Difference between revisions of "Draft expanded renown"
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+ | =Merit Directory= | ||
+ | '''Looking for a Merit?''' You can quick-find the merit you want in the chart below, that'll tell you its type, and where its details can be found. Scroll down under the chart and viola, you can navigate to it and find its full details, sources, costs, etc.<br><br> | ||
+ | '''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.<br> | ||
+ | {{tab}}* 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.<br> | ||
+ | Make sure to check the details for the Merit you're after to avoid name confusion.<br> | ||
+ | {{tab}}* For example, the Any-Race Graceful Merit affects Physical-grace rolls, while the Bastet's Graceful Merit is specific to Social graces.<br><br> | ||
+ | '''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!<br> | ||
+ | |||
=Any Race= | =Any Race= | ||
+ | {|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 | ||
+ | |- | ||
+ | |'''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<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''' | ||
+ | |'''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 | ||
+ | |- | ||
+ | |} | ||
{{collapse top|title=<font style="font-size: 12pt;">'''Human'''</font>|padding=20px|bg=#7FFFD4}} | {{collapse top|title=<font style="font-size: 12pt;">'''Human'''</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" | ||
|- | |- | ||
Line 8: | Line 31: | ||
! Source | ! Source | ||
! Details | ! Details | ||
+ | |- | ||
+ | | '''Ability Aptitude''' | ||
+ | | 1 | ||
+ | | Aptitude | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' For every human ability, there are those who have a natural flair for it. <br> | ||
+ | ''System:'' Within your character's specific Aptitude, reduce all difficulties by two. A natural linguist picks up languages easily, speaking without any trace of accent, and a crack driver can perform phenomenal car tricks with ease. This Aptitude functions for one Ability, but it can be taken multiple times for a character who's a natural with, say, computers and technoloty.<br> | ||
+ | ''Notes:'' See +rules Ability Aptitude:<br> | ||
+ | * Limited to 2 Ability Aptitude Merits<br> | ||
+ | * Does not apply to combat<br> | ||
+ | * An AA in Rituals applies to performing level 1 and 2 rites, but no higher.<br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page# 291 | ||
|- | |- | ||
| '''Ambidextrous''' | | '''Ambidextrous''' | ||
− | | 2 | + | | 1 or 2 |
| Aptitude | | Aptitude | ||
| WW3108<br> | | WW3108<br> | ||
− | WW3806 | + | WW3806<br> |
+ | WW4805<br> | ||
+ | WW4600<br> | ||
+ | WW7300<br> | ||
+ | WW4050 | ||
| ''Synopsis:'' You have a high degree of secondary-hand dexterity and can perform tasks with the "wrong" hand at no penalty.<br> | | ''Synopsis:'' You have a high degree of secondary-hand dexterity and can perform tasks with the "wrong" hand at no penalty.<br> | ||
''System:'' The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is +1 difficulty for the "right" hand and +3 difficulty for the other hand; with this Merit, the penalty is at +1 for each hand.<br> | ''System:'' The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is +1 difficulty for the "right" hand and +3 difficulty for the other hand; with this Merit, the penalty is at +1 for each hand.<br> | ||
− | ''Notes:'' <br> | + | ''Notes:'' House rules, due to heavy inconsistency across different books:<br><br> |
+ | Without the merit, using a weapon in each hand within a single turn requires two actions (extra or split), and the one in your off hand is +1 difficulty.<br><br> | ||
+ | With the 1-dot merit: | ||
+ | * The +1 difficulty is negated.<br><br> | ||
+ | With the 2-dot merit:<br> | ||
+ | * The +1 difficulty is negated.<br> | ||
+ | * You can split actions to use both weapons without the split-action penalty, provided you take no other actions during the same turn. If you do take other actions during the same turn, then this part of the merit does not benefit you during that turn.<br><br> | ||
+ | Some weapons require both hands, though the +1 difficulty does not apply. All relevant +equip templates include 'Two-Handed: Y'. <br> | ||
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br> | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br> | ||
− | Player's Guide the the Garou, page #159 | + | Player's Guide the the Garou, page #159<br> |
+ | The Sorcerer's Crusade Companion, page #121 | ||
+ | Mage: The Ascension (Revised), page #288<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #158<br> | ||
+ | Book of Shadows, page #34 | ||
|- | |- | ||
− | | ''' | + | | '''Bardic Gift''' |
− | | | + | | 2 |
− | | | + | | Aptitude |
− | | | + | | WW4805 |
− | + | | ''Synopsis:'' Gifted by the Muses, you sing sweetly, play an instrument divinely and speak with passion and eloquence. In all cases, your skill is not as impressive as your delivery. Somehow, everything you say or perform rings with power and conviction.<br> | |
− | | ''Synopsis:'' | + | ''System:'' In game terms, subtract two from the difficulty of any Social based roll that involves speaking, poetry, music or song. (Storyteller's note: Although this Merit can be combined with other Social Merits, such as Enchanting Gaze, the combined bonus should not lower the final difficulty by more than three; anything further, and things just get silly.) Naturally you'll make an impression wherever you go. People are bound to talk about such a distinctive individual, and such talk may not always be in a character's best interests...<br> |
− | ''System:'' | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Sorcerers Crusade Companion, page #123 |
− | |||
|- | |- | ||
| '''Computer Aptitude''' | | '''Computer Aptitude''' | ||
| 1 | | 1 | ||
| Aptitude | | Aptitude | ||
− | | WW3108 | + | | WW3108<br> |
+ | WW8202<br> | ||
+ | WW7300<br> | ||
+ | WW4050 | ||
| ''Synopsis:'' You have a natural affinity for computers.<br> | | ''Synopsis:'' You have a natural affinity for computers.<br> | ||
''System:'' The difficulties of all rolls to repair, construct, or operate computers are reduced by 2.<br> | ''System:'' The difficulties of all rolls to repair, construct, or operate computers are reduced by 2.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13 | + | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13<br> |
+ | Demon Player's Guide, page #81<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #158<br> | ||
+ | Book of Shadows, page #35 | ||
+ | |- | ||
+ | | '''Cat-like Balance''' | ||
+ | | 1 | ||
+ | | Aptitude | ||
+ | | WW4600 | ||
+ | | ''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> | ||
+ | ''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 | ||
|- | |- | ||
− | | ''' | + | | '''Crack Driver''' |
| 1 | | 1 | ||
− | | | + | | Aptitude |
− | | | + | | WW7300<br> |
− | + | WW4040<br> | |
− | | ''Synopsis:'' You have | + | WW4050 |
− | ''System:'' | + | | ''Synopsis:'' You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors.<br> |
+ | ''System:'' The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #158<br> | ||
+ | Destiny's Price, page #68<br> | ||
+ | Book of Shadows, page #35 | ||
+ | |- | ||
+ | | '''Crack Shot''' | ||
+ | | 2 | ||
+ | | Aptitude | ||
+ | | WW7309 | ||
+ | | ''Synopsis:'' No matter what you're pointing, gun, arrow or dart, you hit your target with great accuracy.<br> | ||
+ | ''System:'' You receive no increased difficulty when targeting any specific location. You gain one extra dice on Firearms rolls that do not involve specific targeting.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' War in Concordia, page #118 |
− | |||
|- | |- | ||
| '''Daredevil''' | | '''Daredevil''' | ||
Line 55: | Line 129: | ||
| Aptitude | | Aptitude | ||
| WW3108<br> | | WW3108<br> | ||
− | WW3806 | + | WW3806<br> |
+ | Ww8202<br> | ||
+ | WW8120<br> | ||
+ | WW4600<br> | ||
+ | WW7300<br> | ||
+ | WW4050 | ||
| ''Synopsis:'' You are good at taking risks and even better at surviving them.<br> | | ''Synopsis:'' You are good at taking risks and even better at surviving them.<br> | ||
''System:'' All difficulties are at -2 whenever you try something exceptionally dangerous, and you can ignore a single "one" on such rolls (as if you had an extra success).<br> | ''System:'' All difficulties are at -2 whenever you try something exceptionally dangerous, and you can ignore a single "one" on such rolls (as if you had an extra success).<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br> | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br> | ||
− | Player's Guide the the Garou, page #159 | + | Player's Guide the the Garou, page #159<br> |
+ | Demon Player's Guide, page #78<br> | ||
+ | Hunter Player's Guide, page #110<br> | ||
+ | Mage: The Ascension (Revised), page #288<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #158<br> | ||
+ | Book of Shadows, page #35 | ||
|- | |- | ||
− | | ''' | + | | '''Early Adopter''' |
| 1 | | 1 | ||
− | | | + | | Aptitude |
− | | | + | | WW8202<br> |
− | + | WW8120 | |
− | | ''Synopsis:'' | + | | ''Synopsis:'' "Wow! Look at that new palmtop computer. I just got to have one." Your character's mortal host was the kind of person who wanted to have the latest gadgets and technology. It's a drain on your character's cash, and her apartment is cluttered with some neat seeming technology that turned out to be crap, but you have a solid sense of how to use the latest gadgets.<br> |
− | ''System:'' | + | ''System:'' You quickly understand and use most new consumer level technology. Add two dice to any Technology roll when trying to figure out how to use a new gadget.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #78<br> |
− | Player's Guide | + | Hunter Player's Guide, page #105 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
| '''Expert Driver''' | | '''Expert Driver''' | ||
Line 91: | Line 166: | ||
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13 | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13 | ||
|- | |- | ||
− | | ''' | + | | '''Eye for a Bargain''' |
+ | | 1 | ||
+ | | Aptitude | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character's mortal host had a knack for getting things cheaply. Sometimes she gets the good she needs in sales. Sometimes she gets them through wholesalers. Other times, she just hunts around until she finds a bargain. <br> | ||
+ | ''System:'' However she does it, the difficulty of any Resources roll you make decreases by two.<br> | ||
+ | ''Notes:'' Called "Bargain Hound" in Hunter.<br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #83<br> | ||
+ | Hunter Player's Guide, page #111 | ||
+ | |- | ||
+ | | '''Hands of Daedalus''' | ||
+ | | 2 | ||
+ | | Aptitude | ||
+ | | WW4805 | ||
+ | | ''Synopsis:'' Glorious is the inventor, the craftsman, the genius whose hands shape God's Creation into man's creations! You are one such person, and like Daedalus himself, your talents surpass most of your peers'. Things seem to come to life in your hands; from simple constructions to esoteric Devices, you have a knack for shaping and an eye for quality.<br> | ||
+ | ''System:'' In game terms, this Merit makes it easier to build, brew or shape things. Any roll that involves designing, making or shaping something (ex. the Traits: Artist, Crafts, Herbalism, Invention or Poisons) has its difficulty reduced by one.<br> | ||
+ | {{tab}}Magical castings that involve building or shaping things reduce their difficulty the same way, up to a maximum -3 reduction. This Merit does not in any way grant a character knowledge or magic she does not have, nor does it allow her any bonus with Life based spells, combat rolls, or long range work. The "Hands of Daedalus" are well named, too; an artisan must physically work with an object or material before she can use this Merit to help reshape it.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' The Sorcerers Crusade Companion, page #125 | ||
+ | |- | ||
+ | | '''Lucky''' | ||
| 4 | | 4 | ||
− | | | + | | Aptitude |
− | | | + | | WW8202<br> |
− | + | WW4600 | |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character's mortal host was normally a very lucky sort of person. Since she was a kid, things always worked out her way. Maybe she took a job with a small firm just before the business went through the roof, leading to her rapid promotion.<br> |
− | ' | + | ''System:'' Once per chapter (game session), the Storyteller may decrease the difficulty of a critical roll you make by two. If you succeed, it's because some random factor makes things easier for your character.<br> |
− | '' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #81<br> |
+ | Mage: The Ascension (Revised), page #296 | ||
|- | |- | ||
| '''Mechanical Aptitude''' | | '''Mechanical Aptitude''' | ||
| 1 | | 1 | ||
| Aptitude | | Aptitude | ||
− | | WW3108 | + | | WW3108<br> |
+ | WW7300<br> | ||
+ | WW4050 | ||
| ''Synopsis:'' You are naturally adept with all kinds of mechanical devices.<br> | | ''Synopsis:'' You are naturally adept with all kinds of mechanical devices.<br> | ||
''System:'' The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by 2. However, this Merit doesn't help you drive any sort of vehicle.<br> | ''System:'' The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by 2. However, this Merit doesn't help you drive any sort of vehicle.<br> | ||
''Notes:'' This aptitude does not extend to electronic devices, such as computers; see Computer Aptitude above.<br> | ''Notes:'' This aptitude does not extend to electronic devices, such as computers; see Computer Aptitude above.<br> | ||
− | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13 | + | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13<br> |
+ | Changeling: the Dreaming (2nd Edition), page #158<br> | ||
+ | Book of Shadows, page #35 | ||
+ | |- | ||
+ | | '''Natural Aptitude''' | ||
+ | | 3 | ||
+ | | Aptitude | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character has a particular Ability at which she excels. She's just a natural or has studied it so extensively that the ability comes easily to her. <br> | ||
+ | ''System:'' You pay fewer than normal experience points to gain dots in the Ability, and each level is achieved as if it were one lower. The first point of the Ability costs only one experience point to gain if your character learns it after play begins. You also gain one extra die on any roll involving that Ability.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #82<br> | ||
+ | Hunter Player's Guide, page #111 | ||
|- | |- | ||
| '''Natural Linguist''' | | '''Natural Linguist''' | ||
| 2 | | 2 | ||
| Aptitude | | Aptitude | ||
− | | WW3108 | + | | WW3108<br> |
+ | WW8202<br> | ||
+ | WW8120<br> | ||
+ | WW7300<br> | ||
+ | WW4050 | ||
| ''Synopsis:'' You have a flair for languages.<br> | | ''Synopsis:'' You have a flair for languages.<br> | ||
''System:'' This Merit does not allow you to learn more languages than are permitted by your Linguistics score, but you may add 3 dice to any roll involving languages (both written and spoken).<br> | ''System:'' This Merit does not allow you to learn more languages than are permitted by your Linguistics score, but you may add 3 dice to any roll involving languages (both written and spoken).<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14 | + | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br> |
+ | Demon Player's Guide, page #82<br> | ||
+ | Hunter Player's Guide, page #111<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #158<br> | ||
+ | Book of Shadows, page #35 | ||
|- | |- | ||
− | | ''' | + | | '''Traveler's Intuition''' |
| 1 | | 1 | ||
− | | | + | | Aptitude |
− | | | + | | WW4508 |
− | + | | ''Synopsis:'' No matter where you might be headed, a certain "navigator reckoning" keeps you going in more or less the right direction. This sense is in no way exact, but it can keep you from getting hopelessly lost, even in a maze. It might take time - lots of time - but you ''will'' find your way to your destination.<br> | |
− | | ''Synopsis:'' | + | ''System:'' Ruleswise, this Merit functions as a plot device. In any nonmagical maze, wilderness or city, you can find your way to your goal without becoming hopelessly lost. Navication-based rolls (usually Perception + Science: Navigation) have their difficulties reduced by two. Note that this is ''not'' an "internal map"; under most circumstances, you simply have a feeling about which direction to take. Unless someone uses magic to puzzle you, you'll never get really lost. If someone does try to foul your senses with a spell, this Merit gives you an extra die of countermagic to resist the enchantment's effects. When combined with magical navigation (like the Wayferer's Reckoning spell), this Merit reduces the casting difficulty by 2, but does not confer any other benefit for Connection-based spells (and the usual maximum reduction of -3 still applies).<br> |
− | ''System:'' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Sorcerer's Crusade Companion, page #121 |
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Economic'''</font>|padding=20px|bg=#7FFFD4}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 170: | Line 260: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Alimony Recipient''' |
+ | | 1 to 3 | ||
+ | | Economic | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character's host's marriage has failed, but at least that cheating bastard has to pay for it. The level of Merit you buy indicates the number of Resources points your character can have (that must be purchased separately) for which she doesn't have to work. Her rating also suggests how wealthy her ex was or how badly he was beaten in court. Chances are she has the Children Flaw, too.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #83<br> | ||
+ | Hunter Player's Guide, page #111 | ||
+ | |- | ||
+ | | '''Flexible Job''' | ||
| 3 | | 3 | ||
− | | | + | | Economic |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character's job allows her to work flexible hours or allows her to travel a lot. Or perhaps she's effectively her own boss, with no one monitoring her activities.<br> |
+ | ''System:'' However she does it, she can earn her Resources rating through a job that doesn't significantly restrict her activities.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #83<br> | ||
+ | Hunter Player's Guide, page #111 | ||
+ | |- | ||
+ | | '''Good Credit Rating''' | ||
+ | | 2 | ||
+ | | Economic | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character's mortal host always paid off her debts on time and built up enough financial security to keep the most cynical banker happy. <br> | ||
+ | ''System:'' She can access a decent amount of credit as a result. Your character must have a Resources rating of 3 or more to purchase this Merit.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #83<br> |
+ | Hunter Player's Guide, page #111 | ||
|- | |- | ||
− | | ''' | + | | '''Independent Income''' |
− | | | + | | 1 to 5 |
− | | | + | | Economic |
− | | | + | | WW8202<br> |
− | + | WW8120 | |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Through hard work, heredity or phenomenal good fortune, your character's Resources rating is an independent income for which she doesn't have to work. The level of Merit you buy indicates how many dots of Resources (which must be purchased separately) your character has that do not require her to work.<br> |
− | ''System:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Player's Guide | + | ''Book Ref:'' Demon Player's Guide, page #83<br> |
− | + | Hunter Player's Guide, page #111 | |
|- | |- | ||
− | | ''' | + | | '''Paid Mortgage''' |
| 3 | | 3 | ||
− | | | + | | Economic |
− | | | + | | WW8202<be> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character's house is her own. She's paid off the bank, so mortgage repayments are no longer an issue, nor is repossession a threat. No matter what happens, she at least has a roof over her head.<br> |
+ | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #83<br> |
+ | Hunter Player's Guide, page #111 | ||
|- | |- | ||
− | | ''' | + | | '''Research Grant''' |
− | | | + | | 2 |
− | | | + | | Economic |
− | | | + | | WW4009 |
− | + | | ''Synopsis:'' You are the recipient of a prestigious Research Grant from some university or research center, which frees you from the burden of a regular job. <br> | |
− | | ''Synopsis:'' You | + | ''System:'' The Grant provides a minimal stipend ($1000 a month in most cases), as well as credentials which will allow you into a number of exlusive libraries and research centers across the world.<br> |
− | ''System:'' | + | ''Notes:'' <br> |
− | ''Notes:'' | + | ''Book Ref:'' Halls of the Arcanum, page #62<br> |
− | ''Book Ref:'' | ||
− | |||
|- | |- | ||
− | | ''' | + | | '''Wealthy Partner''' |
− | | | + | | 2 |
− | | | + | | Economic |
− | | | + | | WW8202<br> |
− | + | WW8120 | |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character's "other half" is pulling in a fortune, at least by her earning standards, and he's happy to be the breadwinner. With him covering the bills and living expenses, she can get away with a part-time job that allows her time to fulfill her obligations to allies, superiors, and so on.<br> |
− | ''System:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #83<br> |
− | Player's Guide | + | Hunter Player's Guide, page #111 |
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Legal'''</font>|padding=20px|bg=#7FFFD4}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 234: | Line 347: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Dual Nationality''' |
+ | | 2 | ||
+ | | Legal | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Thanks to being born from parents of different countries, your character's mortal host has dual nationality. She might even have two passports. This makes it easy for her to operate in two different places and even hide out in another country if things get too hot for her in her normal place of residence.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' They mean Dual Citizenship.<br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #83<br> | ||
+ | Hunter Player's Guide, page #111 | ||
+ | |- | ||
+ | | '''Firearms License''' | ||
| 2 | | 2 | ||
− | | | + | | Legal |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' The effect of this Merit depends on the country in which your game is set. In some countries (such as the UK) it indicates that your character is allowed to carry weapons. Without this Merit, possession of a firearm is illegal. In countries where individuals have a right to bear arms, it indicates that your character has a license to carry unusual or powerful firearms such as automatic weapons.<br> |
+ | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #82<br> |
+ | Hunter Player's Guide, page #111 | ||
|- | |- | ||
− | | ''' | + | | '''License To...''' |
− | | 1 | + | | 1 to 5 |
− | | | + | | Legal |
− | | | + | | WW4014 |
− | + | | ''Synopsis:'' With the right permits, you can do anything... well, not ''anything'', but a lot more than the average Joe. Through some devious or official means, you have obtained a permit that allows you special privileges. <br> | |
− | | ''Synopsis:'' | + | ''System:'' Depending on the cost of the Merit, you may be authorized to:<br> |
− | ''System:'' | + | {{tab}}*One point: Own and operate odd vehicles (like limos or trucks).<br> |
− | ''Notes:'' | + | {{tab}}*Two points: Practice medicine or law (as a doctor or lawyer).<br> |
− | ''Book Ref:'' | + | {{tab}}*Three points: Uphold the law (as a cop, detective or government agent).<br> |
− | + | {{tab}}*Four points: Own military hardware (heavy weapons, explosives, vehicles).<br> | |
+ | {{tab}}*Five points: Break the law in the course of duty (as a diplomat or secret agent).<br> | ||
+ | {{tab}}Naturally, these rights involve certain responsibilities. As part of your license, you may be required to fulfil certain duties and observe certain limitations. Even a cop cant go around busting heads on anyone he sees, at least not without some serious repercussions. Licenses of all kinds involve review boards, tests, periodic checks and an overseeing authority. Like anything else in life, you have to be careful how you apply your privileges. Abuse 'em, and you'll probably lose them. | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Guide to the Technocracy, page #165 | ||
|- | |- | ||
− | | ''' | + | | '''Master of Red Tape''' |
− | | | + | | 4 |
− | | | + | | Legal |
− | | | + | | WW4014 |
− | + | | ''Synopsis:'' You're a god of getting things done. Whether you need some supplies, security clearance, favors or additional backup, you can get it with a phone call or two to the right people. Your suave personal and bureaucratic skills make the passage easier than it would be otherwise. After all, it's not what you ask for, but who you ask and how.<br> | |
− | | ''Synopsis:'' You | + | ''System:'' In game terms, this Merit subtracts two from the difficulty of rolls that involve getting equipment, aid or favors through a bureaucracy. Such rolls are usually based on the Backgrounds: ''Allies, Backup, Influence, Library, Mentor, Patron, Requisitions, or Resourses''. To use this Merit, you must plan out what you need, contact a friend or ally in the necessary department, then file a request. Naturally you can blow this Merit if you're not respectful and grateful to the right people; the Storyteller may feel free to disallow or revoke this Trait if the character isn't doing his part to keep the red tape clear.<br> |
− | ''System:'' | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Guide to the Technocracy, page #167<br> |
− | |||
|- | |- | ||
− | | ''' | + | | '''Officially Dead''' |
| 2 | | 2 | ||
− | | | + | | Legal |
− | | | + | | WW4014 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your old life ended tragically... or so they believe. These days, you're essentially a new person. As far as family, friends, the government and other folks are concerned, you're long gone. Unless you break your cover, no one knows who you are... who you ''were''.<br> |
− | ''System:'' | + | ''System:'' Being dead isn't all fun, though. Chances are, you miss at least one person from your old life, but visiting him would be A Very Bad Idea. At the very least, it'll be painful - at worst, you could get them killed. Unless you change your face or fingerprints, you might leave the authorities with all kinds of awkward questions. ("According to records, this woman died three years ago. So why was she in a bank this morning?") There's probably someone looking for you, or making sure you keep a low profile. Attract attention from these parties, and you might not be "walking dead" much longer.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Guide to the Technocracy, page #166<br> |
|- | |- | ||
− | | ''' | + | | '''Specialist Drivers License''' |
− | | | + | | 1 |
− | | | + | | Legal |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character's driving repertoire extends far beyond the SUV or sports car. <br> |
+ | ''System:'' She is qualified to drive trucks, farm vehicles or some other specialized form of vehicular transportation.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #83<br> |
+ | Hunter Player's Guide, page #111 | ||
|- | |- | ||
− | | ''' | + | |} |
− | | | + | {{collapse bottom}} |
− | | | + | |
− | | | + | {{collapse top|title=<font style="font-size: 12pt;">'''Location'''</font>|padding=20px|bg=#7FFFD4}} |
− | | | + | {| class="wikitable sortable" border="1" |
− | + | |- | |
− | + | ! Merit | |
− | + | ! Cost | |
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Hideaway''' |
| 2 | | 2 | ||
− | | | + | | Location |
− | | | + | | WW4010<br> |
− | + | WW4005<br> | |
− | | ''Synopsis:'' You | + | WW4040 |
− | ''System:'' | + | | ''Synopsis:'' You have a special hiding place that no one knows about - a house, a cottage, a nicely furbished cave, etc. You never registered this place in your name, so anyone trying to trace you there is going to have a very hard time. This hideaway is modestly furnished and stocked with enough goods for a two week stay. Such places are good for practicing secret magics - or for hiding from enemies.<br> |
+ | ''System:'' If someone goes on an active search to find your hideaway, your Storyteller may roll two dice against difficulty 6. At least one success means that no one has found the place. Failure indicates that you didn't cover your tracks very well; now they know where you live (more or less). Four cumulative failures leads them right to you; a botch immediately renders your secret worthless.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' World of Darkness: Sorcerer, page #67<br> |
− | + | Ascension's Right Hand, page #77<br> | |
+ | Destiny's Price, page #68 | ||
|- | |- | ||
− | | ''' | + | | '''Vibrant Neighborhood''' |
− | | | + | | 2 |
− | | | + | | Location |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character lives in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things. If anything odd happens, people tend to dismiss it as just another part of the local routine.<br> |
+ | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #80<br> |
+ | Hunter Player's Guide, page #108 | ||
|- | |- | ||
− | | ''' | + | |} |
− | | | + | {{collapse bottom}} |
− | | | + | |
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Code of Honor''' | ||
+ | | 2 | ||
+ | | Mental | ||
+ | | WW8202<br> | ||
+ | WW8120<br> | ||
+ | WW4805<br> | ||
+ | WW4600 | ||
+ | | ''Synopsis:'' Your character has a personal code of ethics to which she adheres strictly. This code might be related to her experiences in the war or something of a legacy from her mortal host. You should work out the details of your code with the Storyteller before play begins.<br> | ||
+ | ''System:'' You gain two additional dice to all Willpower rolls when accomplishing a major feat in accordance with that code.<br> | ||
+ | ''Notes:'' Vanilla Humans use this 2 point version.<br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #82<br> | ||
+ | Hunter Player's Guide, page #111<br> | ||
+ | The Sorcerer's Crusade Companion, page #121<br> | ||
+ | Mage: The Ascension (Revised), page#291 | ||
+ | |- | ||
+ | | '''Common Sense''' | ||
+ | | 1 | ||
+ | | Mental | ||
| WW3108<br> | | WW3108<br> | ||
− | WW3806 | + | WW3806<br> |
− | | ''Synopsis:'' You | + | WW8202<br> |
− | ''System:'' | + | WW8120<br> |
+ | WW4600<br> | ||
+ | WW7300<br> | ||
+ | WW4050<br> | ||
+ | WW7100 | ||
+ | | ''Synopsis:'' You have a significant amount of practical, every day wisdom. <br> | ||
+ | ''System:'' If you're about to do something counter to common sense, the Storyteller may alert you to what you are trying to do and how it might violate practicality. This Merit is an ideal one for a novice player, for it allows you to receive advice from the Storyteller concerning what you can and cant do, and (even more importantly) what you should and shouldn't do.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12<br> | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12<br> | ||
− | Player's Guide to the Garou, page #163 | + | Player's Guide to the Garou, page #163<br> |
+ | Demon Player's Guide, page #81<br> | ||
+ | Hunter Player's Guide, page #110<br> | ||
+ | Mage: The Ascension (Revised), page #291<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #157<br> | ||
+ | Book of Shadows, page #32<br> | ||
+ | Changeling: the Dreaming Player's Guide, page #18 | ||
|- | |- | ||
− | | ''' | + | | '''Concentration''' |
| 1 | | 1 | ||
− | | | + | | Mental |
| WW3108<br> | | WW3108<br> | ||
− | WW3806 | + | WW3806<br> |
− | | ''Synopsis:'' You have | + | WW8120<br> |
− | ''System:'' | + | WW4600<br> |
+ | WW7300<br> | ||
+ | WW4050<br> | ||
+ | WW7100 | ||
+ | | ''Synopsis:'' You have learned to focus your mind, shutting out any distractions and annoyances.<br> | ||
+ | ''System:'' You are immune to circumstantial penalties that might otherwise affect your dice pools or difficulties; if trying to pick a lock in a rainstorm, for instance, the quality of the lock would still affect the difficulty of the task, but the distraction of the rainstorm would not.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page # | + | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12<br> |
− | Player's Guide to the Garou, page #163 | + | Player's Guide to the Garou, page #163<br> |
+ | Hunter Player's Guide, page #110<br> | ||
+ | Mage: The Ascension (Revised), page #291<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #157<br> | ||
+ | Book of Shadows, page #32<br> | ||
+ | Changeling: the Dreaming Player's Guide, page #18 | ||
|- | |- | ||
− | | ''' | + | | '''Determined''' |
| 2 | | 2 | ||
− | | | + | | Mental |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character is one tenacious bitch, determined to go her own way. It can be really difficult for people to persuade her otherwise. <br> |
+ | ''System:'' Gain two dice in any resisted roll in which someone tries to persuade her to do something. You might also have the Stubborn Flaw.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #82<br> | ||
+ | Hunter Player's Guide, page #111 | ||
+ | |- | ||
+ | | '''Direction Sense''' | ||
+ | | 4 | ||
+ | | Mental | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character has an innate sense of where she is and the distance she's traveled. <br> | ||
+ | ''System:'' She can make a good guess at which way is north, even without clues like the position of the sun. She rarely gets lost and can estimate the distance between two points pretty well. She might even be able to navigate her way through London's one-way systems. Maybe.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #83<br> |
+ | Hunter Player's Guide, page #111 | ||
|- | |- | ||
− | | ''' | + | | '''Eidetic Memory''' |
| 2 | | 2 | ||
− | | | + | | Mental |
− | | | + | | WW3108<br> |
− | | ''Synopsis:'' You | + | WW8202<br> |
− | ''System:'' | + | WW8120<br> |
− | ''Notes:'' <br> | + | WW4600<br> |
− | ''Book Ref:'' Book of | + | WW7300<br> |
+ | WW4050<br> | ||
+ | WW7100 | ||
+ | | ''Synopsis:'' You have a "photographic" memory and can remember in perfect detail things seen and heard. <br> | ||
+ | ''System:'' By gaining at least one success on an Perception + Alertness roll, you can recall any sight or sound accurately, even if you heard it or glanced at it only once (although the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: The Storyteller relates to you exactly what was seen or heard.<br> | ||
+ | ''Notes:'' Mokole must buy the 4 point version listed in the Mokole section.<br> | ||
+ | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12<br> | ||
+ | Demon Player's Guide, page #82<br> | ||
+ | Hunter Player's Guide, page #111<br> | ||
+ | Mage: The Ascension (Revised), page #192<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #157<br> | ||
+ | Book of Shadows, page #32<br> | ||
+ | Changeling: the Dreaming Player's Guide, page #18 | ||
|- | |- | ||
− | | ''' | + | | '''Fast Learner''' |
| 3 | | 3 | ||
− | | | + | | Mental |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120<br> |
− | ''System:'' | + | WW7300<br> |
− | ''Notes:'' | + | WW4050 |
− | ''Book Ref:'' | + | | ''Synopsis:'' Your character learns the basics of a subject very quickly indeed. She can cram simple information about virtually any subject into her head quickly and easily. It takes the normal time to develop a deeper knowledge of course, but your character starts getting the hang of things very quickly.<br> |
+ | ''System:'' The cost to gain a new Ability is one experience point instead of three. The costs for higher levels are normal, however.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #82<br> | ||
+ | Hunter Player's Guide, page #111<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #158<br> | ||
+ | Book of Shadows, page #35 | ||
|- | |- | ||
− | | ''' | + | | '''Fast Reader''' |
− | | | + | | 1 |
− | | | + | | Mental |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character can read and understand a piece of writing far faster than most people can. While this Merit can make long train or plain journeys expensive propositions due to the number of books and magazines she goes through, it allows her to quickly extract useful information from anything written in her mortal host's native language.<br> |
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #82<br> | ||
+ | Hunter Player's Guide, page #110 | ||
+ | |- | ||
+ | | '''Good Map Reader''' | ||
+ | | 1 | ||
+ | | Mental | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character is the Holy Grail of drivers everywhere: someone who can read a map well. Whether it's using an old map and a road atlas to locate an Earthbound's lair, or the New York subway plan and a street atlas, she can find her way to where she needs to be.<br> | ||
+ | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #81<br> |
+ | Hunter Player's Guide, page #110 | ||
|- | |- | ||
− | | ''' | + | | '''Good Recognition''' |
− | | 1 | + | | 1 |
− | | | + | | Mental |
− | | | + | | WW8202<br> |
− | + | WW8120 | |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character is great at remembering people's names and places she's been. <br> |
− | ''System:'' | + | ''System:'' She can call to mind the name of somebody she met briefly at a party three months ago, while a bit drunk, as clearly as if she met them only yesterday. She can also remember the streets she staggered down on the way home. She's even good at remembering the names of people mentioned in newspaper stories and TV reports, as well as locations glimpsed in photographs or on TV.<br> |
− | ''Notes:'' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #82<br> |
− | Player's Guide | + | Hunter Player's Guide, page #110 |
|- | |- | ||
− | | ''' | + | | '''Internet Savvy''' |
| 2 | | 2 | ||
− | | | + | | Mental |
− | | | + | | WW8202<br> |
− | + | WW8120 | |
− | | ''Synopsis:'' | + | | ''Synopsis:'' The internet is becoming increasingly common, but it is far from universal. Many users never progress beyond the basic email/simple surfing to "sites whose address you know" stage.<br> |
− | ''System:'' | + | ''System:'' Characters with this Merit are adept at using the Internet in all its vast, rambling confusion - no small feat for the technologically challenged fallen.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #82<br> |
− | Player's Guide | + | Hunter Player's Guide, page #111 |
|- | |- | ||
− | | ''' | + | | '''Jack of All Trades''' |
+ | | 3 | ||
+ | | Mental | ||
+ | | WW3806<br> | ||
+ | WW7300<br> | ||
+ | WW4040<br> | ||
+ | WW4050 | ||
+ | | ''Synopsis:'' You have a little knowledge about a lot of things. <br> | ||
+ | ''System:'' If making a roll on a skill you do not possess, you do not suffer the usual +1 penalty to the roll's difficulty. You may attempt to roll on a Knowledge that you do not possess, although the difficulty for the roll is still raised by 2. <br> | ||
+ | ''Notes:'' Shifter characters: Only Homid or Metis characters may take this Merit. This version overrules the one in Changeling: the Dreaming<br> | ||
+ | ''Book Ref:'' Player's Guide to the Garou, page #163<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #158<br> | ||
+ | Destiny's Price, page#68<br> | ||
+ | Book of Shadows, page #35 | ||
+ | |- | ||
+ | | '''Lightning Calculator''' | ||
| 1 | | 1 | ||
− | | | + | | Mental |
− | | | + | | WW3108<br> |
− | | ''Synopsis:'' Your | + | WW4600<br> |
− | ''System:'' <br> | + | WW7300<br> |
+ | WW4050<br> | ||
+ | WW7100 | ||
+ | | ''Synopsis:'' Your natural affinity for numbers and your talent for mental arithmetic make you a natural for working with computers or betting at the race tracks.<br> | ||
+ | ''System:'' All relevant rolls are made at -2 difficulty. Another possible use for this Merit, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller for the difficulty of some action you are about to perform.<br> | ||
+ | ''Notes:'' You as the player are welcome to use a calculator during play, even when your character is fleeing for her life.<br> | ||
+ | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12<br> | ||
+ | Mage: The Ascension (Revised), page #291<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #157<br> | ||
+ | Book of Shadows, page #32<br> | ||
+ | Changeling: the Dreaming Player's Guide, page #18 | ||
+ | |- | ||
+ | | '''Renaissance Man''' | ||
+ | | 5 | ||
+ | | Mental | ||
+ | | WW4805 | ||
+ | | ''Synopsis:'' In this age, a person is respected for his acumen with many things. Like many people of your time, you have studied and experienced a wide range of subjects and skills. Although you cannot be familiar with ''everything'', you've got a superficial understanding of most endeavors.<br> | ||
+ | ''System:'' In game terms, you have one "phantom dot" in all Skill and Knowledge dice pools. This dot represents a basic familiarity, not working knowledge, of the subject; it should not be listed on your character sheet, and it cannot be increased to a rating of more than 1. The "phantom dot" is not counted as the first dot in anything. If you choose to actually buy the Skill or Knowledge in question, you must spend the usual amount of character, Freebie, or experience points. Thus, the "phantom dot" simply means you know something about a subject that you haven't really studied in depth.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Sorcerers Crusade Companion, page #129 |
|- | |- | ||
− | | ''' | + | | '''Time Sense''' |
− | | | + | | 1 |
− | | | + | | Mental |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120<br> |
+ | WW4600 | ||
+ | | ''Synopsis:'' Your character has an almost uncanny sense of time. She can estimate the amount of time that has passed, as well as the approximate time of day, without using a clock or any other means of measuring time.<br> | ||
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Player's Guide | + | ''Book Ref:'' Demon Player's Guide, page #82<br> |
+ | Hunter Player's Guide, page #111<br> | ||
+ | Mage: The Ascension (Revised), page #291 | ||
|- | |- | ||
− | | ''' | + | | '''Well-Traveled''' |
| 3 | | 3 | ||
− | | | + | | Mental |
− | | | + | | WW4801 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your exhaustive travels and broad experiences have given you piercing insight into life. You possess a wealth of odd facts about cities, libraries, travel routes, obscure fighting styles and other subjects.<br> |
− | ''System:'' | + | ''System:'' Once per game session, you may gain an automatic success on any non-magical roll to reflect your recall of some piece of helpful information.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Crusade Lore, page #37 |
|- | |- | ||
− | | ''' | + | |} |
− | | | + | {{collapse bottom}} |
− | | | + | |
− | | | + | {{collapse top|title=<font style="font-size: 12pt;">'''Physical'''</font>|padding=20px|bg=#7FFFD4}} |
− | | ''Synopsis:'' ''( | + | {| class="wikitable sortable" border="1" |
− | ''System:'' | + | |- |
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Acute Sense''' | ||
+ | | 1 | ||
+ | | Physical | ||
+ | | WW8202<br> | ||
+ | WW8120<br> | ||
+ | WW7300 | ||
+ | | ''Synopsis:'' One of your character's senses, be it sight, smell, taste, touch or hearing is exceptionally keen.<br> | ||
+ | ''System:'' The difficulty of any roll involving this sense decreases by two.<br> | ||
+ | ''Notes:'' Maximum limit for Acute Senses on City of Hope is 3.<br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #77<br> | ||
+ | Hunter Player's Guide, page #108<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #157 | ||
+ | |- | ||
+ | | '''Cat Napper''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' While your character needs six to eight hours of sleep per night, she doesn't need it all at once. She can catch her Zs as and when she can.<br> | ||
+ | ''System:'' As long as her naps total six to eight hours in a 24 hour period - and they usually do unless she's forcibly denied naps - she can function as normal.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #77<br> | ||
+ | Hunter Player's Guide, page #109 | ||
+ | |- | ||
+ | | '''Commanding Voice''' | ||
+ | | 1 | ||
+ | | Physical | ||
+ | | WW7309 | ||
+ | | ''Synopsis:'' You have the ability to make yourself heard over long distances or above a crowd without appearing to shout. This natural projection serves you well in shouting orders on a battlefield, getting a room to quiet down, or calling for aid from reinforcements.<br> | ||
+ | ''System:'' Your intended audience automatically hears you regardless of the general noise level.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' War in Concordia, page #118 |
|- | |- | ||
− | | ''' | + | | '''Double Jointed''' |
− | | | + | | 1 |
− | | | + | | Physical |
| WW3108<br> | | WW3108<br> | ||
− | WW3806 | + | WW3806<br> |
− | | ''Synopsis:'' You | + | WW7300<br> |
− | ''System:'' | + | WW4050 |
− | ''Notes:'' | + | | ''Synopsis:'' You possess uncanny flexibility.<br> |
− | ''Book Ref:'' Werewolf | + | ''System:'' The difficulty of any roll involving body flexibility (such as wriggling free from an opponent's grasp) is reduced by 2. You can contort yourself into odd positions or squeeze into small spaces with this Merit.<br> |
− | Player's Guide | + | ''Notes:'' <br> |
+ | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #20<br> | ||
+ | Player's Guide the the Garou, page #158<br> | ||
+ | Changeling: the Dreaming, page#168<br> | ||
+ | Book of Shadows, page #45 | ||
|- | |- | ||
− | | ''' | + | | '''Forgettable''' |
− | | | + | | 1 |
− | | | + | | Physical |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' It's not that your character is ugly. It's just that, well, people's eyes tend to slide over her. She's of average height and build, unremarkable looks and run of the mill dress. People have problems remembering her appearance after they meet her, unless she has talked with them for a long time. Certainly, people wont be able to give a useful description of her if they only see her briefly. <br> |
+ | ''System:'' Your character must have an Appearance of 2 or 3 and a Charisma no higher than 3 to take this Merit. If either of those Attributes moves outside that range through play, you lose this Merit. This Merit applies solely to your character's physical appearance. She might have a dreadful credit rating, a police file as thick as the phone book, and a sexual history that would make a porn star blush, but people just don't remember her on the street.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #77<br> |
+ | Hunter Player's Guide, page #109 | ||
|- | |- | ||
− | | ''' | + | | '''Good Night Vision''' |
| 2 | | 2 | ||
− | | | + | | Physical |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' '' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Maybe your character's mortal host spent a lot of time camping. maybe she's just a fisherman who's used to getting up before dawn. For whatever reason, your character's night vision is excellent.<br> |
+ | ''System:'' The difficulty of Perception rolls decreases by two at night.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #78<br> |
+ | Hunter Player's Guide, page #110 | ||
|- | |- | ||
− | | ''' | + | | '''Good Right Hook''' |
− | | | + | | 1 |
− | | | + | | Physical |
− | | | + | | WW8202<br> |
− | + | WW8120 | |
− | | ''Synopsis:'' | + | | ''Synopsis:'' The power of your character's punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she's just been in a lot of fights. Regardless, people tend to fall over when your character hits them.<br> |
− | ''System:'' <br> | + | ''System:'' Add two dice to your damage roll for any Brawl based attack.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #77<br> |
− | Player's Guide | + | Hunter Player's Guide, page #108 |
|- | |- | ||
− | | ''' | + | | '''Graceful''' |
− | | | + | | 2 |
− | | | + | | Physical |
− | | | + | | WW4801 |
− | | ''Synopsis:'' You | + | | ''Synopsis:'' You move with uncanny agility and efficiency. Coordination and balance come naturally to you. Even when you fail to achieve some feat, you avoid embarrassing yourself.<br> |
− | ''System:'' You may | + | ''System:'' In game terms, your difficulty for Dexterity-based actions is one less, while botches (even serious ones) do not affect the finesse of your movements. You may die trying, but you will never, ever appear ungainly.<br> |
− | ''Notes:'' | + | ''Notes:'' This Merit does not grant you blood relation to the Fae, you must buy the 4 point merit ''Kinain'' for that.<br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Crusade Lore, page #36 |
|- | |- | ||
− | | ''' | + | | '''Hollow Leg''' |
− | | | + | | 1 |
− | | | + | | Physical |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character can drink like a fish. The amount of alcohol she can put away during a binge is truly phenomenal. What's more aggravating to her buddies is how little she suffers for it. Anyone who gets in a drinking competition with your character quickly regrets it.<br> |
− | + | ''System:'' Halve the penalties your character suffers for consuming alcohol.<br> | |
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76<br> |
+ | Hunter Player's Guide, page #108 | ||
|- | |- | ||
− | | ''' | + | | '''Huge Size''' |
− | | | + | | 4 |
− | | | + | | Physical |
| WW3108<br> | | WW3108<br> | ||
− | WW3806 | + | WW3806<br> |
− | | ''Synopsis:'' You | + | WW8202<br> |
− | ''System:'' You are | + | WW8120<br> |
+ | WW4600<br> | ||
+ | WW7300<br> | ||
+ | WW4050 | ||
+ | | ''Synopsis:'' You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight in Homid form. <br> | ||
+ | ''System:'' You therefore have one additional Health Level, and you can suffer more harm before you are incapacitated. Treat this Merit as an extra Bruised Health Level, with no penalties to rolls. Of course, with your immense size comes other problems, (blending into a crowd, finding clothes that fit, being seated on a plane)...<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Werewolf | + | ''Book Ref:'' Werewolf Players Guide (2nd Edition), pg.#21<br> |
− | Player's Guide the the Garou, page #159 | + | Player's Guide the the Garou, page #159<br> |
+ | Demon Player's Guide, page #78<br> | ||
+ | Hunter Player's Guide, page #110<br> | ||
+ | Mage: The Ascension (Revised), page #288<br> | ||
+ | Changeling: the Dreaming, page #168<br> | ||
+ | Book of Shadows, page #45 | ||
|- | |- | ||
− | | ''' | + | | '''Light Sleeper''' |
+ | | 1 to 3 | ||
+ | | Physical | ||
+ | | WW4010<br> | ||
+ | WW2224<br> | ||
+ | WW8202<br> | ||
+ | WW8120<br> | ||
+ | WW4600<br> | ||
+ | WW4009 | ||
+ | | ''Synopsis:'' For one point, you function quite well on four hours of sleep a night. If the Storyteller imposes penalties on other players for sleep deprivation (one- or two-die penalties are suggested), then you are exempt. Needless to say, this Merit allows your character to accomplish a lot more with his daily activities.<br> | ||
+ | {{tab}}For two points, you sleep only about two hours per night. This resilience is quite unusual, and it lets your character get a lot more done. It also means that he has the luxury of sleeping while on the run.<br> | ||
+ | {{tab}}For three points, you're truly sleepless. You may suffer penalties from exhaustion, but he does not need shut-eye. Perhaps your mage's brain's sleep center was destroyed in an accident, or he may be something like a golem that's designed to stand forever vigilant. Regardless, the only time your character sleeps is if he's drugged or beaten unconscious. | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' Use this Merit instead of "Bundle of Energy". The 2 and 3 point versions of this Merit are obviously less natural.<br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #66<br> | ||
+ | Mummy: The Resurrection (2nd Edition), page #68<br> | ||
+ | Demon Player's Guide, page #77<br> | ||
+ | Hunter Player's Guide, page #108<br> | ||
+ | Mage: The Ascension (Revised), page #291<br> | ||
+ | Halls of the Arcanum | ||
+ | |- | ||
+ | | '''Natural Runner''' | ||
+ | | 1 | ||
+ | | Physical | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character's mortal host enjoyed running ever since she was a kid. While most people wheeze and complain about exercising, running has always been an absolute pleasure for her. As a result, your character can run like the wind when the occasion demands it. <br> | ||
+ | ''System:'' Your character's Dexterity counts as one point higher than it actually is for the purposes of determining movement rates.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #77<br> | ||
+ | Hunter Player's Guide, page #108 | ||
+ | |- | ||
+ | | '''Night Vision''' | ||
| 2 | | 2 | ||
− | | | + | | Physical |
− | | | + | | WW2305 |
− | | ''Synopsis:'' | + | | ''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:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 |
+ | |- | ||
+ | | '''Perfect Balance''' | ||
+ | | 3 | ||
+ | | Physical | ||
+ | | WW7300 | ||
+ | | ''Synopsis:'' Your sense of balance is acute thanks to constant training or inherited traits. It's very unlikely that you'll ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold.<br> | ||
+ | ''System:'' This Merit aids such actions as tightrope walking, crossing ice and climbing mountains; all such feats are at -3 difficulty.<br> | ||
+ | ''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 | ||
|- | |- | ||
− | | ''' | + | | '''Poison Resistance''' |
| 2 | | 2 | ||
− | | | + | | Physical |
− | | | + | | WW4801<br> |
− | | ''Synopsis:'' '' | + | WW7300<br> |
− | '' | + | WW4050 |
+ | | ''Synopsis:'' You have the ability to resist the worst effects of most poisons, because of some natural hardiness or through years of exposure.<br> | ||
+ | ''System:'' In game terms, you can roll Stamina to resist a normally fatal dose of poison (difficulty depends on the potency of the draught: mild toxins are 5 or 6, powerful ones are 7 or 8, and really nasty ones are 9 or 10). You might become sick, you might even be incapacitated, but chances are that you'll survive.<br> | ||
+ | ''Notes:'' The cost in Changeling: the Dreaming is overruled, we use the cost listed above.<br> | ||
+ | ''Book Ref:'' Crusade Lore, page #37<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #158<br> | ||
+ | Book of Shadows, page #35 | ||
+ | |- | ||
+ | | '''Robust Health''' | ||
+ | | 1 | ||
+ | | Physical | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character has the constitution of an ox. She rarely gets ill, if at all, and food poisoning is a stranger to her. <br> | ||
+ | ''System:'' Reduce the difficulty of any roll to resist illness or poisoning - including alcohol poisoning - by two.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #77<br> |
+ | Hunter Player's Guide, page #109 | ||
|- | |- | ||
− | | ''' | + | | '''Sea Legs''' |
− | | | + | | 1 |
− | | | + | | Physical |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character is no landlubber, but a salty sea dog at heart. She's at home on a boat even when traveling rough seas. <br> |
+ | ''System:'' She suffers no penalty incurred due to rough seas or unpredictable ship motion on any actions performed while aboard.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #77<br> |
+ | Hunter Player's Guide, page #109 | ||
|- | |- | ||
− | | ''' | + | | '''Sexy''' |
− | | | + | | 2 |
− | | | + | | Physical |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' You | + | | ''Synopsis:'' Your character's one sexy mutha. She might not necessarily be that classically good looking, but there's something about the way she moves and acts that exudes sexuality. As a result, she drawls in members of the opposite sex, or homosexual members of her own sex, with raw animal magnetism.<br> |
+ | ''System:'' You may reduce the difficulty of any Social roll by two when dealing with a character who is attracted to your character. If you actively attempt to use your character's charms against someone, you may reduce the difficulty by three.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #78<br> |
+ | Hunter Player's Guide, page #110 | ||
|- | |- | ||
− | | ''' | + | | '''Wild Affinity''' |
| 2 | | 2 | ||
− | | | + | | Physical |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | '' | + | | ''Synopsis:'' Renaissance people are aware of the natural world in ways that few 21st century folk can imagine. This is doubly tru of rural villagers, and triply true for magi who recognize divinity within Nature. As one such, you notice the ebb and flow of sounds, scents and sights - newly bent grasses, animal tracks, birdsongs and so forth - that fill the wilderness. In your native environment (woodlands, savanna, mountains, coast, etc.), you could shame an animal with your perceptions.<br> |
+ | ''System:'' These perceptions do not, of course, do not work everywhere, nor are they truly magical (although magic can enhance them). In game terms, your character is so accustomed to the various signals of her world that she lowers the difficulty of any roll that involves hunting, tracking, hiding, surviving, or noticing something unusual within her domain. As mentioned earlier, this "domain" must be tied to the mage's background - a costal Norse-kin would not be particularly attuned to the sensations of the Carpathian Mountains. The environment doesn't have to be the land of that character's birth, but it must be a setting she has spent a lot of time getting to know.<br> | ||
+ | {{tab}}Normally, this Trait reduces the difficulty of related rolls by -2. For example, a woods-witch character in the Black Forest would subtract two from the difficulty of her Elusion, Hunting, Stealth, Survival, Tracking, and Weather-Eye rolls if she possessed this Merit. At the Storyteller's discretion, certain circumstances might make the task easier (a bleeding animal has limped along the path, -3 difficulty) while others (darkness, snow, etc) might raise it to -1, or even nullify the Merit completely.<br> | ||
+ | ''Notes:'' This merit ''can'' be combined with the Acute Senses Merit. A character with such keen perceptions would rival wild animals with her acuity, but rural folklore is full of people who are incredibly attined to their surroundings.<br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #78<br> | ||
+ | Hunter Player's Guide, page #110 | ||
+ | |- | ||
+ | |} | ||
+ | {{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 or 5 | ||
+ | | Psychological | ||
+ | | WW4600<br> | ||
+ | WW4809 | ||
+ | | ''Synopsis:'' The ancient Celts called this state the "Battle Fury", and when it takes over your mage, everything is tinted with a red haze as he kills. And kills. And kills some more. <br> | ||
+ | ''System:'' To end the battle fury, you must make a Willpower roll at the same difficulty. Subtract one from the difficulty if the person on the receiving end is your ''True Love'' or someone similarly important. Otherwise, everyone just has to run and hide until you come down.<br> | ||
+ | {{tab}}*For 2 points: Your character feels no pain, and he ignores all wound penalties when berserk.<br> | ||
+ | {{tab}}*For 5 points: When berserk, your character adds 2 dots to his Strength, 1 dot to Stamina, gains 3 Bruised Health Levels, and takes no wound penalties to Dice Pools until he reaches Wounded; thus his wound penalties would be: Wounded -1, Mauled -1, Crippled -2, Incapacitated -2, and Dead.<br> | ||
+ | {{tab}}Whenever your character is injured in combat, make a Willpower roll (difficulty 6 + the number of Wound Levels suffered so far that scene). Add two to that difficulty if you have the ''Short Fuse'' Flaw (up to a maximum difficulty of 10). If you fail, your character enters the battle fury, and he may ignore all wound penalties. Unfortunately, he wont know friend from foe, and he will kill until there's nothing left standing.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Mage: The Ascension (Revised), page #288<br> |
+ | Witches and Pagans, page #85 | ||
|- | |- | ||
− | | ''' | + | | '''Healthy Cynicism''' |
− | | | + | | 1 |
− | | | + | | Psychological |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character is good at separating truth from fiction, and someone has to be up pretty damn early to catch her off guard. She rarely takes what people say at face value until she's able to check the details herself. <br> |
+ | ''System:'' This Merit allows you to reduce the difficulty by two on any roll to perceive a lie. It should also be roleplayed as much as possible.<br> | ||
+ | ''Notes:'' Called "Healthy Skepticism" in Hunter.<br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #82<br> | ||
+ | Hunter Player's Guide, page #110 | ||
+ | |- | ||
+ | | '''Loyalty''' | ||
+ | | 1 | ||
+ | | Psychological | ||
+ | | WW4005<br> | ||
+ | WW4010<br> | ||
+ | WW4040 | ||
+ | | ''Synopsis:'' You are a loyal and devoted individual. The object of this loyalty may be either a particular individual (your mage, lover, etc.) or a group or cause (your Chantry, Greenpeace, etc.).<br> | ||
+ | ''System:'' You easily resist almost all temptations toward disloyalty. If you are facing a supernatural persuasion (Mind magic, vampiric Domination, etc.) to betray your master or cause, your effective Willpower is increased by two due to your extreme loyalty.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Ascension's Right Hand, page #77<br> | ||
+ | World of Darkness: Sorcerer, page #66<br> | ||
+ | Destiny's Price, page #68 | ||
+ | |- | ||
+ | | '''Optimistic''' | ||
+ | | 4 | ||
+ | | Psychological | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Despite everything that has happened to your character, she refuses to accept the fact that life cannot and will not ultimately change for the better.<br> | ||
+ | ''System:'' Regain two Willpower when you wake up each morning, rather than the usual one.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #83<br> |
+ | Hunter Player's Guide, page #111 | ||
|- | |- | ||
− | | ''' | + | | '''Self-Confident''' |
− | | | + | | 1 |
− | | | + | | Psychological |
| WW3108<br> | | WW3108<br> | ||
− | + | WW4050<br> | |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''Synopsis:'' When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point.<br> |
− | ''Notes:'' | + | ''System:'' When you declare that you are using a point of Willpower for an extra success, you do not lose the Willpower unless you fail the roll. You may use this Merit only when you need confidence in your abilities in order to succeed; thus only when the difficulty of a roll is 6 or higher can it come into play. You may spend Willpower at other times; however, if the difficulty is 5 or less, this Merit wont help you.<br> |
− | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page # | + | ''Notes:'' <br> |
− | Player's Guide | + | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12<br> |
+ | Book of Shadows, page #33<br> | ||
+ | Changeling: the Dreaming Player's Guide, page #18 | ||
|- | |- | ||
− | | ''' | + | | '''Unflappable''' |
− | | | + | | 3 |
− | | | + | | Psychological |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character's mortal host was a naturally placid person who took most things in stride. She was almost hit by a car? That was close. Her husband ran off with the kids? Ah, well. While she feels emotions like everyone else, she just doesn't let them affect her the way others do.<br> |
− | ''Notes:'' | + | ''System:'' You gain two extra dice on any Willpower roll that involves staying calm or not overreacting to mundane experiences.<br> |
− | ''Book Ref:'' | + | ''Notes:'' <br> |
+ | ''Book Ref:'' Demon Player's Guide, page #83<br> | ||
+ | Hunter Player's Guide, page #111 | ||
|- | |- | ||
− | | ''' | + | |} |
+ | {{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 | ||
+ | |- | ||
+ | | '''Approachable''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' There's something very approachable and non-threatening about your character's mortal persona. People find it very easy to start a conversation with her.<br> | ||
+ | ''System:'' Reduce the difficulty of any Empathy rolls involving other people or demons by one.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #78<br> | ||
+ | Hunter Player's Guide, page #105 | ||
+ | |- | ||
+ | | '''Best Friend''' | ||
| 2 | | 2 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character has the good fortune to have a best mate. He stands with your character through thick and thin. They've shared jokes, tragedies and all the highs and lows of life over the years, all of which has forged a bond between them that some married couples never achieve. Perhaps they were at school or worked together. <br> |
+ | ''System:'' While your character might not be able to share the truth of her real nature with her friend, she can rely on him to back her up to the best of his abilities without asking too many difficult questions. A best friend is closer to you and more committed to helping you than an ally, but he demands far more in return. He goes that extra mile to get her out of trouble than an ally wouldn't, but he counts on her to do the same for him.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #79<br> |
+ | Hunter Player's Guide, page #106 | ||
|- | |- | ||
− | | ''' | + | | '''Confidence''' |
− | | | + | | 2 |
− | | | + | | Social |
− | | | + | | WW4014 |
− | | ''Synopsis:'' You | + | | ''Synopsis:'' You've got style, savvy and self-confidence that all say, "I'm the Man." Even without the benefit of dazzling appearance or superb charisma, you possess an untouchable air of superiority. Others quickly defer to your decisions, and you automatically assume authority through sheer force of will. Moreover, you're immune to the barbs of your rivals; wicked wit and subterfuge cannot shake your cool self-confidence.<br> |
− | ''System:'' | + | ''System:'' With this Merit you can assume a mantle of authority. The Masses quickly bow to someone with confidence; if you look like you know what you're doing, people will let you do it. It's tough to bullshit you, too - your natural confidence often rattles your rival before he can make his play. In game terms, the Merit lowers your Social difficulties by two and raises another character's difficulty by two if he tries to mislead or intimidate you. As many Syndicate ops know, self-confidence is like armor. If it fits, you can stand up to almost anything.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Book of Madness, page #63 |
|- | |- | ||
− | | ''' | + | | '''Confidence''' |
− | | | + | | 2 |
− | | | + | | Social |
− | | | + | | WW4014 |
− | | ''Synopsis:'' '' | + | | ''Synopsis:'' You've got the style, savvy and self-confidence that all say, "I'm the Man." Even without the benefit of dazzling appearance or superb charisma, you possess an untouchable air of superiority. Others quickly defer to your decisions, and you automatically assume authority through sheer force of will. Moreover, you're immune to the barbs of your rivals; wicked wit and subterfuge cannot shake your cool self-confidence. With this Merit, you can assume a mantle of authority. The Masses quickly bow to someone with confidence; if you look like you know what you're doing, people will let you do it. It's touch to bullshit you too - your natural confidence often rattles your rival before he can make his play.<br> |
− | ''System:'' | + | ''System:'' In game terms, the Merit lowers your Social difficulties by two, and raises another character's difficulty by two if he tries to mislead or intimidate you. As many Syndicate ops know, self-confidence is like armor. If it fits, you can stand up to almost anything.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Guide to the Technocracy, page #166<br> |
|- | |- | ||
− | | ''' | + | | '''Corporate Savvy''' |
| 3 | | 3 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | + | WW8120 | |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character's mortal host has been a warrior of the cube battlefields for a long time and now your character knows how the corporate mind works. She understands the dynamics of money, business, information and power that make up companies, and she can manipulate them for her own ends to a limited degree.<br> |
− | ''System:'' | + | ''System:'' Add two dice to any roll involving manipulating a corporate structure of a corporate employee.<br> |
− | '' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #80<br> |
− | + | Hunter Player's Guide, page #108 | |
+ | |- | ||
+ | | '''Cupid's Gift''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW4508 | ||
+ | | ''Synopsis:'' You're unusually seductive. it isn't so much that you're fair of face or quick of wit (though you may be) - you simply possess a certain animal charm that few can resist.<br> | ||
+ | ''System:'' In any roll based on Seduction or Subterfuge, subtract two from the difficulty... and get ready to suffer the displeasure of your rivals! Folk who are not swayed by your charms often hate you for possessing them.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' The Sorcerer's Crusade Companion, page #121 | ||
+ | |- | ||
+ | | '''Enchanting Gaze''' | ||
+ | | 2 | ||
+ | | Social | ||
+ | | WW4805 | ||
+ | | ''Synopsis:'' You've got the most ''fascinating'' eyes. People find it hard to avoid them. Even if your gaze is sort of... unearthly... it's most seductive. There isn't anything actually magical about your gaze, byt others cannot help finding it intriguing, whether you want them to or not. Perhaps your eyes are unusually vivid, or uncannily colored, or incredibly trusting and inviting... they're distinct, regardless, so you might as well make use of 'em.<br> | ||
+ | ''System:'' In game terms, this Merit subtracts two from the difficulty of any Social roll that involves sustained eye contact, or from an influence spell that includes eye contact as a focus. (See The Sorcerers Crusade - "Charms" on p 261, and "Evil Eye", p 268. The usual maximum applies). It also makes you stand out in a crowd; long after you're gone people will still talk about those marvelous ''eyes''...<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' The Sorcerers Crusade Companion, page #123 | ||
|- | |- | ||
− | | ''' | + | | '''Enchanting Voice''' |
| 2 | | 2 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' Your | + | WW8120 |
− | ''System:'' <br> | + | | ''Synopsis:'' Your character has the most incredible voice. It has a quality that makes people unable to ignore it. If she whispers seductive words in someone's ear, his heart melts. If she demands that someone do something, he springs into action at her behest. <br> |
+ | ''System:'' The difficulty of all rolls involving the use of your character's voice to persuade, seduce, charm or give orders decreases by two.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #79<br> |
+ | Hunter Player's Guide, page #107 | ||
|- | |- | ||
− | | ''' | + | | '''Fascinating Gaze''' |
− | | | + | | 2 |
− | | | + | | Social |
− | | | + | | WW2380 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' The eyes are the windows to the soul, and your character's are particularly engaging. Something about the eyes draws and holds the attention of others. They might be an unusual color, have a particular shine to them, or simply seem to reflect the wisdom of the ages. Your character's come-hither look can melt the coldest heart, while his intimidating glare is like the paralyzing stare of a viper. <br> |
− | ''System:'' <br> | + | ''System:'' Reduce by two the difficulty of any Social roll in which eye contact is involved throughout.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Mummy the Resurrection, page #64 |
|- | |- | ||
− | | ''' | + | | '''Fashion Sense''' |
| 2 | | 2 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' '' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character doesn't just dress well, she has an innate sense of what sort of clothes suit a particular occasion. This sense isn't a case of slavishly following the latest trends from the hottest designers either, it's a matter of knowing when to dress smart and when to be casual and having the know how to carry it off on a limited budget.<br> |
+ | ''System:'' Subtract one from the difficulty of Social rolls in situations where dressing appropriately is important, such as in a business meeting, chatting at a club or attending an upper crust function.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #79<br> |
+ | Hunter Player's Guide, page #107 | ||
|- | |- | ||
− | | ''' | + | | '''Flirt''' |
− | | | + | | 2 |
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character's mortal friends claim that she's a terrible flirt, but that quite manifestly isn't true. She's great at it. She's an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At her best, she can make members of the opposite sex, or members of the same sex, putty in her hands.<br> |
− | ''Notes:'' | + | ''System:'' Add two dice to all Social rolls in such circumstances.<br> |
− | ''Book Ref:'' | + | ''Notes:'' <br> |
+ | ''Book Ref:'' Demon Player's Guide, page #79<br> | ||
+ | Hunter Player's Guide, page #107 | ||
+ | |- | ||
+ | | '''Funny''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character can make people laugh. Her timing and sense of the absurd is second to none. She's always being invited to parties because she's so much fun. Most importantly, your character is also very good at judging the appropriateness of her humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. Therefore, she does what she can to make life more bearable for her friends and compatriots, even when situations seems darkest.<br> | ||
+ | ''System:'' Reduce by two the difficulty of any Social roll that is intended to boost morale.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #78<br> | ||
+ | Hunter Player's Guide, page #105 | ||
|- | |- | ||
− | | ''' | + | | '''Good Judge of Character''' |
| 2 | | 2 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character has an innate instinct for reading a person. She can make an appraisal of the kind of person someone is after meeting him for a few seconds, based on little more than gut instinct. She is rarely wrong.<br> |
+ | ''System:'' Decrease the difficulty by two on any Perception roll based on assessing a person.<br> | ||
+ | ''Notes:'' Called "Good Sense of Character" in Demon.<br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #80<br> | ||
+ | Hunter Player's Guide, page #107 | ||
+ | |- | ||
+ | | '''Good Listener''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character has a keen interest in people. She enjoys hearing what they have to say and is prepared to take the time to hear them out without interrupting with her own opinion. Others can sense this, and they open up to your character without really meaning to.<br> | ||
+ | ''System:'' The difficulty of all apparently friendly Social rolls that involve people talking to your character decreases by two.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #78<br> |
+ | Hunter Player's Guide, page #105 | ||
|- | |- | ||
− | | ''' | + | | '''Good Taste''' |
− | | | + | | 1 |
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' '' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character has a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. She's seen the films for discussion in cultured company, and she wouldn't know who starred in ''Dumb and Dumber'', let alone have the first clue about the plot. Her taste makes forging social contacts among the upper classes much easier, whatever her origins.<br> |
+ | ''System:'' Reduce the difficulty by two for any Social roll intended to gain acceptance or to impress in a high society or business situation.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #78<br> |
+ | Hunter Player's Guide, page #105 | ||
|- | |- | ||
− | | ''' | + | | '''Gossip''' |
− | | | + | | 1 |
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' <br> | + | | ''Synopsis:'' Your character is an incurable gossip, and other gossips recognize a kindred spirit in her. She's more than happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutiae of other people's lives.<br> |
+ | ''System:'' Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #78<br> |
+ | Hunter Player's Guide, page #105 | ||
|- | |- | ||
− | | ''' | + | | '''Great Liar''' |
− | | | + | | 2 |
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | '' | + | | ''Synopsis:'' Lying comes naturally to your character. Even the most involved deception sounds like God's own truth when it comes tripping off her honeyed tongue.<br> |
+ | ''System:'' Gain two dice on any Social roll that involves lying to or deceiving another person.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #80<br> | ||
+ | Hunter Player's Guide, page #107 | ||
+ | |- | ||
+ | | '''Honeyed Tongue''' | ||
+ | | 2 | ||
+ | | Social | ||
+ | | WW4801 | ||
+ | | ''Synopsis:'' Lies pass your lips like the Gospel truth. People tend to believe what you say, no matter how inane your conversation or how incredible your stories. This liberty enables you to spread falsehoods with impunity, deceive friends and enemies alike, and explain your way out of most situations.<br> | ||
+ | ''System:'' All attempts at Subterfuge gain an automatic success.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Crusade Lore, page #37 |
|- | |- | ||
− | | ''' | + | | '''Innocent''' |
− | | | + | | 2 |
− | | | + | | Social |
− | | | + | | WW4801<br> |
− | | ''Synopsis:'' You | + | WW4009 |
− | ''System:'' | + | | ''Synopsis:'' You convey an aura of childlike innocence. Few believe you capable of anything even remotely evil or wrong, even if you are guilty of the most heinous crime.<br> |
+ | ''System:'' In story terms, this Merit makes life a lot easier for you when interacting with potential enemies. You usually suffer mild punishments - even if someone catch you in the act - and your accusers tend to give you the benefit of the doubt. In game terms, this Merit lowers the difficulties of rolls involving Subterfuge or Manipulation by two.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Crusade Lore, page #37<br> |
+ | Halls of the Arcanum, page #63 | ||
|- | |- | ||
− | + | | '''In Love''' | |
− | | | + | | 1 |
− | + | | Social | |
− | + | | WW8202<br> | |
− | + | WW8120 | |
− | + | | ''Synopsis:'' Your character has fallen for someone (or her mortal host had), and the feeling is reciprocated. The world seems like a better place. Colors are brighter, music is more enchanting, and life just seems less desperate. Even the slightest success boosts your confidence.<br> | |
+ | ''System:'' Regain two Willpower instead of one when your character wakes up each morning.<br> | ||
+ | ''Notes:'' Called "Lovestrick" in Hunter.<br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #78<br> | ||
+ | Hunter Player's Guide, page #105 | ||
|- | |- | ||
− | + | | '''Laid Back Friends''' | |
− | + | | 2 | |
− | + | | Social | |
− | + | | WW8202<br> | |
− | + | WW8120 | |
+ | | ''Synopsis:'' Everyone needs good buddies, and your character has a particularly good bunch. They're pretty cool about when they see her; they don't get all up tight if she's not in contact for a while. They're also great at not interfering with her life. Sure, she's gone through some changes of late, but that's her choice. They'll be there if she wants to talk or needs help, but they'll otherwise keep the hell out of her hair. <br> | ||
+ | ''System:'' If these guys are also your character's Allies (as per the Background), they'll help without asking too many difficult questions. Hey, that's her business, right?<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #80<br> | ||
+ | Hunter Player's Guide, page #107 | ||
|- | |- | ||
− | | ''' | + | | '''Media Junkie''' |
| 1 | | 1 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' TV, radio, newspaper, magazine, film - your character cant get enough. She's a voracious consumer of pop culture and is always up onthe latest movies, music, and current affairs.<br> |
+ | ''System:'' Reduce the difficulty by two on any Social or Research roll that involves pop culture.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #79<br> |
+ | Hunter Player's Guide, page #105 | ||
|- | |- | ||
− | + | | '''Media Savvy''' | |
− | | | + | | 3 |
− | + | | Social | |
− | + | | WW8202<br> | |
− | + | WW8120 | |
− | + | | ''Synopsis:'' There's a knack to dealing with the media, and your character has it. She's learned what journalists what, and she does her best to provide it in a way that best suits her. She can create, suppress and redirect stories with a fair amount of effectiveness, just by the spin she puts on them. Most of the time, she tries to set up situations so the media reads them the way she wants.<br> | |
− | < | + | ''System:'' Add two dice to any Social roll in which your character deals with journalists or reporters.<br> |
− | + | ''Notes:'' <br> | |
− | + | ''Book Ref:'' Demon Player's Guide, page #80<br> | |
+ | Hunter Player's Guide, page #108 | ||
|- | |- | ||
− | + | | '''Natural Leader''' | |
− | + | | 1 | |
− | + | | Social | |
− | + | | WW8202<br> | |
− | + | WW8120<br> | |
+ | WW4009 | ||
+ | | ''Synopsis:'' Your character has been gifted with a certain bearing and personality that naturally makes people defer to her opinion or orders.<br> | ||
+ | ''System:'' You receive an extra two dice on Leadership rolls. Your character must have a Charisma of 3 or greater to purchase this Merit.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #79<br> | ||
+ | Hunter Player's Guide, page #105<br> | ||
+ | Halls of the Arcanum, page #62 | ||
|- | |- | ||
− | | ''' | + | | '''Natural Politician''' |
| 1 | | 1 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' Whether | + | WW8120 |
− | ''System:'' You | + | | ''Synopsis:'' Your character is right at home among the devious minds of the political world. Whether it's the cut and thrust of office jockeying or the showboating of regional politics, she knows how to get what she wants. <br> |
− | ''Notes:'' | + | ''System:'' You receive two extra dice on Manipulation rolls in social situations that can involve an element of politics, such as an office or gun club meeting. Your character must have a Manipulation of 3 or more to have this Merit. The Politics Ability has to bearing because this Merit represents raw talent, not knowledge gained through long experience.<br> |
− | ''Book Ref:'' | + | ''Notes:'' <br> |
+ | ''Book Ref:'' Demon Player's Guide, page #79<br> | ||
+ | Hunter Player's Guide, page #106 | ||
|- | |- | ||
− | | ''' | + | | '''Noble Bearing''' |
− | | | + | | 1 |
− | | | + | | Social |
− | | | + | | WW4508 |
− | | ''Synopsis:'' You | + | | ''Synopsis:'' Some people were born to lead. You are one of them. Were you born of noble blood? Perhaps not, but you still act as if you were, and often you impress others as a result. Your true heritage doesn't matter; people respect you on sight.<br> |
− | ''System:'' | + | ''System:'' In game terms, this Merit lowers Social roll difficulties in conciliatory situations by two. In story terms, it gives you an air of respectability no matter where you are or what you do. It also makes you a target for jealousy, gossip, and assassination attempts, but that's the cost of charisma...<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Sorcerer's Crusade Companion, page #121 |
|- | |- | ||
− | | ''' | + | | '''Noble Blood''' |
+ | | 1 | ||
+ | | Social | ||
+ | | WW4508 | ||
+ | | ''Synopsis:'' Whether a bastard or a favored child, you possess an obvious link to a noble family. It's well known that "the blood will tell"; prominent features and other, less physical traits - good and bad ones alike - have been passed on to you. Perhaps you share the duke's fine features, the baron's temper, or the princess' deep green eyes. People recognize your heritage, no matter how you dress or behave.<br> | ||
+ | ''System:'' In game terms, this Merit is two sided: It declares your parentage and wins you respect, but that's not always a good thing. You might acquire your family's enemies through no fault of your own, or cause scandals if you were born on the wrong side of the sheets. If your family has some noted personality trait - extraordinary courage, deviousness, generosity, wrath - you'll probably display some sign of it as a matter of course. Note that this Merit doesn't apply to every noble child; it reflects an ''undeniable'' tie to a specific aristocracy, not a simple heritage.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' The Sorcerer's Crusade Companion, page #121 | ||
+ | |- | ||
+ | | '''People Person''' | ||
| 2 | | 2 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character is a social animal. She just likes being around others. Hell, they like being around her. Her open and gregarious nature makes people warm to her quickly.<br> |
+ | ''System:'' The difficulty decreases by two on any social roll to create a good impression on another.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #80<br> |
+ | Hunter Player's Guide, page #107 | ||
|- | |- | ||
− | | ''' | + | | '''Perfect Liar''' |
− | | | + | | 3 |
− | | | + | | Social |
− | | | + | | WW4014 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' When you speak, everything is the truth. Your words never quaver, your vital signs remain normal, your facts seem consistent and your eyes betray no deception whatsoever. No matter how outrageous your story might be, an objective observer will assume that at least ''you'' believe it's true.<br> |
− | ''System:'' | + | ''System:'' In game terms, most casual deceptions succeed automatically. Subtract two from the difficulty of any roll that involves fooling someone about something important. This Merit will not foil Mind magic, aura-reading, or other forms of mystic truth-seeking, but it will deceive any mundane detection (like body language or lie detectors).<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Guide to the Technocracy, page #16c<br> |
|- | |- | ||
− | | ''' | + | | '''Pillar of the Community''' |
| 2 | | 2 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
− | ''System:'' | + | | ''Synopsis:'' Your character is a fine, upstanding person, respected by those around her. Through participation in local events, helping out with community groups or helping others, she's become well liked and trusted by those who live around her. <br> |
+ | ''System:'' When she brings them a warning of potential danger or offers an explanation of strange, miraculous events, they are likely to believe her. She might even be able to call upon their aid in a pinch, but she shouldn't count on help every time things go sour.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #80<br> |
+ | Hunter Player's Guide, page #107 | ||
|- | |- | ||
− | | ''' | + | | '''PItiable''' |
− | | | + | | 1 |
− | | | + | | Social |
− | | | + | | WW2206 |
− | | ''Synopsis:'' | + | | ''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:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 |
|- | |- | ||
− | | ''' | + | | '''Punctual''' |
| 1 | | 1 | ||
− | | | + | | Social |
− | | | + | | WW8202<br> |
− | | ''Synopsis:'' | + | WW8120 |
+ | | ''Synopsis:'' Your character is a master of the virtually lost art of turning up on time. If she has a meeting at 10:00 AM, she's sitting in the reception room at 9:59. If she has an 8:00 PM dinner date with her inamorato, she'll be in the restaurant at 8:00 on the dot, so he doesn't end up waiting. Barring deliberate interference in her plans, your character almost always manages things so that she turns up on time. It makes her a great organizer, assuming her allies come through for her.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #79<br> | ||
+ | Hunter Player's Guide, page #106 | ||
+ | |- | ||
+ | | '''Seasoned Traveler''' | ||
+ | | 2 or 4 | ||
+ | | Social | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character is adept at finding accommodation, supplies and local help wherever she goes in her home country. With the 4 point version, the same applies to foreign countries. She might not speak the language well, or at all, but she knows how to go about obtaining things and learning about the local culture without offending the natives, through a combination of prior research and general street smarts.<br> | ||
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #80<br> |
+ | Hunter Player's Guide, page #107 | ||
+ | |- | ||
+ | | '''Smooth''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don't have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people can forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly forgiven and forgotten.<br> | ||
+ | ''System:'' Reduce the difficulty of any Manipulation rolls by two. <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #79<br> | ||
+ | Hunter Player's Guide, page #106 | ||
+ | |- | ||
+ | | '''Socially Aware''' | ||
+ | | 2 | ||
+ | | Social | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Social interplay is an open book to your character. She's the first to spot the hidden relationships between people after only a few minutes of observation. Such subtle clues as body language and position, voice tone and choice of words speak volumes about the underlying connections between people.<br> | ||
+ | ''System:'' Gain two dice on any Perception roll involving interaction between other people.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #80<br> | ||
+ | Hunter Player's Guide, page #107 | ||
+ | |- | ||
+ | | '''Soothing Voice''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW4010<br> | ||
+ | WW2224<br> | ||
+ | WW4009 | ||
+ | | ''Synopsis:'' Your voice is calm and soothing, almost entrancing. <br> | ||
+ | ''System:'' Add two dice to any roll that directly involves using your voice - to sing, to preach, to hypnotize, etc. - or reduce Social roll difficulties by two.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #66<br> | ||
+ | Mummy: The Resurrection, page #68<br> | ||
+ | Halls of the Arcanum, page #64 | ||
+ | |- | ||
+ | | '''Street Rep''' | ||
+ | | 1 to 2 | ||
+ | | Social | ||
+ | | WW4040 | ||
+ | | ''Synopsis:'' People know you. Maybe you creamed a roomful of enforcers, maybe you have a way of surviving tough situations, or perhaps you just have a really good PR person running scam talks about you. In any case, people know your name.<br> | ||
+ | ''System:'' Whether this Trait becomes a Merit or a Flaw depends on what you're known for. Characters known for good things - helping needy people, contributing time to help teach city kids, etc. - will buy this as a Merit. Those known for darker deeds - killing hitmen or cops, getting all your charges dropped, trashing folks who get in your way, etc. - must buy it as a Flaw. Either variation will make you a hero in someone's eyes and a target in others'.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Destiny's Price, page #68<br> | ||
+ | |- | ||
+ | | '''Trivia Champ''' | ||
+ | | 2 | ||
+ | | Social | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Where does your character come up with this stuff? Whether it's through plenty of reading, too much TV or just an eclectic bunch of friends, she has the oddest collection of facts stored away in her skull.<br> | ||
+ | ''System:'' Once in a while, at the Storyteller's discretion, one of them turns out to be just the piece of information she needs. Your character might not actually be very bright, but the sheer amount of anecdotal knowledge she's picked up makes her appear to be.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #80<br> | ||
+ | Hunter Player's Guide, page #107 | ||
+ | |- | ||
+ | | '''Upright Citizen''' | ||
+ | | 2 | ||
+ | | Social | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Up until the moment of possession, your character's mortal host was a model citizen. Not even a whiff of scandal has ever tainted her. Her working life has been good without being extraordinary. her friends would be hard pressed to come up with any embarrassing secrets about her, and even her ex-lovers are complimentary about her most of the time. Your character just doesn't have any dirty secrets to come back to haunt her, and people who know her have a hard time believing anything bad about her.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #80<br> | ||
+ | Hunter Player's Guide, page #108 | ||
+ | |- | ||
+ | | '''Way With Words''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW8202<br> | ||
+ | WW8120 | ||
+ | | ''Synopsis:'' Language is a finely honed tool, not a blunt instrument. Your character is able to create exactly the effect she wants by choosing her words carefully. In both written and verbal communication.<br> | ||
+ | ''System:'' Gain two dice on any Expression roll that involves words.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #79<br> | ||
+ | Hunter Player's Guide, page #106 | ||
|- | |- | ||
|} | |} | ||
+ | {{collapse bottom}} | ||
{{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;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Aptitude'''</font>|padding=20px|bg=#7FFFD4}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 808: | Line 1,460: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Beast Affinity''' |
− | | 4 | + | | 1 to 4 |
− | | | + | | Supernatural Aptitude |
− | | | + | | WW4801 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Animals love you. While other people must use force, training or magic to forge bonds with beasts, you do so naturally. Perhaps God has blessed you with the gift of St. Francis. Maybe you're a shaman with a powerful totem or a witch touched by the Goddess. Regardless, animals are well disposed to you. You cannot speak their language or read their minds, but some limited communication (based on gestures and vocalizations) is possible. You are probably safe from harm from animals unless you or your companions act hostile toward a beast or its pack.<br> |
− | <br> | + | ''System:'' The payback for this Merit is respect; a magus with a beast-bond must love the wild in return. Farmers, foresters and "barbarians" are more likely to win his trust than are priests or princes. This Merit is not an instant protection; if you anger a beast, it attacks. Intelligent or magical animals are still free to make their own decisions; they're inclined to like you but may be wary of or even turn on you in the long run. This Merit fades if abused; a sorcerer who uses her affinity to recruit sword-fodder finds her favor revoked. Animals are not stupid, and their goodwill is taxed easily.<br> |
− | + | {{tab}}*For one point, you get along well with a specific type of animal (wolves, cats, hawks).<br> | |
+ | {{tab}}*For two points, you bond with general types of animals (canines, birds).<br> | ||
+ | {{tab}}*For three, that bond extends to any natural beast.<br> | ||
+ | {{tab}}*For four, even the greater (magical) creatures regard you with favor, if not trust or friendliness.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Crusade Lore, page #36 |
|- | |- | ||
− | | ''' | + | | '''Lucky''' |
− | | | + | | 4 |
− | | | + | | Supernatural Aptitude |
− | | | + | | WW3806<br> |
− | | ''Synopsis:'' | + | WW3108<br> |
− | ''System:'' | + | WW4010<br> |
− | ''Notes:'' <br> | + | WW8120<br> |
− | ''Book Ref:'' | + | WW4801<br> |
+ | WW7300 | ||
+ | | ''Synopsis:'' You enjoy some special favor from Gaia or some other powerful spirit. <br> | ||
+ | ''System:'' Three times per story (not per session), you may re-attempt a failed roll. You may only make one repeat attempt per failed roll; the second roll always counts.<br> | ||
+ | ''Notes:'' Older versions' 3 point cost is overruled, this Merit will always cost 4 points on City of Hope.<br> | ||
+ | ''Book Ref:'' Player's Guide to the Garou, page #165<br> | ||
+ | Werewolf Player's Guide (2nd Edition), page #15<br> | ||
+ | World of Darkness: Sorcerer, page #67<br> | ||
+ | Hunter Player's Guide, page #108<br> | ||
+ | Crusade Lore, Page #37<br> | ||
+ | Changeling: the Dreaming, page #162 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Awareness'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Clear Sighted''' |
− | | | + | | 3 |
− | | | + | | Supernatural Awareness |
− | | | + | | WW4010<br> |
− | | ''Synopsis:'' | + | WW2224<br> |
− | ''System:'' | + | WW4009 |
+ | | ''Synopsis:'' Illusions do not fool you. This vision may be a supernatural gift, an inborn insight or a practiced skill.<br> | ||
+ | ''System:'' In any case, vampiric Obfuscation, Chimeristry and other Disciplines or Gifts that deceive most observers don't work as well as they should against you. Confronted with such deception, you get a Perception + Alertness roll (difficulty = opposing power's level +3) to see right through it.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' World of Darkness: Sorcerer, page #67<br> |
+ | Mummy: The Resurrection (2nd Edition), page #68<br> | ||
+ | Halls of the Arcanum, page #64 | ||
|- | |- | ||
− | | ''' | + | | '''Danger Sense''' |
| 3 | | 3 | ||
− | | | + | | Supernatural Awareness |
− | | | + | | WW3108<br> |
− | | ''Synopsis:'' | + | WW7300<br> |
− | ''System:'' | + | WW4050 |
+ | | ''Synopsis:'' You have a sixth sense that warns you of danger.<br> | ||
+ | ''System:'' When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty corresponds to the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance, or nature.<br> | ||
+ | ''Notes:'' The cost in Changeling: the Dreaming is overruled, we use this cost and version.<br> | ||
+ | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #15<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #162<br> | ||
+ | Book of Shadows, page #36 | ||
+ | |- | ||
+ | | '''Nightsight''' | ||
+ | | 3 | ||
+ | | Supernatural Awareness | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You can see in near total darkness. This odd gift may come from an arcane power, an affinity to darkness or some faint relation to the catfolk. So long as some light source exists, your vision remains acute. <br> | ||
+ | ''System:'' Really bad conditions (smoke, fog, total darkness) might demand Perception + Alertness roll, but under most circumstances, you can see as well by night as you can by cloudy daylight. Bright lights, especially sudden ones, dazzle you for a turn or so, perhaps longer if the light is really blinding, otherwise your sight is fairly normal, not enhanced.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' World of Darkness: Sorcerer, page #67 |
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Iron Will''' |
− | | | + | | 4 |
− | | | + | | Supernatural Mental |
− | | | + | | WW4010<br> |
− | | ''Synopsis:'' | + | WW4600<br> |
− | + | WW4014<br> | |
− | + | WW4009 | |
+ | | ''Synopsis:'' Once your mind's made up, nothing short of a sledgehammer can change it. <br> | ||
+ | ''System:'' This Merit allows you to resist the effects of vampiric Domination, Mind magic or other coercive mental attacks. The Trait does nothing to deflect mental trauma or deception, but makes it damned hard for someone to mind-control you. Potent attempts from really powerful foes might demand a sacrifice of a Willpower point per turn; if a vampire or mage of your approximate "level" tries to turn your head around, however, you can consider yourself immune.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' World of Darkness: Sorcerer, page #68<br> |
+ | Mage: The Ascension (Revised), page #192<br> | ||
+ | Guide to the Technocracy, page #166<br> | ||
+ | Halls of the Arcanum, page #61 | ||
|- | |- | ||
− | | ''' | + | |
− | | 1 | + | |} |
− | | | + | {{collapse bottom}} |
− | | | + | |
− | | ''Synopsis:'' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Physical'''</font>|padding=20px|bg=#7FFFD4}} |
− | <br> | + | {| class="wikitable sortable" border="1" |
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Bitter Blood''' | ||
+ | | 1 | ||
+ | | Supernatural Physical | ||
+ | | WW2305 | ||
+ | | ''Synopsis:'' Something in your genes or your diet makes your blood taste foul to vampires. Nothing is preventing a blood sucker from bleeding you just for the fun of it, of course, but you're the last vessel a vampire would willingly choose to drink from.<br> | ||
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 |
+ | |- | ||
+ | | '''Cast-Iron Stomach''' | ||
+ | | 1 | ||
+ | | Supernatural Physical | ||
+ | | WW4802 | ||
+ | | ''Synopsis:'' Beasts must often forage for sustenance; as a consequence, some have learned to be less picky than others. <br> | ||
+ | ''System:'' Like a goat or a shrew, you can eat anything remotely similar to food and gain nourishment from it. Carrion, straw, bones; it's all dinner. As for the smell, well, you get used to it...<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Bygone Bestiary, page #108 | ||
+ | |- | ||
+ | | '''Insensible to Pain''' | ||
+ | | 5 | ||
+ | | Supernatural Physical | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Your character might be made of steel, or just hopped up on drugs (although you should also take the ''Addiction'' Flaw if such is the case), but whatever the cause, he doesn't hurt no matter how wounded he is. <br> | ||
+ | ''System:'' You ignore all wound penalties until your character is finally killed.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page# 288 | ||
|- | |- | ||
− | | ''' | + | | '''Vigorous''' |
− | | | + | | 5 |
− | | | + | | Supernatural Physical |
− | | | + | | WW2305 |
− | | ''Synopsis:'' | + | | ''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:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 |
|- | |- | ||
− | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Psychological'''</font>|padding=20px|bg=#7FFFD4}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Fearlessness''' |
− | | | + | | 1 or 3 |
− | | | + | | Supernatural Psychological |
− | | | + | | WW4802 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Like the eagle, which stares into the blinding sun rather than back down, you fear nothing and nobody. Yours is the heart of the lion who fights the dragon to a standstill despite his hatred of fire.<br> |
− | ''System:'' | + | ''System:'' In game terms, you may easily resist all attempts to frighten and intimidate you and yours. Facing supernatural threats or fear-based magic, your effective Willpower is increased by two. For one point, you have one fear that negates this Merit (an elephant's fear of the mouse, for example); for three points, you fear nothing.<br> |
− | ''Notes:'' | + | ''Notes:'' Understand that Fearlessness does '''not''' equal stupidity or robotic absence of reaction. You may still be thrilled or startled and have adrenaline spikes, you still have a sense of self preservation, and you are still capable of '''acting''' scared. This Merit simply means that it's very difficult to intimidate or legitimately frighten your character. Do not use this Merit to justify idiot behavior in social situations, Masq/Veil breaking, or other such nonsense.<br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Bygone Bestiary, page #108 |
− | |- | + | |- |
− | | ''' | + | | '''Lovestruck''' |
− | | | + | | 1 |
− | | | + | | Supernatural Psychological |
− | | | + | | WW8120 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You've fallen for someone and the feeling is reciprocated. The world seems a better place. Colors are brighter, music is more enchanting and the hunt seems less desperate. Even the slightest success boosts your confidence. <br> |
− | + | ''System:'' Unlike Hunter Book: Judge's Soulmate Background, this love may be a transitory thing. If you don't maintain the relationship, you may lose this Merit at the Storyteller's discretion. Even if it lasts, you don't feel the same deep connection as with Soulmate. Regain two Willpower instead of one when you wake up each morning.<br> | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | ''System:'' | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Hunter Player's Guide, page #105 |
|- | |- | ||
− | | ''' | + | | '''True Love''' |
− | | | + | | 1 or 4 |
− | | | + | | Supernatural Psychological |
− | | | + | | WW3108<br> |
− | | ''Synopsis:'' | + | WW3806<br> |
− | ''System:'' | + | WW4508<br> |
− | ''Notes:'' <br> | + | WW4600<br> |
− | ''Book Ref:'' | + | WW7300<br> |
+ | WW4050 | ||
+ | | ''Synopsis:'' The memory of a lasting love remains with you to inspire you in your darkest moments. Even if your true love is lost to you temporarily, you derive comfort and strength from bringing it to mind.<br> | ||
+ | ''System:'' You receive one automatic success on all Willpower rolls, which can be negated only by a botch die. At other times, your true love may become a hindrance, since you must act against anything that threatens your love. This Merit requires constant attention and intensive roleplaying.<br> | ||
+ | ''Notes:'' The 1 point Merit allows you to automatically succeed at Willpower rolls while actively striving to protect or come closer to your love. The 4 point Merit allows you to automatically succeed at Willpower rolls unless they botch.<br> | ||
+ | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br> | ||
+ | Player's Guide to the Garou, page #165<br> | ||
+ | The Sorcerer's Crusade Companion, page #122<br> | ||
+ | Mage: The Ascension (Revised), page #290<br> | ||
+ | Changeling: the Dreaming (2nd Edition), page #162<br> | ||
+ | Book of Shadows, page #35 | ||
|- | |- | ||
Line 924: | Line 1,670: | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=#7FFFD4}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 933: | Line 1,679: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Mark of Favor''' |
− | | | + | | 3 |
− | | | + | | Supernatural Social |
− | | | + | | WW4805 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your God or gods have marked you as one of their own. Although you don't look inhuman ''per se'', this Mark is easy to notice: Perhaps you glow with a faint inner light, possess curly "horned" hair, or radiate the aura of a prophet. Maybe you have stigmata, animalistic features or slitted "dragon's eyes", Those who follow your god will recognize the Mark, and those who oppose it (or who fear anything that seems... different) will consider you a mortal enemy. <br> |
− | ''System:'' | + | ''System:'' From time to time, you can turn this favor to your advantage. Any Social roll that involves worshipers of your god subtracts two from its difficulty. Other things, small affinities and talents, advertise your favor, too; a follower of Christ might soothe pain just by standing in a sick person's presence; a Freyja blessed pagan could have a special affinity for cats and seduction, although a good Jew might speak in powerful, musical tones. These phenomena are subtle mysteries, not magical Effects, and they depend on the story's circumstances and the Storyteller's whims. You have no real control over such manifestations, but you can be sure they'll appear occasionally. God smiles in your direction; even if you lack True Faith in Him, He has faith in you.<br> |
− | ''Book Ref:'' | + | ''Notes:'' <br> |
+ | ''Book Ref:'' The Sorcerers Crusade Companion, page #127 | ||
+ | |- | ||
+ | | '''Special Friend''' | ||
+ | | 3 | ||
+ | | Supernatural Social | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' You've got a friend - a supernatural friend. Perhaps she's a werecat, an enigmatic keeper of secrets and sensations; maybe she's a True Mage with powers you can only dream of having. It could be that she's a vampire, watching over you in the night. She might even be a ghost, a Restless soul you've done a favor. Whatever she may be, she isn't "normal" company and her tastes run to dark pursuits.<br> | ||
+ | ''System:'' Chances are, your friend isn't telling you much about her kind; you might acquire a dot or two in the appropriate Lore Knowledge from listening to her tales, but that's about it. Still, you're there for each other; she'll watch your back if you watch hers. Naturally, your Storyteller will want to fill in the details regarding your friend and the relationship you share. In the midnight world, these kinds of friends are good to have - even if they ''do'' tend to bring their problems with them...<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
|- | |- | ||
− | | ''' | + | | '''Supernatural Companion''' |
− | | | + | | 3 |
− | | | + | | Supernatural Social |
− | | | + | | WW3108<br> |
− | | ''Synopsis:'' | + | WW4009 |
− | ''Book Ref:'' | + | | ''Synopsis:'' You have a friend and ally who happens to be a vampire, shifter, mage, wraith or changeling. Although you may call upon her in times of need, she also has the right to call upon you (after all, you're friends). However, neither of your fellows nor hers are likely to appreciate such a relationship, and they'll punish both of you if you are found out. Meeting places and methods of communication are always risky. The Storyteller creates your companion, but doesn't reveal to you her full powers and potencies.<br> |
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #15<br> | ||
+ | Halls of the Arcanum, page #62 | ||
|- | |- | ||
− | | ''' | + | | '''Supportive Family''' |
− | | | + | | 3 |
− | | | + | | Hunter Social |
− | | | + | | WW8120<br> |
− | | ''Synopsis:'' | + | WW8202 |
− | ''System:'' | + | | ''Synopsis:'' Sure, your character's acting strange these days. There's something going on that she cant, or wont, tell them about, but it's important to her. That much is clear. They're her family, they love her, and they'll be there for her. They're sure she'll get around to telling them the whole truth sooner or later. Until then, they have no choice but to trust her. <br> |
− | ''Book Ref:'' | + | ''System:'' Unless you have also taken the Allies Background for your character, her family wont go out of the way to help her. They just don't ask questions that she cant answer.<br> |
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Hunter Player's Guide, page #108<br> | ||
+ | Demon Player's Guide, page #81 | ||
|- | |- | ||
− | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=#7FFFD4}} |
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|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Burning Aura''' |
− | | | + | | 2 |
− | | | + | | Supernatural |
− | | | + | | WW4010<br> |
− | | ''Synopsis:'' | + | WW4809<br> |
− | '' | + | WW4009<br> |
+ | | ''Synopsis:'' Your aura, no matter what it's color, is unusually brilliant. Those who can see this "inner light", you stand out like a beacon burning with a mystical fire. Even people who cant see auras feel drawn to your side. <br> | ||
+ | ''System:'' Some supernatural entities find people like you intriguing; others consider you a threat. Likewise, sensitive mortals might consider you appealing or repulsive, depending on your personality and their inclinations.<br> | ||
+ | ''Notes:'' Called ''Shimmering Aura'' in Witches and Pagans<br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67<br> | ||
+ | Witches and Pagans, page #82<br> | ||
+ | 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> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #8 |
|- | |- | ||
− | | ''' | + | | '''Ghoul''' |
− | | | + | | 5 |
− | | | + | | Supernatural |
− | | | + | | WW4010<br> |
− | | ''Synopsis:'' | + | WW4600 |
− | ''System:'' | + | | ''Synopsis:'' At some point in time, a vampire fed you some of her potent vitae, possibly Bonding you into service. Somehow, you broke free, but the Blood's force has granted you some of your mistress' power. <br> |
− | + | ''System:'' In addition to a vague knowledge of vampiric society (one dot of Vampire Lore), you age slowly, have an extra automatic success on any Strength roll you make, and inflict an additional die of damage with all hand to hand attacks. (If your game integrates the Vampire: The Masquerade rules, you have a Blood Pool, a dot in Potence and the potential to buy and use some Disciplines.)<br> | |
− | + | {{tab}}This does not come without cost, however. You must continue to feed on vampire blood occasionally. Otherwise, you regain your mortality and crave forever the sweet rush of your former mistress' essence. Should you revert (after going a month or more without sacred vitae), you lose your supernatural might (and Disciplines) forever. <br> | |
− | {{tab}} | ||
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' World of Darkness: Sorcerer, page #69<br> |
+ | Mage: The Ascension (Revised), page #296 | ||
+ | |- | ||
+ | | '''Kinain''' | ||
+ | | 4 | ||
+ | | Supernatural | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Although your character is not a changeling, she's got their heritage running through her veins - literally. Faerie blood allows her to walk in the Dreaming as if she were fae herself. While doing so exposes her to chimerical attack, it also opens her to a new and wonderous world.<br> | ||
+ | ''System:'' Their Banality is also quite low (typically two to five) and their presence is often welcome in the courts of the Fae. Naturally, this sort of gift carries an obligation to play Faerie politics. Nevertheless, it can be a wondrous game. This merit also allows the character immunity to the effects of the mists. Note that a full mate cannot have a Glamour pool.<br> | ||
+ | ''Notes:'' See +rules Kinain<br> | ||
+ | * PCs with this merit may buy arts/realms, in which case they start with Glamour based on their age (4 for Wilder, 3 for Grump). This must fit within the limits from '+rules multiclass'.<br> | ||
+ | * Kinain may have faedescs, but they should be subtle compared to kithain.<br> | ||
+ | {{tab}}Examples: Troll kinain may be slightly blue, or slightly bulkier, but not a giant blue behemoth. Nocker kinain may have pale pink cheek swirls or knobby fingers. Satyr kinain may have little head bumps, but not large horns.<br> | ||
+ | {{tab}}Exception: If you have specific relevant stats (e.g. Glamour, Honored Birthright, Oneiromancy, Demesne), then your faedesc may be overt, but should also OOCly identify those stats.<br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #296 | ||
|- | |- | ||
− | | ''' | + | | '''Kinfolk''' |
− | | | + | | 4 |
− | | | + | | Supernatural |
− | | | + | | WW4600 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' By some quirk of fate, your character is related to a werewolf, -cat, -raven, -bear, -or even one of the more mysterious breeds. The changing blood has not stirred in him - at least not in the traditional way - but it has left its mark. <br> |
− | '' | + | ''System:'' He's immune to the Delirium (the madness that claims those who see a werebeast's half human form), and he has friends among whichever Breed he's related to. Having this Merit doesn't mean that he knows their secrets or that he can wander around their sacred sites without retribution, but he has a certain edge that no normal mortal can match. if your character is a sorcerer, you might be able to learn a few spirit Gifts, and an Awakened mage can use these inherent magical powers as well without threat of Paradox. However, he can never have Gnosis, the innate connection to the spirit that all shifters share.<br> |
− | ''Book Ref:'' | + | ''Notes:'' See +rules Kinfolk. Be aware that many shifters, mainly Gaian, may automatically dislike a vampire or ghoul kinfolk, possibly seeking to kill the former and detox the latter.<br> |
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #296 | ||
+ | |- | ||
+ | | '''True Faith''' | ||
+ | | 7 | ||
+ | | Supernatural | ||
+ | | WW3108<br> | ||
+ | WW3806<br> | ||
+ | WW4600 | ||
+ | | ''Synopsis:'' You have a deep-seated faith in (and love for) Gaia, God, or whatever it is you consider the Almighty. You begin the game with one point of Faith (A Trait that ranges from 1-10). This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you.<br> | ||
+ | ''System:'' You begin play with one dot in True Faith, although you may eventually increase your score to a maximum of 10. When appropriate, you may add your True Faith score to your Willpower rolls. The Storyteller decides what effects True Faith has, but it may include repelling vampires, banishing hostile spirits, holding back Wyrm creatures temporarily or causing minor miracles of healing and cleansing. Such Faith is rare and no one may start play with more than one point of True Faith.<br> | ||
+ | ''Notes:'' For more rules, see Vampire Player's Guide, page #30, or The Hunters Hunted, pages 64-66.<br> | ||
+ | ''Book Ref:'' Werewolf Players Guide (2nd Edition), pg.#16<br> | ||
+ | Player's Guide to the Garou, page #166<br> | ||
+ | Mage: The Ascension (Revised), page #298 | ||
+ | |- | ||
+ | | '''Unbondable''' | ||
+ | | 3 | ||
+ | | Supernatural | ||
+ | | WW4010<br> | ||
+ | WW4600<br> | ||
+ | WW7300 | ||
+ | | ''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 the 6 point version in the Vampire/Ghoul section below. Characters with this Merit who become Ghouls after character generation must buy this Merit up from 3 to 6.<br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67<br> | ||
+ | Mage: The Ascension (Revised), page #295<br> | ||
+ | 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}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | =Bygone= |
+ | {|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 | ||
+ | |- | ||
+ | |'''Bygone''' | ||
+ | | | ||
+ | |'''Awareness:''' Homing Instinct<br>'''Physical:''' Acute Senses, Perfect Balance<br>'''Psychological:''' Loyalty<br>'''Social:''' Soothing Voice | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Bygone'''</font>|padding=20px|bg=lightblue}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Awareness'''</font>|padding=20px|bg=lightblue}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Homing Instinct''' |
− | | | + | | 2 or 4 |
− | | | + | | Bygone Awareness |
− | | | + | | WW4802 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Like the fabled hound who follows his lost mistress across a kingdom, you have an innate sense of direction when the destination involves home or a loved one. Even when vast distances separate you from your home or friend you can, with time, find your way there.<br> |
− | ''System:'' | + | ''System:'' This Merit is not a supernatural power, nor is it a medium for transpiration - you must cover all distances and surmount all obstacles yourself. Assuming you can do that, the Homing Instinct will lead you to your destination, despite hundreds of miles, bitter weather, even imprisonment. In game terms, you might have to make a Perception + Awareness roll when some major setback or obstacle (a mountain range, a blizzard, a long delay, etc.) blocks your path. The roll's difficulty depends on the obstacle's severity:<br> |
− | + | {|class="wikitable" style="text-align: center;" width="25%" | |
− | + | ! style="min-width: 100px" | Difficulty | |
+ | ! style="min-width: 200px" | Circumstances | ||
+ | |- | ||
+ | |6 | ||
+ | |Normal Circumstances | ||
+ | |- | ||
+ | |7 | ||
+ | |Harsh weather or terrain<br> | ||
+ | Major obstacles/Erased trail | ||
|- | |- | ||
− | | | + | |9 |
− | | | + | |Vast distances (500+ miles)<br> |
− | + | Supernatural obstacles | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | | +1 |
− | | | + | |Per month of separation |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | | + | |} |
− | + | <br>When you choose the Instinct, select one "target", either a location or a character that you've forged a bond with. Such bonds take time and affection to make - they cannot be "set" and "reset" with a simple decision. For two points, this Merit allows you to track your subject anywhere in the mortal world; for four points, you can follow it anywhere, even into the Otherworlds, as long as you have some way to travel there.<br> | |
− | |||
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Bygone Bestiary, page #108 |
|- | |- | ||
− | + | ||
− | | | + | |} |
− | + | {{collapse bottom}} | |
− | + | ||
− | | | + | {{collapse top|title=<font style="font-size: 12pt;">'''Physical'''</font>|padding=20px|bg=lightblue}} |
− | '' | + | {| class="wikitable sortable" border="1" |
− | |||
− | |||
|- | |- | ||
− | + | ! Merit | |
− | + | ! Cost | |
− | + | ! Type | |
− | + | ! Source | |
− | + | ! Details | |
− | |||
− | |||
− | |||
|- | |- | ||
− | | ''' | + | | '''Acute Senses''' |
− | | | + | | 1 or 3 |
− | | | + | | Bygone Physical |
− | | | + | | WW4802 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' The eyes of the eagle, the nose of the hound, the hearing of the rabbit... common speech and poetry alike celebrate these gifts. Either your kind possesses such gifts, or you are exemplary within your species.<br> |
− | ''System:'' | + | ''System:'' For 1 point, reduce the difficulty of any feat involving one sense by three (-3 difficulty). For three points, do the same for rolls involving all physical senses. The downside of this Merit is sensitivity: Sudden, violent stimuli can run your senses amok. Depending on what happens, you might be temporarily deprived of the affected sense, or driven away in pain or disgust.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Bygone Bestiary, page #108 |
|- | |- | ||
− | | ''' | + | | '''Perfect Balance''' |
− | | | + | | 3 |
− | | | + | | Bygone Physical |
− | | | + | | WW4802 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' No matter how narrow the precipice or how thin the tree limb, you move upon it like it was hard packed earth. Moving wagons, the blows of enemies, disorientating fogs - nothing can topple you from your perch. If you somehow fall, you land on your feet like a cat.<br> |
− | ''System:'' <br> | + | ''System:'' In game terms, you add two dice to all Dexterity rolls involving keeping your balance. and add two dice to any soak roll involving a fall.<br> |
− | ''Notes:'' <br> | + | ''Notes:'' This merit is not the same as the Perfect Balance Merit listed in the Any Race section; that merit does not provide the +2 soak bonus.<br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Bygone Bestiary, page #109 |
|- | |- | ||
− | + | ||
− | | | + | |} |
− | + | {{collapse bottom}} | |
− | + | ||
− | | | + | {{collapse top|title=<font style="font-size: 12pt;">'''Psychological'''</font>|padding=20px|bg=lightblue}} |
− | '' | + | {| class="wikitable sortable" border="1" |
− | + | |- | |
− | + | ! Merit | |
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Loyalty''' |
| 1 | | 1 | ||
− | | | + | | Bygone Psychological |
− | | | + | | WW4802 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Pliny the Elder tells of a dolphin in Puteoli who befriended a boy and came to his aid in storms, brought him fish when he hungered and died broken-hearted when the boy fell sick and passed on. The hound of King Lysimachus of Thrace threw himself onto his master's funeral pyre rather than desert him.<br> |
− | <br> | + | ''System:'' Like that dolphin or Lysimachus' hound, you are loyal to some other person, group, or cause. Temptations to disloyalty mean nothing. If you face some supernatural persuasion (charms, Mind magic, etc.) to betray your object, your effective Willpower is increased by 2.<br> |
− | ''System:'' | ||
− | ' | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Bygone Bestiary, page #108 |
|- | |- | ||
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{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=lightblue}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Soothing Voice''' |
− | | | + | | 3 |
− | | | + | | Bygone Social |
− | | | + | | WW4802 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Did the serpent in the Garden possess such a voice? Your voice is calm and soothing, almost entrancing. Hot heads and rash tempers are cooled by your liquid oratory. People (and beasts) in earshot will be inclined to trust you. <br> |
− | ''System:'' | + | ''System:'' In game terms, add two dice to all rolls that directly include use of your voice to soothe or lull the hearer (Leadership, Manipulation, Singing, etc.). This Merit differs from the ''Musical Influence'' Special Advantage (Bygone Bestiary, page #117) in that Musical Influence requires musical expression, not speech, and can enrage as well as calm. <br> |
− | + | ''Notes:'' A mute beast may not possess this Merit, although he might have Musical Influence.<br> | |
− | ' | + | ''Book Ref:'' Bygone Bestiary, page #109 |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | '' | ||
− | ''Book Ref:'' | ||
|- | |- | ||
|} | |} | ||
+ | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | =Changeling= |
+ | {|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 | ||
+ | |- | ||
+ | |'''Changeling''' | ||
+ | |'''Any Fae''' | ||
+ | |'''Awareness:''' Medium<br>'''Denizen:''' Aura of Fear, Banality Resistance, Change Aria, Evanescent, Human Shell<br>'''Inanimae:''' Famous Anchor, Imperial Ambassador, Natural Husk<br>'''Mental:''' Iron Will, Self-Confident<br>'''Psychological:''' Code of Honor, Higher Purpose<br>'''Social:''' Animal Magnetism, Gifted Liar, Spirit Mentor, Werewolf/Vampire Companion<br>'''Supernatural:''' Boon of Fate | ||
+ | |- | ||
+ | | | ||
+ | |'''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>'''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 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Any Fae'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Awareness'''</font>|padding=20px|bg=#7FFFD4}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Medium''' |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| 2 | | 2 | ||
− | | | + | | Fae Awareness |
− | | | + | | WW7300 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice for free - they will always want something in return.<br> |
''System:'' <br> | ''System:'' <br> | ||
− | ''Notes:'' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #161 |
|- | |- | ||
− | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Denizen'''</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 | ||
|- | |- | ||
− | + | | '''Aura of Fear''' | |
− | | | + | | 2 |
− | | | + | | Fae Denizen |
− | | | + | | WW7310 |
− | + | | ''Synopsis:'' Many Denizens threaten by their very presence, but you take this to a preternatural extreme. By spending a point of Glamour, you exude an air of extreme menace that may stop the boldest creatures in their tracks.<br> | |
− | ''System:'' | + | ''System:'' Anyone who wishes to attack or even insult you must make a Willpower roll (difficulty 7) before doing so.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Denizens of the Dreaming, page #69 |
|- | |- | ||
− | + | | '''Banality Resistant''' | |
− | | | + | | 3 |
− | | | + | | Fae Denizen |
− | | | + | | WW7310 |
− | + | | ''Synopsis:'' Even though you have not undergone the Changeling Way Ritual, you are more resistant to gaining Banality in whatever form you take. <br> | |
− | ''System:'' | + | ''System:'' You no longer automatically gain Banality while in Phantom Form or upon possessing a human. Your rate of Banality accrual is no faster than that of the average Changeling.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Denizens of the Dreaming, page #69 |
|- | |- | ||
− | + | | '''Change Aria''' | |
− | | | + | | 3 |
− | | | + | | Fae Denizen |
− | | | + | | WW7310 |
− | + | | ''Synopsis:'' Unlike most Denizens you have voluntary control over when you change your Aria. Changes of this nature still affect both your physical appearance and your emotional state. <br> | |
− | ''System:'' | + | ''System:'' Use of this Merit requires one point of Willpower.<br> |
− | ''Notes:'' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Denizens of the Dreaming, page #69 |
|- | |- | ||
− | + | | '''Evanescent''' | |
− | + | | 2 or 3 | |
− | | | + | | Fae Denizen |
− | | | + | | WW7310 |
− | + | | ''Synopsis:'' Most Dark-kin were locked out of the Autumn World for thousands of years; they know next to nothing about human affairs or the secret dangers which await in its banality choked streets. Even most aonides and moirae spend more time in the Dreaming than in the waking realms. Some Denizens have lurked among humanity for years and are well versed in its ways.<br> | |
− | ''System:'' | + | ''System:'' Characters who take this Merit are familiar with the various forms of possession. They may buy any of the curtailed Abilities up to their maximum extent (though normal Changeling rules still apply to Abilities bought over three points at the beginning of the game) and are experienced in the most basic of Human interactions (anything more requires the Autumn Lore Knowledge). Those adhene not included in the Silver Ban (aonides, keremet and moirae) pay only two points for this Merit, while any others pay three. Evanescents begin the game with two permanent points of Banality and are, hence, able to pass through the Meridianus without hindrance.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Denizens of the Dreaming, page #70 |
+ | |- | ||
+ | | '''Human Shell''' | ||
+ | | 4 | ||
+ | | Fae Denizen | ||
+ | | WW7310 | ||
+ | | ''Synopsis:'' You woke up on the other side of the Mists with a surprise. Your fae mien was clothed in a fully functional human form. This body is roughly the same size as your faerie mien and makes you look entirely human. It may have been a gift from the Norns, you may have stolen it, entered a pact with the former owner or maybe your great great grandfather had it "on ice" since the Tessarakonta for just such an occasion.<br> | ||
+ | ''System:'' Having more than five dots in any Attribute is still a violation of reality in the Autumn Realm. The body in question may not exceed your Physical Attributes in the Dreaming, though you may move the numbers around. You, of course, retain your own Mental Attributes, Charisma and Manipulation. Also, you now share the Banality inherent in such a form. You have a beginning Banality rating of two.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Denizens of the Dreaming, page #70 | ||
|- | |- | ||
− | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Inanimae'''</font>|padding=20px|bg=#7FFFD4}} | |
− | |||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 1,244: | Line 2,057: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Famous Anchor''' |
− | | | + | | 3 to 5 - All Phyla |
− | | | + | | Fae Inanimae |
− | | | + | | WW7307 |
− | | ''Synopsis:'' The | + | | ''Synopsis:'' With this Merit, your Anchor becomes a famous and cherished monument. Hundreds if not thousands will try to protect your Anchor from harm. The fame of your Anchor depends on the cost of the Merit you have bought.<br> |
− | ''System:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Inanimae: The Secret Way, page #68 |
|- | |- | ||
− | | ''' | + | | '''Imperial Ambassador''' |
− | | | + | | 2 - All Phyla except Solimonds |
− | | | + | | Fae Inanimae |
− | | | + | | WW7307 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You may travel into any homeland and get +1 to any reaction roll with an Inanimae official. You can also claim diplomatic immunity in any Kithain court. This may or may not work depending on any local treaties.<br> |
− | |||
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Inanimae: The Secret Way, page #68 |
|- | |- | ||
− | | ''' | + | | '''Natural Husk''' |
− | | | + | | 3 - All Phyla |
− | | | + | | Fae Inanimae |
− | | | + | | WW7307 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your Husk is extremely lifelike. Even if you only have one dot in the Background, your Husk seems to pass for human.<br> |
− | ''System:'' | + | ''System:'' The benefit of this Merit is that people are so certain that you are human they may actively deny some evidence to the contrary.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Inanimae: The Secret Way, page #68 |
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
− | | ''' | + | ! Merit |
− | | | + | ! Cost |
− | | | + | ! Type |
− | | | + | ! Source |
− | | ''Synopsis: | + | ! Details |
− | ''System:'' | + | |- |
+ | | '''Iron Will''' | ||
+ | | 3 | ||
+ | | Fae Mental | ||
+ | | WW7300<br> | ||
+ | WW7100 | ||
+ | | ''Synopsis:'' When you are determined and your mind is set, nothing can divert you from your goals.<br> | ||
+ | ''System:'' You cannot be Dominated, and wraiths, mages, and other changelings using mental attacks against you gain an additional +3 to their difficulties of you are aware of them and resisting. However, the additional mental defense costs you one Willpower per turn. Even if you are unaware of the attempt, anyone attempting to magically influence you must add +1 to their difficulty.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #157<br> |
+ | Changeling: the Dreaming Player's Guide, page #18 | ||
|- | |- | ||
− | | ''' | + | | '''Self-Confident''' |
− | | | + | | 5 |
− | | | + | | Fae Mental |
− | | | + | | WW7300 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point.<br> |
− | ''System:'' | + | ''System:'' When you declare that you're using a point of Willpower and roll for success, you do not lose that point of Willpower unless you fail. This will also prevent you from botching, but only if you declare that you are spending the Willpower point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the difficulty of your roll is 6 or higher. You may spend Willpower at other times; however, if the difficulty is 5 or less, the Merit will not help you.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #157 |
|- | |- | ||
− | + | ||
− | | | + | |} |
− | + | {{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 | |
− | |||
− | |||
− | |||
|- | |- | ||
− | | ''' | + | | '''Code of Honor''' |
− | | | + | | 1 |
− | | | + | | Fae Psychological |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''Synopsis:'' Your character has a personal code of ethics to which she adheres strictly. You can automatically resist most temptations that would bring you in conflict with your code. <br> |
+ | ''System:'' When battling supernatural persuasion (Mind magic, vampiric Dominate, or Chicanery) that would make you violate your code, you either gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #154<br> |
+ | Changeling: the Dreaming Player's Guide, page #18 | ||
|- | |- | ||
− | | ''' | + | | '''Higher Purpose''' |
− | | | + | | 1 |
− | | | + | | Fae Psychological |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''Synopsis:'' All changelings have some vision of their path, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself to behave contrary to the needs of personal survival, it can also grant you great personal strength.<br> |
+ | ''System:'' You gain two extra dice on any roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with the Storyteller. You may not take this Merit if you have the Flaw: ''Driving Goal''.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #154<br> |
+ | Changeling: the Dreaming Player's Guide, page #18 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{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 |
− | | ''Synopsis:'' | + | ! Details |
− | ''System:'' | + | |- |
+ | | '''Animal Magnetism''' | ||
+ | | 1 | ||
+ | | Fae Social | ||
+ | | WW7300<br> | ||
+ | WW7100 | ||
+ | | ''Synopsis:'' You are especially attractive to others.<br> | ||
+ | ''System:'' You receive a -2 to your difficulty on Seduction or Subterfuge rolls. However, this will aggravate others of your gender.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #158<br> |
+ | Changeling: the Dreaming Player's Guide, page #23 | ||
|- | |- | ||
− | | ''' | + | | '''Gifted Liar''' |
− | | | + | | 3 |
− | | | + | | Fae Social |
− | | | + | | WW7304 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You are so good at lying that you can sometimes convince yourself that you are telling the absolute truth. It makes it extremely difficult for anyone to catch you in a falsehood; in your own mind, you are ''not'' lying.<br> |
− | ''System:'' | + | ''System:'' In most cases, no rolls need to be made for you to stand up to questioning or interrogation. Success in a simple Willpower roll (difficulty 7) allows you to evade the truth sensing ability of House Gwydion or negate the effects of magical attempts to detect deception.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' L'Amour et Liberte, The Book of Houses 2, page #32 |
|- | |- | ||
− | | ''' | + | | '''Spirit Mentor''' |
− | | | + | | 3 |
− | | | + | | Fae Social |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''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. <br> |
+ | ''System:'' This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies. Mentors of this sort are not true Mentors of the Arts, but might give special insights into aspects of mortal life that changelings have missed or forgotten.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #161<br> |
+ | Changeling: the Dreaming Player's Guide, page #26 | ||
|- | |- | ||
− | | ''' | + | | '''Werewolf/Vampire Companion''' |
| 2 | | 2 | ||
− | | | + | | Fae Awareness |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | '' | + | | ''Synopsis:'' You have a friend and ally who just happens to be a werewolf or vampire. Though you may call upon this being in time of need, she also has the right to call upon you (after all, you ''are'' friends). Neither your kind nor hers appreciate such a relationship; while changelings deal with the Prodigals often, all sides share a healthy distrust of each other. Your friend will ''not'' become a walking Glamour battery for greedy changelings. Such relationships often end badly... The Storyteller will create the character in question, and will not reveal its full powers and potencies.<br> |
+ | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #162<br> |
+ | Changeling: the Dreaming Player's Guide, page #26 | ||
|- | |- | ||
− | | | + | |} |
− | + | {{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 | |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | ''' | + | | '''Boon of Fate''' |
− | | 5 | + | | 1 to 5 |
− | | | + | | Supernatural |
− | | | + | | WW7309 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Although you know you are not immortal, you have been given the knoeledge that you will not die from one certain means or event. Perhaps an Eshu grump read your fortune in the stars and prophesied that you would not die by the hand of commoner or noble. Perhaps you simply have a deep and abiding fearlessness of fire and the inherent knowledge that your death will not come from that element. Whatever your certainty, this knowledge tives you the freedom to risk your life in ways that others cannot. <br> |
− | ''System:'' | + | ''System:'' Storytellers should keep in mind, however, that such beliefs can turn upon those who abuse this freedom. The individual who knows she will not die from fire can still perish from the collapse of a burning roof upon her head. Storytellers should determine the cost of this Merit according to the type of "death" it precludes.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' War in Concordia, page #118 |
|- | |- | ||
− | | ''' | + | |} |
− | | | + | {{collapse bottom}} |
− | | | + | {{collapse bottom}} |
− | | | + | {{collapse top|title=<font style="font-size: 12pt;">'''Changeling'''</font>|padding=20px|bg=#7FFFD4}} |
− | | ''Synopsis:'' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Aptitude'''</font>|padding=20px|bg=#7FFFD4}} |
− | ''System:'' | + | {| class="wikitable sortable" border="1" |
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Art Affinity''' | ||
+ | | 5 | ||
+ | | Changeling Aptitude | ||
+ | | WW7300<br> | ||
+ | WW7100 | ||
+ | | ''Synopsis:'' You are able to utilize one of the Arts with a greater degree of ease than other changelings. In a previous incarnation, you were extremely proficient in one of the Arts - so much so that you have managed to draw a portion of that knowledge through into this lifetime.<br> | ||
+ | ''System:'' Select an Art; when spending experience points to gain levels in that Art, you pay three-quarters the normal cost. This art must be declared during character generation. Of course, this Merit may only be purchased once.<br> | ||
+ | ''Notes:'' This Merit is called Sphere Natural in the Player's Guide.<br> | ||
+ | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #162<br> | ||
+ | Changeling: the Dreaming Player's Guide, page #27 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Kith'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Eshu'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Gift of Babel''' | ||
+ | | 2 | ||
+ | | Aptitude | ||
+ | | WW7056 | ||
+ | | ''Synopsis:'' One of the Eshu's original duties was to serve as Olorun's linguist, and as such he knew every language that ever was. Your character retains some of this flair and can potentially master an astonishing number of languages. <br> | ||
+ | ''System:'' You may learn twice the number of languages that a character with the same level of the Linguistics Ability would normally be able to learn, and all training times with this ability are cut in half. Obviously, you must purchase some level of the Linguistics Ability for this Merit to be useful; however, this Merit can be a godsend to diplomats and other characters who depend on the command of a wide variety of languages. This Merit can also be combined with the Natural Linguist Merit to make for a true mastery of languages.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Eshu, page #85 |
|- | |- | ||
− | | ''' | + | | '''Living Legend''' |
− | | | + | | 5 |
− | | | + | | Supernatural |
− | | | + | | WW7056 |
− | | ''Synopsis:'' You | + | | ''Synopsis:'' You are the living, breathing incarnation of some great hero or heroine; this does not have to be an actual historical figure, but it can be a character from mythology or even (with Storyteller permission) a figure from more contemporary fiction. Note that you are an ''incarnation'', not a ''re''incarnation; you are not actually the reborn spirit of that individual, but the embodiment of that ''legend'' of that individual. Your mortal form must at least vaguely resemble your ''heritage'', but your fae mien matches it perfectly. Any Kithain with even the slightest knowledge of the original tale will recognize you immediately, and you are likely to attract a great deal of attention in the cultures that gave birth to the legend.<br> |
− | ''System:'' | + | ''System:'' You must purchase at least 3 points of the Remembrance Background to take this Merit to reflect the tie you have to the original legend. All Remembrance rolls made while interacting with or remembering things from your legendary "past" are made at a -2 difficulty (minimum difficulty of 3). What's more, you gain an additional two dice to all Social rolls with those who recognize you, Kithain or otherwise; being in the presence of such a famous figure is impressive to say the least! At the Storyteller's discretion, this Merit may also allow you to have knowledge of, if not access to, certain chimera or Treasures related to your legend. A character who is the incarnation of Roland cannot expect to be handed his famous horn, for example, but it would be a storehouse of information about the item and have some vague ideas about where to look for it.<br> |
− | + | {{tab}}Note that this Merit does not provide any further access to the capabilities of your legendary "ancestor" than this. Whether you are nothing more than a very convincing lookalike, or whether you can actually walk the walk, as they say, is a question of what traits you choose during character creation and beyond. Your appearance and your "memories" may make it hard to get along unnoticed in ordinary society, and you may attract unhealthy attention from ogun and worse. it can also be very hard to live up to what is expected of you. Storytellers are encouraged to constantly remind players with this Merit just how exhausting and thankless it can be to live in the public eye.<br> | |
− | |||
− | |||
− | |||
− | |||
− | {{tab}} | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Eshu, page #86 |
|- | |- | ||
− | | ''' | + | | '''Long-Winded''' |
| 2 | | 2 | ||
− | | | + | | Physical |
− | | | + | | WW7056 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' This Merit reflects a capacity, both instinctive and trained, for being able to run long distances without becoming tired. many of the cultures of the Elegbara homelands have employed long-distance runners as messengers and mail carriers for hundreds or thousands of years. <br> |
− | ''System:'' | + | ''System:'' A character with this Merit may run or jog at a steady (not sprinting) pace for up to 6 hours without feeling the least bit tired. After that, he must make only the normal Stamina checks to resist exhaustion once every half hour; he makes all such tests at a -2 difficulty. This allows the character to essentially walk at a normal pace almost indefinitely, provided he takes occasional breaks for food and water and a brief nap every 12 to 14 hours. He may do this for a number of days equal to his Stamina rating before he must begin checking for exhaustion. Note that this Merit does not apply to sprinting or other short term bursts of speed, nor in other situations besides traveling. It does allow a character on foot to cover a surprising amount of territory in a relatively short period of time, particularly compared to those on foot who lack this Merit.<br> |
− | ''Notes:'' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Eshu, page #85 |
|- | |- | ||
− | | ''' | + | | '''Wayfarer's Feet''' |
− | | | + | | 1 |
− | | | + | | Physical |
− | | | + | | WW7056 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your feet are especially durable and well suited to the long distances Eshu typically cover. You are comfortable going barefoot year round, regardless of local temperature or weather conditions, and need not worry about such natural walking hazards as splinters, city debris (including most broken glass), burning sands or jagged rock.<br> |
− | ''System:'' For | + | ''System:'' For travel purposes, this character is considered to be wearing sturdy hiking boots at all times. This Merit does not protect from outright attacks or weapons of any kind, nor does it cover crossing extreme surfaces such as fire or lava. It also doesn't make the character's kicks do any more damage than usual.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Eshu, page #85 |
|- | |- | ||
− | | | + | |} |
− | + | {{collapse bottom}} | |
− | | | + | {{collapse top|title=<font style="font-size: 12pt;">'''Nockers'''</font>|padding=20px|bg=#7FFFD4}} |
− | + | {| class="wikitable sortable" border="1" | |
− | |||
− | '' | ||
− | '' | ||
− | |||
|- | |- | ||
− | + | ! Merit | |
− | + | ! Cost | |
− | + | ! Type | |
− | + | ! Source | |
− | + | ! Details | |
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | ''' | + | | '''Speedy Hammer''' |
− | | | + | | 3 |
− | | | + | | Physical |
− | | | + | | WW7052 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You are a fast and talented worker, even for your kit. <br> |
− | + | ''System:'' When building or repairing something, the difficulty of your craft roll is reduced by one. Additionally, you require one to three fewer successes on any extended rolls required when working on large or complex projects. This Merit also reduces the difficulties of all mining rolls by two.<br> | |
− | ''System:'' | ||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Nockers, page #53 |
|- | |- | ||
− | | ''' | + | | '''Tunnel Vision''' |
| 2 | | 2 | ||
− | | | + | | Physical |
− | | | + | | WW7052 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Most Nockers are adept at working under low light and in poor visibility conditions, but you have inherited a gift from the original goblin miners. <br> |
− | ''System:'' | + | ''System:'' You can see in absolute darkness as though it was daylight; you suffer no vision penalties under such conditions. You can also see better than most in fog, mist and in other situations where visibility is obscured. The difficulties of your Perception rolls are never increased by more than 1 when vision is obscured by fog or mist.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Nockers, page #53 |
|- | |- | ||
− | | ''' | + | | '''Work with Iron''' |
| 5 | | 5 | ||
− | | | + | | Supernatural |
− | | | + | | WW7052 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Most Nockers cannot abide the touch of iron in any way, but your skin is resistant to its bite for some reason. This ability allows you to work in many real world situations and other Nockers envy you, though they also consider your condition somewhat suspect.<br> |
− | ''System:'' | + | ''System:'' This merit is essentially the same as ''Iron Resistance'', however, not only are you immune to iron, but your chimerical works are similarly resistant.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Nockers, page #83 |
|- | |- | ||
− | | ''' | + | |} |
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Pooka'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Animal Speech''' | ||
+ | | 3 | ||
+ | | Social | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Like Dr. Doolittle, you can talk to the animals. Unfortunately, this only extends to animals of your own affinity and any directly related. For each step away from you in the Animal Kingdom, communication becomes more difficult. For example, a tiger Pooka can speak fluently with other tigers in the tiger language, however he feels like an American in Paris with only a fourth grade understanding of the language when speaking to a bobcat. When attempting to converse with a housecat, the tiger pooka is reduced to a vague understanding of body language. <br> | ||
+ | ''System:'' Whenever a Pooka attempts communication with a species other than his specific affinity, the player should roll Perception + Alertness versus a difficulty determined by the Storyteller, based on how far removed the species is from the Pooka's affinity.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #87 | ||
+ | |- | ||
+ | | '''Call to Friends''' | ||
+ | | 3 | ||
+ | | Social | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Creatures of your affinity will come when you call and back you up in a fight. Every species of animal has a special call that they use to summon others of their own kind to aid them. You have an innate knowledge of what this call is and you can use it whenever you need. For some affinities, it's a how. For others, it's a cluck. However it sounds, it calls any of these animals within a one mile radius to your aid. Even if you cannot make your voice carry that distance, the animals spread the word for you. All you need to do is reach one of the creatures of your affinity and, unless restrained somehow, that animal calls others. like that, the "word" spreads quickly and your friends come running.<br> | ||
+ | ''System:'' The limitations of communication still apply. If the animals cant hear you, they wont know to come. If they cant figure out that you're tied to a chair and need them to gnaw through the knot, they're just going to stare at you dumbly. They don't teleport, so travel time is a factor. However, if they see that an ogre is attacking you, they'll jump right in and help you. This Merit works especially well when used in conjunction with the ''Animal Speech'' merit listed above. The number of animals available to you varies depending on your affinity and where you're living. The Storyteller should assign a number of animals per success. For example, in New York there may be only one alligator in the sewers within that mile, but there may be a hundred cats. Once this has been established, the player should roll Charisma + Performance to determine how successful her plea for help is.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #87 | ||
+ | |- | ||
+ | | '''Calming Presence''' | ||
| 2 | | 2 | ||
− | | | + | | Social |
− | | | + | | WW7054 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' One advantage of your animal half is the ability to calm any animal with a quiet word or even a look. You may soothe children as well. Something in your scent, or your aura, conveys safety and security to the animal or child. A guard dog will rarely attack you, and when in your arms, babies calm and gaze up at you in fascination and wonder. If you are a domestic Pooka type (cat, dog, rabbit, etc.), you may use this in your animal form as well, by purring, licking or lying quietly in someone's lap.<br> |
− | ''System:'' | + | ''System:'' The difficulty of all Charisma rolls, except Intimidation, is reduced by 2 when dealing with children or animals.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Pooka, page #87 |
|- | |- | ||
− | | ''' | + | | '''Good Listener''' |
| 1 | | 1 | ||
− | | | + | | Social |
− | | | + | | WW7054 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' All Pooka have the ability to get others to open up to them, however you are a master confidant. A word here, a gesture there, you crack people open like clams and harvest their secrets like pearls. You say all the right things at all the right times. Your ability to listen makes others tell you their feelings, concerns, and hidden dreams. They don't know why they're telling you, but they usually feel better afterwards. You walk away with another gem of information to add to your collection. Is it any wonder that Sluagh secretly envy Pooka?<br> |
− | ''System:'' <br> | + | ''System:'' All rolls related to your Birthrite are made at -1 difficulty.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Pooka, page #86 |
|- | |- | ||
− | | ''' | + | | '''Intimidation''' |
− | | | + | | 3 |
− | | | + | | Social |
− | | | + | | WW7054 |
− | | ''Synopsis:'' You have | + | | ''Synopsis:'' Something in the way you move or the way your eyes shift over your environment worries people. You have a natural aura of danger that tickles the short hairs on people's necks. You walk into a room and the crowd goes still. When passing you on the sidewalk, other pedestrians give you a wide berth, sometimes even crossing the street to avoid you. One look is all it takes. Only the bravest, most brash opponent will openly challenge you. This works in your favor, but it's a lonely way to go through life. Of course, this also draws the attention of those hard asses looking for someone to knock down a few pegs.<br> |
− | ''System:'' | + | ''System:'' You receive a -2 to your difficulty on all rolls related to Intimidation.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Pooka, page #87 |
|- | |- | ||
− | | ''' | + | | '''Loud Voice''' |
| 1 | | 1 | ||
− | | | + | | Physical |
− | | | + | | WW7054 |
− | | ''Synopsis:'' In | + | | ''Synopsis:'' Some animals have voices that carry farther than a normal human's. You have the ability to project your voice as far as a wolf can howl or to shout as loudly as an elephant can trumpet. This comes in handy, but unfortunately, it also draws attention to you. Not only does your target hear you, so does everyone within a certain radius. The physical landscape can hinder this ability, buildings muffle, hills echo. In open territory, however, your voice carries for up to five miles, if you've conditioned it to do so. <br> |
− | ''System:'' You | + | ''System:'' Roll Stamina + Performance, difficulty 6, minus any modifiers for landscape. The number of successes determines how many miles youf voice carries. On a botch, you strain your voice and suffer laryngitis for a number of days equal to your dice pool.<br> |
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #87 | ||
+ | |- | ||
+ | | '''Physical Abnormality''' | ||
+ | | 3 or 4 | ||
+ | | Physical | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Some aspect of your animal mein transfers into your faerie mien. This may mean that you have prehensile feet or tail, the ability to climb vertical surfaces, a sticky tongue, eyes that rotate 180 degrees, extra legs, a scorpion stinger, venomous bite, tough skin, skunk spray or any of a huge variety of unique attributes that affinities can have.<br> | ||
+ | ''System:'' The Storyteller determines the cost of the particular physical abnormality you choose. Obviously the more offensive the attribute, the more it costs. In a case where the Pooka has a physical abnormality that allows him a special attack, he uses his own dice pool rather than his animal dice pool. If the attack involves venom, then he injects no more venom than he would in his animal mien. Such venomous attacks deliver (at best) one die of damage unless the character also takes the ''Venomous Attack'' Merit.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #88 | ||
+ | |- | ||
+ | | '''Venomous Attack''' | ||
+ | | 5 | ||
+ | | Physical | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Your bite, sting or claw delivers venom of some sort into a victim when you choose to use it. This may cause considerable damage and perhaps death to those so attacked. <br> | ||
+ | ''System:'' You may only use some attacks when in your animal mien unless you also have the ''Physical Abnormality'' Merit. Whenever you use your venom, you cain 4 venom dice that you roll four times at half hour intervals over the next two hours of game time, subtracting one die each subsequent time you roll. Each time damage is indicated, it is added to damage already accrued. See the chart below. The difficulty to inflict damage is a 6, as is the soak roll needed to offset it. Victims of your venom may reduce damage through Stamina soak rolls just as with normal damage unless they are allergic to your specific type of poison (an allergy to bee stings, for example). Generally, the only type of Pooka who may take this Merit are those with potentially fatal venom such as rattlesnakes, black widdow or brown recluse spiders, scorpions and the like. Storyteller approval is required to take this Merit.<br> | ||
+ | {|class="wikitable" style="text-align: center;" width="25%" | ||
+ | ! style="min-width: 125px" | Time of roll | ||
+ | ! style="min-width: 125px" | Number of dice | ||
+ | |- | ||
+ | |Immediate | ||
+ | |Roll 4 | ||
+ | |- | ||
+ | |1/2 Hour | ||
+ | |Roll 3 | ||
+ | |- | ||
+ | |1 Hour | ||
+ | |Roll 2 | ||
+ | |- | ||
+ | |1 1/2 Hour | ||
+ | |Roll 1 | ||
+ | |- | ||
+ | |2 Hours | ||
+ | |No more damage | ||
+ | |- | ||
+ | |} | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #88 | ||
+ | |- | ||
+ | | '''Wholecloth''' | ||
+ | | 3 | ||
+ | | Supernatural | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' When Pooka shapeshift into their animal form, they leave all non-chimerical items behind. This means that the Pooka's clothing, mundane items worn or carried and treasures cannot shift with the Pooka, but must be either left wherever the Pooka changed form, or gathered up by a companion and brought along. It can be inconvenient and inefficient for the Pooka to leave his "cast offs" behind. Imagine, for example, the pooka who assumes animal form to escape those chasing him onto to discover the same people waiting for him when he gets home because his picture ID and address were in the wallet he left behind! This Merit allows you to avoid this annoying and potentially embarrassing occurrence.<br> | ||
+ | ''System:'' With a moment's concentration you can subsume non chimerical objects and items into your new shape. Thus, you can always have your clothing and other personal items at hand. The Merit does ''not'' allow you to pick up and carry any other living thing along in this manner. Thus, it cannot be used to help both the Pooka and a companion escape.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Pooka, page #88 |
|- | |- | ||
− | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Redcaps'''</font>|padding=20px|bg=#7FFFD4}} | |
− | |||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 1,532: | Line 2,457: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Faster''' |
− | | | + | | 2 |
− | | | + | | Physical |
− | | | + | | WW7055 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' This doesn't refer to the speed at which a Redcap moves, or eats, or does anything else. Instead, a Redcap with Faster can actually go 24 hours without eating.<br> |
− | ''System:'' | + | ''System:'' My spending a Willpower point, the player can then have the character go another 24 hours, and so on until he runs out of Willpower. The down side to being a Faster, unfortunately, is that once the fast ends, the Redcap is compelled to eat enough to make up for all the days he skipped. Furthermore, he'll feel the need to do so immediately.<br> |
− | ''Notes:'' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Redcaps, page #90 |
|- | |- | ||
− | | ''' | + | | '''Granite Skin''' |
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7055 | ||
+ | | ''Synopsis:'' Some Redcaps are tougher than others. Some, in fact, are a great deal tougher than others, in part because in fae mien, their skin is literally stone. The stone is not more than skin deep, thankfully - it's quite literally an epidermal layer, and that's all. However, it does make a Redcap a great deal tougher than she might be normally, as well as leaving small flakes and chips of stone behind every time she bends or flexes.<br> | ||
+ | ''System:'' A Redcap with Granite Skin has the equivalent of two levels of armor at all times, with no area of her anatomy considered unarmored. On the down side, Granite Skin also provides a +1 difficulty to all rolls involving moving quietly. The constant flaking and chipping of stone makes it nearly impossible for the Redcap to move without making some noise. And let's not even discuss the romantic implications.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Redcaps, page #90 | ||
+ | |- | ||
+ | | '''Unforgettable Taste''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7055 | ||
+ | | ''Synopsis:'' In a sense, Redcaps are the fae world's most sincere epicures. They've got a taste for everything, and they never forget a taste. However, some of them do a bit better at it than others, especially when moving food is involved.<br> | ||
+ | ''System:'' A Redcap with unforgettable Taste has a remarkable knack for remembering the taste of everything she's ever eaten, and being able to identify it instantly if she tastes it again. Furthermore, the Merit grants the ability to sense where the nearest supply of that taste might be. Under normal circumstances, that's fairly unremarkable. Being able to tell where the nearest batch of chocolate mousse or porterhouse steak is doesn't really do much in the grand scheme of things. On the other hand, if the Redcap has gotten a bite of someone, the Merit serves as an excellent way to track that meal. Creative Redcaps have found other uses for this power, including tracking down poisons.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Redcaps, page #91 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Satyrs'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Flexible Heart''' | ||
+ | | 2 | ||
+ | | Psychological | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' Satyrs are the most tender hearted of the Kithain. They bruise easily and bounce from one extreme of emotion to another. In such a dark world, people work hard to hurt one another, and goats feel the blows most acutely. They do not benefit from the solid lack of emotion that bolsters the trolls, nor do they have the haughty self-confidence that allows Sidhe to believe it couldn't have been their fault. Satyrs bleed.<br> | ||
+ | {{tab}}You, on the other hand, have learned to let these things roll off your back. You indeed feel the blows, but they don't knock you down. Supersonic emotional healing lets you avoid the moodiness that cripples other Satyrs. You love just as deeply as they do, but when your love leaves you, you can tell yourself that there are plenty of other opportunities to devotion, and you believe it.<br> | ||
+ | ''System:'' If you have a Flexible Heart, you gain the use of one extra Willpower to control yourself in a situation where another goat might over react emotionally. Of course, even you realize that you may not be able to control your being forever if the situation continues, so you do all you can to extract yourself.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #63 | ||
+ | |- | ||
+ | | '''Gut Instincts''' | ||
| 5 | | 5 | ||
− | | | + | | Social |
− | | | + | | WW7053 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' When you've got a direct line into the more primal of your instincts, you benefit from the ability to act without thinking first. In certain situations, this instinctiveness can be a very good thing. You may not always know why you're doing what you are, but once the dust has cleared, you realize it was the correct move.<br> |
− | ''System:'' | + | ''System:'' This Merit nullifies the effects of surprise and permits you to act normally, though you may not attack, only defend. In cases where you're not surprised, you may pre-empt your opponent's action. The difficulty for all Wits + Alertness rolls are reduced by 1.<br> |
− | ''Notes:'' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Satyr, page #65 |
|- | |- | ||
− | | ''' | + | | '''Inspiration''' |
| 4 | | 4 | ||
− | | | + | | Supernatural |
− | | | + | | WW7053 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' The Gift of Pan lets all satyrs inspire lust in those who hear their music, which lowers inhibitions and strengthens resolve. When you play your instrument, however, you can inspire whatever emotion the song relays. A tender lullaby, when you play it, causes those listening to fall asleep. More rousing tunes get people's bodies moving and they feel the uncontrollable urge to dance. When you play a soulful dirge, your audience weeps.<br> |
− | ''System:'' <br> | + | ''System:'' As with the Gift of Pan, only those who fail a Willpower roll (difficulty 7) feel the effects of your music.<br> |
− | ''Notes:'' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Kithbook: Satyr, page #64 |
|- | |- | ||
− | + | | '''Intimidating stance''' | |
− | + | | 3 | |
− | + | | Social | |
− | + | | WW7053 | |
− | + | | ''Synopsis:'' You talk a mean talk and walk a mean walk. And there is bite to match your bark. Whenever you enter a room, everyone turns around to look at you. For Satyrs, this presence isn't so unusual, but when others look at you, they appear concerned. Those who know you understand that you're just a sheep in wolf's clothing, but even they don't want to irritate or anger you. Something about you screams ''Dangerous!''<br> | |
+ | {{tab}}You can exaggerage this effect whenever you want and, thus, actively increase your chances of intimidating someone. With a look or a gesture, you intimate what you wish to do with their bodies once you get hold of them, and they actually believe that you would.<br> | ||
+ | ''System:'' The player must make a Charisma + Intimidation roll, though the difficulty is reduced by 2. This ability only works on other Changelings, since mortals cannot see all the subtle signals in the Satyr's demeanor. Humans naturally avoid this goat, but they wont be intimidated by him any more than they normally would be.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #64 | ||
+ | |- | ||
+ | | '''Passion''' | ||
+ | | 2 | ||
+ | | Supernatural | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' Over the centuries, Satyrs have lost some of their orriginal passion. the goat with the Passion Merit has retained it in full. You pursue your interests with the utmost intensity and usually succeed at them. Life holds many fascinating chances for you and you don't want to miss out on them. You grab them up greedily. Mundanities, such as money, mean nothing to you except when they result from the pursuit of your Passion. And, because you focus your attention so completely on experience and self improvement, you do achieve greatness. The Living Time does not affect you because you have the innate ability to handle your Passion. Concentration in this one area permits you to advance more quickly.<br> | ||
+ | ''System:'' The difficulty for all rolls related to your Passion are reduced by 2.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #64 | ||
+ | |- | ||
+ | | '''Sex Appeal''' | ||
+ | | 3 | ||
+ | | Social | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' The sway of your hips and the pout of your lips give you a natural sexiness and sensuality that attracts lovers to you like flies to honey. Perhaps it's your pheremones. Whatever the cause, you are sex incarnate. You are irresistible. When you flirt, you find many willing minions. This characteristic makes you the center of attention at any gathering, since they all want to wholeheartedly please you.<br> | ||
+ | {{tab}}With a look, a word, or a wave of your hand, you can make or break hearts. Even the most cold hearted are not immune to your power. Though this does draw unwanted attention sometimes, you almost always manage to extricate yourself from unwanted situations.<br> | ||
+ | ''System:'' The player makes all rolls related to either Charisma or Appearance at -2 difficulty.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #64 | ||
+ | |- | ||
+ | | '''Sexual Reverie''' | ||
+ | | 4 | ||
+ | | Supernatural | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' As a rule, Reverie requires the slow and careful cultivation of a Dreamer. the Changeling inspires a mortal to achieve greatness by tapping into the Dreaming and creating a Glamour-filled work. Some Satyrs, however, have the ability to bring mortals to such incredible heights of pleasure that the actual act of having sex produces Glamour that the goat can then harvest. This process takes more than one session usually, though in certain cases, the intensity of a one night stand is enough.<br> | ||
+ | ''System:'' For these epiphanies to work, it must be more than just a literal bumping in the night: The Satyr must establish a special connection between herself and the mortal, which could be a smoldering desire that has built up over time and finally come to fruition, or a fulfilment of the mortal's fantasies, or some similarly magical circumstance. Finding the right time and place generally makes a huge difference, and the Satyr may prepare for months, trying to set up the perfect situation. For a Satyr to achieve epiphany through sex, the player must roll Manipulation + Empathy (diffuclty 4). The number of successes rolled equates to the number of Glamour points gained by the Changeling.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #65 | ||
+ | |- | ||
+ | | '''Voice of a Songbird''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' All Satyr sing, but not all of them have a voice that charms the apples from the trees. You do. The Gift of Pan carries through your voice and inspires passion without the use of a musical instrument. You have perfect pitch and can sing ''acapella'' without missing a single note or going off key. Even when only speaking, your voice has a seductive quality that attracts people to you. This trait can be especially useful when trying to persuade others or when attempting to win over a potential lover.<br> | ||
+ | ''System:'' Whenever you make a social roll that involves speaking or singing, add 1 to the dice pool.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #63 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Sidhe'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Tunnel Vision''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7052 | ||
+ | | ''Synopsis:'' <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Nocker, page #83 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Sluagh'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Dead Friends''' | ||
+ | | 4 | ||
+ | | Social | ||
+ | | WW7051 | ||
+ | | ''Synopsis:'' Sluagh have always been able to see, and sometimes talk to, Wraiths. However, you've gone beyond that sort of casual contact to the point where you've made friends with a few of those who've passed on. They bring you information, spy on your enemies, and generally keep you up to date on things that no living informant could ever possibly uncover. Having contacts who walk through walls can be extremely useful sometimes.<br> | ||
+ | {{tab}}On the other hand, these friends will expect you to do them favors as well, and some of those requests can get pretty bizarre. Plus, you never know when your nice Wraith friend is suddenly going to get nasty for no apparent reason, and he knows where you live...<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Sluagh, page #64 | ||
+ | |- | ||
+ | | '''Dexterous Toes''' | ||
+ | | 1 | ||
+ | | Physical | ||
+ | | WW7051 | ||
+ | | ''Synopsis:'' Hands tied? Too many things to hold? Not to worry - with Dexterous Toes you can work easily well with hands or feet. A Sluagh with this Merit can do anything she can do with her hands (fire a gun, draw, play a musical instrument, etc.) just as well with her feet. Of course, a Sluagh carting items with her toes will be unable to walk.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Sluagh, page #63 | ||
+ | |- | ||
+ | | '''Fly Fingers''' | ||
+ | | 4 | ||
+ | | Physical | ||
+ | | WW7051 | ||
+ | | ''Synopsis:'' In your fae seeming, your fingers end in suction cups akin to those of a fly. You are capable of climbing sheer walls, hanging upside down from ceilings, and otherwise defying gravity as long as you have something to hold onto.<br> | ||
+ | ''System:'' The player must make a Dexterity + Athletics roll. The fingers in question cannot be gloved in order for Fly Fingers to work. The toes of a Sluagh with this Merit are similarly affected, although the fingers alone are enough to support a changeling's weight.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Sluagh, page #64 | ||
+ | |- | ||
+ | | ''Friend to Spiders''' | ||
+ | | 4 | ||
+ | | Supernatural | ||
+ | | WW7051 | ||
+ | | ''Synopsis:'' This Merit might more properly be called "Friend to Arthropods", but it was with spiders that the Sluagh first spoke, and hence the name remains. Nor is the relationship implied in the Merit's name as much a friendship as it is a business transaction, but even the Sluagh have their sacrosanct traditions.<br> | ||
+ | ''System:'' If you are a Friend to Spiders, you can speak to all manner of creeping, crawling creatures (when the player makes a Perception + Enigmas roll, difficulty 7). While the conversation isn't as much an exchange of pleasantries as it is a swap of images and impressions, a tremendous amount of information can be gained by speaking with spiders in this fashion. Recent passersby can be noted, changes in the wind (and what they bear) can be uncovered, and other bits of vital information that might otherwise have passed you by can be gleaned from taking the time to speak with eight-legged informants. The number of successes indicates the clarity of information learned.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Sluagh, page #64 | ||
+ | |- | ||
+ | | '''Nightsight''' | ||
+ | | 3 | ||
+ | | Physical | ||
+ | | WW7051 | ||
+ | | ''Synopsis:'' Night blinds many eyes, but not yours. Regardless of the lighting conditions, your eyes adjust automatically, so that you can see euqally well at high noon or midnight. <br> | ||
+ | ''System:'' The adjustment is instantaneous, so that, if you are standing in a dark room and someone lights a candle, you are not blinded.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Sluagh, page #63 | ||
+ | |- | ||
+ | | '''Prehencile Tongue''' | ||
+ | | 3 | ||
+ | | Physical | ||
+ | | WW7051 | ||
+ | | ''Synopsis:'' One of the things that has earned the Sluagh a far worse reputation than perhaps they deserve, the Prehensile Tongue is something that comes in handy when one has no free hands. Essentially, your tongue is another limb, able to reach up to two feet from your mouth in order to grasp and wield objects.<br> | ||
+ | ''System:'' While a Prehensile Tongue doesn't make for the best of weapons, it can still be used for a poke in the eye or a revolting slap. Players must make a Stamina roll, difficulty 6, if their characters are touched with a Prehensile Tongue; failure leaves the characters overcome with sheer disgust for a turn.<br> | ||
+ | {{tab}}In order for a Sluagh to use a Prehensile Tongue to pick something up or something else along those lines, the player must roll Dexterity + Athletics (difficulty 7). A success indicates that the Sluagh is in full control of his extra limb and need not check again this scene to see if he can use it. A failure indicates that the specific attempt fails; a botch leaves the protruding tongue hanging disgustingly limp down the character's front.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Sluagh, page #64 | ||
+ | |- | ||
+ | | '''Puddle''' | ||
+ | | 5 | ||
+ | | Supernatural | ||
+ | | WW7051 | ||
+ | | ''Synopsis:'' As the centuries slithered past, the Sluagh slowly lost their ability to assume any form they desired. Gradually they became more and more restricted in the shapes they could assume, eventually being locked into one more or less human guise.<br> | ||
+ | {{tab}}But not you. With the Puddle Merit, you can reduce your form to a flattened pool of goo on the ground, ooze through the smallest cracks and crannies and pour yourself into containers that shouldn't be able to hold you - and then assume your proper form, none the worse for wear. This trick is particularly useful for spies, couriers and assassins.<br> | ||
+ | ''System:'' In order for a Sluagh to Puddle, the player must make a Stamina + Athletics roll (difficulty 6). Moving while in Puddle form requires Dexterity + Athletics (difficulty 7), while reconstituting takes Stamina + Athletics (difficulty 7). A botch on either of the last two rolls renders the Sluagh an inert quivering mass, easily caught and poured into a container for safe keeping. Failure simply means that the Sluagh must try again.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Sluagh, page #64 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Trolls'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Blessing of Atlas''' | ||
+ | | 5 | ||
+ | | Physical | ||
+ | | WW7050 | ||
+ | | ''Synopsis:'' All trolls are significantly stronger than their fellow fae, yet there are those who exceed even these comparisons. They are as to their fellow Trolls what Trolls are to other fae.<br> | ||
+ | ''System:'' In game terms, a character with the Blessing of Atlas will permanently raise her Strength by 1, and will also raise the potential maximum Strength pool by 1. Trolls with this Merit are only slightly larger than their kith, but even more defined. Should it become known that a character possesses this Merit, she will be expected to act all the more responsibly for it.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Trolls, page #63 | ||
+ | |- | ||
+ | | '''Blood of the Rivers''' | ||
+ | | 5 | ||
+ | | Supernatural | ||
+ | | WW7050 | ||
+ | | ''Synopsis:'' The rivers, said to be the lifeblood of Trolls, are living things, and as such have a distinct lifespan. the passage of decades may change the course, or even the flow, yet it takes centuries or a cataclysm to destroy one. So, too, with the Trolls who possess this Merit. They age much more slowly than other normal fae, without running the risk of Bedlam incurred from dwelling continuously in freeholds.<br> | ||
+ | ''System:'' In game terms, so long as a Troll is aware of the Dreaming, he ages at a rate one tenth that of his brethren. Should he be overtaken by Banality, however, he grows old and dies just like other mortals. Should he be saved from the Mists, he begins to age at this reduced rate. Note that this does include Troll childlings, who pass through this stage as quickly as, if not faster, than other fae.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Trolls, page #63 | ||
+ | |- | ||
+ | | '''Increased Pain Threshold''' | ||
+ | | 3 | ||
+ | | Physical | ||
+ | | WW7050 | ||
+ | | ''Synopsis:'' Characters who possess this merit still feel pain as much as others, it just doesn't affect them to the same degree. Legends are rife with tales of heroes who fight on, even while mortally wounded, only collapsing into death once the battle is won.<br> | ||
+ | ''System:'' In game terms, the dice penalty for each Health Level is reduced by one level. For example, a Troll who is Hurt reacts as if Bruised, and is only capable of action when killed. This does not add extra Health Levels or reduce the severity of the wounds, merely the reaction to the pain each level incurs.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Trolls, page #62 | ||
+ | |- | ||
+ | | '''Loyal Heart''' | ||
+ | | 2 | ||
+ | | Psychological | ||
+ | | WW7050 | ||
+ | | ''Synopsis:'' While all fae are conscious of the bonds of oaths, for you it is almost of a religious nature. Oaths are not something you take lightly, but are more than a matter of life and death. They are also a measure of your self worth, for they give your life a meaning beyond most. Whenever you are overwhelmed or dejected, the thought of your duties is enough to give you the strength to perservere.<br> | ||
+ | ''System:'' In game terms, you automatically succeed on all Willpower rolls, but only as they pertain to the fulfilment of your oaths. Similarly, the power of your sense of duty may be sufficient to allow temporary immunity to other supernatural effects (Storyteller's discretion). However, this is not a Merit to be chosen lightly, for those of Loyal Heart are unable to ignore the bonds of the given word. Specifically, no Willpower may be spent in any action having to do with the breaking of oaths. Consider whether or not your character would rather die than break her word, for it is that serious.<br> | ||
+ | {{tab}}This is not cumulative with the effects of the Merit ''True Love'', though it can be combined for purposes of roleplaying.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Trolls, page #62 | ||
+ | |- | ||
+ | | '''Nature Linked''' | ||
+ | | 3 | ||
+ | | Supernatural | ||
+ | | WW7050 | ||
+ | | ''Synopsis:'' Legends are full of incidents concerning the connection to nature and strength; this Merit represents the positive aspects of such tales. Possessors of this Merit have a near mystical link to all nature and all living, growing things in their own environment. They are rarely lost, and can find food and shelter easily, almost as if nature itself is seeing to their needs.<br> | ||
+ | ''System:'' Characters who possess this Merit may subtract two from all difficulty numbers when in their natural surroundings. Cities and asphalt are not considered natural, although a park within a city might qualify. As always, the Storyteller is the final arbiter.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Trolls, page #63 | ||
+ | |- | ||
+ | | '''Stone Skin''' | ||
+ | | 3 | ||
+ | | Physical | ||
+ | | WW7050 | ||
+ | | ''Synopsis:'' Trolls who possess this Merit are physically tougher than others. In particular, their skin is denser, hearkening back to the tales of rock giants and moving mountains.<br> | ||
+ | ''System:'' In game terms, this gives the character one extra soak die with which to resist damage, but does not add to any Stamina rolls. Trolls who possess this Merit are stockier and heavier than other Trolls, and may have difficulty in even their mortal seeming with a world made for smaller people.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Trolls, page #62 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse bottom}} | ||
+ | {{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" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Burning Gaze''' | ||
+ | | 3 | ||
+ | | Supernatural | ||
+ | | WW7311 | ||
+ | | ''Synopsis:'' Beaumayn with this Merit are especially attuned to the presence of their ancient enemies, the Thallain, and can even detect members of the Unseelie Houses or minions of the Shadow Court with close enough scrutiny.<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> | ||
+ | ''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 | ||
+ | | Supernatural | ||
+ | | WW7305 | ||
+ | | ''Synopsis:'' It's said that House Gwydion's ties to the wolf-changer Prodigals are stronger than shared purpose. You are living proof of that connection - although you are a full blooded Changeling, you also have the blood of the werewolves in your veins, and the Garou call you kin. Although they may not think of you in glowing terms, the werewolf tribe whose blood you share may call on you to perform certain tasks for your Changeling relatives. What's more, you | ||
| ''Synopsis:'' This is similar to the Garou Kinfolk Merit, except that you are unaware of your heritage.<br> | | ''Synopsis:'' This is similar to the Garou Kinfolk Merit, except that you are unaware of your heritage.<br> | ||
''System:'' <br> | ''System:'' <br> | ||
Line 1,604: | Line 7,588: | ||
''Book Ref:'' Project Twilight, page #21 | ''Book Ref:'' Project Twilight, page #21 | ||
|- | |- | ||
+ | |||
|} | |} | ||
{{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 |
---|---|---|
Any Race | Human | Aptitude: Ability Aptitude, Ambidextrous, Bardic Gift, Computer Aptitude, Catlike Balance, Crack Driver, Crack Shot, Daredevil, Early Adopter, Expert Driver, Eye for a Bargain, Hands of Daedalus, Lucky, Mechanical Aptitude, Natural Aptitude, Natural Linguist, Traveler's Intuition Economic: Alimony Recipient, Flexible Job, Good Credit Rating, Independent Income, Paid Mortgage, Research Grant, Wealthy Partner Legal: Dual Nationality, Firearms License, License To..., Master of Red Tape, Officially Dead, Specialist Drivers License Location: Hideaway, Vibrant Neighborhood Mental: Code of Honor, Common Sense, Concentration, Determined, Direction Sense, Eidetic Memory, Fast Learner, Fast Reader, Good Map Reader, Good Recognition, Internet Savvy, Jack of All Trades, Lightning Calculator, Renaissance Man, Time Sense, Well-Traveled Physical: Acute Sense, Cat Napper, Commanding Voice, Double Jointed, Forgettable, Good Night Vision, Good Right Hook, Graceful, Hollow Leg, Huge Size, Light Sleeper, Natural Runner, Night Vision, Perfect Balance, Poison Resistance Robust Health, Sea Legs, Sexy, Wild Affinity Psychological: Berserker, Healthy Cynicism, Loyalty, Optimistic, Self-Confident, Unflappable Social: Approachable, Best Friend, Confidence, Corporate Savvy, Cupid's Gift, Enchanting Gaze, Enchanting Voice, Fascinating Gaze, Fashion Sense, Flirt, Funny, Good Judge of Character, Good Listener, Good Taste, Gossip, Great Liar, Honeyed Tongue, Innocent, In Love, Laid Back Friends, Media Junkie, Media Savvy, Natural Leader, Natural Politician, Noble Bearing, Noble Blood, People Person, Perfect Liar, Pillar of the Community, Pitiable, Punctual, Seasoned Traveler, Smooth, Socially Aware, Soothing Voice, Street Rep, Trivia Champ, Upright Citizen, Way With Words |
Supernatural | Aptitude: Beast Affinity, Lucky Awareness: Clear Sighted, Danger Sense, Nightsight Mental: Iron Will Physical: Bitter Blood, Cast-Iron Stomach, Insensible to Pain, Vigorous Psychological: Fearlessness, Lovestruck, True Love Social: Mark of Favor, Special Friend, Supernatural Companion, Supportive Family Supernatural: Burning Aura, Destiny, Ghoul, Kinain, Kinfolk, True Faith, Unbondable, Vampiric Recognition |
Human
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Supernatural
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Bygone
Type | Sub-Type | Merits contained within |
---|---|---|
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 |
---|---|---|
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 |
Demon
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Hunter
Type | Sub-Type | Merits contained within |
---|---|---|
Hunter | Imbuing: Cannot Become A Monster, Penetrate Illusion, Resistant to Mind Control, Resistant to Supernatural Fear, Supernatural Affinity, The Sight, The Word Mental: Religious Devotion |
Hunter
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Mage
Type | Sub-Type | Merits contained within |
---|---|---|
Mage | Any Magick User | Awareness: Dual Perception, Medium, Oracular Ability, Precognition, Prophetic Ability, Spirit Sight Mental: Physical: Acute Senses, Claws/Horns/Hooves/Barbed Tail, Immortal, Immunity, Resistant Pattern, Unaging Psychological: Code of Honor, Driven, Higher Purpose Social: Animal Magnetism, Boon, Communicate With Animals, Celestial Affinity, Faerie Affinity, Faerie Companion, Gift of Tongues, Grand Reputation, Prestigious Mentor, Reputation, Spirit Guide, Student's Reputation, Werewolf/Vampire Companion, Years of Wisdom Supernatural: Astral Vigor, Conditional Magic, Elemental Affinity, Green Thumb, Legendary Attribute, Luck, Mastery of Fire, Mistguide, Natural Channel, Natural Shallowing, Nephilim, Nine Lives, Parlor Trick, Spark of Life, Spirit Magnet, True Faith, Umbral Affinity |
Mage | Avatar: Avatar Companion, Circumspect Avatar, Manifest Avatar, Pushy Avatar, Shattered Avatar, Stormwarden, Twin Souls Mental: Prodigy, Protean Psyche, Shamanic Traditionalist Social: Faction Founder, Tradition Herald Supernatural: Blended Technique, Cross-Training, Cyclic Magic, Dual Traditions, Hollow Soul, Past Life, Personal Talisman, Sphere Natural, Spirit Mentor Traditions: (Akashic Brotherhood: Folk Hero, Drahma's Voice, Judge's Wisdom), (Celestial Chorus: Ecumenist, Techgnosi), (Cult of Ecstasy: Hypersensitivity, Resonant Passion), (Euthanatos: Mourner's Chant, Deathwalker), (Sons of Ether: Mad Science, Scientific Mystic), (Technocracy: Acute Senses, Inner Knight, Poker Face, Unobtrusive) (Verbena: Long-Lived, Honored Lineage, Cloak of the Seasons, Natural Shapeshifter, Touch of Life), (Virtual Adepts: Well Connected) | |
Sorcerer | Infernal: Demonic Heritage: Laham, Demonic Tutor, Lord of Flies, Unholy Aura, Unshockable Mental: Arcane Heritage, Detached, Strength of Psyche Physical: Sterile, The Flow of Ki Social: Faction Favorite, Force of Spirit, Ritual Congregation, Shamanic Authority Supernatural: Blood Magic, Bonus From Props, Lesser Shaman, Path Natural, Psychic Ritual, Struggling Awake, Style Sleeper, Twin Link, Wild Talent |
Any Magick User
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Mage
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Sorcerer
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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 |
Mummy
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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 |
Fomori
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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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Fera
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Garou
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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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Wraith
Type | Sub-Type | Merits contained within |
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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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