Book/Page: WoD Core
Effect: This Merit measures your character’s material resources, both possessions and wealth. All characters are assumed to have a job or a source of income (trust fund, parents) that is sufficient to cover their basic needs: food, shelter and transportation. Dots in this Merit represent disposable income - wealth and assets that can be liquidated for more money in case of emergency. The number of dots indicates your character’s general level of wealth. Two dots suggest moderate disposable income: $1,000 a month and approximately $5,000 worth of assets. Four dots suggest substantial disposable income: $10,000 a month and $500,000 worth of assets.
Book/Page: WoD Core
Effect: Your character has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points with out references.
Book/Page:
Effect:
• Flow
Your character has some basic training in the techniques of parkour, allowing him to act instinctively to obstacles and jumps. When using running or using the foot chase rules (WoD Rulebook p. 65), your character may negate hazardous terrain penalties equal to his Rating in the Parkour Merit. Additionally the roll to gauge a jump distance is a reflexive action.
•• Cat Leap
Your character has mastered some of the twisting leaps, landing rolls and wall taps used by traceurs. When using a Dexterity + Athletics roll to mitigate damage from falling (see the World of Darkness Rulebook, p. 179), your character gains one automatic success. Additionally, add one per dot in this Merit to the threshold of damage that can be removed through this roll. Thus, if the Storyteller decrees that only three successes may be garnered to reduce falling damage, the traceur with three dots in this Merit may actually use six successes (assuming the player accumulates that many, including his automatic success).
••• Wall Run
Your character has mastered the quick wall-run and leaping climb techniques of parkour. When using Athletics to climb (see the World of Darkness Rulebook, p. 64), your character is capable of scaling heights of 10 feet + 5 feet per dot in Athletics as an instant action (rather than the normal 10 feet), though every full 10 feet beyond the first imposes a –1 die penalty.
•••• Expert Traceur
Your character has trained so extensively in this athletic discipline that its maneuvers are normal and instinctive for him. Your character may designate any Athletics roll that involves running, jumping and climbing as being a Rote Action (see the World of Darkness Rulebook, p. 134). However, when doing so, he is less able to react to events that don’t have to do with navigating the environment, causing him to lose his Defense for that turn.
Book/Page: CtL: Core
Effect:
•• imparts an identity that will pass most forms of relatively cursory professional inspection, but cannot stand up to a sustained investigation
•••• represents an identity that is essentially as real as any identity can be
Name: Daniel Wilson, Former Occupation: Secretary, Imprisoned for 6 months for petty theft, etc etc.
Name: Arthur Clarke, Licensed Private Detective, has offered consulting services to local police
Book/Page: CtL: Core
Effect:
Mantle • a character becomes more aware of the darkness and the things that it can hide from sight, when ever he uses a willpower on Wits based rolls he adds four dice instead of three.
Mantle ••• the shadows soak into the character’s very being to hide his intentions, anyone using Empathy on the character takes a -1 penalty.
Mantle ••••• - Once per scene, you may choose to retry any Subterfuge test. The outcome of this second attempt is final.
Book/Page: CtL :RoS
Effect: Your character has learned how to avoid the notice of her Keeper by remaining utterly motionless for hours at a time. Whenever she wishes, she can remain perfectly still for an entire scene. Except for breathing softly and silently, your character can stand without moving a muscle for an entire scene, even if the position she is in would be exceedingly uncomfortable for others. In addition to various other uses of this Merit, if your character remains stationary while hiding, all rolls to notice or locate her are made at a –2 penalty. This Merit is common among Fairest Muses, some of whom spent much of their time in Arcadia as living statues.
Book/Page: CtL: RoS
Effect: Your character is not merely a good liar; he has learned to completely hide his emotions from others. While he may have learned this skill from dealing with
a particularly horrific Keeper, your character can use it equally well back in the mortal world. While this ability does not increase his skill at lying, anyone attempting to see through his lies or figure out what your character’s real emotions are suffers a –2 to all rolls to do so. In addition, all attempts to use devices such as lie detectors or voice-stress analyzers on your character are made at a –4 penalty, because your character can mimic emotions with great skill and has learned to suppress almost all of the physiological cues that would normally reveal his emotions.
Book/Page: CtL: Core
Effect: Space: 3, Wards: 4, Amenities: 3, Doors: 3
See Motley Hollows for more details
Book/Page: WoD: Core
Effect: Your character can effortlessly enter a meditative state when she chooses, and can remain in it for as long as she wishes. All environmental penalties imposed to Wits + Composure rolls to meditate are ignored. Not even wound penalties apply to your character’s efforts to focus.
Book/Page: WoD: Core
Effect: Your character prefers to fight with a chosen weapon in a manner that favors agility over power. With that weapon, you may substitute your character’s Dexterity for Strength when making attack rolls. (Fencing Swords)
Book/Page: WoD: Core
Effect: Your character can draw a pistol and fire or pull a melee weapon and attack without penalty as a single action in a turn. If a weapon is hidden on your character’s person (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense. A separate Quick Draw Merit must be acquired for use with firearms and melee weapons. (Melee Weapons)
Book/Page: WoD: Core
Effect: Your character can eat almost anything, under almost any conditions. Greasy bacon and runny eggs on a raging hangover? No problem. The green meat in the fridge? No problem. Milk two weeks past its expiration date? No problem. He could be dropped in the middle of the forest and could live off bugs and roots as long as necessary in order to survive and with no ill effects. Add two dice to appropriate Survival rolls. Add three to Stamina to resist deprivation.
Book/Page: N/A
Effect: Instead of attacking your enemies, you prefer that they come to you. To this end, you’ve developed a set of techniques that turn your strong defenses into a weapon. Dots purchased in this Merit provide access to special combat maneuvers. Each maneuver is a prerequisite for the next. These maneuvers are based on the Weaponry skill and are used with a one-handed piercing or slashing weapon.
• Better Part of Valor: Instead of rolling Initiative at the start of combat, you may voluntarily act last. When taking this option, you gain a bonus of one to your defense score for the rest of combat. This bonus only applies while you are still last in initiative.
•• Parry: You may forgo your standard Defense against a single attack, and instead roll a Dexterity + Weaponry + Weapon attack of your own. If you gain more successes than your opponent, you take no damage and inflict your net successes as damage on him. You cannot use this maneuver if you have lost your Defense for the turn (like from being surprised, or because of another maneuver). Drawback: This maneuver constitutes your action for the turn.
••• Dis-arming: Attacks made with a piercing or slashing weapon have Armor Piercing 1, and penalties to hit specific targets or body parts are reduced by 1. (See WoD p165).
•••• No Weakness: You may make one additional Parry defensive maneuver per turn for each point of Dexterity you have above 2. Each extra action is rolled at a cumulative -1 modifier. Drawback: If your first action of the round is anything but a Parry maneuver, you cannot use this benefit. Additionally, you cannot move when using this benefit.
Effect: Your character can read and absorb written information very quickly. Whenever she attempts an extended task which primarily involves reading, the time increment for the task’s rolls are halved. The only downside is that reading that quickly leaves little time to analyze the text, causing you to potentially miss subtle clues and symbols.
Effect: Your character knows an additional language besides his own. One dot in this Merit means that he can read, write and speak an extra language with minimal fluency. Two dots indicate that he is literate and conversationally fluent. Three dots indicate that he can speak the language like a native and is well-read in it. You must specify which language your character is familiar with when purchasing this Merit.
Effect: Your character knows an additional language besides his own. One dot in this Merit means that he can read, write and speak an extra language with minimal fluency. Two dots indicate that he is literate and conversationally fluent. Three dots indicate that he can speak the language like a native and is well-read in it. You must specify which language your character is familiar with when purchasing this Merit.
Effect: +1 to Social rolls with Spring Courtiers
Effect: +2 to Social rolls with Spring Courtiers
Effect: +2 to Social rolls with Spring Courtiers
Effect: +2 to Social rolls with Spring Courtiers
Effect: +2 to resist drugs poisons etc.
Effect: Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury.
This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones.
Your character can push his body well past the limits of physical endurance when he has to, pressing on in the face of mounting exhaustion or pain. Perhaps he trained himself to go without sleep for days at a time in order to get through college, or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets.
Drawback: When your character does finally rest, he sleeps like the dead. After staying awake for an extended period, your character is extremely difficult to wake until he’s slept for a minimum of 12 hours, regardless of the situation.
Effect: Spend Willpower to ignore Glamour addiction/hunger for a scene.