Draft expanded renown
Listed below are all the Merits currently approved in the Database on City of Hope. That does not mean you cannot request one missing to be added.
You also may want to see this page for Flaws.
This page is still under construction, check back as more is filled in. Merits on the table in Blue Background have been reviewed. Those with white background - only book reference, if present, is correct for sure.
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K/L
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M
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O
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P/Q
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U/V/W/Y
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Contents
Physical, Social, Mental
Merit | Cost | Type | Source | Details |
---|---|---|---|---|
Ability Aptitude | 1 | Physical | WW4600 | Synopsis: You're really good at one specific ability! System: -2 difficulty on rolls involving the specified ability. |
Acute Hearing | 1 | Physical | WW2300 | Synopsis: Your hearing is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. |
Acute Senses | 1 | Physical | WW4600 | Synopsis: One of your five senses (touch, taste, sight, hearing, smell) is incredibly sharp. System: -2 difficulty on rolls involving the specified sense. |
Acute Sense Of Smell | 1 | Physical | WW2300 | Synopsis: Your sense of smell is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. |
Acute Sense Of Taste | 1 | Physical | WW2300 | Synopsis: Your sense of taste is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. |
Acute Sense Of Touch | 1 | Physical | WW2300 | Synopsis: Your sense of touch is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. |
Acute Vision | 1 | Physical | WW2300 | Synopsis: Your vision is exceptionally sharp. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. |
Ambidextrous | 2 | Physical | WW2300 WW3806 |
Synopsis: You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. System: You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand. |
Animal Magnetism | 1 | Social | WW3108 WW7300 |
Synopsis: You have that special kind of way with other people that makes them want you. System: -2 difficulty on seduction and similar rolls. |
Calm Heart | 3 | Mental | WW2300 WW3108 |
Synopsis: You are naturally calm and do not easily fly off the handle. System: You receive two extra dice when attempting to resist a frenzy. |
Cat-Like Balance | 1 | Physical | WW2300 | Synopsis: You possess an innately perfect sense of balance. System: Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two. |
Code Of Honor | 2 | Mental | WW2300 WW3806 |
Synopsis: You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. System: Characters with this Merit gain 2 additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code. |
Coldly Logical | 1 | Mental | WW2302 | Synopsis: While some might refer to you as a “cold fish,” you have a knack for separating factual reporting from emotional or hysterical coloration. System: You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all Sense Deception and related rolls). |
Common Sense | 1 | Mental | WW2300 WW4600 |
Synopsis: You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game. System: |
Concentration | 1 | Mental | WW2300 WW4600 |
Synopsis: You have the ability to focus your mind and shut out any distractions or annoyances. System: Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down). |
Crack Driver | 1 | Physical | WW2206 | Synopsis: You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. System: The difficulties of all rolls requiring risky or especially difficult driving maneuvers are two less. |
Crack Shot | ? | ? | WW7309 | Synopsis: System: |
Danger Sense | 2 | Supernatural | WW2206 WW3108 |
Synopsis: You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indivation of direction, distance or nature. Notes: This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system. |
Daredevil | 3 | Physical | WW2300 WW4600 |
Synopsis: You are good at taking risks, and even better at surviving them. System: When attempting exceptionally risky actions (such as leaping from one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed. |
Double-Jointed | 1 | Physical | WW???? | Synopsis: You are atypically limber! System: -2 difficulty of any dexterity roll involving body flexibility. |
Dual Nature | 2 | Social | WW2206 | Synopsis: You have two distinct Nature, 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. Dual 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. Notes: Set the other nature in a +note. |
Dual Perception | ? | ? | WW4043 | Synopsis: System: |
Eidetic Memory | 2 | Mental | WW2300 WW4600 |
Synopsis: You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. System: Under stressful conditions involving numerous distractions, you must make a Perceptions + Alertness vs 6 to summon enough concentration to absorb what your senses detect. |
Enchanting Voice | 2 | Physical | WW2300 | Synopsis: There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. System: The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two. |
Fearlessness | ? | Mental | WW4802 | Synopsis: They might as well call you (Your Name Here) the Lionheart, because you don't fear shit. System: |
Friendly Face | 1 | Physical | WW2302 | Synopsis: You have a face that reminds everyone of someone, to the point where strangers are inclined to be well inclined toward you because of it. System: The effect doesn’t fade even if you explain the “mistake,” leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. |
Good Right-Left Hook | 1 | Physical | WW8202 | Synopsis: You, Rocky Balboa and Mike Tyson all have one thing in common: you all hit as hard as a brick!! System: +2 dice to damage for any brawl-based attack. |
Higher Purpose | 1 | Mental | WW2206 WW2800 |
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 force to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. System: You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. |
Honeyed Tongue | ? | ? | WW4805 | Synopsis: You are an absolutely great liar, and may be destined for a great career in law. System: 1 automatic success to any subterfuge roll. |
Huge Size | 4 | Physical | WW2300 WW4600 |
Synopsis: You are abnormally large in size, at least 6'10" and 300 pounds in weight. Aside from making you extremely noticeable in public, this extra mass bestows an additional Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc. Book Ref: Vampire The Masquerade (Revised Edition), pg. #297 |
Innocent | ? | ? | WW4009 | Synopsis: Who, you? No way. Couldn't be, you have a halfway decent alibai, it's likely someone else. System: |
Iron Will | 3 | Mental | WW2300 WW3806 |
Synopsis: When you are determined and your mind is set, nothing can thwart you from your goals. System: When you are affected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell, or Thaumaturgy path. |
Jack-of-all-trades | ? | ? | WW3806 | Synopsis: System: |
License To... | ? | ? | WW4014 | Synopsis: System: |
Lightning Calculator | ? | Mental | WW4600 | Synopsis: System: -2 difficulty to all rolls associated with computers or gambling. You can also calculate the odds of an event happening or not happening. |
Light Sleeper | 2 | Mental | WW2300
WW4600 |
Synopsis: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day. Book Ref: Vampire The Masquerade (Revised Edition), pg.#299 |
Medium | 2 | Supernatural | WW2300 WW4600 |
Synopsis: You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price. Book Ref: Vampire The Masquerade (Revised Edition), pg.#300 |
Natural Leader | 1 | Social | WW2300 | Synopsis: You are gifted with a certain magnetism to which others naturally defer. System: You receive two extra dice when making Leadership rolls. |
Natural Linguist | 2 | Mental | WW2300 | Synopsis: You have a flair for languages. System: You may add three dice to any dice pool involving written or spoken languages. |
Time Sense | 1 | Mental | WW2300 WW4600 |
Synopsis: You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. Book Ref: Vampire The Masquerade (Revised Edition), pg.#299 |
Supernatural
Merit | Cost | Type | Source | Details |
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Beast Affinity | ? | ? | WW4801 | Synopsis: System: |
Celestial Guidance | 1 | Supernatural | WW3110 | Synopsis: You are at home in the Aetherial Realm and can intuit the direction you need to go by a simple act of concentration. Even if an Umbral event throws you off course, you can eventually find your way back to familiar territory. System: If you concentrate on your destination and make a successful Willpower roll (difficulty 6), you can sense the nearest appropriate "step" towards your destination, whether a moon path, anchorhead or even the realm of a potential guide. |
Celestial Sensitivity | 2 | Supernatural | WW3110 | Synopsis: You are attuned to the Aetherial Realm, a condition which allows you to feel when something isn't right around you. This makes it easy for you to avoid being in the wrong place at the wrong time. System: The Storyteller determines when you receive warning, and whether or not you can determine whether the sense of wrongness comes from some sort of astrological phenomenon, celestial event ir disturbance of the local spirits. |
Darksight (merit) | 2 | Vampire | WW20007 | Synopsis: At will, you may invert the meaning of light and dark to your eyes. System: This requires a turn of concentration and a successful perception + alertness vs 7 . With Darksight active, you may view pitch-black darkness as though it were brightly and uniformly lit, while torches cast a radiance that obscures perception in the manner that darkness interferes with normal senses. The significance of colors likewise inverts, lending a surreal hue to the world without interfering with your ability to separate hues. All penalties for partial darkness instead apply to weak illumination, and absolute emptiness of sunlight and similarly bright radiance blinds you (and burns you, in the case of sunlight). |
Destiny (merit) | 4 | 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 you overcome fear, depression and discouragement caused by anything not relevant to your destiny. until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. Notes: How this is played is up to the Storyteller. |
Friend Of The Underground | 3 | Social | WW2302 | Synopsis: While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes, and other subterranean passages of your hometown. The local Nosferatu (and any other creatures dwelling down in the muck) may not actually like you, but they’re not inclined to kill you on sight when they see you in their territory. System: You are at -1 difficulty on any rolls involving the subterranean world (sneaking from place to place underground, finding routes into sub-basements, and so on). |
Increased Pain Threshold | ? | ? | WW2380 WW7050 |
Synopsis: System: |
Kinain | ? | ? | WW4600 | Synopsis: System: |
Kinfolk (merit) | ? | ? | WW4600 | Synopsis: You are related (Biologically) to a shifter tribe of some type. System: ? |
Natural Channel | ? | ? | WW3806 WW4600 |
Synopsis: System: |
Oracular Ability | 3 | Supernatural | WW2300
WW4600 |
Synopsis: You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present. System: When the Storyteller feels that you are in position to see an omen, you will be required to make a Perception + Occult 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 again relative to the complexity of the omen. |
Past Life (merit) | ? | ? | WW3108 WW6007 |
Synopsis: System: |
Perfect Balance | ? | ? | WW3806 | Synopsis: System: |
Prophetic Ability | 4 | Supernatural | WW2020 WW4010 |
Synopsis: God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warnings or advice. You can not request or induce a prophetic vision; they come on their own. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the Storyteller. This Merit should provide dramatic moments, and players should not come to rely upon them for plot resolution. Book Ref: The Inquisition, pg.#58 |
Reputation | 2 | Social | WW2206 WW3108 |
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. System: Add three dice to all Dice Pools for social dealings with the city's Kindred. |
Sex Appeal | 3 | Social | WW3082 WW7053 |
Synopsis: You may not be the most attractive creature around, but in human form you're pretty desirable, whether it's grace, charm, or pheromones. You might not even be a given person's "type", but most folks still find being around you a highly pleasant experience. As a result, the opposite sex is putty in your hands. System: All Social rolls dealing with people who are attracted to your gender are at a -2 difficulty. |
Spirit Sight | 4 | Supernatural | WW???? | 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 beings 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! System: |
True Faith | 7 | Supernatural | WW2205 WW2300 |
Synopsis: You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. System: You begin the game with one point of True Faith (see p. 272); this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Hunaity is recovered. individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller. |
True Love | 4 | Supernatural | WW2300 WW3108 |
Synopsis: You have discovered, perhaps too late, a true love. He or she is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you the strength to persevere. System: This Merit grants you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift but also a hindrance, for your true love may require protection and occasionally rescue. |
Unbondable | 3 | Vampire | WW2021 WW2300 |
Synopsis: You cannot be Blood Bound to a vampire, no matter how often you drink from his veins. This Merit is obviously very useful for one whose powers depend on vitae, and its cost is accordingly high for ghoul characters. Book Ref: Ghouls Fatal Addiction, pg.#84 |
Shifter
Merit | Cost | Type | Source | Details |
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Adaptable Nature | 2 | Shifter | WW3110 | Synopsis: (Shantar) You accept change easily and adapt quickly to unfamiliar situations or alien circumstances. The most bizarre Umbral landscapes do not phase you, nor does it bother you to make sudden changes in plans or battle tactics. System: You can avoid any penalties associated with exposure to alien environments or drastic changes. |
Alcohol Tolerance | 1 | Get of Fenris | WW3855 | Synopsis: The Fianna pride themselves on their brewing, but the Get are still able to show the Fianna a thing or two about drinking. System: With a successful Stamina roll (difficulty 7), a Garou with this Merit can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a drunken fighter. This Merit works against all natural intoxicants, though not against poisons. Naturally, a werewolf with this level of tolerance has a much more difficult time getting drunk, which may spoil her fun a bit. |
Auspicious Birth | ? | ? | WW3063 | Synopsis: System: |
Bad Taste | ? | ? | WW3108 | Synopsis: Your flesh produces a natural toxin. System: Anything that tries to bite you must spend 1 Willpower or spend the rest of the scene retching. |
Battle Prowess | 3 | Shifter | WW3110 | Synopsis: (Nerigal) Combat with weapons comes naturally to you. Swords, knives, klaives, quarterstaves and various other implements of hand-to-hand warfare seem almost second nature. System: You enjoy an extra die on all Melee dice pools. Your expertise in hitting, however, does not extend to causing more damage; you roll the standard amount of dice for damage. |
Bird-spirit Companion | 1 | Mokole | WW3081 | Synopsis: A particular Bird-spirit has taken a liking to you, and will sometimes materialize after you have fed (in Suchid or Archid form) to pick your teeth. System: It may bring you news, rumors, hints or the like, but these tidbits of information aren't guaranteed to be reliable at all. |
Birdseye aka Bird's Eye |
4 | Corax | WW3077 | Synopsis: A Corax with this Merit has the knack for automatically picking the right target to follow out of a crowd. System: Even if there are 60 Garou at a moot, a Corax with this Merit has merely to make a successful Wits+Awareness roll (difficulty 7) to pick out the proper (read: most interesting; this can be translated as "most important to the ongoing plot") target to follow. A botch on this roll sends the Corax in the entirely wrong direction, which can also have interesting consequences. |
Bite Of The Monitor | 1-5 | Mokole | WW3081 | Synopsis: This merit is common among Mokole of the Ora varna. It makes the Mokole's bite more dangerous. System: Any bite inflicted by the Mokole can be healed as usual as the aggrivated damage it usually is. However, after time the wound reopens. When this happens, the victim loses the same number of health levels they lost with the innitial bite after soaking. The frequency in which the bite reopens depends on the strength of this merit: |
Born Leader | 1 | Shifter | WW3110 | Synopsis: (Zarok) Others respond to your inherant authority and tend to follow your orders or suggestions. Even if you do not hold a position of leadership, those around you tend to treat you as if you did. System: You make all rolls involving the Leadership Talent at -1 to your difficulty. |
Caern Child | 5 | Black Fury | WW3851 | Synopsis: A Garou with the Merit: Caern Child was born during a Rite of Bearing the Caern. This birth alone is considered to be a very strong positive omen; the character receives +1 die on all Social rolls when dealing with Garou of her home sept. Additionally, the totem spirits of the caern to which the character was born pay special attention to her; she receives 1 point in the Totem background for free, so long as her pack's totem is one of the sept's totem spirits.
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Cagebound | ? | ? | WW3080 | Synopsis: System: |
Caged Folk | ? | ? | WW3080 | Synopsis: System: |
Camp Affinity | 2 | Black Fury | WW3851 | Synopsis:Camp Affinity indicates that a particular camp of Black Furies has a particular fondness toward you. Perhaps you did them a great favor, or perhaps they are trying to sway you to join their group. System: Regardless, you have a -1 difficulty on Social rolls when interacting with that camp. You should not be a member of this camp when you first take this merit, although you can shift into that camp during play as the chronical permits. |
Crawlerling Alteration | 4 | Ananasi | WW3082 | Synopsis: You can choose not only the size of the Crawlerlings you break into, but also the breed of spider you become. As long as you have consumed at least a few of the spiders in question, you can become any type of spider you so desire, or as many breeds as you so desire for that matter.
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Distant Sire | 1 | Children of Gaia | WW3853 | Synopsis: The Children of Gaia adopt so many pups that some Children maintain family ties with Garou parents in other tribes, System: This Merit simply means that you know of a parent who is Garou (not Kin) in another tribe. (Male Children may claim sire-right among the Black Furies). The tribe needs to be specified and the Storyteller needs to give permission for you to choose he tribe that you specify. In some cases, he may refuse. The Storyteller will create your parent, but will not reveal everything about them to you. In general, this Merit functions as a dot in Allies within another tribe, although it will also tend to spawn its own subplots. |
Double Draught | 2 | Corax | WW3077 | Synopsis: Most Corax can only drink from one of any given dead man's eyes. You have the unique knack of drinking from both, allowing you to see details more mainstream Corax might miss. You get the best and the worst of the corpse's death, and can integrate the two to form a coherant picture, rather than being forced to rely on one viewpoint or the other. Book Ref: Corax, pg.#74 |
Early Maturation | 3 | Gurahl | WW3079 | Synopsis: Circumstances occuring before your First Change have caused you to emerge as an Auspice other than Arcas. Perhaps your transformation came late in life, striking you after you had attained fill adulthood. Maybe your early years contained so much strife or upheavals that your change catapulted you directly into another Auspice, skipping the "playful" stage of your development as a Gurahl. System: Whatever the details, your character begins as either an Uzmati, a Kojubat, a Kieh, or a Rishi. This Merit differs from the Merit: Rip Van Winkle since the Gurahl character is not one of the newly awakened old ones but is, in fact, a recent addition to the ranks of werebears. In addition, the character must choose her beginning Auspice Gift from the auspice she begins play with. (For example, a beginning Kojubat Gurahl with the Merit: Early Maturation must start play with a Level 1 Kojubat Auspice gift rather than Level 1 Gifts available to Arcas or Uzmati.) |
Eidetic Memory | 4 | Mokole | WW3081 | Synopsis: You forget nothing and can "photograph" scenes and texts into your memory with the appropriate effort. This Merit costs a lot more for Mokole than for any other creature, for obvious reasons. Once any fact or scene has been recalled through Mnesis, the Mokole can call it to mind again, although every single detail of an ancestor's life isn't available to him unless the ancestor also had eidetic memory. System: The player may ask the Storyteller for any fact or event that his character witnessed. The merit makes learning anything memory-related cost half the usual experience points (although things that have to be practiced are costly as usual). The merit also brings respect, as other Mokole appeal to the character to settle disputes and the like. |
Eyes of Eshtara | 4 | Stargazer | WW3110 | Synopsis: (Eshtarra) You can use your Kalindo Skill to heighten your senses to their maximum, allowing you to feel, smell, and hear where things and people are. If blinded or placed in a situation where you cannot see, you can use this ability to substitute for your lack of sight. Information comes to you in a manner similar to a bat's sonar. System: In order to take this merit, you must have at least one level of Kalindo. This Merit negates penalties caused by blindness or darkness. You cannot take this Merit if you have the Blind flaw. |
Fair Glabro | ? | ? | WW3806 | Synopsis: System: |
Family Support | ? | ? | WW3806 | Synopsis: System: |
Feral Appearance | 1 | Social | WW3074 | Synopsis: There's something about you that drives woofs wild (the good kind of wild, that they like you. Not the kind involving them wanting to rip your head clean off ... necessarily). System: +1 to rolls to Appearance when dealing with homid Garou, and you are considered having an extra dot of Charisma among lupus Garou. |
Fetish (merit) | ? | ? | WW3074 | Synopsis: System: |
Fin Blades | 3 | Rokea | WW3083 | Synopsis: In Standing Jaws form, the fins on your arms, legs, and back are just as sharp as your talons. System: You may attack with these blades for Strength +1 aggravated damage. |
Friend Of Sorcery | 5 | Shifter | WW3110 | Synopsis: (Hakahe) Magic fascinates you in all its forms. System: You make all Gift related or Knowledge related Occult rolls at -1 to your difficulty. In addition, you grasp the principles of Theurge Gifts more easily. Even if your Auspice is something other than Theurge, you can learn the Gifts of the Crescent Moon at the same experience point cost as those of your own Auspice. If you are a Theurge, you spend one less experience point to aquire a new Theurge Gift (although you must still abide by the restrictions of your Rank). |
Gall | 2 | Social | WW3074 | Synopsis: You ain't afraid of nobody! You'll tell it like it is, beating down the man's doors and anybody else. You represent! System: +1 die to any social roll involving a display of backbone. |
Ghost Sight | ? | ? | WW3859 | Synopsis: System: |
Gift Of Seline | 5 | Bastet | WW3037 | Synopsis: The Moon Mother loves you, and has given you some special blessings when she's at full power. Therefore, you have special boosts or talents on nights when the Moon is full. These might include:
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Gnosis (merit) | ? | ? | WW3074 | Synopsis: System: |
Good Instincts | 3 | Shifter | WW3110 | Synopsis: (Rorg) You have an uncanny ability to intuit the best course of action in situations involving instinctive responses rather than logic or rational thought. This Merit makes you an ideal companion in the wilderness, where action takes precidence over thought. System: You make all rolls involving Primal Urge or Survival at -2 to your difficulty. |
Good Looking | 2 | Physical | WW3083 | Synopsis: Unlike most Rokea, who are (politely put) rough-looking in Homid form, you look completely human. This is a real plus if you hunt betweeners (or if you are one). System: The character's Appearance score may start out at whatever level the player chooses. |
Good Old Boy | ? | ? | WW3074 | Synopsis: System: |
Good Reputation | 5 | Ananasi | WW3082 | Synopsis: For whatever reason, the other Ovid in your area accept you as a kindred spirit; perhaps their spirit allies speak well of you. They may not like the Ananasi as a whole - and most of them don't - but they accept you as an equal. System: Your Rank among your own kind carries over to all other Ovid who follow the same aspect of the Triat as you. |
Graceful | 2 | Physical | WW3037 | Synopsis: You've got a natural flair, even among werecats. Your movements hypnotize and your words charm, harsh though they may be. It's almost impossible for you to look awkward, even when you screw up royally. Most people respect this talent, and even jealous folks have to at least admit you've got style. System: Reduce the difficulty of all Social rolls by 2 whenever there's a chance to make a really good impression. This doesn't apply to threats of brute force, although grace may be intimidating in its own way, and may offer a small bonus to Cleverness or Honor Renown. |
Gregarious | 2 | Get of Fenris | WW3855 | Synopsis: Although most Get of Fenris cannot purchase the Contacts Background, you are somewhat more outgoing than your tribemates, and have managed to make a few connections and acquaintances here and there. System: You have a small number of minor contacts, as described in the Werewolf rulebook; whenever you need to get in touch with one, you may roll three dice, difficulty 7, to locate the person you need. This Merit does not, however, provide any major contacts. |
Hidden Talent | 3 | Shifter | WW3110 | Synopsis: (Ruatma) You have a knack for keeping secrets and for concealing objects so that others have a difficult time locating them. This makes you a natural recipient for sensitive information. System: Others have a +2 to their difficulty for attempting to overhear your private conversations. If you hide an object, others suffer a +2 to their difficulty to locate it. |
Hivemind | 7 | Ananasi | WW3082 | Synopsis: You truly have a hive mind. Unlike most of the Ananasi, you do not need to choose leaders and drones when you break into the Crawlerling form. System: You retain your full conciousness while in this state, throughout all of your individual spiders. The only way to truly destroy you would be to obliterate every single spider that is a part of your form. If even one survives, you retain all of your memories. This isn't a perfect situation, however: Any spiders leaving your immediate area (a hundred foot radius) "revert" back into regular spiders, and no longer keep your memories. |
Homid Ancestor | 2 | Red Talon | WW3857 | Synopsis: Somewhere in the far-flung mists of the past, you have a human-born relative. Maybe a homid relative of yours bred with a wolf that was Kin to the Red Talons, perhaps a more recent relative was actually born to another tribe. Either way, you have a slightly better grip on human thought than most lupus. System: The character must have at least one dot in the Ancestors Background to purchase this Merit. Reduce the difficulty of rolls involving logic and abstract thinking by 1, and the difficulties of using Ancestors to access Abilities such as Crafts, Melee, Etiquette, and Politics likewise drop by one (Firearms and Computers are probably still off-limits). On the minus side, if word of your lineage gets out, you might lose some temporary Honor depending on what kind of sept you live in. |
Human Form | 3 | Ananasi | WW3082 | Synopsis: Unlike most Ananasi, you appear completely human when in Homid. System: There are no telltale signs that a part of your genetic makeup involves members of the arachnid species. You still have pedipalps, but they can hide away completely, not even showing up on dental x-rays. Your blood, if examined, appears complete human, with no trace of foreign antigens in it. Any medical test, no matter how rigorous, would still prove you "human". |
Immune To Wyrm Emanations | ? | ? | WW3108 | Synopsis: System: |
Inner Sight | 2 | Shifter | WW3110 | Synopsis: (Sokhta) The solution to puzzles and mysteries come to you with relative ease. You enjoy a good mystery and look forward to the oportunity to test your intuition against some of life's confusing situations. System: You gain two extra dice on all rolls involving Enigmas. |
Jupiter Midsky | 4 | Shifter | WW3110 | Synopsis: You absorb knowledge easily and enjoy a reputation as a scholar (though not as a teacher). You tend to possess a breadth of knowledge that makes others seek you out for counsel. System: You may add one die to your dice pool for any Knowledge Ability roll. |
Jupiter Rising | 7 | Shifter | WW3110 | Synopsis: Luck favors you with extraordinary good fortune. When you seem to need it the most, good luck falls in your path. This happens most often when you attempt to aid someone other than yourself, but you also enjoy the benefits of this aspect. System: If you wish to invoke the luck of your aspect, you must spend two Gnosis points and make a Gnosis roll, difficulty 9. The number of successes equals your total "luck points" for the scene. You may spend these points in several ways" |
Lack Of Scent | ? | ? | WW3806 | Synopsis: System: |
Large | 1 | Nuwisha | WW3076 | Synopsis: A Nuwisha with this Merit is substantially larger than most of her breed, and is easily mistaken for a Garou when in Manabozho form. System: This size increase gives no physical bonuses, but adds 1 die to all Social dice pools when dealing with Garou. |
Lilian Alteration | 6 | Ananasi | WW3081 | Synopsis: An Ananasi's Lilian form is determined unconciously; after the Metamorphosis, it seldom changes. However, you have a special talent for altering your Lilian form. You're better suited to face new terrain, as you can adjust your body to suit the territory - not only in how you can camouflage yourself against the land, but also in how you can maneuver over the landscape. There are also serious psychological advantages, as you can alteryourself to look more or less menacing, as necessary. You can even fabricate a seemingly completely human form from the waist up, making others believe you are defenseless, even when you are ready to destroy them.
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Long-distance Runner | ? | ? | WW3059 | Synopsis: System: |
Longevity | ? | ? | WW3108 | Synopsis: System: |
Luck of the Road | 2 | Shifter | WW3110 | Synopsis: (Meros) You enjoy traveling for its own sake and may take any opportunity to do so. The road also seems to have an affinity for you and you find most journies pleasurable experiences. System: You make any rolls involving travel related actions at a -2 difficulty - including finding places to stay along your route, locating convenient shortcuts and avoiding obstacles such as traffic tie ups (in urban areas) or rockslides and flooded rivers (in the wilderness). Your affinity extends to your companions as well, giving them a -1 to similar rolls when traveling with you. |
Manshape | 1 | Mokole | WW3081 | Synopsis: Your Archid form resembles that of humanity. You are essentially a "lizard person" - a human shape with a reptile head, roughly the size of a Crinos Garou. System: You will need to buy Bipedal and Grasping Hands for your Archid form to take this merit, but this merit allows you to use a greater variety of tools and fit in places you might not otherwise fit. |
Mars Midsky | 5 | Shifter | WW3110 | Synopsis: You have a reputation for your volatile temper and inspire awe in others for the destruction caused by your memorable frenzies. Most Garou consider this tendancy a Merit rather than a Flaw, since a healthy Berserk Frenzy can act as a powerful aid in battles against overwhelming odds. Furthermore, Garou tend to respect and fear warriors famous for their spectacular frenzies. Fianna Ahrouns particularly value this planetary aspect, since it calls to mind the deeds of many legendary Celtic and Fianna heroes. System: You never enter a Fox frenzy; instead, you follow the path of the Berserk. When in a state of frenzy, you receive +2 dice to any soak rolls and add +1 to your dice pool for any Strength related rolls. Ahroun receive three additional points of temporary Glory Renown due to a reputation as an all-out, no-holds-barred fighter. However, there is a downside; you frenzy with only two successes on a Rage roll, meaning that the Thrall of the Wyrm looms much closer to you than to others. |
Mars Rising | 6 | Shifter | WW3110 | Synopsis: The fire of battle runs through your veins and communicates itself through every aspect of your being. Your eyes gleam with the eagle's ferocity, while your posture demonstrates your constant readiness for combat. The Get of Fenris celebrate the birth of any tribe member born with Mars Rising - Particularly Ahroun, Galliard, or Philodox. System: You gain an extra die to your dice pool for any offensive combat action; you may add this bonus to either your attack or damage roll each turn. Thus bonus does not apply to defensive actions or to soak rolls. |
Mercury Midsky | 2 | Shifter | WW3110 | Synopsis: Teaching comes naturally to you; you draw on the vast experience and insights which evolve from Mercury's skill in communicating information. Occasionally, however, you find that your position as teacher interferes with other duties - such as fighting the Wyrm. You constantly juggle the two impulses. Philodox Garou consider this a favorable aspect, while Stargazers admire individuals with this aspect in their natal chart. System: This Merit affects other Garou in addition to the individual who possesses it. Any Garou who studies with you gains two extra experience points per story in which they spend at least one scene under your tutelage. (An MU translates this to a reduction in learning time instead.) Each time you agree to teach a student, you gain one point of temporary Honor Renown. In order to qualify, however, you must possess the Instruction Skill or possess at least four dots in the Ability or Attribute you wish to teach. Beginning Stargazer characters gain two extra points of temporary Wisdom renown if they possess this aspect. |
Mercury Rising | 3 | Shifter | WW3110 | Synopsis: You will travel far, both in the physical realm and in your far-ranging thoughts. Physical barriers, societal limitations and constraints of all kinds cannot restrain you when you desire to escape their bounds. Ragabash Garou find their natural tendencies blossom with this aspect, while Silent Striders view it as a particularly good portent. System: Garou who have Mercury Rising have a -1 to any difficulties that involves the Gauntlet, from stepping sideways to using Gifts that require overcoming the Gauntlet. |
Metamorph | ? | ? | WW3806 | Synopsis: System: |
Mitanu's Tongue | 2 | Shifter | WW3110 | Synopsis: (Mitanu) You have the ability to talk your way out of most things when dealing with reasoning creatures, including most spirits. System: You gain two extra dice on rolls involving Subterfuge (or related Secondary Abilities) when attempting to evade the issue, avoid blame or otherwise escape an awkward situation. |
Mixed-morph | ? | ? | WW3806 | Synopsis: System: |
Mnesis Of The Lost Ones | 1 | Mokole | WW3081 | Synopsis: You belong to a Mnesis lineage that, through crossbreeding, sharing of mates, or the Rite of Anamnesis being performed in the distant past, has some memories from an extinct Changing Breed, such as the Camazotz (werebats), the Khara (sabertoothed Bastet) or the Grondr (boar-skins). System: This Mnesis will be fragmented, imperfect and difficult for you to understand. The Storyteller will convey to you what this memory contains, although you will not be able to use it as easily as Mokole memories. |
Moon-bound | ? | ? | WW3806 | Synopsis: System: |
Mother's Insight | 4 | Shifter | WW3110 | Synopsis: (Tambiyah) You have the uncanny ability to see into the heart of a situation. System: You make all Wits related rolls (with the exception of initiative rolls) at -1 to your difficulty. Additionally, in situations where three or more successes are required, you need one less success to accomplish your task. You cannot botch Wits related rolls (again, excluding initiative rolls), although you can fail them. |
Notable Heritage | ? | ? | WW3860 | Synopsis: System: |
Noted Messenger | ? | ? | WW3059 | Synopsis: System: |
Organized | 1 | ? | WW3082 | Synopsis: All Ananasi are ordered and structured, but you take it to a new level. If someone needs to have a big bag of rice sorted by size and shape, you're the one to do it. Many of the organizational tasks that others would consider mind-numbingly boring come as second nature to you, and you can achieve them in half the time that it would take anyone else. You would make a perfect accountant or comptroller for a company, and they would gladly pay extra to have you on their staff.
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Perfect Protocol | ? | ? | WW3063 | Synopsis: System: |
Ratkin Buddies | 3 | Bone Gnawers | WW3852 | Synopsis: You poor bastard. Ratkin like you. For some reason, an entire pack of them has taken a personal interest in you. On a good day, they'll swarm into your life and solve one of your pesky little problems - sometimes by twisting it around into a completely different problem. On a really good day, they'll decide that one of your enemies is their enemy, too, making the poor fool's life a living hell (that is, worse than yours). And then there are the bad days, the ones where they show up unexpectedly asking for a place to crash, eat all your food, borrow some of your stuff, or generally raise hell where you live. You've learned to be really tolerant of them, becaue if you're not, they'll make your life a living hell, too. System: No more than one Garou in a pack can take this Merit. Ratkin have a chance of manifesting at a random time once every four sessions of game play. The Storyteller decides the precise moment the player must roll a die on this lifty little table:<br
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Recognize Garou | ? | ? | WW3074 | Synopsis: System: |
Resigned Spirit | 2 | Shifter | WW3110 | Synopsis: (Lu-Bat) You accept defeat and setbacks with a calmness uncommon in most Garou. Others find it difficult to provoke you to anger by taunts or insults and you do not get overly dissapointed when you fail. System: You gain a +2 to your difficulty to frenzy from trivial matters such as personal frustration or the goading of others. When a true occasion for frenzy presents itself - such as the sight of a place ravaged by Wyrm taint - your chance for frenzy is normal |
Rip Van Winkle | 3-6 | Gurahl | WW3079 | Synopsis: You woke up from a long slumber, and now the whole world is new to you. On the down side, you have lost many of your memories about who you were and what you knew. You know you are a Gurahl, and you remember some of the Gifts and rites you used to know, but the rest lies buried in the fog of time. On the up side, theres a strange and wonderful world outside just waiting for you to tackle it head on. It's like a second cubhood in many ways. Maybe this time, you can get it right (whatever "it" is).
System: "Beginning the game with this Merit allows the player to create a beginning Gurahl with an auspice other than Arcas. It also gives the new character a wider choice of beginning Auspice Gifts (though she is still limited in the number of Gifts she can begin play with). |
Second Sight | 2-6 | Fianna | WW3854 | Synopsis: Even a trace of faerie blood produces strange effects in mortals, and many Fianna have more than a trace. Those with the Sight have limited, uncontrolable clairvoyance and precognition, ranthing from an intuitive nudge to a view of a scene from the future. System: For 2 points, you may know who's calling before you pick up the phone, or feel a visitor is coming. Disorientating flashes of insight and sudden visions of the future and other places are hallmarks of the Sight at higher levels. For 6 points, visions are relatively detailed and lengthy. Visions may be of real events or metaphorical, but are usually maddeningly hard to unravel until the foretold event occurs. The Sight is unredictable and comes unbidden, in dream or waking, as a "gut feeling" or a blinding flash of insight. The Storyteller should use this for more good than ill, but players should by no means rely on the Sight as a sure-fire early warning system. Revealed futures may be dark, and, actions taken to prevent the occurrence usually end up precipitating the unwelcome event. People with very active Sight can be a grim, unhappy lot. |
Seldom Sleeps | 2 | Fianna | WW3854 | Synopsis: Like the Second Sight, this Merit is the product of a dab of magic in the blood. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days wont make the Fianna more than a little red-eyed. Such people find themselves pulling more than their share of guard duty. System: |
Shame | 2 | Bone Gnawer | WW3852 | Synopsis: Your distant Garou ancestors weren't Bone Gnawers. Somewhere along the way, one of your ancestors shamed himself in some way. As a result, his descendants were so infamous or reviled that only the Bone Gnawer tribe would take them in. His reputation preceeds you, as well.
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Silver Tolerance | ? | ? | WW3108 | Synopsis: System: |
Silver Tolerance | 7 | Supernatural | WW3081 | Synopsis: This is an extremely powerful Merit and is not to be taken lightly; there must be some explanation for your immunity, such as a pact or supernatural intervention. System: You can soak silver, although it still does aggravated damage to you, and you only lose half the usual amount of Gnosis for carrying silver items. This merit cannot under any circumstances be taken along with Gold Tolerance. |
Spirit Magnet | ? | ? | WW3806 | Synopsis: System: |
Step Sideways (merit) | 7 | Mokole | WW3081 | Synopsis: This merit is rare in the extreme and is dangerous to use, as it alerts Umbral beings who may be hostile to you. System: You can enter the Umbra without a Gift, just as the Garou do. You may step sideways as per the Werewolf rulebook. You should present the Storyteller with a convincing reason as to why you have this merit, and it remains wholly her discretion whether you are allowed to purchase it or not. |
Stigmata of the Wyrm | ? | ? | WW???? | Synopsis: System: |
Strong Claws | 4 | Corax | WW3077 | Synopsis: Birds' claws contract automatically when they sleep, allowing them to keep a grip all night long on whatever perch they've achieved. You can apply that sort of grip whenever you want, making it nigh-impossible to pull something from your grasp if you really want to hang on to it. System: If you decide that you absolutely need to keep something in your grasp, you get an extra 3 dice of Strength to use if anyone tries to take the item away from you. This Gift can also be used when hanging onto window ledges, cliffs, tree branches, and so on for dear life, or when trying to haul dangling victims back to safety from such perilous locales. |
Struggling | 1 | Bone Gnawers | WW3852 | Synopsis: By hard work and diligence, you've gotten yourself off the streets. You can raise just enough money for legitimate home, regular (but cheap) food, even a few basic amenities. However, all of your resources are tied up in maintaining this home, and you have to struggle to keep it. As a Bone Gnawer, you cant have points in the Resources Background. Thus, mustering more than a few dollars of disposable income is difficult for you - in seems like you're always paying off debts and bills. You do, however, have a way to score some extra cash once in a while. Struggling may be tough, but it's a damn sight better than living on the streets.
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Supernatural Companion | 4 | Mokole | WW3081 | Synopsis: You have a friend and ally who happens to be some kind of supernatural creature: another shapeshifter, a mage, or perhaps a changeling. Your clutch does not know about this person, and might be upset if they found out about your friendship. If the ally is Garou, they will be extremely angry. The Storyteller will create this ally, but will not reveal all the details to you. System: |
Supernatural Companion | ? | ? | WW3108 | Synopsis: System: |
Supporter | 2 | Children of Gaia | WW3853 | Synopsis: You inspire all around you to greater efforts. (You must roleplay this, of course.) Whether by speaking, writing or leading by example, you give anyone who works with you a reason to go on and hope of success. System: You have a -2 difficulty to Social rolls and you give any group effort a +1 to its total dice pool. |
Swim Sideways | 6 | Rokea | WW3083 | Synopsis: Unlike most Rokea, who cannot enter the Umbra without a Gift or aid from Sea, you can do so at will. System: The character can reach the Umbra, in the sea or on land, in the same way as a Garou. |
Temperature Control | 2 | Mokole | WW3081 | Synopsis: You can control your body temperature. System: You will never suffer from fever, heat exhaustion, heatstroke or hypothermia, save in the most extreme conditions. In addition, if you concentrate intensely enough, you can avoid being spotted by heat sensors. Your body temperature cannot usually go over 110 degrees or under 65 degrees Fahrenheit, however. |
Terrible Footsteps | 1 | Mokole | WW3081 | Synopsis: When shapeshifting, the Mokole can invoke this merit by spending one Gnosis. The ground trembles, the trees sway and the birds and animals fee. This is not connected to Delirium and the Veil, but is a function of Mnesis. The Mokole is remembering the mighty tred of the Kings.
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The Fire Within | 2 | Shifter | WW3110 | Synopsis: (Katanka-Sonnak) The fires of Katanka-Sonnak warm you from within, making you extra resilient against cold weather or damage caused by the cold. System: You gain two dice to Survival or other rolls involving cold weather hazards, such as swimming to shore in an icy river or digging your way out of an avalanche. You also take one less die of damage from frostbite or other cold related hazards. |
Thunder's Child | ? | ? | WW3858 | Synopsis: System: |
Tranquil Soul | ? | ? | WW3861 | Synopsis: System: |
Umbral Affinity | 2 - 3 | Nuwisha | WW3076 | Synopsis: Nuwisha with this Merit have a strong connection to the Umbra. System: All difficulties for passing through the Gauntlet are reduced by 2, to a minimum of 3. With the 3 point Merit, the Nuwisha does not need to stare into a reflection of any sort in order to enter the Umbra. |
Umbral Affinity | 3 | Gurahl | WW3079 | Synopsis: Unlike most Gurahl, you do not have to physically rend the Gauntlet to enter the Umbra. Like the Garou, you are able to step sideways without having to rely on the use of a rite. System: You need only concentrate on a reflective surface in order to pass through the Gauntlet. |
Unusually Fertile | 1 | Black Fury | WW3851 | Synopsis: The character with this merit is far more likely to become a parent than another Garou is. While Garou are not substantially less fertile than humans are, a Garou with Unusually Fertile is twice as likely as an average human to either become pregnant or cause a pregnancy after a single unprotected sexual encounter. The children of a character with this Merit are no more likely to be Garou than are the children of another character not so blessed. The specific effects of the Merit are best left to the Storyteller and player involved, especially if the character is female. For obvious reasons, Metis may not take this Merit System: |
Veiled To Garou | 7 | Mokole | WW3081 | Synopsis: ): This is an extremely powerful merit, available only to Mokole. The Mokole and the Kings hunted and slew the Garou and their mammalian ancestors for ages. There are a few Mokole who retain that ancient aura of mind-shattering terror. System: The Mokole with this advantage causes the Delirium in Garou, although not in other Awakened creatures. Garou react as per the Delirium chart according to their Willpower or Rage, whichever is higher. Garou, too, can make a Wits + Occult roll to move up the chart at the Storytellers option. |
Venerable | 2 | Rokea | WW3083 | Synopsis: You've been swimming the seas for a long time. You haven't garnered any Renown because you haven't really done much, but for whatever reason, you've decided to take a more active role in Rokea society. System: You may begin play with dots in Linguistics, Occult, Seafaring, Etiquette, or Politics (no more than 2 dots in any of these Abilities, and probably not all five). While you begin with the same amount of Renown as other Rokea, your age gives you some respect (-1 Social difficulties with younger Rokea) |
Venomous | 3 | Ananasi | WW3082 | Synopsis: Unlike most of your brethren, you retain your venom sacs even when in the Homid form. System: In this form, you can still use any Gifts involving venom that could normally only be used in Pithus or Lilian. This Merit cannot be taken with the Human Form Merit. |
Venus Midsky | 3 | Shifter | WW3110 | Synopsis: This aspect increases your ability to act as an intermediary or mediator between opposing factions. You possess a soothing voice and calming nature and can often stop hostilities from erupting. People enjoy listening to you and, therefore, tend to listen harder to what you say. System: When acting as a mediator, you gain 3 extra Willpower points for the duration of that scene. However, this aspect also places a limit on your Rage. You cannot spend Rage points while in the process of mediation; furthermore, it requires five successes on a Rage roll for you to frenzy when acting as a intermediary. Each time you successfully mediate a situation that could otherwise have become violent or hostile, you receive 3 temporary points of Wisdom renown. |
Venus Rising | 4 | Shifter | WW3110 | Synopsis: You possess an unmistakable charisma that makes you a natural leader, inspiring others to follow you out of love and admiration rather than from fear and intimidation. Lovers come into your life with regularity and friends seek you out. The Children of Gaia treasure this Aspect, seeing it as a means for bringing about their goal of universal harmony and peaceful coexistence. System: Social rolls that involve charisma gain an extra die. |
Winter Garou | 4 | Red Talon | WW3857 | Synopsis: You have been chosen as one of the Winter Garou. Unless you are a member of an all-Red Talon pack, you are probably a spy and instigator for your tribe, and are acting under orders from a superior. System: In game terms, you effectively have Mentor 3, and can expect favors from your tribe (including having the Rite of False Justice performed for you if necessary). You may also learn Winter Pack Gifts, and receive extra Renown from your tribe for your efforts. |
Wolf Sight | ? | ? | WW3806 | Synopsis: System: |
Vampire
Merit | Cost | Type | Source | Details |
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Addictive Blood | ? | Physical | WW2360 | Synopsis: System: |
Additional Discipline | 5 | Supernatural | WW2302 | Synopsis: You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline. All costs to learn that Discipline are paid out as if it were native to your Clan. A character cannot take this Merit more than once. System: |
Alternate Identity | 3 | Social | WW2302 | Synopsis: In addition to your normal identity, you've taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, your sire, Allies, Contacts, etc, don't know that you maintain this second identity, and treat this "stranger" accordingly. Book Ref: Guide to the Camarilla, pg.#76 |
Apostate | ? | ? | WW2817 | Synopsis: System: |
Attuned Taste | ? | ? | WW2357 | Synopsis: System: |
Benevolent Blood | ? | ? | WW2353 | Synopsis: System: |
Benevolent Domitor | 3 | Ghoul | WW2021 | Synopsis: For whatever reason, your domitor is actually rather fond of you. Perhaps your service has been exemplary, or perhaps you simply remind him of someone in his past - given the alien nature of the vampire mind, you may never know for sure. Your domitor treats you with some measure of compassion and does not casually endanger your life. Of course, he still expects you to give your life for his if need be, but until that night, the two of you are something akin to friends. Notes: You must purchase the Domitor Background to buy this Merit. |
Blush of Health | 2 | Physical | WW2300 | Synopsis: You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. System: You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. |
Boon | 1-6 | Social | WW2302 | Synopsis: Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the Prince herself; it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to “settle” it early — even going so far as to create situations from which he must “rescue” you and thus clear the slate. System: Consult Staff regarding Boon system, read book for more information. |
Broken Bond | 4 | Social | WW2302 | Synopsis: You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again. Notes: Sabbat vampires cannot take this Merit. |
Bruiser | 1 | Physical | WW2302 | Synopsis: Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace, to the point where people cross the street to avoid passing near you. System: All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty. |
Bullyboy | 2 | Social | WW2302 | Synopsis: You’re part of the brute squad the local Sheriff or Bishop calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law. How far outside the law you can go depends on circumstance and how much the vampire you report to likes you. Book Ref: Guide to the Camarilla, pg.#75 |
Clan Friendship | 4 | Social | WW2302 | Synopsis: One particular Clan (not your own) has a special liking for you. You might have done the Clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their aims. System: Whatever the case, you’re at -2 difficulty on all friendly Social rolls involving members of the Clan in question. Of course, the reaction your cozy relationship with another Clan is likely to draw from your own Clan leaders is an entirely different can of worms. |
Compassionate | ? | ? | WW2351 | Synopsis: System: |
Controllable Night Sight | 2 | Physical | WW2362 | Synopsis: You can see in the darkness as if it were light -- which then turns light into darkness. System: Spend a turn, you can see perfectly in the dark. Any source of light, however, is treated as vision imparing darkness. |
Deceptive Aura | 1 | Supernatural | WW2302 | Synopsis: Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura. Book Ref: Guide to the Camarilla, pg.#79 |
Discipline Prodigy | 5 | Vampire | WW20006 WW20007 |
Synopsis: You are especially skilled in the use of one of your clan Disciplines. The difficulty to use any level of this Discipline is reduced by one, although this Merit can never reduce the difficulty of any roll below 4. System: Characters may only purchase this Merit once and gain no benefit when using Discipline techniques. |
Disembodied Mentor | ? | ? | WW2353 | Synopsis: System: |
Early Riser | 1 | Physical | WW2303 | Synopsis: No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires, tending to rise at least one hour before everyone else. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn. While other vampires may still be groggy, you tend to be awake and aware. Notes: This Merit cannot take the Deep Sleeper Flaw. |
Eat Food | 1 | Physical | WW2300 | Synopsis: You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in maintaining the Masquerade. Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up. Book Ref: Vampire: The Masquerade, pg.#296 |
Efficient Digestion | 3 | Physical | WW2300 | Synopsis: You are able to draw more than the usual amount of nourishment from blood. System: When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum. |
Embraced Without the Cup | 3 | Vampire | WW2357 | Synopsis: Almost all Tremere are given a cup of blood, transubstantiated with the blood of the council of seven, who rule the entire clan -- but not you! System: You are not one step bound to the will of the council. |
Eternal Cherry Blossoms | ? | ? | WW2905 | Synopsis: System: |
Faerie Affinity | 2 | Supernatural | WW2206 | Synopsis: Your presence does not frighten faeries; indeed, it attracts them, and you a re 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. Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#8 |
Faint Reflection | 2 | Supernatural | WW2062 | Synopsis: Some Lasombra have somehow mastered the art of actually producing a Faint Reflection. Those with this talent can actually appear in mirrors, albeit in extremely pale, ghostly guises. Objects moving behind a Lasombra casting a faint reflection will be clearly seen through her form. However, often even a faint reflection is enough to allay the suspicions of kine or Camarilla. Book Ref: Clanbook Lasombra (1st Edition), pg.#33 |
False Reflection | ? | ? | WW2354 | Synopsis: System: |
Family Allegiance | 2 | Ravnos | WW2064 | Synopsis: Through your travels, you have gained the favor of a mortal Gypsy family. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city. System: All difficulty numbers involving social interaction with the family in question are reduced by two. So long as you do not abuse your trust (such as using family members as steady sources of blood), the family will not turn away from you. |
Former Ghoul | 1 | Social | WW2302 | Synopsis: You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. System: You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a -1 difficulty on all rolls relating to vampiric knowledge. |
Foul Blood | ? | ? | WW2354 | Synopsis: System: |
Gaping Maw | ? | ? | WW2354 | Synopsis: System: |
Harmless | 1 | Social | WW2302 | Synopsis: Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what’s kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result. Book Ref: Guide to the Camarilla, pg. #75 |
Haven Affinity | ? | ? | WW2361 | Synopsis: System: |
Healing Touch | 1 | Supernatural | WW2302 | Synopsis: Normally vampires can only seal the wounds they inflict from feeding by licking them. With but a touch, you can achieve the same effect, closing the puncture wounds left by drinking blood. Book Ref: Guide to the Camarilla, pg.#79 |
Hidden Diablerie | 3 | Supernatural | WW2302 | Synopsis: The tell-tale black streaks of diablerie do not manifest in your aura. System: |
Immaculate Aura | ? | ? | WW2353 | Synopsis: System: |
Inoffensive To Animals | 1 | Supernatural | WW2302 | Synopsis: With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don’t actively flee from you. Book Ref: Guide to the Camarilla, pg.#79 |
Lizard Limbs | ? | ? | WW2354 | Synopsis: System: |
Long Fingers | ? | ? | WW2354 | Synopsis: System: |
Magic Resistance | 2 | Supernatural | WW2300 | Synopsis: You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. Notes: You may never learn magical Discipline of Thaumaturgy. |
Mark Of Pure Blood | 2 | Vampire | WW20007 | Synopsis: You have a physical mark that emerged during your Embrace, akin to a birthmark. This mark is part of your lineage and helps establish credibility as an heir to power and reputation of your sire's line. System: Players should work with the Storyteller to define the mark, whether it is a particular tint of the eyes, an actual discoloration of skin or something more exotic. All such marks are within the bounds of natural possibility and/or easily concealed, ensuring that mortals do not automatically suspect your undead nature. While this merit has no system per se, you are more difficult to impersonate and your mark may carry status with vampires who know its significance. |
Misplaced Heart | 2 | Physical | WW2206 | Synopsis: Your heart has 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). Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#11 |
Mole | 3 | Social | WW2302 | Synopsis: You have an informer buried in the Sabbat (or, less likely, one of the independent clans or the Anarch Free States) who funnels you all sorts of information as to what her peers are up to. What you do with the information is up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too… Book Ref: Guide to the Camarilla, pg.#76 |
Occult Library | 2 | 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. Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#8 |
Old Pal | 2 | Social | WW2302 | Synopsis: An acquaintance from your breathing days was Embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. She expects the same of you, which isn’t always convenient, but at least you each have someone to hang onto who remembers the good old nights — and days. The Storyteller should play the Old Pal as a very loyal Ally. Book Ref: Guide to the Camarilla, pg.#75 |
Open Road | 2 | Social | WW2302 | Synopsis: Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers, and the like. Book Ref: Guide to the Camarilla, pg.#76 |
Oversized Fangs | ? | ? | WW2354 | Synopsis: System: |
Pain Tolerance | ? | ? | WW2361 | Synopsis: System: |
Pale Aura | 1 | Ghoul | WW2021 | Synopsis: Due to some quirk of fate or your reaction to the Blood, your aura is naturally pale. Vampires reading your aura via Auspex assume you to be Kindred unless they have strong reason to suspect otherwise. This Merit can be of great use if you wish to impersonate a vampire, but can also cause some very dangerous misunderstandings. Book Ref: Ghouls Fatal Addiction, pg.#83 |
Paragon (merit) | ? | ? | WW2358 | Synopsis: System: |
Patagia (merit) | ? | ? | WW2354 | Synopsis: System: |
Pelagic Harmony | ? | ? | WW2362 | Synopsis: System: |
Piscine | ? | ? | WW2354 | Synopsis: System: |
Powerful Gaze | 1 | Vampire | WW20031 | Synopsis: You have a quality that makes your gaze forceful and menacing. Those who meet your eyes must look away, or else are captured, almost entranced, by your gaze. System: You gain a -2 to the difficulties of all Social rolls where you are able to make an maintain eye contact with the person you are dealing with. This means being at fairly close quarters (a few yards or less), and it only affects one person at a time. |
Precocious | 3 | Mental | WW2302 | Synopsis: You learn quickly. System: The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost. |
Prestigious Sire | 1 | Social | WW2300 | Synopsis: Your sire has or had great status in her Sect or Clan, and this has accorded you a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with other vampires, or it might engender jealousy or contempt. Notes: On City of Hope, this gives you +1 to your status. |
Priscine | ? | ? | WW2354 | Synopsis: System: |
Projectile Vomiting | ? | ? | WW2354 | Synopsis: System: |
Promethean Clay | 5 | Vampire | WW20007 | Synopsis: Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. The difficulty to use any Vicissitude power on you is 2 less than normal, and you may activate Vicissitude powers relexively at your full dice pool wile taking other actions. Powers the require multiple turns to activate still require the usual duration - the change simply occurs without conscious direction. As a final benefit, you need no physical scupting to use hte first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape. Notes: Only characters with at least one dot of Vicissitude may purchase this Merit. |
Protege | 1 | Social | WW2302 | Synopsis: Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire’s recommendation. System: You are at -1 difficulty on Social rolls with all those who’ve heard good things about you. |
Proxy Kissed | ? | ? | WW2363 | Synopsis: System: |
Pure Blood | 5 | Vampire | WW20007 | Synopsis: The curse of Caine runs strongly in your veins. System: You may spend one more blood point per turn than your generation should permit. You look especially pale and drawn under Soulsight and yet oddly flushed with abundance health. |
Rep | 1 | Social | WW2302 | Synopsis: Your fame has exceeded the bounds of your Sect. Everyone knows who you are, what you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter. Book Ref: Guide to the Camarilla, pg.#75 |
Reptile Buddy | ? | ? | WW2354 | Synopsis: System: |
Revenant Disciplines | ? | ? | WW2361 | Synopsis: System: |
Rising Star | 3 | Social | WW2302 | Synopsis: You’re one of the up-and-comers in the city, a rising star in the Camarilla's firmament. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. System: You are at -1 difficulty on all Social rolls against any Camarilla vampires who aren’t actively opposing your ascent. |
Rugged Bad Looks | ? | ? | WW2354 | Synopsis: System: |
Sabbat Survivor | 1 | Social | WW2302 | Synopsis: You’ve lived through at least one Sabbat attack or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. System: You are at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit is generally taken by groups in conflict with the Sabbat, and comes into play most frequently as a means of avoiding ambushes. |
Sanctity | 2 | Social | WW2303 | Synopsis: This Merit is sometimes called the halo effect; everyone considers you pure and innocent, though not necessarily naïve. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At the Storyteller’s discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most. Book Ref: Guide to the Sabbat, pg.#95 |
Sanguine Incongruity | ? | ? | WW2363 | Synopsis: System: |
Scholar Of Enemies | 2 | Social | WW2302 | Synopsis: You have taken the time to learn about and specialize in one particular enemy of your Sect. You are aware of at least some of the group’s customs, strategies, abilities, and long-term goals, and can put that knowledge to good use. System: This Merit is worth a -2 difficulty for all non-combat rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you’re so thoroughly focused on your field. |
Scholar Of Others | 2 | Social | WW2302 | Synopsis: This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to your Sect. System: |
Silence (merit) | 1 | Supernatural | WW2055 | Synopsis: You have an unusual ability to move quietly that goes far beyond the norm. 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 are moving, there is no way to hear you. |
Sleep Unseen | ? | ? | WW2354 | Synopsis: System: |
Slimy | ? | ? | WW2354 | Synopsis: System: |
Special Gift | ? | ? | WW2800 | Synopsis: System: |
Spirit Mentor | 3 | Supernatural | WW2300 | Synopsis: You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance. Book Ref: Vampire The Masquerade (Revised Edition), pg.#300 |
Strength of Shadows | 4 | Vampire | WW2062 | Synopsis:Permits Lasombra to strengthen the shadows they call so that even daylight. System: The Strengthened shadows dissipate after four hours in the sun |
Swarm Attractor | ? | ? | WW2354 | Synopsis: System: |
Sweet Blood | 1 | Vampire | WW20007 | Synopsis: Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt of metallic tang. As such, you may hide your blood in the chalice or feed ghouls without betraying the true nature of their draught. Book Ref: Players Guide to High Clans, pg.#207 |
Sympathetic Bond | ? | ? | WW2353 | Synopsis: System: |
Tough Hide | ? | ? | WW2354 | Synopsis: System: |
Useful Knowledge | 1 | Mental | WW2302 | Synopsis: You have expertise in a specific field that makes your conversation intriguing to an older Kindred. So long as your knowledge holds the other vampire’s attention, he has a vested interest in keeping you around. Then again, once he’s pumped you for every iota of information you possess, that patronage may suddenly vanish. (Note: This Merit should be played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.) Book Ref: Guide to the Camarilla, pg.#74 |
Virulent Strike | 7 | Ghoul | WW2021 | Synopsis: Through strange Thaumaturgical sorcery, unknown rituals or even an odd quirk of your ghoul physiognomy, you have been imbued with the power of the supernatural. System: You can cause aggravated damage to supernatural creatures by striking them, biting them, raking them with bonecrafted spurs - whatever. This is considered standard Brawl damage against mortals, and should normally apply to only one attack form (bite, bone claws,etc.). You should work with the Storyteller to find an explanation for this Merit, and the Storyteller may disallow this Merit entirely if she so chooses. |
Weather Sense | ? | ? | WW2362 | Synopsis: System: |
Mage
Merit | Cost | Type | Source | Details |
---|---|---|---|---|
Alternate Sense | ? | Physical | WW4600 | Synopsis: System: |
Berserker | ? | ? | WW4600 | Synopsis: System: |
Blended Technique | ? | ? | WW4253 | Synopsis: System: |
Burning Aura | ? | ? | WW4010 | Synopsis: System: |
Circumspect Avatar | ? | ? | WW4600 | Synopsis: System: |
Claws | ? | ? | WW4603 | Synopsis: System: |
Clear Sighted | ? | ? | WW4009 WW4010 |
Synopsis: System: |
Cloak Of The Seasons | ? | ? | WW4659 | Synopsis: System: |
Conditional Magic (merit) | ? | ? | WW4600 | Synopsis: System: |
Confidence | ? | ? | WW4014 | Synopsis: System: |
Cyclic Magic | ? | ? | WW4600 | Synopsis: System: |
Deathwalker | ? | ? | WW4663 | Synopsis: System: |
Dual Traditions | ? | ? | WW4600 | Synopsis: System: |
Fangs | ? | ? | WW4603 | Synopsis: System: |
Force Of Spirit | ? | ? | WW4254 | Synopsis: System: |
Green Thumb | ? | ? | WW4600 | Synopsis: System: |
Honored Lineage | ? | ? | WW4659 | Synopsis: System: |
Hypersensitivity | ? | ? | WW4661 | Synopsis: System: |
Immortal | ? | ? | WW4010 | Synopsis: System: |
Immunity (merit) | ? | ? | WW4603 | Synopsis: System: |
Inner Knight | ? | ? | WW4014 | Synopsis: System: |
Insensible To Pain | 5 | Physical | WW4600 | Synopsis: Hey, crack head! That's a sword that just pierced your gut! Oh. You knew, but you just didn't care. Right then, carry on.
System: You ignore all wound penalties until your character is finally killed. |
Judge's Wisdom | ? | ? | WW4657 | Synopsis: System: |
Legendary Attribute | ? | ? | WW4600 | Synopsis: System: |
Lesser Shaman | ? | ? | WW4043 | Synopsis: System: |
Mad Science | ? | ? | WW4658 | Synopsis: System: |
Manifest Avatar | ? | ? | WW4600 | Synopsis: System: |
Mastery Of Fire | ? | ? | WW4043 | Synopsis: System: |
Master Of Red Tape | ? | ? | WW4014 | Synopsis: System: |
Natural Shallowing | ? | ? | WW4632 | Synopsis: System: |
Natural Shapeshifter | ? | ? | WW4659 | Synopsis: System: |
Officially Dead | ? | ? | WW4014 | Synopsis: System: |
Parlor Trick | ? | ? | WW4600 | Synopsis: System: |
Path Natural | ? | ? | WW4254 | Synopsis: System: |
Perfect Liar | ? | ? | WW4014 | Synopsis: System: |
Poker Face | ? | ? | WW4014 | Synopsis: System: |
Psychic Ritual | ? | ? | WW4254 | Synopsis: System: |
Resistant Pattern | ? | ? | WW4603 | Synopsis: System: |
Resonant Passion | ? | ? | WW4661 | Synopsis: System: |
Ritual Congregation | ? | ? | WW4254 | Synopsis: System: |
Scientific Mystic | ? | ? | WW4658 | Synopsis: System: |
Shamanic Authority | ? | ? | WW4043 | Synopsis: System: |
Shamanic Traditionalist | ? | ? | WW4043 | Synopsis: System: |
Shattered Avatar | ? | ? | WW4600 | Synopsis: System: |
Spark Of Life | ? | ? | WW4050 | Synopsis: System: |
Sphere Natural | ? | ? | WW???? | Synopsis: System: |
Stormwarden | ? | ? | WW4600 | Synopsis: System: |
Strength Of Psyche | ? | ? | WW4254 | Synopsis: System: |
Struggling Awake | ? | ? | WW4254 | Synopsis: System: |
Style Sleeper | ? | ? | WW4254 | Synopsis: System: |
Techgnosi | ? | ? | WW4665 | Synopsis: System: |
The Flow Of Ki | ? | ? | WW4254 | Synopsis: System: |
Touch Of Life | ? | ? | WW4659 | Synopsis: System: |
Twin Link | ? | ? | WW4254 | Synopsis: System: |
Twin Souls | ? | ? | WW4600 | Synopsis: System: |
Unaging | ? | ? | WW4600 | Synopsis: System: |
Wild Talent (merit) | ? | ? | WW4254 | Synopsis: System: |
Changeling
Merit | Cost | Type | Source | Details |
---|---|---|---|---|
Animal Speech | 1 | ? | WW7054 | Synopsis: System: |
Bean Counter | ? | ? | WW7057 | Synopsis: System: |
Blessing Of Atlas | ? | ? | WW7050 | Synopsis: System: |
Calming Presence | ? | ? | WW7054 | Synopsis: System: |
Chimerical Craftsman | ? | ? | WW5009 | Synopsis: System: |
Dead Friends | ? | ? | WW7051 | Synopsis: System: |
Dexterous Toes | ? | ? | WW7051 | Synopsis: System: |
Faerie Eternity | ? | ? | WW7300 | Synopsis: System: |
Famous Anchor | ? | ? | WW7307 | Synopsis: System: |
Faster | ? | ? | WW7055 | Synopsis: System: |
Flexible Heart | ? | ? | WW7053 | Synopsis: System: |
Fly Fingers | ? | ? | WW7051 | Synopsis: System: |
Friend To Spiders | ? | ? | WW7051 | Synopsis: System: |
Gift Of Babel | ? | ? | WW7056 | Synopsis: System: |
Granite Skin | ? | ? | WW7055 | Synopsis: System: |
Gut Instincts | ? | ? | WW7053 | Synopsis: System: |
Honored Birthright | ? | ? | WW7008 | Synopsis: System: |
Imperial Ambassador | ? | ? | WW7307 | Synopsis: System: |
Inspiration (merit) | ? | ? | WW7053 | Synopsis: System: |
Intimidating Stance | ? | ? | WW7053 | Synopsis: System: |
Loud Voice | ? | ? | WW7054 | Synopsis: System: |
Natural Husk | ? | ? | WW7307 | Synopsis: System: |
Nature Linked | ? | ? | WW7050 | Synopsis: System: |
Nightsight (merit) | ? | ? | WW7051 | Synopsis: System: |
Oracle | ? | ? | WW7311 | Synopsis: System: |
Phantom Fate | ? | ? | WW7311 | Synopsis: System: |
Physical Abnormality | ? | ? | WW7054 | Synopsis: System: |
Poetic Heart | ? | ? | WW7300 | Synopsis: System: |
Poison Resistance | ? | ? | WW7300 | Synopsis: System: |
Prehensile Tongue | ? | ? | WW7051 | Synopsis: System: |
Prestigious Mentor | ? | ? | WW7300 | Synopsis: System: |
Puddle | ? | ? | WW7051 | Synopsis: System: |
Regeneration (merit) | ? | ? | WW7300 | Synopsis: System: |
Seeming's Blessing | ? | ? | WW7300 | Synopsis: System: |
Sexual Reverie | ? | ? | WW7053 | Synopsis: System: |
Stone Skin | ? | ? | WW7050 | Synopsis: System: |
Surreal Beauty | ? | ? | WW7300 | Synopsis: System: |
Unforgettable Taste | ? | ? | WW7055 | Synopsis: System: |
Venomous Attack | ? | ? | WW7054 | Synopsis: System: |
Voice Of A Songbird | ? | ? | WW7053 | Synopsis: System: |
Wayfarer's Feet | ? | ? | WW7056 | Synopsis: System: |
Wholecloth | ? | ? | WW7054 | Synopsis: System: |
Winged (merit) | ? | ? | WW7300 | Synopsis: System: |
Bygone
Merit | Cost | Type | Source | Details |
---|---|---|---|---|
Homing Instinct | ? | ? | WW4802 | Synopsis: System: |
Demon
Merit | Cost | Type | Source | Details |
---|---|---|---|---|
Angelic Aura | ? | ? | WW8202 | Synopsis: System: |
Angelic Gaze | ? | ? | WW8202 | Synopsis: System: |
Atavistic Form | ? | ? | WW8202 | Synopsis: System: |
Best Friend | ? | ? | WW8202 | Synopsis: System: |
Dreams Of The Past | ? | ? | WW8202 | Synopsis: System: |
Early Adopter | ? | ? | WW8202 | Synopsis: System: |
Eye For A Bargain | ? | ? | WW8202 | Synopsis: System: |
Famous Liege | ? | ? | WW8202 | Synopsis: System: |
Flirt | ? | ? | WW8202 | Synopsis: System: |
Good Night Vision | ? | ? | WW8202 | Synopsis: System: |
Great Liar | ? | ? | WW8202 | Synopsis: System: |
Hollow Leg | ? | ? | WW8202 | Synopsis: System: |
Independent Income | ? | ? | WW8202 | Synopsis: System: |
Natural Runner | ? | ? | WW8202 | Synopsis: System: |
Sexy | ? | ? | WW8202 | Synopsis: System: |
Smooth (merit) | ? | ? | WW8202 | Synopsis: System: |
Supportive Family | ? | ? | WW8202 | Synopsis: System: |
Way With Words | ? | ? | WW8202 | Synopsis: System: |
Hunter
Merit | Cost | Type | Source | Details |
---|---|---|---|---|
Forgettable | ? | ? | WW8120 | Synopsis: System: |
Mummy
Merit | Cost | Type | Source | Details |
---|---|---|---|---|
Blessing Of Ra | ? | ? | WW2381 | Synopsis: System: |
Blood Flaw Immunity | 3 | Ghoul | WW2021 | Synopsis: For some reason, you are resistant to the bloodline flaws of any vampire from whom you drink. You can guzzle Nosferatu vitae until your stomach bursts, and your complexion won't suffer a whit. Book Ref: Ghouls Fatal Addiction, pg.#83 |
Divine Emissary | ? | ? | WW2381 | Synopsis: System: |
Fascinating Gaze | ? | ? | WW2380 | Synopsis: System: |
Gift Of Ma'at | ? | ? | WW2381 | Synopsis: System: |
Gift Of Thoth | ? | ? | WW2380 | Synopsis: System: |
Oasis | ? | ? | WW2381 | Synopsis: System: |
Osiris' Gift | ? | ? | WW238 | Synopsis: System: |
Possessed
Merit | Cost | Type | Source | Details |
---|---|---|---|---|
Banespeak | ? | Fomori | WW3066 | Synopsis: Your bane speaks to the tattered remains of your soul. System: Your character speaks to itself, and the bane responds with potential clues to assist in your current situation. |
Hidden Power | ? | ? | WW3810 | Synopsis: System: |
Spirit's Mark (merit) | ? | ? | WW3810 | Synopsis: System: |
True Symbiote | ? | ? | WW3810 | Synopsis: System: |
Unpossessed | ? | ? | WW3066 WW3810 |
Synopsis: System: |
Wraith
Merit | Cost | Type | Source | Details |
---|---|---|---|---|
Bright | ? | ? | WW6007 | Synopsis: System: |
Bright Hue | 5 | Supernatural | WW21001 | Synopsis: Using pigment may have ruined (and ultimately, stolen) your life, but despite the odds it did not adversely affect you in the afterlife. Unlike other hues, you passions in life remained with you in death, infusing your gauze with the energy of the living. System: You do not suffer the Vitality cap that other hues do (meaning you can have up to a 9 starting Vitality) and can now reach 10 Vitality when infused. |
Cold | ? | ? | WW6007 | Synopsis: System: |
Dynamo | 4 | Supernatural | WW21001 | Synopsis: Skimmers only. Maybe you have a high spiritual metabolism. For whatever reason, upon returning to your flesh, your soul recuperates from its extra-corporeal jaunts very quickly. System: When in your body, you regain Vitality at four times the normal rate (i.e., four points an hour). |
Fast Charger | 2 | Supernatural | WW21001 | Synopsis: Projectors only. Just merging with your body for 20 minutes is enough to completely recharge your Vitality. On the down side, depleting your body of its energy in this fashion inflicts one level of lethal damage that you cannot soak. In a pinch it can be worth it, however. Book Ref: Orpheus: Crusade of Ashes, pg.#84 |
Full Of Life | ? | ? | WW6007 | Synopsis: System: |
Hearing The Buzz | 3 | Supernatural | WW21001 | Synopsis: Normally, the hive-mind shared by Spectres remains inaccessible to either ghosts or projectors, but for unknown reasons (and much to your chagrin) you hear the warped, chattering network of Spectre thoughts. System: When Spectres are within 100 feet of you, you may roll Perception + Empathy to eavesdrop on the Spectral "conversations," though the material is intent and sense actions and events rather than hearing Spectres converse. When these "transmissions" are really powerful (between Spectres of Spite rather 6+) or nearby, you must spend a Willpower point to keep the hive-mind from absorbing your thoughts. This means the Spectres are instantly aware of your presence and actively seek you out. |
Innate Vampiric Ability | ? | ? | WW6302 | Synopsis: System: |
Inviolate | 4 | Supernatural | WW21001 | Synopsis: You have a natural resistance to possession of any sort. System: While alive, your body is immune to possession from ghosts, Spectres or any other supernatural entity, even if you're not occupying it at the time. |
Leech | 1 | Supernatural | WW21001 | Synopsis: Your gauze pulls Vitality from those ghosts or projected entities around you. For every hour you spend in the presence of another spook, he loses one Vitality while you gain one. Hues, in particular, dislike you and avoid your company. Book Ref: Orpheus: Crusade of Ashes, pg.#84 |
Long Sleeper | 3 | Supernatural | WW21001 | Synopsis: Your body endures well under the strain of cryogenic sleep. System: You can stay in a sleeper pod for twice the normal duration without incurring any unhealthy consequences. |
Luminous | 5 | Supernatural | WW21001 | Synopsis: Your potential Vitality max is 15, not 10. That's a huge boost for you, but it comes at a price. This supercharged state transforms you into a beacon for ghosts and Spectres alike, you realize something is amiss with you. You are brighter than a majority of humans. System: Anytime you possess Vitality 11+ spooks and Spectres within five city blocks sense you and may investigate (Storyteller prerogative), depending on the amount of Vitality being thrown around. |
Nexus | 3 - 5 | Supernatural | WW21001 | Synopsis: Only one character can normally help another with a Horror's Benefits, but in your presence, several crucible members can stack their Benefits for one recipient. System: At three points, characters can stack two Benefits, at four points the characters can stack three Benefits, and at five points, the character stacks four characters' Benefits. Please note that the character with Nexus cannot perform any other action when acting as Nexus, nor can he split the effect between different donors and recipients in that one turn. Instead, the Nexus acts as a focal point whereby two or more characters channel their Benefits through him, and he, in turn, channels the combined effect into the recipient. This Merit makes you very important to your crucible, but if the others grow too accustomed to your presence, they may rely on you for too heavily. Also, bear in mind that stacking two Benefits means four members of the crucible are not focused on one attack. Better make that attack count. |
Other Half | ? | ? | WW6007 | Synopsis: System: |
Out Of Phase | 3 | Supernatural | WW21001 | Synopsis: Not only can the living not see you unless you're manifesting, but neither can other spirits. While invisibility has its advantages, it's a pain when you must expend the energy to manifest just to be seen by your allies. Notes: A character can "reappear" to spooks for one scene and without manifesting, however, by expending on Vitality. |
Secret Death | ? | ? | WW6302 | Synopsis: System: |
Weak Shadow | ? | ? | WW6007 | Synopsis: System: |