| World of Darkness | ||
|---|---|---|
| Aggravated Called Shots | Any called shot to the head with a weapon or firearm does aggravated damage | Reload p150 |
| Area Effect Shotguns | When shooting a shotgun at close range, make a secondary attack at close target | Reload p150 |
| Automatic Damage | Weapons do a base damage equal to their modifier if hit is successful | Reload p151 |
| Bleeding Out | Wounds that do two or more points of damage continue to bleed | Reload p151 |
| Bone Breakage | Exceptional success with a blunt weapon breaks a bone for remainder of Story | Reload p151 |
| Catch the Blade | Retain Defense when fighting unarmed against armed opponents if 3+ Brawl dots | Reload p152 |
| Combination Momentum | During extended physical exchanges, winning combatant gains cumulative bonuses | Reload p152 |
| Dangerous Explosives | Explosives do damage * 1.5 + successes to those within Blast Area | Reload p152 |
| Dodge Bullets | Targets of Firearms may apply Brawl to Defense | Reload p152 |
| Faster Healing | Heal at double normal rate (8 minutes/1 day/4 days) | Reload p152 |
| Freezing Under Fire | Targets of Firearms must roll Resolve+Composure or spend Willpower to act | Reload p152 |
| The Greatest Swordsman is the One Who Survives | Combat between equally armed opponents uses Weaponry or Brawl for Defense | Reload p153 |
| Guns With Kick | Firearms with damage 3 gain Knockback, those with 4+ gain improved knockback | Reload p153 |
| Haymakers for All | Any Brawl damage equal to or above target's Size causes them to lose an action | Reload p153 |
| Hidden Health | Storyteller tracks Health for all characters | Reload p153 |
| Hollywood Ammo | Guns only run out of ammo on a Dramatic Failure | Reload p153 |
| Hollywood Healing | Quick Medicine rolls can remove wound penalties for a scene | Reload p153 |
| Ignore the Rabble | So long as you continue to use melee attacks, Defense isn't reduced for multiple attackers | Reload p155 |
| Increased Wound Penalties | Wound penalties change to -1 / can't spend Willpower / -2 / lose 10-again / -3 | Reload p155 |
| Injuries Last | Damage that exceeds Stamina, Composure or Resolve and isn't treated does Attribute damage | Reload p155 |
| Integrity by Attrition | Use counters to signify the weight of conflict on Integrity | HL p20 |
| Knife to a Fistfight | When unarmed and attacked by a melee weapon, only apply 1/2 Defense | Reload p155 |
| Kung Fu Fury | Those fighting unarmed gain 1/2 dots in Brawl-based Fighting Style as bonus to attack | Reload p155 |
| Lethal Stun | Any Lethal damage stuns unless target makes Stamina+Resolve roll | Reload p155 |
| Meat Shields | Use four health tracks rather than three | Reload p155 |
| Morale = Health | Health is determined as (greater of Stamina or Resolve) + Size | Reload p156 |
| No Fighting Styles | Characters can use any Fighting Style with correct Skill at equal dots | Reload p156 |
| Property Damage | Reduce Durability of all objects | Reload p156 |
| Ricochet | When a bullet misses, roll a die. On a 1, bullet hits another character | Reload p156 |
| Shooting Through Cover | Durability of Cover is subtracted from attacker's pools | Reload p157 |
| Slower Healing | Heal at a slower rate (1 hour/1 week/1 month) | Reload p157 |
| Stun | When dealt damage >= Stamina in one turn, roll Resolve+Stamina or lose an action | Reload p157 |
| Supernatural Terror | Observing obvious supernatural activity forces a Resolve+Composure roll in norms or they flee | Reload p158 |
| My Sword is My Armor | Melee weapons give Armor equal to 1/2 (round down, min 1) damage modifier | Reload p158 |
| Sword-Wielding Badass | While armed with a melee weapon, apply lowest of (Dexterity, Wits, Weaponry or Defense) against firearms | Reload p158 |
| Toughness Matters | Stamina is also subtracted from bare-hand attackers pools | Reload p159 |
| Unable to Attack | Attacking non-violent targets requires Resolve+Composure roll to carry out | Reload p159 |
| Valiant Surge | May make a roll to heal yourself once per chapter | Reload p160 |
| Watch My Back | Multiple allies in area reduce multiple attacker penalty to Defense | Reload p160 |
| Watch That First Step | Decrease damage taken from falling to 1 bashing / 6 yards (1/2 if water) | Reload p160 |
| Weapons Kill | All weapons do Lethal damage, even if blunt | Reload p160 |
| Wire Fu | Double jumping distance and characters can jump down far distances | Reload p160 |
| Vampire: the Requiem | ||
| Coils of the Dragon | Coils are cheaper to purchase, but learning them comes with a risk of failure. | Coteries 56, OD 50 |
| Dead Flesh | Vampires only suffer wound penalties from fire and sunlight | Reload p163 |
| Death by Stake | Staking a vampire instantly kills it | Reload p163 |
| Easy Staking | Any exceptional success with a wooden stabbing weapon stakes a vampire | Reload p163 |
| Freeform Status | Status merit cannot be bought with XP, but is instead won and lost through play. | Coteries 87 |
| Gluttony | Can consume Vitae equal to Stamina each turn | Reload p163 |
| Hard Staking | Staking is an Extended Action | Reload p163 |
| Heresies and the Curia Cruentus | There exists a spanning authority over regional groups in the LS, which maintains moral 'purity'. | LS 68 |
| Horrific Bite | In combat, bite is horrific rather than than pleasurable | Reload p163 |
| Impaled Humanity and XP | Exchange one dot of humanity for XP, rather than rolling for the results of the Rite of the Impaled | OD 135 |
| No Blood to Spill | Edged weapons and arrows inflict bashing damage | Reload p164 |
| Power of Belief, The | Lancea Sanctum members get bonuses or penalties to derangement rolls after Humanity loss. | LS 58 |
| Revivifying Feeding | Feeding automatically heals damage | Reload p164 |
| Status Through Protracted Activity | Status merit can only be purchased through special bonus XP earned for status-related activities. | Coteries 88 |
| Werewolf: the Forsaken | ||
| Feral Defenses | In war form, use higher of Wits or Dexterity for Defense | Reload p164 |
| Grievous Silver | Attacks with silver weapons do grievous damage (see "Meat Shields" option) | Reload p164 |
| Mindless Rage | In Death Rage, all attacks are all-out | Reload p164 |
| Quick Regeneration | Regeneration is equal to Primal Urge in points each turn | Reload p164 |
| Savage Might | In near-wolf and near-human forms gain 9-Again to non-attack Strength rolls (8-again in war form) | Reload p164 |
| Swift Killer | Claws and bite do aggravated damage to norms | Reload p164 |
| Unstoppable Fury | Attacks doing bashing to werewolves in Death Rage only do one point of damage | Reload p165 |
| War Form Gamble | Extend the length of time that a werewolf can be in War Form | Reload p165 |
| Mage: the Awakening | ||
| All-Out Magic | Aimed spells in combat can be made as all-out attacks | Reload p165 |
| Difficult Gestures | Require ranks in a Physical Skill to use a Rote | TotM p93 |
| Duel Arcane | Alternate rules for the Duel | TotM p122 |
| Enlightened Shield | Mage Armor spells give armor equal to Arcana or Gnosis, whichever is higher | Reload p165 |
| Eyes of Fire | Attacks against targets that match the mage's active Sight gain bonus equal to Arcana | Reload p165 |
| Gesture Lore | Alter mudras of an existing Rote | TotM p94 |
| Glyph Lore | Work with alternate versions of High Speech runes | TotM p97 |
| Law of Embodiment | Adapt Rotes to use simultaneously with a physical action | TotM p77 |
| Madness in Battle | In combat, Disbelief and Unraveling do not apply | Reload p165 |
| Magical Buildup | Cumulative Paradox dice apply to all combatants | Reload p165 |
| Paradoxical Castings | Increase Paradox from non-Ruling Arcana | TotM p171 |
| Ritual Synergy | Group spellcasting at Gnosis 3/5 | TotM p74 |
| Slower Magic | Improvised spells in combat take two actions | Reload p165 |
| Spacial Command | Allow use of Advanced Area factors at Space 3 | TotM p72 |
| Temporal Command | Allow use of Advanced Prolongation factors at Time 3 | TotM p74 |
| To The Limit | Allow exceeding Arcana limits | TotM p168 |
| Promethean: the Created | ||
| Call the Lightning | When outside in a thunderstorm, may pay one Pyros to call lightning strike to self | Reload p166 |
| Fiery End | Upon final death, the body and nearby area is consumed by purging flames | Reload p166 |
| Grip of Death | Add Azoth to Strength for grappling rolls | Reload p167 |
| Hard to Hurt | Subtract Stamina from incoming non-fire attacks | Reload p167 |
| Savage Rage | Entering Torment increases Strength and Stamina by 2, then additional +1 for each additional stimulus | Reload p167 |
| Touch of the Corrosive Humour | Spend a point of Vitriol to make next bare-hand attack lethal (or have 9-again, if already) | Reload p167 |
| Hunter: the Vigil | ||
| Alone | When alone in combat against supernaturals, take -1 penalty to all actions | Reload p168 |
| Fire Kills Everything | All supernatural creatures take aggravated damage from fire | Reload p168 |
| Group Courage | If using "Supernatural Terror", the hunter cell makes the roll as a teamwork action | Reload p168 |
| Shared Wisdom | Bonuses to attack due to environmental conditions or merits can be reassigned reflexively, but don't stack | Reload p168 |
| Squad Reflexes | Reflexively make Wits+Composure rolls to notice when negative effects happen to team members | Reload p168 |
| Strong of Heart | Add +1 to Willpower per teammate to resist supernatural effects such as Lunacy | Reload p169 |
| Changeling: the Lost | ||
| All in Your Head | Attacks made lethal when unarmed only work against those that see through the Mask | Reload p167 |
| Distractions | Pay one Glamour to add Wyrd to Defense against un-ensorceled mortals for a turn | Reload p167 |
| Revelation in Pain | When suffering a lethal wound in combat, roll Wits+Composure or drop Mask for a split second | Reload p167 |
| Sup on Agony | When making an attack that exceeds target's Stamina in damage or causes wound penalties, harvest Glamour | Reload p167 |
| The Unassuming Mask | Reinforcing Mask allows Wits+Stealth roll to prevent attacks until one is made | Reload p168 |