Merits
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K/L
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M
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P
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U/V/W/Y
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Merit | Cost | Type | Source | Details |
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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. |
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: |
Alcohol Tolerance | ? | Physical | WW3855 | Synopsis: 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 |
Alternate Sense | ? | Physical | WW4600 | Synopsis: System: |
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. |
Angelic Aura | ? | ? | WW8202 | Synopsis: System: |
Angelic Gaze | ? | ? | WW8202 | Synopsis: System: |
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. |
Animal Speech | 1 | ? | WW7054 | Synopsis: System: |
Apostate | ? | ? | WW2817 | Synopsis: System: |
Approachable | ? | ? | WW???? | Synopsis: System: |
Art Affinity | ? | ? | WW???? | Synopsis: System: |
Atavastic | ? | ? | WW???? | Synopsis: System: |
Atavistic Form | ? | ? | WW8202 | Synopsis: System: |
Attuned Taste | ? | ? | WW2357 | Synopsis: System: |
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. |
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. |
Bean Counter | ? | ? | WW7057 | Synopsis: System: |
Beast Affinity | ? | ? | WW4801 | 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. |
Berserker | ? | ? | WW4600 | Synopsis: System: |
Best Friend | ? | ? | WW8202 | Synopsis: System: |
Bird-spirit Companion | ? | ? | WW3081 | Synopsis: System: |
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 | ? | ? | WW3081 | Synopsis: System: |
Blended Technique | ? | ? | WW4253 | Synopsis: System: |
Blessing Of Atlas | ? | ? | WW7050 | Synopsis: System: |
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 |
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. |
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. |
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 |
Burning Aura | ? | ? | WW4010 | Synopsis: System: |
Cagebound | ? | ? | WW3080 | Synopsis: System: |
Caged Folk | ? | ? | WW3080 | Synopsis: System: |
Call To Friends | ? | ? | WW???? | Synopsis: System: |
Calming Presence | ? | ? | WW7054 | Synopsis: System: |
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. |
Cast Iron Stomach AKA Cast-iron Stomach |
? | ? | WW???? | Synopsis: System: |
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. |
Celestial Affinity | ? | ? | WW4046 | Synopsis: System: |
Celestial Guidance | ? | ? | WW3110 | Synopsis: System: |
Chimerical Craftsman | ? | ? | WW5009 | Synopsis: System: |
Circumspect Avatar | ? | ? | WW4600 | Synopsis: System: |
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. |
Claws | ? | ? | WW4603 | Synopsis: System: |
Clean Countenance | ? | ? | WW6300 | Synopsis: System: |
Clear Sighted | ? | ? | WW4009 WW4010 |
Synopsis: System: |
Cloak Of The Seasons | ? | ? | WW4659 | Synopsis: System: |
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. |
Cold | ? | ? | WW6007 | Synopsis: System: |
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). |
Commanding Voice | ? | ? | WW???? | Synopsis: System: |
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: |
Communicate With Animals | ? | ? | WW4043 | Synopsis: System: |
Compassion | ? | ? | WW???? | Synopsis: System: |
Compassionate | ? | ? | WW2351 | Synopsis: 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). |
Conditional Magic (merit) | ? | ? | WW4600 | Synopsis: System: |
Confidence | ? | ? | WW4014 | Synopsis: System: |
Consanguineous Resistance | ? | ? | WW???? | 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. |
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: |
Crawlerling Alteration | ? | ? | WW3082 | Synopsis: System: |
Cyclic Magic | ? | ? | WW4600 | 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. |
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). |
Deadened Nerves | ? | ? | WW???? | Synopsis: System: |
Dead Friends | ? | ? | WW7051 | Synopsis: System: |
Deathwalker | ? | ? | WW4663 | Synopsis: System: |
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 |
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. |
Detached | ? | ? | WW4254 | Synopsis: System: |
Dexterous Toes | ? | ? | WW7051 | Synopsis: System: |
Diplomatic Immunity | ? | ? | WW???? | Synopsis: System: |
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: |
Divine Emissary | ? | ? | WW2381 | Synopsis: System: |
Double-Jointed | 1 | Physical | WW???? | Synopsis: You are atypically limber! System: -2 difficulty of any dexterity roll involving body flexibility. |
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 |
Double Jeopardy | ? | ? | WW | Synopsis: System: |
Dracon's Temperament | ? | ? | WW???? | Synopsis: System: |
Dreams Of The Past | ? | ? | WW8202 | Synopsis: System: |
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: |
Dual Traditions | ? | ? | WW4600 | Synopsis: System: |
Dynamic Personality | ? | ? | WW???? | Synopsis:
System:
Notes: |
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). |
Early Adopter | ? | ? | WW8202 | Synopsis: System: |
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.) |
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 |
Educated Orphan | ? | ? | WW???? | Synopsis: System: |
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. |
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. |
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. |
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. |
Eternal Cherry Blossoms | ? | ? | WW2905 | Synopsis: System: |
Eye For A Bargain | ? | ? | WW8202 | 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 |
Faerie Eternity | ? | ? | WW7300 | Synopsis: System: |
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 |
Fair Glabro | ? | ? | WW3806 | Synopsis: System: |
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. |
Family Support | ? | ? | WW3806 | Synopsis: System: |
Famous Anchor | ? | ? | WW7307 | Synopsis: System: |
Famous Liege | ? | ? | WW8202 | Synopsis: System: |
Fangs | ? | ? | WW4603 | Synopsis: System: |
Fascinating Gaze | ? | ? | WW2380 | Synopsis: System: |
Faster | ? | ? | WW7055 | Synopsis: System: |
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 |
Fearlessness | ? | Mental | WW4802 | Synopsis: They might as well call you (Your Name Here) the Lionheart, because you don't fear shit. 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. |
Flexible Heart | ? | ? | WW7053 | Synopsis: System: |
Flirt | ? | ? | WW8202 | Synopsis: System: |
Fly Fingers | ? | ? | WW7051 | Synopsis: System: |
Force Of Spirit | ? | ? | WW4254 | Synopsis: System: |
Forgettable | ? | ? | WW8120 | Synopsis: System: |
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: |
Friend Of Sorcery | ? | ? | WW3110 | Synopsis: System: |
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). |
Friend To Spiders | ? | ? | WW7051 | Synopsis: 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. |
Full Of Life | ? | ? | WW6007 | Synopsis: System: |
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. |
Gaping Maw | ? | ? | WW2354 | Synopsis: System: |
Gender-morph | ? | ? | WW???? | Synopsis: System: |
Ghost Sight | ? | ? | WW3859 | Synopsis: System: |
Ghoul | ? | ? | WW???? | Synopsis: System: |
Gifted Liar | ? | ? | WW7304 | Synopsis: System: |
Gift Of Babel | ? | ? | WW7056 | Synopsis: System: |
Gift Of Ma'at | ? | ? | WW2381 | 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:
|
Gift Of Thoth | ? | ? | WW2380 | Synopsis: System: |
Gift Of Tongues | ? | ? | WW4043 | Synopsis: System: |
Gnosis (merit) | ? | ? | WW3074 | Synopsis: System: |
Good Instincts | ? | ? | WW3110 | Synopsis: System: |
Good Listener | ? | ? | WW???? | Synopsis: System: |
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 Night Vision | ? | ? | WW8202 | Synopsis: System: |
Good Old Boy | ? | ? | WW3074 | Synopsis: System: |
Good Relationship | ? | ? | WW6013 | Synopsis: System: |
Good Reputation | ? | ? | WW3082 | Synopsis: System: |
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. |
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. |
Granite Skin | ? | ? | WW7055 | Synopsis: System: |
Great Liar | ? | ? | WW8202 | Synopsis: System: |
Green Thumb | ? | ? | WW4600 | Synopsis: System: |
Guardian Angel | ? | ? | WW???? | Synopsis: System: |
Gut Instincts | ? | ? | WW7053 | 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 |
Healthy Skepticism | ? | ? | WW???? | 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. |
Hidden Diablerie | 3 | Supernatural | WW2302 | Synopsis: The tell-tale black streaks of diablerie do not manifest in your aura. System: |
Hidden Power | ? | ? | WW3810 | Synopsis: System: |
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. |
Hivemind | ? | ? | WW3082 | Synopsis: System: |
Holder Of Office | ? | ? | WW???? | Synopsis: System: |
Hollow Leg | ? | ? | WW8202 | Synopsis: System: |
Homid Ancestor | ? | ? | WW3857 | Synopsis: System: |
Homing Instinct | ? | ? | WW4802 | Synopsis: System: |
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. |
Honored Birthright | ? | ? | WW7008 | Synopsis: System: |
Honored Lineage | ? | ? | WW4659 | Synopsis: System: |
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 |
Human Form | ? | ? | WW3082 | Synopsis: System: |
Human Form (ananasi) | ? | ? | WW3082 | Synopsis: System: |
Hypersensitivity | ? | ? | WW4661 | Synopsis: System: |
Immaculate Aura | ? | ? | WW2353 | Synopsis: System: |
Immortal | ? | ? | WW4010 | Synopsis: System: |
Immune To Wyrm Emanations | ? | ? | WW3108 | Synopsis: System: |
Immunity (merit) | ? | ? | WW4603 | Synopsis: System: |
Imperial Ambassador | ? | ? | WW7307 | Synopsis: System: |
Increased Pain Threshold | ? | ? | WW2380 WW7050 |
Synopsis: System: |
Independent Income | ? | ? | WW8202 | Synopsis: System: |
Innate Vampiric Ability | ? | ? | WW6302 | Synopsis: System: |
Inner Knight | ? | ? | WW4014 | Synopsis: System: |
Innocent | ? | ? | WW4009 | Synopsis: Who, you? No way. Couldn't be, you have a halfway decent alibai, it's likely someone else. 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 |
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. |
Inspiration (merit) | ? | ? | WW7053 | Synopsis: System: |
Intimidating Stance | ? | ? | WW7053 | 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. |
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: |
Judge's Wisdom | ? | ? | WW4657 | Synopsis: System: |
Kinain | ? | ? | WW4600 | Synopsis: System: |
Kinfolk (merit) | ? | ? | WW4600 | Synopsis: You are related (Biologically) to a shifter tribe of some type. System: ? |
Lack Of Scent | ? | ? | WW3806 | Synopsis: System: |
Large | ? | ? | WW3076 | Synopsis: System: |
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 |
Legendary Attribute | ? | ? | WW4600 | Synopsis: System: |
Lesser Shaman | ? | ? | WW4043 | 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 |
Lilian Alteration | ? | ? | WW???? | Synopsis: System: |
Lizard Limbs | ? | ? | WW2354 | Synopsis: System: |
Long-distance Runner | ? | ? | WW3059 | Synopsis: System: |
Longevity | ? | ? | WW3108 | Synopsis: System: |
Long Fingers | ? | ? | WW2354 | Synopsis: System: |
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. |
Loud Voice | ? | ? | WW7054 | Synopsis: System: |
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. |
Mad Science | ? | ? | WW4658 | 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. |
Manifest Avatar | ? | ? | WW4600 | Synopsis: System: |
Manshape | ? | ? | WW3081 | Synopsis: System: |
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. |
Mastery Of Fire | ? | ? | WW4043 | Synopsis: System: |
Master Of Red Tape | ? | ? | WW4014 | Synopsis: System: |
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 |
Metamorph | ? | ? | WW3806 | Synopsis: System: |
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 |
Mixed-morph | ? | ? | WW3806 | Synopsis: System: |
Mnesis Of The Lost Ones | ? | ? | WW3081 | Synopsis: System: |
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 |
Moon-bound | ? | ? | WW3806 | Synopsis: System: |
Mother's Intuition | ? | ? | WW???? | Synopsis: System: |
Natural Channel | ? | ? | WW3806 WW4600 |
Synopsis: System: |
Natural Husk | ? | ? | WW7307 | Synopsis: System: |
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. |
Natural Runner | ? | ? | WW8202 | Synopsis: System: |
Natural Shallowing | ? | ? | WW4632 | Synopsis: System: |
Natural Shapeshifter | ? | ? | WW4659 | Synopsis: System: |
Nature Linked | ? | ? | WW7050 | Synopsis: System: |
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. |
Nightsight (merit) | ? | ? | WW7051 | Synopsis: System: |
Notable Heritage | ? | ? | WW3860 | Synopsis: System: |
Notable Lineage | ? | ? | WW3860 | Synopsis: System: |
Noted Messenger | ? | ? | WW3059 | Synopsis: System: |
Oasis | ? | ? | WW2381 | Synopsis: System: |
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 |
Officially Dead | ? | ? | WW4014 | Synopsis: System: |
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 |
Oracle | ? | ? | WW7311 | 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. |
Organized | ? | ? | WW3082 | Synopsis: System: |
Osiris' Gift | ? | ? | WW238 | Synopsis: System: |
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. |
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: |
Parlor Trick | ? | ? | WW4600 | Synopsis: System: |
Past Life (merit) | ? | ? | WW3108 WW6007 |
Synopsis: System: |
Patagia (merit) | ? | ? | WW2354 | Synopsis: System: |
Path Natural | ? | ? | WW4254 | Synopsis: System: |
Pawn | ? | ? | Synopsis: System: | |
Pelagic Harmony | ? | ? | WW2362 | Synopsis: System: |
Perfect Balance | ? | ? | WW3806 | Synopsis: System: |
Perfect Liar | ? | ? | WW4014 | Synopsis: System: |
Perfect Protocol | ? | ? | WW3063 | Synopsis: System: |
Phantom Fate | ? | ? | WW7311 | Synopsis: System: |
Physical Abnormality | ? | ? | WW7054 | Synopsis: System: |
Piscine | ? | ? | WW2354 | Synopsis: System: |
Pitiable | ? | ? | Synopsis: System: | |
Poetic Heart | ? | ? | WW7300 | Synopsis: System: |
Poison Resistance | ? | ? | WW7300 | Synopsis: System: |
Poker Face | ? | ? | WW4014 | 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. |
Precognition (merit) | ? | ? | Synopsis: System: | |
Prehensile Tongue | ? | ? | WW7051 | Synopsis: System: |
Prestigious Mentor | ? | ? | WW7300 | Synopsis: System: |
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. |
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 |
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: |
Psychic Ritual | ? | ? | WW4254 | Synopsis: System: |
Puddle | ? | ? | WW7051 | 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. |
Purity (merit) | ? | ? | WW6304 | Synopsis: System: |
Ratkin Buddies | ? | ? | WW3852 | Synopsis: System: |
Recognize Garou | ? | ? | WW3074 | Synopsis: System: |
Regeneration (merit) | ? | ? | WW7300 | Synopsis: System: |
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: |
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. |
Resemble Kindred | ? | ? | WW???? | Synopsis: System: |
Resigned Spirit | ? | ? | WW3110 | Synopsis: System: |
Resistant Pattern | ? | ? | WW4603 | Synopsis: System: |
Resonant Passion | ? | ? | WW4661 | Synopsis: System: |
Revenant Disciplines | ? | ? | WW2361 | Synopsis: System: |
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).
Notes: |
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. |
Ritual Congregation | ? | ? | WW4254 | Synopsis: System: |
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: |
Scientific Mystic | ? | ? | WW4658 | Synopsis: System: |
Secret Death | ? | ? | WW6302 | Synopsis: System: |
Seeming's Blessing | ? | ? | WW7300 | Synopsis: System: |
Seldom Sleeps | ? | ? | WW3854 | Synopsis: System: |
Sense Of The Metal | ? | ? | WW6300 | Synopsis: System: |
Sexual Reverie | ? | ? | WW7053 | Synopsis: System: |
Sexy | ? | ? | WW8202 | Synopsis: System: |
Sex Appeal | ? | ? | WW3082 WW7053 |
Synopsis: System: |
Shamanic Authority | ? | ? | WW4043 | Synopsis: System: |
Shamanic Traditionalist | ? | ? | WW4043 | Synopsis: System: |
Shame | ? | ? | WW3852 | Synopsis: System: |
Shattered Avatar | ? | ? | WW4600 | Synopsis: 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. |
Silver Tolerance | ? | ? | WW3108 | Synopsis: System: |
Sleep Unseen | ? | ? | WW2354 | Synopsis: System: |
Slimy | ? | ? | WW2354 | Synopsis: System: |
Smooth (merit) | ? | ? | WW8202 | Synopsis: System: |
Soothing Voice | ? | ? | WW4009 | Synopsis: System: |
Spark Of Life | ? | ? | WW4050 | Synopsis: System: |
Speaker With The Dead | ? | ? | WW???? | Synopsis: System: |
Special Gift | ? | ? | WW2800 | Synopsis: System: |
Speedy Hammer | ? | ? | WW???? | Synopsis: System: |
Sphere Natural | ? | ? | WW???? | Synopsis: System: |
Spirit's Mark (merit) | ? | ? | WW3810 | Synopsis: System: |
Spirit Magnet | ? | ? | WW3806 | 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 |
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: |
Step Sideways (merit) | ? | ? | WW3081 | Synopsis: System: |
Stigmata of the Wyrm | ? | ? | WW???? | Synopsis: System: |
Stone Skin | ? | ? | WW7050 | Synopsis: System: |
Stormwarden | ? | ? | WW4600 | Synopsis: System: |
Strength Of Psyche | ? | ? | WW4254 | Synopsis: System: |
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 |
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. |
Strong Lungs | ? | ? | WW???? | Synopsis: System: |
Struggling | ? | ? | WW3852 | Synopsis: System: |
Struggling Awake | ? | ? | WW4254 | Synopsis: System: |
Style Sleeper | ? | ? | WW4254 | Synopsis: System: |
Supernatural Companion | ? | ? | WW3108 | Synopsis: System: |
Supporter | ? | ? | WW3853 | Synopsis: System: |
Supportive Family | ? | ? | WW8202 | Synopsis: System: |
Surreal Beauty | ? | ? | WW7300 | Synopsis: System: |
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 |
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. |
Sympathetic Bond | ? | ? | WW2353 | Synopsis: System: |
Techgnosi | ? | ? | WW4665 | Synopsis: System: |
Temperature Control | ? | ? | WW3081 | Synopsis: System: |
Terrible Footsteps | ? | ? | WW3081 | Synopsis: System: |
The Fire Within | ? | ? | WW3110 | Synopsis: System: |
The Flow Of Ki | ? | ? | WW4254 | Synopsis: System: |
Thunder's Child | ? | ? | WW3858 | Synopsis: System: |
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 |
Touch Of Life | ? | ? | WW4659 | Synopsis: System: |
Tough Hide | ? | ? | WW2354 | Synopsis: System: |
Tradition Herald | ? | ? | WW4044 | Synopsis: System: |
Tranquil Soul | ? | ? | WW3861 | Synopsis: 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. |
True Symbiote | ? | ? | WW3810 | Synopsis: System: |
Tunnel Vision (merit) | ? | ? | WW???? | Synopsis: System: |
Twin Link | ? | ? | WW4254 | Synopsis: System: |
Twin Souls | ? | ? | WW4600 | 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. |
Unaging | ? | ? | WW4600 | Synopsis: System: |
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 |
Unforgettable Taste | ? | ? | WW7055 | Synopsis: System: |
Unobtrusive | ? | ? | WW???? | Synopsis: System: |
Unpossessed | ? | ? | WW3066 WW3810 |
Synopsis: System: |
Untamable | ? | ? | WW???? | Synopsis: System: |
Unusually Fertile | ? | ? | WW???? | 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 |
Veiled To Garou | ? | ? | WW3081 | Synopsis: System: |
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 | ? | ? | WW3082 | Synopsis: System: |
Venomous Attack | ? | ? | WW7054 | Synopsis: System: |
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. |
Voice Of A Songbird | ? | ? | WW7053 | Synopsis: System: |
Wayfarer's Feet | ? | ? | WW7056 | Synopsis: System: |
Way With Words | ? | ? | WW8202 | Synopsis: System: |
Weak Shadow | ? | ? | WW6007 | Synopsis: System: |
Weather Sense | ? | ? | WW2362 | Synopsis: System: |
Werewolf Companion | ? | ? | WW???? | Synopsis: System: |
Wholecloth | ? | ? | WW7054 | Synopsis: System: |
Wild Talent (merit) | ? | ? | WW4254 | Synopsis: System: |
Winged (merit) | ? | ? | WW7300 | Synopsis: System: |
Wolf Sight | ? | ? | WW3806 | Synopsis: System: |
Wyld Allies | ? | ? | WW6303 | Synopsis: System: |
Years Of Wisdom | ? | ? | WW4017 | Synopsis: System: |