Merit |
○ |
Rating |
Prerequisites |
Description |
Book
|
Safe Place |
● |
• to ••••• |
|
You've secured a place from intrusion. Apply your Safe Place rating as an Initiative bonus while there, and a penalty to break in. With Crafts you can install traps, forcing intruders to roll Dexterity + Larceny - Safe Place to avoid up to your Safe Place in lethal damage. |
CofD 54
|
Vampire Merits
|
Burrow |
● |
• to ••••• |
Revenant, Safe Place, must be shared |
Replaces Haven. You share a hideout with other revenants. Add Burrow as bonus dice to stir from daysleep and stay awake in the daytime. In combat, intruders and unfamiliar guests are Distracted for one turn per dot of Burrow. |
HD 80
|
Haven |
● |
• to ••••• |
Safe Place |
You've sunproofed your residence and made it a home. Add Haven as bonus dice to stir from daysleep and stay awake in the daytime, and to use Kindred Senses within your home. |
VTR 2e 112
|
Mandragora Garden |
|
• to ••••• |
Crúac •, Crone Status, ≤ Safe Place |
Your Safe Place grows ghouled plants, which you must feed Vitae equal to your Merit dots each month, but which produce twice that quantity in Vitae's worth of sap and nectar. Their magical sympathy empowers Crúac cast there and receives it from afar, but can rile the Beast when attacked. |
SotC 181
|
Nest Guardian |
● |
• to ••••• |
Ordo Status |
You are the custodian of a Wyrm's Nest, host to a supernatural phenomenon proportional to dots in this Merit. You may purchase additional features separately, listed below. |
SotC 197
|
Temple of Damnation |
● |
• to ••••• |
Lancea Status, ≤ Safe Place |
You've secured and consecrated a gathering place to a particular Sanctified virtue. Apply dots in this Merit as a bonus to actions in service of that virtue while within the temple, or after attending rites there. |
SotC 194
|
Werewolf Merits
|
Dedicated Locus |
● |
• to ••••• |
Safe Place |
You've personally attuned a locus to your pack. The locus has a rating equal to this Merit, and provides the pack the ability to spend a point of Essence above their per-turn cap, a number of times per day equal to this Merit. |
WTF 2e 106
|
Lodge Stronghold |
|
•• or •••• |
Lodge |
As a five-dot Safe Place. With four dots, it boasts lines of supernatural defenses or spirit wards. |
Pack 81
|
Residential Area |
|
• to ••••• |
|
Your pack has integrated into an inhabited territory. Every session, by canvassing for help, you can redistribute your dots in this Merit among effective dots of Allies, Contacts and Retainers. |
WTF 2e 107
|
Mage Merits
|
Demesne |
● |
••• |
Sanctum |
Your Sanctum has been prepared as a Demesne, providing a +2 Yantra bonus to appropriate spells, and shielding them from the risk of Paradoxes so long as they're not exposed to Sleepers. |
MTA 2e 104, 242
|
Hallow |
● |
• to ••••• |
|
You've secured a geomantic wellspring of Mana. You can draw out up to your dots in this Merit in points of Mana each day, and the Hallow can store up to three times as many unharvested points as some form of tass. |
MTA 2e 101
|
Sanctum |
● |
• to ••••• |
Safe Place |
Your secure place is secreted away well enough to insulate your sorcery. Increase your spell control when casting there by your dots in this Merit. You can maintain spells cast beyond your normal spell control this way after leaving the Sanctum. |
MTA 2e 104
|
Promethean Merits
|
Hovel |
|
• to ••••• |
Safe Place |
You've crafted a space to acclimate it to your Azoth. Time spent in your Hovel doesn't contribute to Wastelands. You can store a dot of Azoth per dot in this Merit in an item aligned with your element in the Hovel, leaving you with reduced Azoth until you retrieve it from the item. |
PTC 2e 115
|
Changeling Merits
|
Calming Eidolons |
○ |
• to ••• |
Shared Bastion |
Reduces Composure dice penalty of Subtle Shifts enacted by the Bastion's owners. |
Hedge 118
|
Hollow |
● |
• to ••••• |
|
You've secured a residence within the Hedge, impregnable to outsiders with lesser Wyrd. While in your Hollow, penalize attempts to investigate, track or pursue you by dots in this Merit. Dots of Hollow are also distributed among features listed below. |
CTL 2e 116
|
Motley Awareness |
|
• or ••• |
Shared Bastion |
At one dot, gain +1 to social roles with other motley members. At three dots, gain an instinctive knowledge of other motley members' moods and the ability to send messages, but use the highest clarity perception penalty of the group. |
Hedge 119
|
Somnambulation |
○ |
••• to •••• |
Shared Bastion |
Can use an Eidolon to keep your body from being neglected while you sleep, or slightly more complex tasks with the four-dot version. Require significantly more sleep. |
Hedge 119
|
Shared Bastion |
○ |
• to ••••• |
|
You or your motley have established a permanent location within dreams, impregnable to outsiders with lesser Wyrd. This merit requires group effort to maintain. While in your Bastion, penalize attempts to investigate, track or pursue you or to manipulate your mind, future, or destiny by dots in this merit. |
Hedge 115
|
Stable Trod |
● |
• to ••••• |
|
You've secured a local trod of equal rating. A number of Hollows along the trod up to dots in Stable Trod share an extra one-dot Hollow feature. You may roll Stable Trod as a dice pool once a story to farm extra Glamour goblin fruit from it. |
CTL 2e 119
|
Workshop |
● |
• to ••••• |
Hollow |
Your Hollow contains space and equipment for an appropriate Crafts Specialty for each dot in this Merit. Apply Workshop as bonus dice to relevant Crafts rolls. |
CTL 2e 120
|
Hunter Merits
|
Safe Place |
● |
• to ••••• |
Resources • |
A secure site for the hunter that provides a bonus to initiative and a number of features (see below) equal to its dots. A hunter cannot be surprised while in their Safe Place. |
HTV 2e 94
|
Sin-Eater Merits
|
Cenote |
● |
• to ••••• |
Safe Place |
You tend a ghostly place where Plasm accumulates, at your Merit rating in points per chapter. |
GTS 2e 85
|
Mummy Merits
|
Tomb |
● |
•+ |
|
You have drawn Sekhem to a personal sanctum, where you can meditate to replenish Pillars. Dots of Tomb are distributed among features listed below, always starting with a dot of Geometry. |
MTC 2e 108
|
Demon Merits
|
Bolthole |
|
• to ••••• |
|
You have a tiny extradimensional realm where time doesn't progress. It's warded against angels, and rolls to find the access point are penalized by its Merit rating. Dots of Bolthole are also distributed among features listed below. |
DTD 120
|
Beast Merits
|
Connected Lair |
|
•• |
|
Characters with the appropriate devices can access internet, tele-phone, television, or radio communications. Any attempt to trace these signals from the outside world will lead to contradictory or nonsensical results. |
BPG 100
|
Trap Room |
|
•• |
|
When opening a Primordial Pathway into or out of the mundane world your character may choose to spend a point of Satiety in addition to the normal cost of 1 Willpower. If she does so, the duration of the pathway is extended. It stays open until sunrise or sunset on a normal success, or any time up to a week on an exceptional success |
BPG 101
|
Vast Lair |
|
• to ••• |
|
Uninvited guests require at least 10 minutes per dot in this Merit to traverse a Chamber or Burrow. Further, each dot in this Merit adds five required successes and five minutes to the time increment of any extended action to collapse a Chamber |
BPG 101
|
Well-Stocked Lair |
|
• to ••••• |
≤ Lair |
Each dot in this Merit allows the character to select two dots worth of Merits that represent the material goods and inhabit-ants available in her Lair. Material goods removed from the Lair deteriorate into dust, insects, water, or some other useless substance within a few days. Alternately, one dot of this Merit can be used to make one or more Chambers of a character’s Lair comfortable and livable. |
BPG 101
|