Difference between revisions of "Draft expanded renown"
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|'''Changeling''' | |'''Changeling''' | ||
− | |'''Aptitude:''' Art Affinity<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, Unforgetable Taste), ('''Satyrs:''' Flexible Heart, Gut Instincts, Inspiration, Intimidating Stance, Passion, Sex Appeal, Sexual Reverie, Voice of a Songbird)<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 |
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+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Kith'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Eshu'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Gift of Babel''' | ||
+ | | 2 | ||
+ | | Aptitude | ||
+ | | WW7056 | ||
+ | | ''Synopsis:'' One of the Eshu's original duties was to serve as Olorun's linguist, and as such he knew every language that ever was. Your character retains some of this flair and can potentially master an astonishing number of languages. <br> | ||
+ | ''System:'' You may learn twice the number of languages that a character with the same level of the Linguistics Ability would normally be able to learn, and all training times with this ability are cut in half. Obviously, you must purchase some level of the Linguistics Ability for this Merit to be useful; however, this Merit can be a godsend to diplomats and other characters who depend on the command of a wide variety of languages. This Merit can also be combined with the Natural Linguist Merit to make for a true mastery of languages.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Eshu, page #85 | ||
+ | |- | ||
+ | | '''Living Legend''' | ||
+ | | 5 | ||
+ | | Supernatural | ||
+ | | WW7056 | ||
+ | | ''Synopsis:'' You are the living, breathing incarnation of some great hero or heroine; this does not have to be an actual historical figure, but it can be a character from mythology or even (with Storyteller permission) a figure from more contemporary fiction. Note that you are an ''incarnation'', not a ''re''incarnation; you are not actually the reborn spirit of that individual, but the embodiment of that ''legend'' of that individual. Your mortal form must at least vaguely resemble your ''heritage'', but your fae mien matches it perfectly. Any Kithain with even the slightest knowledge of the original tale will recognize you immediately, and you are likely to attract a great deal of attention in the cultures that gave birth to the legend.<br> | ||
+ | ''System:'' You must purchase at least 3 points of the Remembrance Background to take this Merit to reflect the tie you have to the original legend. All Remembrance rolls made while interacting with or remembering things from your legendary "past" are made at a -2 difficulty (minimum difficulty of 3). What's more, you gain an additional two dice to all Social rolls with those who recognize you, Kithain or otherwise; being in the presence of such a famous figure is impressive to say the least! At the Storyteller's discretion, this Merit may also allow you to have knowledge of, if not access to, certain chimera or Treasures related to your legend. A character who is the incarnation of Roland cannot expect to be handed his famous horn, for example, but it would be a storehouse of information about the item and have some vague ideas about where to look for it.<br> | ||
+ | {{tab}}Note that this Merit does not provide any further access to the capabilities of your legendary "ancestor" than this. Whether you are nothing more than a very convincing lookalike, or whether you can actually walk the walk, as they say, is a question of what traits you choose during character creation and beyond. Your appearance and your "memories" may make it hard to get along unnoticed in ordinary society, and you may attract unhealthy attention from ogun and worse. it can also be very hard to live up to what is expected of you. Storytellers are encouraged to constantly remind players with this Merit just how exhausting and thankless it can be to live in the public eye.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Eshu, page #86 | ||
+ | |- | ||
+ | | '''Long-Winded''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7056 | ||
+ | | ''Synopsis:'' This Merit reflects a capacity, both instinctive and trained, for being able to run long distances without becoming tired. many of the cultures of the Elegbara homelands have employed long-distance runners as messengers and mail carriers for hundreds or thousands of years. <br> | ||
+ | ''System:'' A character with this Merit may run or jog at a steady (not sprinting) pace for up to 6 hours without feeling the least bit tired. After that, he must make only the normal Stamina checks to resist exhaustion once every half hour; he makes all such tests at a -2 difficulty. This allows the character to essentially walk at a normal pace almost indefinitely, provided he takes occasional breaks for food and water and a brief nap every 12 to 14 hours. He may do this for a number of days equal to his Stamina rating before he must begin checking for exhaustion. Note that this Merit does not apply to sprinting or other short term bursts of speed, nor in other situations besides traveling. It does allow a character on foot to cover a surprising amount of territory in a relatively short period of time, particularly compared to those on foot who lack this Merit.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Eshu, page #85 | ||
+ | |- | ||
+ | | '''Wayfarer's Feet''' | ||
+ | | 1 | ||
+ | | Physical | ||
+ | | WW7056 | ||
+ | | ''Synopsis:'' Your feet are especially durable and well suited to the long distances Eshu typically cover. You are comfortable going barefoot year round, regardless of local temperature or weather conditions, and need not worry about such natural walking hazards as splinters, city debris (including most broken glass), burning sands or jagged rock.<br> | ||
+ | ''System:'' For travel purposes, this character is considered to be wearing sturdy hiking boots at all times. This Merit does not protect from outright attacks or weapons of any kind, nor does it cover crossing extreme surfaces such as fire or lava. It also doesn't make the character's kicks do any more damage than usual.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Eshu, page #85 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Nockers'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Speedy Hammer''' | ||
+ | | 3 | ||
+ | | Physical | ||
+ | | WW7052 | ||
+ | | ''Synopsis:'' You are a fast and talented worker, even for your kit. <br> | ||
+ | ''System:'' When building or repairing something, the difficulty of your craft roll is reduced by one. Additionally, you require one to three fewer successes on any extended rolls required when working on large or complex projects. This Merit also reduces the difficulties of all mining rolls by two.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Nockers, page #53 | ||
+ | |- | ||
+ | | '''Tunnel Vision''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7052 | ||
+ | | ''Synopsis:'' Most Nockers are adept at working under low light and in poor visibility conditions, but you have inherited a gift from the original goblin miners. <br> | ||
+ | ''System:'' You can see in absolute darkness as though it was daylight; you suffer no vision penalties under such conditions. You can also see better than most in fog, mist and in other situations where visibility is obscured. The difficulties of your Perception rolls are never increased by more than 1 when vision is obscured by fog or mist.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Nockers, page #53 | ||
+ | |- | ||
+ | | '''Work with Iron''' | ||
+ | | 5 | ||
+ | | Supernatural | ||
+ | | WW7052 | ||
+ | | ''Synopsis:'' Most Nockers cannot abide the touch of iron in any way, but your skin is resistant to its bite for some reason. This ability allows you to work in many real world situations and other Nockers envy you, though they also consider your condition somewhat suspect.<br> | ||
+ | ''System:'' This merit is essentially the same as ''Iron Resistance'', however, not only are you immune to iron, but your chimerical works are similarly resistant.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Nockers, page #83 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Pooka'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Animal Speech''' | ||
+ | | 3 | ||
+ | | Social | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Like Dr. Doolittle, you can talk to the animals. Unfortunately, this only extends to animals of your own affinity and any directly related. For each step away from you in the Animal Kingdom, communication becomes more difficult. For example, a tiger Pooka can speak fluently with other tigers in the tiger language, however he feels like an American in Paris with only a fourth grade understanding of the language when speaking to a bobcat. When attempting to converse with a housecat, the tiger pooka is reduced to a vague understanding of body language. <br> | ||
+ | ''System:'' Whenever a Pooka attempts communication with a species other than his specific affinity, the player should roll Perception + Alertness versus a difficulty determined by the Storyteller, based on how far removed the species is from the Pooka's affinity.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #87 | ||
+ | |- | ||
+ | | '''Call to Friends''' | ||
+ | | 3 | ||
+ | | Social | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Creatures of your affinity will come when you call and back you up in a fight. Every species of animal has a special call that they use to summon others of their own kind to aid them. You have an innate knowledge of what this call is and you can use it whenever you need. For some affinities, it's a how. For others, it's a cluck. However it sounds, it calls any of these animals within a one mile radius to your aid. Even if you cannot make your voice carry that distance, the animals spread the word for you. All you need to do is reach one of the creatures of your affinity and, unless restrained somehow, that animal calls others. like that, the "word" spreads quickly and your friends come running.<br> | ||
+ | ''System:'' The limitations of communication still apply. If the animals cant hear you, they wont know to come. If they cant figure out that you're tied to a chair and need them to gnaw through the knot, they're just going to stare at you dumbly. They don't teleport, so travel time is a factor. However, if they see that an ogre is attacking you, they'll jump right in and help you. This Merit works especially well when used in conjunction with the ''Animal Speech'' merit listed above. The number of animals available to you varies depending on your affinity and where you're living. The Storyteller should assign a number of animals per success. For example, in New York there may be only one alligator in the sewers within that mile, but there may be a hundred cats. Once this has been established, the player should roll Charisma + Performance to determine how successful her plea for help is.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #87 | ||
+ | |- | ||
+ | | '''Calming Presence''' | ||
+ | | 2 | ||
+ | | Social | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' One advantage of your animal half is the ability to calm any animal with a quiet word or even a look. You may soothe children as well. Something in your scent, or your aura, conveys safety and security to the animal or child. A guard dog will rarely attack you, and when in your arms, babies calm and gaze up at you in fascination and wonder. If you are a domestic Pooka type (cat, dog, rabbit, etc.), you may use this in your animal form as well, by purring, licking or lying quietly in someone's lap.<br> | ||
+ | ''System:'' The difficulty of all Charisma rolls, except Intimidation, is reduced by 2 when dealing with children or animals.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #87 | ||
+ | |- | ||
+ | | '''Good Listener''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' All Pooka have the ability to get others to open up to them, however you are a master confidant. A word here, a gesture there, you crack people open like clams and harvest their secrets like pearls. You say all the right things at all the right times. Your ability to listen makes others tell you their feelings, concerns, and hidden dreams. They don't know why they're telling you, but they usually feel better afterwards. You walk away with another gem of information to add to your collection. Is it any wonder that Sluagh secretly envy Pooka?<br> | ||
+ | ''System:'' All rolls related to your Birthrite are made at -1 difficulty.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #86 | ||
+ | |- | ||
+ | | '''Intimidation''' | ||
+ | | 3 | ||
+ | | Social | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Something in the way you move or the way your eyes shift over your environment worries people. You have a natural aura of danger that tickles the short hairs on people's necks. You walk into a room and the crowd goes still. When passing you on the sidewalk, other pedestrians give you a wide berth, sometimes even crossing the street to avoid you. One look is all it takes. Only the bravest, most brash opponent will openly challenge you. This works in your favor, but it's a lonely way to go through life. Of course, this also draws the attention of those hard asses looking for someone to knock down a few pegs.<br> | ||
+ | ''System:'' You receive a -2 to your difficulty on all rolls related to Intimidation.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #87 | ||
+ | |- | ||
+ | | '''Loud Voice''' | ||
+ | | 1 | ||
+ | | Physical | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Some animals have voices that carry farther than a normal human's. You have the ability to project your voice as far as a wolf can howl or to shout as loudly as an elephant can trumpet. This comes in handy, but unfortunately, it also draws attention to you. Not only does your target hear you, so does everyone within a certain radius. The physical landscape can hinder this ability, buildings muffle, hills echo. In open territory, however, your voice carries for up to five miles, if you've conditioned it to do so. <br> | ||
+ | ''System:'' Roll Stamina + Performance, difficulty 6, minus any modifiers for landscape. The number of successes determines how many miles youf voice carries. On a botch, you strain your voice and suffer laryngitis for a number of days equal to your dice pool.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #87 | ||
+ | |- | ||
+ | | '''Physical Abnormality''' | ||
+ | | 3 or 4 | ||
+ | | Physical | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Some aspect of your animal mein transfers into your faerie mien. This may mean that you have prehensile feet or tail, the ability to climb vertical surfaces, a sticky tongue, eyes that rotate 180 degrees, extra legs, a scorpion stinger, venomous bite, tough skin, skunk spray or any of a huge variety of unique attributes that affinities can have.<br> | ||
+ | ''System:'' The Storyteller determines the cost of the particular physical abnormality you choose. Obviously the more offensive the attribute, the more it costs. In a case where the Pooka has a physical abnormality that allows him a special attack, he uses his own dice pool rather than his animal dice pool. If the attack involves venom, then he injects no more venom than he would in his animal mien. Such venomous attacks deliver (at best) one die of damage unless the character also takes the ''Venomous Attack'' Merit.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #88 | ||
+ | |- | ||
+ | | '''Venomous Attack''' | ||
+ | | 5 | ||
+ | | Physical | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' Your bite, sting or claw delivers venom of some sort into a victim when you choose to use it. This may cause considerable damage and perhaps death to those so attacked. <br> | ||
+ | ''System:'' You may only use some attacks when in your animal mien unless you also have the ''Physical Abnormality'' Merit. Whenever you use your venom, you cain 4 venom dice that you roll four times at half hour intervals over the next two hours of game time, subtracting one die each subsequent time you roll. Each time damage is indicated, it is added to damage already accrued. See the chart below. The difficulty to inflict damage is a 6, as is the soak roll needed to offset it. Victims of your venom may reduce damage through Stamina soak rolls just as with normal damage unless they are allergic to your specific type of poison (an allergy to bee stings, for example). Generally, the only type of Pooka who may take this Merit are those with potentially fatal venom such as rattlesnakes, black widdow or brown recluse spiders, scorpions and the like. Storyteller approval is required to take this Merit.<br> | ||
+ | {|class="wikitable" style="text-align: center;" width="25%" | ||
+ | ! style="min-width: 125px" | Time of roll | ||
+ | ! style="min-width: 125px" | Number of dice | ||
+ | |- | ||
+ | |Immediate | ||
+ | |Roll 4 | ||
+ | |- | ||
+ | |1/2 Hour | ||
+ | |Roll 3 | ||
+ | |- | ||
+ | |1 Hour | ||
+ | |Roll 2 | ||
+ | |- | ||
+ | |1 1/2 Hour | ||
+ | |Roll 1 | ||
+ | |- | ||
+ | |2 Hours | ||
+ | |No more damage | ||
+ | |- | ||
+ | |} | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #88 | ||
+ | |- | ||
+ | | '''Wholecloth''' | ||
+ | | 3 | ||
+ | | Supernatural | ||
+ | | WW7054 | ||
+ | | ''Synopsis:'' When Pooka shapeshift into their animal form, they leave all non-chimerical items behind. This means that the Pooka's clothing, mundane items worn or carried and treasures cannot shift with the Pooka, but must be either left wherever the Pooka changed form, or gathered up by a companion and brought along. It can be inconvenient and inefficient for the Pooka to leave his "cast offs" behind. Imagine, for example, the pooka who assumes animal form to escape those chasing him onto to discover the same people waiting for him when he gets home because his picture ID and address were in the wallet he left behind! This Merit allows you to avoid this annoying and potentially embarrassing occurrence.<br> | ||
+ | ''System:'' With a moment's concentration you can subsume non chimerical objects and items into your new shape. Thus, you can always have your clothing and other personal items at hand. The Merit does ''not'' allow you to pick up and carry any other living thing along in this manner. Thus, it cannot be used to help both the Pooka and a companion escape.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Pooka, page #88 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Redcaps'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Faster''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7055 | ||
+ | | ''Synopsis:'' This doesn't refer to the speed at which a Redcap moves, or eats, or does anything else. Instead, a Redcap with Faster can actually go 24 hours without eating.<br> | ||
+ | ''System:'' My spending a Willpower point, the player can then have the character go another 24 hours, and so on until he runs out of Willpower. The down side to being a Faster, unfortunately, is that once the fast ends, the Redcap is compelled to eat enough to make up for all the days he skipped. Furthermore, he'll feel the need to do so immediately.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Redcaps, page #90 | ||
+ | |- | ||
+ | | '''Granite Skin''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7055 | ||
+ | | ''Synopsis:'' Some Redcaps are tougher than others. Some, in fact, are a great deal tougher than others, in part because in fae mien, their skin is literally stone. The stone is not more than skin deep, thankfully - it's quite literally an epidermal layer, and that's all. However, it does make a Redcap a great deal tougher than she might be normally, as well as leaving small flakes and chips of stone behind every time she bends or flexes.<br> | ||
+ | ''System:'' A Redcap with Granite Skin has the equivalent of two levels of armor at all times, with no area of her anatomy considered unarmored. On the down side, Granite Skin also provides a +1 difficulty to all rolls involving moving quietly. The constant flaking and chipping of stone makes it nearly impossible for the Redcap to move without making some noise. And let's not even discuss the romantic implications.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Redcaps, page #90 | ||
+ | |- | ||
+ | | '''Unforgettable Taste''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7055 | ||
+ | | ''Synopsis:'' In a sense, Redcaps are the fae world's most sincere epicures. They've got a taste for everything, and they never forget a taste. However, some of them do a bit better at it than others, especially when moving food is involved.<br> | ||
+ | ''System:'' A Redcap with unforgetable Taste has a remarkable knack for remembering the taste of everything she's ever eaten, and being able to identify it instantly if she tastes it again. Furthermore, the Merit grants the ability to sense where the nearest supply of that taste might be. Under normal circumstances, that's fairly unremarkable. Being able to tell where the nearest batch of chocolate mousse or porterhouse steak is doesn't really do much in the grand scheme of things. On the other hand, if the Redcap has gotten a bite of someone, the Merit serves as an excellent way to track that meal. Creative Redcaps have found other uses for this power, including tracking down poisons.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Redcaps, page #91 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Satyrs'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Flexible Heart''' | ||
+ | | 2 | ||
+ | | Psychological | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' Satyrs are the most tender hearted of the Kithain. They bruise easily and bounce from one extreme of emotion to another. In such a dark world, people work hard to hurt one another, and goats feel the blows most acutely. They do not benefit from the solid lack of emotion that bolsters the trolls, nor do they have the haughty self-confidence that allows Sidhe to believe it couldn't have been their fault. Satyrs bleed.<br> | ||
+ | {{tab}}You, on the other hand, have learned to let these things roll off your back. You indeed feel the blows, but they don't knock you down. Supersonic emotional healing lets you avoid the moodiness that cripples other Satyrs. You love just as deeply as they do, but when your love leaves you, you can tell yourself that there are plenty of other opportunities to devotion, and you believe it.<br> | ||
+ | ''System:'' If you have a Flexible Heart, you gain the use of one extra Willpower to control yourself in a situation where another goat might over react emotionally. Of course, even you realize that you may not be able to control your being forever if the situation continues, so you do all you can to extract yourself.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #63 | ||
+ | |- | ||
+ | | '''Gut Instincts''' | ||
+ | | 5 | ||
+ | | Social | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #63 | ||
+ | |- | ||
+ | | '''Inspiration''' | ||
+ | | 4 | ||
+ | | Supernatural | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' The Gift of Pan lets all satyrs inspire lust in those who hear their music, which lowers inhibitions and strengthens resolve. When you play your instrument, however, you can inspire whatever emotion the song relays. A tender lullaby, when you play it, causes those listening to fall asleep. More rousing tunes get people's bodies moving and they feel the uncontrollable urge to dance. When you play a soulful dirge, your audience weeps.<br> | ||
+ | ''System:'' As with the Gift of Pan, only those who fail a Willpower roll (difficulty 7) feel the effects of your music.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #64 | ||
+ | |- | ||
+ | | '''Intimidating stance''' | ||
+ | | 3 | ||
+ | | Social | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' You talk a mean talk and walk a mean walk. And there is bite to match your bark. Whenever you enter a room, everyone turns around to look at you. For Satyrs, this presence isn't so unusual, but when others look at you, they appear concerned. Those who know you understand that you're just a sheep in wolf's clothing, but even they don't want to irritate or anger you. Something about you screams ''Dangerous!''<br> | ||
+ | {{tab}}You can exaggerage this effect whenever you want and, thus, actively increase your chances of intimidating someone. With a look or a gesture, you intimate what you wish to do with their bodies once you get hold of them, and they actually believe that you would.<br> | ||
+ | ''System:'' The player must make a Charisma + Intimidation roll, though the difficulty is reduced by 2. This ability only works on other Changelings, since mortals cannot see all the subtle signals in the Satyr's demeanor. Humans naturally avoid this goat, but they wont be intimidated by him any more than they normally would be.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #64 | ||
+ | |- | ||
+ | | '''Passion''' | ||
+ | | 2 | ||
+ | | Supernatural | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' Over the centuries, Satyrs have lost some of their orriginal passion. the goat with the Passion Merit has retained it in full. You pursue your interests with the utmost intensity and usually succeed at them. Life holds many fascinating chances for you and you don't want to miss out on them. You grab them up greedily. Mundanities, such as money, mean nothing to you except when they result from the pursuit of your Passion. And, because you focus your attention so completely on experience and self improvement, you do achieve greatness. The Living Time does not affect you because you have the innate ability to handle your Passion. Concentration in this one area permits you to advance more quickly.<br> | ||
+ | ''System:'' The difficulty for all rolls related to your Passion are reduced by 2.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #64 | ||
+ | |- | ||
+ | | '''Sex Appeal''' | ||
+ | | 3 | ||
+ | | Social | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' The sway of your hips and the pout of your lips give you a natural sexiness and sensuality that attracts lovers to you like flies to honey. Perhaps it's your pheremones. Whatever the cause, you are sex incarnate. You are irresistible. When you flirt, you find many willing minions. This characteristic makes you the center of attention at any gathering, since they all want to wholeheartedly please you.<br> | ||
+ | {{tab}}With a look, a word, or a wave of your hand, you can make or break hearts. Even the most cold hearted are not immune to your power. Though this does draw unwanted attention sometimes, you almost always manage to extricate yourself from unwanted situations.<br> | ||
+ | ''System:'' The player makes all rolls related to either Charisma or Appearance at -2 difficulty.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #64 | ||
+ | |- | ||
+ | | '''Sexual Reverie''' | ||
+ | | 4 | ||
+ | | Supernatural | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' As a rule, Reverie requires the slow and careful cultivation of a Dreamer. the Changeling inspires a mortal to achieve greatness by tapping into the Dreaming and creating a Glamour-filled work. Some Satyrs, however, have the ability to bring mortals to such incredible heights of pleasure that the actual act of having sex produces Glamour that the goat can then harvest. This process takes more than one session usually, though in certain cases, the intensity of a one night stand is enough.<br> | ||
+ | ''System:'' For these epiphanies to work, it must be more than just a literal bumping in the night: The Satyr must establish a special connection between herself and the mortal, which could be a smoldering desire that has built up over time and finally come to fruition, or a fulfilment of the mortal's fantasies, or some similarly magical circumstance. Finding the right time and place generally makes a huge difference, and the Satyr may prepare for months, trying to set up the perfect situation. For a Satyr to achieve epiphany through sex, the player must roll Manipulation + Empathy (diffuclty 4). The number of successes rolled equates to the number of Glamour points gained by the Changeling.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #65 | ||
+ | |- | ||
+ | | '''Voice of a Songbird''' | ||
+ | | 1 | ||
+ | | Social | ||
+ | | WW7053 | ||
+ | | ''Synopsis:'' All Satyr sing, but not all of them have a voice that charms the apples from the trees. You do. The Gift of Pan carries through your voice and inspires passion without the use of a musical instrument. You have perfect pitch and can sing ''acapella'' without missing a single note or going off key. Even when only speaking, your voice has a seductive quality that attracts people to you. This trait can be especially useful when trying to persuade others or when attempting to win over a potential lover.<br> | ||
+ | ''System:'' Whenever you make a social roll that involves speaking or singing, add 1 to the dice pool.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Satyr, page #63 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Sidhe'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Tunnel Vision''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7052 | ||
+ | | ''Synopsis:'' <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Nocker, page #83 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Sluagh'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Tunnel Vision''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7052 | ||
+ | | ''Synopsis:'' <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Nocker, page #83 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Troll'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Tunnel Vision''' | ||
+ | | 2 | ||
+ | | Physical | ||
+ | | WW7052 | ||
+ | | ''Synopsis:'' <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Kithbook: Nocker, page #83 | ||
+ | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
{{collapse 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;">'''Physical'''</font>|padding=20px|bg=#7FFFD4}} |
Revision as of 16:16, 5 March 2020
Contents
Merit Directory
Looking for a Merit? You can quick-find the merit you want in the chart below, that'll tell you its type, and where its details can be found. Scroll down under the chart and viola, you can navigate to it and find its full details, sources, costs, etc.
Which Merit do I choose when there's more than one? Sometimes the same Merit can be found in multiple places, or there are different Merits with the same name. You're expected to choose the Merit that's within your type rather than shopping for a cheaper version from a different splat.
* For example, a Code of Honor is easier to create and cling to for some races rather than others, or the discounted/more expensive version is specific to a splat for cannon reasons.
Make sure to check the details for the Merit you're after to avoid name confusion.
* For example, the Any-Race Graceful Merit affects Physical-grace rolls, while the Bastet's Graceful Merit is specific to Social graces.
Pro Tip! Make a +note for your Merits and copy the full details from here into it. Not only will this let you avoid searching for them every time you need the info, but you'll be able to prove your version of a Merit to anyone asking which it is. This lets the other person avoid searching around as well!
Any Race
Type | Sub-Type | Merits contained within |
---|---|---|
Any Race | Human | Aptitude: Ability Aptitude, Ambidextrous, Bardic Gift, Computer Aptitude, Catlike Balance, Crack Driver, 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, 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 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, 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: Cast-Iron Stomach, Insensible to Pain Psychological: Fearlessness, Lovestruck, True Love Social: Mark of Favor, Special Friend, Supernatural Companion, Supportive Family Supernatural: Burning Aura, Ghoul, Kinain, Kinfolk, True Faith, Unbondable |
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Supernatural
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Bygone
Type | Sub-Type | Merits contained within |
---|---|---|
Bygone | Awareness: Homing Instinct Physical: Acute Senses, Perfect Balance Psychological: Loyalty Social: Soothing Voice |
Bygone
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Changeling
Type | Sub-Type | Merits contained within |
---|---|---|
Changeling | Any Fae | Awareness: Medium Mental: Iron Will, Self-Confident Psychological: Code of Honor, Higher Purpose Social: Animal Magnetism, Spirit Mentor, Werewolf/Vampire Companion Supernatural: |
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, Unforgetable Taste), (Satyrs: Flexible Heart, Gut Instincts, Inspiration, Intimidating Stance, Passion, Sex Appeal, Sexual Reverie, Voice of a Songbird) Physical: Acute Senses, Faerie Eternity, Surreal Beauty, Winged Supernatural: Iron Resistance, Past-Life, Poetic Heart, Regeneration, Seeming's Blessing Social: Boon, Prestigious Mentor, Reputation |
Any Fae
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Demon
Type | Sub-Type | Merits contained within |
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Demon | Mental: Dreams of the Past Social: Angelic Aura, Angelic Gaze, Atavistic Form, Debt of Gratitude, Famous Liege |
Demon
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Hunter
Type | Sub-Type | Merits contained within |
---|---|---|
Hunter | Imbuing: Cannot Become A Monster, Penetrate Illusion, Resistant to Mind Control, Resistant to Supernatural Fear, Supernatural Affinity, The Sight, The Word Mental: Religious Devotion |
Hunter
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Mage
Type | Sub-Type | Merits contained within |
---|---|---|
Mage | Any Magick User | Awareness: Dual Perception, Medium, Oracular Ability, Precognition, Prophetic Ability, Spirit Sight Mental: Physical: Acute Senses, Claws/Horns/Hooves/Barbed Tail, Immortal, Immunity, Resistant Pattern, Unaging Psychological: Code of Honor, Driven, Higher Purpose Social: Animal Magnetism, Boon, Communicate With Animals, Celestial Affinity, Faerie Affinity, Faerie Companion, Gift of Tongues, Grand Reputation, Prestigious Mentor, Reputation, Spirit Guide, Student's Reputation, Werewolf/Vampire Companion, Years of Wisdom Supernatural: Astral Vigor, Conditional Magic, Elemental Affinity, Green Thumb, Legendary Attribute, Luck, Mastery of Fire, Mistguide, Natural Channel, Natural Shallowing, Nephilim, Nine Lives, Parlor Trick, Spark of Life, Spirit Magnet, True Faith, Umbral Affinity |
Mage | Avatar: Avatar Companion, Circumspect Avatar, Manifest Avatar, Pushy Avatar, Shattered Avatar, Stormwarden, Twin Souls Mental: Prodigy, Protean Psyche, Shamanic Traditionalist Social: Faction Founder, Tradition Herald Supernatural: Blended Technique, Cross-Training, Cyclic Magic, Dual Traditions, Hollow Soul, Past Life, Personal Talisman, Sphere Natural, Spirit Mentor Traditions: (Akashic Brotherhood: Folk Hero, Drahma's Voice, Judge's Wisdom), (Celestial Chorus: Ecumenist, Techgnosi), (Cult of Ecstasy: Hypersensitivity, Resonant Passion), (Euthanatos: Mourner's Chant, Deathwalker), (Sons of Ether: Mad Science, Scientific Mystic), (Technocracy: Acute Senses, Inner Knight, Poker Face, Unobtrusive) (Verbena: Long-Lived, Honored Lineage, Cloak of the Seasons, Natural Shapeshifter, Touch of Life), (Virtual Adepts: Well Connected) | |
Sorcerer | Infernal: Demonic Heritage: Laham, Demonic Tutor, Lord of Flies, Unholy Aura, Unshockable Mental: Arcane Heritage, Detached, Strength of Psyche Physical: Sterile, The Flow of Ki Social: Faction Favorite, Force of Spirit, Ritual Congregation, Shamanic Authority Supernatural: Blood Magic, Bonus From Props, Lesser Shaman, Path Natural, Psychic Ritual, Struggling Awake, Style Sleeper, Twin Link, Wild Talent |
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Mummy
Type | Sub-Type | Merits contained within |
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Mummy | Awareness: Gift of Ma'at Mental: Deja Vu Physical: Andean Native, Higher Pain Tolerance, Immune to Disease, Immune to Poisons, Two Hearts Social: Mallki Prestige, Noble Bearing, Seductive, Uncarved Block Supernatural: Blessing of Ra, Divine Emissary, Dragon Nest, Gift of Thoth, Osiris' Gift, Unity of Being |
Mummy
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Possessed
Type | Sub-Type | Merits contained within |
---|---|---|
Possessed | Fomori | Physical: Hidden Power Supernatural: Banespeak, Pathetic Aura, Stigmata of the Wyrm, True Faith, Unpossessed |
Kami |
Fomori
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Shifter
Type | Sub-Type | Merits contained within |
---|---|---|
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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Hengeyokai
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Kinfolk
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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
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Sabbat
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Ghoul
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Dhampyr
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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 |
Not Allowed
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