early Riser''' | ||
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You always seem to be the first to rise and the last to go to bed. You always get up at least one hour before everyone else, even if you stay up until dawn. You seem to have the ability to exist on less rest.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #78 | ||
+ | |- | ||
+ | | '''Efficient Digestion''' | ||
+ | | 3 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You are able to draw more than the usual amount of nourishment from blood.<br> | ||
+ | ''System:'' Every two Blood Points ingested increase your Blood Pool by 3. Round down so leftover 'halves' are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #11 | ||
+ | |- | ||
+ | | '''Light Sleeper''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.<br> | ||
+ | ''System:'' The rules regarding how Humanity restricts the number of dice usable during the day are waived.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #5 | ||
+ | |- | ||
+ | | '''Misplaced Heart''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Your heart is actually moved within your body, though no more than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #11 | ||
+ | |- | ||
+ | | '''Silence''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have an unusual ability to move quietly that goes far beyond the norm.<br> | ||
+ | ''System:'' Reduce the difficulty on any stealth roll involving moving quietly by two. You are even able to move quietly over dry leaves. Should the wind blow while you're moving, there is no way to hear you.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Vulnerability to Silver''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2303 | ||
+ | | ''Synopsis:'' To you, silver is as painful and as deadly as the rays of the sun.<br> | ||
+ | ''System:'' You suffer aggravated wounds from any silver weapons (bullets, knives, etc.) and the mere touch of silver objects discomfits you.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Guide to the Sabbat, page #95 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Psychological'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Berserker''' | ||
+ | | 2 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' The Beast is in you, but you know how to direct and make use of it.<br> | ||
+ | ''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.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #4 | ||
+ | |- | ||
+ | | '''Calm Heart''' | ||
+ | | 2 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You are naturally calm and well composed, and do not easily fly off the handle.<br> | ||
+ | ''System:'' Raise the difficulties of your frenzy rolls by two, no matter how the incident is provoked.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #5 | ||
+ | |- | ||
+ | | '''Code of Honor''' | ||
+ | | 1 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it (and thus get three extra dice to your Self-Control rolls when in danger of violating your code). You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you either gain three extra dice to resist supernatural persuasions, or the opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide. <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #3 | ||
+ | |- | ||
+ | | '''Dual Nature''' | ||
+ | | 2 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. <br> | ||
+ | ''System:'' Duel Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character's Natures as the player desires.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #4 | ||
+ | |- | ||
+ | | '''Higher Purpose''' | ||
+ | | 1 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great personal strength.<br> | ||
+ | ''System:'' You gain two extra dice on all rolls that have anything to do with your higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. If you have the Flaw ''Driving Goal'', you cannot take this Merit.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #4 | ||
+ | |- | ||
|} | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Boon''' | ||
+ | | 1 to 3 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' An elder owes you a favor because of something either you or your sire once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the elder probably owes you his unlife.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Clan Friendship''' | ||
+ | | 3 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' For any number of different reasons; appearance, bearing, background or demeanor, something about you appeals to members of a clan other than your own (your choice). <br> | ||
+ | ''System:'' The difficulties of all rolls related to social dealings with members of this clan are two less. This can be a two edged sword; you are also marked by others as a sympathizer with that clan, whether you like it (or deny it!) or not.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Faerie Affinity''' | ||
+ | | 2 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' If the Changelings cant get to Arcadia, neither can anyone else, ignore that line of the Merit. Changeling Mist rules still apply with faerie interaction as well.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #7 | ||
+ | |- | ||
+ | | '''Pawn''' | ||
+ | | 3 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You can manipulate and have some control over another vampire, one of higher generation than you. Your hold was likely formed through Blood Bond, but it can also come from a variety of other sources, such as blackmail, bribes or threats, you make it up. The pawn does not necessarily know that it is being controlled.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Prestigious Sire''' | ||
+ | | 1 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Your sire had or has great Status in the Camarilla, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire's contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Reputation''' | ||
+ | | 2 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire.<br> | ||
+ | ''System:'' Adds three dice to all dice pools for social dealings with the city's Kindred. A character with this Merit may not take the Flaw: ''Notoriety''.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Sanctity''' | ||
+ | | 2 | ||
+ | | Vampire Social | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' For some reason, everyone considers you pure and innocent, though certainly not naive. You have a saint-like quality that is hard to put a finger on, but others tend to see it in you. You are trusted, even if you are not trustworthy. You tend to receive lesser punishments for wrongdoing that are liked by most.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Spirit Mentor''' | ||
+ | | 3 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part its benefit to you is through the advice it can give. The ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #8 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Animal Affinity''' | ||
+ | | 1 | ||
+ | | Vampire Supernatural | ||
+ | | WW2006 | ||
+ | | ''Synopsis:'' You have an innate understanding and rapport with a certain type of animal, such as dogs, bats, rats, cats or wolves.<br> | ||
+ | ''System:'' Animalism and Animal Ken rolls with these animals have their difficulty reduced by 2.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dirty Secrets of the Black Hand, page #80 | ||
+ | |- | ||
+ | | '''Innate Magical Ability''' | ||
+ | | 5 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have some sort of magical ability that makes you unique. The ability is different from any normal vampiric power or discipline. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. The ability has an estimated power level similar to a level three Discipline.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Inoffensive to Animals''' | ||
+ | | 1 | ||
+ | | Vampire Supernatural | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #7 | ||
+ | |- | ||
+ | | '''Lunar Influence''' | ||
+ | | 1 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' The moon has an unusually strong effect on you.<br> | ||
+ | ''System:'' During periods of the new moon, your Strength, Dexterity and Stamina are cut in half (round down). During periods of the full moon, your Strength, Dexterity, and Stamina are increased by half again. During the waxing and waning phases, the Attributes are normal.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Magic Sensitivity''' | ||
+ | | 2 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have a supernatural gift that allows you to know if any magic is in use or has been used recently within a 10 foot radius of yourself. This includes all Disciplines as well.<br> | ||
+ | ''System:'' How much you know about the magic depends on the number of successes you roll using your Perception + Occult (difficulty 8).<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Mystic Ability''' | ||
+ | | 2 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' For some reason, you have visions. The visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. Then again, you may have a vision as you are walking down the street minding your own business. Unlike Precognition, the visions are always steeped in symbolism, they apply only to your own unlife. The particulars of how and when this Merit works are left to the Storyteller.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Nine Lives''' | ||
+ | | 6 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. You basically have nine lives.<br> | ||
+ | ''System:'' If a situation arises in which you should be killed, you actually survive, though you may be the worse for wear. What happens is that if a roll is made that would kill the character, the roll is made for a second time. If that roll fails another can be made, and so on, until the roll succeeds or the Merit is used up. You get nine opportunities to make rerolls, and these opportunities are never replaced after they have been used up - once they are gone, they are gone. A list should be kept somewhere on the character sheet to record how many rerolls have been made.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Occult Library''' | ||
+ | | 2 | ||
+ | | Vampire Supernatural | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You possess a library of occult materials, which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function of your Abilities), but in time of need your library can be an invaluable source for research.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #8 | ||
+ | |- | ||
+ | | '''Oracular Ability''' | ||
+ | | 3 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You see signs and omens in everyday life. You are able to understand many magical portents that are revealed to people every day, but are seen by few and interpreted by less. You are able to draw advice from these omens, for they provide hints of the future and warnings for the present.<br> | ||
+ | ''System:'' Seeing an omen or sign requires a simple roll using Perception + Occult (difficulty based on the degree to which the sign is hidden; the most obvious have difficulties of 5). Once the sign has been seen, it must be interpreted. You can interpret it using Intelligence + Occult (difficulty based on the intricacy of the sign; average 6). The number of successes determines how much meaning can be gleaned from the sign.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Precognition''' | ||
+ | | 4 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have the ability to perceive events before they happen. This ability is not under your control. The premonitions come to you when you least expect them. The focus of the premonitions is not under your control either. This ability can greatly impact the story, and the exact nature of the effects is left up to the Storyteller. This Merit should not be used to cause problems in the game, bit to justify the experience through additional drama.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Special Gift''' | ||
+ | | 2 | ||
+ | | Vampire Supernatural | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items list to give to you (though you can 'suggest' something). The Storyteller will decide how much a particular item is worth.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Sabbat'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Accepted Ally''' | ||
+ | | 1 | ||
+ | | Sabbat Social | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have a useful connection in the mortal world, a connection of value even to Sabbat leaders. You are allowed to keep this contact as long as there are no complications. If the need should arise, you are expected to kill your contact to protect the Sabbat or prove your loyalty.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #78 | ||
+ | |- | ||
+ | | '''Approved Friendship''' | ||
+ | | 2 | ||
+ | | Sabbat Social | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have a friendship with a non-Sabbat, either mortal or Kindred, that you are allowed to keep for some reason. Your friend must have some influence or ability that makes him valuable to the sect or else you would have been ordered to destroy him long ago. However, if the need arises, your leader may ask you to kill your friend.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #78 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Ghoul'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Unbondable''' | ||
+ | | 6 | ||
+ | | Ghoul Supernatural | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' Vampire blood cannot control your will. No matter how much of it you consume, the dreaded Blood Bond wont take you down. <br> | ||
+ | ''System:'' This Merit can be powerful - a little ''too'' powerful for some chronicles - if combined with the Ghoul Merit; hence a character who wants to be a free-willed Ghoul must pay double the usual amount.<br> | ||
+ | ''Notes:'' Ghoul characters must take this version of the Merit. Characters with this Merit who become Ghouls after character generation must buy this Merit up from 3 to 6.<br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Kuei-Jin'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Dhampyr'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Chi Attunement''' | ||
+ | | 3 | ||
+ | | Supernatural | ||
+ | | WW2920 | ||
+ | | ''Synopsis:'' Your bond to one of the two basic types of Chi (Yin or Yang) is especially strong. <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> | ||
+ | ''Book Ref:'' Dhampyr: Half-Damned, page #58 | ||
+ | |- | ||
+ | | '''Dharmic Schooling''' | ||
+ | | 1 or 2 | ||
+ | | Aptitude | ||
+ | | WW2920 | ||
+ | | ''Synopsis:'' Most dhampyrs' knowledge of the Dharmic paths only extends as far as "My father is a Resplendent Crane" or "Angry Devil-Tigers are very dangerous". At some point in your half-life, you have become much more familiar with the principles and precepts of the Kuei-jin Dharmas. While this doesn't actually help your own spiritual development, you understand how to interact with the Hungry Dead.<br> | ||
+ | ''System:'' If you can discern the correct Dharmic path of a particular Kuei-jin you can phrase requests, make statements and suggest ideas to them in a much more appealing way. Figuring out a Kuei-jin's Dharma requires rolling Perception + Etiquette, with a difficulty equal to the observed Hungry Dead's current Willpower. If the roll is successful, lower by 1 the difficulty of any social roll involving Kuei-jin. You can also produce the opposite effect, irritating the Kuei-jin immensely and even causing them to test for fire soul (a dangerous tactic indeed).<br> | ||
+ | {{tab}}The one point version of this Merit grants the dhampyr knowledge of the orthodox Dharmic paths. the two point version includes all of the heretical Dharmas.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dhampyr: Half-Damned, page #58 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Kuei-Jin'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Eternal Cherry Blossoms''' | ||
+ | | 4 | ||
+ | | Bone Flowers Supernatural | ||
+ | | WW2905 | ||
+ | | ''Synopsis:'' Perhaps you have reserves of Yang that you just don't know about; perhaps you have a stronger connection to the world of the living than others of your type. Whatever the reason, your body is capable of being Yin imbalanced for long periods of time and never developing the corpse-like features of the ''ch'ing shih''. Even exposure to the sun will not cause you to become twisted and corpse-like; instead, you will suffer a type of dry rot, ultimately becoming flaky and brittle (although still beautiful). This does not change the game effects of sunlight except in regards to Appearance. The down side of this Merit is that the Yama King Emma-o targets beautiful female Kuei-jin with this Merit to become his ''shikome'' (see The Thousand Hells for more details).<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> | ||
+ | ''Book Ref:'' Dharma Book: Bone Flowers, page #57 | ||
+ | |- | ||
+ | | '''Favors''' | ||
+ | | Variable | ||
+ | | Kuei-Jin Social | ||
+ | | WW2950 | ||
+ | | ''Synopsis:'' Wan Kuei society, like the mortal societies around it, runs on mutual obligations. Backgrounds like Allies, Mentors and Retainers reflect permanent connections of duty. See pages 117-119 of Blood and Silk for a full discussion of prestation among the Wan Kuei. The Favors Merit (and Flaw) represents the character's current balance of social accounts as the chronicle begins.<br> | ||
+ | {{tab}}Storytellers who prefer not to make these things subject to point totals should feel free to disregard or disallow this Merit. It's presented here for those who like to have an objective tally and want to give players the option to have their characters start up or down (or both) in the prestation game.<br> | ||
+ | {{tab}} Each positive point of Favors represents one major boon that someone close to the character owes him. Each negative point of Favors represents a major boon the character owes someone else. The player should work with the Storyteller to define what these are - no debts exist in the abstract. Did the character save another vampire from a rampaging demon hunter? Did some other vampire teach the character a bit of secret lore or help resolve a conflict before it escalated into a duel the character would lose? Keep in mind that differences of status will affect the value of favors. This means that a young disciple owed a boon by a mandarin might expect a good word at court or permission to act at a critical time; a disciple owing a mandarin a boon can expect much more significant risk<br> | ||
+ | {{tab}}Multiple positive or negative points can represent many favors owed or especially impressive favors. You should maintain separate counts for favors owed to and by the character; he can have both a two point Favor Flaw and a one point Favor Merit simultaneously.<br> | ||
+ | {{tab}}Obviously a character's point total of negative and positive Favors rises and falls during play. In a society as dependant on assistance and negotiation as Wan Kuei and their ''guanxi'', Favors can make the difference between success and failure in critical moments. <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Blood and Silk, page #86 | ||
+ | |- | ||
+ | | '''Tenacious Spirit''' | ||
+ | | 7 | ||
+ | | Thousand Whispers Supernatural | ||
+ | | WW2906 | ||
+ | | ''Synopsis:'' Your soul is strongly connected to its duty in the Middle Kingdom. The first time you suffer the True Death after becoming Kuei-jin, your soul is cast into Yomi but returns anew rather than being consigned to oblivion. You become Yulan-jin, a wandering spirit forced to inhabit different bodies, as you attempt to fulfill your karma. You follow all the normal rules for Yulan-jin (see the Kindred of the East Companion for details). If you meet True Death a second time, this merit does not protect you; you are truly destroyed.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dharma Book: Thousand Whispers, page #51 | ||
+ | |- | ||
+ | | '''Tomb''' | ||
+ | | 2 | ||
+ | | Thousand Whispers Location | ||
+ | | WW2906 | ||
+ | | ''Synopsis:'' You have a permanent resting place your your body, either provided when you died or acquired after you took a Second Breath. Those given proper tombs for burial rarely rise again as vampires, so there must be a strong reason in your life why you became Kuei-jin if your family provided your tomb. Rootless Trees use their tombs as places to perform the rites of the Dark Jade Lover (see Dharma Book: Thousand Whispers, p 57), the ritual death they undergo between lives. A suitably hidden and well guarded tomb helps make the transition between lives easier.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dharma Book: Thousand Whispers, page #51 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
Latest revision as of 10:39, 27 July 2020
Contents
Merit Directory
Looking for a Merit? You can quick-find the merit you want in the chart below, that'll tell you its type, and where its details can be found. Scroll down under the chart and viola, you can navigate to it and find its full details, sources, costs, etc.
Which Merit do I choose when there's more than one? Sometimes the same Merit can be found in multiple places, or there are different Merits with the same name. You're expected to choose the Merit that's within your type rather than shopping for a cheaper version from a different splat.
* For example, a Code of Honor is easier to create and cling to for some races rather than others, or the discounted/more expensive version is specific to a splat for cannon reasons.
Make sure to check the details for the Merit you're after to avoid name confusion.
* For example, the Any-Race Graceful Merit affects Physical-grace rolls, while the Bastet's Graceful Merit is specific to Social graces.
Pro Tip! Make a +note for your Merits and copy the full details from here into it. Not only will this let you avoid searching for them every time you need the info, but you'll be able to prove your version of a Merit to anyone asking which it is. This lets the other person avoid searching around as well!
Any Race
Type | Sub-Type | Merits contained within |
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Any Race | Human | Aptitude: Ability Aptitude, Ambidextrous, Bardic Gift, Computer Aptitude, Catlike Balance, Crack Driver, Crack Shot, Daredevil, Early Adopter, Expert Driver, Eye for a Bargain, Hands of Daedalus, Lucky, Mechanical Aptitude, Natural Aptitude, Natural Linguist, Traveler's Intuition Economic: Alimony Recipient, Flexible Job, Good Credit Rating, Independent Income, Paid Mortgage, Research Grant, Wealthy Partner Legal: Dual Nationality, Firearms License, License To..., Master of Red Tape, Officially Dead, Specialist Drivers License Location: Hideaway, Vibrant Neighborhood Mental: Code of Honor, Common Sense, Concentration, Determined, Direction Sense, Eidetic Memory, Fast Learner, Fast Reader, Good Map Reader, Good Recognition, Internet Savvy, Jack of All Trades, Lightning Calculator, Renaissance Man, Time Sense, Well-Traveled Physical: Acute Sense, Cat Napper, Commanding Voice, Double Jointed, Forgettable, Good Night Vision, Good Right Hook, Graceful, Hollow Leg, Huge Size, Light Sleeper, Natural Runner, Night Vision, Perfect Balance, Poison Resistance Robust Health, Sea Legs, Sexy, Wild Affinity Psychological: Berserker, Healthy Cynicism, Loyalty, Optimistic, Self-Confident, Unflappable Social: Approachable, Best Friend, Confidence, Corporate Savvy, Cupid's Gift, Enchanting Gaze, Enchanting Voice, Fascinating Gaze, Fashion Sense, Flirt, Funny, Good Judge of Character, Good Listener, Good Taste, Gossip, Great Liar, Honeyed Tongue, Innocent, In Love, Laid Back Friends, Media Junkie, Media Savvy, Natural Leader, Natural Politician, Noble Bearing, Noble Blood, People Person, Perfect Liar, Pillar of the Community, Pitiable, Punctual, Seasoned Traveler, Smooth, Socially Aware, Soothing Voice, Street Rep, Trivia Champ, Upright Citizen, Way With Words |
Supernatural | Aptitude: Beast Affinity, Lucky Awareness: Clear Sighted, Danger Sense, Nightsight Mental: Iron Will Physical: Bitter Blood, Cast-Iron Stomach, Insensible to Pain, Vigorous Psychological: Fearlessness, Lovestruck, True Love Social: Mark of Favor, Special Friend, Supernatural Companion, Supportive Family Supernatural: Burning Aura, Destiny, Ghoul, Kinain, Kinfolk, True Faith, Unbondable, Vampiric Recognition |
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Supernatural
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Bygone
Type | Sub-Type | Merits contained within |
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Bygone | Awareness: Homing Instinct Physical: Acute Senses, Perfect Balance Psychological: Loyalty Social: Soothing Voice |
Bygone
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Changeling
Type | Sub-Type | Merits contained within |
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Changeling | Any Fae | Awareness: Medium Denizen: Aura of Fear, Banality Resistance, Change Aria, Evanescent, Human Shell Inanimae: Famous Anchor, Imperial Ambassador, Natural Husk Mental: Iron Will, Self-Confident Psychological: Code of Honor, Higher Purpose Social: Animal Magnetism, Gifted Liar, Spirit Mentor, Werewolf/Vampire Companion Supernatural: Boon of Fate |
Changeling | Aptitude: Art Affinity Kith: (Eshu: Gift of Babel, Living Legend, Long-Winded, Wayfarer's Feet), (Nockers: Speedy Hammer, Tunnel Vision, Work with Iron), (Pooka: Animal Speech, Call to Friends, Calming Presence, Good Listener, Intimidation, Loud Voice, Physical Abnormality Venomous Attack, Wholecloth,), (Redcaps: Granite Skin, Faster, Unforgettable Taste), (Satyrs: Flexible Heart, Gut Instincts, Inspiration, Intimidating Stance, Passion, Sex Appeal, Sexual Reverie, Voice of a Songbird), (Sluagh: Dead Friends, Dexterous Toes, Fly Fingers, Friend to Spiders, Nightsight, Prehensile Tongue, Puddle), (Trolls: Blessing of Atlas, Blood of the Rivers, Increased Pain Threshold, Loyal Heart, Nature Linked, Stone Skin) Houses: (Baeumayn: Burning Gaze, Melody of Days to Come), (Gwydion: Unstoppable Fury, Blood of the Wolf), (Scathach: Oath of the Honor-Bound Allies, Oracle, Phantom Fate) Physical: Acute Senses, Faerie Eternity, Surreal Beauty, Winged Supernatural: Faerie Godparent, Iron Resistance, Past-Life, Poetic Heart, Regeneration, Seeming's Blessing Social: Boon, Prestigious Mentor, Reputation |
Any Fae
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Demon
Type | Sub-Type | Merits contained within |
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Demon | Mental: Dreams of the Past Social: Angelic Aura, Angelic Gaze, Atavistic Form, Debt of Gratitude, Famous Liege |
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Hunter
Type | Sub-Type | Merits contained within |
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Hunter | Imbuing: Cannot Become A Monster, Penetrate Illusion, Resistant to Mind Control, Resistant to Supernatural Fear, Supernatural Affinity, The Sight, The Word Mental: Religious Devotion |
Hunter
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Mage
Type | Sub-Type | Merits contained within |
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Mage | Any Magick User | Awareness: Dual Perception, Medium, Oracular Ability, Precognition, Prophetic Ability, Spirit Sight Mental: Physical: Acute Senses, Claws/Horns/Hooves/Barbed Tail, Immortal, Immunity, Resistant Pattern, Unaging Psychological: Code of Honor, Driven, Higher Purpose Social: Animal Magnetism, Boon, Communicate With Animals, Celestial Affinity, Faerie Affinity, Faerie Companion, Gift of Tongues, Grand Reputation, Prestigious Mentor, Reputation, Spirit Guide, Student's Reputation, Werewolf/Vampire Companion, Years of Wisdom Supernatural: Astral Vigor, Conditional Magic, Elemental Affinity, Green Thumb, Legendary Attribute, Luck, Mastery of Fire, Mistguide, Natural Channel, Natural Shallowing, Nephilim, Nine Lives, Parlor Trick, Spark of Life, Spirit Magnet, True Faith, Umbral Affinity |
Mage | Avatar: Avatar Companion, Circumspect Avatar, Manifest Avatar, Pushy Avatar, Shattered Avatar, Stormwarden, Twin Souls Mental: Prodigy, Protean Psyche, Shamanic Traditionalist Social: Faction Founder, Tradition Herald Supernatural: Blended Technique, Cross-Training, Cyclic Magic, Dual Traditions, Hollow Soul, Past Life, Personal Talisman, Sphere Natural, Spirit Mentor Traditions: (Akashic Brotherhood: Folk Hero, Drahma's Voice, Judge's Wisdom), (Celestial Chorus: Ecumenist, Techgnosi), (Cult of Ecstasy: Hypersensitivity, Resonant Passion), (Euthanatos: Mourner's Chant, Deathwalker), (Sons of Ether: Mad Science, Scientific Mystic), (Technocracy: Acute Senses, Inner Knight, Poker Face, Unobtrusive) (Verbena: Long-Lived, Honored Lineage, Cloak of the Seasons, Natural Shapeshifter, Touch of Life), (Virtual Adepts: Well Connected) | |
Sorcerer | Infernal: Demonic Heritage: Laham, Demonic Tutor, Lord of Flies, Unholy Aura, Unshockable Mental: Arcane Heritage, Detached, Strength of Psyche Physical: Sterile, The Flow of Ki Social: Faction Favorite, Force of Spirit, Ritual Congregation, Shamanic Authority Supernatural: Blood Magic, Bonus From Props, Lesser Shaman, Path Natural, Psychic Ritual, Struggling Awake, Style Sleeper, Twin Link, Wild Talent |
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Mummy
Type | Sub-Type | Merits contained within |
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Mummy | Awareness: Gift of Ma'at Mental: Deja Vu Physical: Andean Native, Higher Pain Tolerance, Immune to Disease, Immune to Poisons, Two Hearts Social: Mallki Prestige, Noble Bearing, Seductive, Uncarved Block Supernatural: Blessing of Ra, Divine Emissary, Dragon Nest, Gift of Thoth, Osiris' Gift, Unity of Being |
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Possessed
Type | Sub-Type | Merits contained within |
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Possessed | Fomori | Physical: Hidden Power Supernatural: Banespeak, Pathetic Aura, Stigmata of the Wyrm, True Faith, Unpossessed |
Kami |
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Shifter
Type | Sub-Type | Merits contained within |
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Shifter | Any Breed | Aptitude: Battle Prowess, Combat Expertise, Diverse Fighting Style Awareness: Compensitory Senses, Good Instincts, Mother's Insight Mental: Infectious Courage, Inner Sight, Iron Will Physical: Bad Taste, Fair Glabro, Lack of Scent, Longevity, Metamorph, Mixed-morph, The Fire Within Planetary Aspect: Hidden Talent, Jupiter Midsky, Jupiter Rising, Luck of the Road, Mars Midsky, Mars Rising, Mercury Midsky, Mercury Rising, Venus Midsky, Venus Rising Psychological: Adaptable Nature, Berserker, Calm Heart, Code of Honor, Cool In Battle, Resigned Spirit Social: Animal Magnetism, Born Leader, Elder's Favor, Family Support, Garou Companion, Mitanu's Tongue, Phantom Mask, Prosthisis, Unnoticed Supernatural: Ancestor Ally, Auspicious Birth, Immune to Wyrm Emanations, Natural Channel, Silver Tolerance, Spirit Magnet |
Hengeyokai | Perfect Protocol | |
Kinfolk | Feral Appearance, Fetish, Gall, Gnosis, Good Old Boy/Girl, Recognize Garou, Wolf Sense | |
Fera | (Ananasi: Crawlerling Alteration, Good Reputation, Hivemind, Human Form, Lilian Alteration, Organized, Venomous), (Bastet: Friend of Sorcery, Gift of Seline, Graceful), (Corax: Birdseye, Double Draught, Strong Claws), (Gurahl: Early Maturation, Rip Van Winkle, Umbral Affinity), (Mokole: Bird-Spirit Companion, Bite of the Monitor, Eidetic Memory, Manshape, Mnesis of the Lost Ones, Silver/Gold Tolerance, Step Sideways, Supernatural Companion, Temperature Control, Terrible Footsteps, Veiled to Garou), (Nuwisha: Large, Umbral Affinity), (Ratkin: Cagebound, Caged Folk), (Rokea: Fin Blades, Good Looking, Swim Sideways, Venerable) | |
Garou | Any Tribe | Friend of Sorcery, Moon-Bound, Moon Paint, Reputation, Wolf Sight |
Garou Tribes | (Black Furies: Caern Child, Camp Affinity, Unusually Fertile), (Bone Gnawers: Ratkin Buddies, Shame, Struggling), (Children of Gaia: Distant Sire, Supporter), (Fianna: Second Sight, Seldom Sleeps), (Get of Fenris: Alcohol Tolerance, Gregarious), (Red Talons: Homid Ancestor, Winter Garou), (Shadow Lords: Feared Mentor, Mentor, Thunder's Child), (Silent Striders: Gift of Wepauwet, Ghost Sight), (Silver Fangs: Notable Heritage), (Stargazers: Eyes of Eshtara, Mewa Birthmarks, Tranquil Soul), (Wendigo: Camouflage) |
Any Breed
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Kinfolk
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Fera
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Vampire
Type | Sub-Type | Merits contained within |
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Vampire | Kindred | Aptitude: Eat Food, Magic Resistance Clans: Elder: Mental: Introspection, Iron Will Physical: Acute Hearing, Acute Sense of Smell, Acute Sense of Taste, Acute Vision, Baby Face, Early Riser, Efficient Digestion, Light Sleeper, Misplaced Heart, Silence, Vulnerability to Silver Psychological: Berserker, Calm Heart, Code of Honor, Dual Nature, Higher Purpose Social: Boon, Clan Friendship, Faerie Affinity, Pawn, Prestigious Sire, Reputation, Sanctity, Spirit Mentor Supernatural: Animal Affinity, Innate Magical Ability, Inoffensive to Animals, Lunar Influence, Magic Sensitivity, Mystic Ability, Nine Lives, Occult Library, Oracular Ability, Precognition, Special Gift |
Sabbat | Social: Accepted Ally, Approved friend | |
Kuei-Jin | Dhampyr: Chi Attunement, Dharmic Schooling Kuei-Jin: Eternal Cherry Blossoms, Favors, Tenacious Spirit, Tomb |
Kindred
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Sabbat
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Ghoul
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Kuei-Jin
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Wraith
Type | Sub-Type | Merits contained within |
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Wraith |
Wraith
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Risen
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Restricted
Type | Sub-Type | Merits contained within |
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Restricted | Black Market Ties, Bundle of Energy, Charmed Existence, Church Ties, Corporate CEO, Corporate Ties, Entertainment Ties, Faeblood, Garou Kinfolk, Guardian Angel, Jack of All Trades, Judicial Ties, Local Ties, Lucid Marauder, Mansion, Media Ties, Nightclub, Pawns, Police Ties, Political Ties, Powerful Allies, Pre-Marauder Memories, Psychic Awareness, Shapechanger Kin, Street Ties, Supernatural Kinfolk, Ties, Title, Totem, Underworld Ties, Unknowing Garou Kinfolk |
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