Difference between revisions of "Draft expanded renown"
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|'''Supernatural''' | |'''Supernatural''' | ||
− | |'''Aptitude:''' Beast Affinity, Lucky<br>'''Awareness:''' Clear Sighted, Danger Sense, Nightsight<br>'''Mental:''' Iron Will<br>'''Physical:''' Bitter Blood, Cast-Iron Stomach, Insensible to Pain, Vigorous<br>'''Psychological:''' Fearlessness, Lovestruck, True Love <br>'''Social:''' Mark of Favor, Special Friend, Supernatural Companion, Supportive Family<br>'''Supernatural:''' Burning Aura, Ghoul, Kinain, Kinfolk, True Faith, Unbondable Vampiric Recognition | + | |'''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 861: | Line 861: | ||
|- | |- | ||
| '''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 1,354: | Line 1,344: | ||
| ''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> | | ''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> | ''System:'' <br> | ||
− | ''Notes:'' | + | ''Notes:'' <br> |
''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ||
|- | |- | ||
Line 1,753: | 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 6,629: | Line 6,628: | ||
|'''Vampire''' | |'''Vampire''' | ||
|'''Kindred''' | |'''Kindred''' | ||
− | |'''Aptitude:''' Eat Food<br>'''Clans:''' <br>'''Elder:''' <br>'''Mental:''' Iron Will<br>'''Physical:''' Acute Hearing | + | |'''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 | ||
|- | |- | ||
| | | | ||
Line 6,654: | Line 6,657: | ||
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' There is a limit of three Acute Senses to a character.<br> | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
− | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page # | + | ''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 | ||
|- | |- | ||
|} | |} | ||
Line 6,690: | Line 6,702: | ||
! Source | ! Source | ||
! 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''' | | '''Iron Will''' | ||
Line 6,746: | Line 6,767: | ||
''Notes:'' There is a limit of three Acute Senses to a character.<br> | ''Notes:'' There is a limit of three Acute Senses to a character.<br> | ||
''Book Ref:'' Vampire Player's Guide (2nd Edition), page #6 | ''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''' | | '''Light Sleeper''' | ||
Line 6,756: | Line 6,804: | ||
''Book Ref:'' Vampire Player's Guide (2nd Edition), page #5 | ''Book Ref:'' Vampire Player's Guide (2nd Edition), page #5 | ||
|- | |- | ||
− | |} | + | | '''Misplaced Heart''' |
− | {{collapse bottom}} | + | | 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}} | {{collapse top|title=<font style="font-size: 12pt;">'''Psychological'''</font>|padding=20px|bg=#7FFFD4}} | ||
{| class="wikitable sortable" border="1" | {| class="wikitable sortable" border="1" | ||
Line 6,823: | Line 6,898: | ||
! Details | ! 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 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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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 |
---|---|---|
Mage | Any Magick User | Awareness: Dual Perception, Medium, Oracular Ability, Precognition, Prophetic Ability, Spirit Sight Mental: Physical: Acute Senses, Claws/Horns/Hooves/Barbed Tail, Immortal, Immunity, Resistant Pattern, Unaging Psychological: Code of Honor, Driven, Higher Purpose Social: Animal Magnetism, Boon, Communicate With Animals, Celestial Affinity, Faerie Affinity, Faerie Companion, Gift of Tongues, Grand Reputation, Prestigious Mentor, Reputation, Spirit Guide, Student's Reputation, Werewolf/Vampire Companion, Years of Wisdom Supernatural: Astral Vigor, Conditional Magic, Elemental Affinity, Green Thumb, Legendary Attribute, Luck, Mastery of Fire, Mistguide, Natural Channel, Natural Shallowing, Nephilim, Nine Lives, Parlor Trick, Spark of Life, Spirit Magnet, True Faith, Umbral Affinity |
Mage | Avatar: Avatar Companion, Circumspect Avatar, Manifest Avatar, Pushy Avatar, Shattered Avatar, Stormwarden, Twin Souls Mental: Prodigy, Protean Psyche, Shamanic Traditionalist Social: Faction Founder, Tradition Herald Supernatural: Blended Technique, Cross-Training, Cyclic Magic, Dual Traditions, Hollow Soul, Past Life, Personal Talisman, Sphere Natural, Spirit Mentor Traditions: (Akashic Brotherhood: Folk Hero, Drahma's Voice, Judge's Wisdom), (Celestial Chorus: Ecumenist, Techgnosi), (Cult of Ecstasy: Hypersensitivity, Resonant Passion), (Euthanatos: Mourner's Chant, Deathwalker), (Sons of Ether: Mad Science, Scientific Mystic), (Technocracy: Acute Senses, Inner Knight, Poker Face, Unobtrusive) (Verbena: Long-Lived, Honored Lineage, Cloak of the Seasons, Natural Shapeshifter, Touch of Life), (Virtual Adepts: Well Connected) | |
Sorcerer | Infernal: Demonic Heritage: Laham, Demonic Tutor, Lord of Flies, Unholy Aura, Unshockable Mental: Arcane Heritage, Detached, Strength of Psyche Physical: Sterile, The Flow of Ki Social: Faction Favorite, Force of Spirit, Ritual Congregation, Shamanic Authority Supernatural: Blood Magic, Bonus From Props, Lesser Shaman, Path Natural, Psychic Ritual, Struggling Awake, Style Sleeper, Twin Link, Wild Talent |
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Mummy
Type | Sub-Type | Merits contained within |
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Mummy | Awareness: Gift of Ma'at Mental: Deja Vu Physical: Andean Native, Higher Pain Tolerance, Immune to Disease, Immune to Poisons, Two Hearts Social: Mallki Prestige, Noble Bearing, Seductive, Uncarved Block Supernatural: Blessing of Ra, Divine Emissary, Dragon Nest, Gift of Thoth, Osiris' Gift, Unity of Being |
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Possessed
Type | Sub-Type | Merits contained within |
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Possessed | Fomori | Physical: Hidden Power Supernatural: Banespeak, Pathetic Aura, Stigmata of the Wyrm, True Faith, Unpossessed |
Kami |
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Shifter
Type | Sub-Type | Merits contained within |
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Shifter | Any Breed | Aptitude: Battle Prowess, Combat Expertise, Diverse Fighting Style Awareness: Compensitory Senses, Good Instincts, Mother's Insight Mental: Infectious Courage, Inner Sight, Iron Will Physical: Bad Taste, Fair Glabro, Lack of Scent, Longevity, Metamorph, Mixed-morph, The Fire Within Planetary Aspect: Hidden Talent, Jupiter Midsky, Jupiter Rising, Luck of the Road, Mars Midsky, Mars Rising, Mercury Midsky, Mercury Rising, Venus Midsky, Venus Rising Psychological: Adaptable Nature, Berserker, Calm Heart, Code of Honor, Cool In Battle, Resigned Spirit Social: Animal Magnetism, Born Leader, Elder's Favor, Family Support, Garou Companion, Mitanu's Tongue, Phantom Mask, Prosthisis, Unnoticed Supernatural: Ancestor Ally, Auspicious Birth, Immune to Wyrm Emanations, Natural Channel, Silver Tolerance, Spirit Magnet |
Hengeyokai | Perfect Protocol | |
Kinfolk | Feral Appearance, Fetish, Gall, Gnosis, Good Old Boy/Girl, Recognize Garou, Wolf Sense | |
Fera | (Ananasi: Crawlerling Alteration, Good Reputation, Hivemind, Human Form, Lilian Alteration, Organized, Venomous), (Bastet: Friend of Sorcery, Gift of Seline, Graceful), (Corax: Birdseye, Double Draught, Strong Claws), (Gurahl: Early Maturation, Rip Van Winkle, Umbral Affinity), (Mokole: Bird-Spirit Companion, Bite of the Monitor, Eidetic Memory, Manshape, Mnesis of the Lost Ones, Silver/Gold Tolerance, Step Sideways, Supernatural Companion, Temperature Control, Terrible Footsteps, Veiled to Garou), (Nuwisha: Large, Umbral Affinity), (Ratkin: Cagebound, Caged Folk), (Rokea: Fin Blades, Good Looking, Swim Sideways, Venerable) | |
Garou | Any Tribe | Friend of Sorcery, Moon-Bound, Moon Paint, Reputation, Wolf Sight |
Garou Tribes | (Black Furies: Caern Child, Camp Affinity, Unusually Fertile), (Bone Gnawers: Ratkin Buddies, Shame, Struggling), (Children of Gaia: Distant Sire, Supporter), (Fianna: Second Sight, Seldom Sleeps), (Get of Fenris: Alcohol Tolerance, Gregarious), (Red Talons: Homid Ancestor, Winter Garou), (Shadow Lords: Feared Mentor, Mentor, Thunder's Child), (Silent Striders: Gift of Wepauwet, Ghost Sight), (Silver Fangs: Notable Heritage), (Stargazers: Eyes of Eshtara, Mewa Birthmarks, Tranquil Soul), (Wendigo: Camouflage) |
Any Breed
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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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