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.

WoD: Armory

  • EOD (••••): Requires Wits ••• or Dexterity •••, Crafts •••, Specialty: Demolitions in Crafts Character is trained in dealing with explosives and disarming them.
  • Technophile (• to ••): Character has knowledge regarding a narrow or broad topic; functions as a specific Encyclopedic Knowledge.

WoD: Asylum

  • Emotional Detachment (•): 'Requires Resolve •• Character can distance himself from pain, grief and suffering of others in order to accomplish his goals; may ignore penalties that come from such stressful situations.
  • Good Time Management (••): 'Requires Academics, Medicine or Science •• Character may reduce the time requirement on extended rolls by one quarter per roll.

WoD: Chicago

  • Tunnel Rat (• to •••): Character knows his way through the mazes beneath a given urban sprawl or another subterranean system. Must be purchased separately for each such network.

WoD: Dogs of War

  • Trained Observer (• or •••): Requires Wits ••• or Composure ••• Character is a skilled observer, trained to miss nothing in his field of perception.

WoD: Innocents

  • Prized Possession (•): Character has a prized item that he has spent extensive time using and practicing with, granting benefits while using that specific item.

WoD: Midnight Roads

  • Driver's Charm (• to •••••): Character has a good luck charm in his car that does indeed bring some kind of benefit to his driving.
  • Outdoorsman (••): Requires Survival ••• Character is skilled at making his way through the wilderness.
  • Steady Driver (•): Requires Drive •• Character is a calm and collected driver, using Resolve instead of Dexterity when making Drive rolls.

WoD: Reliquary

  • Multi-Lingual (• to •••••): Character has a knack for languages, able to communicate basically in two languages per dot.
  • Well-Traveled (•): Character has traveled extensively and gains benefits for Social rolls in dealing with foreign cultures and for Mental rolls to remember specifics about that culture.

WoD: Second Sight

  • Anti-Psi (•••••): Mortals only; Character can have no Psychic Merits Character's presence inhibits the functioning of psychic powers.
  • Doubting Thomas (•): Mortals only; Character can have no Psychic Merits Character's disbelief inflicts penalties on psychic phenomena.
  • Lucid Dreamer (•): Character has the ability to manipulate the content of his own dreams at will.
  • Psychic Resistance (• to •••): Character has a measure of resistance to mental manipulation, and can often tell when someone is attempting such.

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.

WoD: Armory

  • Fighting Style: Archery (• to ••••): Requires Strength ••, Dexterity ••, Athletics •• Character is trained in a number of specialized techniques while using a bow.
  • Fighting Style: Chain Weapons (• to ••••): Requires Strength ••, Dexterity •••, Weaponry ••• Character is trained in the use of a chain and other flexible weapons.
  • Fighting Style: Combat Marksmanship (• to •••••): Requires Strength ••, Dexterity ••, Composure •••, Firearms •• Character is trained in the use of a firearm in the middle of high-stress situations; usually due to police or military training.
  • Fighting Style: Fencing (• to ••••): Requires Dexterity •••, Weaponry ••• Character is trained in the art of fencing.
  • Fighting Style: Filipino Martial Arts (• to ••••): Requires Dexterity •••, Weaponry ••• Character is trained in the escrima stick-fighting and unarmed techniques of Filipino martial arts.
  • Fighting Style: Kendo (• to ••••): Requires Dexterity •••, Weaponry ••• Character is trained in the art of Japanese swordsmanship.
  • Fighting Style: Sniping (• to •••••): Requires Dexterity •••, Resolve •••, Firearms •••, Stealth •• Character is trained in the methods of sniping using high-powered rifles, usually through police or military training.
  • Fighting Style: Sptsnaz Knife Fighting (• to ••••): Requires Dexterity •••, Weaponry •• Character is trained in the knife-fighting techniques used by Special Forces all over the world.
  • Fighting Style: Staff Fighting (• to •••): Requires Strength •••, Dexterity ••, Weaponry •• Character is trained in quarterstaff fighting techniques.

WoD: Asylum

  • Tolerance for Biology (•): Requires Resolve, Stamina or Composure •• Character never feels disturbed or nauseated by unpleasant things of a biological nature, including gory scenes of violence.

WoD: Dogs of War

  • Athletics Dodge (•): Character may add Athletics to Defense instead of doubling Defense when using Dodge Action.
  • Fighting Style: Modern Army Combatives (• to •••••): Strength ••, Dexterity ••, Stamina ••, Brawl •• Character is trained in the fighting style taught to modern military units.

WoD: Midnight Roads

  • Driving Style: High Performance Driving (• to ••••): Requires Dexterity •••, Resolve ••, Drive •• Character is trained in advanced driving techniques, most likely due to training for a job involving such work, such as law enforcement, military or stunt work.
  • Fighting Style: Improvised Weaponry (• to •••): Requires Wits •••, Weaponry • Character is skilled in plucking weapons from her environment and using them.
  • Wheelman (••): Requires Dexterity ••, Drive •• Character drives as though she were born to do so.

WoD: Tales from the 13th Precinct

  • Fighting Style: Police Tactics (• to •••): Requires Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry •• Character is trained in police take-down and restraint techniques.

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.

WoD: Asylum

  • Bureaucratic Navigator (••): Character is adept at navigating bureaucratic systems, gaining a bonus to Social and Mental rolls to do so.

WoD: Dogs of War

  • Decorated (• to •••••): Character has received some kind of award for meritorious conduct while in military service.
  • Small Unit Tactics (•••): Manipulation •••, Persuasion •••, Specialty: Leadership in Persuasion Character has skill and experience in leading soldiers in small unit engagements.

WoD: Midnight Roads

  • Ingratiating Wanderer (••): Requires Manipulation ••• Character instinctually knows how to find important people in a new place, and how best to approach them.

WoD: Second Sight

  • Believers (• to •••••): Requires Psychic Merits Character has a number of assistants or other followers who deeply believe in that characters power, granting benefits to the use of such powers while they are around.
  • Ghost Ally (••• to •••••): Character has a friend and ally who happens to be a ghost, with power based on Merit rating.
  • Hypnotic Voice (••••): Persuasion ••• or Science ••• with Hypnotherapy specialty) Character has the ability to drop a subject into a hypnotic trance through a specific procedure.

WoD: Skinchangers

  • Animal Affinity (• to •••): Character gains a +1 per dot in Merit to all Social rolls involving one given kind of animal.
  • Den (•••): Character has access to a hidden-away place that is near her normal haunts and easily accessible to her, but not easily found.
  • Predator's Bearing (••): Character reminds others of predators and being hunted, granting a +1 to Social rolls that might benefit from that unease, but a -1 to Social rolls that might be limited by it.
  • Socially Small (••): Character is easy to miss and ignore, granting a +1 bonus to Subterfuge and Stealth rolls, but a -1 to Expression, Intimidation or Socialize rolls.

WoD: Tales from the 13th Precinct

  • Sworn Officer (• to ••••): Requires Status (Law Enforcement) Character is a sworn officer, duly trained and registered to make arrests and carry weapons legally.

Supernatural Merits

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