Mental
Merit | Rating | Prerequisites | Description |
---|---|---|---|
Architectural Attunement | •••• | Wits ••, Academics ••, Occult •, Geomantic Specialty | Perceive mystical resonance in a specific city |
Area of Expertise | •• | Resolve •• | Increase a Mental Specialty to +2 |
Atavism | • | Dexterity ••• or Wits •••, Intelligence below ••• | Use higher of Wits or Dexterity for Defense |
Barrister | •••• | Politics ••• | Can safely gauge how far Old Laws can be pushed |
Combat Awareness | •• | Military background | +2 to any situational awareness roll |
Common Sense | •••• | Once per session you can ask the ST for advice. | |
Computer Whiz | ••••• | Computers •••• | Gain a second attempt after a failed hacking roll |
Crafter's Sense | ••• | Crafts ••• | Common Sense related to a chosen Crafts Specialty |
Danger Sense | •• | +2 to detect ambush | |
Dead Reckoning | • | Gains 8-again when navigating in the Underworld; loses 10-again navigating above ground. | |
Early Adopter | •• | Resources •• | You have an array of the newest gadgets. +2 to understand new technologies. |
Eidetic Memory (CO) | •• | Remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data | |
Emotional Detachment | • | Resolve •• | Ignores stress penalties equal to Resolve |
Encyclopedic Knowledge | •••• | Know obscure facts choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time | |
EOD | •• | Wits ••• or Dex •••, Crafts •••, Crafts Specialty of Demolitions | Reduce penalty for disarming unfamiliar explosives |
Entheogenic Synesthesia | • | +1 to Perception when using psychoactive drugs | |
Explorer | ••• | Intelligence •• | Can get a strong grasp of the layout of area after first visit. |
Fast Learner | ••• | Intelligence ••• | Gain one experience point at the conclusion of each scene/card |
Green Thumb | ••• | Intelligence ••• | Plants grow 50% faster under your careful supervision |
Good Time Management | •• | Academics, Medicine or Science •• | Cut time for non-magical extended rolls by 1/4 |
Here and Now | ••• | Intelligence •••, at least • in all Mental Skills | One floating skill point. Assigned to any mental skill. Can be moved once per scene. |
Higher Calling | •• | Resolve ••• | +1 on Resolve rolls to resist coercion |
Holistic Awareness | ••• | Help others heal faster | |
Hypnotic Voice | •••• | Persuasion ••• or Science •••, Specialty of Hypnotherapy | Induce trance state |
Hypnosis | ••• | Medicine • or Occult • | Hypnotize subjects |
Informative | •• or •••• | Wits ••, Mental Skill •• | Use specified Skill in place of Expression |
Interdisciplinary Specialty | • | Two Skills ••• | Share Specialty between two Skills |
Language | • | Speak another language | |
Lightning Calculator | ••• | You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. All relevant rolls gain +2 dice. | |
Lucid Dreamer | • | Fight off intrusions into dreams | |
Lucid Dreaming | •• | Resolve ••• | Control dream environment and engage intruders in dream combat |
Make Do | • to ••• | Wits •••, Skill • | Remove -1/dot penalty for shoddy tools |
Meditative Mind | • | No penalties to meditate | |
Multi-Lingual (CO) | • to ••••• | 2 languages per dot, conversationally | |
Mental Prodigy (CO) | •••• | Primary Attribute | Allows the user to buy a sixth dot in any one mental attribute. |
Murder Expert | ••• | Intelligence ••, Stealth ••• | Strike a Killing Blow (WoD 168) against a single unsuspecting target |
Mythologist | ••• | Occult ••, Underworld Specialty | Gains some insight into some of the Underworld's enigmas |
No Weaknesses | ••• | The effects beneficial aspects of drugs and alcohol are doubled. | |
Precocious | ••• | The time it takes you to learn new mental skills is reduced. | |
Psychic Resistance | • to ••• | Inhibit mental alteration by psychics | |
Rational Explanation | •••• | Resolve ••, Science or Academics •••• | Resist mental breakdown with Science or Academics |
Scientist's Sense | ••• | Science •••, Specialty | Common Sense related to Science |
Supernatural Lore | • to ••••• | Know the ways of a particular type of supernatural being. May be purchased separately for multiple types. | |
Technophile | • or •• | Encyclopedic Knowledge in one topic | |
Telltale Murder | •• or ••• | Intelligence ••••, Medicine •• | After killing something, roll Intelligence + Medicine. •• version allows to 'taunt' those who would make Wits + Investigation rolls. ••• version allows to change the 'meaning' of a murder. |
Time Sense | • | You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. | |
Tolerance for Biology | • | Resistance Attribute •• | +2 to keep composed when shown scenes of violence or carnage |
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 |
Trained Observer | • or ••• | Wits ••• or Composure ••• | Ignore penalties or gain Rote quality on Perception rolls |
Tunnel Rat | • to ••• | Navigate the Chicago Undercity tunnels, ignoring penalties equal to dots in this Merit | |
Vision | • to ••••• | Mental Attribute or Composure •••• | Use successes on Vision+Skill roll to aid an Extended Action |
Well-Educated | ••••• | Mental Skill ••••• | Allows the user to buy a sixth dot in any one mental skill. Requires ST approval. May be purchase multiple times. |
Well-Traveled | • | 9-Again on Mental and Social rolls relating to foreign cultures | |
Whispers | • | Can purchase Dream and use it as Instant Action, at the cost of sanity |
Physical
Merit | Rating | Prerequisites | Descriptions |
---|---|---|---|
Ambidextrous | ••• | Remove off-hand penalty to attack | |
Armored Fighting | •• or •••• | Strength •••, Stamina ••• | Reduce heavy armor penalties by 1 (••) or 2 (••••) |
Athletics Dodge | • | Dexterity ••, Athletics • | Add Athletics rather than doubling Defense on Dodge |
Brawling Dodge | • | Strength ••, Brawl • | Add Brawl rather than doubling Defense on Dodge |
Daredevil | ••• | +3 when attempting to do exceptionally risky stunts. For example, jumping from car to car on the freeway. | |
Demolisher | • to •• | Strength ••• or Intelligence ••• | Can ignore 1 (•) or 2 (••) points of Durability when attempting to damage objects |
Disarm | •• | Dexterity •••, Weaponry • | Can disarm if damage exceeds Dexterity |
Direction Sense | • | Unfailing orientation | |
Double-Jointed | • | Dexterity •••• | +2 to any Dexterity rolls involving body flexibility |
Entering Strike | •• | Dexterity ••, Brawl ••• | Successful, defenseless Brawl strike adds damage as bonus to subsequent grappling attack |
Equipped Grappling | •• | Dexterity •••, Brawl ••, Weaponry •• | Add size of blunt weapon (3 or less) to overpowering maneuver dice pool |
Fast Reflexes | • or •• | Dexterity ••• | +1/dot to Initiative |
Fighting Finesse | •• | Dexterity •••, Weaponry •• | Substitute Dexterity for Strength |
Firearms Retention | • | Dexterity ••, Wits ••, Brawl ••, Firearms •• | Subtract Brawl dots from attempts to disarm by overpowering |
Fleet of Foot | • to ••• | Strength •• | +1/dot to Speed |
Fortune Finder | •• | Dexterity ••, Larceny •••, Wits •• | Character always manages to find more money 25% cash through acts of thievery. |
Fresh Start | • | Fast Reflexes •• | Delay action into next round |
Giant (CO) | •••• | +1 Size | |
Good Nights Sleep | •••• | Stamina ••• | Regain a point of Willpower back if your character gets a good nights sleep, even if they didn't rest during the day. |
Grim Reapers Sprint | •••• | Dexterity ••• | +2 Movement speed after killing an enemy. This effect stacks for each consecutive kill, and lasts until the following turn. |
Ground and Pound | •• | Combination Blows, Boxing ••• or Aggressive Striking •••, Grappling •• | Perform Takedown/Throw, gain +2 to following unarmed strike |
Gun Nut | • | Firearms •• | You instinctively load one in the chamber before combat. |
Gunslinger | ••• | Dexterity •••, Firearms ••• | Two gun attacks per round |
Heavy Hands | ••• | Strength •••, Brawl •• | +1 damage to unarmed strikes |
Hemotophage | ••• | Stamina •• | Blood packs instantly heal 1 Aggravated of blood loss damage. Available once per scene. |
Immunity | • | Stamina ••• | You've spent many hours building up an immunity to a particular venom or poison. |
Infiltrator | ••••• | Larceny •••• | Gain a second attempt after failing a larceny roll. |
Iron Stamina | • to ••• | Stamina ••• or Resolve ••• | Negate fatigue/injury penalties |
Iron Stomach | •• | Stamina •• | Eat even unpalatable cuisine |
Little Leaguer | •• | Weaponry ••• | +2 to All-out-Attacks that involve a weapon that can be swung like bat |
Master of his Craft | ••••• | Physical Attribute
••••• |
Allows the user to buy a sixth dot in any one physical skill. Requires ST approval. May be purchase multiple times. |
Mister Sandman | ••• | Gain 1 xp when killing a character in their sleep. Up to once per scene. | |
Natural Immunity | • | Stamina •• | +2 on Stamina rolls to resist illness |
Nerd Rage! | Strength •••, Intelligence ••• | +3 to overpowering a critically injured enemy. | |
Outdoorsman | •• | Survival ••• | Negate environmental penalties to Survival |
Perfect Stillness | • | Stealth • | -2 to all rolls to visually detect character |
Physical Prodigy (CO) | •••• | Primary Attribute | Allows the user to buy a sixth dot in any one physical attribute. |
Quick Draw | • | Dexterity ••• | Draw weapon reflexively |
Quick Healer | •••• | Stamina •••• | Heal twice as fast |
Rad Resistor | • | Stamina ••• | Character is immune to the effects of minor radiation poisoning. |
Scrounger | ••• | Survival ••• | Character always manages to find more money 25% supplies when foraging. |
Shield-Bearer | • | Only -1 to attack when using a shield instead of -2 | |
Size Matters | ••• | Strength ••••, Firearms ••• or Weaponry ••• | +1 when using weapons over size 3 |
Steady Driver | • | Drive •• | Substitute Resolve for Dexterity on Drive rolls |
Strong Back | • | Strength •• | +1 to lift or carry |
Strong Lungs | ••• | Athletics ••• | +2 on Stamina rolls to hold breath |
Student of the Blade | • | Fencing • or Iaido • | May use Fighting Style with all Size 2 blades. |
Stunt Driver | ••• | Dexterity ••• | Drive and carry out another action |
Stunt Rider | ••• | Dexterity ••• | Ride and carry out another action |
The Weapon at Hand | •• | Krav Maga •• | Reflexive Wits + Weaponry roll for improvised weapon, instant action to wield, no penalty for being improvised |
Thief | ••• | Dexterity ••, Larceny ••• | +2 to all lock-picking rolls |
Toughness | ••••• | Stamina ••••• | +1 Health Box |
Toxin Resistance | •• | Stamina ••• | +2 on Stamina rolls to resist toxins |
Weaponry Dodge | • | Strength ••, Weaponry • | Add Weaponry rather than doubling Defense on Dodge |
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. |
Wheelman | •• | Dexterity ••, Drive •• | Gain 9-Again on Drive rolls |
Social
Merit | Rating | Prerequisites | Description |
---|---|---|---|
Allies | • to ••••• | Call upon favors from an individual, group or organization with influence and resources proportional to dots in this Merit | |
Animal Companion | • to •••• | Loyal animal partner with intelligence and capability proportional to dots in this Merit | |
Anonymity | •• to •••• | Resolve ••, Larceny or Subterfuge •• | -1/dot to attempts to investigate character |
Armory | • to ••••• | Resources ••• | Own an array of weapons and armor. May be shared among multiple characters |
Barfly | • | Find ways into bars and clubs | |
Black Market Ties | • to ••••• | Streetwise • | Add Black Market Ties to any Streetwise roll for acquiring equipent |
Black Widow | ••• | Manipulation ••• | +2 to persuade members of the opposite gender |
Bureaucratic Navigator | •• | +2 to navigate a bureaucratic system | |
Cannibal | •• | Morality ••• or less | Eating human flesh restores Willpower. Up to once per scene. |
Child at Heart | •• | Presence •• | +3 to communicating with anyone under 15 |
Contacts | • to ••••• | Access to information through a particular individual, group or organization. Depth of shared information is proportional to dots in this Merit | |
Decorated | • to ••••• | Formal awards for meritorious conduct from the military or a comparable organization | |
Deep Rapport | • to ••••• | Strong beneficial or harmful relationship with another character | |
Dream Crusher | •••• | Manipulation ••• | Attempts to discourage NPC's can temporarily or permanently lower Morality. |
Fame | • to ••• | Mortal acclaim, +1/dot to Socialize | |
Fence | • or ••• | Streetwise ••• | Always find a way to buy and sell stolen goods |
Firearms License | •• | You have a license to buy large firearms legally in most countries. | |
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 | |
Healthy Skepticism | •• | -2 Difficulty for perceiving lies | |
Ingratiating Wanderer | •• | Manipulation ••• | Gain bonus to locate authority figures in local power structures |
Inspiring | •••• | Presence •••• | Help others regain Willpower |
Loud Voice | • | +2 when yelling in a social situation | |
Lucky | • to ••••• | You may repeat up to Lucky's worth or failed rolls per story (or Saga), including botches, and may try only once per failed roll. | |
Luxury | •• or •••• | Live a wealthy, comfortable lifestyle at the sufferance of a patron | |
Mentor | • to ••••• | Guidance and interference of an authority in a field, with capability and influence proportional to dots in this Merit | |
New Identity | •, •• or •••• | Establish a forged identity | |
Night Owl | •• | +2 to alertness from dusk until dawn. | |
Parlor Trick | • | +2 while attempting to grab the attention of the likely inebriated masses. | |
Party Girl | •• | Immune to alcohol addiction. +1 to other addictions. | |
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 •••••. | |
Retainer | • to ••••• | Loyal agent, employee or cohort with influence and capability proportional to dots in this Merit | |
Shadow Cult Initiation | • to ••••• | Membership in a cult, with unique benefits to each level of initiation | |
Silver Tongued | ••••• | Social Skill ••••• | Allows the user to buy a sixth dot in any one social skill. Requires ST approval. May be purchase multiple times. |
Small Unit Tactics | ••• | Manipulation •••, Persuasion •••, Leadership Specialty | When conducting a tactical maneuver with squad, leader can spend Willpower to benefit entire group |
Social Prodigy (CO) | •••• | Primary Attribute | Allows the user to buy a sixth dot in any one social attribute. |
Staff | • to ••••• | Resources ≥ Staff | Employees or workers at a set venue, with manpower and expertise proportional to dots in this Merit |
Status | • to ••••• | Authority and sway with a group or organization, to a depth proportional to dots in this Merit | |
Striking Looks (CO) | •• or •••• | Appearance adds +1/+2 to relevant Social rolls | |
Supernatural Blood (CO) | ••• | You have the blood of a certain supernatural entity running through your veins. You're presence is likely accepted by that group. You may also dormant traits related to such group. | |
Sworn Officer | • to •••• | Empowerment as a law enforcement official, with scope of jurisdiction proportional to dots in this Merit | |
Trip Sitter | ••• | Composure ••• | Help others resist side effects of drugs |
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 •••) |
Vice-Ridden | •• | Your character is one of the worst examples of humanity. He has two Vices, although he may still only regain one Willpower per scene in which he indulges himself. | |
Virtuous | •• | Your character is a light of good. She has two Virtues. The limitations of how many times she may refresh Willpower using a Virtue remain the same, but it’s up to you which Virtue she uses each time. |
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