General Merits

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Mental Merits

World of Darkness Corebook

  • Common Sense (••••): Character has good common sense, and can gain hints from Storyteller. Available at Character Creation only
  • Danger Sense (••): Character is good at noticing ambushes or other impending danger.
  • Eidetic Memory (••): Character has near-photographic memory. Available at Character Creation only
  • Encyclopedic Knowledge (••••): Character has a vast recollection of obscure and random trivia.
  • Holistic Awareness (•••): Character is skilled in whole-body healing and natural techniques.
  • Language (•): Character speaks one language.
  • Meditative Mind (•): Character has an easier time achieving meditative states.
  • Unseen Sense (•••): Mortals only; requires Wits •• Character has the ability to sense the use or presence of some kind of supernatural phenomenon.

Physical Merits

World of Darkness Corebook

  • Ambidextrous (•••): Character may use both hands without penalty.
  • Brawling Dodge (•): Requires Strength •• and Brawl • Character may add Brawl to Defense instead of doubling Defense when taking a Dodge Action.
  • Direction Sense (•): Character can always sense where North lies.
  • Disarm (••): Requires Dexterity •••, Weaponry • Character may take an action to knock a weapon from an opponent's grasp.
  • Fast Reflexes (• to ••): Requires Dexterity ••• Character's Initiative rating is increased due to fast reflexes.
  • Fighting Finesse (••): Requires Dexterity •••, Weaponry •• Character uses Dexterity rather than Strength when attacking with one kind of melee attack.
  • Fighting Style: Boxing (• to •••••): Requires Strength •••, Stamina ••, Brawl •• The character knows special maneuvers of tremendous strength and stunning to use while fighting bare-handed.
  • Fighting Style: Kung-Fu (• to •••••): Requires Strength ••, Dexterity ••, Stamina ••, Brawl •• The character knows special maneuvers involving precision and swift defenses to use while fighting bare-handed.
  • Fighting Style: Two Weapons (• to ••••): Requires Dexterity •••, Weaponry ••• The character knows special maneuvers involving fighting with a weapon in each hand.
  • Fleet of Foot (• to •••): Requires Stregnth •• The character is a fast runner, increasing his Speed.
  • Fresh Start (•): Requires Fast Reflexes •• Merit Character can reset his order in the Initiative roster during combat.
  • Giant (••••): Character is around seven feet tall and over 250 lbs, and of Size 6.
  • Gunslinger (•••): Requires Dexterity •••, Firearms ••• Character has the ability to fire two pistols at the same time.
  • Iron Stamina (• to •••): Requires Stamina •••, Resolve ••• Character is more resistant to pain and other discomforts.
  • Iron Stomach (••): Requires Stamina •• Character can eat almost anything under any conditions.
  • Natural Immunity (•): Requires Stamina •• Character is more resistant to infection, sickness and disease.
  • Quick Draw (•): Requires Dexterity ••• Character can draw a weapon and attack as the same action.
  • Quick Healer (• to •••••): Requires Stamina ••• Character heals much faster than normal.
  • Strong Back (•): Requires Strength •• Character is adept at lifting and carrying heavy weights.
  • Strong Lungs (•••): Requires Athletics ••• Character can hold his breath for longer periods.
  • Stunt Driver (•••): Requires Dexterity ••• Character can drive a vehicle and perform an unrelated action as a single action.
  • Toxin Resistance (••): Requires Stamina ••• Character is more resistant to poisons, venoms and toxins.
  • Weaponry Dodge (•): Requires Strength •• and Weaponry • Character may add Weaponry to Defense instead of doubling Defense when taking a Dodge Action.

Social Merits

World of Darkness Corebook

  • Allies (• to •••••): Character has a group of people who he can call on for help. Each category of Allies is a separate Merit.
  • Barfly (•): Character can get into any bar or club.
  • Contacts (• to •••••): Each dot in this Merit is a separate source the character can call on for information.
  • Fame (• to •••): Character has a measure of recognition in mortal society.
  • Inspiring (••••): Requires Presence •••• Character can give a speech that inspires and renews those to whom it is directed.
  • Mentor (• to •••••): A learned individual who spends time and effort training the character in a number of certain subjects or fields.
  • Resources (• to •••••): Measures the character's wealth and lifestyle.
  • Retainer (•••••): A servant or other sort of assistant, who is more competent with higher ratings. Each retainer is a different Merit.
  • Status (• to •••••): Character has standing in some organization; each organization has a different Merit.
  • Striking Looks (•• or ••••): Character is incredible attractive, granting benefits in social situations.



  • X (•••••): X
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