Difference between revisions of "Draft expanded renown"
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|'''Any Race''' | |'''Any Race''' | ||
|'''Human''' | |'''Human''' | ||
− | |'''Aptitude:''' Ability Aptitude, Ambidextrous, Bardic Gift, Computer Aptitude, Catlike Balance, Crack Driver, 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, Double Jointed, Forgettable, Good Night Vision, Good Right Hook, Graceful, Hollow Leg, Huge Size, Light Sleeper, Natural Runner, Perfect Balance, Poison Resistance Robust Health, Sea Legs, Sexy, Wild Affinity<br>'''Psychological:''' Berserker, Healthy Cynicism, Loyalty, Optimistic, Self-Confident, Unflappable<br>'''Social:''' Approachable, Best Friend, Confidence, Corporate Savvy, Cupid's Gift, Enchanting Gaze, Enchanting Voice, Fascinating Gaze, Fashion Sense, Flirt, Funny, Good Judge of Character, Good Listener, Good Taste, Gossip, Great Liar, Honeyed Tongue, Innocent, In Love, Laid Back Friends, Media Junkie, Media Savvy, Natural Leader, Natural Politician, Noble Bearing, Noble Blood, People Person, Perfect Liar, Pillar of the Community, Punctual, Seasoned Traveler, Smooth, Socially Aware, Soothing Voice, Street Rep, Trivia Champ, Upright Citizen, Way With Words | + | |'''Aptitude:''' Ability Aptitude, Ambidextrous, Bardic Gift, Computer Aptitude, Catlike Balance, Crack Driver, Crack Shot, Daredevil, Early Adopter, Expert Driver, Eye for a Bargain, Hands of Daedalus, Lucky, Mechanical Aptitude, Natural Aptitude, Natural Linguist, Traveler's Intuition<br>'''Economic:''' Alimony Recipient, Flexible Job, Good Credit Rating, Independent Income, Paid Mortgage, Research Grant, Wealthy Partner<br>'''Legal:''' Dual Nationality, Firearms License, License To..., Master of Red Tape, Officially Dead, Specialist Drivers License<br>'''Location:''' Hideaway, Vibrant Neighborhood<br>'''Mental:''' Code of Honor, Common Sense, Concentration, Determined, Direction Sense, Eidetic Memory, Fast Learner, Fast Reader, Good Map Reader, Good Recognition, Internet Savvy, Jack of All Trades, Lightning Calculator, Renaissance Man, Time Sense, Well-Traveled<br>'''Physical:''' Acute Sense, Cat Napper, Commanding Voice, Double Jointed, Forgettable, Good Night Vision, Good Right Hook, Graceful, Hollow Leg, Huge Size, Light Sleeper, Natural Runner, Night Vision, Perfect Balance, Poison Resistance Robust Health, Sea Legs, Sexy, Wild Affinity<br>'''Psychological:''' Berserker, Healthy Cynicism, Loyalty, Optimistic, Self-Confident, Unflappable<br>'''Social:''' Approachable, Best Friend, Confidence, Corporate Savvy, Cupid's Gift, Enchanting Gaze, Enchanting Voice, Fascinating Gaze, Fashion Sense, Flirt, Funny, Good Judge of Character, Good Listener, Good Taste, Gossip, Great Liar, Honeyed Tongue, Innocent, In Love, Laid Back Friends, Media Junkie, Media Savvy, Natural Leader, Natural Politician, Noble Bearing, Noble Blood, People Person, Perfect Liar, Pillar of the Community, Pitiable, Punctual, Seasoned Traveler, Smooth, Socially Aware, Soothing Voice, Street Rep, Trivia Champ, Upright Citizen, Way With Words |
|- | |- | ||
| | | | ||
|'''Supernatural''' | |'''Supernatural''' | ||
− | |'''Aptitude:''' Beast Affinity, Lucky<br>'''Awareness:''' Clear Sighted, Danger Sense, Nightsight<br>'''Mental:''' Iron Will<br>'''Physical:''' Cast-Iron Stomach, Insensible to Pain<br>'''Psychological:''' Fearlessness, Lovestruck, True Love <br>'''Social:''' Mark of Favor, Special Friend, Supernatural Companion, Supportive Family<br>'''Supernatural:''' Burning Aura, Ghoul, Kinain, Kinfolk, True Faith, Unbondable | + | |'''Aptitude:''' Beast Affinity, Lucky<br>'''Awareness:''' Clear Sighted, Danger Sense, Nightsight<br>'''Mental:''' Iron Will<br>'''Physical:''' Bitter Blood, Cast-Iron Stomach, Insensible to Pain, Vigorous<br>'''Psychological:''' Fearlessness, Lovestruck, True Love <br>'''Social:''' Mark of Favor, Special Friend, Supernatural Companion, Supportive Family<br>'''Supernatural:''' Burning Aura, Destiny, Ghoul, Kinain, Kinfolk, True Faith, Unbondable, Vampiric Recognition |
|- | |- | ||
|} | |} | ||
Line 94: | Line 94: | ||
Book of Shadows, page #35 | Book of Shadows, page #35 | ||
|- | |- | ||
− | | ''' | + | | '''Cat-like Balance''' |
| 1 | | 1 | ||
| Aptitude | | Aptitude | ||
Line 100: | Line 100: | ||
| ''Synopsis:'' You possess an innately perfect sense of balance. <br> | | ''Synopsis:'' You possess an innately perfect sense of balance. <br> | ||
''System:'' You reduce the difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.<br> | ''System:'' You reduce the difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.<br> | ||
− | ''Notes:'' <br> | + | ''Notes:'' For more questions on this merit, or the higher powered version '''Perfect Balance''', please look on game for entry in +explain.<br> |
''Book Ref:'' Mage: The Ascension (Revised), page# 288 | ''Book Ref:'' Mage: The Ascension (Revised), page# 288 | ||
|- | |- | ||
Line 115: | Line 115: | ||
Destiny's Price, page #68<br> | Destiny's Price, page #68<br> | ||
Book of Shadows, page #35 | 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> | ||
+ | ''Book Ref:'' War in Concordia, page #118 | ||
|- | |- | ||
| '''Daredevil''' | | '''Daredevil''' | ||
Line 711: | Line 720: | ||
''Book Ref:'' Demon Player's Guide, page #77<br> | ''Book Ref:'' Demon Player's Guide, page #77<br> | ||
Hunter Player's Guide, page #109 | 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> | ||
+ | ''Book Ref:'' War in Concordia, page #118 | ||
|- | |- | ||
| '''Double Jointed''' | | '''Double Jointed''' | ||
Line 832: | Line 850: | ||
''Book Ref:'' Demon Player's Guide, page #77<br> | ''Book Ref:'' Demon Player's Guide, page #77<br> | ||
Hunter Player's Guide, page #108 | Hunter Player's Guide, page #108 | ||
+ | |- | ||
+ | | '''Night Vision''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW2305 | ||
+ | | ''Synopsis:'' You can see just fine at night and you've never understood why people have so much difficulty seeing just because it's a little dark. You suffer no penalty to dice pools as long as you have at least light equivalent to moderate starlight. When going from brightly lit conditions to low light conditions, it may take a turn or two for your eyes to adapt.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 | ||
|- | |- | ||
| '''Perfect Balance''' | | '''Perfect Balance''' | ||
− | | | + | | 3 |
| Physical | | Physical | ||
− | | | + | | WW7300 |
− | |||
− | |||
− | |||
− | WW7300 | ||
− | |||
| ''Synopsis:'' Your sense of balance is acute thanks to constant training or inherited traits. It's very unlikely that you'll ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold.<br> | | ''Synopsis:'' Your sense of balance is acute thanks to constant training or inherited traits. It's very unlikely that you'll ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold.<br> | ||
− | ''System:'' This Merit aids such actions as tightrope walking, crossing ice and climbing mountains; all such feats are at - | + | ''System:'' This Merit aids such actions as tightrope walking, crossing ice and climbing mountains; all such feats are at -3 difficulty.<br> |
− | ''Notes:'' This | + | ''Notes:'' This is intentionally used over newer versions in other books. If you are looking for the 1pt version, City of Hope uses '''Cat-like Balance''' for that. For more questions, check out +explain on game.<br> |
− | '' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #158 |
− | |||
− | |||
− | |||
− | Changeling: the Dreaming (2nd Edition), page #158 | ||
− | |||
|- | |- | ||
| '''Poison Resistance''' | | '''Poison Resistance''' | ||
Line 1,320: | Line 1,337: | ||
''Book Ref:'' Demon Player's Guide, page #80<br> | ''Book Ref:'' Demon Player's Guide, page #80<br> | ||
Hunter Player's Guide, page #107 | Hunter Player's Guide, page #107 | ||
+ | |- | ||
+ | | '''PItiable''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' there is something about you that others pity. This causes them to care for you as if you were a Child (Archetype). Some Natures will not be affected by this Merit (Autocrat, Deviant, Fanatic, Sycophant), and some Demeanors may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how little) you like it.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
|- | |- | ||
| '''Punctual''' | | '''Punctual''' | ||
Line 1,554: | Line 1,580: | ||
! Source | ! Source | ||
! Details | ! Details | ||
+ | |- | ||
+ | | '''Bitter Blood''' | ||
+ | | 1 | ||
+ | | Supernatural Physical | ||
+ | | WW2305 | ||
+ | | ''Synopsis:'' Something in your genes or your diet makes your blood taste foul to vampires. Nothing is preventing a blood sucker from bleeding you just for the fun of it, of course, but you're the last vessel a vampire would willingly choose to drink from.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 | ||
|- | |- | ||
| '''Cast-Iron Stomach''' | | '''Cast-Iron Stomach''' | ||
Line 1,573: | Line 1,608: | ||
''Book Ref:'' Mage: The Ascension (Revised), page# 288 | ''Book Ref:'' Mage: The Ascension (Revised), page# 288 | ||
|- | |- | ||
− | + | | '''Vigorous''' | |
+ | | 5 | ||
+ | | Supernatural Physical | ||
+ | | WW2305 | ||
+ | | ''Synopsis:'' You don't need sleep. Your body may need to be still and rest for an hour or two every day, but you cant "sleep" and don't need to. The advantages to this are many, but primary among them is the ability to lead both a normal life during the day and a full and uncompromising nightlife.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 | ||
+ | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
Line 1,700: | Line 1,743: | ||
Witches and Pagans, page #82<br> | Witches and Pagans, page #82<br> | ||
Halls of the Arcanum, page #63 | Halls of the Arcanum, page #63 | ||
+ | |- | ||
+ | | '''Destiny''' | ||
+ | | 2 | ||
+ | | Supernatural | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps yoy overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fultilled, you may suffer setbacks, but nothing will thwart you permanently. How this is played out is up to the Storyteller.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #8 | ||
|- | |- | ||
| '''Ghoul''' | | '''Ghoul''' | ||
Line 1,761: | Line 1,813: | ||
Changeling: the Dreaming, page #162 | Changeling: the Dreaming, page #162 | ||
|- | |- | ||
− | + | | '''Vampiric Recognition''' | |
− | |} | + | | 3 |
+ | | Supernatural | ||
+ | | WW2305 | ||
+ | | ''Synopsis:'' You can spot a vampire at 10 paces. You've learned to recognize some aspect of their undead nature - something that others seem oblivious to. Maybe it's a slight metalic odor, or a learned tendency to look at a person's neck to see if he has a pulse in his carotids. Whatever the case, you can tell a vampire from the mortal without difficulty. Certain complicated cases (such as vampires with Blush of Health Merit) may require a Perception + Alertness roll (difficulty 6) for you to be sure.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (Revised Edition), page #27 | ||
+ | |- | ||
+ | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
Line 1,904: | Line 1,964: | ||
|'''Changeling''' | |'''Changeling''' | ||
|'''Any Fae''' | |'''Any Fae''' | ||
− | |'''Awareness:''' Medium<br>'''Mental:''' Iron Will, Self-Confident<br>'''Psychological:''' Code of Honor, Higher Purpose<br>'''Social:''' Animal Magnetism, Spirit Mentor, Werewolf/Vampire Companion<br>'''Supernatural:''' | + | |'''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''' | |'''Changeling''' | ||
− | |'''Aptitude:''' Art Affinity<br>'''Kith:''' ('''Eshu:''' Gift of Babel, Living Legend, Long-Winded, Wayfarer's Feet), ('''Nockers:''' Speedy Hammer, Tunnel Vision, Work with Iron), ('''Pooka:''' Animal Speech, Call to Friends, Calming Presence, Good Listener, Intimidation, Loud Voice, Physical Abnormality Venomous Attack, Wholecloth,), ('''Redcaps:''' Granite Skin, Faster, Unforgettable Taste), ('''Satyrs:''' Flexible Heart, Gut Instincts, Inspiration, Intimidating Stance, Passion, Sex Appeal, Sexual Reverie, Voice of a Songbird), ('''Sluagh:''' Dead Friends, Dexterous Toes, Fly Fingers, Friend to Spiders, Nightsight, Prehensile Tongue, Puddle), ('''Trolls:''' Blessing of Atlas, Blood of the Rivers, Increased Pain Threshold, Loyal Heart, Nature Linked, Stone Skin)<br> '''Physical:''' Acute Senses, Faerie Eternity, Surreal Beauty, Winged<br>'''Supernatural:''' Iron Resistance, Past-Life, Poetic Heart, Regeneration, Seeming's Blessing<br>'''Social:''' Boon, Prestigious Mentor, Reputation | + | |'''Aptitude:''' Art Affinity<br>'''Kith:''' ('''Eshu:''' Gift of Babel, Living Legend, Long-Winded, Wayfarer's Feet), ('''Nockers:''' Speedy Hammer, Tunnel Vision, Work with Iron), ('''Pooka:''' Animal Speech, Call to Friends, Calming Presence, Good Listener, Intimidation, Loud Voice, Physical Abnormality Venomous Attack, Wholecloth,), ('''Redcaps:''' Granite Skin, Faster, Unforgettable Taste), ('''Satyrs:''' Flexible Heart, Gut Instincts, Inspiration, Intimidating Stance, Passion, Sex Appeal, Sexual Reverie, Voice of a Songbird), ('''Sluagh:''' Dead Friends, Dexterous Toes, Fly Fingers, Friend to Spiders, Nightsight, Prehensile Tongue, Puddle), ('''Trolls:''' Blessing of Atlas, Blood of the Rivers, Increased Pain Threshold, Loyal Heart, Nature Linked, Stone Skin)<br>'''Houses:''' ('''Baeumayn:''' Burning Gaze, Melody of Days to Come), ('''Gwydion:''' Unstoppable Fury, Blood of the Wolf), ('''Scathach:''' Oath of the Honor-Bound Allies, Oracle, Phantom Fate)<br>'''Physical:''' Acute Senses, Faerie Eternity, Surreal Beauty, Winged<br>'''Supernatural:''' Faerie Godparent, Iron Resistance, Past-Life, Poetic Heart, Regeneration, Seeming's Blessing<br>'''Social:''' Boon, Prestigious Mentor, Reputation |
|- | |- | ||
|} | |} | ||
Line 1,929: | Line 1,989: | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #161 | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #161 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Denizen'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Aura of Fear''' | ||
+ | | 2 | ||
+ | | Fae Denizen | ||
+ | | WW7310 | ||
+ | | ''Synopsis:'' Many Denizens threaten by their very presence, but you take this to a preternatural extreme. By spending a point of Glamour, you exude an air of extreme menace that may stop the boldest creatures in their tracks.<br> | ||
+ | ''System:'' Anyone who wishes to attack or even insult you must make a Willpower roll (difficulty 7) before doing so.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''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:'' 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> | ||
+ | ''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:'' Use of this Merit requires one point of Willpower.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''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:'' 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> | ||
+ | ''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 top|title=<font style="font-size: 12pt;">'''Inanimae'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Famous Anchor''' | ||
+ | | 3 to 5 - All Phyla | ||
+ | | Fae Inanimae | ||
+ | | WW7307 | ||
+ | | ''Synopsis:'' With this Merit, your Anchor becomes a famous and cherished monument. Hundreds if not thousands will try to protect your Anchor from harm. The fame of your Anchor depends on the cost of the Merit you have bought.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Inanimae: The Secret Way, page #68 | ||
+ | |- | ||
+ | | '''Imperial Ambassador''' | ||
+ | | 2 - All Phyla except Solimonds | ||
+ | | Fae Inanimae | ||
+ | | WW7307 | ||
+ | | ''Synopsis:'' You may travel into any homeland and get +1 to any reaction roll with an Inanimae official. You can also claim diplomatic immunity in any Kithain court. This may or may not work depending on any local treaties.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Inanimae: The Secret Way, page #68 | ||
+ | |- | ||
+ | | '''Natural Husk''' | ||
+ | | 3 - All Phyla | ||
+ | | Fae Inanimae | ||
+ | | WW7307 | ||
+ | | ''Synopsis:'' Your Husk is extremely lifelike. Even if you only have one dot in the Background, your Husk seems to pass for human.<br> | ||
+ | ''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> | ||
+ | ''Book Ref:'' Inanimae: The Secret Way, page #68 | ||
|- | |- | ||
|} | |} | ||
Line 2,017: | Line 2,171: | ||
''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #158<br> | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #158<br> | ||
Changeling: the Dreaming Player's Guide, page #23 | Changeling: the Dreaming Player's Guide, page #23 | ||
+ | |- | ||
+ | | '''Gifted Liar''' | ||
+ | | 3 | ||
+ | | Fae Social | ||
+ | | WW7304 | ||
+ | | ''Synopsis:'' You are so good at lying that you can sometimes convince yourself that you are telling the absolute truth. It makes it extremely difficult for anyone to catch you in a falsehood; in your own mind, you are ''not'' lying.<br> | ||
+ | ''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> | ||
+ | ''Book Ref:'' L'Amour et Liberte, The Book of Houses 2, page #32 | ||
|- | |- | ||
| '''Spirit Mentor''' | | '''Spirit Mentor''' | ||
Line 2,040: | Line 2,203: | ||
Changeling: the Dreaming Player's Guide, page #26 | 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''' | ||
+ | | 1 to 5 | ||
+ | | Supernatural | ||
+ | | WW7309 | ||
+ | | ''Synopsis:'' Although you know you are not immortal, you have been given the knoeledge that you will not die from one certain means or event. Perhaps an Eshu grump read your fortune in the stars and prophesied that you would not die by the hand of commoner or noble. Perhaps you simply have a deep and abiding fearlessness of fire and the inherent knowledge that your death will not come from that element. Whatever your certainty, this knowledge tives you the freedom to risk your life in ways that others cannot. <br> | ||
+ | ''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> | ||
+ | ''Book Ref:'' War in Concordia, page #118 | ||
+ | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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{{collapse bottom}} | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Houses'''</font>|padding=20px|bg=#7FFFD4}} |
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Baeumayn'''</font>|padding=20px|bg=#7FFFD4}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 2,563: | Line 2,746: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Burning Gaze''' |
− | | | + | | 3 |
− | | | + | | Supernatural |
− | | | + | | WW7311 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Beaumayn with this Merit are especially attuned to the presence of their ancient enemies, the Thallain, and can even detect members of the Unseelie Houses or minions of the Shadow Court with close enough scrutiny.<br> |
− | ''System:'' <br> | + | ''System:'' The character must concentrate for a turn, then make a Perception + Gremayre roll (difficulty 6 for Thallain, 8 for Unseelie House or Shadow Court fae). Success means the Beaumayn sees such fae for who they truly are. This Merit may even detect those fae if they are hidden or disguised, although the character must score more successes than the hidden character and must succeed at a difficulty 1 point higher than normal. While this Merit is actice, the character's eyes burn with the purple fire of the dark star, a sure giveaway for those who know the mark of this House.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''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> | |
− | | ''Synopsis:'' | + | ''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> |
− | ''System:'' | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Lost Houses: the Second Coming, page #21 |
− | |||
|- | |- | ||
− | | | + | |} |
− | + | {{collapse bottom}} | |
− | | | + | {{collapse top|title=<font style="font-size: 12pt;">'''Gwydion'''</font>|padding=20px|bg=#7FFFD4}} |
− | + | {| class="wikitable sortable" border="1" | |
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | | ''' | + | ! Merit |
− | | 4 | + | ! Cost |
− | | | + | ! Type |
− | | | + | ! Source |
− | | ''Synopsis:'' You have | + | ! Details |
− | ''System:'' | + | |- |
− | ''Notes:'' | + | | '''Blood of the Wolf''' |
− | ''Book Ref:'' | + | | 4 |
+ | | Supernatural | ||
+ | | WW7305 | ||
+ | | ''Synopsis:'' It's said that House Gwydion's ties to the wolf-changer Prodigals are stronger than shared purpose. You are living proof of that connection - although you are a full blooded Changeling, you also have the blood of the werewolves in your veins, and the Garou call you kin. Although they may not think of you in glowing terms, the werewolf tribe whose blood you share may call on you to perform certain tasks for your Changeling relatives. What's more, you may be expected to take a Garou spouse, the better to strengthen your bloodline. This can lead to some powerful connections, or some ''very'' intriguing plotlines. The Storyteller has perfect right to forbid this Merit if she doesn't want to deal with werewolf affairs as well as courtly fae intrigues. For a fuller idea of what it is to be Kinfolk, see Kinfolk: Unsung Heroes for Werewolf: the Apocalypse.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' This is essentially the same as the Kinfolk merit, which has the same cost. Silver Fang is likely to be the most appropriate kinship for House Gwydion characters.<br> | ||
+ | ''Book Ref:'' Noblesse Oblige: The Book of Houses, Book 1, page #96 | ||
+ | |- | ||
+ | | '''Unstoppable Fury''' | ||
+ | | 3 | ||
+ | | Psychological | ||
+ | | WW7305 | ||
+ | | ''Synopsis:'' You are susceptible to House Gwydion's rages as any other - however, the fury of the house has settled more strongly in you, making you capable of mighty deeds when enraged. <br> | ||
+ | ''System:'' Whenever you fly into a berserk fury, you gain one dot each of Strength and Stamina until the anger leaves you. Note that this can be a drawback as well - it's painfully easy to cripple your friends if they happen to cross your path while you're in this fury.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Noblesse Oblige: The Book of Houses, Book 1, page #96 | ||
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Scathach'''</font>|padding=20px|bg=#7FFFD4}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 2,612: | Line 2,804: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Oath of the Honor-Bound Allies''' |
− | | | + | | 5 |
− | | | + | | Supernatural |
− | | | + | | WW7311 |
− | + | | ''Synopsis:'' Where sidhe with Soverign command obedience, Scathach with this ritual forge alliances. This oath is exchanged only when a member of the house has done a great favor or vice versa. <br> | |
− | | ''Synopsis:'' | + | ''System:'' Each Kithain involved in the transaction must exchainge blood and spend 1 point of temporary Glamour. Only Scathach's descendants may master this potent ritual, and the caster must have at least Fae 2 (Lofty Noble) and Gremayre 3 to learn its intricacies. The cost for casting this rite is 1 point of Glamour; thus, if the caster is also party to the exchange, she must spend 2 points of Glamour (one to cast the spell and the other to seal her half of the oath).<br> |
− | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Lost Houses: the Second Coming, page #111 |
− | |||
|- | |- | ||
− | | ''' | + | | '''Oracle''' |
− | | | + | | 4(5) |
− | | | + | | Supernatural |
− | | | + | | WW7311 |
− | + | | ''Synopsis:'' Except for the moirae and the sidhe of House Beaumayn, the seers of House Scathach are quite possibly the best in the Dreaming. This is a birthright handed down through the generations from the Morrigan herself, giving the character a -2 on all rolls involving the Soothsay Art. This Merit is not exclusive to House Scathach, but is possessed by the most able prophets of other kith and houses. Because most others don't share Scathach's prophetic heritage, however, the cost is +1 freebie point for all other fae except the moirae and House Beaumayn.<br> | |
− | | ''Synopsis:'' | ||
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Lost Houses: the Second Coming, page #111 |
− | |||
|- | |- | ||
− | | ''' | + | | '''Phantom Fate''' |
− | | | + | | 5(7) |
− | | | + | | Supernatural |
− | | | + | | WW7311 |
− | + | | ''Synopsis:'' Fate's tapestry records the life and destiny of every living being. Most lives are stitched in bright and vivid threads, easy for Fate's disciples to watch and record. Others, however, are recorded in threads invisible to all but the most discerning eye. Because House Scathach has taken up a contrarian relationship to Fate's design, some have become truly adept at camouflaging their patterns. <br> | |
− | | ''Synopsis:'' | + | ''System:'' Such "ciphers" are all but invisible to the Soothsay cantrip ''Omen'' (the only way to track such a character is by deciphering the "ripples" she causes when she interacts with others). Furthermore, all other Soothsay cantrips are at +3 difficulty when cast against her, thouch this additional difficulty pertains to beneficial and detrimental effects alike. The character is just as likely to deflect blessings as curses and may not purchase any Merits or Flaws pertaining to luck.<br> |
− | ''System:'' | + | {{tab}}Scathach who attain the seventh level of mastery undergo a rite known as the Trial of Shadows and automatically exhibit this Merit - if they survive. This Merit is not exclusive to House Scathach (indeed, even some humans may unwittingly be ciphers) but it is quite rare elsewhere. The cost is +2 points for all other fae. Moirae may not purchase this Merit and are particularly apathetic towards those so endowed.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Lost Houses: the Second Coming, page #111 |
− | |||
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse bottom}} |
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Physical'''</font>|padding=20px|bg=#7FFFD4}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 2,656: | Line 2,844: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Acute Senses''' |
− | | | + | | 1 |
− | | Changeling | + | | Changeling Physical |
+ | | WW7100 | ||
+ | | ''Synopsis:'' You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g. Perception + Awareness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Changeling: the Dreaming Player's Guide, page #22 | ||
+ | |- | ||
+ | | '''Faerie Eternity''' | ||
+ | | 5 | ||
+ | | Changeling Physical | ||
| WW7300<br> | | WW7300<br> | ||
WW7100 | WW7100 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' After you went through your Chrysalis, you had a birthday, and then another, and then other. Something was strange however - you didn't seem to be growing or getting older. You are touched with a vestige of the immortality that used to be the birthright of all fae. <br> |
− | ''System:'' | + | ''System:'' As long as your fae seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed, or should you retreat into Banality, you will begin to age normally.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page # | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #162<br> |
− | Changeling: the Dreaming Player's Guide, page # | + | Changeling: the Dreaming Player's Guide, page #26 |
|- | |- | ||
− | | ''' | + | | '''Surreal Beauty''' |
− | | 1 | + | | 1 |
− | | Changeling | + | | Changeling Physical |
| WW7300 | | WW7300 | ||
− | | ''Synopsis:'' You | + | | ''Synopsis:'' You possess a beauty far beyond that of normal mortals. People atand in awe of your perfect form. If you are sidhe then perhaps your fae mien shines over into your mortal seeming.<br> |
− | ''System:'' | + | ''System:'' Characters who take this Merit must first purchase at least an Appearance 5 though their appearance is considered to surpass even that.<br> |
− | |||
− | |||
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #168 | ||
+ | |- | ||
+ | | '''Winged''' | ||
+ | | 4 | ||
+ | | Changeling Physical | ||
+ | | WW7300 | ||
+ | | ''Synopsis:'' You have beautiful wings, be they feathered bird's wings or bat wings or colored butterfly wings. They are chimerical, but they need to be free, or they will subtract one die from Dexterity rolls. You may have to explain why you have cut slits in all of your coats. <br> | ||
+ | ''System:'' If you have taken this as a Flaw, you are not able to fly, but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 3). If you have taken this as a Merit, you may indeed fly for short periods of time. This power works as any other use of Glamour when only Kithain are present, but it will work in the presence of mortals.<br> | ||
+ | ''Notes:'' This may be taken as a 2 point Flaw<br> | ||
''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160 | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160 | ||
|- | |- | ||
− | | ''' | + | |} |
− | | 3 | + | {{collapse bottom}} |
− | | Changeling | + | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=#7FFFD4}} |
− | | WW7300<br> | + | {| class="wikitable sortable" border="1" |
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Boon''' | ||
+ | | 1 to 3 | ||
+ | | Changeling Social | ||
+ | | WW7300<br> | ||
WW7100 | WW7100 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' A noble owes you a favor because of something either you or your mentor once did for him. The extent of the book own to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the noble probably owes you his life.<br> |
− | ''System:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page # | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #165<br> |
− | Changeling: the Dreaming Player's Guide, page # | + | Changeling: the Dreaming Player's Guide, page #31 |
|- | |- | ||
− | | ''' | + | | '''Prestigious Mentor''' |
− | | | + | | 1 |
− | | Changeling | + | | Changeling Social |
| WW7300<br> | | WW7300<br> | ||
WW7100 | WW7100 | ||
− | | ''Synopsis:'' Your | + | | ''Synopsis:'' Your mentor had or has great Status among the Kithain, and this has accorded you a peculiar honor. Most treat you respectfully as result, while some have only contempt for you, believing you to be merely riding your mentor's coattails. This prestige could greatly aid you when dealing with elders acquainted with your mentor. Indeed, your mentor's contacts may actually approach you at some point offering aid. Although your mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever.<br> |
− | ''System:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page # | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #165<br> |
− | Changeling: the Dreaming Player's Guide, page # | + | Changeling: the Dreaming Player's Guide, page #30 |
|- | |- | ||
− | | ''' | + | | '''Reputation''' |
− | | | + | | 2 |
− | | Changeling | + | | Changeling Social |
| WW7300<br> | | WW7300<br> | ||
WW7100 | WW7100 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' You have a good reputation among the changelings of your Court. THis may be your own reputation, or it may be derived from your mentor. <br> |
− | ''System:'' A | + | ''System:'' Add three dice to any Dice Pools involving social dealings with others of your Court. A character with this Merit may not take the Flaw ''Notoriety''<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page # | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #165<br> |
− | Changeling: the Dreaming Player's Guide, page # | + | Changeling: the Dreaming Player's Guide, page #31 |
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=#7FFFD4}} | |
− | + | {| class="wikitable sortable" border="1" | |
− | + | |- | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
− | {| class="wikitable sortable" border="1" | ||
− | |- | ||
! Merit | ! Merit | ||
! Cost | ! Cost | ||
Line 2,739: | Line 2,937: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Faerie Godparent''' |
− | | | + | | 3 |
− | | | + | | Changeling Supernatural |
− | | | + | | WW7010 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Through ancient oaths, your faerie soul is bound to a particular family and has been for hundreds of years. Even when they left the Old Country, they carried along their beliefs in the Good People. Maybe you are the proverbial fairy godmother, or maybe you're the tinker that cleans and mends while everyone sleeps. <br> |
− | ''System:'' | + | ''System:'' In any case, their belief strengthens you and preserves you; you may make a Willpower roll (difficulty equal to the character's permanent Banality) to avoid gaining a point of temporary Banality (this may be done once per story). If you have a Dreamer in the family, you may also reduce the difficulty by one to reach an epiphany with that Dreamer.<br> |
+ | {{tab}}There are down sides. You are expected to help, protect and guide the family (perhaps you are a literal godparent), and their expectations may exceed your abilities. Also, you have to renew the ties; if Grandma dies and the children grow up without her stories, you may find yourself forgotten.<br> | ||
+ | {{tab}}The family has at least one method of summoning you, whether it's by saying your name three times or putting a saucer of milk on the back porch (You feel the summons and must make a Willpower roll, difficulty 6, to refuse).<br> | ||
+ | {{tab}}While it isn't unheard of for the Sidhe to have this Merit, it is quite rare for two reasons. Besides the fact that the Sidhe had less contact with or interest in mortals, even if they could wade through 600 years of geneology to find their particular family, the family almost certainly woudln't know their fae companion. It is interesting to note that a few Sidhe have questioned whether this practice violates the Escheat's Rite of Ignorance, whereas no commoner has ever spoken out against this honorable practice.<br> | ||
+ | {{tab}}Unless the circumstances are quite unusual (Storyteller's option), characters should possess the Kinain Background to have this Merit.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Fool's Luck: Way of the Commoner, page #74 |
|- | |- | ||
− | + | | '''Iron Resistance''' | |
− | | | + | | 4 |
− | + | | Changeling Supernatural | |
− | + | | WW7300<br> | |
− | + | WW7100 | |
− | + | | ''Synopsis:'' Cold iron has no physical effect on you. You may touch cold iron and feel no excruciating pain, not even a tingle. However, constant exposure to the metal will still cause you to suffer Banality. This is a double edged sword, as you may not realize when you are sitting on a cold iron bench or leaning against a fence made of the foul metal.<br> | |
+ | ''System:'' A Perception + Intelligence roll (difficulty 7) is required to avoid exposing yourself to the dangerous element in any new setting where it is present.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160<br> | ||
+ | Changeling: the Dreaming Player's Guide, page #24 | ||
|- | |- | ||
− | + | | '''Past-Life''' | |
− | + | | 1 to 5 | |
− | + | | Changeling Supernatural | |
− | + | | WW7300 | |
− | + | | ''Synopsis:'' You can remember one or more of your previous incarnations. This can be as simple as constant ''deja vu'' in places known to your past lives, or as complex as conscious, waking memories of being another person.<br> | |
− | + | ''System:'' In practical terms, this means that your character (and therefore you the player) know slightly more about whatever situations the dead memories contain. You might know your way around the past life's hometown, or back away from your murderer without knowing why. This is a good Merit for beginning players; the Storyteller can tell them that something they are about to do is stupid, dangerous, or both, because even if the character wouldn't logically know that, one of her past lives might. However, this Merit cannot be used to "remember" Abilities.<br> | |
− | | ''' | + | {{tab}}*1 point: Deja vu memories of one life<br> |
− | | 1 | + | {{tab}}*2 points: Dreamy, vague memories of one life, with deja vu from several lives<br> |
− | | | + | {{tab}}*3 points: Vague memories of several lives, and one or two well remembered impressions from one life<br> |
− | | | + | {{tab}}*4 points: Several well remembered impressions from many lives<br> |
− | | ''Synopsis:'' | + | {{tab}}*5 points: A clear but broken thread of memories back to the Mythic Age and beyond...<br> |
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160 |
|- | |- | ||
− | | ''' | + | | '''Poetic Heart''' |
− | | | + | | 3 |
− | | | + | | Changeling Supernatural |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''Synopsis:'' You have a truly inspired soul within you. You are destined to be a great hero or artist, and therefore Glamour shields you from the ravages of Banality. At times, you may even be able to stave off the tide of Banality.<br> |
+ | ''System:'' You may make a Willpower roll (difficulty equal to the character's permanent Banality to avoid gaining a point of temporary Banality once per story.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #164<br> |
+ | Changeling: the Dreaming Player's Guide, page #27 | ||
|- | |- | ||
− | | ''' | + | | '''Regeneration''' |
− | | | + | | 7 |
− | | | + | | Changeling Supernatural |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''Synopsis:'' Your faerie nature is very strong, and as a result you heal much faster than other Kithain. <br> |
+ | ''System:'' For every turn spent resting, you recover one Health Level of chimerical damage. Physical wounds can be regenerated at a rate of one Health Level per hour. While in a freehold, your wounds heal at twice this speed. Wounds inflicted by cold iron are not affected by this Merit.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #160<br> |
+ | Changeling: the Dreaming Player's Guide, page #24 | ||
|- | |- | ||
− | | ''' | + | | '''Seeming's Blessing''' |
− | | | + | | 5 |
− | | | + | | Changeling Supernatural |
− | | | + | | WW7300<br> |
− | | ''Synopsis:'' | + | WW7100 |
− | ''System:'' | + | | ''Synopsis:'' All of your Birthrights affect your mortal seeming as well as your fae mien. They even function normally in the presence of mortals. <br> |
+ | ''System:'' A sidhe would have her extra dots in Appearance, a satyr would get his extra stamina and speed, trolls would get their extra strength, etc. <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Changeling: the Dreaming (2nd Edition), page #164<br> |
− | + | Changeling: the Dreaming Player's Guide, page #29 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | = | + | =Demon= |
{|class="wikitable" style="text-align: Left;" width="25%" | {|class="wikitable" style="text-align: Left;" width="25%" | ||
! style="min-width: 100px" | Type | ! style="min-width: 100px" | Type | ||
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! style="min-width: 800px" | Merits contained within | ! style="min-width: 800px" | Merits contained within | ||
|- | |- | ||
− | |''' | + | |'''Demon''' |
| | | | ||
− | |''' | + | |'''Mental:''' Dreams of the Past<br>'''Social:''' Angelic Aura, Angelic Gaze, Atavistic Form, Debt of Gratitude, Famous Liege |
|- | |- | ||
|} | |} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Demon'''</font>|padding=20px|bg=lightblue}} |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=lightblue}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 2,832: | Line 3,033: | ||
! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Dreams of the Past''' |
− | | | + | | 2 |
− | | | + | | Demon Mental |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' When dreaming, your character is able to recall especially vivid memories of the Age of Wrath, dredging the recollections from deep in her host bodies subconscious. Your character has no conscious control over what memories she revisits while she is asleep, but may pertain specifically to the situations and challenges that your character is dealing with at the moment. <br> |
− | ''System:'' The Storyteller | + | ''System:'' The Storyteller can use this Merit to impart useful information to your character that she might not otherwise know. Additionally, if your character has the Legacy Background, this Merit reduces the difficulties of all Legacy rolls by one.<br> |
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
|- | |- | ||
− | + | ||
− | | | + | |} |
− | + | {{collapse bottom}} | |
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− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=lightblue}} | |
− | + | {| class="wikitable sortable" border="1" | |
− | {{ | ||
− | {{ | ||
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|- | |- | ||
− | + | ! Merit | |
− | + | ! Cost | |
− | + | ! Type | |
− | + | ! Source | |
− | + | ! Details | |
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− | | ''' | + | | '''Angelic Aura''' |
− | | | + | | 1 |
− | | | + | | Demon Social |
− | | | + | | WW8202 |
− | | ''Synopsis:'' Your | + | | ''Synopsis:'' Your character exudes the nobility and grace of a Celestial even in her unaltered mortal state. Despite her physical appearance, she radiates an aura of wisdom, confidence and transcendent authority that belies her mortal condition, even as her Torment begins to weigh heavily on her soul.<br> |
− | ''System:'' | + | ''System:'' The difficulty of all Charisma and Appearance rolls decreases by one when your character interacts with mortals.<br> |
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''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
|- | |- | ||
− | | ''' | + | | '''Angelic Gaze''' |
| 1 | | 1 | ||
− | | | + | | Demon Social |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' The eyes are the windows to the soul, and the act of possession has altered the eyes of your character's mortal host to reflect his celestial nature. A Devil's eyes might be the color of the golden sun or the sullen red of banked embers; a Devourer's eyes might be the lantern yellow of a wolf or lion.<br> |
− | ''System:'' | + | ''System:'' The difficulty of all Leadership, Intimidation or Empathy rolls decreases by one.<br> |
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
+ | |- | ||
+ | | '''Atavistic Form''' | ||
+ | | 2 | ||
+ | | Demon Social | ||
+ | | WW8202 | ||
+ | | ''Synopsis:'' Upon their return to the mortal world, the fallen have discovered that many of their past exploits have lived on in human legend. Although time and the interpretations of the human minds distort these legends, demons are nevertheless able to tap into these atavistic memories through the appearance of their apocalyptic form. <br> | ||
+ | ''System:'' Your character's revelatory form is an iconic image within human myth, be it as a visage of a dragon, a fire giant, or a winsome siren. The difficulty of all Social rolls decreases by one when interacting with mortals when the demon is in apocalyptic form. Additionally, the difficulty to resist the effects of Revelation increases by one.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Demon Player's Guide, page #76 | ||
|- | |- | ||
− | | ''' | + | | '''Debt of Gratitude''' |
| 1 to 3 | | 1 to 3 | ||
− | | | + | | Demon Social |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Another demon owes your character a debt of gratitude because of something either he or his liege did for her during the war. <br> |
− | ''System:'' | + | ''System:'' The depth of gratitude the demon owes depends on how many points you wish to spend. One point might mean that the demon owes your character a favor; three points might mean that she owes your character her life.<br> |
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''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
|- | |- | ||
− | | ''' | + | | '''Famous Liege''' |
− | | | + | | 2 |
− | | | + | | Demon Social |
− | | | + | | WW8202 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character is the vassal of a legendary lord of the infernal host, which grants your character an aura of authority and influence beyond her own accomplishments. Most low ranking demons will be eager to curry your character's favor, hoping to be remembered later when her dark lord has returned in triumph.<br> |
− | ''System:'' <br> | + | ''System:'' Upon learning of your character's identity, most low ranking demons will treat you with a certain degree of deference and respect, giving you the benefit of the doubt in most questionable situations. Note that this Merit is separate and in addition to the Eminence Background, which reflects your character's personal rank and influence. The character who possesses both is able to open doors and gain respect in any growing demonic court by virtue of their identity. The Storyteller is the final arbiter as to how much influence and respect your character can command based on the needs of her chronicle.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Demon Player's Guide, page #76 |
|- | |- | ||
+ | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse bottom}} | |
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− | + | =Hunter= | |
− | + | {|class="wikitable" style="text-align: Left;" width="25%" | |
− | + | ! style="min-width: 100px" | Type | |
− | + | ! style="min-width: 100px" | Sub-Type | |
− | + | ! style="min-width: 800px" | Merits contained within | |
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− | {{collapse bottom}} | ||
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− | = | ||
− | {|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 | ||
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+ | |'''Hunter''' | ||
| | | | ||
− | |''' | + | |'''Imbuing:''' Cannot Become A Monster, Penetrate Illusion, Resistant to Mind Control, Resistant to Supernatural Fear, Supernatural Affinity, The Sight, The Word<br>'''Mental:''' Religious Devotion |
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− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Hunter'''</font>|padding=20px|bg=lightblue}} |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Imbuing'''</font>|padding=20px|bg=lightblue}} |
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Cannot Become A Monster''' |
− | | | + | | 3 |
− | | | + | | Hunter Imbuing |
− | | | + | | WW8120 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Although you did not accept the powers offered by the Messengers, your spirit was still altered profoundly: You are now as immune to monsters' corrupting touch as any of the imbued. You cannot be blood bound or turned into a ghoul. Nor may you ever become a mage or use hedge magic. Attempts to transform you into a vampire kill you immediately. Finally, once dead, you cannot rise again as a zombie or spirit. (The Hunter Storyteller's Companion states how you are immune to becoming the supernatural, just as the chosen are.)<br> |
− | ''System:'' | + | ''System:'' The Storyteller remains the final arbiter as to whether this quality is effective against the transforming powers of especially ancient or potent monsters. One might still make a vampire of you, for example.<br> |
− | {{tab}} | + | {{tab}}Note that this Merit does not immunize you to the emotion-, mind-, or body-control powers of monsters. You still need to spend Willpower to resist those effects. |
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Hunter Player's Guide, page #58 | ||
+ | |- | ||
+ | | '''Penetrate Illusion''' | ||
+ | | 1 to 3 | ||
+ | | Hunter Imbuing | ||
+ | | WW8120 | ||
+ | | ''Synopsis:'' The Heralds' harsh revelation about the existence of monster has left you with a paranoid distrust of appearances, no matter how ordinary or appealing. This fixation, combined with the energies of the imbuing, has given you a limited ability to see past the illusions that some monsters create for their victims.<br> | ||
+ | ''System:'' Penetrating a supernatural illusion requires a successful Willpower roll (difficult 6). You may not defeat illusions of a higher order than the number of points spent on this Merit. Spending one point on this Merit allows you to penetrate common, low level illusions. Two points allows you to penetrate uncommon, medium level illusions. Three points allow you to attempt to see past powerful illusory effects. (See the Hunter Storyteller's Companion for comparative levels of illusion types for various kinds of monsters.<br> | ||
+ | {{tab}}Note that this capability does not reveal spirits that do not make themselves visible in the material world. (Nor does it automatically reveal spirits that possess living bodies or items.) However, it does allow you to attempt to penetrate any illusions that ghosts create (bleeding walls, illusory flames). It can also allow you to see monsters that try to use supernatural powers to remain hidden.<br> | ||
+ | {{tab}}If you use this Merit to penetrate a monster's illusion, you may still be required to spend a Willpower point to have the resolve to remain at the scene under control, thanks to hardened spirit. You probably have to make a Virtue roll to avoid losing a Conviction point as well. After all, you were exposed to an illusion of fire, for example - a completely unnatural phenomenon. You may have seen through the ruse, but its occurrence still defies your understanding of the mundane world.<br> | ||
+ | {{tab}}Likewise, ''Penetrate Illusion'' allows you to detect a monster that's cloaked by invisibility or other illusion. A monster is still revealed. You may have to spend Willpower to resist the supernatural fear inspired, and you might have to make a Virtue roll to retain Conviction during the spectacle.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Hunter Player's Guide, page #57 |
|- | |- | ||
− | | ''' | + | | '''Resistant to Mind Control''' |
− | | | + | | 4 |
− | | | + | | Hunter Imbuing |
− | | | + | | WW8120 |
− | | ''Synopsis:'' Your | + | | ''Synopsis:'' Your traumatic brush with the Messengers has left you violently opposed to the idea of another mind forcing itself upon you. You can wall off your mind and body from invading forces better than other bystanders can.<br> |
− | + | ''System:'' This Merit allows you to make a Willpower roll (difficulty 7) to resist any direct possession or mind-control attempts. Supernaturally induced fear, as described in the "Monsters and the Human Mind" sidebar, page 51, does not meet special resistance from this Trait. Nor does this Merit allow you the capacity to see through supernatural illusions or hallucinations.<br> | |
+ | {{tab}}Your Willpower roll is reflexive. You can resist control attempts whether you are aware of them or not, as can other bystanders. A successful roll grants you protection as per the hardened spirit effect for the remainder of the scene. If your roll fails, you can still spend a Willpower point to resist. if you have no Willpower to spend, or you choose not to, you are subject to monstrous influence for the scene. Botching results in the same. Influence may persist even longer if the creature is subtle, maintaining control over you that you are not even aware of. However, with this Merit, you are liberated automatically from ongoing control with the next Willpower roll that you make with this Merit, or with the next Willpower point that you spend toward hardened spirit. Such subtle, extended monster influence is not simply suspended for a scene - it's severed completely. (Breaking a monster's hold in this way cannot be performed in the same scene that control is achieved, however, even if you make another Willpower roll or spend a point right away. Control can be severed in the next scene or later if you do not call upon Willpower again for some time.)<br> | ||
+ | {{tab}}Making a successful Willpower roll to resist mind- or body-control powers does not spare you from making Virtue rolls or losing Conviction points in the scene.<br> | ||
+ | {{tab}}This Merit does not work against very old or powerful monsters. The storyteller may adjust the difficulty of your Willpower roll or decide that the Trait has no effect at all against particularly potent creatures.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Hunter Player's Guide, page #58 |
|- | |- | ||
− | | ''' | + | | '''Resistant to Supernatural Fear''' |
| 3 | | 3 | ||
− | | | + | | Hunter Imbuing |
− | | | + | | WW8120 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your attempted imbuing confronted you with nightmarish sights that might have broken the sanity of a lesser person. Having endured the intense experience, you are now more resistant to supernaturally induced terror and confusion than even other bystanders. <br> |
− | ''System:'' | + | ''System:'' You may resist supernaturally induced fear (see the "Monsters and the Human Mind" sidebar, page 51) with a successful Willpower roll (difficulty 6) instead of being forced to spend a Willpower point. This ability is reflexive. If the roll succeeds, you enjoy hardened spirit's protection for the remainder of the scene. If the roll fails, you are vulnerable to mortal fear, and you probably go into hysterics and flee. You can, however, still opt to spend a Willpower point after a failed roll. Botching a roll means that no Willpower can be spent, and the Storyteller may assign you a temporary of permanent derangement.<br> |
+ | {{tab}}Making a successful Willpower roll to resist supernaturally induced fear does not preclude you from making Virtue rolls or losing Conviction points in the scene.<br> | ||
+ | {{tab}}This Merit may not work against ver old or powerful monsters. The Storyteller may adjust the difficult of your Willpower roll or decide that the trait has no effect at all against particularly potent creatures.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Hunter Player's Guide, page #58 |
|- | |- | ||
− | | ''' | + | | '''Supernatural Affinity''' |
− | | | + | | 1 |
− | | | + | | Hunter Imbuing |
− | | | + | | WW8120 |
− | + | | ''Synopsis:'' Your exposure to monsters have left a deep and abiding impression on your subconscious, and it is perhaps a source of your nightmares and anxieties that have plagued you ever since. Although the thought of monsters hiding amongst humanity fills you with dread, you are morbidly obsessed with the idea. It's like a raw wound that's terrible to look at, yet you cant stop picking at it. You're somehow drawn unconsciously to a specific kind of monster, probably the same variety that you encountered at your failed imbuing (assuming you can even recognize different monsters as the "same kind").<br> | |
− | + | ''System:'' This Merit causes you to sense intuitively the immediate presence of a particular kind of monster. This type of entity becomes the focus of your attention for reasons that may not be immediately obvious, although you may certainly learn over time to associate sudden, inexplicable feelings with the proximity of the creature. The exact nature of the attraction is for you and your Storyteller to determine, and it should be consistent each time you encounter the object of your affinity. You may feel anxiety, outright terror or even desire, depending on what you saw and what happened in your first encounter.<br> | |
− | | ''Synopsis:'' | + | {{tab}}This quality does not apply when monsters use supernatural powers to conceal themselves. You still don't know they're present. Spirits, however, can be detected when they're invisible to mortal sight.<br> |
− | ''System:'' | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Hunter Player's Guide, page #57 |
− | |||
− | |||
|- | |- | ||
− | | ''' | + | | '''The Sight''' |
− | | | + | | 1 to 3 |
− | | | + | | Hunter Imbuing |
− | | | + | | WW8120 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your brief contact with the Heralds has opened your eyes to the Supernatural, and how you see monsters wherever you turn, like it or not. As with hunters' second sight, this quality allows you to sense monsters for what they really are, although you get no information as to their specific nature. You get an undeniable feeling that someone or something is simply ''inhuman'' or ''wrong'' when you look at it, without any idea of why or how. A being may look perfectly normal, but you just know it's ''not right''.<br> |
− | ''System:'' | + | ''System:'' Unlike hunters' second sight, this Merit does not allow you to see through supernatural illusions, nor does it make you immune to supernatural emotion-, mind-, or body-control powers. You're just as vulnerable to fear, magical hallucinations and illusion as any other bystander is. If a monster uses supernatural powers to conceal its location, you cannot see or sense it. Nor can you see spirits that don't manifest intentionally or reveal themselves in the material world, but can sense that a possession victim is ''off'' somehow.<br> |
+ | {{tab}}Any immunity to monstrous influence or control must still be acquired by spending a Willpower point.<br> | ||
+ | {{tab}}The variable cost of this Merit dictates how much control you have over your sight. At one point, your sight is always active. You are subjected to horrific sights day and night, requiring frequent Virtue rolls to maintain your grip on sanity. Two points provide some degree of control. You can activate the sight intentionally, but it also activates spontaneously in the presence of a specific kind of monster, most likely the same kind that you first encountered at your abortive imbuing. Three points allow almost complete control over the sight.<br> | ||
+ | {{tab}}Regardless of whether you spend two or three points, activating and deactivating the sight requires a successful Willpower roll (difficulty 6).<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Hunter Player's Guide, page #57 |
|- | |- | ||
− | | ''' | + | | '''The Word''' |
− | | | + | | 1 |
− | | | + | | Hunter Imbuing |
− | | | + | | WW8120 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' This Merit allows you to recognize, understand, and write the hunter code just as the imbued can.<br> |
− | |||
''System:'' <br> | ''System:'' <br> | ||
− | ''Notes:'' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Hunter Player's Guide, page #57 |
|- | |- | ||
− | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Religious Devotion''' |
− | | 3 | + | | 1 to 3 |
− | | | + | | Hunter Mental |
− | | | + | | WW8120 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character has strong belief in a particular religious doctrine. The intensity of which is reflected in the Merit rating you choose. This believe gives your hunter strength, comfort and calm in trying times. His devotion grants 1 to 3 additional Willpower points when he's tested, when he must perform a challenging task, or when he needs confidence to succeed at an action. Your character probably prays or asks for guidance or depends upon his own trust in a Supreme Being during these moments. You then have a separate pool of Willpower points that you may draw upon for the remainder of the scene.<br> |
− | ''System:'' | + | ''System:'' These points must be spent in efforts that support or affirm your character's devotion, such as saving another person's life, lifting an obstructing object or controlling his own fear. They cannot be squandered on selfish acts or petty efforts. In essence, if a point is used to perform an act that runs counter to the teachings or values of your character's faith, perhaps to save himself or to lash out in unjustified anger, he has probably misapplied his devotion. You and the Storyteller must agree what are appropriate circumstances in which you may spend your bonus Willpower points.<br> |
+ | {{tab}}When points are squandered or used inappropriately, your character may have strayed from his faith. For major transgressions, he might lose his sense of self and connection to his Creator, temporarily or even permanently. Your character loses this Merit and possibly even additional points of his Willpower rating. Subtle transgressions, such as cursing your Creator for the injustices of the world and doubting your faith as a result, deny your character access to a point or more of his Religious Devotion until he pays emotional penance or reconciles his beliefs.<br> | ||
+ | {{tab}}In general, Religious Devotion can be called upon once per chapter (game session). It may be summoned more frequently under particularly demanding or appropriate circumstances - say to save someone's life or to put your character directly in harm's way - but the Storyteller must consent.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Hunter Player's Guide, page #110 |
|- | |- | ||
+ | |||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse bottom}} |
+ | |||
+ | =Mage= | ||
+ | {|class="wikitable" style="text-align: Left;" width="25%" | ||
+ | ! style="min-width: 100px" | Type | ||
+ | ! style="min-width: 100px" | Sub-Type | ||
+ | ! style="min-width: 800px" | Merits contained within | ||
+ | |- | ||
+ | |'''Mage''' | ||
+ | |'''Any Magick User''' | ||
+ | |'''Awareness:''' Dual Perception, Medium, Oracular Ability, Precognition, Prophetic Ability, Spirit Sight<br>'''Mental:''' <br>'''Physical:''' Acute Senses, Claws/Horns/Hooves/Barbed Tail, Immortal, Immunity, Resistant Pattern, Unaging<br>'''Psychological:''' Code of Honor, Driven, Higher Purpose<br>'''Social:''' Animal Magnetism, Boon, Communicate With Animals, Celestial Affinity, Faerie Affinity, Faerie Companion, Gift of Tongues, Grand Reputation, Prestigious Mentor, Reputation, Spirit Guide, Student's Reputation, Werewolf/Vampire Companion, Years of Wisdom<br>'''Supernatural:''' Astral Vigor, Conditional Magic, Elemental Affinity, Green Thumb, Legendary Attribute, Luck, Mastery of Fire, Mistguide, Natural Channel, Natural Shallowing, Nephilim, Nine Lives, Parlor Trick, Spark of Life, Spirit Magnet, True Faith, Umbral Affinity | ||
+ | |- | ||
+ | | | ||
+ | |'''Mage''' | ||
+ | |'''Avatar:''' Avatar Companion, Circumspect Avatar, Manifest Avatar, Pushy Avatar, Shattered Avatar, Stormwarden, Twin Souls<br>'''Mental:''' Prodigy, Protean Psyche, Shamanic Traditionalist<br>'''Social:''' Faction Founder, Tradition Herald<br>'''Supernatural:''' Blended Technique, Cross-Training, Cyclic Magic, Dual Traditions, Hollow Soul, Past Life, Personal Talisman, Sphere Natural, Spirit Mentor<br>'''Traditions:''' ('''Akashic Brotherhood:''' Folk Hero, Drahma's Voice, Judge's Wisdom), ('''Celestial Chorus:''' Ecumenist, Techgnosi), ('''Cult of Ecstasy:''' Hypersensitivity, Resonant Passion), ('''Euthanatos:''' Mourner's Chant, Deathwalker), ('''Sons of Ether:''' Mad Science, Scientific Mystic), ('''Technocracy:''' Acute Senses, Inner Knight, Poker Face, Unobtrusive)<br>('''Verbena:''' Long-Lived, Honored Lineage, Cloak of the Seasons, Natural Shapeshifter, Touch of Life), ('''Virtual Adepts:''' Well Connected) | ||
+ | |- | ||
+ | | | ||
+ | |'''Sorcerer''' | ||
+ | |'''Infernal:''' Demonic Heritage: Laham, Demonic Tutor, Lord of Flies, Unholy Aura, Unshockable<br>'''Mental:''' Arcane Heritage, Detached, Strength of Psyche<br>'''Physical:''' Sterile, The Flow of Ki<br>'''Social:''' Faction Favorite, Force of Spirit, Ritual Congregation, Shamanic Authority<br>'''Supernatural:''' Blood Magic, Bonus From Props, Lesser Shaman, Path Natural, Psychic Ritual, Struggling Awake, Style Sleeper, Twin Link, Wild Talent | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Any Magick User'''</font>|padding=20px|bg=lightblue}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Awareness'''</font>|padding=20px|bg=lightblue}} | ||
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! Details | ! Details | ||
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− | | ''' | + | | '''Dual Perception''' |
− | | | + | | 2 |
− | | Magic | + | | Magic Awareness |
− | | | + | | WW4043 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' using your status as an intermediary between the spirit world and the mortal world, you can easily switch your awareness back and forth between these two realms. <br> |
− | ''System:'' | + | ''System:'' When using any spirit magic that involves perceiving the spirit world, you can cease using the ability and observe the mortal world at any time. Then, if the duration of the magic is not yet up, you can continue using it without additional rolls. Also, when you are in the Umbra, you can choose to observe the mortal world instead of the spirit world without needing to make additional rolls. Since this ability is innate, you suffer no disorientation or other penalty associated with switching your perceptions.<br> |
+ | {{tab}}Transvestites and contraries often possess ''Dual Perception'' due to their own dual natures. If you take this Merit in addition to the Medium or Spirit Sight Merit, you can effectively turn the appropriate merit on or off at will.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Spirit Ways, page #103 |
|- | |- | ||
− | | ''' | + | | '''Medium''' |
− | | | + | | 2 |
− | | Magic | + | | Magic Awareness |
− | | | + | | WW4600 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your mage is a natural conduit to the Underworld. Although this Merit does not reduce the difficulty of working Spirit magic, it does mean that your mage can hear ghosts naturally. The mage might not ''see'' wraiths without the right magic, but they do tend to hang out, talk, bug the character and ask him to do things. This talent can be helpful in some cases; wraiths are eager to talk to those who can hear them. However, they often make demands, and they can be difficult to banish if the mage doesn't have enough power with Spirit.<br> |
− | '' | + | ''System:'' <br> |
− | + | ''Notes:'' <br> | |
− | + | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | |
− | |||
− | |||
|- | |- | ||
− | | | + | | '''Oracular Ability''' |
− | | | + | | 3 |
− | | | + | | Magic Awareness |
+ | | WW4600 | ||
+ | | ''Synopsis:'' No, your mage is not one of the mystic Master mages living in an ivory tower in the Deep Umbra. Neither is she a software company. What she is, is an ordinary mage with a flair for divination and glimpses into the past, present and future.<br> | ||
+ | ''System:'' Whenever the Storyteller feels you are in the position to see a sign or portent, you may make a Perception + Awareness roll. With the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty is relative to the complexity of what you have seen. Your difficulty for all divination with magic (generally with Time) reduces by two.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | ||
|- | |- | ||
− | | | + | | '''Precognition''' |
− | | | + | | 4 |
− | | | + | | Supernatural Awareness |
+ | | WW4010<br> | ||
+ | WW2224<br> | ||
+ | WW4009 | ||
+ | | ''Synopsis:'' You occasionally have glimpses of the future. Although such visions are beyond your control, you may try to "summon" one by entering a trance and attuning yourself to fate.<br> | ||
+ | ''System:'' When employed with the Divination Path, this Merit lets you add two dice to your pool; otherwise, the Storyteller will determine what (if anything) you see and how accurately it reflects coming events. This Merit should, of course, offer some insight, but as any seer knows, prophecy is an odd and chancy business. Visions often strike without warning and are not always pleasant to receive.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #68<br> | ||
+ | Mummy: The Resurrection (2nd Edition), page #68<br> | ||
+ | Halls of the Arcanum, page #64 | ||
|- | |- | ||
− | | | + | | '''Prophetic Ability''' |
− | | | + | | 4 |
− | | | + | | Magic Awareness |
− | |- | + | | WW4010 |
− | + | | ''Synopsis:'' The Higher Powers speak to you in signs and portents, visions and images. Some may speak of the future, while others offer clues to existing mysteries, or reveal hidden facts. Prophecies come when they will - you cannot control them, and may not even ''want'' them when they do occur (the classic prophets were not exactly thrilled with their "gifts"). <br> | |
− | + | ''System:'' Some messages will be crystal clear while others seem just flat out obscure. Symbolism, foreshadowing, flashbacks - all the tools mentioned in the rulebooks' Storytelling chapters come into play when your Storyteller decides to let prophecy strike. The truth, content and effect of the prophecies remain the Storyteller's prerogative, but should have some significant role in coming events. This Merit is not a quick-fix or an "oracle machine"; it exists to provide dramatic moments and enigmatic clues, not to dole out obvious answers.<br> | |
− | + | ''Notes:'' <br> | |
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #68 | ||
|- | |- | ||
− | | | + | | '''Spirit Sight''' |
− | | | + | | 4 |
− | | | + | | Magic Awareness |
+ | | WW4043 | ||
+ | | ''Synopsis:'' You can see and hear all varieties of spirits, changelings, wraiths and similar entities. This Merit provides all of the advantages granted by the Merit: ''Medium''. Like the ''Medium'' Merit, ''Spirit Sight'' reduces the difficulties of all Spirit magic by two. Nevertheless, this ability is a mixed blessing. Seeing these things is not a choice; it is a normal part of your vision. You cannot help but see them. Being yelled at by an irate wraith who is shaking her fist in your face can be extremely distracting if you are attempting to hold a conversation with a Sleeper, and it's even worse if you are driving a car in bad weather!<br> | ||
+ | {{tab}}Many shamans have this Merit, and shamans often look for people with ''Spirit Sight'' as potential students. Unfortunately, most Sleepers with this Merit conceal it poorly and instead end up in asylums.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' This merit allows you to see all planes of existence - at the same time. Be aware that this is just as much of a bane as it is a boon, as you are not necessarily able to distinguish what plane things are happening on. This makes driving truly difficult. You can not "turn it off" without also purchasing the Merit: ''Dual Perception''. This merit in no way allows a character to determine the race of another character, and does not act as a poor man's Aura Perception/Scent of the True Form/etc., it '''only''' allows a character to see other planes (Umbra/Shadow Lands/Dreaming).<br> | ||
+ | ''Book Ref:'' The Spirit Ways, page #105 | ||
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+ | |||
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− | {{ | + | {{collapse bottom}} |
− | { | + | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=lightblue}} |
− | + | {| class="wikitable sortable" border="1" | |
− | + | |- | |
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Iron Will''' |
− | | | + | | 3 |
− | | Magic | + | | Magic Mental |
− | | | + | | WW4050 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' When you are determined and your mind is set, nothing can divert you from your goals. <br> |
− | ''System:'' | + | ''System:'' You cannot be Dominated, nor can your mind be affected in any way by Thaumatergic rituals. Mages using mental attacks against you gain an additional +3 to their difficulties if you are aware of them and resisting. However, the additional mental defense costs you one Willpower per turn. Even if you are unaware of them, mages seeking to magically influence you add +1 to their difficulties.<br> |
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''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Shadows, page #32 |
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{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Physical'''</font>|padding=20px|bg=lightblue}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
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! Details | ! Details | ||
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− | | ''' | + | | '''Acute Senses''' |
| 1 | | 1 | ||
− | | Magic | + | | Magic Physical |
| WW4050 | | WW4050 | ||
− | | ''Synopsis:'' You have | + | | ''Synopsis:'' You have exceptionally sharp hearing, smell, vision or taste.<br> |
− | ''System:'' | + | ''System:'' The difficulties of all dice rolls that relate to the sense in question (e.g. Perception + Awareness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two. Combined with sensory Effects (first rank Effects), this Merit allows the mage to add an additional success to her die roll.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Book of Shadows, page # | + | ''Book Ref:'' Book of Shadows, page #34 |
|- | |- | ||
− | | ''' | + | | '''Claws/Fangs/Horns/Hooves/Barbed Tail''' |
− | | | + | | 3+ |
− | | Magic | + | | Magic Physical |
− | | | + | | WW4603 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Witches have always been known for their beautiful fingernails and iron teeth, and your character lives up to this reputation, since coming from her, "I'll scratch your eyes out!" is not an idle threat. Or perhaps she has the horns of the devil or the hooves of a centaur, or something more mundane yet cooler - like a surgical steel plate in the skull with bolts to screw spikes on.<br> |
− | ''System:'' | + | ''System:'' For three points, you may buy one type of attack; for five points two. Seven points allows you to buy three, and nine points allows you to buy four. For even points, you can go for the full devil package and have claws, fangs, horns, hooves, ''and'' a barb at the end of your tail (though it costs an additional three points for your tail to be prehensile).<br> |
− | + | {|class="wikitable" style="text-align: center;" width="25%" | |
− | + | ! style="min-width: 100px" | Maneuver | |
+ | ! style="min-width: 100px" | Difficulty | ||
+ | ! style="min-width: 250px" | Damage | ||
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− | | | + | |Bite |
− | | | + | |5 |
− | | | + | |Strength +1 |
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− | | | + | |Claw |
− | + | |6 | |
− | + | |Strength +2 | |
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− | + | |Kick | |
− | + | |7 | |
− | + | |Strength +3 | |
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− | | | + | |Gore |
− | | | + | |7 |
− | | | + | |Strength +2 (Strength +4 after a charge of 10 yards or more) |
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− | | | + | |Tail Strike |
− | | | + | |6 |
− | | | + | |Strength +1 |
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− | + | {{tab}}Claws, fangs, horns, hooves and tail barbs come in varying sizes. the above list assumes you've got the smallest gauge. For an additional point, you can get a somewhat larger size, and another point beyond that gets you ''el grande'', each size larger doing an additional +1 point of damage. However, this is not necessarily a great idea. Wolf claws can be painted and passed off as an expensive manicure, but vulture talons are a bit harder to hide, and a set of giant bear claws are not only incredibly conspicuous but will prevent you from doing things like typing or driving. Likewise a nice pair of goat horns can be hidden under a top hat, but a set of oryx horns will need a sombrero, and there's no hiding a full rack of stag antlers, especially if you've got two points for every year of your age.<br> | |
− | + | {{tab}}At Storyteller option, claws and so forth can be made retractable for an additional +1 per unit of size, like vampire fangs can be pulled back in for one point; for two points jumbo fangs (the type that stick down over your lip) can be pulled back into like with regular teeth, and for three points, even boar or walrus tusks can be made to disappear - though there will have to be a good explanation given for why this works.<br> | |
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− | '' | ||
− | {{tab}} | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Guide to the Traditions, page #228 |
|- | |- | ||
− | | ''' | + | | '''Immortal''' |
− | | | + | | 5 or 7 |
− | | Magic | + | | Magic Physical |
− | | | + | | WW4010 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You have witnessed the passing of ages and survived to tell of it. Through some form of magic, you've got the potential to live hundreds of years. Perhaps, if your Storyteller is kind (and a little crazy herself), you may have ''already'' lived for centuries, and boast a truckload of freebie points - ''not'' a part of this Merit - to reflect your age. <br> |
− | ''System:'' | + | ''System:'' As an immortal sorcerer, you get the following benefits: an increased life span, a slight immunity to most fatal diseases (but not necessarily to the ''pain'' associated with those diseases), and the potential to live indefinitely.<br> |
+ | {{tab}}This Merit's stronger version protects you from almost ''any'' form of death - save one - that does not destroy your body entirely. If your corpse can rise again, it will; the fatal damage or disease will slowly repair itself at the normal rate of healing. If some disaster annihilates your body, the magic is dissolved (along with your flesh). Otherwise, you can continue on for centuries.<br> | ||
+ | {{tab}} One given thing can end this immortal dance. The final doom must be selected ahead of time, must be fairly common, and should play some role in the chronicle. Typical dooms include: getting your head chopped off, being stung to death by insects, being frozen to death, being killed by a woman, etc. Naturally you'll probably do anything you can to avoid this fate; just as naturally, your Storyteller will go out of her way to make sure you cant. This potential immortality should not unbalance the game; if your Storyteller considers the idea inappropriate, she may feel free to disallow it. | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' World of Darkness: Sorcerer, page #68 |
|- | |- | ||
− | | ''' | + | | '''Immunity''' |
− | | | + | | Variable |
− | | Magic | + | | Magic Physical |
− | | | + | | WW4603 |
− | + | | ''Synopsis:'' There is one peril to which your character is completely immune, even to the magical versions. Perhaps like Mithridates, your mage slowly built up an immunity to all poisons, even those concocted by the Euthanatos. Perhaps she had an accident in the lab and now all metal phases harmlessly through his body, even magic swords and comic-book alloys - or it bounces off his chest. Perhaps it still cuts, but the wounds don't bleed and they seal up immediately.<br> | |
− | | ''Synopsis:'' | + | ''System:'' However, this invulnerability is only to the particular thing, not to any secondary or tertiary effects - Fenris may have blessed your character so that he is unscathed by teeth and claws of wolves, even werewolves, but that does nothing to stop the werewolf's silver sword or even the damage when the werewolf pounds your mage's head into a wall. (Fenris, after all, said you'd be unharmed by wolves, not by architecture.) Likewise, even if metal doesn't exist for your mage, it does for his lab coat, and a bullet's going to pack quite a whollop before it shreds the cloth. And even if the faeries at your christening said that no mortal man could ever harm you, that proviso doesn't apply to vampires, or the magics that mortal man might command, or even - for that matter - to his 1957 Chevy Bel Aire.<br> |
− | '' | + | {{tab}}Your mage might be immune to all physical harm, save one thing, like beheading, incineration or being stabbed through the heart with a dagger thrice blessed by three separate Popes; or he might be immune to all things save in one spot, like Achilles' heel or Siegfried's shoulder. However, this will not prevent him from being turned into a rutabaga, having his soul stolen, being sealed in Lucite or sent into orbit, though his body (if not his sanity) will withstand all these things. He'll merely be an invulnerable soulless rutabaga orbiting the earth in a Lucite block while his enemies look for a third Pope to bless a dagger.<br> |
− | '' | + | {{tab}}''Immunities'' vary in price, depending on their lethality and their frequency, much as ''Vulnerabilities'' do. You must buy each ''Immunity'' separately, although the Storyteller may allow a number of similar ''Immunities'' (basilisks, snakes, toadstools, iocaine powder) to be packaged as one more common ''Immunity''. Total immunity continues to go up in price price depending on the size of the chink in your armor.<br> |
− | '' | + | {{tab}}Alternately, for half the price of any given ''Immunity'', your character may be ''Resistant'' to a particular bane - taking only half damage, rounded down, or reducing your soak roll difficulties by 3... your choice. Anything doing only one die of damage, you ignore.<br> |
− | Book | + | *2 points: A minor nuisance (poison oak, common cold) or a very rare threat (basilisks, the Ebola virus)<br> |
+ | *4 points: A major threat (disease, hunger, supernatural evil gook), or a moderately rare threat (poisons, extreme heat or cold, raw magic Levin bolts, death spells)<br> | ||
+ | *6 points: A terminal threat (asphyxiation, drowning) or a common threat (fire, metals)<br> | ||
+ | *8points: Invulnerable to all physical threats but with one large weak spot (the head, the neck, the chest) or one common bane (fire, edged weapons, drowning)<br> | ||
+ | *10 points: Invulnerable to all physical threats, but with one tiny weak spot (Seigfried's shoulder, Achilles' heel, the spot where the third eye would go) or one rare bane (silver bullets, mistletoe, deadly nightshade); one common bane in one large spot (edged weapons vs the neck, i.e. beheading), or one common bane in a specific circumstance (a gun fired by a woman). Or immune to all physical threats save those which inflict aggravated damage, or immune to all physical threats save oneself - can be strangled with a robe made of own hair, mentally commanded to gnaw own arm off or destroyed with own Phylactery. Alternately, mage is invulnerable until mage is destroyed.<br> | ||
+ | *12 points: Invulnerable to all physical threats, but with one very rare bane (the bite of an Egyptian asp, nuclear radiation, a specific ritual cast by a master mage), one rare bane in a tiny spot (a stake of twisted rose briars through the heart), or one rare bane in a very specific set of circumstances (poisoned with belladonna by a beautiful woman)<br> | ||
+ | *14 points: Invulnerable to all physical threats, but with the bane being an ''extreme'' rarity (a dagger thrice blessed by three Popes, the elixir of eighty evil essences), or one very rare bane in a highly specific set of circumstances (dragged through the streets of Baghdad by wild horses during the month of Ramadan)<br> | ||
+ | *16 points: Invulnerable to all physical threats except one ''unique'' bane (the Holy Lance of Longinus, the Sword of Roland), or invulnerable until Phylactery destroyed, requiring an equally unique bane.<br> | ||
+ | {{tab}}This Merit may also be taken in conjunction with the ''Vulnerability'' Flaw, especially if the ''Vulnerability'' is something common and not usually deadly, such as water. Thus, it costs only three points total to be the Wicked Witch of the West, ''Immune'' to every variety of harm ''except'' being doused with a cleaning bucket. ("I'm melting! I'm melting! Oh who would have thought a good little girl like you could destroy all my beautiful wickedness!")<br> | ||
+ | {{tab}}Objects, especially ''Phylacteries'' may also have ''Immunity'' to physical perils, but Storytellers should impose some limit on size so min-maxers will not use this Merit to create invulnerable dreadnoughts and impenetrable fortresses. The larger the object, the less of it can be invulnerable. You can have an indestructible moped, but your '57 Chevy wont have puncture-proof tires, and your Winnebago of Doom can have the tires blow out and the windows smashed even while the rest of it remains unscathed. Likewise, your cozy witch's cottage will just need to be rethatched after the dragon attack, but your mansion will be gutted with nothing left but smoke blackened walls. However, you can have the last laugh by making your ''Phylactery'' your castle and making the only way to defeat your castle's ''Immunity'' being your own death. That way, if your enemies ever sneak into your inner sanctum and kill you, they get to deal with the castle collapsing on their heads - a common staple of sorcerous fiction. Need we even mention that this Merit can be phenomenally abusive?<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Guide to the Traditions, page #229 | ||
|- | |- | ||
− | | ''' | + | | '''Resistant Pattern''' |
− | | | + | | 7 |
− | | Magic | + | | Magic Physical |
− | | | + | | WW4603 |
− | + | | ''Synopsis:'' Aggravated damage means nothing to you, at least personally. Enchanted weapons, vampire fangs, deadly spells and toxic waste can still harm you, of course, but this damage is no worse than that dealt out by ordinary weapons, cat claws, car crashes and sports injuries, any of which can still kill you.<br> | |
− | | ''Synopsis:'' | + | ''System:'' You take only lethal damage from attacks that would normally score aggravated wounds, including the Avatar Storm.<br> |
− | ''System:'' | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Guide to the Traditions, page #228 |
− | |||
|- | |- | ||
− | | ''' | + | | '''Unaging''' |
− | | | + | | 2 |
− | | Magic | + | | Magic Physical |
− | | | + | | WW4600 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your mage does not age, ever. Perhaps she drank an elixir in the Mythic Ages, or she tasted the Peach of Immortality, or she ate the Apples of Hesperides, or she dined on the forbidden savor of mermaid's flesh. Perhaps she was injected with the perfect Iterator nanotech or Progenitor symbiote. Perhaps her body is composed of timeless stone or metal. Perhaps the cause is a complete mystery. Regardless, she remains unchanged as the years pass by, save for scars and accumulated knowledge.<br> |
− | + | ''System:'' <br> | |
− | + | ''Notes:'' <br> | |
− | ''Notes:'' | + | ''Book Ref:'' Mage: The Ascension (Revised), page #295 |
− | ''Book Ref:'' The | + | |- |
+ | |||
+ | |} | ||
+ | {{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 | |
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− | | ''' | + | | '''Code of Honor''' |
| 1 | | 1 | ||
− | | Magic | + | | Magic Psychological |
| WW4050 | | WW4050 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' You have a personal code of ethics to which you strictly adhere. <br> |
− | ''System:'' | + | ''System:'' You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion (Mind magic, vampiric Domination, etc) that would make you violate your code, either you gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Book of Shadows, page # | + | ''Book Ref:'' Book of Shadows, page #30 |
|- | |- | ||
− | | ''' | + | | '''Driven''' |
| 2 | | 2 | ||
− | | Magic | + | | Magic Psychological |
+ | | WW4046 | ||
+ | | ''Synopsis:'' The world is falling to Hell, and the Order is crumbling. Few mages have the spiritual resilience to endure the punishment being heaped on the Traditions in these End Times and keep on going. Your mage is one of them.<br> | ||
+ | ''System:'' Once per game session, when the survival of your character's Tradition is at stake, you gain an additional free point of temporary Willpower to spend on any one roll in defense of your mage's Tradition.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Blood Treachery, page #85 | ||
+ | |- | ||
+ | | '''Higher Purpose''' | ||
+ | | 1 | ||
+ | | Magic Psychological | ||
| WW4050 | | WW4050 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' All mages have some vision of their Path, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any roll that has something to do with this higher purpose. You need to decide what your purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw: ''Driving Goal'', you cannot take this Merit).<br> |
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Book of Shadows, page # | + | ''Book Ref:'' Book of Shadows, page #30 |
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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}} |
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! Details | ! Details | ||
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− | | ''' | + | | '''Animal Magnetism''' |
− | | | + | | 1 |
− | | Magic | + | | Magic Social |
− | | | + | | WW4050 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You are especially attractive to others.<br> |
− | ''System:'' | + | ''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:'' Book of Shadows, page #34 |
|- | |- | ||
− | | ''' | + | | '''Boon''' |
− | | 1 to | + | | 1 to 3 |
− | | Magic | + | | Magic Social |
− | | | + | | WW4050 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' A Master owes you a favor because of something either you or your Mentor once did for him. <br> |
− | + | ''System:'' The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the Master probably owes you his life.<br> | |
− | + | ''Notes:'' <br> | |
− | + | ''Book Ref:'' Book of Shadows, page #42 | |
− | |||
|- | |- | ||
− | | | + | | '''Communicate With Animals''' |
− | | | + | | 2 |
+ | | Magic Social | ||
+ | | WW4043 | ||
+ | | ''Synopsis:'' Through your deep and profound understanding of the spirits within all life, you can communicate with any normal animal. This communication is not as detailed or exact as ordinary speech, nor does it necessarily involve you actually speaking. Instead, the animal you are communicating with understands you through a combination of posture, facial expressions, smell and speech, while you can understand it on an equally primal level.<br> | ||
+ | ''System:'' Even if the animal noticed such things, you cannot use this ability to ask an animal the license plate number of a car or the cut or someone's suit. However, most mammals and birds can tell you basic information like how many people passed by, as well as possibly odd details like what these people had eaten recently or if they smelled afraid. To determine the actual degree of communication, roll Charisma + Intuition. Finding out extremely simple information has a difficulty of 4 or 5. However, anything more complex than vague information about recent events, or questions about the animal's own activities, will have a higher difficulty.<br> | ||
+ | {{tab}}Since so few people bother to really attempt to communicate with animals, even wild animals that are not normally interested in humans will usually wish to respond to a mage with this ability. This Merit is largely limited to Dreamspeakers and Verbena, although a few Akashics also know it.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' The Spirit Ways, page #103 | ||
|- | |- | ||
− | | | + | | '''Celestial Affinity''' |
− | | | + | | 3 |
+ | | Magic Social | ||
+ | | WW4046 | ||
+ | | ''Synopsis:'' Your mage has an exceptional instinct when it comes to dealing with High Umbrood. While certain shamans excel at interactions with their totemic spirits and necromancers find truck with the dead a simple matter, your mage's talents make conversing with the noblest and most refined of ephemeral entities easier. <br> | ||
+ | ''System:'' You receive a difficulty bonus of two to all rolls to summon, compel, coax, bargain with and otherwise influence such beings. This bonus applies as much to Social rolls as it does to Spheres, since trafficking with High Umbrood is often as much a matter of finesse and force of personality as it is one of sorcerous might.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Blood Treachery, page #85 | ||
|- | |- | ||
− | | | + | | '''Faerie Affinity''' |
− | | | + | | 2 |
− | |- | + | | Magic Social |
− | | | + | | WW4801<br> |
− | | | + | WW4050 |
+ | | ''Synopsis:'' The Fair Folk are attracted to you. Rather than avoid you, as they do most mortals, the fae seek you out from time to time to enjoy your company or ask for your assistance. You might even be of faerie blood. <br> | ||
+ | ''System:'' The spirits treat you like a young sibling (regardless of your age), and rarely make you the victim of their mischief. Occasionally the fae may as you to mediate disputes among them or between them and mortals. You can sometimes call upon them for assistance in your own affairs - if you dare submit your problems to faerie judgement.<br> | ||
+ | ''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:'' Crusade Lore, page #36<br> | ||
+ | Book of Shadows, page #36 | ||
+ | |- | ||
+ | | '''Faerie Companion''' | ||
+ | | 3 | ||
+ | | Magic Social | ||
+ | | WW4010<br> | ||
+ | WW4005 | ||
+ | | ''Synopsis:'' You have a faerie companion, a friend and associate who's one of the Kindly Ones - the Changelings. Perhaps your creativity feeds his craving for dreams, or perhaps he's taught you of things beyond mortal view. Maybe you're just in love. In any case, this fae companion tends to stay out of human sight, but commands various magical talents of his own (see Changeling: The Dreaming). Naturally, he'll probably want something in return for his generous, if quixotic aid.<br> | ||
+ | ''System:'' A Changeling makes a boon companion; moreover, his teachings allow you to learn Abilities like Kenning and Mythlore, knowledge outside the mortal spectrum. In a real emergency, your friend might even hide you away in his Freehold for a time! Beware of this offer, however. One never knows the truth behind such refuge, and the price for the trip could be steep indeed!<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67<br> | ||
+ | Ascension's Right Hand, page #77 | ||
|- | |- | ||
− | | | + | | '''Gift of Tongues''' |
− | | | + | | 3 |
+ | | Magic Social | ||
+ | | WW4043 | ||
+ | | ''Synopsis:'' All spirits that can communicate with mortals naturally possess the ability to communicate in any language. Like these spirits, you also have the natural ability to transcend language. When speaking with any sentient being (from Earth), you can understand its language as if it were your own.<br> | ||
+ | ''System:'' Due to the limits of the human mind, you can only understand and speak one language at a time. If two people who speak different languages are talking to you at once, you can only understand one of them. Using a coincidental Mind 1 Effect can allow you to understand multiple languages at once. Magically augmenting this gift to allow speech in multiple different tongues is, of course, vular.<br> | ||
+ | {{tab}}The ''Gift of Tongues'' Merit works only for conversation held in person, where you and the person you are speaking to can actually hear each other's unaltered voices. You cannot use this ability to read another language or to communicate by telephone, microphone or any other electronic or mechanical medium.<br> | ||
+ | ''Notes:'' Note that not being able to use this Merit to read another language means it also does not work with ASL.<br> | ||
+ | ''Book Ref:'' The Spirit Ways, page #104 | ||
|- | |- | ||
− | | | + | | '''Grand Reputation''' |
− | | | + | | 5 |
− | + | | Magic Social | |
− | <br> | + | | WW4012 |
+ | | ''Synopsis:'' Word of your deeds has traveled far before you, and many younger students revere your name. You will be welcome at most allied Chantries and can find assistance throughout your Tradition. Of course you will also be a highly visible presencein the Ascension War, and will attract plenty of unwanted attention.<br> | ||
''System:'' <br> | ''System:'' <br> | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Horizon: the Stronghold of Hope, page #116 |
|- | |- | ||
− | | ''' | + | | '''Prestigious Mentor''' |
| 1 | | 1 | ||
− | | Magic | + | | Magic Social |
− | | | + | | WW4050 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your Mentor had or has great Status among your Tradition, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compaired to them. <br> |
− | ''System:'' <br> | + | ''System:'' This prestige could greatly aid you when dealing with elders acquainted with your Mentor. Indeed, your Mentor's contacts may actually approach you at some point offering aid. Although your Mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever.<br> |
− | ''Notes:'' | + | ''Notes:'' <br> |
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Shadows, page #42 |
|- | |- | ||
− | | ''' | + | | '''Reputation''' |
− | | | + | | 2 |
− | | Magic | + | | Magic Social |
| WW4050 | | WW4050 | ||
− | | ''Synopsis:'' You | + | | ''Synopsis:'' You have a good reputation among the mges of your Tradition. This may be your own reputation, or it may be derived from your Mentor. Add three dice to any dice pools involving social dealings with others of your Chantry or Tradition. A character with this Merit may not take the Flaw: ''Notoriety''.<br> |
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Book of Shadows, page # | + | ''Book Ref:'' Book of Shadows, page #42 |
|- | |- | ||
− | | ''' | + | | '''Spirit Guide''' |
| 5 | | 5 | ||
− | | Magic | + | | Magic Social |
− | | | + | | WW4010 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You are aided in your magical journey by a spirit guide, a friendly entity that offers you advice, messages and sometimes aid. The guide's nature depends on your magical society: A Uzoma sorcerer would recognize one of the orishas, while a Hermetic wizard would claim assistance from an angelic entity.<br> |
− | ''System:'' | + | ''System:'' Spirit guides can help in a variety of ways:<br> |
− | + | *Problem solving: Dialogue with your guide could lead you to insight on various problems. This gives the Storyteller a voice within the chronicle.<br> | |
− | {{tab}} | + | *Help: A friendly spirit may grant it's patron a point of Willpower, take some sudden action or restore a Health Level or two to a sorcerer in need. This aid is rare (once per story, if at all), and may require some thanksgiving offering when the crisis ends.<br> |
+ | *Messages: Your guide can deliver a brief message to someone far away. This message must be short and simple, as it comes much more in a hunch than in a definite thought: "I think Timmy is in trouble. Let's go find him," not "Timmy's canine spirit-guide just arrived and told me that Timmy's trapped in a well three miles from here."<br> | ||
+ | {{tab}}A sorcerer with a spirit guide may use it as part of her magical Rituals - as the "delivery boy" of a curse or blessing, for example - but does not receive any particular bonus for employing the entity in her workings. Some traditions (especially the shamanic ones) stress initiation by spirits, not people. By adding this Merit to the Mentor Background, you may consider the spirit guide your mentor as well. | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' World of Darkness: Sorcerer, page #69 |
|- | |- | ||
− | | ''' | + | | '''Student's Reputation''' |
| 2 | | 2 | ||
− | | Magic | + | | Magic Social |
− | | | + | | WW4012<br> |
− | | ''Synopsis:'' | + | | ''Synopsis:'' One of your students has made something of a name for herself, and her deeds reflect back on you. Perhaps she is a vibrant young talent who brings a fresh perspective to her Tradition. Alternately, she may be a bad seed who went ''barabbi'' or Marauder some time ago. Whatever the case, her activities bring you great respect or embarrassment, and her exploits are often the talk of your peers.<br> |
− | ''System:'' <br> | + | ''System:'' This may be bought as a 2 point Flaw instead.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Horizon: the Stronghold of Hope, page #116<br> |
|- | |- | ||
− | | ''' | + | | '''Werewolf/Vampire Companion''' |
− | | | + | | 3 |
− | | Magic | + | | Magic Social |
− | | | + | | WW4050 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You have a friend and ally who just happens to be a werewolf or vampire. THough you may call upon this being in time of need, she also has the right to call upon you (after all, you ''are'' friends). Neither your kind or hers appriciate such a relationship; while mages deal with the other Awakened often, all sides share a healthy distrust of each other. Your friend will not become a walking Quintessence battery for greedy mages. SUch relationships often end badly... The Storyteller will create the character in question, and will not reveal its full powers and potencies.<br> |
− | '' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Shadows, page #36 |
|- | |- | ||
− | | ''' | + | | '''Years of Wisdom''' |
− | | | + | | 5 |
− | | Magic | + | | Magic Social |
− | | | + | | WW4012 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' In your travels, you have seen and done almost everything a person can imagine. Once per game session, you may add one automatic success to any one ''non-magical'' action, whether it be an attack or dodge, research or persuasion. As you set your mind to the task, you suddenly remember doing something like it before ("When I was at Shiloh...") and draw upon your experience to help you.<br> |
− | '' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Horizon: the Stronghold of Hope, page #116 |
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=lightblue}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Astral Vigor''' |
− | | | + | | 3 |
| Magic Supernatural | | Magic Supernatural | ||
| WW4632 | | WW4632 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your mage's astral body is especially well connected to her physical form. <br> |
− | ''System:'' | + | ''System:'' She does not suffer any of the psychological side effects normally associated with protracted astral traval (such as the loss of REM sleep), though her body continues to atrophy and starve at the normal rate. Her astral body, fortified by a powerful psychic presence, has two dice of inherent armor. Also, the character's strong tie between body and spirit allows her to ascertain her body's state of being (dehydrated, damaged, etc.) at any time, with a moment of quiet concentration.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' The Infinite Tapestry, page #187 | ''Book Ref:'' The Infinite Tapestry, page #187 | ||
|- | |- | ||
− | | ''' | + | | '''Conditional Magic''' |
− | | | + | | 1 to 6 |
| Magic Supernatural | | Magic Supernatural | ||
− | | | + | | WW4600 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.<br> |
− | + | {{tab}}The conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.<br> | |
− | + | {|class="wikitable" style="text-align: center;" width="25%" | |
− | ''Notes:'' <br> | + | ! style="min-width: 100px" | Points |
− | ''Book Ref:'' | + | ! style="min-width: 425px" | Condition |
+ | |- | ||
+ | |1 point | ||
+ | |Unique: The Sword of Roland, the Matriarch of the MECHA construct, Leap Year | ||
+ | |- | ||
+ | |2 points | ||
+ | |Scarce as hen's teeth: Current or former members of the Council of Nine, your former Mentors, once in a blue moon | ||
+ | |- | ||
+ | |3 points | ||
+ | |Rare, but not unheard of: Toadstones, Swedish royalty, werewolves, rowan and red thread, the holy days of the archangels | ||
+ | |- | ||
+ | |4 points | ||
+ | |Special order: Virgins, middle eastern eye-bead charms, any member of Iteration X, during a thunderstorm | ||
+ | |- | ||
+ | |5 points | ||
+ | |Available without much trouble: Cold iron, silver, Christians, any member of the Traditions, a windy day, holy ground | ||
+ | |- | ||
+ | |6 points | ||
+ | |Common as dirt: Men, anyone who's ever been baptized, the color purple, under cloud cover, Tuesdays | ||
+ | |} | ||
+ | <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' This may be used as a Merit or a Flaw.<br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #194 | ||
|- | |- | ||
− | | ''' | + | | '''Elemental Affinity''' |
− | | | + | | 4 |
| Magic Supernatural | | Magic Supernatural | ||
− | | | + | | WW4809 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Fires flare or gutter with a wave of your hand. At a word, a light breeze can spin into a howling gale. Be it earth or air, fire or water, you seem to have a deep, inherent understanding of the most primal essence of an element. This grants you great insights into the nature and working of these things on Earth, and for the Awakened Witch, may even make manipulationg the elements just that much easier.<br> |
− | ''System:'' | + | ''System:'' The character with this Merit cannot botch on spells and workings using their element of choice. However, this Merit can only be taken once for one element.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Witches and Pagans, page #84 |
|- | |- | ||
− | | ''' | + | | '''Green Thumb''' |
| 1 | | 1 | ||
| Magic Supernatural | | Magic Supernatural | ||
| WW4600 | | WW4600 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' Flowers spring up in your footsteps and trees burst into bloom at your touch. Your hands are as warm as sunlight or stones from a cheery hearth. A common Merit among Verbena.<br> |
− | |||
''System:'' <br> | ''System:'' <br> | ||
− | ''Notes:'' <br> | + | ''Notes:'' Remember that being obviously magical in front of Sleepers is generally considered a ''bad'' thing.<br> |
''Book Ref:'' Mage: The Ascension (Revised), page #294 | ''Book Ref:'' Mage: The Ascension (Revised), page #294 | ||
|- | |- | ||
− | | ''' | + | | '''Luck''' |
− | | | + | | 3 |
| Magic Supernatural | | Magic Supernatural | ||
| WW4050 | | WW4050 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' You were born lucky,: your Avatar guides your steps, or maybe the Devil looks after his own. Either way, you can repeat three failed non-magical rolls per story. Only one repeat attempt may be made on a single roll.<br> |
− | |||
− | |||
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Book of Shadows, page #37 | ''Book Ref:'' Book of Shadows, page #37 | ||
|- | |- | ||
− | | ''' | + | | '''Legendary Attribute''' |
− | | | + | | 5 |
| Magic Supernatural | | Magic Supernatural | ||
− | | | + | | WW4600 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your mage has a superhuman Attribute, something in which he has the potential to be greater than human. Although this Attribute is not necessarily ''automatically'' better, the mage could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many people with this capacity never even manage to fulfill their true potential.<br> |
− | ''System:'' | + | ''System:'' In your character's legendary Attribute, your character has the potential for a rating of six dots. Thus, your mage might have the Strength of Hercules or the Intelligence of Occam. This Merit does not confer such a rating automatically; it must still be purchased with Attribute points, freebie points, or experience.<br> |
− | {{tab}} | + | {{tab}}In addition to the potential for human power, your character has some miraculous capability tied to that Attribute. A mage with legendary Stamina might have the ability to roll a soak against ''any'' form of damage, for instance, while a mage with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. This power is generally automatic, and it is subject to the Storyteller's approval. it's potency varies with the character's actual Attribute rating, so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience.<br> |
− | + | {{tab}}This Merit obviously has the potential for abuse, and it is not appropriate for all chronicles or characters.<br> | |
− | {{tab}} | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Mage: The Ascension (Revised), page #294 |
|- | |- | ||
− | | ''' | + | | '''Mastery of Fire''' |
− | | | + | | 2 |
| Magic Supernatural | | Magic Supernatural | ||
− | | | + | | WW4043 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Having control over fire and flame is one of the powers traditionally associated with shamans. Many cultures consider fire to be a natural force with a strong connection to the spirit world. As a shaman, you have a closer connection to the powers of fire than most. You are considerably more resistant to damage from fire than most people, and you receive three extra dice to all Stamina rolls to resist damage caused by fire. You can soak fire damage normally. In addition, you also receive a one point bonus on all magic rolls to create, destroy or manipulate fire.<br> |
− | + | ''System:'' <br> | |
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Spirit Ways, page #103 |
|- | |- | ||
− | | ''' | + | | '''Mistguide''' |
| 4 | | 4 | ||
| Magic Supernatural | | Magic Supernatural | ||
− | | | + | | WW4805 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Pagan blood runs in your veins. The Otherworldly Mists might confound other travelers, but not you. The Paths of the Wyck, the Moonpaths, Shallowings, the Draming... they still hold terrors for you, but they're far less impassable than they would be for others. Something within you answers the call of the spirit worlds; you feel more "at home" there than any mortal should.<br> |
− | ''System:'' | + | ''System:'' In game terms, this Trait functions like the Merit ''Traveler's Intuition'', but works only in the Otherworlds and magickal mazes. Any roll that involves finding your way around in the spirit worlds or other magical Realms has its difficulty reduced by two. Similarly, any magickal casting that helps you find your way into, out of, or through the Otherworlds reduces its difficulty the same way. This includes Shadow Walking casting rolls, in which the Merit lowers the local Gauntlet rating by one ''for your character only''. Additionally, you may find entrances to the Paths of the Wyck, even if you're not one of the Verbena. This Merit applies only to the character who has it; she may lead her friends into the Otherworlds, but she cannot share her directional instincts.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' The | + | ''Book Ref:'' The Sorcerers Crusade Companion, page #127 |
|- | |- | ||
− | + | | '''Natural Channel''' | |
− | | | + | | 3 |
− | + | | Magic Supernatural | |
− | + | | WW4600 | |
− | + | | ''Synopsis:'' Your mage is a natural weak point in the Gauntlet between worlds. <br> | |
− | + | ''System:'' The difficulty to use magic to pierce it is one less, and spirits react a bit more favorably to the mage. If your mage finds an especially weak spot in the Gauntlet (with Awareness or Spirit 1), he can step between worlds without magic.<br> | |
− | + | ''Notes:'' <br> | |
− | + | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | |
|- | |- | ||
− | + | | '''Natural Shallowing''' | |
− | + | | 5 | |
− | + | | Magic Supernatural | |
− | + | | WW4632 | |
− | + | | ''Synopsis:'' A rare few souls draw the spirit worlds to them like moths to flame, calling out silently through the Gauntlet. Your mage is one such.<br> | |
+ | ''System:'' The Gauntlet is always one less in the immediate vicinity of the mage (which, in some of the last remaining places of power, can reduce the Gauntlet rating to zero). Further, by expending a point of Willpower, the mage may cause the Gauntlet to reduce by an additional one, though this is as far as she can go. Note that multiple mages with this power cannot "stack" its effects. Dreamspeakers often see those who possess this Merit as being especially blessed by the spirits and are inclined to be friendly to them (-1 to social difficulties).<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' The Infinite Tapestry, page #187 | ||
|- | |- | ||
− | | ''' | + | | '''Nephilim''' |
| 7 | | 7 | ||
− | | | + | | Magic Supernatural |
− | | | + | | WW4046 |
− | + | | ''Synopsis:'' This Merit is exactly what it sounds like. Your mage is the direct progeny of a native of the High Umbra and a human being. Perhaps your character's conception secured a pact, or possibly the reasons were somewhat less pragmatic. In any case, the mage is the intersection of Heaven (or Hell, or the Vulgate, etc.) and Earth. <br> | |
− | | ''Synopsis:'' Your mage is | + | ''System:'' Like the Biblical Nephilim, your character's body cannot fully contain the massive spiritual energies coursing through it, so she has one or a small handful of deformities (at least 3 points worth of Physical Flaws, for which you receive no additional points). Also, she tends to embody certain characteristics of her High Umbral parent (almost certainly her father). An angelic parent whose domain is Fury will result in a short temper and a desire to solve problems with one's fists, whereas an incubus' child will have... darker appetites. Reflect this tendency by starting with ''three'' dots of Resonance instead of just one. This heritage does, however, bestow certain advantages upon your character. Mind a Spirit Sphere difficulties pertaining directly to the High Umbra decrease by one, and she is capable of entering the High Umbra ''physically'' with a conjunctional Spirit 3, Mind 4 Effect. Also, the entities of the High Umbra fear their bastard half-breeds, and so you receive two bonus dice in all rolls to intimidate, command, or make demands of such creatures. (Unless you are ''very'' powerful, however, or the creature you are dealing with is ''very'' weak, doing so is nigh suicidal.)<br> |
− | ''System:'' | + | {{tab}}This Merit cannot be taken with the ''Celestial Affinity'' Merit; the Nephilim are neither well loved nor well received by the Angelic Hierarchies and their like.<br> |
− | {{tab}} | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Blood Treachery, page #85 |
− | |||
|- | |- | ||
− | | ''' | + | | '''Nine Lives''' |
− | | | + | | 6 |
− | | | + | | Magic Supernatural |
− | | | + | | WW4603 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Dame Fortune has favored your mage with the ability to come as close as possible to mortal peril and still survive.<br> |
− | + | ''System:'' When a roll occurs that would result in your character's death, the roll is made again. If the next roll succeeds, then your mage lives - and one of your nine lives is used up. if that subsequent roll fails, then another re-roll is made until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.<br> | |
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Guide to the Traditions, page #229 |
|- | |- | ||
− | | ''' | + | | '''Parlor Trick''' |
− | | | + | | 1 |
− | | | + | | Magic Supernatural |
| WW4600 | | WW4600 | ||
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character has a natural ability to perform some small, pretty or useful bit of magic at will. This trick is nothing that can cause much damage, or even serious annoyance; it's just enough to perform some small basic task or give your mage a little flair. Your mage might be adept at the old wizard's trick of conjuring an orb of witchlight to hand or a flame to her finger. She might be a cyborg who had the bright idea of installing a light bulb or pilot light in her head for the same purpose. If your mage uses a magical sense like night-vision often, you might have the added perk that he can make his eyes glow like a vampire's, allowing him to see even in total darkness. If your character is of the scientific bent, he may be able to emit enough x-rays to use with his x-ray vision, or he could have a laser pointer installed in his index finger just for fun. You don't have to roll or spend anything to make this parlor trick work.<br> |
− | + | {{tab}}Storytellers should note that this Merit is provided to add color and reason to the game, not to give min-maxers a loophole to create engines of death. With this Merit, mages can light pipes without a lighter, conjure roses or martinis, have mood music play in the background or pop a penknife or a single claw out of a fingertip. Yes, you could put an eye out with one of those things, but the combat difference between a penknife, a single tiger claw, and a press-on fingernail is inconsequential.<br> | |
− | {{tab}} | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' Mage: The Ascension (Revised), page # | + | ''Book Ref:'' Mage: The Ascension (Revised), page #294 |
|- | |- | ||
− | | ''' | + | | '''Spark of Life''' |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| 5 | | 5 | ||
− | | | + | | Magic Supernatural |
− | | | + | | WW4050 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' The vitality of Life flows within you with preternatural strength. This lifeforce is so strong, in fact, that all non aggravated wounds heal as if they were one wound level less; if you are Injured, you will heal in three days what others heal in a week. If you are Hurt, you heal in only one day. Bruises disappear in an hour.<br> |
− | {{tab}} | + | {{tab}}If in perfect health yourself, you may share your vitality with others through the power of your touch. Anyone you assist recovers at your accelerated rate, but if the person is badly mauled or crippled, she will require months of constant bedside nursing. If the possessor of this gift is proficient in the Sphere of Life, he may heal aggravated wounds as if they were non-aggravated. All difficulties with Life magic for the purpose of healing, creation, growth or positive change (repairing congenital defects, for example) are at -2 when the thouch is used. The mage's supernatural vitality aids the effect. Verbena consider this merit to be the mark of a born healer, while the Sons of Ether take it is a recessive, albeit desirable, mutation.<br> |
− | {{tab}} | + | {{tab}}On the downside, your blood is particularly tasty to vampires, being teice as potent as most mortals, and you regenerate on top of it. Vampires have names for people like you - "Cornucopia," "Bug Gulp," or simply "Mine!"<br> |
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Shadows, page #37 |
|- | |- | ||
− | | ''' | + | | '''Spirit Magnet''' |
− | | | + | | 2 to 6 |
− | | | + | | Magic Supernatural |
− | | | + | | WW4050 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Spirits congregate at locations in the Umbra that parallels your position in the Realm. You do not know of their presence unless you possess the first Rank of the Spirit Sphere or have been alerted by others that do. Spirits are there because they like being around the Quintessence that forms your physical body's Pattern or your Avatar. These spirits often fight amongst themselves for various reasions - the spirits are enemies, they all want to be around the character's heart or brain, they want to protect the character, they want to kill the character, etc.<br> |
− | ''System:'' | + | ''System:'' Some of these spirits might remain within the Spirit Realms in areas that correlate with the physical space that makes up the mage's Pattern in the physical world. (Some areas in the Spirit Realms correlate to physical locations.) These spirits affect the behavior and appearance of the character. If there are evil spirits within the character's "spirit" form, the character will slowly be twisted into doing evil acts unless the proper procedures are taken to remove these blights from the character's Avatar. If good spirits possess the "spirit" form, they will be likely to help the character out in appropriate situations. Also note that there is a distinction between spirits and wraiths.<br> |
− | {{tab}} | + | {{tab}}*If Spirit Magnet is a Merit, benign spirits will flock about the umbra in the area (of the Penumbra) that correlates to the character's physical location. THey will do what they can to alert the character to dangers within the Umbra. If the character is about to unknowingly perform an act that is "evil", the spirits will do their best to alert the character of that fact. If these spirits are destroyed, others will soon arrive to take their place.<br> |
+ | {{tab}}*If Spirit Magnet is a Flaw, malignant spirits battle over the same location. They seek to taint the character with evil thoughts and pollute the Umbra about the location. Evil spirits will often taunt characters and try to annoy the mage at the worst of times. Other mages will notice this, and no amount of magics will keep these spirits away for long.<br> | ||
+ | {{tab}}The number of freebie points spent or gained affects the level of spirit involvement with the character and other spirits within the Umbra.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Book of Shadows, page #39 | ||
+ | |- | ||
+ | | '''True Faith''' | ||
+ | | 7 | ||
+ | | Magic Supernatural | ||
+ | | WW4050 | ||
+ | | ''Synopsis:'' You have a deep seated faith in and love for God, or whatever name you choose to call the Almighty. You begin the game with one point of Faith (a Trait with a range of 1 to 10). This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. This Merit is most common among members of the Celestial Chorus. Although other factions may possess Faith, Technomancers of any kind may not (and Faith in Kibo does not count!)<br> | ||
+ | ''System:'' Your Faith adds to Willpower rolls, giving +1 to the Dice Pool for each point in Faith. It does not affect magic use in any way, but may allow for some other form of outside intervention (see, for example, Guardian Angel, or Luck). Certain types of mage may, at the Storyteller's discretion, reduce any Paradox gained around Sleepers if those Sleepers share the mage's faith (in effect, performing miracles before the faithful). The exact supernatural effects of Faith, if any, are completely up to the Storyteller, although it will typically repel Vampires. (Basically, the mage must make a Faith roll against a difficulty of the vampire's Willpower to repel him. For more rules, see Vampire Player's Guide, pg. 30, or Hunters Hunted, pg. 64-66.) It will certainly vary from person to person, and will almost never be obvious, some of the most saintly people have never performed a miracle creater than managing to ease the suffering of an injured soul. The nature of any miracles you do perform will usually be tied to your own Nature, and you may never realize that you have been aided by a force beyond yourself.<br> | ||
+ | {{tab}}An additional benefit of True Faith is innate countermagic. This effect will ''not'' work for mages (theories about the reason for this vary), but can add a dangerous wrinkle to fanatical witch-hunters or enemy Acolytes. Each point of True Faith grants one die worth of countermagic. A mage, therefore, facing a hunter with 5 points of True Faith stands a slim chance of sending powerful effects at him.<br> | ||
+ | {{tab}}True Faith is a rare attribute in this day and age. No one may start the game with more than one Faith point. Additional points are only awarded at Storyteller's discretion, based on appropriate behavior and deeds.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Shadows, page #38 |
|- | |- | ||
− | | ''' | + | | '''Umbral Affinity''' |
| 4 | | 4 | ||
− | | | + | | Magic Supernatural |
− | | | + | | WW4632 |
− | + | | ''Synopsis:'' Despite the coming of the Reckoning and the looking threat of Disembodiment plaguing most mages in the days since, your character is blessed with an exceptional tolerance for the unique circumstances of the Otherworlds. Whether this stems from spirit heritage, the long exposure to the pre-Reckoning Umbra or from no cause the mage can determine, she is fortunate enough to be able to sustain longer-term exposure to the Umbra than most. <br> | |
− | | ''Synopsis:'' | + | ''System:'' The character suffers no effects for first- and second-stage Acclimation (see the Acclimation chart on . 33 of The Infinite Tapestry), and all other stages affect him one step less. Hence, third-stage acclimation only inflicts second-stage symptoms, and sixth-stage only inflicts fifth-stage symptoms. What's more, this character does not suffer from Disembodiment until four full moon-cycles have passed while within the Umbra. (Those Realms that modify the time required for Disembodiment have those timeframes doubled by this Merit.)<br> |
− | ''System:'' | ||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Infinite Tapestry, page #187 |
− | |||
|- | |- | ||
|} | |} | ||
+ | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Mage'''</font>|padding=20px|bg=lightblue}} |
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Avatar'''</font>|padding=20px|bg=lightblue}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Avatar Companion''' |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
| 7 | | 7 | ||
− | | Mage | + | | Mage Avatar |
− | | | + | | WW4600<br> |
− | | ''Synopsis:'' | + | WW4050 |
− | ''System:'' | + | | ''Synopsis:'' Your mage is in a cycle of reincarnation. However, the strange thing about your mage's passages through the life-death-rebirth cycle comes from the fact that his Avatar has another lesser Avatar connected to it. This fragment also enters the reincarnation cycle, follows your mage's Avatar through each incarnation and often retains memories of its previous incarnation.<br> |
+ | ''System:'' In game terms, you have a living companion who has an Avatar linked to your own. You may have little memory of your past lives and your companion may not be Awakened, but ''she'' retains much of the knowledge and experience from your previous incarnations. Thus, your mage's companion can remind him of things or teach him about lessons that he's already learned previously. Think Corum and Jhary-a-Conel.<br> | ||
+ | {{tab}}The Storyteller creates your companion. Unless you also take the ''Allies'' Background, your companion has no special capabilities besides being tied to your character's cycle and remembering the past.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Mage: The Ascension (Revised), page #297<br> |
+ | Book of Shadows, page #37 | ||
|- | |- | ||
− | | ''' | + | | '''Circumspect Avatar''' |
− | | | + | | 2 |
− | | Mage | + | | Mage Avatar |
− | | | + | | WW4600 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' What Avatar? Your mage has never seen her Avatar. In fact, no one's ever seen her Avatar, unless it was her reflection in the mirror, or her shadow, or something that everyone and their dog has.<br> |
− | + | {{tab}}Your mage does have an Avatar, but it isn't inclined to put on a show. At most, her Avatar is simply her subconscious, and it's just nudged and pushed her into finding her own Awakening.<br> | |
− | {{tab}} | + | {{tab}}Having a circumspect Avatar doesn't mean that your mage doesn't have Seekings and Epiphanies. Such events tend to be rooted in reality. The mage may well find that a series of unusual events in the physical world leads her to greater enlightenment, without ever entering a dreamscape. Who needs to go rooting around in dreams and bizarre mindscapes to find out who they are?<br> |
− | + | ''System:'' <br> | |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' The | + | ''Book Ref:'' Mage: The Ascension (Revised), page #294 |
|- | |- | ||
− | | | + | | '''Manifest Avatar''' |
− | + | | 3 | |
− | + | | Mage Avatar | |
− | + | | WW4600 | |
− | + | | ''Synopsis:'' Most people see their Avatars only during Seekings, if at all. Your mage's drops by every day for tea, if it doesn't hang out 'round the clock. This avatar is completely invisible to everyone but your character (and those who can read her mind), unless you take this Merit in combination with the ''Allies'' Background, creating the body of a person or familiar for your Avatar. In this case, your Avatar becomes your ''bamf!''ing buddy, popping in and out of existence when it feels like it. If it's killed, only the mortal shell dies, not your Avatar - unless you also have the ''Phylactery'' Flaw, in which case your Avatar's form is immune to all physical harm, but is is manifested permanently. If such is the case, it is able to be kidnapped, transformed and so on.<br> | |
+ | ''System:'' Storytellers should note that an Avatar doesn't have to ''say'' it's an Avatar, and just because an Avatar is invested into a phylactery doesn't mean that everything that phylactery tells you is a pronouncement from your Avatar. A VA may have his laptop as a phylatery, but unless he's also taken ''Manifest Avatar'' as a Merit, his laptop's warnings to update his virus software are nothing more significant than that. Likewise, you may have invested your Avatar into your best friend, but that doesn't mean that everything (or anything) he says are pronouncements from your personal spirit guide. Such only happens to be the case if you take ''Manifest Avatar''. Even then, why ''should'' your Avatar tell you he's anyone except your best friend?<br> | ||
+ | {{tab}}A manifest Avatar can chat with you and other people like the intelligences that show up on the Web to guide Virtual Adepts and converse with their contemporaries. With the right tricks, it can even materialize to harangue you, to fight, to push you around, or just make for a hot date.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #295 | ||
|- | |- | ||
− | ! | + | | '''Pushy Avatar''' |
− | + | | 2 | |
− | + | | Mage Avatar | |
− | + | | WW4253 | |
− | + | | ''Synopsis:'' Your damn Avatar just wont leave you alone! No matter how much you try to block it out, it keeps forcing you onward, making you examine your progress and shoving you into difficult situations. This is a ''good'' thing though. Your constant process of self-examination means that you are more likely to get through Seekings, as you are constantly faced with your own inner turmoil. You are pushed to become a mage and to embrace magic, even if you try to ignore it. <br> | |
+ | ''System:'' Once during each Seeking that you undergo, you may reroll one failed roll completely.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Initiates of the Arts, page #83 | ||
+ | |- | ||
+ | | '''Shattered Avatar''' | ||
+ | | 5 | ||
+ | | Mage Avatar | ||
+ | | WW4600 | ||
+ | | ''Synopsis:'' Although not necessarily weak, your character's Avatar has been broken to pieces. Your mage has one splinter - your ''Avatar'' rating, if you have one, purchased at the normal cost for that Background - and the other pieces are scattered elsewhere. However, what has been broken can be put back together, at least in this case. If you can find the other pieces of your mage's Avatar through questing and roleplaying, you may increase your ''Avatar'' rating after Character Generation.<br> | ||
+ | {{tab}}The other pieces of your character's Avatar may be scattered about the cosmos, secreted in extra-dimensional hidey-holes with sphinxes and other creatures guarding them, or they may be part of a phylactery, of which you have one or more pieces. For instance, perhaps your mage's Avatar is invested in 10 mighty rings, 3 of which she has (and a corresponding ''Avatar'' rating of 3), but she must go and retrieve the others from those who have them. Or perhaps there are other mages who share your character's Avatar, and whenever your mage kills one, her ''Avatar'' rating grows by their ''Avatar'' rating. Unfortunately, the other mages who have this Avatar are out to kill her as well...<br> | ||
+ | {{tab}}Design the nature of your shattering with your storyteller and decide beforehand what your character must do to regain a piece of his broken spirit.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #297 | ||
|- | |- | ||
− | | ''' | + | | '''Stormwarden''' |
− | | | + | | 3 or 5 |
− | | Mage | + | | Mage Avatar |
− | | | + | | WW4600 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' For some reason, the Avatar Storm that rages across the Gauntlet has no effect upon your mage. <br> |
− | ''System:'' | + | ''System:'' When your mage reaches across the Gauntlet, he never suffers from any injury from the Storm. For five points, your mage also protects everyone that he touches (including through Correspondence touching) and deliberately desires to shield.<br> |
− | {{tab}} | + | {{tab}}Either version of this Merit is quite rare, and a whole cabal might be built around the power of one individual to travel across the Gauntlet unhindered. There's no apparent pattern to who manifests this boon - some mages who've never studied Spirit magic before suddenly discover this talent when dragged across the Umbra, while other Masters of Spirit still cant simulate it.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Mage: The Ascension (Revised), page #295 |
|- | |- | ||
− | | ''' | + | | '''Twin Souls''' |
− | | | + | | 4 |
− | | Mage | + | | Mage Avatar |
− | | | + | | WW4600<br> |
− | | ''Synopsis:'' Your | + | WW4050 |
− | ''System:'' | + | | ''Synopsis:'' Your mage's Avatar has been fragmented, and he has a "soul mate" - equal in power to his own Avatar, and similar in Essence, Nature and Demeanor. A physical twin, a look-alike, another mage or a complete stranger (possibly a Sleeper) might possess this fragment. <br> |
− | {{tab}} | + | ''System:'' When in physical contact with this soulmate (or spiritual mate, for actions in the Umbra), the two may share Quintessence and cast spells as one. Taking the highest ratings in Arete and Spheres, also gaining an additional measure of Quintessence equal to the strength of the other individual. The parts are greater than the whole. However, this joint pool must be replenished through meditation in a Node, the same as a regular pool of Quintessence. Paradox points gained from joint spells are not split, however, and each twin gains the same amount of Paradox.<br> |
+ | {{tab}}With only one dot in Correspondence, your character will always know where her soulmate is. With one dot in Life, she'll know his state of health, and with one in Mind, she may share his thoughts. If one soulmate dies, the player of the other must make a Willpower roll (difficulty 8) to avoid psychic shock. She must wait also until her soulmate's reincarnation before the power may again be shared. Soulmates are not just walking Merits, they must be presented and run as characters, preferably by a different player in a group. Also note that a mage does not have to get along with her soulmate... Twin souls are distinct and separate individuals, not just tag-team powerhouses.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Mage: The Ascension (Revised), page #296<br> |
+ | Book of Shadows, page #37 | ||
|- | |- | ||
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{{collapse bottom}} | {{collapse bottom}} | ||
− | {{collapse top|title=<font style="font-size: 12pt;">''' | + | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=lightblue}} |
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
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! Details | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Prodigy''' |
− | | | + | | 2 |
− | | Mage | + | | Mage Mental |
− | | | + | | WW4050 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' You were Awakened very eary in your life and have not been subject to the problems of unlearning the cultural reality. Perhaps one or both of your parents were Awakened and sheltered you from the reality created by the Technomancers. As a result of this protection, you have an easier time grasping the most abstract Spheres of magic. You receive one extra die on rolls that relate to abstract ideas or magical comprehension. Though you were Awakened at an early age, your actual training in magic probably began much later.<br> |
− | ''System:'' | + | ''System:'' You cannot be Dominated, nor can your mind be affected in any way by Thaumatergic rituals. Mages using mental attacks against you gain an additional +3 to their difficulties if you are aware of them and resisting. However, the additional mental defense costs you one Willpower per turn. Even if you are unaware of them, mages seeking to magically influence you add +1 to their difficulties.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Book of Shadows, page #32 |
|- | |- | ||
− | | ''' | + | | '''Protean Psyche''' |
− | | | + | | 7 |
− | | Mage | + | | Mage Mental |
− | | | + | | WW4044 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Like the stonecutter in the old Chinese folktale, your character has been a deer, a tiger, the rain, the wind, a rock, and a stonecutter. Or at least, if she hasn't been all these things, she can easily ''imagine'' being all those things, and imagination is the most important thing. If your mage is ever placed in a different body, the experience is perfectly natural. A man? Fine. A woman? Of course. A stoat? No problem. A 50-headed, 20 horned, million tentacled thingie, like something from Japanese anime as reinterpreted by St John the Baptist? Sure, sounds good.<br> |
− | ''System:'' | + | ''System:'' if your mage is a shapechanger or body snatcher, or even a Virtual Adept who changes his icons on the Digital Web frequently, this Merit is almost a necessity. The alternative is to be faced with an unfamiliar body each time, or live existence with a limited catalog of familiar forms (see Mage: The Asension p. 171). As an added benefit, you do not need to make Willpower checks when sighting Progenitor monstrosities, horrors from the Deep Umbra, Crinos form werewolves or Tzimisce Zulo forms because ''you've been there''. Or at least your character's imagination has.<br> |
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Disciple's Handbook: The Bitter Road, page #117 |
|- | |- | ||
− | | ''' | + | | '''Shamanic Traditionalist''' |
− | | | + | | 4 or 6 |
− | | Mage | + | | Mage Mental |
− | | | + | | WW4043 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Though you are a member of one of the Traditions, you had a shamanic Awakening, a calling through the spirits that took you to death's door and thence to realization of the single world. Perhaps a silicon spirit infected you before you joined the Virtual Adepts, or maybe you fell ill under the eye of a spirit of knowledge and then came through the fire to join the Order of Hermes. Whatever the case, you have some shamanic understanding combined with your Tradition ties.<br> |
− | ' | + | ''System:'' With the four point version of this Merit, you can take the Totem Background. You likely have a totem spirit - not necessarily an animal, if you're a modern shaman - and you can speak with it just like a Dreamspeaker. You may choose to make Spirit your specialty Sphere in lieu of your Tradition's normal specialty.<br> |
+ | {{tab}}With the six point version of Shamanic Traditionalist, you may have a totem, and you get Spirit as a speciality ''in addition'' to your normal Tradition Sphere! You don't start with an extra dot of Spirit (though you should certainly put one of your starting dots there), but it's easier for you to improve with experience points.<br> | ||
+ | {{tab}}Obviously the Shamanic Traditionalist Merit is pointless for Dreamspeakers, who get all of its advantages already. Similarly, it's too far afield mystically to be appropriate for Technocrats.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Spirit Ways, page #105 |
|- | |- | ||
− | | ''' | + | |} |
− | | | + | {{collapse bottom}} |
− | | | + | |
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=lightblue}} | |
− | + | {| class="wikitable sortable" border="1" | |
− | + | |- | |
− | + | ! Merit | |
− | + | ! Cost | |
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
|- | |- | ||
− | | ''' | + | | '''Faction Founder''' |
− | | | + | | 4 |
− | | Mage | + | | Mage Social |
− | | | + | | WW4044 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character has broken with Tradition and founded her own faction. Several acolytes pay heed to her beliefs, she can get recognition as a political force in her Tradition, and she can train Apprentices with her special area of concern.<br> |
− | ''System:'' | + | ''System:'' In game terms, you get a one-point bonus on Social rolls within your mage's own Tradition. You get respect (and sometimes fear) for paving new ground. When you teach a newly Awakened Initiate, he learns your chosen faction special Sphere in addition to your normal Tradition specialty.<br> |
+ | {{tab}}In story terms, your character probably has several followers and maybe some Apprentices (take Backgrounds as appropriate). She can start a Chantry and be recognized, and her faction will live on in the annals of Tradition history! Obviously, this Merit is a ''great'' hook for political chronicles.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Disciple's Handbook: The Bitter Road, page #117 |
|- | |- | ||
− | | ''' | + | | '''Tradition Herald''' |
− | | | + | | 2 |
− | | Mage | + | | Mage Social |
− | | | + | | WW4044 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character has been recognized by the Traditions as a formal herald. He is granted safe passage in all Tradition territory, such as Chantries and Nodes, and he can expect hospitality from Tradition mages. In the modern age, this hospitality may just include crash space on a couch and a meal from McDonald's, but it's enough to survive.<br> |
− | ''System:'' | + | ''System:'' Your mage may be asked to carry messages physically, since magical methods can be detected and intercepted while he can (theoretically) defend himself. Although you cannot expect to enter the inner Sanctums of most Traditions, he can ask for audience with their heads and expect to be heard (at some point). You can also expect passage into and through territory that's special to a tradition, such as admittance to a historic Akashic monastery where other mages are normally not permitted, for instance.<br> |
− | + | {{tab}}Furthermore, any Traditionalist who attacks your character except in self-defense is subject to censure and branding. If your character aggravates the attack (taunting someone until he attacks), he may also be stripped of his position and branded. In general, however, he's safe from direct fighting among the Traditions. A herald can still be challenged to certamen, though. He can speak the truth freely or even insult people in a diplomatic capacity, but he'd better make sure that he's ''right''.<br> | |
− | |||
− | |||
− | |||
− | |||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' The | + | ''Book Ref:'' Disciple's Handbook: The Bitter Road, page #117 |
|- | |- | ||
− | | ''' | + | |
− | | 1 | + | |} |
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=lightblue}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Blended Technique''' | ||
+ | | 7 | ||
| Mage Supernatural | | Mage Supernatural | ||
− | | | + | | WW4253 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Instead of taking a particular viewpoint as dogma, you've melded together a set of variable techniques and forms as your own special way of doing magic. Better still, you're flexible - you take on new bits and pieces all the time. When someone shows you a way to do something, you just shrug and add it to your repertoire.<br> |
− | ''System:'' | + | ''System:'' Instead of being limited to a particular focus for each Effect that you want to do, you can learn to use other foci simply by watching a different mage. If you watch an Akashic Brother use Do as a focus for his magic - and he explains what he's doing - you can learn to do it, too. If a Verbena then shows you how blood magic leads to healing, you can pick that up. You're the quintessential Orphan: You use every hodge-podge piece of technique that you find.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Initiates of the Art, page #84 |
|- | |- | ||
− | | ''' | + | | '''Cross Training''' |
| 5 | | 5 | ||
| Mage Supernatural | | Mage Supernatural | ||
− | | | + | | WW4253 |
− | + | | ''Synopsis:'' You've studied under multiple mentors, and you learned a little bit from each. Though you tend to follow one Tradition, Convention or Disparate way of magic, you picked up enough tricks to use one other group's tools to a certain degree.<br> | |
− | | ''Synopsis:'' | + | ''System:'' In game terms, one of your Spheres can be cross-trained, allowing you to use foci and Effects that would normally be in the province of a different group. For instance, if you are a Hermetic mage who cross-trained with the Virtual Adepts, you might be able to use computers for Correspondence, Effects, so that you can have your spells "reach out and touch someone". You must still have the proper skills to use the particular foci, though.<br> |
− | ''System:'' | + | {{tab}}Cross-training does not prevent you from using your normal Tradition/Convention/Craft foci and Effects with your chosen Sphere. However, you can only choose to cross-train within the same group; if you follow a Tradition, you can only cross-train with another Tradition, and so on. (Orphans can cross-train with any one group.)<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Initiates of the Art, page #84 |
− | |||
|- | |- | ||
− | | ''' | + | | '''Cyclic Magic''' |
| 3 | | 3 | ||
| Mage Supernatural | | Mage Supernatural | ||
− | | | + | | WW4600 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Your character's magic is tied to some regular and repeating cycle - night and day, the moon, the sun, the tides, the wheel of the year, or even such things as the stock market price of tea in China (very important for a Syndicate commodities broker). As such, your difficulties with magic fluctuate from the standard by a maximum of three, depending on what part of the cycle you set as your personal high point. You may be tied to the dark of the moon, the full moon, the Bull cycle or the Bear cycle. Regardless, while the cyclic nature of your magic is problematic, it is quite useful in some circumstances, allowing your character to schedule rituals for their times of greatest power.<br> |
− | ''System:'' | + | ''System:'' <br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' The | + | ''Book Ref:'' Mage: The Ascension (Revised), page #295 |
|- | |- | ||
− | | | + | | '''Dual Traditions''' |
− | + | | 7 | |
− | + | | Mage Supernatural | |
− | + | | WW4600 | |
− | + | | ''Synopsis:'' Your mage has been educated by two traditions. Most likely, he was a Hollow One who studied a bit of this and that, and found a couple things that made sense to him. Or, perhaps, he was Awakened by a teacher of one tradition, but then studied under a different Master and experienced a second Epiphany through this new knowledge.<br> | |
− | + | ''System:'' For purposes of spending experience, the specialty Spheres of both Traditions come with the bonus (cheap) multiplier. Your character is more open minded about foci as well, and he may use those of either Tradition. (The penalties for unique foci still apply). If your mage loses his Hermetic showstone, for example, he has to go either about getting another one or rely solely on the props of his other Tradition.<br> | |
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #298 | ||
|- | |- | ||
− | + | | '''Hollow Soul''' | |
− | + | | 1 | |
− | + | | Mage Supernatural | |
− | + | | WW4253 | |
− | + | | ''Synopsis:'' No matter how hard you try, the ingraining of your Tradition just doesn't seem to "take" with a special focus. You don't have any particular emphasis on the Spheres. Nothing's particularly ''hard'' (assuming you're not ''Sphere Inept''), but nothing's exactly especially ''easy'', either.<br> | |
+ | ''System:'' Despite a Tradition, Convention, or Craft affiliation, you have no specialty Sphere. You place a dot in your group's specialty Sphere as normal during Character Creation, since your mentor focuses on it, but you pay experience costs for further improvement like a Hollow One or Orphan.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Initiates of the Art, page #83 | ||
|- | |- | ||
− | | ''' | + | | '''Past Life''' |
− | | | + | | 1 to 5 |
− | | | + | | Mage Supernatural |
− | | | + | | WW4050 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' The mage can remember one or more of her previous incarnations. This can be as simple as constant ''deja vu'' in places known to her past lives, or as complex as conscious waking memories of being another person. In practical terms, this means that the mage, and therefore the player, knows slightly more about whatever situations the dead memories contain. The mage might know her way around the past life's hometown, or back away from her murderer without knowing why. This is a good Merit for beginning players; the Storyteller can tell them something they are about to do is stupid, dangerous, or both, because even if the character wouldn't logically know that, one of her past lives might. However, this Merit cannot be used to 'remember' Abilities; the character still needs the Dream Background to do that.<br> |
− | ''System:'' | + | ''System:'' The Storyteller can, and likely should, take the opportunity to flesh out one or more of these past selves with the player. Unless the memory is very detailed, the character, and probably the player, isn't likely to know everything about that past. In fact, this half and half recollection is a rick source of story ideas, particularly if any of the past lives were Awakened themselves. This is fairly common for those with "old souls" and powerful Avatars.<br> |
+ | *One Point - Deja vu memories of one life<br> | ||
+ | *Two points - Dreamy, vague memories of one life, with deja vu from several lives.<br> | ||
+ | *Three points - vague memories of several lives and one or two well remembered impressions from one life.<br> | ||
+ | *Four points - Several well remembered impressions from many lives.<br> | ||
+ | *Five points - A clear but broken thread of memories back to the Mythic Age and beyond...<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' The Book of Shadows, page #36 |
|- | |- | ||
− | | ''' | + | | '''Personal Talisman''' |
− | | | + | | 1 |
− | | | + | | Mage Supernatural |
− | | | + | | WW4603 |
− | | ''Synopsis:'' | + | | ''Synopsis:'' Though a master mage may have helped (and probably did), your character has done one of the great and mighty deeds of magecraft and created a Talisman. Well, he may not have created it, but he was there for the crucial and literal willworking - he invested a pawn of his own Willpower into the Talisman and now it is tied to him.<br> |
− | ''System:'' | + | ''System:'' This may be taken as a Merit or a Flaw. If this is a Merit, you still have the Talisman, and so long as your character holds it, you have an extra point of permanent Willpower, as well as a point of temporary Willpower that cannot be spent. (You must also take the ''Wonder'' Background if you intend to keep it.)<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Guide to the Traditions, page #229 |
|- | |- | ||
− | | '''Judge's Wisdom''' | + | | '''Sphere Natural''' |
+ | | 5 | ||
+ | | Mage Supernatural | ||
+ | | WW4600<br> | ||
+ | WW4050 | ||
+ | | ''Synopsis:'' Your character is able to use one of the Spheres of magic with a greater degree of ease than other mages. For whatever reason (inborn talent, powerful heritage, past life, supernatural bargain, etc.), she's got an affinity for a certain kind of magic. She picked it up quickly, and she now progresses through it at an unusual rate.<br> | ||
+ | ''System:'' During character creation, select one Sphere. From this point on, you pay three-quarters of the normal cost (rounded down) when buying levels, rituals and similar improvements for magic of that Sphere alone. The favored Sphere must be declared at character creation, and it may be purchased only once.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mage: The Ascension (Revised), page #297<br> | ||
+ | Book of Shadows, page #37 | ||
+ | |- | ||
+ | | '''Spirit Mentor''' | ||
+ | | 3 | ||
+ | | Mage Supernatural | ||
+ | | WW4050 | ||
+ | | ''Synopsis:'' You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part, its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise.<br> | ||
+ | ''System:'' The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies. Mentors of this sort are not true Mentors of Magick, but might give special insights into aspects of Sleeper life that mages have missed or forgotten.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' The Book of Shadows, page #36 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Traditions'''</font>|padding=20px|bg=lightblue}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Akashic Brotherhood'''</font>|padding=20px|bg=lightblue}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Folk Hero''' | ||
+ | | 3 | ||
+ | | Social | ||
+ | | WW4657 | ||
+ | | ''Synopsis:'' Your people love you. You stood up to a corrupt official, ended a drought, got a new hospital built, or did any number of things that endeared you to the people in your community. When you're there, they'll do almost anything to help you, as long as you maintain your previous upstanding behavior.<br> | ||
+ | ''System:'' A signiture merit for Li-Hai, ''Folk Hero'' gives you a blanket -2 difficulty on Social rolls with people from the community you helped. Furthermore, your character can always get basic food and shelter there, and if he's in trouble with the law or just needs a place to hide, they'll find him a garage or back room to lay his head. Just keep two things in mind: First, these are ordinary working class or agrarian people; your character isn't going to be borrowing a jet or a laptop from them (though he might get a bicycle). Second, while they don't expect him to rescue every cat and till every rocky field for his sick neighbor, they do expect him to stand up for his community when times are tough. If he turns his back on them, they'll turn their backs on him.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tradition Book: Akashic Brotherhood (Revised), page #59 | ||
+ | |- | ||
+ | | '''Drahma's Voice''' | ||
+ | | 4 to 6 | ||
+ | | Social | ||
+ | | WW4657 | ||
+ | | ''Synopsis:'' Whether you're a child, a drunk, or a monk, you speak with more wisdom than you possess. Perhaps you are a reincarnated sage, or you simply have an intuitive connection with the Absolute that expresses itself in your voice and actions.<br> | ||
+ | ''System:'' In game terms, your character is a ''Mentor'' for Akashic mages (and, at the Storyteller's discretion, others who might understand her words), despite the fact that she isn't particularly wise herself. The four point version of this Merit turns your character into a one-dot ''Mentor'' - you may add more dots at the cost of one point per dot. For six points, your character serves as a three-dot ''Mentor'' to other people, even if she lacks the usual knowledge to teach in such fashion. She cant benefit from this herself. She doesn't know why the other Sidai light up with sudden understanding when she tells them a joke or a bar story!<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tradition Book: Akashic Brotherhood (Revised), page #59 | ||
+ | |- | ||
+ | | '''Judge's Wisdom''' | ||
| 4 | | 4 | ||
| Mental | | Mental | ||
Line 6,333: | Line 6,627: | ||
|- | |- | ||
|'''Vampire''' | |'''Vampire''' | ||
+ | |'''Kindred''' | ||
+ | |'''Aptitude:''' Eat Food, Magic Resistance<br>'''Clans:''' <br>'''Elder:''' <br>'''Mental:''' Introspection, Iron Will<br>'''Physical:''' Acute Hearing, Acute Sense of Smell, Acute Sense of Taste, Acute Vision, Baby Face, Early Riser, Efficient Digestion, Light Sleeper, Misplaced Heart, Silence, Vulnerability to Silver<br>'''Psychological:''' Berserker, Calm Heart, Code of Honor, Dual Nature, Higher Purpose<br>'''Social:''' Boon, Clan Friendship, Faerie Affinity, Pawn, Prestigious Sire, Reputation, Sanctity, Spirit Mentor<br>'''Supernatural:''' Animal Affinity, Innate Magical Ability, Inoffensive to Animals, Lunar Influence, Magic Sensitivity, Mystic Ability, Nine Lives, Occult Library, Oracular Ability, Precognition, Special Gift<br> | ||
+ | |- | ||
| | | | ||
+ | |'''Sabbat''' | ||
+ | |'''Social:''' Accepted Ally, Approved friend | ||
+ | |- | ||
| | | | ||
+ | |'''Kuei-Jin''' | ||
+ | |'''Dhampyr:''' Chi Attunement, Dharmic Schooling<br>'''Kuei-Jin:''' Eternal Cherry Blossoms, Favors, Tenacious Spirit, Tomb<br> | ||
|- | |- | ||
|} | |} | ||
+ | |||
{{collapse top|title=<font style="font-size: 12pt;">'''Kindred'''</font>|padding=20px|bg=#7FFFD4}} | {{collapse top|title=<font style="font-size: 12pt;">'''Kindred'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Aptitude'''</font>|padding=20px|bg=#7FFFD4}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 6,346: | Line 6,650: | ||
! Details | ! Details | ||
|- | |- | ||
− | + | | '''Eat Food''' | |
+ | | 1 | ||
+ | | Vampire Aptitude | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have the capacity to eat food. It's an ability you developed at an early point in your undead existence, or perhaps it has been a latent ability all along. This is considered disgusting by other Kindred, but can be of great assistance in maintaining the Masquerade.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #7 | ||
+ | |- | ||
+ | | '''Magic Resistance''' | ||
+ | | 2 | ||
+ | | Vampire Aptitude | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have an inherent resistance to the rituals of the Tremere and the spells of mages of other creeds and orders.<br> | ||
+ | ''System:'' Although you may never learn the Discipline of Thaumaturgy, the difficulties of all such spells and rituals are two greater when directed at you. Note: this includes all spells, beneficial and malign.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #8 | ||
+ | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Clans'''</font>|padding=20px|bg=#7FFFD4}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 6,362: | Line 6,682: | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Elder'''</font>|padding=20px|bg=#7FFFD4}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 6,371: | Line 6,690: | ||
! Source | ! Source | ||
! Details | ! Details | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Mental'''</font>|padding=20px|bg=#7FFFD4}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 6,394: | Line 6,703: | ||
! Details | ! Details | ||
|- | |- | ||
− | + | | '''Introspection''' | |
+ | | 1 | ||
+ | | Vampire Mental | ||
+ | | WW2303 | ||
+ | | ''Synopsis:'' You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others' actions.<br> | ||
+ | ''System:'' Add two dice to your Perception rolls when you must take an action against someone with the same Nature or Demeanor as you.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Guide to the Sabbat, page #95 | ||
+ | |- | ||
+ | | '''Iron Will''' | ||
+ | | 3 | ||
+ | | Vampire Mental | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' When you are determined and your mind is set, nothing can thwart you from your goals.<br> | ||
+ | ''System:'' You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. However, the Storyteller may require you to spend Willpower points when extremely potent powers are being directed at you.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #5 | ||
+ | |- | ||
|} | |} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
− | + | {{collapse top|title=<font style="font-size: 12pt;">'''Physical'''</font>|padding=20px|bg=#7FFFD4}} | |
− | {{collapse top|title=<font style="font-size: 12pt;">''' | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
|- | |- | ||
Line 6,407: | Line 6,732: | ||
! Details | ! Details | ||
|- | |- | ||
− | + | | '''Acute Hearing''' | |
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have exceptionally sharp hearing, even for a vampire. <br> | ||
+ | ''System:'' The difficulties of all die rolls that relate to hearing (e.g. Perception + Alertness to hear a faint noise, or Perception + Linguistics to overhear a conversation in a foreign language) are decreased by two. Combined with Heightened Senses (level one Auspex), this Merit can provide superhuman hearing acuity.<br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
+ | |- | ||
+ | | '''Acute Sense of Smell''' | ||
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have an exceptionally keen sense of smell. <br> | ||
+ | ''System:'' The difficulties of all dice rolls that relate to smell (e.g. Intelligence + Occult to identify a ritual incense) are reduced by two. Combined with Heightened Senses (level one Auspex), this Merit can provide super human olfactory acuity.<br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
+ | |- | ||
+ | | '''Acute Sense of Taste''' | ||
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have an exceptionally keen sense of taste.<br> | ||
+ | ''System:'' The difficulties of all dice rolls that relate to taste (e.g. Perception + Medicine to spot the taint of poison in blood or another substance) are reduced by two. You are able to make precise distinctions in taste. Combined with Heightened Senses (level one Auspex), this Merit can provide superhuman taste acuity.<br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
+ | |- | ||
+ | | '''Acute Vision''' | ||
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision (e.g. a Perception roll to spot a clue, or a Perception + Alertness to see the shadow of an approaching attacker) are reduced by one. Combined with Heightened Senses (level one Auspex), this Merit can provide superhuman visual acuity.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
+ | |- | ||
+ | | '''Baby Face''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. <br> | ||
+ | ''System:'' You can make your heart beat as long as you have at least one blood point. This Merit cannot be taken by Nosferatu.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #11 | ||
+ | |- | ||
+ | | '''Early Riser''' | ||
+ | | 1 | ||
+ | | Vampire Physical | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You always seem to be the first to rise and the last to go to bed. You always get up at least one hour before everyone else, even if you stay up until dawn. You seem to have the ability to exist on less rest.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #78 | ||
+ | |- | ||
+ | | '''Efficient Digestion''' | ||
+ | | 3 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You are able to draw more than the usual amount of nourishment from blood.<br> | ||
+ | ''System:'' Every two Blood Points ingested increase your Blood Pool by 3. Round down so leftover 'halves' are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #11 | ||
+ | |- | ||
+ | | '''Light Sleeper''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.<br> | ||
+ | ''System:'' The rules regarding how Humanity restricts the number of dice usable during the day are waived.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #5 | ||
+ | |- | ||
+ | | '''Misplaced Heart''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Your heart is actually moved within your body, though no more than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #11 | ||
+ | |- | ||
+ | | '''Silence''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have an unusual ability to move quietly that goes far beyond the norm.<br> | ||
+ | ''System:'' Reduce the difficulty on any stealth roll involving moving quietly by two. You are even able to move quietly over dry leaves. Should the wind blow while you're moving, there is no way to hear you.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Vulnerability to Silver''' | ||
+ | | 2 | ||
+ | | Vampire Physical | ||
+ | | WW2303 | ||
+ | | ''Synopsis:'' To you, silver is as painful and as deadly as the rays of the sun.<br> | ||
+ | ''System:'' You suffer aggravated wounds from any silver weapons (bullets, knives, etc.) and the mere touch of silver objects discomfits you.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Guide to the Sabbat, page #95 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Psychological'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Berserker''' | ||
+ | | 2 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' The Beast is in you, but you know how to direct and make use of it.<br> | ||
+ | ''System:'' You have the capacity to frenzy at will, and are thus able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy, just as you normally would. Your chance of entering an unwilling frenzy is also unaffected.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #4 | ||
+ | |- | ||
+ | | '''Calm Heart''' | ||
+ | | 2 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You are naturally calm and well composed, and do not easily fly off the handle.<br> | ||
+ | ''System:'' Raise the difficulties of your frenzy rolls by two, no matter how the incident is provoked.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #5 | ||
+ | |- | ||
+ | | '''Code of Honor''' | ||
+ | | 1 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it (and thus get three extra dice to your Self-Control rolls when in danger of violating your code). You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you either gain three extra dice to resist supernatural persuasions, or the opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide. <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #3 | ||
+ | |- | ||
+ | | '''Dual Nature''' | ||
+ | | 2 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. <br> | ||
+ | ''System:'' Duel Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character's Natures as the player desires.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #4 | ||
+ | |- | ||
+ | | '''Higher Purpose''' | ||
+ | | 1 | ||
+ | | Vampire Psychological | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great personal strength.<br> | ||
+ | ''System:'' You gain two extra dice on all rolls that have anything to do with your higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. If you have the Flaw ''Driving Goal'', you cannot take this Merit.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #4 | ||
+ | |- | ||
|} | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Social'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Boon''' | ||
+ | | 1 to 3 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' An elder owes you a favor because of something either you or your sire once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the elder probably owes you his unlife.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Clan Friendship''' | ||
+ | | 3 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' For any number of different reasons; appearance, bearing, background or demeanor, something about you appeals to members of a clan other than your own (your choice). <br> | ||
+ | ''System:'' The difficulties of all rolls related to social dealings with members of this clan are two less. This can be a two edged sword; you are also marked by others as a sympathizer with that clan, whether you like it (or deny it!) or not.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Faerie Affinity''' | ||
+ | | 2 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' If the Changelings cant get to Arcadia, neither can anyone else, ignore that line of the Merit. Changeling Mist rules still apply with faerie interaction as well.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #7 | ||
+ | |- | ||
+ | | '''Pawn''' | ||
+ | | 3 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You can manipulate and have some control over another vampire, one of higher generation than you. Your hold was likely formed through Blood Bond, but it can also come from a variety of other sources, such as blackmail, bribes or threats, you make it up. The pawn does not necessarily know that it is being controlled.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Prestigious Sire''' | ||
+ | | 1 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Your sire had or has great Status in the Camarilla, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire's contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Reputation''' | ||
+ | | 2 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire.<br> | ||
+ | ''System:'' Adds three dice to all dice pools for social dealings with the city's Kindred. A character with this Merit may not take the Flaw: ''Notoriety''.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | | '''Sanctity''' | ||
+ | | 2 | ||
+ | | Vampire Social | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' For some reason, everyone considers you pure and innocent, though certainly not naive. You have a saint-like quality that is hard to put a finger on, but others tend to see it in you. You are trusted, even if you are not trustworthy. You tend to receive lesser punishments for wrongdoing that are liked by most.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Spirit Mentor''' | ||
+ | | 3 | ||
+ | | Vampire Social | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part its benefit to you is through the advice it can give. The ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #8 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Animal Affinity''' | ||
+ | | 1 | ||
+ | | Vampire Supernatural | ||
+ | | WW2006 | ||
+ | | ''Synopsis:'' You have an innate understanding and rapport with a certain type of animal, such as dogs, bats, rats, cats or wolves.<br> | ||
+ | ''System:'' Animalism and Animal Ken rolls with these animals have their difficulty reduced by 2.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dirty Secrets of the Black Hand, page #80 | ||
+ | |- | ||
+ | | '''Innate Magical Ability''' | ||
+ | | 5 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have some sort of magical ability that makes you unique. The ability is different from any normal vampiric power or discipline. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. The ability has an estimated power level similar to a level three Discipline.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Inoffensive to Animals''' | ||
+ | | 1 | ||
+ | | Vampire Supernatural | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' character.<br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #7 | ||
+ | |- | ||
+ | | '''Lunar Influence''' | ||
+ | | 1 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' The moon has an unusually strong effect on you.<br> | ||
+ | ''System:'' During periods of the new moon, your Strength, Dexterity and Stamina are cut in half (round down). During periods of the full moon, your Strength, Dexterity, and Stamina are increased by half again. During the waxing and waning phases, the Attributes are normal.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Magic Sensitivity''' | ||
+ | | 2 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have a supernatural gift that allows you to know if any magic is in use or has been used recently within a 10 foot radius of yourself. This includes all Disciplines as well.<br> | ||
+ | ''System:'' How much you know about the magic depends on the number of successes you roll using your Perception + Occult (difficulty 8).<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Mystic Ability''' | ||
+ | | 2 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' For some reason, you have visions. The visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. Then again, you may have a vision as you are walking down the street minding your own business. Unlike Precognition, the visions are always steeped in symbolism, they apply only to your own unlife. The particulars of how and when this Merit works are left to the Storyteller.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Nine Lives''' | ||
+ | | 6 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. You basically have nine lives.<br> | ||
+ | ''System:'' If a situation arises in which you should be killed, you actually survive, though you may be the worse for wear. What happens is that if a roll is made that would kill the character, the roll is made for a second time. If that roll fails another can be made, and so on, until the roll succeeds or the Merit is used up. You get nine opportunities to make rerolls, and these opportunities are never replaced after they have been used up - once they are gone, they are gone. A list should be kept somewhere on the character sheet to record how many rerolls have been made.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Occult Library''' | ||
+ | | 2 | ||
+ | | Vampire Supernatural | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' You possess a library of occult materials, which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function of your Abilities), but in time of need your library can be an invaluable source for research.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #8 | ||
+ | |- | ||
+ | | '''Oracular Ability''' | ||
+ | | 3 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You see signs and omens in everyday life. You are able to understand many magical portents that are revealed to people every day, but are seen by few and interpreted by less. You are able to draw advice from these omens, for they provide hints of the future and warnings for the present.<br> | ||
+ | ''System:'' Seeing an omen or sign requires a simple roll using Perception + Occult (difficulty based on the degree to which the sign is hidden; the most obvious have difficulties of 5). Once the sign has been seen, it must be interpreted. You can interpret it using Intelligence + Occult (difficulty based on the intricacy of the sign; average 6). The number of successes determines how much meaning can be gleaned from the sign.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Precognition''' | ||
+ | | 4 | ||
+ | | Vampire Supernatural | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have the ability to perceive events before they happen. This ability is not under your control. The premonitions come to you when you least expect them. The focus of the premonitions is not under your control either. This ability can greatly impact the story, and the exact nature of the effects is left up to the Storyteller. This Merit should not be used to cause problems in the game, bit to justify the experience through additional drama.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #77 | ||
+ | |- | ||
+ | | '''Special Gift''' | ||
+ | | 2 | ||
+ | | Vampire Supernatural | ||
+ | | WW2206 | ||
+ | | ''Synopsis:'' Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items list to give to you (though you can 'suggest' something). The Storyteller will decide how much a particular item is worth.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #9 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Sabbat'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Accepted Ally''' | ||
+ | | 1 | ||
+ | | Sabbat Social | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have a useful connection in the mortal world, a connection of value even to Sabbat leaders. You are allowed to keep this contact as long as there are no complications. If the need should arise, you are expected to kill your contact to protect the Sabbat or prove your loyalty.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #78 | ||
+ | |- | ||
+ | | '''Approved Friendship''' | ||
+ | | 2 | ||
+ | | Sabbat Social | ||
+ | | WW2225 | ||
+ | | ''Synopsis:'' You have a friendship with a non-Sabbat, either mortal or Kindred, that you are allowed to keep for some reason. Your friend must have some influence or ability that makes him valuable to the sect or else you would have been ordered to destroy him long ago. However, if the need arises, your leader may ask you to kill your friend.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Storyteller's Guide to the Sabbat, page #78 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Ghoul'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Unbondable''' | ||
+ | | 6 | ||
+ | | Ghoul Supernatural | ||
+ | | WW4010 | ||
+ | | ''Synopsis:'' Vampire blood cannot control your will. No matter how much of it you consume, the dreaded Blood Bond wont take you down. <br> | ||
+ | ''System:'' This Merit can be powerful - a little ''too'' powerful for some chronicles - if combined with the Ghoul Merit; hence a character who wants to be a free-willed Ghoul must pay double the usual amount.<br> | ||
+ | ''Notes:'' Ghoul characters must take this version of the Merit. Characters with this Merit who become Ghouls after character generation must buy this Merit up from 3 to 6.<br> | ||
+ | ''Book Ref:'' World of Darkness: Sorcerer, page #67 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Kuei-Jin'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Dhampyr'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Chi Attunement''' | ||
+ | | 3 | ||
+ | | Supernatural | ||
+ | | WW2920 | ||
+ | | ''Synopsis:'' Your bond to one of the two basic types of Chi (Yin or Yang) is especially strong. <br> | ||
+ | ''System:'' You regain this type of Chi at twice the normal rate (two per hour of rest, four per hour of meditation), but regain the other type at half the normal rate. A Demon Chi Attunement is not possible.<br> | ||
+ | {{tab}}Beyond the game effects above, Chi Attunement influences your general disposition and appearance, much like balance and aspect do for a Kuei-jin. If you are attuned to Yang, you appear vital, sensual and short tempered; to Yin, you seem morose, reserved and analytical. Yang attuned dhampyrs often have the Vivophage Flaw, while Yin attuned often have Sun Allergy.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dhampyr: Half-Damned, page #58 | ||
+ | |- | ||
+ | | '''Dharmic Schooling''' | ||
+ | | 1 or 2 | ||
+ | | Aptitude | ||
+ | | WW2920 | ||
+ | | ''Synopsis:'' Most dhampyrs' knowledge of the Dharmic paths only extends as far as "My father is a Resplendent Crane" or "Angry Devil-Tigers are very dangerous". At some point in your half-life, you have become much more familiar with the principles and precepts of the Kuei-jin Dharmas. While this doesn't actually help your own spiritual development, you understand how to interact with the Hungry Dead.<br> | ||
+ | ''System:'' If you can discern the correct Dharmic path of a particular Kuei-jin you can phrase requests, make statements and suggest ideas to them in a much more appealing way. Figuring out a Kuei-jin's Dharma requires rolling Perception + Etiquette, with a difficulty equal to the observed Hungry Dead's current Willpower. If the roll is successful, lower by 1 the difficulty of any social roll involving Kuei-jin. You can also produce the opposite effect, irritating the Kuei-jin immensely and even causing them to test for fire soul (a dangerous tactic indeed).<br> | ||
+ | {{tab}}The one point version of this Merit grants the dhampyr knowledge of the orthodox Dharmic paths. the two point version includes all of the heretical Dharmas.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dhampyr: Half-Damned, page #58 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Kuei-Jin'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Eternal Cherry Blossoms''' | ||
+ | | 4 | ||
+ | | Bone Flowers Supernatural | ||
+ | | WW2905 | ||
+ | | ''Synopsis:'' Perhaps you have reserves of Yang that you just don't know about; perhaps you have a stronger connection to the world of the living than others of your type. Whatever the reason, your body is capable of being Yin imbalanced for long periods of time and never developing the corpse-like features of the ''ch'ing shih''. Even exposure to the sun will not cause you to become twisted and corpse-like; instead, you will suffer a type of dry rot, ultimately becoming flaky and brittle (although still beautiful). This does not change the game effects of sunlight except in regards to Appearance. The down side of this Merit is that the Yama King Emma-o targets beautiful female Kuei-jin with this Merit to become his ''shikome'' (see The Thousand Hells for more details).<br> | ||
+ | ''System:'' You regain this type of Chi at twice the normal rate (two per hour of rest, four per hour of meditation), but regain the other type at half the normal rate. A Demon Chi Attunement is not possible.<br> | ||
+ | {{tab}}Beyond the game effects above, Chi Attunement influences your general disposition and appearance, much like balance and aspect do for a Kuei-jin. If you are attuned to Yang, you appear vital, sensual and short tempered; to Yin, you seem morose, reserved and analytical. Yang attuned dhampyrs often have the Vivophage Flaw, while Yin attuned often have Sun Allergy.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dharma Book: Bone Flowers, page #57 | ||
+ | |- | ||
+ | | '''Favors''' | ||
+ | | Variable | ||
+ | | Kuei-Jin Social | ||
+ | | WW2950 | ||
+ | | ''Synopsis:'' Wan Kuei society, like the mortal societies around it, runs on mutual obligations. Backgrounds like Allies, Mentors and Retainers reflect permanent connections of duty. See pages 117-119 of Blood and Silk for a full discussion of prestation among the Wan Kuei. The Favors Merit (and Flaw) represents the character's current balance of social accounts as the chronicle begins.<br> | ||
+ | {{tab}}Storytellers who prefer not to make these things subject to point totals should feel free to disregard or disallow this Merit. It's presented here for those who like to have an objective tally and want to give players the option to have their characters start up or down (or both) in the prestation game.<br> | ||
+ | {{tab}} Each positive point of Favors represents one major boon that someone close to the character owes him. Each negative point of Favors represents a major boon the character owes someone else. The player should work with the Storyteller to define what these are - no debts exist in the abstract. Did the character save another vampire from a rampaging demon hunter? Did some other vampire teach the character a bit of secret lore or help resolve a conflict before it escalated into a duel the character would lose? Keep in mind that differences of status will affect the value of favors. This means that a young disciple owed a boon by a mandarin might expect a good word at court or permission to act at a critical time; a disciple owing a mandarin a boon can expect much more significant risk<br> | ||
+ | {{tab}}Multiple positive or negative points can represent many favors owed or especially impressive favors. You should maintain separate counts for favors owed to and by the character; he can have both a two point Favor Flaw and a one point Favor Merit simultaneously.<br> | ||
+ | {{tab}}Obviously a character's point total of negative and positive Favors rises and falls during play. In a society as dependant on assistance and negotiation as Wan Kuei and their ''guanxi'', Favors can make the difference between success and failure in critical moments. <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Blood and Silk, page #86 | ||
+ | |- | ||
+ | | '''Tenacious Spirit''' | ||
+ | | 7 | ||
+ | | Thousand Whispers Supernatural | ||
+ | | WW2906 | ||
+ | | ''Synopsis:'' Your soul is strongly connected to its duty in the Middle Kingdom. The first time you suffer the True Death after becoming Kuei-jin, your soul is cast into Yomi but returns anew rather than being consigned to oblivion. You become Yulan-jin, a wandering spirit forced to inhabit different bodies, as you attempt to fulfill your karma. You follow all the normal rules for Yulan-jin (see the Kindred of the East Companion for details). If you meet True Death a second time, this merit does not protect you; you are truly destroyed.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dharma Book: Thousand Whispers, page #51 | ||
+ | |- | ||
+ | | '''Tomb''' | ||
+ | | 2 | ||
+ | | Thousand Whispers Location | ||
+ | | WW2906 | ||
+ | | ''Synopsis:'' You have a permanent resting place your your body, either provided when you died or acquired after you took a Second Breath. Those given proper tombs for burial rarely rise again as vampires, so there must be a strong reason in your life why you became Kuei-jin if your family provided your tomb. Rootless Trees use their tombs as places to perform the rites of the Dark Jade Lover (see Dharma Book: Thousand Whispers, p 57), the ritual death they undergo between lives. A suitably hidden and well guarded tomb helps make the transition between lives easier.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Dharma Book: Thousand Whispers, page #51 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
{{collapse bottom}} | {{collapse bottom}} | ||
Latest revision as of 10:39, 27 July 2020
Contents
Merit Directory
Looking for a Merit? You can quick-find the merit you want in the chart below, that'll tell you its type, and where its details can be found. Scroll down under the chart and viola, you can navigate to it and find its full details, sources, costs, etc.
Which Merit do I choose when there's more than one? Sometimes the same Merit can be found in multiple places, or there are different Merits with the same name. You're expected to choose the Merit that's within your type rather than shopping for a cheaper version from a different splat.
* For example, a Code of Honor is easier to create and cling to for some races rather than others, or the discounted/more expensive version is specific to a splat for cannon reasons.
Make sure to check the details for the Merit you're after to avoid name confusion.
* For example, the Any-Race Graceful Merit affects Physical-grace rolls, while the Bastet's Graceful Merit is specific to Social graces.
Pro Tip! Make a +note for your Merits and copy the full details from here into it. Not only will this let you avoid searching for them every time you need the info, but you'll be able to prove your version of a Merit to anyone asking which it is. This lets the other person avoid searching around as well!
Any Race
Type | Sub-Type | Merits contained within |
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Any Race | Human | Aptitude: Ability Aptitude, Ambidextrous, Bardic Gift, Computer Aptitude, Catlike Balance, Crack Driver, Crack Shot, Daredevil, Early Adopter, Expert Driver, Eye for a Bargain, Hands of Daedalus, Lucky, Mechanical Aptitude, Natural Aptitude, Natural Linguist, Traveler's Intuition Economic: Alimony Recipient, Flexible Job, Good Credit Rating, Independent Income, Paid Mortgage, Research Grant, Wealthy Partner Legal: Dual Nationality, Firearms License, License To..., Master of Red Tape, Officially Dead, Specialist Drivers License Location: Hideaway, Vibrant Neighborhood Mental: Code of Honor, Common Sense, Concentration, Determined, Direction Sense, Eidetic Memory, Fast Learner, Fast Reader, Good Map Reader, Good Recognition, Internet Savvy, Jack of All Trades, Lightning Calculator, Renaissance Man, Time Sense, Well-Traveled Physical: Acute Sense, Cat Napper, Commanding Voice, Double Jointed, Forgettable, Good Night Vision, Good Right Hook, Graceful, Hollow Leg, Huge Size, Light Sleeper, Natural Runner, Night Vision, Perfect Balance, Poison Resistance Robust Health, Sea Legs, Sexy, Wild Affinity Psychological: Berserker, Healthy Cynicism, Loyalty, Optimistic, Self-Confident, Unflappable Social: Approachable, Best Friend, Confidence, Corporate Savvy, Cupid's Gift, Enchanting Gaze, Enchanting Voice, Fascinating Gaze, Fashion Sense, Flirt, Funny, Good Judge of Character, Good Listener, Good Taste, Gossip, Great Liar, Honeyed Tongue, Innocent, In Love, Laid Back Friends, Media Junkie, Media Savvy, Natural Leader, Natural Politician, Noble Bearing, Noble Blood, People Person, Perfect Liar, Pillar of the Community, Pitiable, Punctual, Seasoned Traveler, Smooth, Socially Aware, Soothing Voice, Street Rep, Trivia Champ, Upright Citizen, Way With Words |
Supernatural | Aptitude: Beast Affinity, Lucky Awareness: Clear Sighted, Danger Sense, Nightsight Mental: Iron Will Physical: Bitter Blood, Cast-Iron Stomach, Insensible to Pain, Vigorous Psychological: Fearlessness, Lovestruck, True Love Social: Mark of Favor, Special Friend, Supernatural Companion, Supportive Family Supernatural: Burning Aura, Destiny, Ghoul, Kinain, Kinfolk, True Faith, Unbondable, Vampiric Recognition |
Human
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Supernatural
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Bygone
Type | Sub-Type | Merits contained within |
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Bygone | Awareness: Homing Instinct Physical: Acute Senses, Perfect Balance Psychological: Loyalty Social: Soothing Voice |
Bygone
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Changeling
Type | Sub-Type | Merits contained within |
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Changeling | Any Fae | Awareness: Medium Denizen: Aura of Fear, Banality Resistance, Change Aria, Evanescent, Human Shell Inanimae: Famous Anchor, Imperial Ambassador, Natural Husk Mental: Iron Will, Self-Confident Psychological: Code of Honor, Higher Purpose Social: Animal Magnetism, Gifted Liar, Spirit Mentor, Werewolf/Vampire Companion Supernatural: Boon of Fate |
Changeling | Aptitude: Art Affinity Kith: (Eshu: Gift of Babel, Living Legend, Long-Winded, Wayfarer's Feet), (Nockers: Speedy Hammer, Tunnel Vision, Work with Iron), (Pooka: Animal Speech, Call to Friends, Calming Presence, Good Listener, Intimidation, Loud Voice, Physical Abnormality Venomous Attack, Wholecloth,), (Redcaps: Granite Skin, Faster, Unforgettable Taste), (Satyrs: Flexible Heart, Gut Instincts, Inspiration, Intimidating Stance, Passion, Sex Appeal, Sexual Reverie, Voice of a Songbird), (Sluagh: Dead Friends, Dexterous Toes, Fly Fingers, Friend to Spiders, Nightsight, Prehensile Tongue, Puddle), (Trolls: Blessing of Atlas, Blood of the Rivers, Increased Pain Threshold, Loyal Heart, Nature Linked, Stone Skin) Houses: (Baeumayn: Burning Gaze, Melody of Days to Come), (Gwydion: Unstoppable Fury, Blood of the Wolf), (Scathach: Oath of the Honor-Bound Allies, Oracle, Phantom Fate) Physical: Acute Senses, Faerie Eternity, Surreal Beauty, Winged Supernatural: Faerie Godparent, Iron Resistance, Past-Life, Poetic Heart, Regeneration, Seeming's Blessing Social: Boon, Prestigious Mentor, Reputation |
Any Fae
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Changeling
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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 |
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Hunter | Imbuing: Cannot Become A Monster, Penetrate Illusion, Resistant to Mind Control, Resistant to Supernatural Fear, Supernatural Affinity, The Sight, The Word Mental: Religious Devotion |
Hunter
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Mage
Type | Sub-Type | Merits contained within |
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Mage | Any Magick User | Awareness: Dual Perception, Medium, Oracular Ability, Precognition, Prophetic Ability, Spirit Sight Mental: Physical: Acute Senses, Claws/Horns/Hooves/Barbed Tail, Immortal, Immunity, Resistant Pattern, Unaging Psychological: Code of Honor, Driven, Higher Purpose Social: Animal Magnetism, Boon, Communicate With Animals, Celestial Affinity, Faerie Affinity, Faerie Companion, Gift of Tongues, Grand Reputation, Prestigious Mentor, Reputation, Spirit Guide, Student's Reputation, Werewolf/Vampire Companion, Years of Wisdom Supernatural: Astral Vigor, Conditional Magic, Elemental Affinity, Green Thumb, Legendary Attribute, Luck, Mastery of Fire, Mistguide, Natural Channel, Natural Shallowing, Nephilim, Nine Lives, Parlor Trick, Spark of Life, Spirit Magnet, True Faith, Umbral Affinity |
Mage | Avatar: Avatar Companion, Circumspect Avatar, Manifest Avatar, Pushy Avatar, Shattered Avatar, Stormwarden, Twin Souls Mental: Prodigy, Protean Psyche, Shamanic Traditionalist Social: Faction Founder, Tradition Herald Supernatural: Blended Technique, Cross-Training, Cyclic Magic, Dual Traditions, Hollow Soul, Past Life, Personal Talisman, Sphere Natural, Spirit Mentor Traditions: (Akashic Brotherhood: Folk Hero, Drahma's Voice, Judge's Wisdom), (Celestial Chorus: Ecumenist, Techgnosi), (Cult of Ecstasy: Hypersensitivity, Resonant Passion), (Euthanatos: Mourner's Chant, Deathwalker), (Sons of Ether: Mad Science, Scientific Mystic), (Technocracy: Acute Senses, Inner Knight, Poker Face, Unobtrusive) (Verbena: Long-Lived, Honored Lineage, Cloak of the Seasons, Natural Shapeshifter, Touch of Life), (Virtual Adepts: Well Connected) | |
Sorcerer | Infernal: Demonic Heritage: Laham, Demonic Tutor, Lord of Flies, Unholy Aura, Unshockable Mental: Arcane Heritage, Detached, Strength of Psyche Physical: Sterile, The Flow of Ki Social: Faction Favorite, Force of Spirit, Ritual Congregation, Shamanic Authority Supernatural: Blood Magic, Bonus From Props, Lesser Shaman, Path Natural, Psychic Ritual, Struggling Awake, Style Sleeper, Twin Link, Wild Talent |
Any Magick User
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Mummy
Type | Sub-Type | Merits contained within |
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Mummy | Awareness: Gift of Ma'at Mental: Deja Vu Physical: Andean Native, Higher Pain Tolerance, Immune to Disease, Immune to Poisons, Two Hearts Social: Mallki Prestige, Noble Bearing, Seductive, Uncarved Block Supernatural: Blessing of Ra, Divine Emissary, Dragon Nest, Gift of Thoth, Osiris' Gift, Unity of Being |
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Possessed
Type | Sub-Type | Merits contained within |
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Possessed | Fomori | Physical: Hidden Power Supernatural: Banespeak, Pathetic Aura, Stigmata of the Wyrm, True Faith, Unpossessed |
Kami |
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Shifter
Type | Sub-Type | Merits contained within |
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Shifter | Any Breed | Aptitude: Battle Prowess, Combat Expertise, Diverse Fighting Style Awareness: Compensitory Senses, Good Instincts, Mother's Insight Mental: Infectious Courage, Inner Sight, Iron Will Physical: Bad Taste, Fair Glabro, Lack of Scent, Longevity, Metamorph, Mixed-morph, The Fire Within Planetary Aspect: Hidden Talent, Jupiter Midsky, Jupiter Rising, Luck of the Road, Mars Midsky, Mars Rising, Mercury Midsky, Mercury Rising, Venus Midsky, Venus Rising Psychological: Adaptable Nature, Berserker, Calm Heart, Code of Honor, Cool In Battle, Resigned Spirit Social: Animal Magnetism, Born Leader, Elder's Favor, Family Support, Garou Companion, Mitanu's Tongue, Phantom Mask, Prosthisis, Unnoticed Supernatural: Ancestor Ally, Auspicious Birth, Immune to Wyrm Emanations, Natural Channel, Silver Tolerance, Spirit Magnet |
Hengeyokai | Perfect Protocol | |
Kinfolk | Feral Appearance, Fetish, Gall, Gnosis, Good Old Boy/Girl, Recognize Garou, Wolf Sense | |
Fera | (Ananasi: Crawlerling Alteration, Good Reputation, Hivemind, Human Form, Lilian Alteration, Organized, Venomous), (Bastet: Friend of Sorcery, Gift of Seline, Graceful), (Corax: Birdseye, Double Draught, Strong Claws), (Gurahl: Early Maturation, Rip Van Winkle, Umbral Affinity), (Mokole: Bird-Spirit Companion, Bite of the Monitor, Eidetic Memory, Manshape, Mnesis of the Lost Ones, Silver/Gold Tolerance, Step Sideways, Supernatural Companion, Temperature Control, Terrible Footsteps, Veiled to Garou), (Nuwisha: Large, Umbral Affinity), (Ratkin: Cagebound, Caged Folk), (Rokea: Fin Blades, Good Looking, Swim Sideways, Venerable) | |
Garou | Any Tribe | Friend of Sorcery, Moon-Bound, Moon Paint, Reputation, Wolf Sight |
Garou Tribes | (Black Furies: Caern Child, Camp Affinity, Unusually Fertile), (Bone Gnawers: Ratkin Buddies, Shame, Struggling), (Children of Gaia: Distant Sire, Supporter), (Fianna: Second Sight, Seldom Sleeps), (Get of Fenris: Alcohol Tolerance, Gregarious), (Red Talons: Homid Ancestor, Winter Garou), (Shadow Lords: Feared Mentor, Mentor, Thunder's Child), (Silent Striders: Gift of Wepauwet, Ghost Sight), (Silver Fangs: Notable Heritage), (Stargazers: Eyes of Eshtara, Mewa Birthmarks, Tranquil Soul), (Wendigo: Camouflage) |
Any Breed
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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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Sabbat
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Ghoul
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Kuei-Jin
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Wraith
Type | Sub-Type | Merits contained within |
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Wraith |
Wraith
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Risen
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Restricted
Type | Sub-Type | Merits contained within |
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Restricted | Black Market Ties, Bundle of Energy, Charmed Existence, Church Ties, Corporate CEO, Corporate Ties, Entertainment Ties, Faeblood, Garou Kinfolk, Guardian Angel, Jack of All Trades, Judicial Ties, Local Ties, Lucid Marauder, Mansion, Media Ties, Nightclub, Pawns, Police Ties, Political Ties, Powerful Allies, Pre-Marauder Memories, Psychic Awareness, Shapechanger Kin, Street Ties, Supernatural Kinfolk, Ties, Title, Totem, Underworld Ties, Unknowing Garou Kinfolk |
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