Mental Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Architectural Attunement | •••• | Wits ••, Academics ••, Occult • (Geomancy) | Perceive mystical resonance in a specific city | CWork 36 |
Area of Expertise | •• | Resolve •• | Increase a Mental Specialty to +2 | FC 131 |
Barrister | •••• | Politics ••• | Can safely gauge how far Old Laws can be pushed | BotD 91 |
Combat Awareness | •• | Military background | +2 to any situational awareness roll | DoW 109 |
Common Sense | •••• | Gives significant cautions or ideas | WoD 108 | |
Crafter's Sense | ••• | Crafts ••• | Common Sense related to a chosen Crafts Specialty | FC 131 |
Cultural Language | • | A cant or argot variant of a language, which penalizes attempts by outsiders to interpret by -2. | Imm 82 | |
Danger Sense | •• | +2 to detect ambush | WoD 108 | |
Dead Reckoning | • | Gains 8-again when navigating in the Underworld; loses 10-again navigating above ground. | BotD 91 | |
Eidetic Memory | •• | Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data | WoD 108 | |
Emotional Detachment | • | Resolve •• | Ignores stress penalties equal to Resolve | Asy 50 |
Encyclopedic Knowledge | •••• | Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time | WoD 109 | |
EOD | •• | Wits or Dexterity •••, Crafts ••• (Demolitions) | Reduce penalty for disarming unfamiliar explosives | Arm 208 |
Entheogenic Synesthesia | • | +1 to Perception when using psychoactive drugs | MT 137 | |
Good Time Management | •• | Academics, Medicine or Science •• | Cut time for non-magical extended rolls by ¼ | Asy 50, Rel 84 |
Higher Calling | •• | Resolve ••• | +1 on Resolve rolls to resist coercion | TotW 125 |
Holistic Awareness | ••• | Help others heal faster | WoD 109 | |
Hypnotic Voice | •••• | Persuasion or Science ••• (Hypnotherapy) | Induce trance state | SS 66 |
Hypnosis | ••• | Medicine or Occult • | Hypnotize subjects | VII 149 |
Informative | •• or •••• | Wits ••, Mental Skill •• | Use specified Skill in place of Expression | FC 131 |
Interdisciplinary Specialty | • | Two Skills ••• | Share Specialty between two Skills | FC 132 |
Language | • | Speak another language | WoD 109, errata | |
Lucid Dreamer | • | Fight off intrusions into dreams | SS 67 | |
Lucid Dreaming | •• | Resolve ••• | Control dream environment and engage intruders in dream combat | CTL 195 |
Make Do | • to ••• | Wits •••, Skill • | Remove -1/dot penalty for shoddy tools | FC 132 |
Meditative Mind | • | No penalties to meditate | WoD 109 | |
Multi-Lingual | • to ••••• | 2 languages per dot, conversationally | Rel 85 | |
Mythologist | ••• | Occult •• (Underworld) | Gains some insight into some of the Underworld's enigmas | BotD 91 |
Psychic Resistance | • to ••• | Inhibit mental alteration by psychics | SS 67 | |
Rational Explanation | •••• | Resolve ••, Science or Academics •••• | Resist mental breakdown with Science or Academics | FC 133 |
Scientist's Sense | ••• | Science ••• (Specialty) | Common Sense related to Science | FC 133 |
Supernatural Lore | • to ••••• | Know the ways of a particular type of supernatural being. May be purchased separately for multiple types. | GotU 15 | |
Technophile | • or •• | Encyclopedic Knowledge in one topic | Arm 208 | |
Tolerance for Biology | • | Resistance Attribute •• | +2 to keep composed when shown scenes of violence or carnage | Asy 51 |
Trained Memory | • | Composure ••, Investigation • | Memorize information perfectly; roll to memorize for entire scene (i.e. everything a character could sense in a given moment) instead of specific information or sensory input | GotV 46 |
Trained Observer | • or ••• | Wits or Composure ••• | Ignore penalties or gain Rote quality on Perception rolls | DoW 38 |
Tunnel Rat | • to ••• | Navigate the Chicago Undercity tunnels, ignoring penalties equal to dots in this Merit | Chi 54 | |
Vision | • to ••••• | Mental Attribute or Composure •••• | Use successes on Vision+Skill roll to aid an Extended Action | FC 133 |
Well-Traveled | • | 9-Again on Mental and Social rolls relating to foreign cultures | Rel 85 | |
Whispers | • | Can purchase Dream and use it as Instant Action, at the cost of sanity | Myst 179 |
Physical Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Ambidextrous | ••• | Remove off-hand penalty to attack | WoD 110 | |
Armored Fighting | •• or •••• | Strength •••, Stamina ••• | Reduce heavy armor penalties by 1 (••) or 2 (••••) | Reload 84 |
Athletics Dodge | • | Dexterity ••, Athletics • | Add Athletics rather than doubling Defense on Dodge | DoW 38 |
Brawling Dodge | • | Strength ••, Brawl • | Add Brawl rather than doubling Defense on Dodge | WoD 110 |
Demolisher | • to •• | Strength or Intelligence ••• | Can ignore 1 (•) or 2 (••) points of Durability when attempting to damage objects | BotW 62 |
Disarm | •• | Dexterity •••, Weaponry • | Can disarm if damage exceeds Dexterity | WoD 110 |
Direction Sense | • | Unfailing orientation | WoD 110 | |
Entering Strike | •• | Dexterity ••, Brawl ••• | Successful, defenseless Brawl strike adds damage as bonus to subsequent grappling attack | Reload 72 |
Equipped Grappling | •• | Dexterity •••, Brawl ••, Weaponry •• | Add size of blunt weapon (3 or less) to overpowering maneuver dice pool | Reload 89 |
Fast Reflexes | • or •• | Dexterity ••• | +1/dot to Initiative | WoD 110 |
Fighting Finesse | •• | Dexterity •••, Weaponry •• | Substitute Dexterity for Strength | WoD 110 |
Firearms Retention | • | Dexterity ••, Wits ••, Brawl ••, Firearms •• | Subtract Brawl dots from attempts to disarm by overpowering | Reload 89 |
Fleet of Foot | • to ••• | Strength •• | +1/dot to Speed | WoD 112 |
Fresh Start | • | Fast Reflexes •• | Delay action into next round | WoD 112 |
Giant | •••• | +1 Size | WoD 112 | |
Ground and Pound | •• | Combination Blows, Boxing or Aggressive Striking •••, Grappling •• | Perform Takedown/Throw, gain +2 to following unarmed strike | Reload 98 |
Gunslinger | ••• | Dexterity •••, Firearms ••• | Two gun attacks per round | WoD 112 |
Heavy Hands | ••• | Strength •••, Brawl •• | +1 damage to unarmed strikes | Reload 98 |
Iron Stamina | • to ••• | Stamina or Resolve ••• | Negate fatigue/injury penalties | WoD 112 |
Iron Stomach | •• | Stamina •• | Eat even unpalatable cuisine | WoD 113 |
Natural Immunity | • | Stamina •• | +2 on Stamina rolls to resist illness | WoD 113 |
Outdoorsman | •• | Survival ••• | Negate environmental penalties to Survival | MR 59 |
Perfect Stillness | • | Stealth • | -2 to all rolls to visually detect character | RoS 94 |
Quick Draw | • | Dexterity ••• | Draw weapon reflexively | WoD 113 |
Quick Healer | •••• | Stamina •••• | Heal twice as fast | WoD 113 |
Shield-Bearer | • | Only -1 to attack when using a shield instead of -2 | WAtP 89 | |
Steady Driver | • | Drive •• | Substitute Resolve for Dexterity on Drive rolls | MR 59 |
Strong Back | • | Strength •• | +1 to lift or carry | WoD 113 |
Strong Lungs | ••• | Athletics ••• | +2 on Stamina rolls to hold breath | WoD 113 |
Student of the Blade | • | Fencing or Iaido • | May use Fighting Style with all Size 2 blades. | Reload 66 |
Stunt Driver | ••• | Dexterity ••• | Drive and carry out another action | WoD 113 |
Stunt Rider | ••• | Dexterity ••• | Ride and carry out another action | RfR 110 |
The Weapon at Hand | •• | Krav Maga •• | Reflexive Wits + Weaponry roll for improvised weapon, instant action to wield, no penalty for being improvised | Reload 79 |
Toxin Resistance | •• | Stamina ••• | +2 on Stamina rolls to resist toxins | WoD 113 |
Weaponry Dodge | • | Strength ••, Weaponry • | Add Weaponry rather than doubling Defense on Dodge | WoD 114 |
Weapons to Empty Hands | •• | Dexterity •••, Brawl •••, Weaponry •••, Two Weapons or Filipino Martial Arts or Knife Fighting •••• | Use Brawl instead of Weaponry for maneuver-related attacks. | Reload 66 |
Wheelman | •• | Dexterity ••, Drive •• | Gain 9-Again on Drive rolls | MR 59 |
Social Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Allies | • to ••••• | Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit | WoD 114 | |
Alternate Identity | •, •• or •••• | A false legal identity which can pass increasing levels of scrutiny, but degrades without maintenance. | Imm 110 | |
Animal Companion | • to •••• | Loyal animal partner with intelligence and capability proportional to dots in this Merit | CB 95 | |
Anonymity | •• to •••• | Resolve ••, Larceny or Subterfuge •• | -1/dot to attempts to investigate character | BotW 46 |
Armory | • to ••••• | Resources ••• | Own an array of weapons and armor. May be shared among multiple characters | Ban 51 |
Barfly | • | Find ways into bars and clubs | WoD 114 | |
Bureaucratic Navigator | •• | +2 to navigate a bureaucratic system | Asy 51 | |
Contacts | • to ••••• | Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit | WoD 115 | |
Decorated | • to ••••• | Formal awards for meritorious conduct from the military or a comparable organization | DoW 39 | |
Deep Rapport | • to ••••• | Strong beneficial or harmful relationship with another character | BbBB 9 | |
Fame | • to ••• | Mortal acclaim, +1/dot to Socialize | WoD 115 | |
Fence | • or ••• | Streetwise ••• | Always find a way to buy and sell stolen goods | Ban 51 |
Friend | • to ••••• | The aid of a friend, ally or peer. Distribute dots in this Merit between the Friend's Power (comparable to yours at •••) and level of Trust with you | RCG 68 | |
Ingratiating Wanderer | •• | Manipulation ••• | Gain bonus to locate authority figures in local power structures | MR 58 |
Inspiring | •••• | Presence •••• | Help others regain Willpower | WoD 115 |
Luxury | •• or •••• | Live a wealthy, comfortable lifestyle at the sufferance of a patron | SotT 52 | |
Mentor | • to ••••• | Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit | WoD 115 | |
New Identity | •, •• or •••• | Establish a forged identity | CTL 98 | |
Resources | • to ••••• | Disposable monthly income ranging from $500 USD at • to $50,000 USD at •••••, with total assets ranging from several hundred GBP at • to millions of GBP at •••••. | WoD 115 | |
Retainer | • to ••••• | Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit | WoD 116 | |
Shadow Cult Initiation | • to ••••• | Membership in a cult, with unique benefits to each level of initiation | Mekh 121 | |
Small Unit Tactics | ••• | Manipulation •••, Persuasion ••• (Leadership) | When conducting a tactical maneuver with squad, leader can spend Willpower to benefit entire group | DoW 39 |
Staff | • to ••••• | ≤ Resources | Employees or workers at a set venue, with manpower and expertise proportional to dots in this Merit | Ghou 74 |
Status | • to ••••• | Authority and sway with a group or organization, to a depth proportional to dots in this Merit | WoD 116 | |
Striking Looks | •• or •••• | Appearance adds +1/+2 to relevant Social rolls | WoD 117 | |
Support Network | •• | Status | A shared community complicit in dark deeds. While you remain in good standing, you may spend Willpower for bonus dice to resist gaining a derangement from the community's practices. | Imm 82 |
Sworn Officer | • to •••• | Empowerment as a law enforcement official, with scope of jurisdiction proportional to dots in this Merit | 13th 81 | |
Trip Sitter | ••• | Composure ••• | Help others resist side effects of drugs | MT 137 |
Unobtrusive | ••• | Stealth •• | +2 to escape notice while casing a target under cover of some mundane activity. +1 to Resolve to resist The Forgetful Mind (Dominate •••) | Ghou 74 |
Supernatural Merits
Merit | Rating | Prerequisites | Description | Book |
---|---|---|---|---|
Cursed Item | • to ••••• | Possess a cursed item, which may be invoked for a benefit and a paired drawback | BoS 108 | |
Difficult to Ride | •••• | Resolve •••, Composure ••• | +2 to resist the control or influence of ghosts and spirits | BoS 108 |
Driver's Charm | • to ••••• | Grant a chosen vehicle bonuses for a scene per day | MR 56 | |
Easy Ride | •• | Wits ••• | You can welcome a possessing spirit in, remaining alert while ridden | BoS 108 |
Hollow Soul | •• | Easy Ride | You can welcome even spirits without the Possession Numen | BoS 109 |
Pleasing Aura | ••• | +1 to Persuasion and Socialize rolls against spirits, often surrounded by spirit activity | BoS 109 | |
Relic | • to ••••• | Possess a mystic relic | Rel 85 | |
Relic Analyst | • | +1 to determine how to use a relic, or whether it is cursed | Rel 86 | |
Relic Creator | •••• | Occult ••, Crafts •• | Create limited-use relics with an extended Resolve + Occult ritual, following the crafting itself | Rel 85 |
Ritual Sorcerer | •••• | Living, two Mental Attributes ••••, Occult and two other Mental Skills •••• with specialties | Access a sorcerous rite for each dot of Resolve. | DEC 28 |
Saintly | ••• | +1 to Intimidation, abjury and exorcism against spirits, but -1 to Expression, Persuasion and Socialize against them | BoS 110 | |
Shadow Contacts | ••• to ••••• | You know how and where to ask questions of a mysterious entity, but it extracts a price for answers | BoS 110 | |
Shadowless Chambers | • to ••••• | Take refuge in a place where spirits have difficulty following | BoS 110 | |
Sorcerous Knowledge | • | Ritual Sorcerer | Access another sorcerous rite. May purchased once for each dot of Occult. | DEC 29 |
Spirit Ear | •• to •••• | Wits or Composure ••• | +1 to Empathy and Subterfuge rolls to understand spirits speaking human tongues, ignoring penalties, or with four dots, roll Wits + Empathy - 3 to understand the tongue of spirits | BoS 111 |
Notation Legend | |
---|---|
Dot of a Trait Rating (Skills, Merits) | • |
Power Trait Point (Vitae, Mana) | ● |
Willpower Point | ○ |
Activation Damage | B/L/A |
Special/Other Activation Cost | ※ |
Alternate Costs | ●/●●● |
Costs per Item | ●/item |
Optional Costs | (●) |
Cost Ranges | ● to ●●● ●●+ |
Combined Notation Example | ●(○) ●/item, 1L |