The Ultimate Compendium of Merits & Flaws
The following is a compilation of Merits and Flaws from different core rulebooks from the varying splats of the World of Darkness setting, 20th Anniversary Edition version.
The following is a compilation of Merits and Flaws from different core rulebooks from the varying splats of the World of Darkness setting, 20th Anniversary Edition version.
● Acute Sense/s (1-3 Points) | V20 Core p479; W20 Core p472; M20 Core p643 |
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One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline of Auspex to produce superhuman sensory acuity. V20 The difficulty reduction for a given sensory roll is accumulative with other difficulty reductions (due to Gifts, etc.), but only a single reduction for Acute Sense is applicable in any given roll. Acute Sense cannot be purchased for any sense if it is missing or hampered via a Flaw (i.e., Blind, Bad Sight, Deaf, Hard of Hearing, Anosmia, etc.) W20 Your physical senses are unusually sharp, capturing nuances that few people ever notice. In game terms, your character reduces the difficulty of her Perception-based rolls by -2. At the 1-point level, a single sense (vision, hearing, touch, taste, smell) is more acute than usual. At the 3-point level, all five physical senses are equally sharp. M20 |
● Alcohol/Drug Tolerance | W20 Core p472; M20 Book of Secrets p35-36 |
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With a successful Stamina roll (difficulty 7), you 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, even if processed (such as cocaine), though not against poisons or entirely man-made chemical drugs (such as meth). |
● Ambidextrous | V20 Core p480; W20 Core p472; M20 Book of Secrets p36; C20 Core p177; VDA20 Core p420; Wraith Compilation |
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You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is at a +1 difficulty for the "right" hand and a +3 difficulty for the other hand. |
● Bruiser | V20 Core p479 |
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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. All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty. |
● Cast-Iron Stomach | M20 Book of Secrets p36 |
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You can eat more or less anything without gagging. Squirming bugs, synthetic goop, a freshly-gutted carcass with the innards still hanging out... hey, it’s all food, so chow down! Anything you can physically devour and digest is yours for the eating. This Merit does not in any way protect you from the effects of said substances (rotted meat can still poison you), but you can keep down a meal that would make the average person puke from its mere proximity... an especially useful gift if you have the supernatural Flaw: Bizarre Hunger. |
● Catlike/Perfect Balance | V20 Core p480; M20 Book of Secrets p36; W20 Core p472 |
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You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two. |
● Double-Jointed | W20 Core p472; C20 Core p177 |
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You possess uncanny suppleness, making all dice rolls that require flexibility (such as wriggling free from an opponent’s grasp) at –2 difficulty. You can contort yourself into odd positions or squeeze into small spaces. |
● Early Riser | V20 Core p480 |
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No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn. Your Humanity or Path score is considered to be 10 for purposes of deciding when you rise each evening. Vampires with this Merit cannot take the Deep Sleeper Flaw. |
● Eat Food/Deceptive Eating | V20 Core p480; VDA20 Core p420; Wraith Compilation |
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No one can explain it, but you seem to have the ability to work on less rest than your fellow Vampires. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn. Your Humanity or Path score is considered to be 10 for purposes of deciding when you rise each evening. |
● Feral Appearance | W20 Core p382 |
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Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou. |
● Friendly Face | V20 Core p480; C20 Core p177 |
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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. 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. This Merit only functions on a first meeting. V20 You have a face strangers are inclined to trust. The effect doesn’t fade even if you attempt self- deprecation, leaving you at –2 difficulty on all appropriate Social rolls (yes for first impressions, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting. C20 |
● Hyperflexible | M20 Book of Secrets p36 |
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You are what’s commonly but erroneously known as “double-jointed” (as per the old Merit of that name). In reality, your joints are exceedingly flexible, perhaps due to intense training, magickal augmentation, or the medical condition known as Ehlers-Danlos Syndrome (EDS ⸺ see above, as well as the Impediment Flaw, below). Whatever the reason, you can stretch and flex in ways most people cannot.
In game terms, this Merit allows you a -2 reduction in difficulty for rolls that involve physical flexibility ⸺ escape attempts, contortions, etc. Your character can also perform uncanny acts of hyperflexibility, as seen in Cirque Du Soleil, butoh dance, and extreme yoga postures. |
● Light Sleeper | M20 Book of Secrets p36 |
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Four hours of sleep a night works just fine for you. And unlike most folks, you can wake up out of an apparently dead slumber more or less ready for action. You can, of course, enjoy longer periods of sleep too. But when deadlines, intruders, and end-of-the-world emergencies shake you out of bed, you get by with cat-naps and the occasional light snooze. |
● Mixed-morph (1 or 5 Points) | W20 Core p472 |
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You find the art of partial transformation relatively easy, and make the required Dexterity + Primal Urge roll at difficulty 6 rather than difficulty 9.
The five-point version of this Merit eliminates the need for a Willpower point; you can achieve partial transformation almost at will. |
● Noble Blood | M20 Book of Secrets p36 |
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Although the modern world resists the old traditions of lineage as a mark of quality, your features link you to a powerful family; you’re a Kennedy, a Windsor, a Saud, a Rothschild ⸺ someone whose pedigree is obvious in your physical form and presence.
In story terms, this Merit grants you the obvious physical features of a well-known “royal” family: the Kennedy smile, the Windsor ears, and so forth. The family in question doesn’t have to belong to a formal aristocracy, either; you might be a Kardashian, a Murdoch, or a Clinton, and may the gods have mercy on your soul. On the flipside, your distinct features might not be especially attractive (royal families are notoriously inbred), and will mark you out for enemies of the clan in question. In social situations, this Merit might be worth a -2 reduction for the difficulty of Social rolls that involve people who care about things like aristocracy, but would also increase your difficulty by +2 if you’re dealing with folks who hate that noble family’s guts! In all cases, this Merit reflects an actual genetic connection, not simply a cosmetic resemblance... which could provide all kinds of complications when magick and its secret histories are involved. While it might be worth some social currency, this Merit does not in any way provide material wealth or other perks. For the social benefits of regal presence, see the Social Merit Regal Bearing. |
● Phobia Insight | Wraith Compilation |
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You possess The Knack for sensing what frightens the quick, and you seem to be able to pick the right arts in order to obtain the emotional response you want. Maybe you're just more perceptive than most, maybe it's something Supernatural, but it's always easier for you to get the effect that you want than it is for any of your peers.
When frightening Mortals, The player can adjust a person's reaction by increasing or decreasing his Willpower rating by one, but only when using this Merit in conjunction with Pandemonium Arts. (For more information how this Merit functions see the fog rating chart on page 241 of Wraith the Oblivion or page 355 of Wraith 20) |
● Poison Resistance | C20 Core p177 |
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It could be you’ve a natural resistance, or perhaps you’ve built up your defenses against all known types of poisons. Anytime you need to make a soak roll against the effects of a poison or toxin, reduce your difficulty by three. |
● Thousand Meter Killer | V20 Lore of the Clans p26 |
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Assamite You have proven yourself worthy to join the Thousand Meter Club through your remarkable skill with the sniper rifle. The difficulty of all rolls associated with sniping is reduced by -1. You also double the normal range when using a sniper rifle as a weapon. |
● Sterile | M20 Book of Secrets p36 |
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For some physical reason, you’re unable to sire or conceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children. Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw. |
● Vicissitude Modifications (1-7 Points) | V20 Ghouls/Revenants p134-135 |
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You are a ghoul or revenant whose body has been hideously modified through the use of the Vicissitude Discipline. You, yourself, might not be gifted in this area, but your flesh and bones have been reshaped into a nightmare designed to be useful in war. Thus, while your Modifications may provide you with a mechanical benefit, you are considered a monster even though, technically, you are still mortal.
The alterations made to your body are permanent unless shaped by further uses of Vicissitude. Although your Vicissitude Modifications can be dangerous, your body still sustains damage normally. Despite your horrid appearance, you are still flesh and bone. Vicissitude Modifications requires you to take the Monstrous Flaw. Regardless of how many alterations you choose, you have an Appearance of 0. At your Storyteller’s discretion, you may also be required to take a Mental Flaw, penalty to Social rolls, or a Derangement due to the horrors you’re experiencing. Generally speaking, this Merit may only be used by characters that are either Bound to, or are sponsored by, a vampire or Clan that has the use of Vicissitude. Revenants that are modified in this way are often subjected to the Blood Bond to ensure their loyalty. Circular Vision (1pt.): One of your eyes has been moved to the back of your head, granting you the ability to see at a wider angle. You may gain a bonus to Perception, especially in cases when a character is attempting to sneak up on you. Additionally, your depth perception is poor at any angle, and you suffer a two die penalty to any rolls that involve gauging distance, including the use of projectile weapons. Fangs (1pt.): Your teeth have been lengthened and sharpened; your smile may resemble a tiger’s or a shark’s, or it may be unlike anything found in nature. You may attack using Bite. Due to your monstrous appearance, you will lose two dice in pools involving your Manipulation Attribute, unless you are trying to intimidate or scare your target. Iron Stomach (2pts.): You are able to digest any organic material that you can break up, chew, and swallow. On Stamina rolls, you gain a +2 when you need to resist ingested poisons or other types of stomach-based illnesses. This digestive modification is often paired with Fangs. Spurs (2pts.): Sharp, pointed bone spurs protrude from your forearms, spine, or calves. You may slash with your Spurs for Str +2 damage. However, Spurs are hard to conceal and may limit your mobility in some instances. Carapace (3pts.): You are covered with bony or spiky plates that protect you from being attacked. You may add two soak dice to your pool when you are defending yourself from harm. Patagia (4pts.): Your bones have been hollowed and flaps of foreign skin have been grafted onto your arms and wrists to form membranes. While you cannot fly, you may use these bat-like wings to glide from one higher position to another, or to the ground. Subtract one die from all soak pools to resist strikes from fists and blunt weapons, or any other forms of concussive damage that might damage your bones. Ghouls and revenants may never heal a damaged Vicissitude Modification, not even with the Blood. In this respect, both are as helpless as their unmodified counterparts. However, should a ghoul or revenant possess enough levels in Vicissitude, that character may heal themselves or remove the Vicissitude Modification altogether. To do so, the character must have a level of Vicissitude superior to that of the vampire who inflicted the mutilation in the first place. Due to the complexity of this Merit, check with your Storyteller before spending points on Vicissitude Modification. |
● Wheelman | C20 Core p177 |
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You have a natural affinity for driving motorized wheeled vehicles. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two. |
● Wolf Sight | W20 Core p472 |
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In all your forms, you see colors and intensities of light as a wolf does. Your color vision is slightly less distinct than that of humans, though you embrace the full spectrum of colors. Your night vision, however, far surpasses human nocturnal vision. You also notice movement more readily. You gain an extra die to all visually-based Perception rolls that involve movement or take place at night. |
●● Alcohol/Drug Tolerance | M20 Book of Secrets p35-36 |
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With a successful Stamina roll (difficulty 7), you 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, even if processed (such as cocaine), though not against poisons or entirely man-made chemical drugs (such as meth).
For two points, however, the Merit can neutralize the psychoactive effects of any drug unless that drug has been created as the vector for a Sphere-based magickal Effect. In the latter case, the character needs to use countermagick; this Merit will not help to counteract such drugs. “Awakened” substances, however, are treated as “synthesized concoctions” even if they are, in all other forms, “natural”. |
●● Bad Taste | W20 Core p472 |
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You are gamey to the palate and revolting to the taste buds; plainly put, you taste nasty. Anyone who bites you (vampires, Garou, Fomori, Wyrm monsters) is immediately nauseated. The biter must spend a Willpower point or retch uncontrollably for a scene. There is a drawback, however: Lupus Garou and wolves are unlikely to lick or groom you, and even affectionate nibbles are affected by your foul flavor. |
●● Blush of Health | V20 Core p480; VDA20 Core p420 |
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You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. V20 The Embrace that claimed you did not entirely leach away the tells of your former life. Your skin is cool to the touch rather than cold, retaining a healthy fullness as if blood skill coursed through your veins. You easily pass as a mortal against all but the most thorough examination and the Storyteller may choose to lower the difficulty or reduce penalties to rolls to convince others of your mortality. Cappadocians and Nosferatu may not take this Merit. VDA20 |
●● Crack Shot | C20 Core p177 |
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Whether pointing a gun, arrow, or dart, you hit your target with great accuracy. You receive no increased difficulty when targeting any specific location and reduce the difficulty of rolls not involving specific targeting by one. |
●● Dextrous Toes | C20 Core p177 |
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Anything you can do with hands (firing a gun, drawing, playing a musical instrument, etc.) can be done just as well using your feet. Polite society tends to frown on such behavior, but Sluagh and Pooka laugh at such prissiness. |
●● Drug Resistance | V20 Lore of the Clans p67 |
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Follower of Set The Setite religion is one fraught with vices, both to compromise enemies and to enlighten initiates. Cultists tend to build up a tolerance to the substances they take directly (if human or ghoul) or through the blood of prey (if Kindred). You are unusually resistant to alcohol, narcotics, and similar addictive substances. You can pretend to be far more under the influence than you are in order to take advantage of an opponent. All rolls to resist the effects of such substances are at -2 difficulty. |
●● Enchanting Feature | M20 Book of Secrets p37 |
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Blessed with magnificent eyes, sleek hair, mighty biceps, preternatural grace, ripped abs, a dazzling smile, or some other standout physical feature, you can enchant people with the raw perfection of that feature. The feature in question doesn’t need to be visually obvious, either; maybe you smell good, possess a seductive voice, move with animalistic allure, or enjoy some likewise wondrous physical asset. (Please be tasteful here, folks.)
This Merit takes the place of related Physical Merits such as Enchanting Gaze, Soothing Voice, Graceful, and other potentially similar attributes. Story-wise, this Enchanting Feature becomes a standout part of your character’s description. System-wise, you reduce the difficulty by -2 when your character deploys the feature in question as part of some Social feat. If your mage employs his Enchanting Feature Merit as part of his magickal focus, then you could count this Merit as a personalized unique /specialized instrument (as detailed in Mage 20, pp. 503 and 588). On the plus side, this allows you to reduce certain casting difficulties by -2 when the feature in question is specifically employed in the casting of an Effect. On the not-so-good side, this might get your mage’s eyes gouged out, his face marred, his vocal cords cut, or... well, you get the picture... if a particularly ruthless enemy considers that feature to be “the focus of his power.” |
●● Enchanting Voice | V20 Core p480 |
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There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two. |
●● Fair Glabro | W20 Core p472 |
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You have a Glabro form that can pass for human, though it’s still larger than normal people. You have no penalties to Social Attributes in Glabro form. |
●● Granite Skin | C20 Core p177 |
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A Trait held most commonly by Trolls and Redcaps, Granite Skin is quite literally an epidermal layer of thin, hard stone. You’re a great deal tougher than you might be normally, but have the undesirable effect of leaving small flakes of stone behind every time you bend or flex. You possess the equivalent of chainmail armor at all times. Granite Skin does not cause a Dexterity penalty, but does impose a +1 difficulty to all rolls involving moving quietly. |
●● Lack of Scent | W20 Core p472 |
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You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with Lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent. |
●● Murderous Mien | C20 Core p177 |
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Something about your Mien screams danger. Previous infamies mark your appearance like open wounds. With a look or gesture, you can terrify another Changeling into obedience. Any rolls you make to threaten or coerce Changelings and faetouched humans have their difficulties reduced by three. Other beings find you unsettling, imposing a +1 difficulty to attempts at charming. |
●● Nightsight | C20 Core p177 |
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Night blinds many eyes, but not yours. Regardless of the lighting conditions, your eyes adjust automatically, so you can see equally well at high noon, midnight, or entering pitch darkness. The adjustment is instantaneous, so if you are standing in a dark room and someone lights a candle, you’re not blinded. |
●● Physically Impressive | W20 Core p472; M20 Book of Secrets p37 |
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You appear dangerous both in outward demeanor and in physical bearing, and exude a confidence that impresses opponents. Add one die to all Social rolls that involve Intimidation. W20 You are one imposing sumbitch, not so much large as apparently dangerous no matter what mood you might be in at the time. This could be as obvious as scarring or an intimidating build, or as intangible as the proverbial “air of menace.” System-wise, the Merit adds two dice to all Social-Trait rolls that involve intimidating someone; story-wise, people find you unnerving ⸺ and quite possibly attractive in a dangerous way ⸺ even when you’re not trying to be impressive. M20 |
●● Prehensile Tongue | C20 Core p178 |
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An additional prehensile limb is a useful, yet potentially disgusting, feature to possess. At two points, your tongue acts as a two-foot (60cm) long limb, capable of grasping and wielding objects. While not the best of weapons, it can be used for a poke in the eye or revolting slap. When the tongue is extended, speech is incomprehensible.
In order to use a prehensile tongue successfully, you must roll Dexterity + Athletics (difficulty 7). A success allows full control of the extra limb for the scene. A failure indicates the specific attempt fails; a botch leaves the protruding tongue hanging disgustingly limp down your front. |
●● Poison Resistance | M20 Book of Secrets p37-38 |
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Toxins may sicken you, but probably won’t kill you. Although magickal poisons may be the exception to this rule, your body shakes off the worst effects of natural and synthesized poisons.
When attacked by such substances, add two dice to your character’s Stamina roll when resisting their effects; a successful roll reduces the intensity of powerful toxins, and eliminates the deadlier effects of lesser ones altogether. Sure, she might feel a little woozy and could get seriously ill, but even if you fail that roll your character probably won’t die. Although it works against toxic bacteria, this Merit does not protect against diseases spread from viruses, genetic conditions, and so forth. And because intoxicants are toxins too, this Merit helps you survive overdoses of booze or drugs ⸺ see Alcohol /Drug Tolerance, above. |
●● Poker Face | M20 Book of Secrets p38 |
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Nothing rattles you. Nothing. The emergence of a titanic elder thing from the depths of space might warrant a concerned twitch of your mouth, but that’s really about it. Oh, this doesn’t mean you don’t feel anything ⸺ that’s the Mental Flaw: Icy, below. Your deadpan expression, blank eyes, and flat tone of voice, however, reveal nothing about your thoughts or intentions... which, for folks on the receiving end of you, can be quite disconcerting; reduce the difficulty of Intimidation, Subterfuge, and resistance-to-intimidation rolls by -2, while adding +2 to the difficulties of anyone who tries to rattle your cage or get under your skin, including attempts to read, seduce, torture, or otherwise get past that Poker Face. |
●● Surreal Beauty | C20 Core p178 |
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You possess a beauty far beyond that of normal mortals, unsettling in its perfection. People stand in awe of your ideal, yet alien, form while an inexplicable nausea subconsciously rises to the fore. Reduce the difficulty by three on any roll in which you try and acquire a Changeling or faetouched individual’s attention, or win them over with your looks. Other beings find your beauty unnatural, imposing a +1 difficulty on attempts at winning such a person’s trust. |
●● Without a Trace | VDA20 Core p420 |
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When you stray from the paths of civilization and wander into the wilderness, leaves, grass, and moss grow back where you pass and the earth itself moves to fill your footprints. You leave no noticeable traces of your passing, not even a scent. Normal attempts to track you (such as with Survival or ordinary dogs) automatically fail. The difficulty of attempts to track you by supernatural means, such as with Auspex, increases by two. |
●●● Daredevil | V20 Core p480; W20 Core p472; M20 Book of Secrets p38 |
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You are good at taking risks, and even better at surviving them. When attempting exceptionally risky
non-combat 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. V20, W20 You laugh at danger. Even when daring the Fates with near-suicidal impulsiveness, you possess an innate knack for not getting yourself perished. Add three dice to non-combat and non-magickal rolls that involve some physical act of incomprehensible stupidity (leaping from roof to roof, diving into a waterfall, jumping a motorcycle onto the back of a moving train, etc.) that would turn the average mortal into hash. M20 |
●●● Efficient Digestion | V20 Core p480; VDA20 Core p420 |
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You are able to draw more than the usual amount of nourishment from blood. 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. |
●●● Hypersensitivity | M20 Book of Secrets p38 |
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Extraordinarily open to physical sensations, you possess a depth of sensitivity most folks cannot conceive of having. A mere sip of wine can reveal its vintage to you; a whiff of smoke betrays the quality (or lack thereof) and origins of its burnt tobacco; a faint touch can conjure up orgasmic ecstasies.
Story-wise, you can easily “fall into” an enjoyable sensation, relishing it to a degree far beyond typical human sensitivity. System-wise, you reduce the difficulty by -2 if you’re trying to use a Perception + Alertness roll to identify details about a sensation. Assuming that you employ instruments like Bodywork, Drugs, Energy, Eye Contact, Food and Drink, or Sex and Sensuality (and you probably use most or all of them), you can get more “bang for your buck” from such sensations, which allows you to employ those instruments faster, and perhaps (Storyteller’s option) gives you a -2 reduction to the difficulty of associated Ability rolls. The normal modifier limits still apply. On the flipside, however, painful sensations and overstimulation can trigger paralyzing agonies and intense panic. Whenever you experience a painful sensation without your consent (that is, being flogged against your will, subjected to loud music that you didn’t wish to hear, or injured by something you didn’t want to be hurt by), you must make a Willpower roll to avoid being “dragged under” and stunned by the pain for a turn or two. That roll’s difficulty depends upon the intensity of the pain – from difficulty 4 for a minor annoyance, to difficulty 10 for screaming agony. As any Cultist can tell you, ecstasy is indeed a two-way street! Although this Merit goes well with Acute Senses, it cannot be taken by a character who’s also Insensate to Pain. |
●●● Increased Pain Threshold | C20 Core p178 |
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You feel pain as much as others; it just doesn’t affect you to the same degree. Legends are rife with tales of heroes who fight on, even while mortally wounded, only collapsing into death once the battle is won. The dice penalty for each of your Health Levels is reduced by one level. For example, a troll who is Hurt reacts as if Bruised, and is only incapable of action when killed. |
●●● Long-Distance Runner | W20 Core p472-473 |
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Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina. This Merit is very popular with Silent Striders. You must have at least four dots in Stamina to purchase this Merit. |
●●● Natural Weapons (3-4 Points) | W20 Core p473 |
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You are greatly in tune with your wolf physique. Your balance and physical acuity in Lupus form are greater than in Homid form. Subtract one from the difficulty of any attack roll with an innate natural weapon (e.g., claw, bite, kick, etc.) when in Lupus form. However, add one to the difficulty of any such attacks made while in Homid form. There is no change to your attack rolls in other forms.
This Merit costs 3 points for Lupus or Metis characters. This Merit costs 4 points for Homid Garou. |
●●● Nightsight | M20 Book of Secrets p38 |
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Unlike most people, you can see in near-total darkness. Only the complete absence of visible light will negate this ability. In even the dimmest light, your visual abilities remain essentially unimpaired.
This Merit does not increase your character’s visual capacity ⸺ for that gift, see Acute Senses, above; it does, however, mean that low light does not impose any sort of penalty on her visual Perception rolls. Other visual impediments, like smoke or fog, block her sight as usual, and magickally-imposed darkness (for instance, the sort caused by deflecting light with the Forces Sphere) negates this Merit if and when it involves the dispersal of light itself. |
●● Blush of Health | V20 Core p480; VDA20 Core p420 |
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You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. V20 The Embrace that claimed you did not entirely leach away the tells of your former life. Your skin is cool to the touch rather than cold, retaining a healthy fullness as if blood skill coursed through your veins. You easily pass as a mortal against all but the most thorough examination and the Storyteller may choose to lower the difficulty or reduce penalties to rolls to convince others of your mortality. Cappadocians and Nosferatu may not take this Merit. VDA20 |
●●● Perfect Balance | C20 Core p178 |
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Whether through constant training or inherited skill, your sense of balance is akin to that of a circus performer or bird on a wire. It’s very unlikely you’ll ever fall during your life. You may trip, but you’ll always catch yourself before you fully lose your footing or handhold. This Merit functions for such actions as tightrope walking, crossing ice, and climbing mountains. All difficulties involving such feats are reduced by three. |
●●● Sex Appeal | C20 Core p178 |
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You put it down to your looks and charm, but the dark truth is you have a dangerous, and perhaps unconscious, level of control over your pheromones. Your sexiness and sensuality attracts lovers to you like moths to a flame. You are the irresistible center of attention at any gathering. All rolls where sexual attraction matters have the difficulty reduced by three. This Merit cannot be used to seduce someone lacking a baseline of sexual attraction to the character. |
●●●● Huge Size | V20 Core p480; W20 Core p473; M20 Book of Secrets p38; C20 Core p178 |
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You are abnormally large in size, at least 6’10” and 300 pounds in weight (well over two meters tall and over 130 kgs). 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. V20 You stand close to 7’ tall and may weigh as much as 400 pounds in your Homid form; your other forms are also proportionately huge. This Merit gives you an extra health level, which acts as an additional Bruised health level for purposes of calculating damage and wound penalties. Of course, with your immense size comes other problems (blending into a crowd, finding clothes that fit, fitting into an airplane seat, etc.). W20 You’re far bigger than usual ⸺ possibly over seven feet tall and /or over 400 pounds in weight. Such large people stand out in a crowd, and have a hard time literally “fitting in” to a world built for smaller human beings. Still, your character’s large build gives him one additional health level, which counts as an extra level of Bruised when it comes to wound-based penalties. If he shapeshifts into a smaller form through Life-based magick, that extra health level goes away. In his normal form, however, this large character can be quite imposing and hard to beat. M20 Your mortal Seeming is abnormally large in size, over 6’10” and 300 pounds in weight (well over two meters tall and over 130 kgs). You are extremely noticeable in public, but gain one additional Bruised Health Level. C20 |
●●●● Eidetic Taste | C20 Core p179 |
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Possessed most commonly by Redcaps, Eidetic Taste allows you to remember the taste of everything you’ve ever eaten, and be able to identify it instantly if you taste it again. Furthermore, you’re granted the ability to sense where the nearest supply of that taste might be. If you’ve ever had a bite of someone, it serves as an excellent way to track that meal. Creative Changelings have found other uses for this power, including tracking down poisons. |
●●●● Prehensile Tail | C20 Core p178 |
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An additional prehensile limb is a useful, yet potentially disgusting, feature to possess.
At four points, you possess a tail like a monkey’s. This tail is two feet long (60cm), and can perform simple manual tasks such as pushing buttons and lifting objects with a Strength equal to half the Changeling’s rating (rounded up). A Prehensile Tail can wield a weapon with a Melee rating equal to half the Changeling’s rating (rounded up). You may use a Prehensile Tail with the same dexterous capability as any of your other limbs. |
●●●● Sturdy | VDA20 Core p420-421 |
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Training, hardships, or natural ability have inured your body to pain and damage. While you are not necessarily a hulking brute, anyone who has seen you in action knows that you can take more damage than the average individual. You gain an additional Bruised health level and the Storyteller may award you with any appropriate bonuses when your innate toughness comes into play. |
●●●● Winged | C20 Core p188 |
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You have beautiful wings, be they feathered bird’s wings, bat wings or colored butterfly wings. They are chimerical, but they need to be free, or they increase the difficulty of Dexterity rolls by one. You may have to explain why you have cut slits in all of your coats.
If you have taken this as a Flaw, you are not able to fly. If you have taken this as a Merit, you may indeed fly for short periods of time. (See Inanimate Chimera on p. 55 for dangers using these wings in human sight.) |
●●●●● Blessing of Atlas | C20 Core p179 |
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Remarkable among trolls and seen as a true miracle among other Kiths, the Blessing of Atlas permanently raises your Strength by one, and raises the potential maximum Strength rating by one. You’re only slightly larger than your fellows, but defined as if carved of marble. Should it become known by others you possess this Merit, you’ll be expected to act the hero or be feared as a budding warlord. |
●●●●● Insensate to Pain | M20 Book of Secrets p38-39 |
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Nothing hurts until it kills you. Okay, it probably does hurt, but not enough to slow you down. Wound penalties do not affect your character at all; until she dies, she usually functions with her full dice pools intact. This Merit does not in any way change the way in which she takes damage ⸺ for that Merit, see below ⸺ but it radically changes the way said damage affects her ability to get things done.
There is, of course, a downside to all this: Pain tells us that we’re not functioning properly and should probably stop while we’re ahead. And so, you’ll also do stuff like burn yourself by accident, try to walk on broken legs, and notice cuts only when the blood is seeping through your shirt. Although pain won’t slow you down, shattered bones and organs will. Injuries that inflict significant physical impairment (crushed legs, broken skull, gouged-out eyes, etc.) supersede your usual immunity to dice-pool penalties due to wounds, and you might inflict further lethal injury upon yourself (Storyteller’s option) if you keep going after your body tries to tell you to stop. |
●●●●● Too Tough to Die | M20 Core p644 |
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You’re badass enough to shrug off injuries. They still harm you, but they don’t stop you. Game-wise, this Merit allows your character to soak Lethal damage – NOT Aggravated damage. Story-wise, those gunshots, knife wounds, broken bones, and so forth still tear your character up – he’s not bouncing shotgun rounds off his chest. By soaking the associated health levels, however, your character can push on through wounds that would cripple or kill most folks.
Lethal injuries require the usual amount of time to heal. Soaking is not healing. If the Storyteller decides to use the Cinematic Damage option, this Merit has no purpose and does not apply. |
●●●●●●● Metamorph | W20 Core p473 |
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Shape-changing for you is as easy as breathing. You do not need to roll to change forms, nor is it necessary to spend a Rage point for an instantaneous shift. You make your changes as if you scored five successes on your roll to shift forms. If you lose consciousness from wounds or for some other reason, you may roll Wits + Primal Urge (difficulty 8) to choose which form you assume rather than reverting to Breed form. |
Total Physical Merits | 60 Merits |
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Overall Physical Merits | Total Number |
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● 1 Point | 22 Merits |
●● 2 Points | 19 Merits |
●●● 3 Points | 10 Merits |
●●●● 4 Points | 5 Merits |
●●●●● 5 Points | 3 Merits |
●●●●●●● 7 Points | 1 Merit |
● Artistically Gifted | M20 Book of Secrets p43 |
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The Muses work their will through you, or so it appears. Whenever you employ your artistic talent, reduce the difficulty of those rolls by -2. As with other Merits of this kind, this Merit does not reduce the difficulty of magick-casting rolls, but may reduce the difficulty of Attribute + Ability rolls that are involved with magickal acts. |
● Broad Experience | Wraith Compilation |
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Despite having no Passion built around it, your experience allows you to understand one other emotion well enough to conduct transactions in it and store it within you as Pathos. |
● Celestial Attunement | VDA20 Core p422 |
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You innately know what time of day it is and are able to accurately guess the hour of sunrise and sunset within a few minutes. With a moment’s concentration, you may also estimate the position of the stars, even without the aid of a star chart. |
● Code of Honor | Wraith Compilation |
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You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion (Mind magick, vampiric Domination, etc.) that would make you violate your code, either you gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide. |
● Common Sense | V20 Core p484; W20 Core p474; M20 Book of Secrets p43; C20 Core p180; Wraith Compilation |
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You have a significant amount of practical, everyday wisdom. Whenever you are 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 for beginning players unfamiliar with the game. V20, C20, Wraith You have an abundance of plain, everyday common sense (which is often not so common among humans or Garou). Whenever you’re about to do something counter to common sense, the Storyteller may step in and advise you that you’re about to do something that your character would recognize as foolhardy. This Merit is particularly recommended for novice players still coming to grips with the world of Werewolf and its dangers. W20 If such a sense were truly common, there wouldn’t be a Merit to represent it. Still, you have a gift for thinking one step ahead and assessing the potential consequences of your choices. Essentially, this Merit gives you a Get Out of Doing Something Stupid Free card; whenever you announce an action that wouldn’t be especially bright (for example, throwing a Time-Sphere spell at Old Man Wrinkle), the Storyteller may ask, “Are you sure you wanna do that?” Thus warned, you’re free to ignore the advice of your smarter angels. Still, you do get a momentary insight into potential dumbassery, which is more than most people get. Use it wisely. M20 |
● Computer Aptitude | W20 Core p474; M20 Book of Secrets p43; Wraith Compilation |
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You are familiar with and talented in the uses of computer equipment. All rolls involving computers (hardware, software, or operations) are at –2 difficulty for you. W20 A true child of the twenty-first century, you’re especially adept with computerized infotech. Reduce all difficulties involving computer-based rolls by -2, up to the usual modifier limit. This last caveat is especially important when dealing with computer-based magickal Effects, whose difficulties cannot be reduced by this Merit beyond the usual magick-roll modifier of -3, or below the minimum difficulty for magick-casting rolls. Even so, this Merit provides an edge for mages whose Arts include the guiding technology of our age. M20 You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are reduced by two. This is especially handy for Artificers or anyone possessing Inhabit. Wraith |
● Concentration | V20 Core p484; W20 Core p475; M20 Book of Secrets p43-44; C20 Core p180; Wraith Compilation |
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You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, or hanging upside down). V20, C20, Wraith You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any circumstantial penalties that otherwise might affect their dice pools or difficulty ratings (e.g., nearby gunfire, overpowering aromas, or hanging upside down). W20 Even by mage standards, you’re especially good at tuning out distractions. When you’re attempting some sort of feat that demands focus (as most do), this Merit eliminates modifiers that would be caused by distracting circumstances ⸺ gunfire, thunderstorms, rampaging critters from beyond the stars, and so forth. Truly distracting situations (trying to hack a computer system during a tornado, for instance) might demand a successful Willpower roll in order to wipe out the potential penalty; the difficulty would depend upon the circumstances. For the most part, though, you get in and get stuff done, whatever else might be going on around you. M20 |
● Expert Driver/Crack Driver | W20 Core p475; M20 Book of Secrets p44; Wraith Compilation |
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You drive like you were born behind the wheel. All difficulties on driving rolls are reduced by two. W20, M20 You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even trac- tors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two. How- ever, unless you possess a relic vehicle, this Merit may not be as beneficial to you in death as it may have been in life. Wraith |
● Higher Purpose | C20 Core p180; Wraith Compilation |
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All Changelings have some vision of their path, but you’ve a special commitment to it. You don’t concern yourself with petty matters, because your higher purpose is everything. Though you some- times behave in ways contrary to the needs of survival, your purpose grants you great personal strength. The difficulty of any roll that has something to do with this higher purpose is reduced by two. Decide what your higher purpose is, and make sure you discuss it with the Storyteller. C20 All Wraiths have "reason to live," but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any roll that has something to do with this higher pur- pose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. Storytellers should consider carefully whether or not this will make a character with already high Passions too powerful before agreeing to allow this Merit. If you have the Flaw Driving Goal you cannot take this Merit. Wraith |
● Introspection | V20 Core p484; C20 Core p180 |
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You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others’ actions. Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you. V20 You routinely meditate on your own ulterior motives, applying them to others like you. Through this nightly exercise, your incredible insight reduces the difficulty by two when you use a Perception-based action against someone in your Court. C20 |
● Language | V20 Core p484; W20 Core p475; M20 Book of Secrets p44; C20 Core p180 |
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You know a language in addition to your native one. You can take this Merit multiple times, each reflecting a different language. V20, C20 You know a language in addition to your native one. You can take this Merit multiple times, each reflecting a different language. Spirit Speech is a Gift and cannot be learned using this Merit. Garou are not required to use this Merit to purchase Garou Tongue or lupine communication; those are considered to come as naturally to them along with their native Homid language. W20 Beyond your native language, you understand another form of communication. Each 1-pt. Language Merit reflects a single language, typically in its written form as well as the spoken one. Mages ⸺ especially Hermetic wizards, Syndicate diplomats, and Technocratic field ops ⸺ tend to know a number of languages, both common (French, Latin, Mandarin, Spanish) and obscure (Old Kingdom Hieroglyphics, High Akkadian, Jovitos). If you possess five Language Merits or more, then you’ve begun to understand the principles of language itself and can try to unravel languages you don’t already know (Intelligence + Enigmas, difficulty 7 or higher). Characters should have background-based reasons for understanding various languages. It’s perfectly reasonable to assume that a barrio teenager might know English, Portuguese, several dialects of Spanish, and possibly even Arabic. If she’s also got German, Sanskrit, and Classical Greek on her character sheet, however, then someone’s got some explaining to do. M20 |
● Lightning Calculator | W20 Core p475; M20 Book of Secrets p44; C20 Core p180; Wraith Compilation |
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You have a natural affinity with numbers and mental calculations, making you a natural when working with finance, estimating at a glance, computing odds, figuring complex variable equations, and the like. All rolls where mental math comes into play are made with a –2 difficulty. Another possible use for this Merit is figuring the odds of success or failure of a particular endeavor, assuming you have sufficient data upon which to base your calculations. In appropriate situations, you may ask the Storyteller for the difficulty of a task you are about to undertake before committing to the effort. W20, Wraith Your head is a calculator of impressive capability. With a few moments of thought, you can perform intricate mathematical feats ⸺ a useful talent for Hermetic wizards, Syndicate operatives, Enlightened engineers, and other mages who employ math and geometry in their work. System-wise, this allows you to reduce the difficulties of math- and calculation-based rolls by -2. Simple calculations take no time at all, while sophisticated problems may demand a turn or more. Obviously, your character needs access to the proper data before she can work out calculations... and garbage in, garbage out, so make sure your data is accurate! For potential applications of math in magick (see the instrument entries for Circles and Geometric Designs, Formulae and Math, Money and Wealth, and Numbers and Numerology in Mage 20, pp. 590-596) as well as the practices of Hypereconomics (pg. 573), High Ritual Magick and Hypertech (pp. 578-579), and Reality Hacking (pp. 581- 582). Remember that Merits cannot reduce the difficulty of a magick-casting roll below the minimum difficulty, or by more than -3. That said, fast and accurate calculations make useful aids when you’re using Mundane Skills and Magickal Effects, as described in the entry of that name (Mage 20, pp. 532-534). Depending upon the feat in question, this could employ a roll of Intelligence + Academics to work out most calculations, Perception + Academics to discern odds or geometrical dimensions, and Wits + Academics to belt out rapid guesstimates with only the roughest of data. M20 You are a savant when it comes to mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. C20 |
● Literacy | VDA20 Core p422 |
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You are a learned scholar, able to both read and write. The Merit assumes that you can read and write with fluency in your native tongue, as well as Latin and any languages you may have gained through the Multi-Lingual Merit. In some chronicles, Literacy can be assumed. In these cases, Illiteracy becomes a 1-point Flaw. |
● Mechanical Aptitude | W20 Core p475; M20 Book of Secrets p44; C20 Core p180; Wraith Compilation |
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You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers, or anything that does not work predominantly through moving parts). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by 2. However, this Merit does not help you drive any sort of vehicle; once you’re behind the wheel, you’re on your own. W20, Wraith Oh, you technophile, you! Blessed by the machine gods, you’ve got a knack for mechanical gear. As with most Merits of this type, such aptitude allows you to reduce difficulties by -2 when you’re making rolls based around working with mechanical technology. No, you don’t have to be a technomancer to use such a gift, much less a member of the Technocracy; still, this aptitude does suggest that mechanical technology means a great deal to you, which ⸺ by extension ⸺ suggests that your paradigm, practice, and instruments have something to do with applications of mechanical principles and tech. M20 You are naturally adept with all kinds of mechanical devices. The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. This Merit doesn’t help you drive. This Merit affects your aptitude with chimerical mechanical objects as well as the mundane. C20 |
● Specific Interests | C20 Core p180 |
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You are specialized in an obscure or arcane field or niche interest and on this subject specifically you are an encyclopedia. Choose one rare area of knowledge. In this field, reduce the difficulty for all mental rolls by two. Example fields include the study of a dead language, a culturally-specific hobby, expertise in mythical demon names, and in-depth biographical knowledge of one celebrity. |
● Time Sense | V20 Core p484; W20 Core p475-476; M20 Book of Secrets p44 |
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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. V20 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, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in. W20 You’ve got an intuitive sense of what time it is in your vicinity. Much like the Rank 1 Time Effect, but without the ability to spot ripples in the time stream, this Merit provides a sort of internal clock that helps you gauge the time of day and the passing of time even when you don’t have access to windows, clocks, or other information about time. This Merit does not grant bonuses or decrease difficulties for Time Sphere-based magick-casting rolls. It does, however, give one of the benefits of basic Time Sphere perceptions to characters who do not employ the Time Sphere. M20 |
● Useful Knowledge | V20 Core p484 |
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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.) |
● Wolf Sense | W20 Core p476 |
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This Merit is a blend of folk wisdom, practical sense, and animal instinct. If you have Wolf-Sense and make a successful Wits roll, the Storyteller can opt to give you advice on whether you’re about to do something foolish in the eyes of wolf or Garou culture. It doesn’t mean she’ll tell you what you should or shouldn’t do, but at least you’ll have some warning. |
●● Berserker | W20 Core p476 |
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You have uncanny control over your inner anger, and can use your Rage as most Garou cannot. You can enter a berserk frenzy at will, ignoring your wound penalties. You still suffer the consequences of any actions committed in the throes of frenzy. When circumstances might cause you to frenzy, you must make a standard roll to see if you do so or not. |
●● Code of Honor | V20 Core p484; W20 Core p476; M20 Book of Secrets p44 |
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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. Characters with this Merit gain two 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. V20 You have a rigid 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. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid violating their code. You may choose something already established (the Litany is a common Code of Honor amongst Garou) or create your own list of moral and ethical dos and don’ts with your Storyteller’s approval. W20 Guided by a strong sense of ethics, you follow a particular standard of conduct. This might be a military honor-code, a religious creed, the law of a given fellowship to which you belong, or possibly your personal moral center. Regardless of its origins, this code guides your decisions, informs your activities, and sometimes forces you to make hard choices that less-ethical people never face. Thanks to that code, your character gains two additional dice to all Willpower rolls when he acts in accordance with his code of honor, or when he resists some temptation or compulsion that might get him to betray that code. Obviously, you and your Storyteller should work out the specific tenets of this code during the character-creation process. If you do not honor that code, then you’ll probably lose the Merit... and suffer disgrace, as well, among other parties who know and respect your vows. M20 |
●● Computer Aptitude | V20 Core p484 |
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You are familiar with and talented in the uses of computer equipment. Other Kindred may not understand computers, but to you they are intuitive. All rolls involving computers are at -2 difficulty for you. |
●● Eidetic Memory | V20 Core p484; W20 Core p476; M20 Book of Secrets p44-45; |
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You remember, with perfect detail, things you see and hear. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect. V20, W20, Wraith Gifted with the proverbial photographic memory, you clearly recall details about something you read, view, or otherwise experience. A serious boon for ritual magicians, field ops, and tech-minded magi, this Merit lets your character remember stuff even if you, the player, do not. Under most circumstances, your character easily recalls the memories in question. Really detailed memories, or ones gathered under stressful conditions, might require a Perception + Alertness roll before the character can remember essential elements of the moment she’s trying to recall. Memory, of course, is subjective, and so while this Merit allows you to remember things as you perceive them, those memories will still be based upon your perspective ⸺ internal as well as external ⸺ which is not the same as having access to some objective god-view of that experience! Especially in a game about subjective reality, that’s an important distinction ⸺ one that also keeps this Merit from becoming a potential game-breaker. Folks with such memories are often subject to PTSD, as in the Flaw of that name. Vivid recall has its drawbacks, and in the traumatic world of a mage, some things really are best forgotten! M20 You remember, with perfect detail, things you see and hear. Documents, photographs, conversations, etc., can be committed to memory with minor concentration. If you as the player forget an important piece of information the Storyteller believes your character would recall, the Storyteller will jog your memory. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll to concentrate and absorb what your senses detect. C20 |
●● Gall | W20 Core p382 |
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Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. |
●● Inner Strength | W20 Core p476; M20 Book of Secrets p45 |
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You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds. |
●● Light Sleeper | V20 Core p485; VDA20 Core p422 |
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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 or your morality Path restricts the number of dice available during the day. V20 When you rest, you retain a level of alertness above and beyond the norm. You wake at any unwanted disturbance in your environment, thereby making it very hard to surprise you while you sleep. You automatically succeed at any rolls to detect mundane attempts at surprise attacks while you sleep. VDA20 |
●● Loyal Heart | C20 Core p180 |
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While all fae are conscious of the bonds of oaths, for you it’s almost of a religious nature. Whenever you’re overwhelmed, the thought of your duties is enough to give you the strength to persevere. In game terms, you reduce the difficulty of rolls pertaining to the fulfillment of your oaths by three. Similarly, the power of your sense of duty may be sufficient to allow temporary immunity to other supernatural effects (Storyteller’s discretion). No Willpower may be spent on actions having to do with the breaking of oaths. This is not cumulative with the effects of the Merit True Love, though it can be combined for purposes of roleplaying. |
●● Multi-Lingual | VDA20 Core p422 |
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Through patience, study, and/or immersion, you are able to speak another language or languages with native fluency. This represents a full command over the language. For each dot of Intelligence your character possesses, you may know one other language. You may also use this Merit to reflect secret codes, cants, jargon, or sign language as well. Additional languages increase the cost of this Merit by one point per Language. |
●● Natural Linguist | V20 Core p485; W20 Core p476; M20 Book of Secrets p45; C20 p180; Wraith Compilation |
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You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages, and each purchase of the Language Merit gives you two languages instead of just one. V20, W20, C20, Wraith You’re especially good at understanding how people communicate. Every purchase of the Language Merit secures two languages for you, not just one. You also get three bonus dice when making rolls based upon clear communications, typically ones employing Art, Expression, Etiquette, Leadership, and other Traits that involve “speaking their language” to impress someone else. This Merit does not add three dice to magickal casting rolls when using language as an instrument. It may, however, apply the bonus to a mundane roll that could enhance a magick-casting attempt. M20 |
●● Seldom Sleeps | W20 p476 |
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Whether due to a strong constitution, a frenetic nature, or even a hint of ancestral magic in your blood, you require significantly less sleep than the average Garou. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won’t make you more than a little bleary-eyed. You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. |
●● Skald | V20 Lore of the Clans p87 |
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Gangrel Anytime you make an Occult roll to know a fact about vampiric history, you may add a die to your dice pool. Further, you have exceptional memory for oral histories, and you are a quick study when it comes to memorizing large amounts of rote information. This is not true Eidetic Memory, but constitutes the ability to memorize poetic eddas, codes, or complex messages with only a few hours of study. |
●●● Calm Heart | V20 Core p485; W20 Core p476 |
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You are naturally calm and do not easily fly off the handle. You receive two extra dice when attempting to resist a frenzy. Brujah may not take this Merit. V20 You remain calm and collected even in the most trying of circumstances. All Rage rolls are increased by two in difficulty. W20 (Original Text below is a typo without an Errata correction. Rage rolls do not gain extra dice to resist frenzy.) [ You remain calm and collected even in the most trying of circumstances. You receive two extra dice when attempting to resist frenzy. ] |
●●● Fury’s Focus (Prerequisite: Path of Entelechy) | V20 Lore of the Clans p48 |
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Brujah Brujah who have devoted themselves to mastering their frenzies through the Path of Entelechy sometimes find tangible benefits resulting from their efforts. A Brujah with this Merit may briefly delay the full onset of frenzy. System: The player spends a Willpower point at the onset of frenzy and then rolls the Brujah’s Entelechy rating. The difficulty is one higher than the original roll to resist frenzy. The Brujah still frenzies, but the player controls her character’s actions for one turn per success. Furthermore, when the period of partial control ends and the Brujah loses control, the difficulty of any degeneration rolls triggered by sins committed during the frenzy are reduced by the number of successes rolled, to a minimum difficulty of 4. |
●●● Hyperfocus | M20 Book of Secrets p45 |
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Given time and a lack of distractions, you can focus your mind to an uncanny extent. For every hour spent focusing without distractions on a mundane task (not on a magick-casting roll), you may add one die to your dice pool for each roll made during an extended action.
This bonus has a limit of three dice, total. So if, for example, Nix has Hyperfocus and spends two hours on a task, zir player adds two extra dice to Nix’s dice pool; three hours’ focus provides three dice, but four hours of focus keeps those three dice. All two or three dice, however, get used every time Nix’s player makes a roll to complete that extended action. As noted above, this Merit does not assist magickal casting rolls. Due to the time required to focus ⸺ and the lack of distractions involved ⸺ Hyperfocus doesn’t help in combat situations either, although a strategy-minded character could hyperfocus on planning for a battle, but not on fighting it once the combat began. On a similar note, a mage could use Hyperfocus to aid in the mundane elements of a ritual. Extreme hyperfocus is often (though not exclusively) associated with people on the autistic spectrum, although some authorities claim that perseveration (see the Flaw: Mental Lock) is more a more accurate way of looking at that intense form of focus. With or without autism, this Merit comes in handy for Hermetics, technomancers, shamans, and other mages whose practices depend upon extreme dedication to certain tasks. |
●●● Iron Will | V20 Core p485; W20 Core p476; M20 Book of Secrets p45; C20 p180 |
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When you are determined and your mind is set, nothing can thwart you from your goals. Characters using Dementation, Dominate, or any other mind-altering magic, spell, or Thaumaturgy path against your character are at +3 difficulty.
Elder levels of powers like Dementation and Dominate may overwhelm even this resistance. Against Level Six powers, the expenditure of a Willpower point through Iron Will only raises the difficulty of the Discipline roll by two. Against Level Seven powers, the difficulty is increased by only one. Level Eight and higher powers cannot be resisted with Iron Will. This Merit does not affect Presence or other powers dealing with the emotions. Characters with Willpower scores below 8 cannot take this Merit. V20 You have a tremendous ability to resist outside attempts to take over your mind. You receive three extra dice to resist attempts to manipulate your mind, and may spend a Willpower point to shake off the direct mental control of a vampire. This Merit works only against direct mental control, not emotional manipulation; Gifts that induce frenzy still have the usual chance to succeed, for instance. W20 Even by Awakened standards, you possess a formidable will. When you make up your mind or dig in your heels against mental influence, your determination’s hard to break. System-wise, your character receives three extra dice for his Willpower rolls whenever he faces a challenge to his convictions, or resists attempts at Mind magick, torture, exhaustion, and other debilitating attacks. If the character ever crosses paths with a vampire or other mind-controlling entity, he can shake off the effects of such assaults by spending a single Willpower point. M20 To your detractors your head is full of rocks. In truth, your determination and stubbornness makes you unshakable once your mind is set. Characters attempting any mind-altering magic against you are at +3 difficulty, up to a maximum difficulty of 9. This Merit does not affect powers dealing with emotions. Characters with Willpower scores below 5 cannot take this Merit. C20 |
●●● Jack-of-All-Trades | W20 Core p476; M20 Book of Secrets p45 |
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You have a little knowledge about a lot of things. If making a roll on a Skill you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2. Only Homid or Metis characters may take this Merit. W20 You know a little about a lot. When attempting to make a roll using a Skill (not a Talent) that your character does not possess, you don’t suffer the usual penalty. If you’re trying to use a Knowledge your character does not possess, you can still make the roll but with an addition of +2 to the normal difficulty. Because Talent Traits represent innate gifts honed by practice, this Merit does not grant access to Talents that your character does not possess. M20 |
●●● Master Craftsman | C20 Core p181 |
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When designing, building, or repairing something, the difficulty of your rolls is reduced by two. Additionally, you require three fewer successes on any extended rolls required when working on large or complex projects. |
●●● Precocious | V20 Core p485 |
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You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost |
●●● Recognize Garou | W20 Core p382 |
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Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. |
●●● Scientific Mystic/ Techgnosi | M20 Book of Secrets p45-46 |
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Certain unorthodox technomancers understand that “mysticism” is just another form of science whose principles may be understood by a properly Enlightened mind. Although you pursue a technological practice and employ tech-based instruments, you can employ instruments that are traditionally considered to be “magic” once you’ve had an opportunity to study them and fit those tools into your scientific paradigm.
The Scientific Mystic Merit lets a dedicated technomancer ⸺ that is, a member of the Society of Ether, the Virtual Adepts, a tech-based “orphan,” or perhaps even a rogue Technocrat like the Disparates of Navalon ⸺ study metaphysical principles from mystic-paradigm mages for no extra point-cost if that technomancer has the focus practice Weird Science. That technomancer can also choose traditionally “mystic” tools as up to half of her required instruments (as detailed under Arete, Focus, and Instruments in Mage 20, p. 329), and can discard those instruments as a mystic instead of as a technomancer. Essentially, this means that your approach to Enlightened science is flexible enough to embrace bizarre approaches to your metaphysical pursuits. Other scientists might consider such things impossible, but you realize that “possibility” is what you make of it. On the other side of that metaphysical coin, the Techgnosi Merit allows a dedicated mystic to do the exact same things, but with technological instruments and no extra cost involved in studying magick from technomancer peers, regardless of your practices. (See the Chapter Three entry cited above.) Yes, your soul belongs to the Mysteries, but you’ve recognized that technology has a place in those Mysteries as well. |
●●●● Berserker | M20 Core p644 |
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Folks don’t like you when you’re angry. In combat, you become a veritable monster, destroying everything and everyone in sight. In certain ways, this is a blessing, in others, a curse ⸺ for although your dedication to slaughter has undeniable benefits, it’s also a distinct liability... especially if you belong to a group that prizes discipline rather than brutality.
As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. That’s the good part; the bad part is that everyone becomes your enemy. Allies, enemies, and bystanders alike all look like targets until the blood-trance fades. Magick and strategic thinking become impossible, and your character uses every weapon in her hands for maximum carnage. Unless someone knocks her unconscious, incapacitates or kills her, or simply leaves her alone for several minutes (during which time she destroys everything within reach), she remains stuck in kill mode. Is this a Merit or a Flaw? That depends. If your character belongs to a group that prizes bloodlust and has the luxury of mass murder in the modern world (that is, she’s a shock-troop “cleaner” or an elite warrior for a wetwork organization), then it’s a Merit; if she belongs to a group that demands subtlety, control, and restraint, then it’s a definite Flaw. Either way, your character is the loosest of cannons ⸺ aimed in a convenient direction and then left alone to burn out or explode. |
●●●● Gut Instincts | C20 Core p181 |
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You’ve got a direct line into the more primal of your instincts, and benefit from the ability to act without thinking first. You may not always know why you do what you do, but once the dust clears, you realize the correct move was made. This Merit nullifies the effects of surprise and permits you to act normally, though you may only defend. In cases where you’re not surprised, you may preempt your opponent’s action. |
●●●● Judge’s Wisdom | M20 Book of Secrets p46 |
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Through firm self-discipline, you have mastered your emotions to Vulcan perfection. No passion-based assault can rattle your judgment, and the base attacks of heart-twisting fiends have little hold on you. Rules-wise, you remain immune to Mind- or Life-based Effects that influence emotions (as detailed in How Do You DO That?, pp. 60 and 120-122), and can shrug off the vampiric Discipline of Presence unless that bloodsucker has at least six dots in that Discipline. Emotion- based powers from werecreatures, faeries, and other such creatures cannot affect you, although you can still be possessed, mind-controlled, enchanted, and otherwise bent or broken so long as the assault is not based on wrangling an emotional response from your perfect serene command. |
●●●●● Jack-of-All-Trades | C20 Core p181 |
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You’ve a large pool of miscellaneous skills and knowledge obtained through extensive travels, the jobs you’ve held, or all-around know-how. You automatically have one dot in all Skill and Knowledge> Dice Pools. This is an illusory level, used to simulate a wide range of abilities. If you spend experience in any untrained Skill or Knowledge, you must still pay the point cost for the first level. |
●●●●● Loyalty | V20 Ghouls/Revenants p126 |
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Though revenants are the tools of the Kindred, they aren’t known for their unshakable loyalty to a particular vampire or Clan. When a member of a Revenant family does display such loyalty, it’s noteworthy. Word of that Revenant’s actions will spread quickly among other members of the Clan or Sect the family serves.
Most revenant families might welcome a patron vampire for one of their members. The family would likely be suspicious of placing their trust in a specific vampire or Clan, and would probably take steps to avoid becoming too dependent on a single domitor. The character can expect occasional favors from the vampire Clan that controls the revenant’s family. They may also be given considerable latitude to explore their own special interests, since the vampires “trust” that the character is furthering the Clan’s goals. Loyalty is also a good Merit to choose if the character is being groomed for the Embrace, especially if that revenant knows her future sire. Used by: Ducheski, Rossellini, Kairouan Brotherhood, and Servants of Anushin-Rawan |
●●●●● Self-Confident | W20 Core p476; M20 Book of Secrets p46 |
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You are so sure of your own abilities that when you expend Willpower to gain an automatic success on an endeavor, you have a chance to gain the benefit of that expenditure without actually losing the Willpower. When you spend Willpower for an automatic success, you do not actually lose it unless the auto-success is the only one garnered in the roll. This Merit may only be used in challenging situations, that is, when the difficulty of your roll is six or higher. You may spend Willpower for an automatic success at other times, but if your difficulty is five or less, the Willpower will be spent regardless of what you roll. W20 Mages are confident; you’re even more so. When spending Willpower to gain an automatic success, you don’t even need to lose that point of Willpower unless: 1) The Willpower-gained success is the only success you get for that action; or ... 2) The difficulty for that action is 5 or less. This Merit kicks in only in challenging circumstances, and tasks with a difficulty of 5 or lower are just too easy to demand help from your character’s self-confidence. M20 |
●●●●● Untamable | W20 Core p476 |
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You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. |
●●●●●● Because I Think I Can | C20 Core p181 |
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When you declare you are using a point of Willpower and roll for successes, your self-confidence may allow you to gain the benefit of that expenditure without losing the Willpower point. You do not lose the point of Willpower unless you fail your roll. This also prevents you from botching. This Merit may only be used when the difficulty of your roll is 6 or higher. |
Total Mental Merits | 47 Merits |
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Overall Mental Merits | Total Number |
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● 1 Point | 18 Merits |
●● 2 Points | 12 Merits |
●●● 3 Points | 9 Merits |
●●●● 4 Points | 3 Merits |
●●●●● 5 Points | 4 Merits |
●●●●●●● 6 Points | 1 Merit |
● Benevolent Patron | C20 Core p182 |
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You intrigue a changeling ranked more highly than yourself. So long as the reason for this intrigue remains — whether it be looks, a field of expertise, or the way you composed yourself in the freehold ⸺ you hold the other changeling’s attention and he has a vested interest in keeping you around. This Merit should be played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Benevolent Patron does not imply a permanent relationship. |
● Boon (1-6 points) | V20 Core p488; C20 Core p183 |
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Someone is in your debt. It could be a lowly Fledgeling or the Count of a Freehold; 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 being who owes you a favor may well 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 clean the slate. |
● Boons (1-4 points) | Wraith Compilation |
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Heretic Boon (1-3 point Merit) The members of a given Heretical Cult rewarded you with a boon for aid rendered. The power in this depends on the level taken and may be used for a number of things (with Storyteller permission). If you get Greedy or abuse their trust, they have every right to revoke it. While lower levels may grant you entrance to a haunt to attend a meeting, higher levels may give you access to the resources of the cult. Hierarchy Boon (1-4 point Merit) You received a boon from the higher powers of the Hierarchy in exchange for some sort of assistance. This reads as a sort of blank check and may be used for various favors depending on the level, either a “spend a night free” or lifetime immunity. Don’t abuse it, or it may very well be revoked. This Merit can range from one to four points, with lower levels granting safe passage through hierarchy controlled areas and higher levels allowing you to carry dark steel legally. Renegade Boon (1-3 point Merit) You have somehow earned a boon from a certain group of Renegades. The level of this Merit determines the power and utility of the boon. Lower levels of this Merit can get you small favors or safe passage from the Renegades; three points may well reflect a favor that the entire Gang must repay. As with other boons, abuse of this Merit may well result in it being revoked. |
● Calming Presence | C20 Core p183 |
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Common among the pooka is the ability to calm any animal or child with a quiet word or even a look. Something in your aura conveys safety and security to the animal or child. Guard dogs and wild animals never attack you, and babies in your presence calm and gaze up at you in fascination and wonder. |
● Camp Goodwill | W20 Core p479-480 |
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You have earned the attention and favor of a particular Garou tribal camp. Perhaps you’ve done them a favor, or maybe they’re trying to recruit you. Regardless, all Social rolls when interacting with that Camp are made at –1 difficulty. You may not be a member of this camp when you first take this Merit, although you can become recruited into the Camp during play at the Storyteller’s discretion. You may take this Merit multiple times for different camps, and may take it for tribal camps other than your own Tribe, each with the Storyteller’s approval. |
● Debt of Gratitude | VDA20 Core p423 |
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Though he may grudgingly admit it, an Elder is in your debt. At 1 point, the Elder owes you a favor. Work together with the Storyteller to determine what type of favor is owed and what you did to earn such a thing. Work with the Storyteller to detail how (and why) this happened. |
● Elysium Regular | V20 Core p487 |
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You spend an unusual amount of time in Elysium. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are. Extended time spent in Elysium also gives you extended opportunities to interact with the Harpies and other Kindred of that stature ⸺ and they’ll know your name when you approach them. This Merit is generally taken by vampires that respect and attend Elysium on a regular basis. |
● Family Support (1-3 points) | W20 Core p479; M20 Book of Secrets p53-54 |
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Set at 1 Point. Your family knows what you are and accepts your new life wholeheartedly. Perhaps your parents are Kinfolk and have prepared themselves for the potential that you might be a full Garou. However they need not be actual Kin (of the sort purchased through the Kinfolk Background); they may not understand what you’ve become, but still believe you are “special” or “gifted.” While you can’t assume they will risk themselves for you or your pack, you can rely on their moral support and understanding — and maybe a place to crash on occasion. W20 Your family knows about your Awakened life ⸺ and for the most part, they approve of it. You might belong to an ancestral “fam trad” (a family tradition of magical /occult pursuits), a supportive New Ager-type of clan, an appropriately religious family (that is, relatives who follow the same creed as you do), a wealthy dynasty that backs your current life-choices, and so on. This family could be your proverbial “family of origin” (your blood relations), an adopted “family of choice” (people who are not your genetic kin but who function as your family now), or both. Either way, your family stands behind you. This Merit doesn’t extend to major economic help unless you also purchase the appropriate Backgrounds too (Resources, Retainers, and so on). Still, it’s good to have someplace to call home, and someone to be there when you need them. The more influential your family, and the more supportive of you they are, the more this Merit costs: (1 point) You’ve got a “typical” family for your culture, and their support is mostly emotional although you can get a few bucks, a favor, and a place to crash when you need it. (2 points) Your family has status, wealth, and influence. While they expect you to stand on your own for the most part, you can still get help if and when you need some. (3 points) A scion of wealth, power, and privilege, you can call upon favors and influence when need be. Your clan pulls strings on your behalf even when you don’t ask for help, and people defer to you because of your heritage. As anyone who’s been born into a wealthy yet dysfunctional clan can attest, you can have both Family Support and Family Issues (as the Flaw described below). Your rich dad could be an abusive prick, your loving uncle might be creepily possessive, and Mom’s support comes with more strings than a puppeteer’s convention. Both Traits could also represent a character whose family of origin is a mess, but whose family of choice supports her. For the purposes of coincidental magick, a family reflected in this Merit does not count as Sleeper witnesses when their beloved mage casts Effects. That benefit doesn’t usually extend to your companions, however, unless they employ the same sort of focus as you do, use magick that fits into your family’s world-view, or purchase this Merit to reflect being “adopted” into your family as a childhood friend, a spouse, or an otherwise beloved part of the clan. M20 |
● Favor (1-3 points) | W20 Core p479; M20 Book of Secrets p54 |
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You have earned the favor of someone more powerful than yourself because of something you did in the past. Work out with your Storyteller who exactly owes you the Favor ⸺ perhaps an Elder of your Sept, an influential member of your Tribe, or even a powerful pack of Garou.
1-point Merit indicates that you provided a minor service; 2-point Merit means that you have done something significant for them; 3-point Merit probably means that you saved their life (or the life of someone important to them) You can ask for (and expect to receive) a similar level of favor in return. You can only call in this favor once; after that, your previous service holds no particular sway. While it stands, however, other Garou may know that someone important is indebted to you and react to you accordingly. W20 Also known as a Boon, this Merit means that somebody owes you, big-time. You scratched their back, and will eventually call in some scratching of your own in due time. Maybe you aided a Master-level mage... or helped a vampire Prince... or did a solid for a wealthy Sleeper, a spirit, a faerie, or a ranking member of the Changing Breeds. Regardless of their identity, this party is more powerful than you are, and can get things done on your behalf that you could not get done yourself. The value of this Merit depends upon the value of that favor. Minor acts of benevolence cost one point, significant boons are worth two, and a life-debt is worth three. You may purchase several Favors, either from a single party or from several different folks who owe you. A Storyteller may grant this Merit in place of experience points if your character has helped a supporting character and requested, earned or demanded a Favor in return. Once that favor has been performed, however, the Merit is spent. Long-lasting assistance would be counted as a Background like Mentor or Patron, or as one of the allies described in the section about Supernatural Merits. M20 |
● Favors (1-5 points) | Wraith Compilation |
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Someone or some group owes you a favor. This individual may be merely a peasant, but could be someone as powerful as a magistrate at the commandery level or the head of a powerful family. Alternatively, someone of lesser power may owe you a series of favors. Discuss the exact nature of the debt with the Storyteller. |
● Former Ghoul | V20 Core p487 |
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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. 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. |
● Good Listener | C20 Core p183 |
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Pooka excel at the ability to get others to open up to them; however, you are a master confidant. A word here, a gesture there, you crack people open like oysters and harvest their secrets like pearls. Your ability to listen makes others tell you their feelings, concerns, and hidden dreams. They don’t know why they’re telling you, but they usually feel better afterwards. All rolls related to obtaining information from others are at a –2 difficulty. |
● Harmless | C20 Core p181 |
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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 |
● I Know You | C20 Core p183 |
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You have one of those faces, or a way of acting, that makes others just assume you are someone they already know. Perhaps you resemble someone from their childhood, or their favorite television show. When introducing yourself at social gatherings, you always succeed in grabbing someone’s attention. You cannot be immediately dismissed without at least a few curious questions first. |
● Lingua Franca | VDA20 Core p423 |
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You are able to speak a mixed language made of common tongues that most people you encounter will understand. You may not be able to hold philosophical discussions, but you can navigate your way through conversations in most places and will be able to communicate sufficiently in dire situations. |
● Loyalty | M20 Book of Secrets p53 |
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You’re especially devoted to a certain cause, group, creed or person. When someone tries to turn you against the object of your loyalty, you receive a two-die bonus to your dice pool when resisting that attempt with your Willpower. If the assault uses your Willpower Trait as the difficulty for the attack, then your attacker adds +2 to her difficulty while striving to undermine your loyalty.
Naturally, you must define the source and reasons for your devotion when you select this Merit. Such loyalty will influence many of your roleplaying choices too – your friends, enemies, priorities, magickal focus, and other things besides. For extra fun (ha ha), you can complement this Merit with the Flaw: Conflicting Loyalties, described below. |
● Natural Leader | V20 Core p487-488; C20 Core p183 |
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You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit. V20 You’re gifted with a certain magnetism to which others naturally defer. Difficulties of all attempts to rally people with your words are reduced by two. You must have a Charisma rating of 3 or greater to purchase this Merit. C20 |
● Patron (1-5 Points) | VDA20 Core p423 |
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You are fortunate enough to have a personage of some wealth and power who is willing to sponsor your endeavors. Presumably, your Patron is fond of you and is willing to offer you material goods to further whatever agreed upon goal you may have, so long as you do not abuse their favor. The scale of this Merit pertains both to the power of your Patron and how close they are to you.
A 1-point Patron could be a distant but powerful vampire or an enthusiastic, wealthy mortal who has infrequent funds. A 3-point Patron might be a mortal prince or queen, or a vampire of some standing more willing to regularly fund or champion you. A 5-point Patron is almost certainly supernatural and has vast resources at their disposal. This is not something for nothing, however, and every so often (with increasing frequency directly proportional to the points invested in this Merit) your Patron will ask something of you. It is generally unwise to say no. |
● Pitiable | W20 Core p479; M20 Book of Secrets p53 |
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Something about you makes others look at you as if you are deserving of their pity. Perhaps they see you as still a cub, despite your age or experience. You gain one die on Social rolls when actively playing up your pitiable nature. Wheedling someone into helping you would be appropriate; intimidating them into submission would not. Final word rests with the Storyteller in regards to when this Merit’s benefit may be used. W20 Oh, you poor thing! People want to help you, and you’re willing to let them do so. Although this Merit lowers the difficulty of your Social rolls by -2 when you’re trying to get someone to take care of you, it adds +2 to the difficulty of rolls that attempt to intimidate people or otherwise impress folks into taking you seriously. M20 |
● Prestigious Sire | V20 Core p488; VDA20 Core p423 |
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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. V20 The vampire who Embraced you is no ordinary Cainite. Your sire holds incredible clout among your clan (and possibly others), and this social fortune has been bestowed upon you as well. Others generally treat you with more respect when they learn who sired you. When acting in your sire’s name or on your sire’s behalf, decrease the difficulty of Social rolls with other Cainites by one. Note, however, that others may also expect more from you, simply for being the childe of greatness. VDA20 |
● Prestigious Mentor | M20 Book of Secrets p53 |
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Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re making Social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your Mentor, add +2 to the difficulty unless that Mentor scares the shit out of them... in which case, you had damned well better be able to live up to the fear his name invokes! |
● Protégé | V20 Core p488; C20 Core p183 |
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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; you are at -1 difficulty on Social rolls with all those who’ve heard good things about you. V20 An important changeling once mentored you, and spoke glowingly of you to acquaintances. Others may be inclined to look favorably on you by dint of the recommendation; you are at –2 difficulty on Social rolls with all those who’ve heard good things about you. C20 |
● Regal Bearing | M20 Book of Secrets p53 |
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Aristocratic charisma is your birthright. Although you might not actually hail from a noble family, your presence radiates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all. People defer to you as a reflex; subtract -2 from the difficulty of your Social-Trait rolls whenever you’re trying to make an impression, and while certain folks will want to take you down a few pegs on general principle, most people are inclined to respect you even if they don’t necessarily like you. |
● Rep | V20 Core p488 |
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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. |
● Sabbat Survivor | V20 Core p488 |
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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. 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 Sabbatt, and comes into play most frequently as a means of avoiding ambushes. |
● Sectarian Ally | V20 Lore of the Clans p26 |
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Assamite You have a close friend in one of the Kindred Sects. Perhaps you are a warrior who is in touch with one of the Antitribu, a Vizier who shares common business interests with some Camarilla Ventrue, or a Sorcerer who corresponds with one of the rare blood magicians of the Anarch Movement. Your Ally can help you navigate the currents of their Sect, but they might want something in exchange from time to time. |
● The Company of Saints & Heroes | VDA20 Core p423 |
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Life (and possibly unlife) experiences have brought you close to august religious figures, political entities, and legendary heroes. They do truly know you and think well of you, but you are not necessarily close. Use the Allies Background to represent a tighter relationship. This Merit allows you to name-drop your famous connection and reduce the difficulty to applicable Social rolls by one. |
● Unobtrusive | C20 Core p181 |
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You can pass without notice in most social situations. This is less about the uncanny Background: Arcane (although it can complement that Background) than it is a matter of simply seeming unremarkable. Unless you make a fuss of some kind, folks just don’t remember you. You’re... um, that dude... or that girl... or, well, damn, I don’t even remember exactly what sort of person you are, actually. And in some lines of work or walks of life, this is a very useful talent to have.
Although it does not in any way render you invisible or untraceable, this Merit lets you blend in and slip from memory. Folks need to make a Perception roll (difficulty 6) in order to recall your features or name. On the flipside, you add +2 to the difficulty of any Social rolls you need to make, because folks just don’t notice you under most circumstances. For obvious reasons, you can’t take any socially distinctive Merits, Flaws, or Backgrounds ⸺ such Traits would make you memorable ⸺ or have especially distinctive features or clothing. Granted, “distinctive” depends upon who and where you are; the proverbial gray flannel suit, for example, stands out at places like Burning Man! Under most circumstances, though, you blend in wherever you go. |
● Unremarkable | Wraith Compilation |
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There's just something about you that makes you utterly forgettable. Either you look like a lot of other Restless or your manner simply doesn't attract attention. No One notices you without making an effort to do so; you just blend into the crowd. While some people might find this annoying, for a Renegade on the run, enforced anonymity can be a blessing. On the other hand, the sheer blandness Of your presence can make things difficult if you're trying to attract new recruits through your inspired oratory. Unless you make a concerted effort and take extreme measures to counter the Merit's effect, most people simply pass you by, dismissing your presence along with whatever you have to say.
Note: "This Merit cannot be disabled, even temporarily, with the effects of Moliate. Once you're Unremarkable, you're Unremarkable forever. |
● Your Best Advocate | C20 Core p183 |
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You are especially convincing when telling tall tales about your exploits. You receive a –2 to your difficulty on Social rolls related to recounting your deeds, whether true or not. |
●● Animal Magnetism | W20 Core p480; M20 Book of Secrets p54-55 |
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Others of your Breed (humans if you’re homid, wolves if you’re lupus; metis should pick either humans or wolves, not Garou) find you especially attractive. Your rolls to attract, persuade, charm, or seduce those individuals is at –2 difficulty. This effect does not apply to threatening or intimidating actions. W20 Though it might not involve conventionally good looks, you possess a primal sort of attractiveness. Your social rolls subtract -2 from their difficulty when you’re trying to charm, seduce, or otherwise impress folks by appealing to their carnal natures. This benefit doesn’t usually apply to threats or intimidation attempts, although clever applications of raw sex appeal can be rather unnerving, which could facilitate rather effective threats... M20 |
●● Bullyboy | V20 Core p488 |
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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. |
●● Confidence | M20 Book of Secrets p55 |
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You exude an aura of unshakable authority. Nothing seems to rattle you. Folks defer to you by default, and you expect nothing less. Even when you’re making things up off the top of your head, or lying your ass off about your true feelings or intentions, your self-confidence inspires an unusual degree of trust. Cool is your middle name, and the few people who try to get one over on you have a very hard time doing so.
When dice start falling, subtract -2 from the difficulty of all Social rolls based upon impressing other characters with your capabilities. Other players, however ⸺ the Storyteller included ⸺ add +2 to the difficulty of Social rolls for characters who try to shake your confidence or shatter your calm. |
●● Good Old Boy/Girl | W20 Core p382 |
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You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even Lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. |
●● Hideaway | M20 Book of Secrets p55-56 |
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When you need time to yourself, there’s a place you can go to that no one knows about except you. It’s small, yeah, and remote enough that your friends and enemies can’t find you there. Chances are, it’s a secret apartment or condo, a distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual life. It could even be a pocket Realm, accessible only to you and whomever you choose to share it with, should you be foolish enough to trust anyone else with this secret Hideaway. Unless you give its location away, however, or wind up getting tracked to it by a dedicated stalker, this little getaway is your personal escape hatch. Use it wisely, and be careful when you come and go!
Unlike the Merit: Property, or the Backgrounds: Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expansive, elaborate, or innately magickal. That said, it’s hidden from most forms of casual detection. You could combine this Merit with Property, Node, or Sanctum, although those Traits would need to be purchased in addition to your Hideaway, and their existence must remain secret from other characters. Chantries are social by default, and so cannot also become a Hideaway. This place is stocked up with whatever you would need for a roughly two-week stay, and may, of course, be stocked up for longer periods if you bring in additional supplies. Although you might be traced to your Hideaway with magick or other tracking methods, your little retreat is not linked to you by any searchable official channels: bills, lease, mail, Internet services, etc. Once per story ⸺ if events occur which could lead other people to your Hideaway, if you do something that could reveal its location, or if someone dedicates time and effort trying to track you down ⸺ the Storyteller may roll two dice against difficulty 6. (Yes, this roll is done in secret, so you won’t know the results.) If that roll gets at least one success, then your secret remains hidden; one failure means that someone has gotten a clue but not your exact whereabouts; four successive failures reveal the location of your Hideaway, and a botch on that roll exposes its location immediately. So long as you continue to cover your tracks, however, this place remains yours and yours alone. |
●● Lawman’s Friend | V20 Core p488 |
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For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local Sheriff or Bishop in charge of discipline likes you. He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crackdowns and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy — and the change might not be apparent until it’s too late. |
●● Natural Leader | W20 Core p480; M20 Book of Secrets p56 |
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You were born with a strength of bearing to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma of 3 or greater to purchase this Merit |
●● Nature’s Child | C20 Core p184 |
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You are one with nature and beasts. You receive a –2 to your difficulty on rolls when dealing with non-sapient animals in their natural environment, whether training them, tracking them, or simply petting them. Changelings should take care relying on this Merit when dealing with Chimera, however; some of them are much more intelligent than they appear. |
●● Notable Heritage | W20 Core p480 |
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Your direct family line is particularly renowned, either in Garou society or in the human world. You must choose (with your Storyteller’s approval) which world your heritage relates to, and detail your family line accordingly. You are at –1 difficulty to all Social rolls when working in the appropriate society (with Garou and Kinfolk who are aware of werewolf society, or when dealing with humans who are aware of your heritage). You are expected to live up to your lineage’s reputation. If you fail to do so, you may find the Merit dwindling over time as stories of your own failings begin to outweigh the high regard your family receives. This Merit may not be taken by Bone Gnawers. |
●● Occult Library | V20 Ghouls/Revenants p139 |
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Asset Your character owns a valuable collection of books and ancient tomes about the arcane. Whenever your Ghoul accesses your Occult Library, you may lower the difficulty of Intelligence, Occult, or research-related rolls by 1 in relevant circumstances. You might be attempting to find out more information about a thaumaturgical ritual, or you might be trying to identify a strange symbol. Having this Occult Library doesn’t automatically mean your ghoul is an occult expert, nor does it reflect your ability to decipher, understand, or read the texts you’ve collected. Your Occult Library is stocked with recorded knowledge you can conveniently refer to. Ghouls in service to the Tremere, Followers of Set,or Assamite Clans, in addition to Revenants from the Obertus or Ducheski families, are good candidates to acquire this Asset. Used by: All Ghouls or Revenants |
●● Officially Dead | M20 Book of Secrets p56 |
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According to the authorities, you’re no longer among the living. Perhaps you’ve successfully faked your own death, or had it faked for you when you assumed a new identity. An especially common Merit among Technocratic operatives, Hermetic magi, and the Chakravanti, this erasure of your former life is often a required part of service within the New World Order, Iteration X, and certain Houses of Hermes. As far as your family, government, and old friends are concerned, you’re six feet under. Naturally, you’ll need to be discreet about your continued existence if you don’t want that death to become more permanent. |
●● Old Pal | V20 Core p488 |
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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. |
●● Open Road | V20 Core p488 |
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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. |
●● Peacemaker | V20 Anarchs Unbound p102 |
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You have a reputation for having a good head on your shoulders and the honor to keep your word no matter what. As a result, your allies and sect-mates ask you to mediate their disputes, even with other sects. This Merit allows your character to use her reputation as leverage to keep the peace during tense situations. Reduce the difficulty of all Social rolls to keep the peace or to mediate honestly between factions (even other sects) by 2. |
●● Perfect Liar | M20 Book of Secrets p56 |
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Oh gods, you’re good at lying! Falsehoods slide from your tongue like water off a vine leaf, and even the folks who know you well tend to be taken in when you start talking. You also lack the usual “tells” that betray a liar: your vital signs remain stable, your eyes don’t twitch, and your voice never falters. Unless someone is outright reading your mind (as in, using Mind-Sphere magick or some other paranormal power), you still often appear to be telling the truth; even then, the mind-reader might assume that you at least believe you’re telling the truth!
Story-wise, people usually believe what you say when you’re lying about small, casual things that are not immediately, obviously false. With regards to the dice, reduce the difficulty by -2 when you’re trying to lie about something important. Again, this Merit will not alter auras or change the thoughts in your head, although those folks who can’t actively monitor your soul will be inclined to give you the benefit of the doubt. (Suckers...) |
●● Prestige | M20 Book of Secrets p56 |
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Also known as Reputation, this Merit reveals you as an honored personage within your Tradition, Convention, Craft, or another sort of sect. Among your peers, you add three extra dice to all Social rolls used to influence folks within that group. Story-wise, allies of your group will tend to like you, and rivals or enemies will tend to... not.
When you first select this Merit, decide upon the source of this prestige. Perhaps you earned it through deeds before the chronicle began, or won the Merit in place of experience points. It might represent an honored lineage to which you belong, or reflect a glorious mentor whose rep rubs off on you. Either way, folks expect great things of you, and usually defer to you so long as you live up to the reputation you currently enjoy. For the flipside of this Merit, see the Social Flaw: Infamy |
●● Prized Patch | V20 Anarchs Unbound p102 |
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You belong to an Anarch gang with a violent, effective, or otherwise impressive reputation. The history of the gang might extend a hundred years before you were born, but so long as you hold membership and wear the colors of your crew, other Anarchs naturally tend to respect you. Some may even occasionally perform minor tasks for you to try to curry favor with the others. When your membership is known, reduce the difficulty of all Manipulation rolls with other Anarchs by 2 unless a given Anarch has a historical animosity with your gang. |
●● Property (2-5 points) | M20 Book of Secrets p56-57 |
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You’ve got a decent-sized piece of property that, while non-magickal, is certainly useful: a manor house, a farm, a nightclub, bookstore, restaurant, grove, and so forth. The larger and more prosperous the property, the more points this Merit costs. Elsewhere known as the Merits: Nightclub and Mansion, this Merit demands a minimum rating in the Background: Resources, as noted below.
(2 points) A relatively small property of roughly 3000 square feet/900 meters, with perhaps ⸺ if it’s a business ⸺ a trickle of income that slightly exceeds its expenses. Examples: a nice house, a comic store, a coffee shop, a penthouse apartment, etc. Minimum Resources: 3 (3 points) A rather sweet place with dedicated servants/staffers, all necessary facilities (sewer, trash, Internet connection, etc.), and ⸺ if it’s a business ⸺ an income that contributes to your Resources Background. Examples: A nightclub, a mansion, a small farm, a radio station, a large store, and so forth. Minimum Resources: 4 (4 points) A substantial location, staffed with skilled (though mundane) employees and connected to an acre or two of associated land. Examples: A small office building, a family manor, an arena, a school, a medium-sized farm, a vineyard, a small laboratory, a library, and the like. At this level, it could also represent several smaller, two-point Properties as well. Minimum Resources: 5 (5 points) An impressive holding that features an extensive staff and a fair amount of property. Examples: An office complex, a stadium, a college, a major laboratory, a shopping center, an archive, and so forth. This level could reflect a number of two-point or three-point Properties, too. Minimum Resources: 6 Although this Merit, by itself, is in no way magickal or hypertech- equipped, your Property could provide the base of operations for the Backgrounds: Allies, Backup, Chantry, Cult, Library, Node, Resources, Retainers, Sanctum, and even Spies. (Baristas overhear a lot of crazy stuff...) Unless you’ve got a dedicated manager for the Property, it also demands a certain amount of time and attention, and quickly falls into disrepair and /or bankruptcy if you leave it alone for a week or more while jaunting off on various adventures. Property also tends to attract interest from parties both mundane and otherwise, especially if there’s an ongoing rivalry with competing businesses, family enemies, an archnemesis, and so on. Cops take a dim view of wild stuff going down on your property, and the insurance costs can be murder if (read: when) your place gets trashed by extra dimensional entities, HIT Marks, or raging Ascension Warriors. Unless they’re part of the Backgrounds: Allies, Backup, Cult, or Retainers, employees of your Property Merit do count as Sleeper witnesses with regards to magickal deeds on and around such properties. |
●● Reputation | W20 Core p480; C20 Core p184 |
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Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good “name” with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety. W20 You have a good reputation among the Changelings of your Court. This may be your own reputation, or it may be derived from your Mentor. Reduce the difficulty of all Social dealings with others of your Court by two. However, those who desire to bring down the hierarchy will seek to besmirch your fine standing. C20 |
●● Research Grant | M20 Book of Secrets p57 |
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You’ve been given a prestigious grant from a foundation, an academy, a corporation, or some other moneyed institution. This stipend frees you from the burdens of a regular job, and although it’s probably not a large amount of money, it’ll keep you in rent and ramen for a while… so long as you don’t piss off your sponsors.
This grant also includes a certain degree of privileged access to archives and facilities that are connected to your field of endeavor. And yeah ⸺ it’s got some strings, too. You need to report your findings on a regular basis, suck up to the necessary authorities, and behave in a manner that reflects well upon your sponsors. In many cases (especially for corporate endowments), said sucking up includes reporting what your sponsors want to hear, not necessarily what your research actually reveals. Failure to please your supporters tends to result in the loss of said endowment. Isn’t research wonderful? |
●● Sage | C20 Core p184 |
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Other changelings come to you for counsel. Maybe they believe in your wisdom, age, or experience. Perhaps they think you are touched, or capable of seeing the bigger picture. The trust others place in you means, in most cases, you are approached first in matters requiring discussion, and may either use this advantage to provide wise counsel, or to influence others to consider your own agenda. |
●● Sanctity | V20 Core p488; M20 Book of Secrets p57 |
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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 |
●● Secret Code Language | M20 Book of Secrets p57 |
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Language itself is a series of codes; folks who’ve been initiated into it (that is, folks who’ve learned the language) are considered members of the society in question. Some languages, however, are more exclusive and secretive than others. This Merit reflects your knowledge of a particular code known to only the “right people.”
Mages are secretive by nature, and so mage society is full of secret codes. Even Sleepers, though, have their own initiatory languages: military jargon, the Language of Flowers, various hand-signals, ciphers, and passwords employed by people who need to communicate with each other in ways no one outside their group can understand… except, perhaps, for those who’ve learned those codes through some “unauthorized” source. As with the Merit: Language, this Merit confers knowledge of a particular communication mode, which might not be in any way verbal. It could involve hand-signals, body postures, artwork, flags, symbolism, numbers, and so on. To uninitiated observers, that language appears to be gibberish (a word, incidentally, that refers to the coded writings of the alchemist Abu Musa Jabir ibn Hayyan); in many cases, a coded method of communication appears completely mundane unless you know what to look for, as with the encrypted artwork in The DaVinci Code. One vital caveat: A character must have a very good in-game reason for knowing the things she knows. Learning a Secret Code Language requires some story-based foundation for that knowledge: elite military training, mind-reading, time among the group in question, etc. Fortunately, code languages tend to be utilitarian, revealing essential things in a general manner. (“I’m hungry,” “Kill him,” “This area’s forbidden,” etc.) Even so, codes may have subtleties that aren’t readily apparent; a single gesture or stressed syllable might mark the difference between Knock him out and move on quickly and Torture him to his least breath, no matter how long it takes. |
●● Scholar of Enemies | V20 Core p489 |
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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. 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 | V20 Core p489; C20 Core p184 |
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This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to your Sect. V20 You have taken the time to learn about and specialize in one particular group outside your kith or Court. You are aware of at least some of the group’s customs, strategies, and long-term goals, and can put that knowledge to good use. 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 groups, simply because you are so thoroughly focused on your field. This Merit can be taken multiple times for multiple groups. C20 |
●● Socially Networked | M20 Book of Secrets p57-58 |
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Well-Connected on the Internet (as in the Virtual Adept Merit of that name), you enjoy a high online profile ⸺ a website, at least one blog, more Twitter followers and Facebook friends than you could possibly meet in Meatspace, and so on. When you post, folks read, share, and take it seriously. While this might or might not translate into folks you know in the Digital Web (and really ⸺ would you want it to?), you command global influence via the World Wide Web. As a result, you’ve got the sort of influence and resources that most folks cannot imagine: crowdfunding backers, instant information, places to crash all over the world if and when you want them… the details depend upon the sort of presence you maintain and the people you attract, but they go beyond anything you could accomplish without the Internet.
Of course, you could fuck things up on a grand scale if you’re not careful ⸺ such attention can backfire on you if you post the wrong thing at the wrong time ⸺ and certain haters despise you on general principle. Considering that the Internet is a prime front in twenty-first century reality wars, though, this sort of network can provide a major edge for your side. |
●● Subculture Insider | M20 Book of Secrets p57-58 |
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You’re innately familiar with a social environment that most folks never visit, much less understand. They know you there, and so even when you haven’t met a given person (human or otherwise) in that environment, they consider you to be an insider. Thanks to your familiarity, you can navigate certain elements of the physical environment there too ⸺ the security apparatuses, the “secret handshakes,” the hidden corners that an insider would know about and an outsider would never think to look for, and other obstacles that a subculture puts into place to make certain that only the “right” people can get around. When moving through your subculture of choice, subtract -2 from the difficulties of rolls that grant social or physical access to that subculture’s established turf.
The subculture in question can be any kind of exclusive social environment that also includes the physical surroundings employed by that particular group: country clubs, drug cartels, the international mercenary network, the global espionage underworld, high-level finance executives, the fetish community, homeless transient communities, clannish rural communities, hip-hop networks, the jet set, rave festival culture, fantasy fans, the touring road-dog musical community, world financial leaders, “gypsy” Travelers, and so on. Although it can include mages and other Night-Folk, the community must be essentially “mortal” in terms of the majority of insiders. You can buy this Merit several times to reflect membership in several different communities. That insider status, however, takes time to acquire and a lot of attention to maintain. If you neglect your community, you’ll soon find those familiar doors slammed in your face . |
●● Supporter | W20 Core p480 |
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You inspire all around you to greater efforts. Whether by speaking, writing, or leading by example, you give anyone who works with you reason to go on and hope of success. You have a –2 difficulty on Social rolls, and you give any group effort +1 to its total dice pool. |
●● Voice of a Songbird | C20 Core p184 |
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The Satyrs say your voice could charm apples from the trees. You have perfect pitch and can sing a cappella without missing a single note or going off key. Even when only speaking, your voice has a seductive quality that attracts people to you. Whenever you make a roll that involves inspirational speaking or singing, you are at a –2 difficulty. |
●●● Benevolent Domitor | V20 Ghouls/Revenants p129 |
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For reasons unbeknownst to you, your Domitor is fond of you. Perhaps your service has been exemplary, or you simply remind your master of a past love. Given the alien nature of a vampire’s mind, you may never know for sure, but you do not begrudge the benefits you’ve gained from your master’s feelings toward you.
You feel safe in your master’s care, and do not dread spending night after night fulfilling your duties. Your Domitor treats you with a measure of faux compassion, and does not casually endanger your life. Unlike the relationship between other masters and their ghouls, this Merit does not represent a temporary phase. You have already proven yourself to your master. Thus, your relationship is akin to a friendship between a great boss and his employee. Though this Merit shapes how your Domitor treats you, it does not guarantee that you will never run afoul of your master. You may, at your Storyteller’s discretion, lose the right to keep this Merit should your actions necessitate such a decision over time. Prerequisite: Domitor Background Used by: Camarilla ghouls, some Sabbat ghouls |
●●● Dark Triad | M20 Core p643 |
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A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys ⸺ useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.
A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for. Because Social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible. Despite its obvious power, this Merit contains a significant story-based downside: Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear ⸺ after all, she might sell out the Fallen as easily as she sells out anybody else. The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting roles. |
●●● Debt of Gratitude | VDA20 Core p423 |
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Though he may grudgingly admit it, an Elder is in your debt. At 3 points, the indebted Elder owes you his unlife. Such an incident is extraordinarily unusual, so the Elder likely despises being beholden to you. Work with the Storyteller to detail how (and why) this happened. |
●●● Fake It | C20 Core p184 |
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You talk a convincing game. Sometimes you are even convincing enough to be right. Maybe you claim you can “make that jump,” “ace that test,” or “hit that target.” You may be criminally lucky or possess hidden talents. When you successfully lie about your proficiency in a task with a Subterfuge + Manipulation roll and then attempt to prove your claims, the difficulty of the roll to carry out your ambition is reduced by two. |
●●● Friend of the Underground | V20 Core p489 |
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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. 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). Nosferatu cannot purchase this Merit. |
●●● Heir to the Throne | C20 Core p184 |
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You can produce a convincing claim to ownership or title over land, people, or inventory. This rank allows you to influence your peers and lessers with ease, as when invoking your title the difficulty of Social rolls is reduced by two. Nobles likely treat you with respect and most other changelings defer to you. A contingent ⸺ possibly comprising rival heirs ⸺ will however see you as a ripe target for kidnapping or assassination. |
●●● Local Hero | M20 Book of Secrets p58 |
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You’ve done great things for your community, and people love you for it. You might have cleaned out the resident drug dealers, defied slumlords, established a halfway house or a center of worship ⸺ whatever it was that you did for the Masses, you can get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of thanks from the people you have helped.
Also known as Folk Hero, this Merit reflects your popularity among the local Sleepers. You reduce the difficulty of your Social rolls by -2 when you’re dealing with the people of your community, and receive constant aid and respect from those people whenever you need them. The catch, of course, is that you must live up to your heroic reputation; turn your back on these grateful souls, or take their goodwill for granted, and you’ll be “yesterday’s hero” in no time. |
●●● Mole | V20 Core p489 |
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You have an informer buried in one of your Sect’s enemy organizations 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... |
●●● Noted Messenger | W20 Core p480; M20 Book of Secrets p58 |
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Legends and Elders have used your services to deliver their important words. You may have even been called upon to carry messages of peace (or war) between the Garou Nation and outside forces. Because of your reputation as a reliable messenger, you can pass through other Garou territories without your presence causing offense, and you may be allowed into any Sept (or other locale where your reputation is respected, such as spirit courts or Fera holdings) unchallenged, as long as you carry a message for someone residing there.
However, you are expected to behave in accordance with your reputation; if you take offensive actions, act indiscreetly, or speak rudely while in the line of duty, it may affect how you are treated (and may cause the Storyteller to deem that you lose this Merit). W20 A known emissary between groups, you’re treated with a certain amount of deference and courtesy that other mages would not receive. Even enemies of your group won’t try to kill you on general principle, though they might not be especially happy to see you. The things you have to say will be given a certain amount of weight, and your presence may open doors (literal or otherwise) that would remain shut for almost anybody else. That’s the upside; the downside is that you need to behave yourself (and keep a tight leash on your companions) when you’re on someone else’s turf. Passing false messages will undermine your credibility, and obnoxious behavior will get that welcome mat yanked out from under your feet rather quickly. It should go without saying that breaking a truce while acting in your official capacity (or even when you’re not!) will trash your reputation and reflect very poorly on your superiors. Also… well, some folks really do prefer to kill the messenger when things don’t go their way. Tread that red carpet carefully. M20 |
●●● Rising Star | V20 Core p489; M20 Book of Secrets p58; C20 Core p184 |
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You’re one of the up-and-comers in the city, a rising star in your Sect. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any vampires in your Sect who aren’t actively opposing your ascent. V20 Within your group, you’re an up-and-coming luminary. Your superiors favor you, your peers respect you, handfuls of haters despise you (of course!), and folks who pay attention to the group’s activities have noticed your progress, and they approve. Many people within your group go out of their way to be your friend, and plum assignments keep coming your way. When dealing with members of your Tradition, Convention, or whatever, subtract -1 from the difficulties of your Social rolls, unless those rolls are meant to influence folks who want to see you fail. People are, of course, expecting great things from you, so don’t let them down... M20 You are one of the up-and-comers in the Freehold. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at a –3 difficulty on all Social rolls against any Changelings who aren’t actively opposing your ascent. C20 |
●●● Soapbox | V20 Anarchs Unbound p102 |
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You have some sort of special forum (a zine, a secure blog, a well-known podcast, or a social media account with a lot of followers) that allows your Anarch to express an opinion and have said opinion spread widely. The Soapbox Merit represents a social delivery mechanism that can influence Kindred outside of your character’s normal social circle or class. Reduce the difficulty of Expression and Subterfuge rolls by 2 difficulty when dealing with vampires who read the Soapbox. |
●●● Sugar Daddy | V20 Anarchs Unbound p102 |
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You have a personal relationship with a high-ranking member of a different sect. You may invoke your Sugar Daddy’s name to lower the difficulty of Manipulation rolls by 2 against members of that sect when attempting to smooth out problems or acquire minor favors. Of course, the Sugar Daddy may expect similar treatment in kind, and is unlikely to look favorably on any behavior that impugns whatever status he may have. |
●●● Supernatural Companion | M20 Book of Secrets p56-57 |
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You have a friend or ally who happens to be a vampire, mage, wraith, changeling, or other non-werewolf supernatural creature. Although you may call upon her in time of need, she also has the right to call upon you (after all, you are friends). This relationship, however, does not have the sanction of your kind or hers, and you’ll likely face scandal ⸺ or worse ⸺ if you are found out. Meeting places and methods of communication are always risky. The Storyteller creates and controls your companion, but does not reveal to you her full powers (or secret motivations). |
●●● Ties | M20 Core p643-644 |
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You’ve got friends in high places, low places, or places in between. Maybe you know folks within the local police force, the gang scene, or an organized-crime cartel. Each type of Tie ⸺ a Merit that must be purchased separately for 3 points per group ⸺ reflects a culture in which your character has connections, goodwill, and a small amount of influence. These people are not your friends or servants (there are several Background Traits for that sort of relationship), but they might do the occasional favor for you.
In story terms, the Ties Merit grants your character certain connections. Game-wise, those connections lower the difficulty rolls in certain situations, depending upon what you’re trying to do: • Fulfill a subtle request (pulling a license number, score some goodies, get an invite to some exclusive function, etc.): -2 difficulty • Request a significant favor (plant a news story, spread a rumor, tamper with evidence, etc.): -1 difficulty Your character must have some story-based reasons for those ties ⸺ membership in the group, family legacy, favors owed to him, and so forth ⸺ and will need to maintain them. Actions that could hurt his relationship with the group might destroy this Merit too. The Storyteller can deny certain types of Ties to player characters and has the final say about whether or not the connections will do what the character requests. As mentioned above, different Ties must be purchased separately; each one costs 3 points. Potential Ties include: Local Police, Local Underworld, National Police, Organized Crime Cartel, Local Media Outlet, National Media Outlet, Black Market, Drug Trade, Hollywood, Interpol, Club Scene, Paparazzi, Local Journalism, Evangelical Community, Terrorism Underground, Counterterrorism Network, International Journalism, Corporations, and so forth. |
●●●● Broken Bond | V20 Core p489 |
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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. Sabbat vampires cannot take this Merit. |
●●●● Clan Friendship | V20 Core p489 |
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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. 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. |
●●●● Hideaway/Safehouse (4-6 Points) | M20 Book of Secrets p55-56 |
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When you need time to yourself, there’s a place you can go to that no one knows about except you. It’s small, yeah, and remote enough that your friends and enemies can’t find you there. Chances are, it’s a secret apartment or condo, a distant cottage, a mobile home, or a literal cave or grove or camping spot where you go to escape the stress of your usual life. It could even be a pocket Realm, accessible only to you and whomever you choose to share it with, should you be foolish enough to trust anyone else with this secret Hideaway. Unless you give its location away, however, or wind up getting tracked to it by a dedicated stalker, this little getaway is your personal escape hatch. Use it wisely, and be careful when you come and go!
Unlike the Merit: Property, or the Backgrounds: Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expansive, elaborate, or innately magickal. That said, it’s hidden from most forms of casual detection. You could combine this Merit with Property, Node, or Sanctum, although those Traits would need to be purchased in addition to your Hideaway, and their existence must remain secret from other characters. Chantries are social by default, and so cannot also become a Hideaway. This place is stocked up with whatever you would need for a roughly two-week stay, and may, of course, be stocked up for longer periods if you bring in additional supplies. Although you might be traced to your Hideaway with magick or other tracking methods, your little retreat is not linked to you by any searchable official channels: bills, lease, mail, Internet services, etc. Once per story ⸺ if events occur which could lead other people to your Hideaway, if you do something that could reveal its location, or if someone dedicates time and effort trying to track you down ⸺ the Storyteller may roll two dice against difficulty 6. (Yes, this roll is done in secret, so you won’t know the results.) If that roll gets at least one success, then your secret remains hidden; one failure means that someone has gotten a clue but not your exact whereabouts; four successive failures reveal the location of your Hideaway, and a botch on that roll exposes its location immediately. So long as you continue to cover your tracks, however, this place remains yours and yours alone. For four points, this Merit could also be purchased under the name Safehouse. In this case, it’s a secured getaway that features better facilities and protections than a typical Hideaway. Its store of supplies can provide for a dozen or so people for roughly two months, and the Merit includes a small dedicated staff (in game terms, two dots in Retainers or four dots in Backup) to maintain that site. Unlike a Hideaway, this area can withstand a minor-league assault, and features up to three offices /work areas, reinforced walls, bulletproof glass, and a vault-like panic room. This Safehouse also includes a shielded communications array (-2 to attempts to hack or trace that system), and a simple but effective alarm and security camera system (again, -2 to subversion attempts). The downside is that the Merit is not your property; it belongs to your superiors, and can be taken away from you if you fall out with the folks who foot the bill for it. Generally, a Technocrat in good standing with her superiors can get a Safehouse Merit (or, for especially good service, be awarded with one), but other mages could obtain a similar facility as well. For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you. Enjoy your Batcave, Mr. Wayne! |
●●●● Master of Red Tape | M20 Book of Secrets p58-59 |
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A savant of bureaucracy, you slash your way through official obstructionism. When red tape unspools across your path, you know who to talk to, which forms to fill out, and where the loopholes are. A few calls to the right people, and official obstacles disappear as if by magic(k). After all, it’s not what you ask for but who you ask, and how.
When faced with the near-inevitable morass of bureaucracy, subtract -2 from all difficulties that involve dealing with the system. To use this Merit, you need to decide what you want to accomplish and how you want to go about doing that. Your character makes the requisite calls to the requisite people, and the dice determine the rest. Backgrounds like Alternate Identity, Backup, Certification, Contacts, Influence, Rank, Requisitions,Retainers, Secret Weapons, and Spies often involve bureaucracies, and Allies, Chantry, Resources, and other Backgrounds might feature red tape if the Background in question comes from a larger organization. Although it’s most helpful for members of the Technocratic Union, any modern mage can find this Merit useful. Hermetic Chantries are infamous for byzantine bureaucracy, and the courts of classical China pretty much invented such things, making this an appropriate Merit for Wu Lung and certain monastic Akashayana. |
●●●● Occult Library | V20 Ghouls/Revenants p139 |
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Asset Your character owns a valuable collection of books and ancient tomes about the arcane. Whenever your ghoul accesses your Occult Library, you may lower the difficulty of Intelligence, Occult, or research-related rolls by 1 in relevant circumstances. You might be attempting to find out more information about a thaumaturgical ritual, or you might be trying to identify a strange symbol. Having this Occult Library doesn’t automatically mean your ghoul is an occult expert, nor does it reflect your ability to decipher, understand, or read the texts you’ve collected. Your Occult Library is stocked with recorded knowledge you can conveniently refer to. If you have purchased the 4-point version of this Merit, your character also has access to an Occult Laboratory stocked with rare, mysterious ingredients needed to perform the rituals described in your books. Ghouls in service to the Tremere, Followers of Set,or Assamite Clans, in addition to revenants from the Obertus or Ducheski families, are good candidates to acquire this Asset. Used by: All Ghouls or Revenants |
●●●● Primogen/ Bishop Friendship | V20 Core p489 |
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The ruling vampires of the city value you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it’s powerful nonetheless. |
●●●● Soul of the Muse | C20 Core p184 |
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You are an inspiration to creators of all types. Whether you are artistically gifted or not, other artists find it far easier to create masterworks when you are around. If you are in the presence of any creator — whether you are acting as a model, providing counsel, or singing a song — that creator reduces the difficulty to create his work by three. This creative stimulation applies to works of wonder and destruction alike, as you inspire all. |
●●●● Trusty Companion | C20 Core p184 |
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You have a reputation as trustworthy, stalwart, and unfaltering in your dedication to your companions. Your very presence in a motley or circle bolsters the Willpower of companions, allowing them each one additional temporary Willpower point per chapter. You will always be relied upon to risk your life for them, as only a trusted companion might. Should you ever complain about your lot, the Willpower bonus you provide disappears until you once again risk physical or reputational peril for your friends. |
●●●● True Love | M20 Book of Secrets p59 |
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In spite of epic tragedies around you, you’ve found True Love ⸺ the kind that folks make movies, songs, and ballads about. Whenever things look bleak, Love can pull you through. This capital-L Love is not defined by gender, culture, anatomy, or even species… though that last one might make things difficult for your star-crossed relationship. For extra drama, it could be a forbidden romance: a cyborg, for example, in love with a Cultist, or a straight-laced Chorister whose soulmate teeters on the brink of being Fallen. See also the Flaw: Sleeping with the Enemy. System-wise, this Merit ⸺ which exists in a crux between the Social and Supernatural realms ⸺ gives you one automatic success on all Willpower rolls, which can be negated only by a botch. (Magick-casting rolls do not apply, although the success does apply if someone’s trying to influence your character with Mind magick.) Your True Love will move heaven and earth to help you, and other folks might do a Princess Bride if and when they discover that you’ve got True Love on your side. Note, of course, that said Princess Bride-ism usually involves people making the Path of True Love even more difficult for you, too. Such hardships are the reason so many tales revolve around True Love. You shall, by all the gods, have a very dramatic life... |
●●●●● Dynamic Personality | V20 Lore of the Clans p48 |
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Brujah Your natural charisma draws mortals to you like groupies to a rock star. Consequently, it is easier for you to acquire certain Backgrounds related to mortals. System: In addition to any Backgrounds acquired at character creation or through roleplay, you can purchase new Backgrounds with Experience points at the end of each story. The available Backgrounds are Allies, Contacts, Herd, Retainers, and each new Dot costs the current rating in Experience points. |
●●●●● Groomed for Embrace | V20 Ghouls/Revenants p129 |
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Your character has been deemed worthy of the Embrace, and is being prepared for the eventuality through careful, directed training by your future sire. While this Merit does not guarantee when you will be Embraced, your character is aware that you will become a vampire, and you know the identity of your future sire.
The benefits of being Groomed for Embrace are related to your current role as a ghoul, and your future position as a vampire within a specific Clan or bloodline. As such, your role among the ghouls of your Domitor’s house will be elevated to that of a valued apprentice as opposed to a disposable servant. Some Clans, like the Tremere or the Tzimisce, might track your progress through your academic study of lore, Disciplines, or thaumaturgical rituals. You might not be able to use Vicissitude, for example, but you may be permitted to assist your Domitor at her laboratory table. Other vampires might be more careful, and may prepare you to be evaluated by the local prince before proceeding further. There may be a few drawbacks that your character might encounter over the course of your chronicle. Because you have achieved the dream of many ghouls, you may be subjected to fits of jealous rage or harm by other ghouls. Your Domitor might even be aware of this fact, and may have encouraged these feelings to test you to see if you’re worthy of becoming a vampire. Additionally, should this fact become known, you may garner unwanted attention from your future Sire’s enemies. Since it is most likely your future Sire will also be your Domitor, you may be kidnapped, spied upon, or pumped for information about your Domitor’s haven, holdings, and schemes. However, many vampires do not reveal that their ghouls and revenants are being Groomed for Embrace, and keep their intentions secret. Should you decide to purchase the Groomed for Embrace Merit, you may purchase Benevolent Domitor at a cost of one point, provided you have taken the prerequisite Domitor Background. In this circumstance, you are signaling your Storyteller that your Domitor has pledged to become your future sire. You may also, at your Storyteller’s discretion, learn one dot in a third Discipline known to your future sire or follow a Path after abandoning your Humanity. Used by: Camarilla and Sabbat Ghouls, as well as some Revenants. Independent Ghouls may be Embraced, but they would not be Groomed for Embrace due to their status as a pariah among Ghouls. |
●●●●● Setite Initiate | V20 Lore of the Clans p67 |
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Follower of Set You were Embraced into a Clan other than the Followers of Set. However, you have accepted the Setite religion, undergone the vetting process and rites, and have been formally inducted into the cult. You have access to Serpentis and Setite Blood Sorcery (though you pay out-of-Clan costs to learn them). You may even study one of their Paths of Enlightenment. It is important to note that “Setites” from other Clans or bloodlines are not treated as second-class citizens. You are no longer a dupe they can string along. Once you are in, you are a sibling of faith, which is a much more important distinction than blood. An outsider accepting the Dark God is a joyous event, even to the most conservative Elder. There are even rumors of non-Kindred supernatural beings joining the cult. |
Overall Social Merits | Total Number |
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● 1 Point | 30 Merits |
●● 2 Points | 29 Merits |
●●● 3 Points | 14 Merits |
●●●● 4 Points | 9 Merits |
●●●●● 5 Points | 3 Merits |
Total Social Merits | 85 Merits |
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● Ancestor Ally | W20 Core p482 |
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One of your ancestor spirits is particularly close to you. You have -2 to your difficulty to contact this Ancestor via your Ancestors Background. Flesh out your special ancestor with a name, personality characteristics, significant abilities or powers, details about her life, and her reputation among Garou. To purchase this Merit, you must have Ancestors as a Background. |
● Burning Aura | M20 Book of Secrets p68 |
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To those who can sense it, your aura burns with amazing brilliance and clarity. Even folks who can’t actually perceive this bright corona of energy realize that you’re “different.” Entities that can read your aura react accordingly; some will treat you with uncommon respect, while others will view you as a nice meal. The nature of your aura cannot be hidden easily (+2 to the difficulty of any attempt to do so), and while this is a dreadful disadvantage for, say, a Nephandus, people who prize forthright integrity may reduce their difficulties by -2 when they’re trying to make an impression that’s in accord with that vivid aura and affecting characters who can sense it.
Assuming that you employ these optional Traits, your Resonance and Synergy each get a vivid, one-dot boost from this Merit. |
● Clan Apostate | VDA20 Core p425-426 |
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Having undergone the Baali Rite of Apostasy, you now belong to a brood. Replace any one in-clan Discipline with Daimoinon but also gain the Baali clan weakness in addition to your default clan weakness. You still pass for a member of your former clan with relative ease, and anyone you Embrace will also belong to your original clan. You do not lose levels in the Discipline you chose in exchange for Daimoinon, but further levels in that Discipline are purchased at out-of-clan cost. |
● Deceptive Aura | V20 Core p493 |
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Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura. |
● Faerie Eternity | C20 Core p185 |
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After you went through your Chrysalis, you had a birthday, and then another, and then another. Strangely, however — you didn’t seem to be growing or getting older. You’re touched with a vestige of the immortality that was the birthright of all fae. As long as your fae Seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae Seeming be permanently destroyed, or should you retreat into Banality, you begin to age normally. |
● Green Thumb | M20 Book of Secrets p69 |
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Plants flourish from your touch. Although they don’t bloom and grow on contact (a wildly paranormal effect which was part of this Merit’s original form), they do attain a healthy boost when you work with them. Reduce the difficulty of all non-Arete rolls by -2, and reduce the difficulty of Arete rolls by -1, when you work with plants, trees, and other forms of vegetation ⸺algae, mold, fungus, seaweed, and the like.
Story-wise, your aura pulsates with green vitality, plant matter grows fast and robust in your presence, and your Resonance and Synergy reflect a powerful connection to the green world. A common Merit among Verbena, Bata’a, and other primal mystics, this could also represent a strange acumen for vegetative biomass that certain technomancers enjoy. |
● Healing Touch | V20 Core p493 |
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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. |
● Hive-Minded (1-2 Points) | V20 Lore of the Clans p86-87 |
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Gangrel
Your Animalism works on insects and other creepy-crawlies in addition to animals.
If you select the two-point version of this merit, your Protean forms may take the form of an insectoid swarm rather than a single creature (though the swarm must be of a size and mechanical equivalent to a wolf or a bat, as appropriate). |
● Inoffensive to Animals | V20 Core p493; VDA20 Core p425 |
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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. V20 Not all of the curses of unlife have fallen upon you. Your presence does not disturb natural animals; instead, they treat you as they would any ordinary mortal. This will not stop a mother bear from defending her den, but will negate the inconvenience of having to explain why the farmer’s dog is so afraid of you. Creatures with a connection to the occult (such as crows, owls, or black cats) may still react to your presence, but not in a bad way. VDA20 |
● Lucky (1-5 Points) | VDA20 Core p425 |
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Fortune smiles upon you. The variable point costs reflect just how much you have been blessed by luck.
At 1 point, the trifles of everyday life rarely seem to affect you. At 3 points, you are a gambling den’s nightmare. At 5 points, you live a truly charmed life, misfortune seemingly passing you by at every turn. For each point invested in this Merit, you gain one reroll per day. You may reroll any roll except a roll to resist falling from your Road, but you must take the second result. |
● Moon-Bound | W20 Core p482 |
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You are more in tune with your Auspice than most Garou. When Luna waxes in your Auspice, you receive one extra die to each of your rolls. Correspondingly, when Luna wanes in your Auspice, you receive one less die to every roll. |
● Spirit Magnet | W20 Core p482 |
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You naturally attract the attention of the spirits whenever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you’re doing in their “neck of the woods.” Occasionally you attract more than you bargained for ⸺ Banes are also likely to come calling. None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way. |
● True Love | C20 Core p185-186; Wraith Compilation |
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You have discovered, and possibly lost, true love, providing you true, if painful joy. Whenever you are suffering, in danger, or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. In addition, the power of your love may be powerful enough to protect you from other supernatural forces (Storyteller’s discretion). However, your true love may also be a hindrance and require aid from time to time. C20 You have discovered, and possibly lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existence, usually devoid of such enlightened emotions. Whenever you are suffering, in danger, or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Also, the power of your love may be powerful enough to protect you from other supernatural forces (Storyteller's discretion). However, your true love may also be a hindrance and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit to play over the course of a chronicle. You may not take both this Merit and Other Half. |
●● Bardic Gift | M20 Book of Secrets p69 |
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Blessed with uncanny inspiration, you create profoundly evocative artwork. Truth echoes through your words, blazes from your canvas, resonates in song, speaks silently in dance. Although artistic skill is, of course, important, this gift runs deeper than mere technique. Art is your passion, your spirit, your Truth. And that Truth manifests itself in whatever arts you pursue, up to and including the Magickal Arts.
When making a roll with the Art Talent, reduce the difficulty by -2. Even when the attempt itself falls short of your expectations (that is, when you fail a roll), your creations feature an unmistakable gleam of brilliance and a preternatural expression of Truth. Although you’re not required (as a player) to employ artwork as part of your magickal focus, chances are good that your approach to magick does feature elements of painting, dance, music, and other manifestations of artistic expression. |
●● Circumspect Avatar | M20 Book of Secrets p69 |
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You’ve never seen your Avatar, and probably doubt that such a thing exists. Sure, you have a shadow, and a reflection, or maybe a little dog who’s followed you around since you were a kid and seems no older even though he should have died of old age years ago, but an Avatar? Nah ⸺ that’s a buncha New Age hippie crap! You have yet to encounter any such thing, you don’t go on “seekings” or whatever they’re called, and you get your metaphysical insights the same way any normal person does: through everyday events in the everyday world.
Essentially, this Merit grants a “silent” Avatar ⸺ one that, for whatever reason, does not hound or guide your character but merely drops hints, cues, and clues that the mage either figures out or doesn’t figure out on her own. Seekings and Epiphanies take place in the physical realm, typically as puzzles and dilemmas that happen to be related to issues that the mage needs to sort through in order to advance to the next level of understanding. During such situations, the Avatar may indeed appear (possibly even manifest ⸺ see the Merit: Manifest Avatar), but only as some apparently mundane person, creature or thing, not as an obviously paranormal entity. You could, for instance, get a call from your mother that sends you into an introspective mood which, in turn, leads you to figure out an important riddle from your past; Mom, of course, denies even having called you. Huh. So who could that call have been from, anyway? Or did you, perhaps, just imagine it after all? |
●● Danger Sense | C20 Core p186 |
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You have a sixth sense warning you of danger. When in danger, the Storyteller will make a roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller will say you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance, or nature. |
●● Faerie Affinity | M20 Book of Secrets p69 |
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Fae beings like you. Drawn by an ineffable appeal, they seek you out and share secrets with you that few mortals even comprehend. System-wise, you lower the difficulty of your Social rolls by -2 when you’re dealing with changelings and related entities; in return, changelings reduce their difficulty by -2 when they attempt ⸺ through whatever method ⸺ to obtain Glamour from you, or to enchant you so as to bring you into their ephemeral realm. Story-wise, the Fae tend to favor you over other mortals, even when your temperaments would seem to be at odds with one another. A gruff Nocker, for example, normally has no use for frivolity… but in your case, you silly Cultist, he’ll make this one exception!
Technomancers, being considered “banal” in the eyes of the Fae, may not purchase this Merit. Even if they don’t belong to the Technocratic Union, the presence of such mages is metaphysical poison to the Dreaming Ones. (See Changeling: The Dreaming for details about the effects of Glamour and Banality on changelings.) |
●● Magic Resistance | V20 Core p493 |
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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. You may never learn magical Disciplines such as Thaumaturgy and Necromancy. |
●● Medium | V20 Core p493; M20 Book of Secrets p69; C20 Core p186; VDA20 Core p426 |
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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. You may never learn magical Disciplines such as Thaumaturgy and Necromancy. |
●● Pale Aura | V20 Ghouls/Revenants p137; V20 Hunters Hunted II p43-44 |
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Due to some quirk of fate or your reaction to the Blood, your aura is naturally pale. Any color your character’s aura takes has a pale cast to it, as if you were a vampire and not a ghoul.
Vampires reading your aura with the use of the Auspex Discipline may assume you are a vampire unless they gain five or more successes on an Aura Perception roll, or have strong reason to suspect otherwise. This Merit can be of great use if you wish to impersonate a vampire for a time, but can also cause a dangerous misunderstanding or lead to your capture for further scrutiny. Used by: All ghouls and revenants V20 G/R Any color your character’s aura takes has a pale cast to it, as though he was a vampire. Unless her player gains five or more successes on an Aura Perception roll, any vampire discerns your hunter’s aura as one belonging to the Kindred. V20 HH2 |
●● Poetic Heart | C20 Core p186 |
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You have a truly inspired soul within you, your Glamour repelling the ravages of Banality. You may make a Willpower roll (difficulty equal to your permanent Banality) to avoid gaining a point of temporary Banality once per story. |
●● Unaging | M20 Book of Secrets p69-70 |
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The years seem to pass you by. Time moves on, but you remain essentially the same physical age as you were when this Merit stopped your aging process. Maybe you discovered the Fountain of Youth, upgraded yourself to perpetual stability, assumed an odd relationship with the time stream, or entered an uncanny bargain that preserved your current age. And so, although you continue to accumulate the scars, experience, and perspective of age, your body maintains a consistent state of chronological development. Note that this is not the same thing as immortality ⸺ injuries and sickness can kill you just as surely as they’ll kill any other person. Age-based decrepitude, however, is not something you’ll have to worry about.. |
●● Weak Aura | VDA20 Core p428 |
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Merit or Flaw The aura of your Road clings weakly to you, manifesting only when you perform acts of faith or when your fervor is at its most intense. This is a Merit if your Road rating is 4 or less, and a Flaw if it’s 5 or more. Follow the chart below for the mechanical effects on the application of your aura. |
|
Road Rating 10 - 9 8 -3 2 -1 |
Aura Modifier +1 difficulty no modifier -1 difficulty |
●●● Addictive Blood | V20 Lore of the Clans p67 |
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Follower of Set You don’t just peddle narcotics; through the blessings of the Dark God, you are the perfect drug. Your blood is especially delicious to others, Kindred or kine (human mortal). Whoever tastes your blood must, during any subsequent scenes that they meet you, drink again or spend a Willpower point to avoid the pangs of craving. These cravings add +2 difficulty to any Mental or Social rolls. Setites with this Merit find it much easier to blood bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink it again. |
●●● Animalistic Favor (3-5 Points) | C20 Core p186 |
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Your Mien possesses a minor animalistic feature from the below table. Where you have a feature allowing you a special attack, you use your standard dice pool.
3 Points 360° Vision: -2 difficulty when looking for something or someone. +2 difficulty on attempts to surprise you. Tough Hide: -1 difficulty to soak damage. Whip Tail: Natural weapon with reach. 2B damage. 4 Points Extra Legs: Near impossible to trip. Can run at twice the normal speed Fly Fingers: Fingers end in tiny, stiff hooks, capable of supporting your weight. You can climb sheer walls and hang from ceilings providing the surface can support your weight. Stinger: Natural weapon. 1L damage. Paralyzes opponents for one turn unless they succeed on a Stamina roll (difficulty 4). 5 Points Venomous Bite: Natural weapon. 3L damage. 1L damage each subsequent turn for six hours (may be soaked). |
●●● Celestial Affinity | M20 Book of Secrets p70 |
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You get along especially well with a certain type of spirit entity. Depending upon your practice, you might relate well with nature spirits, High Umbral Courtiers, Digital Web entities, the Restless Dead, the Loa, angelic or demonic beings, and so forth.
When you’re dealing with entities within a single selected category, you reduce the difficulty of your summoning and negotiation rolls by -2. This bonus does not apply to attempts to bind or ward against such beings, as it’s based upon goodwill, not force. It does, however, apply to the Arete rolls when casting the summoning Effect (within the normal modifier limits, as usual), because the entities in question are more inclined to show up when you call upon them. For three additional points per category, you may add another category of spirits, assuming that your practice favors an affinity for such spirits. (A BCD Void Engineer “ghost-buster,” for example, could not purchase an Affinity for ghosts, though a necromancer could certainly do so.) If you abuse this goodwill, as one might imagine, this bonus, and the Merit, both go away ⸺ and might wind up being replaced by a Flaw like Immortal Enemy if your mage behaves in an especially foolish manner. |
●●● Cloak of the Seasons | M20 Book of Secrets p70 |
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Adverse weather does not bother you. Regardless of your clothing or lack thereof, you’re essentially immune to the effects of exposure to harsh climates.
You still need to eat, drink, and breathe ⸺ this Merit won’t save you from starvation or suffocation ⸺ and climate-based obstacles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly as they’ll hinder anybody else. Aside from outright attacks by the elements, however, you remain untouched by extremes of temperature and climate. You might not always be comfortable, but you’ll survive. |
●●● Cloak of the Seasons | M20 Book of Secrets p70 |
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Adverse weather does not bother you. Regardless of your clothing or lack thereof, you’re essentially immune to the effects of exposure to harsh climates.
You still need to eat, drink, and breathe ⸺ this Merit won’t save you from starvation or suffocation ⸺ and climate-based obstacles (fog, high winds, snowdrifts, ice, etc.) hinder you as badly as they’ll hinder anybody else. Aside from outright attacks by the elements, however, you remain untouched by extremes of temperature and climate. You might not always be comfortable, but you’ll survive. |
●●● Mark of Favor | V20 Core p493 |
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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. You may never learn magical Disciplines such as Thaumaturgy and Necromancy. |
●● Weak Aura | VDA20 Core p428 |
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Merit or Flaw The aura of your Road clings weakly to you, manifesting only when you perform acts of faith or when your fervor is at its most intense. This is a Merit if your Road rating is 4 or less, and a Flaw if it’s 5 or more. Follow the chart below for the mechanical effects on the application of your aura. |