Merit List
Page 1 of 1
Merit List
Between the extra info on my version of the character sheet, my help, and the 'Newbs- Only' post, you can actually muddle through character creation without really needing the books. But you still need a list of merits to chose from. By the way, when buying with XP, you need only pay for the functional dot levels. For example, a 4-dot merit costs 8XP, while level 4 of a "1 to 4" dot merit costs 20XP.
By the way, the descriptions are slightly abbreviated, but no functional information has been left out.
(This list took an unbelievable amount of time and effort to compile. If I find it in someone else's game without proper accreditation, I will hurt you. )
WORLD OF DARKNESS
Mental Merits:
Common Sense (••••)
The Storyteller can make a reflexive Wits + Composure roll once per chapter for your character if he is about to embark on a disastrous course of action, or if you find yourself at a point in the story where you’re completely stumped for ideas. If the roll succeeds, the Storyteller may point out the risks of a particular course, or suggest possible actions that your character can take that might get events back on track.
Danger Sense (••)
You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush.
Eidetic Memory (••)
Under stress, there is a +2 modifier on any Intelligence + Composure or other Skill-based roll (say, academics, to remember a fact) for memory recall.
Encyclopedic Knowledge (••••)
You can make an Intelligence + Wits roll any time your character is confronted with a situation or phenomenon outside his normal realm of experience. If the roll is successful, he may recall a “factoid” that he’s heard at some point that may shed light on matters.
Holistic Awareness (•••)
Your character is skilled in the arts of whole body healing, promoting health and recovery by keeping a person’s entire physiology balanced and strong. Make an Intelligence + Medicine roll once per day when your character spends an hour treating a patient. If the roll is successful, the patient’s healing times that day are halved.
Language (• to •••)
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.
Meditative Mind (•)
All environmental penalties imposed to Wits + Composure rolls to meditate are ignored. Not even wound penalties apply to your character’s efforts to focus.
Unseen Sense (•••)
Prerequisite: Mortal (non-supernatural); Wits ••
Your character has a “sixth sense” when it comes to the supernatural. The specific type of supernatural phenomenon to which your character is sensitive must be determined when this Merit is purchased. It can be something as vague as a creepy feeling when in the presence of ghosts, or something as specific as a sudden chill when a vampire is nearby. The Storyteller has final say on the exact nature and trigger of your character’s sixth sense, and can keep its nature secret if desired, leaving you to figure it out during play.
Physical Merits:
Ambidextrous (•••)
Your character does not suffer the -2 penalty for using his off-hand in combat or to perform other actions.
Brawling Dodge (•)
Prerequisite: Strength •• and Brawl •
Whenever your character performs a dodge, you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense. Brawling Dodge applies against incoming Brawl and Weaponry-based attacks, against thrown-weapon attacks, and against Firearm attacks made within close-combat range. Your character can move up to his Speed and perform a Brawling Dodge maneuver in a turn. A character can possess both the Brawling Dodge and Weaponry Dodge Merits, but only one can be used per turn.
Direction Sense (•)
Your character has an innate sense of direction that instinctively allows him to remain oriented.
Disarm (••)
Prerequisite: Dexterity ••• and Melee ••
When making a normal attack, compare your successes to the opponent’s Dexterity. If you get a number of successes equal to or greater than the opponent’s Dexterity, you can choose to have your character disarm him instead of doing damage. A weapon lands a number of yards away from the opponent equal to your successes rolled.
Fast Reflexes (• or ••)
Prerequisites: Dexterity •••
+1 Initiative per dot
Fighting Finesse (••)
Prerequisite: Dexterity ••• and Melee ••
Your character prefers to fight with a chosen weapon in a manner that favors agility over power. With that one weapon, you may substitute your character’s Dexterity for Strength when making attack rolls. This Merit may be purchased multiple times to gain agility with more weapons, one for each purchase.
Fighting Style: Boxing (• to •••••)
Prerequisites: Strength •••, Stamina •• and Unarmed ••
Body Blow (•): If successes inflicted in a single Brawl attack equal or exceed a target’s Size, the victim loses his next action.
Duck and Weave (••): Use the higher of your character’s Dexterity or Wits to determine his Defense when dealing with Unarmed attacks only. If a combination of Brawl and Weaponry-based attacks is focused on your character in the same turn, use his normal Defense against both.
Combination Blows (•••): He can make two Brawl attacks against the same target in a single action. The second attack suffers a -1 penalty.
Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn.
Haymaker (••••): A single Brawl attack that equals or exceeds the target’s Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he is conscious but he still loses his next action due to the Body Blow (see above). If it fails, he is unconscious for a number of turns equal to the damage done.
Drawback: Same as in Combination Blows.
Brutal Blow (•••••): A brutal blow inflicts lethal instead of bashing damage.
Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Fighting Style: Kung Fu (• to •••••)
Prerequisites: Strength ••, Dexterity••, Stamina •• and Brawl ••
Focused Attack (•): Armor and hit-specific target penalties are reduced by one.
Iron Skin (••): He has an effective armor trait of 1 against bashing attacks only.
Defensive Attack (•••): Your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Defense Attack maneuver in a turn.
Whirlwind Strike (••••): He can make a number of extra Brawl attacks against a single target for each point of Dexterity that he has above 2 in a single action. Each extra attack is made at a cumulative -1 modifier.
Drawback: Same as in Combination Blows.
Lethal Strike (•••••): A strike inflicts lethal instead of bashing damage.
Drawback: Same as Brutal Blow
Fighting Style: Two Weapons (• to ••••)
Prerequisites: Dexterity ••• and Weaponry •••
Your character still suffers the -2 offhand penalty when attacking with a weapon in his secondary hand
Whirling Blades (•): Your character’s Dodge trait is not penalized by multiple attacks staged against him in a turn until the number of attacks exceeds his Weaponry dots, at which point each attack thereafter reduces his Dodge by -1. The Brawling Dodge Merit does not apply here.
Deflect and Thrust (••): When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Deflect and Thrust maneuver in a turn.
Focused Attack (•••): Your character can attack a single target twice in one turn. The second attack suffers a -1 penalty.
Drawback: Same as in Combination Blows.
Fluid Attack (••••): Your character can make a single attack on two different targets in one turn. The targets cannot be a distance apart in excess of your character’s Speed trait. The second attack suffers a -1 penalty.
Drawback: Same as in Combination Blows.
Fleet of Foot (• to •••)
Prerequisites: Strength ••
+1 Speed per dot
Fresh Start (•)
Prerequisites: Fast Reflexes ••
A character can take an action to change his Initiative ranking in subsequent turns. He can do nothing else in that action except move up to his Speed.
Giant (••••)
Your character is seven or more feet tall and over 250 pounds. He is +1 Size (and thus +1 to Speed and Health).
Gunslinger (•••)
Prerequisites: Dexterity ••• and Firearms •••
He can accurately fire two pistols at the same time. Your character still suffers the -2 offhand penalty for shooting with his secondary hand (unless he also possesses the Ambidextrous Merit), but he can shoot both pistols as a single action during a turn. The second attack is also at a -1 penalty. Your character may shoot at two different targets if he wishes. The Merit can be used with pistols only.
Drawback: Same as in Combination Blows.
Iron Stamina (• to •••)
Prerequisites: Stamina ••• or Resolve •••
Each dot eliminates a negative modifier when resisting the effects of fatigue or injury.
Drawback: When your character does finally rest, he sleeps for a minimum of 12 hours.
Iron Stomach (••)
Prerequisites: Stamina ••
Your character can eat almost anything, under almost any conditions. Add two dice to appropriate Survival rolls. Add three to Stamina to resist deprivation.
Natural Immunity (•)
Prerequisites: Stamina ••
Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease.
Quick Draw (•)
Prerequisites: Dexterity •••
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, 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.
Quick Healer (••••)
Prerequisite: Stamina ••••
Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days.
Strong Back (•)
Prerequisites: Strength ••
Your character gains a +1 modifier to actions involving lifting or carrying heavy weights.
Strong Lungs (•••)
Prerequisite: Athletics •••
When determining how long your character can hold his breath, add two to Stamina when referencing the Holding Breath chart on p. 49 of the World of Darkness Core book.
Stunt Driver [s](•••)[/s] (• to •••)
Prerequisites: [s]Dexterity •••[/s] Dexterity ••
[s]Your character can drive a vehicle and perform an unrelated action in the same turn.[/s]
When driving while performing an unrelated action, this merit reduces the penalty inflicted on the subsequent drive roll as well as any roll pertaining to the unrelated action, up to the number of dots therein.
Toxin Resistance (••)
Prerequisite: Stamina •••
Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins.
Drawbacks: Your character’s body can’t tell the difference between recreational toxins and intentional ones. It’s very difficult for him to become intoxicated, whether from alcohol, nicotine or other drugs. Also, painkillers and anesthetics are only half as effective as normal.
Weaponry Dodge (•)
Prerequisite: Strength •• and Weaponry •
Whenever your character performs a dodge, you can choose to add his Melee Skill dots to his Defense instead of doubling his Defense. Weaponry Dodge applies against incoming Brawl and Weaponry-based attacks, against thrown-weapon attacks, and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Weaponry Dodge maneuver in a turn. A character can possess both the Brawling Dodge and Weaponry Dodge Merits, but only one can be used per turn.
By the way, the descriptions are slightly abbreviated, but no functional information has been left out.
(This list took an unbelievable amount of time and effort to compile. If I find it in someone else's game without proper accreditation, I will hurt you. )
WORLD OF DARKNESS
Mental Merits:
Common Sense (••••)
The Storyteller can make a reflexive Wits + Composure roll once per chapter for your character if he is about to embark on a disastrous course of action, or if you find yourself at a point in the story where you’re completely stumped for ideas. If the roll succeeds, the Storyteller may point out the risks of a particular course, or suggest possible actions that your character can take that might get events back on track.
Danger Sense (••)
You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush.
Eidetic Memory (••)
Under stress, there is a +2 modifier on any Intelligence + Composure or other Skill-based roll (say, academics, to remember a fact) for memory recall.
Encyclopedic Knowledge (••••)
You can make an Intelligence + Wits roll any time your character is confronted with a situation or phenomenon outside his normal realm of experience. If the roll is successful, he may recall a “factoid” that he’s heard at some point that may shed light on matters.
Holistic Awareness (•••)
Your character is skilled in the arts of whole body healing, promoting health and recovery by keeping a person’s entire physiology balanced and strong. Make an Intelligence + Medicine roll once per day when your character spends an hour treating a patient. If the roll is successful, the patient’s healing times that day are halved.
Language (• to •••)
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.
Meditative Mind (•)
All environmental penalties imposed to Wits + Composure rolls to meditate are ignored. Not even wound penalties apply to your character’s efforts to focus.
Unseen Sense (•••)
Prerequisite: Mortal (non-supernatural); Wits ••
Your character has a “sixth sense” when it comes to the supernatural. The specific type of supernatural phenomenon to which your character is sensitive must be determined when this Merit is purchased. It can be something as vague as a creepy feeling when in the presence of ghosts, or something as specific as a sudden chill when a vampire is nearby. The Storyteller has final say on the exact nature and trigger of your character’s sixth sense, and can keep its nature secret if desired, leaving you to figure it out during play.
Physical Merits:
Ambidextrous (•••)
Your character does not suffer the -2 penalty for using his off-hand in combat or to perform other actions.
Brawling Dodge (•)
Prerequisite: Strength •• and Brawl •
Whenever your character performs a dodge, you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense. Brawling Dodge applies against incoming Brawl and Weaponry-based attacks, against thrown-weapon attacks, and against Firearm attacks made within close-combat range. Your character can move up to his Speed and perform a Brawling Dodge maneuver in a turn. A character can possess both the Brawling Dodge and Weaponry Dodge Merits, but only one can be used per turn.
Direction Sense (•)
Your character has an innate sense of direction that instinctively allows him to remain oriented.
Disarm (••)
Prerequisite: Dexterity ••• and Melee ••
When making a normal attack, compare your successes to the opponent’s Dexterity. If you get a number of successes equal to or greater than the opponent’s Dexterity, you can choose to have your character disarm him instead of doing damage. A weapon lands a number of yards away from the opponent equal to your successes rolled.
Fast Reflexes (• or ••)
Prerequisites: Dexterity •••
+1 Initiative per dot
Fighting Finesse (••)
Prerequisite: Dexterity ••• and Melee ••
Your character prefers to fight with a chosen weapon in a manner that favors agility over power. With that one weapon, you may substitute your character’s Dexterity for Strength when making attack rolls. This Merit may be purchased multiple times to gain agility with more weapons, one for each purchase.
Fighting Style: Boxing (• to •••••)
Prerequisites: Strength •••, Stamina •• and Unarmed ••
Body Blow (•): If successes inflicted in a single Brawl attack equal or exceed a target’s Size, the victim loses his next action.
Duck and Weave (••): Use the higher of your character’s Dexterity or Wits to determine his Defense when dealing with Unarmed attacks only. If a combination of Brawl and Weaponry-based attacks is focused on your character in the same turn, use his normal Defense against both.
Combination Blows (•••): He can make two Brawl attacks against the same target in a single action. The second attack suffers a -1 penalty.
Drawback: Your character cannot use his Defense against any attack in the same turn in which he intends to use this maneuver. If he uses Defense against attacks that occur earlier in the Initiative roster, before he can perform this maneuver, he cannot perform the maneuver in the turn.
Haymaker (••••): A single Brawl attack that equals or exceeds the target’s Size in damage might knock him unconscious. A Stamina roll is made for the victim. If it succeeds, he is conscious but he still loses his next action due to the Body Blow (see above). If it fails, he is unconscious for a number of turns equal to the damage done.
Drawback: Same as in Combination Blows.
Brutal Blow (•••••): A brutal blow inflicts lethal instead of bashing damage.
Drawback: Spend one Willpower point per attack. Note that this Willpower expenditure does not add three dice to the attack.
Fighting Style: Kung Fu (• to •••••)
Prerequisites: Strength ••, Dexterity••, Stamina •• and Brawl ••
Focused Attack (•): Armor and hit-specific target penalties are reduced by one.
Iron Skin (••): He has an effective armor trait of 1 against bashing attacks only.
Defensive Attack (•••): Your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Defense Attack maneuver in a turn.
Whirlwind Strike (••••): He can make a number of extra Brawl attacks against a single target for each point of Dexterity that he has above 2 in a single action. Each extra attack is made at a cumulative -1 modifier.
Drawback: Same as in Combination Blows.
Lethal Strike (•••••): A strike inflicts lethal instead of bashing damage.
Drawback: Same as Brutal Blow
Fighting Style: Two Weapons (• to ••••)
Prerequisites: Dexterity ••• and Weaponry •••
Your character still suffers the -2 offhand penalty when attacking with a weapon in his secondary hand
Whirling Blades (•): Your character’s Dodge trait is not penalized by multiple attacks staged against him in a turn until the number of attacks exceeds his Weaponry dots, at which point each attack thereafter reduces his Dodge by -1. The Brawling Dodge Merit does not apply here.
Deflect and Thrust (••): When using this maneuver, your character gains +2 to his Defense for the turn, but any attack he makes suffers a -2 penalty. He can move no more than his Speed while performing a Deflect and Thrust maneuver in a turn.
Focused Attack (•••): Your character can attack a single target twice in one turn. The second attack suffers a -1 penalty.
Drawback: Same as in Combination Blows.
Fluid Attack (••••): Your character can make a single attack on two different targets in one turn. The targets cannot be a distance apart in excess of your character’s Speed trait. The second attack suffers a -1 penalty.
Drawback: Same as in Combination Blows.
Fleet of Foot (• to •••)
Prerequisites: Strength ••
+1 Speed per dot
Fresh Start (•)
Prerequisites: Fast Reflexes ••
A character can take an action to change his Initiative ranking in subsequent turns. He can do nothing else in that action except move up to his Speed.
Giant (••••)
Your character is seven or more feet tall and over 250 pounds. He is +1 Size (and thus +1 to Speed and Health).
Gunslinger (•••)
Prerequisites: Dexterity ••• and Firearms •••
He can accurately fire two pistols at the same time. Your character still suffers the -2 offhand penalty for shooting with his secondary hand (unless he also possesses the Ambidextrous Merit), but he can shoot both pistols as a single action during a turn. The second attack is also at a -1 penalty. Your character may shoot at two different targets if he wishes. The Merit can be used with pistols only.
Drawback: Same as in Combination Blows.
Iron Stamina (• to •••)
Prerequisites: Stamina ••• or Resolve •••
Each dot eliminates a negative modifier when resisting the effects of fatigue or injury.
Drawback: When your character does finally rest, he sleeps for a minimum of 12 hours.
Iron Stomach (••)
Prerequisites: Stamina ••
Your character can eat almost anything, under almost any conditions. Add two dice to appropriate Survival rolls. Add three to Stamina to resist deprivation.
Natural Immunity (•)
Prerequisites: Stamina ••
Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease.
Quick Draw (•)
Prerequisites: Dexterity •••
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, 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.
Quick Healer (••••)
Prerequisite: Stamina ••••
Your character recovers from injuries in half the time that others do. One point of bashing damage is healed in eight minutes. One point of lethal damage is healed in one day. One point of aggravated damage is healed in four days.
Strong Back (•)
Prerequisites: Strength ••
Your character gains a +1 modifier to actions involving lifting or carrying heavy weights.
Strong Lungs (•••)
Prerequisite: Athletics •••
When determining how long your character can hold his breath, add two to Stamina when referencing the Holding Breath chart on p. 49 of the World of Darkness Core book.
Stunt Driver [s](•••)[/s] (• to •••)
Prerequisites: [s]Dexterity •••[/s] Dexterity ••
[s]Your character can drive a vehicle and perform an unrelated action in the same turn.[/s]
When driving while performing an unrelated action, this merit reduces the penalty inflicted on the subsequent drive roll as well as any roll pertaining to the unrelated action, up to the number of dots therein.
Toxin Resistance (••)
Prerequisite: Stamina •••
Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins.
Drawbacks: Your character’s body can’t tell the difference between recreational toxins and intentional ones. It’s very difficult for him to become intoxicated, whether from alcohol, nicotine or other drugs. Also, painkillers and anesthetics are only half as effective as normal.
Weaponry Dodge (•)
Prerequisite: Strength •• and Weaponry •
Whenever your character performs a dodge, you can choose to add his Melee Skill dots to his Defense instead of doubling his Defense. Weaponry Dodge applies against incoming Brawl and Weaponry-based attacks, against thrown-weapon attacks, and against Firearms attacks made within close-combat range. Your character can move up to his Speed and perform a Weaponry Dodge maneuver in a turn. A character can possess both the Brawling Dodge and Weaponry Dodge Merits, but only one can be used per turn.
Last edited by Claymore on Thu Sep 17, 2009 10:39 am; edited 2 times in total
Re: Merit List
Social Merits:
Allies (• to •••••)
[s]Allies are people who are willing to help your character from time to time. Each acquisition of this Merit is dedicated to one type of ally, whether in an organization, society or circle. Each dot that your character has indicates how deep his influence runs in that group. One dot might mean he can ask for minor favors. Three dots garner considerable favors. Five dots allow for dangerous and even overtly criminal favors. The Storyteller has final say over what is an acceptable request and what is not. If there’s any doubt, the Storyteller could call for a Manipulation + Persuasion roll, with a bonus equal to your character’s Allies dots. Penalties might also apply based on the importance or danger of the request.
Drawback: Allies are not automatons, waiting for your character to ask for help. They have their own lives and needs. An alliance is a two-way relationship. Calling for favors makes your character indebted to his friends, and they are sure to call such favors in when they need help.[/s]
House Rule: With a few exceptions, this merit has been replaced with Influence.
Barfly (•)
No matter what town or city your character is in, he can find his way into the best nightspots with a few quick words and a timely bribe.
[s]Contacts (• to •••••)
Contacts provide your character information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which your character has a web of connections and from which he may draw information. Gaining information from contacts requires a successful Manipulation + Persuasion or Socialize roll, depending on the relationship between your character and the people in question. Success doesn’t guarantee exactly the information for which your character looks. Contacts aren’t all-knowing.[/s]
This Merit has been replaced with Influence.
Fame (• to •••)
Each dot adds a +1 modifier to your character’s Socialize (or Persuasion, where applicable) rolls among those who are impressed by his celebrity status.
Drawback: The more famous your character is, the more easily he is recognized by the public.
House Rule: Due to the fact that the drawback can easily outweigh the advantage, I feel an amendment is necessary here. If you specify in what circles you're famous (i.e. seen on TV, mentioned in folk lore, reputation in crime circles), and in what form (face, voice, M.O.), the affects if this Merit both positive and negative will only go so far as the type you specify.
Inspiring (••••)
Prerequisite: Presence ••••
Once per game session, your character can exhort those around him to redouble their efforts in the face of great stress or danger. Make a Presence + Persuasion roll. If the roll succeeds, any individuals who actively assist your character and who are within earshot regain one spent Willpower point (not to exceed their Willpower dots).
Mentor (• to •••••)
This Merit gives your character a friend and teacher who provides her with advice and guidance. Your character’s mentor acts on her behalf. The number of dots purchased in this Merit determines the relative power, knowledge and experience of your character’s teacher (or to what degree they're willing to help you out). One dot indicates a mentor with one or more specialized Skills and a small amount of experience in your character’s field of interest. Two dots indicate a mentor with a wide range of capability and experience in your character’s field of interest. Three dots indicate a mentor possessing a broad range of Skills, years of experience and significant influence in your character’s field of interest. Four dots indicate a mentor who not only possesses a broad range of Skills and decades (or in some cases, centuries) of experience, he is also a preeminent figure with major influence in your character’s field of interest. Five dots indicate a mentor with towering influence and power in your character’s field of interest. A five-dot patron watches over your character and influences her life in ways both obvious and subtle, and likely has an agenda in which your character is pivotal.
Resources (• to •••••)
All characters are assumed to have a source of income 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. One dot suggests low disposable income: $500 a month and approximately $1,000 worth of assets. Two dots suggest moderate disposable income: $1,000 a month and approximately $5000 worth of assets. Three dots suggest significant disposable income: $2000 a month and maybe $10,000 worth of assets. Four dots suggest substantial disposable income: $10,000 a month and $500,000 worth of assets. Five dots suggest significant wealth: $50,000 a month and as much as $5,000,000 worth of assets.
Retainer (• to •••••)
Your character has an aid who is constantly loyal and follows almost any order without question. Each acquisition of this Merit grants your character one follower. Dots spent in the trait indicate the training, capability or flexibility of the aide. One dot suggests a child, an automaton or a madman with limited capabilities and freedom of thought. Two dots indicate an ordinary person over whom your character has sway. The servant is completely mundane and has no particular training above the human norm (he has two dots in all of his Attributes and Skills). Three dots represent a capable employee with a range of training at his disposal (three or four of his traits have three dots). Four dots represent a valued and irreplaceable assistant (someone with a handful of traits with four dots each). Five dots indicate an extraordinary follower. He is exceptional in many ways (five dots in a couple traits, and four in many others) or he may be capable of supernatural feats.
Drawback: A retainer who possesses his own will and who is forced to perform a duty that offends his sensibilities or defies his morals may abandon your character, temporarily or permanently. Points spent to acquire a retainer who is killed or driven off are lost.
Status (• to •••••)
Prerequisites: Varies
Your character has standing, credentials, authority or respect within an organization, group, company or social body. Each acquisition of this Merit is dedicated to one type of authority, whether in an organization, society or circle.
House Rule: With few exceptions, one of which being Kindred status that can only be earned in-game, this merit has been replaced with Influence.
Striking Looks (•• or ••••)
For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character’s looks are angelic; she gets a +2 modifier. Drawback: The more attractive your character is, the harder it is for her to avoid notice in public.
VAMPIRE THE REQUIEM
Haven (• to •••••)
The Haven is, at the very least, just a space where the Vampire sleeps. As such, unless you have Earth Meld, it's almost mandatory. For status purposes, Haven is in fact three Merits, Size, Location, and Security. It's also one of the rare merits that can be combined with other players, and as such, even has the possibility of exceeding level 5.
Haven Size:
• A small apartment or underground chamber; 1-2 rooms
•• A large apartment or small family home; 3-4 rooms
••• A warehouse, church or large home; 5-8 rooms, or large enclosure
•••• A abandoned mansion or network of subway tunnels; equivalent of 9-15 rooms or chambers
••••• A sprawling estate or vast network of tunnels; countless rooms or chambers
A haven with no dots in Haven Size is just large enough for its owner and perhaps a single companion, with minimal if any storage capacity, such as a crate in a forgotten storage closet, or a cramped apartment.
Haven Location: Each dot of Haven Location grants a +1 die bonus on hunting checks for the character who controls it and any whom she allows in. Havens without any dots in Location are sufficiently secluded so as to not provide any bonus.
Haven Security: Each dot of Haven Security subtracts one die from efforts to intrude into the haven by anyone a character doesn’t specifically allow in. Also, each dot of Haven Security offers a +1 bonus on Initiative for those inside against anyone attempting to gain entrance.
Herd (• to •••••)
A herd may take many forms, from a brothel of prostitutes to a blood cult worshipping a vampiric god. Typically, herds are not very controllable or closely connected to the vampires who use them, nor do they possess great skill in any one area. Each dot of Herd adds one die to feeding rolls.
Status (• to •••••)
Unlike the nWoD definition of Status, this refers to one of three types directly associated with Vampires; Kindred , Clan, and Covenant (though not necessarily limited to these three).
Kindred:
• Hound or "rising star"
•• Sheriff or "accomplished individual"
••• Harpy, Seneschal, Master of Elysium or "much deserved
reputation"
•••• Regent, Primogen, Herald or "cornerstone of Kindred society"
••••• Prince or "true paragon"
Clan: Clan Status is not so rigidly defined as City Status. While individual clan titles might arise, the notion of esteem is more general in this context.
Covenant: At least one dot of Covenant status is required just to have access to the advantages of a particular Covenant. Any more than that, and it's required that you the player have access to the associated Covenant book. Like Clan status, Covenant status is more related to general esteem. However most covenant titles have a status rank associated with them, just as Kindred city positions do. For more details, consult the associated book. But as a general idea for both Clan and Covenant status, consider the following:
• The character is known to a select subset of the clan/covenant — a spy network, perhaps.
•• The majority of the clan/covenant in the city recognizes the character’s face and can recall her exploits.
••• The character’s deeds are known to all in the local covenant, even in other nearby cities; many members of other covenants recognize her face.
•••• Word of the character’s exploits has traveled far, and her name is known in cities around the country.
••••• The character’s name and face are synonymous with her clan/covenant; her exploits are taught to new members of the clan/covenant.
ARMORY
Mental Merits:
EOD (••••)
Prerequisite: Wits ••• or Dexterity •••, Crafts •••, Demolitions Specialty in Crafts
A character trained in 'explosive ordnance disposal' does not suffer the –2 penalty for disarming an explosive he or she did not build.
Technophile (• to ••)
With regard to items that fall within the chosen focus only, this Merit functions as the Encyclopedic Knowledge Merit. Your character is exceptionally knowledgeable with regard to one specific type of equipment, chosen upon purchase of this Merit. With one point in this Merit, its focus is relatively narrow: Edged Weapons, Handguns, Consumer Vehicles, 20th-Century French Military Equipment and so forth. With two points, the Merit’s focus may be broader: for example, Melee Weapons, Firearms, Vehicles, 20th-Century Military Equipment. With a successful roll, your character is fully versed in the performance, history and trivia of any specific item he encounters. This Merit confers no actual bonuses or abilities when the character attempts to use an item that falls within his field of study. Unlike Encyclopedic Knowledge, this Merit is available after character creation
Allies (• to •••••)
[s]Allies are people who are willing to help your character from time to time. Each acquisition of this Merit is dedicated to one type of ally, whether in an organization, society or circle. Each dot that your character has indicates how deep his influence runs in that group. One dot might mean he can ask for minor favors. Three dots garner considerable favors. Five dots allow for dangerous and even overtly criminal favors. The Storyteller has final say over what is an acceptable request and what is not. If there’s any doubt, the Storyteller could call for a Manipulation + Persuasion roll, with a bonus equal to your character’s Allies dots. Penalties might also apply based on the importance or danger of the request.
Drawback: Allies are not automatons, waiting for your character to ask for help. They have their own lives and needs. An alliance is a two-way relationship. Calling for favors makes your character indebted to his friends, and they are sure to call such favors in when they need help.[/s]
House Rule: With a few exceptions, this merit has been replaced with Influence.
Barfly (•)
No matter what town or city your character is in, he can find his way into the best nightspots with a few quick words and a timely bribe.
[s]Contacts (• to •••••)
Contacts provide your character information in a particular area of awareness. Each dot in this Merit represents one arena or circle in which your character has a web of connections and from which he may draw information. Gaining information from contacts requires a successful Manipulation + Persuasion or Socialize roll, depending on the relationship between your character and the people in question. Success doesn’t guarantee exactly the information for which your character looks. Contacts aren’t all-knowing.[/s]
This Merit has been replaced with Influence.
Fame (• to •••)
Each dot adds a +1 modifier to your character’s Socialize (or Persuasion, where applicable) rolls among those who are impressed by his celebrity status.
Drawback: The more famous your character is, the more easily he is recognized by the public.
House Rule: Due to the fact that the drawback can easily outweigh the advantage, I feel an amendment is necessary here. If you specify in what circles you're famous (i.e. seen on TV, mentioned in folk lore, reputation in crime circles), and in what form (face, voice, M.O.), the affects if this Merit both positive and negative will only go so far as the type you specify.
Inspiring (••••)
Prerequisite: Presence ••••
Once per game session, your character can exhort those around him to redouble their efforts in the face of great stress or danger. Make a Presence + Persuasion roll. If the roll succeeds, any individuals who actively assist your character and who are within earshot regain one spent Willpower point (not to exceed their Willpower dots).
Mentor (• to •••••)
This Merit gives your character a friend and teacher who provides her with advice and guidance. Your character’s mentor acts on her behalf. The number of dots purchased in this Merit determines the relative power, knowledge and experience of your character’s teacher (or to what degree they're willing to help you out). One dot indicates a mentor with one or more specialized Skills and a small amount of experience in your character’s field of interest. Two dots indicate a mentor with a wide range of capability and experience in your character’s field of interest. Three dots indicate a mentor possessing a broad range of Skills, years of experience and significant influence in your character’s field of interest. Four dots indicate a mentor who not only possesses a broad range of Skills and decades (or in some cases, centuries) of experience, he is also a preeminent figure with major influence in your character’s field of interest. Five dots indicate a mentor with towering influence and power in your character’s field of interest. A five-dot patron watches over your character and influences her life in ways both obvious and subtle, and likely has an agenda in which your character is pivotal.
Resources (• to •••••)
All characters are assumed to have a source of income 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. One dot suggests low disposable income: $500 a month and approximately $1,000 worth of assets. Two dots suggest moderate disposable income: $1,000 a month and approximately $5000 worth of assets. Three dots suggest significant disposable income: $2000 a month and maybe $10,000 worth of assets. Four dots suggest substantial disposable income: $10,000 a month and $500,000 worth of assets. Five dots suggest significant wealth: $50,000 a month and as much as $5,000,000 worth of assets.
Retainer (• to •••••)
Your character has an aid who is constantly loyal and follows almost any order without question. Each acquisition of this Merit grants your character one follower. Dots spent in the trait indicate the training, capability or flexibility of the aide. One dot suggests a child, an automaton or a madman with limited capabilities and freedom of thought. Two dots indicate an ordinary person over whom your character has sway. The servant is completely mundane and has no particular training above the human norm (he has two dots in all of his Attributes and Skills). Three dots represent a capable employee with a range of training at his disposal (three or four of his traits have three dots). Four dots represent a valued and irreplaceable assistant (someone with a handful of traits with four dots each). Five dots indicate an extraordinary follower. He is exceptional in many ways (five dots in a couple traits, and four in many others) or he may be capable of supernatural feats.
Drawback: A retainer who possesses his own will and who is forced to perform a duty that offends his sensibilities or defies his morals may abandon your character, temporarily or permanently. Points spent to acquire a retainer who is killed or driven off are lost.
Status (• to •••••)
Prerequisites: Varies
Your character has standing, credentials, authority or respect within an organization, group, company or social body. Each acquisition of this Merit is dedicated to one type of authority, whether in an organization, society or circle.
House Rule: With few exceptions, one of which being Kindred status that can only be earned in-game, this merit has been replaced with Influence.
Striking Looks (•• or ••••)
For two dots, your character gets a +1 modifier to all Presence or Manipulation rolls when she attempts to use her looks to entertain, persuade, distract or deceive others. For four dots, your character’s looks are angelic; she gets a +2 modifier. Drawback: The more attractive your character is, the harder it is for her to avoid notice in public.
VAMPIRE THE REQUIEM
Haven (• to •••••)
The Haven is, at the very least, just a space where the Vampire sleeps. As such, unless you have Earth Meld, it's almost mandatory. For status purposes, Haven is in fact three Merits, Size, Location, and Security. It's also one of the rare merits that can be combined with other players, and as such, even has the possibility of exceeding level 5.
Haven Size:
• A small apartment or underground chamber; 1-2 rooms
•• A large apartment or small family home; 3-4 rooms
••• A warehouse, church or large home; 5-8 rooms, or large enclosure
•••• A abandoned mansion or network of subway tunnels; equivalent of 9-15 rooms or chambers
••••• A sprawling estate or vast network of tunnels; countless rooms or chambers
A haven with no dots in Haven Size is just large enough for its owner and perhaps a single companion, with minimal if any storage capacity, such as a crate in a forgotten storage closet, or a cramped apartment.
Haven Location: Each dot of Haven Location grants a +1 die bonus on hunting checks for the character who controls it and any whom she allows in. Havens without any dots in Location are sufficiently secluded so as to not provide any bonus.
Haven Security: Each dot of Haven Security subtracts one die from efforts to intrude into the haven by anyone a character doesn’t specifically allow in. Also, each dot of Haven Security offers a +1 bonus on Initiative for those inside against anyone attempting to gain entrance.
Herd (• to •••••)
A herd may take many forms, from a brothel of prostitutes to a blood cult worshipping a vampiric god. Typically, herds are not very controllable or closely connected to the vampires who use them, nor do they possess great skill in any one area. Each dot of Herd adds one die to feeding rolls.
Status (• to •••••)
Unlike the nWoD definition of Status, this refers to one of three types directly associated with Vampires; Kindred , Clan, and Covenant (though not necessarily limited to these three).
Kindred:
• Hound or "rising star"
•• Sheriff or "accomplished individual"
••• Harpy, Seneschal, Master of Elysium or "much deserved
reputation"
•••• Regent, Primogen, Herald or "cornerstone of Kindred society"
••••• Prince or "true paragon"
Clan: Clan Status is not so rigidly defined as City Status. While individual clan titles might arise, the notion of esteem is more general in this context.
Covenant: At least one dot of Covenant status is required just to have access to the advantages of a particular Covenant. Any more than that, and it's required that you the player have access to the associated Covenant book. Like Clan status, Covenant status is more related to general esteem. However most covenant titles have a status rank associated with them, just as Kindred city positions do. For more details, consult the associated book. But as a general idea for both Clan and Covenant status, consider the following:
• The character is known to a select subset of the clan/covenant — a spy network, perhaps.
•• The majority of the clan/covenant in the city recognizes the character’s face and can recall her exploits.
••• The character’s deeds are known to all in the local covenant, even in other nearby cities; many members of other covenants recognize her face.
•••• Word of the character’s exploits has traveled far, and her name is known in cities around the country.
••••• The character’s name and face are synonymous with her clan/covenant; her exploits are taught to new members of the clan/covenant.
ARMORY
Mental Merits:
EOD (••••)
Prerequisite: Wits ••• or Dexterity •••, Crafts •••, Demolitions Specialty in Crafts
A character trained in 'explosive ordnance disposal' does not suffer the –2 penalty for disarming an explosive he or she did not build.
Technophile (• to ••)
With regard to items that fall within the chosen focus only, this Merit functions as the Encyclopedic Knowledge Merit. Your character is exceptionally knowledgeable with regard to one specific type of equipment, chosen upon purchase of this Merit. With one point in this Merit, its focus is relatively narrow: Edged Weapons, Handguns, Consumer Vehicles, 20th-Century French Military Equipment and so forth. With two points, the Merit’s focus may be broader: for example, Melee Weapons, Firearms, Vehicles, 20th-Century Military Equipment. With a successful roll, your character is fully versed in the performance, history and trivia of any specific item he encounters. This Merit confers no actual bonuses or abilities when the character attempts to use an item that falls within his field of study. Unlike Encyclopedic Knowledge, this Merit is available after character creation
Last edited by Claymore on Thu Apr 23, 2009 7:47 am; edited 1 time in total
Re: Merit List
Physical:
Fighting Style: Archery (• to ••••)
Prerequisites: Strength ••, Dexterity ••, Athletics ••
Draw and Loose (•): Your character gains +1 Strength for the purposes of a bow’s minimum Strength, Damage and Range.
Rapid Nock (••): Once per turn, she may "reload" a bow as a reflexive action.
Arcing Fire (•••): Double the Ranges of any bow your character uses.
Plunging Fire (••••): Your character’s bow attacks suffer no penalties
for target concealment behind solid objects, so long as the target lacks overhead protection and your character can see any part of the target by which to gauge her location.
Drawback: Your character may use this maneuver only in spaces large enough to provide for several hundred feet of vertical flight.
Fighting Style: Chain Weapons (• to ••••)
Prerequisites: Strength ••, Dexterity •••, Weaponry •••
Impenetrable Defense (•): During the entire turn, regardless of
Initiative, you may add +2 to your character’s Defense to deflect incoming blows. Your character also takes no penalty for defending against multiple opponents until he or she faces three attacks.
Hand Bind (••): This defensive maneuver is made against an incoming attack (Brawl or Weaponry-based). When a foe attacks with a weapon or with his body, your character wraps the attacking limb with the chain, grappling it with a Strength + Weaponry attack. The foe’s Defense is not subtracted from this roll, but his successes on the attack roll are. If your character is successful, the limb is bound with the chain, and the opponent can attempt to escape this next turn with a Strength + Brawl roll. If the foe achieved more successes on his attack, his attack is still diminished by whatever successes you rolled on the Hand Bind roll. This maneuver must be done on the attacker’s Initiative turn, and performing this action means your character cannot make an attack this turn.
Outside Choke (•••): Your character attempts to wrap the chain around her opponent’s neck. Roll Strength + Weaponry. The victim may attempt to free himself on his next action with a Strength + Brawl roll, which is reduced by your character’s Strength +1. This maneuver is not to cause damage or kill the opponent — this maneuver is to render him unconscious by pressing the chain against the arteries of his neck, thus halting blood flow to his brain. If your character is successful on the grapple, she can begin to choke the victim on the following turn. For every turn that the choke hold is not broken, the victim suffers an additional –1 on all rolls to resist. When your character has accumulated a number of uninterrupted turns equal to the victim’s Stamina, he falls unconscious. This maneuver, when complete, causes a single point of bashing damage to the victim. This combat maneuver is ineffective against characters who need not breathe.
Whirl and Thrust (••••): On a targeted attack, you can ignore up to –2 of penalties associated with directed attacks. In other words, attacks to an opponent’s torso or limbs are done at no penalty, attacks the head would be at –1, to the hand –2 and to the eye –3.
Drawback: Your character negates her Defense for the rest of the turn. If your character has applied her Defense against any incoming attack before her turn, she may not perform this maneuver.
Fighting Style: Combat Marksmanship (• to •••••)
Prerequisites: Strength ••, Dexterity ••, Composure •••, and Firearms ••
Shoot First (•): Whenever your character begins a combat with a firearm already in her hand, she gains a bonus to her Initiative roll equal to her Firearms Skill. If she also has the Quick Draw Merit for firearms and draws a firearm during the first turn of combat, this bonus is added retroactively, starting at the beginning of the second turn of combat.
Tactical Reload (••): Once per turn, your character may reload a firearm that feeds from a detachable magazine or use a speedloader to reload a revolver, as a reflexive action.
Double Tap (•••): When using a lever-action, pump-action or semi-automatic firearm, your character may make short burst attacks as if her gun were capable of autofire.
Bayonet Range (••••): The target’s Defense does not apply to firearm attacks your character makes within close-combat range.
Rapid Fire (•••••): In a single action, your character may make one extra Firearms attack for each point by which his or her Composure exceeds 2. Each extra attack is made at a cumulative –1 modifier.
Drawback: Your character cannot use her Defense against any attack in the same turn in which she intends to use this maneuver. If she uses Defense against attacks that occur earlier in the Initiative roster, before she can perform this maneuver, she cannot use Rapid Fire this turn. In addition, your character may not use this maneuver with bolt-action or break-action firearms.
Fighting Style: Fencing (• to ••••)
Prerequisites: Dexterity •••, Weaponry •••
Using this merit with an improper sword incurs a -1 penalty.
Thrust (•): When your character makes a thrust attack, plunging the blade toward an opponent, he does so with a +1 bonus.
Feint (••): Make a "normal" attack roll (Strength + Weaponry), and this roll is penalized by the opponent’s Defense, par usual. This attack is fake; it does not strike the foe or do any damage. If your character achieves even a single success, however, the opponent is momentarily confused and off-balance, and may not apply her Defense against the next attack she suffers (which may be from your character the following turn or may be from some other source beforehand).
Riposte (•••): A Riposte requires an attack to be made against your character. He steps out of the way of the attack using his Dodge (i.e., her Defense, doubled). While his opponent is open, he can then make a sudden and quick attack, which is performed at a –1 penalty. However, the opponent’s Defense does not further penalize the attack roll.
Drawback: If your opponent suffers any further attacks on a turn where she has used Riposte, she cannot apply her Defense against them.
Moulinet (••••): If your character makes a successful hit on an adversary with his sword, he may then rotate his wrist and perform a quick spiral cut with the tip of the weapon. This additional cut requires no additional roll; the cut does lethal damage to the opponent equal to your character’s Dexterity.
Drawback: To perform this maneuver, the character must spend a Willpower point before he makes her initial attack roll. The Willpower does not grant him the additional +3 to attack. If the initial attack roll fails, the Willpower point is wasted and the Moulinet may not be added.
Kendo: Japanese Fencing (• to ••••)
Prerequisites: Dexterity •••, Weaponry •••
House Rules: As an actual student of both European Fencing and Japanese Kendo, I believe Strength •• should also be required here. I know the book just considers this the Japanese equivalent to the above Fencing merit, however realistically speaking, a Katana takes a little more physical effort to wield just because it's heavier. And the style is designed for penetrating armor, whereas fencing is not. However between that and the fact that two-handed weapons have more force behind them, when used with a Katana, this Merit will add a -1 penalty to the opponent's armor bonus if applicable.
Using this merit with an improper sword incurs a -1 penalty.
Kaburi (•): Your character makes an overhead attack, or a sudden thrust to the throat from what would appear to be a benign stance with a +1 bonus.
Kiai (••): House Rule: The book describes this incarnation of Feint as letting out a loud shout and distracting maneuver. Unnecessary alteration. Kendo actually has fake-out moves, such as a downward strike that's pulled back half way before contact and suddenly changes direction. However, since shouting with each strike is commonly done, you have the option to do that with an Intimidation + Weaponry roll, instead of Strength + Weaponry, representing enough heart in the battle to startle your enemy. Either way, your opponent loses his or her defense against the next attack.
Uchiotoshi Waza (•••): The character parries the attack before his or her own counter-attack at a -1 penalty, and without being penalized by the opponent's defense.
Drawback: If your opponent suffers any further attacks on a turn where she has used Uchiotoshi Waza, she cannot apply her Defense against them.
Nidan Waza (••••): Your character makes one completed attack and a second quick cut with the sword. This adds lethal damage equal to your dexterity.
Drawback: Same as Moulinet.
Fighting Style: Filipino Martial Arts (• to ••••)
Prerequisites: Dexterity •••, Weaponry •••
Lock and Block (•): If you succeed on a Strength + Weaponry roll, your character captures an opponent’s attacking arm in his own and gains a grapple over her. You may add your character’s Defense to the Strength + Weaponry roll, as he is technically making a defensive maneuver. However, if you choose to add his Defense to this attack, you may not apply his Defense against any incoming attacks that turn. If he has already applied his Defense, he may still utilize this maneuver, but he does not get to add his Defense to the roll.
Disarm (••): To enact this maneuver, make a normal attack roll (Dexterity + Weaponry). Compare the successes on this roll against the opponent’s Stamina. If the successes are equal to or exceed her Stamina score, she drops the weapon. This attack does cause damage to the opponent, as well. Take the successes gained on the attack roll and halve them (round up). The opponent takes this damage, bashing.
Off-Balancing Attack (•••): The attack is made at a –2 penalty. If successful, the attack does full damage and the opponent’s next attack is made at a –3 penalty.
Many-Handed Defense (••••): In this case, you may apply your character’s full Defense (or Dodge) to all attacks against him in a single turn. They are not diminished at all by attacks made after the first.
Fighting Style: Sniping (• to •••••)
Prerequisites: Dexterity •••, Resolve •••, Firearms •••, and Stealth ••
On Scope (•): The maximum bonus your character may receive from aiming is increased to her Composure +1 for semi-automatic and automatic rifles and her Composure +2 for break-action, bolt-action and lever-action rifles. In addition, when using a scope or other long-range optic device (e.g., binoculars), she receives a +2 bonus to all perception rolls.
Battlesight Zero (••): Whenever your character sights in a rifle (i.e. Sighting Tools) she doubles the number of attacks that receive the bonus from this process. In addition, whenever she makes an attack with a rifle that receives this bonus, the weapon’s short range is increased by five yards times her Wits, medium range by twice this amount and long range by three times this amount.
Focused Shot (•••): When making an aimed shot, your character may ignore an amount of penalties for wounds, drugs, disease, pain, fatigue, environmental conditions and similar factors equal to his or her Resolve.
Tactical Intervention (••••): When making an aimed shot, all penalties for shooting into close combat and for concealment are halved, rounding down.
One Shot, One Kill (•••••): When making an aimed shot, do not add the rifle’s Damage rating to the attack dice pool (though "9 again" or "8 again" still applies if it would normally). Instead, if the attack succeeds, add the rifle’s Damage rating as extra successes.
Drawback: Spend one Willpower per attack. Note that this Willpower expenditure does not add three dice to the attack.
Fighting Style: Spetsnaz Knife Fighting (• to ••••)
Prerequisites: Dexterity •••, Weaponry ••
Anticipate Attack (•): At this level, your character may substitute his Weaponry score for his Composure when determining his Initiative modifier. This is only during combat situations in which your character is using an edged or pointed weapon of Size 2 or under.
Advantageous Angle (••): This merit reduces the foe's Defense by 1 by way of feinted attacks.
Drawback: This maneuver can only be made every other turn.
Vital Attack (•••): Attacks made with a knife have Armor Piercing 1, and penalties to hit specific targets or body parts are reduced by one.
Slash and Stab (••••): Make a second attack in the same action at a -1 penalty.
Drawback: This also causes a -1 penalty to your defense against the next attack.
Fighting Style: Staff Fighting (• to •••)
Prerequisites: Strength •••, Dexterity ••, Weaponry ••
Trip (•): Make a contested roll pitting the character’s normal attack roll against the opponent’s Dexterity + Athletics. The character’s attack is penalized by the foe’s Defense, as usual. If the opponent falls, assume Knockdown rules. In this case however, the fall to the ground incurs a single point of bashing damage to the opponent.
Temple Strike (••): The normal –3 penalty to hit the head still applies, but if the damage meets or exceeds the target’s Size, the target falls unconscious for a number of turns equal to the damage done. This damage is usually bashing, as it is meant to be performed with a blunt staff. The damage can be performed with a bladed weapon such as the naginata, however. The effect is the same, but the damage is now lethal instead of bashing.
Dangerous Radius (•••): Make a normal attack roll for the character (Strength + Weaponry + weapon bonuses). This roll receives a dice penalty equal to the number of opponents hit with this strike (to a maximum of –5 dice). Successes achieved on this roll are done as damage to all within the three-yard radius. If the weapon is a normal blunt polearm (i.e., a staff), it does bashing. If bladed, the weapon causes lethal damage.
Drawback: This attack cannot distinguish between friend or foe. Any allies within the three-yard radius are hit along with enemies. The technique cannot be pulled to exclude friends from the damage.
Fighting Style: Archery (• to ••••)
Prerequisites: Strength ••, Dexterity ••, Athletics ••
Draw and Loose (•): Your character gains +1 Strength for the purposes of a bow’s minimum Strength, Damage and Range.
Rapid Nock (••): Once per turn, she may "reload" a bow as a reflexive action.
Arcing Fire (•••): Double the Ranges of any bow your character uses.
Plunging Fire (••••): Your character’s bow attacks suffer no penalties
for target concealment behind solid objects, so long as the target lacks overhead protection and your character can see any part of the target by which to gauge her location.
Drawback: Your character may use this maneuver only in spaces large enough to provide for several hundred feet of vertical flight.
Fighting Style: Chain Weapons (• to ••••)
Prerequisites: Strength ••, Dexterity •••, Weaponry •••
Impenetrable Defense (•): During the entire turn, regardless of
Initiative, you may add +2 to your character’s Defense to deflect incoming blows. Your character also takes no penalty for defending against multiple opponents until he or she faces three attacks.
Hand Bind (••): This defensive maneuver is made against an incoming attack (Brawl or Weaponry-based). When a foe attacks with a weapon or with his body, your character wraps the attacking limb with the chain, grappling it with a Strength + Weaponry attack. The foe’s Defense is not subtracted from this roll, but his successes on the attack roll are. If your character is successful, the limb is bound with the chain, and the opponent can attempt to escape this next turn with a Strength + Brawl roll. If the foe achieved more successes on his attack, his attack is still diminished by whatever successes you rolled on the Hand Bind roll. This maneuver must be done on the attacker’s Initiative turn, and performing this action means your character cannot make an attack this turn.
Outside Choke (•••): Your character attempts to wrap the chain around her opponent’s neck. Roll Strength + Weaponry. The victim may attempt to free himself on his next action with a Strength + Brawl roll, which is reduced by your character’s Strength +1. This maneuver is not to cause damage or kill the opponent — this maneuver is to render him unconscious by pressing the chain against the arteries of his neck, thus halting blood flow to his brain. If your character is successful on the grapple, she can begin to choke the victim on the following turn. For every turn that the choke hold is not broken, the victim suffers an additional –1 on all rolls to resist. When your character has accumulated a number of uninterrupted turns equal to the victim’s Stamina, he falls unconscious. This maneuver, when complete, causes a single point of bashing damage to the victim. This combat maneuver is ineffective against characters who need not breathe.
Whirl and Thrust (••••): On a targeted attack, you can ignore up to –2 of penalties associated with directed attacks. In other words, attacks to an opponent’s torso or limbs are done at no penalty, attacks the head would be at –1, to the hand –2 and to the eye –3.
Drawback: Your character negates her Defense for the rest of the turn. If your character has applied her Defense against any incoming attack before her turn, she may not perform this maneuver.
Fighting Style: Combat Marksmanship (• to •••••)
Prerequisites: Strength ••, Dexterity ••, Composure •••, and Firearms ••
Shoot First (•): Whenever your character begins a combat with a firearm already in her hand, she gains a bonus to her Initiative roll equal to her Firearms Skill. If she also has the Quick Draw Merit for firearms and draws a firearm during the first turn of combat, this bonus is added retroactively, starting at the beginning of the second turn of combat.
Tactical Reload (••): Once per turn, your character may reload a firearm that feeds from a detachable magazine or use a speedloader to reload a revolver, as a reflexive action.
Double Tap (•••): When using a lever-action, pump-action or semi-automatic firearm, your character may make short burst attacks as if her gun were capable of autofire.
Bayonet Range (••••): The target’s Defense does not apply to firearm attacks your character makes within close-combat range.
Rapid Fire (•••••): In a single action, your character may make one extra Firearms attack for each point by which his or her Composure exceeds 2. Each extra attack is made at a cumulative –1 modifier.
Drawback: Your character cannot use her Defense against any attack in the same turn in which she intends to use this maneuver. If she uses Defense against attacks that occur earlier in the Initiative roster, before she can perform this maneuver, she cannot use Rapid Fire this turn. In addition, your character may not use this maneuver with bolt-action or break-action firearms.
Fighting Style: Fencing (• to ••••)
Prerequisites: Dexterity •••, Weaponry •••
Using this merit with an improper sword incurs a -1 penalty.
Thrust (•): When your character makes a thrust attack, plunging the blade toward an opponent, he does so with a +1 bonus.
Feint (••): Make a "normal" attack roll (Strength + Weaponry), and this roll is penalized by the opponent’s Defense, par usual. This attack is fake; it does not strike the foe or do any damage. If your character achieves even a single success, however, the opponent is momentarily confused and off-balance, and may not apply her Defense against the next attack she suffers (which may be from your character the following turn or may be from some other source beforehand).
Riposte (•••): A Riposte requires an attack to be made against your character. He steps out of the way of the attack using his Dodge (i.e., her Defense, doubled). While his opponent is open, he can then make a sudden and quick attack, which is performed at a –1 penalty. However, the opponent’s Defense does not further penalize the attack roll.
Drawback: If your opponent suffers any further attacks on a turn where she has used Riposte, she cannot apply her Defense against them.
Moulinet (••••): If your character makes a successful hit on an adversary with his sword, he may then rotate his wrist and perform a quick spiral cut with the tip of the weapon. This additional cut requires no additional roll; the cut does lethal damage to the opponent equal to your character’s Dexterity.
Drawback: To perform this maneuver, the character must spend a Willpower point before he makes her initial attack roll. The Willpower does not grant him the additional +3 to attack. If the initial attack roll fails, the Willpower point is wasted and the Moulinet may not be added.
Kendo: Japanese Fencing (• to ••••)
Prerequisites: Dexterity •••, Weaponry •••
House Rules: As an actual student of both European Fencing and Japanese Kendo, I believe Strength •• should also be required here. I know the book just considers this the Japanese equivalent to the above Fencing merit, however realistically speaking, a Katana takes a little more physical effort to wield just because it's heavier. And the style is designed for penetrating armor, whereas fencing is not. However between that and the fact that two-handed weapons have more force behind them, when used with a Katana, this Merit will add a -1 penalty to the opponent's armor bonus if applicable.
Using this merit with an improper sword incurs a -1 penalty.
Kaburi (•): Your character makes an overhead attack, or a sudden thrust to the throat from what would appear to be a benign stance with a +1 bonus.
Kiai (••): House Rule: The book describes this incarnation of Feint as letting out a loud shout and distracting maneuver. Unnecessary alteration. Kendo actually has fake-out moves, such as a downward strike that's pulled back half way before contact and suddenly changes direction. However, since shouting with each strike is commonly done, you have the option to do that with an Intimidation + Weaponry roll, instead of Strength + Weaponry, representing enough heart in the battle to startle your enemy. Either way, your opponent loses his or her defense against the next attack.
Uchiotoshi Waza (•••): The character parries the attack before his or her own counter-attack at a -1 penalty, and without being penalized by the opponent's defense.
Drawback: If your opponent suffers any further attacks on a turn where she has used Uchiotoshi Waza, she cannot apply her Defense against them.
Nidan Waza (••••): Your character makes one completed attack and a second quick cut with the sword. This adds lethal damage equal to your dexterity.
Drawback: Same as Moulinet.
Fighting Style: Filipino Martial Arts (• to ••••)
Prerequisites: Dexterity •••, Weaponry •••
Lock and Block (•): If you succeed on a Strength + Weaponry roll, your character captures an opponent’s attacking arm in his own and gains a grapple over her. You may add your character’s Defense to the Strength + Weaponry roll, as he is technically making a defensive maneuver. However, if you choose to add his Defense to this attack, you may not apply his Defense against any incoming attacks that turn. If he has already applied his Defense, he may still utilize this maneuver, but he does not get to add his Defense to the roll.
Disarm (••): To enact this maneuver, make a normal attack roll (Dexterity + Weaponry). Compare the successes on this roll against the opponent’s Stamina. If the successes are equal to or exceed her Stamina score, she drops the weapon. This attack does cause damage to the opponent, as well. Take the successes gained on the attack roll and halve them (round up). The opponent takes this damage, bashing.
Off-Balancing Attack (•••): The attack is made at a –2 penalty. If successful, the attack does full damage and the opponent’s next attack is made at a –3 penalty.
Many-Handed Defense (••••): In this case, you may apply your character’s full Defense (or Dodge) to all attacks against him in a single turn. They are not diminished at all by attacks made after the first.
Fighting Style: Sniping (• to •••••)
Prerequisites: Dexterity •••, Resolve •••, Firearms •••, and Stealth ••
On Scope (•): The maximum bonus your character may receive from aiming is increased to her Composure +1 for semi-automatic and automatic rifles and her Composure +2 for break-action, bolt-action and lever-action rifles. In addition, when using a scope or other long-range optic device (e.g., binoculars), she receives a +2 bonus to all perception rolls.
Battlesight Zero (••): Whenever your character sights in a rifle (i.e. Sighting Tools) she doubles the number of attacks that receive the bonus from this process. In addition, whenever she makes an attack with a rifle that receives this bonus, the weapon’s short range is increased by five yards times her Wits, medium range by twice this amount and long range by three times this amount.
Focused Shot (•••): When making an aimed shot, your character may ignore an amount of penalties for wounds, drugs, disease, pain, fatigue, environmental conditions and similar factors equal to his or her Resolve.
Tactical Intervention (••••): When making an aimed shot, all penalties for shooting into close combat and for concealment are halved, rounding down.
One Shot, One Kill (•••••): When making an aimed shot, do not add the rifle’s Damage rating to the attack dice pool (though "9 again" or "8 again" still applies if it would normally). Instead, if the attack succeeds, add the rifle’s Damage rating as extra successes.
Drawback: Spend one Willpower per attack. Note that this Willpower expenditure does not add three dice to the attack.
Fighting Style: Spetsnaz Knife Fighting (• to ••••)
Prerequisites: Dexterity •••, Weaponry ••
Anticipate Attack (•): At this level, your character may substitute his Weaponry score for his Composure when determining his Initiative modifier. This is only during combat situations in which your character is using an edged or pointed weapon of Size 2 or under.
Advantageous Angle (••): This merit reduces the foe's Defense by 1 by way of feinted attacks.
Drawback: This maneuver can only be made every other turn.
Vital Attack (•••): Attacks made with a knife have Armor Piercing 1, and penalties to hit specific targets or body parts are reduced by one.
Slash and Stab (••••): Make a second attack in the same action at a -1 penalty.
Drawback: This also causes a -1 penalty to your defense against the next attack.
Fighting Style: Staff Fighting (• to •••)
Prerequisites: Strength •••, Dexterity ••, Weaponry ••
Trip (•): Make a contested roll pitting the character’s normal attack roll against the opponent’s Dexterity + Athletics. The character’s attack is penalized by the foe’s Defense, as usual. If the opponent falls, assume Knockdown rules. In this case however, the fall to the ground incurs a single point of bashing damage to the opponent.
Temple Strike (••): The normal –3 penalty to hit the head still applies, but if the damage meets or exceeds the target’s Size, the target falls unconscious for a number of turns equal to the damage done. This damage is usually bashing, as it is meant to be performed with a blunt staff. The damage can be performed with a bladed weapon such as the naginata, however. The effect is the same, but the damage is now lethal instead of bashing.
Dangerous Radius (•••): Make a normal attack roll for the character (Strength + Weaponry + weapon bonuses). This roll receives a dice penalty equal to the number of opponents hit with this strike (to a maximum of –5 dice). Successes achieved on this roll are done as damage to all within the three-yard radius. If the weapon is a normal blunt polearm (i.e., a staff), it does bashing. If bladed, the weapon causes lethal damage.
Drawback: This attack cannot distinguish between friend or foe. Any allies within the three-yard radius are hit along with enemies. The technique cannot be pulled to exclude friends from the damage.
Last edited by Claymore on Thu Apr 23, 2009 7:47 am; edited 1 time in total
Re: Merit List
MIDNIGHT ROADS
Driver’s Charm (• to •••••)
For every dot purchased, the driver's good-luck charm can increase by +1 the following statistics of a chosen vehicle: Durability, Structure, Acceleration, Handling.
Drawback: The driver’s charm works for only a single scene once per day, and requires one Willpower point from the driver to become active. Also, the charm is "attuned" only to one vehicle. If that vehicle wrecks, the charm (if it survived) can be re-attuned to a new vehicle, but doing so costs the driver a dot of Willpower.
Driving Style: High Performance Driving (• to ••••)
Prerequisites: Dexterity •••, Resolve ••, Drive ••
Speed Demon (•): For this character, a vehicle’s Maximum Speed does not incur a penalty, and is now the same as the vehicle’s Safe Speed.
Smuggler’s Turn (••): Also known as a J-Turn, this is essentially a radical U-turn used at high speed: the driver puts the car into a controlled skid, the car turns around, and as it’s turning, he puts it into gear and keeps driving — except now, in the other direction. The character must succeed on a Dexterity + Drive + Handling roll to make this turn. In doing so, any pursuing vehicles lose the Handling bonus when trying to follow, unless the pursuing driver also possesses this Merit.
Safe Passage (•••): When making a Dexterity + Drive + Handling roll to drive through strange or unsafe conditions, such as an icy road, debris-littered highway, or a grid-locked highway, the character can ignore up to three dice of penalty caused by bad or unsafe conditions.
Offensive Driving (••••): When locked in vehicle pursuit, whether the character is the pursuer or the pursued, he can perform a number of distracting and disrupting techniques to hamper the other car. The quarry might drive over the median, clip trashcans with his bumper to knock them over or even careen through a busy intersection. The pursuer can perform maneuvers such as bumping the back end of the fleeing car or distracting the fleeing driver by weaving in and out of traffic behind him (even disappearing momentarily behind, say, an 18-wheeler) in an effort to draw the driver’s attention away from what he should be paying attention to: the road. The effect is the same for whether the character is the pursuer or the pursued: the opponent’s Acceleration and Handling scores are halved (round up) as he is distracted.
Drawback: The character must expend a Willpower point at the beginning of vehicle pursuit to achieve this effect. Moreover, by the end of it, the vehicle the character was driving assumes an automatic loss of two Structure from the highly offensive driving.
Fighting Style: Improvised Weaponry (• to •••)
Prerequisites: Wits 3, Weaponry 1
Always Armed (•): On your character’s initiative in any given turn, you may make a reflexive Wits + Weaponry roll to have the character pick up an object suitable for use as a weapon in any save the most barren environment. Regardless of what it is, this object is treated as a Size 1, one lethal weapon with a Durability of 2. On an exceptional success, provided that the surroundings allow for it, the character may instead grab a Size 2, two lethal improvised weapon with a Durability of 2.
In Harm’s Way (••): By interposing her weapon (no matter how small or inappropriate for parrying it might be) in the path of an oncoming Brawl or Weaponry attack, the character learns to increase her chances of walking away from a given attack unscathed. While wielding an improvised weapon acquired with the first technique of this Fighting Style, the character may, at the beginning of a turn, treat the Structure of her weapon as armor, but any damage inflicted upon her also inflicts an equal amount of damage to the improvised weapon, bypassing its Durability.
Breaking Point (•••): When the character uses the all-out-attack option in a fight while wielding an improvised weapon acquired with the first technique of this Fighting Style, her player may exchange points of the weapon’s Structure, down to a minimum of zero, for added equipment bonus for the duration of a single strike. The player must declare the use of this option before the attack is made, and the weapon still takes the damage even if the attack is unsuccessful (perhaps striking a brick wall, a parked car or some other heavy object.) If the weapon is reduced to zero Structure, the weapon is automatically destroyed after the attack is resolved, though the target is still damaged as normal if successfully struck. Note that the character may use this technique in conjunction with the previous one, allowing her to parry an attack made on a higher Initiative than her own and then go on the offensive with her improvised weapon, provided that it didn’t sustain enough damage to destroy it.
Ingratiating Wanderer (••)
Prerequisites: Manipulation 3
The character receives a +2 bonus to all rolls made to track down a local authority figure of her supernatural "type" (Kindred, Forsaken, Lost, etc.), provided that such exists. Further, this bonus applies to all mundane social rolls made to establish a positive first impression with said authority figure.
Outdoorsman (••)
Prerequisites: Survival 3
Characters with this Merit may ignore up to three points of penalties from environmental sources applied to any roll involving the Survival Skill. If a Survival roll is not penalized, then the character instead receives a +1 modifier to her dice pool.
Steady Driver (•)
Prerequisites: Drive ••
When driving, the character always makes Resolve + Drive rolls instead of using Dexterity, whether or not it’s a high-traffic scenario (see above, "High-traffic Driving").
Wheelman (••)
Prerequisites: Dexterity 2, Drive 2
Characters with this Merit receive the benefit of the 9-again rule with respect to all rolls involving the Drive Skill.
Driver’s Charm (• to •••••)
For every dot purchased, the driver's good-luck charm can increase by +1 the following statistics of a chosen vehicle: Durability, Structure, Acceleration, Handling.
Drawback: The driver’s charm works for only a single scene once per day, and requires one Willpower point from the driver to become active. Also, the charm is "attuned" only to one vehicle. If that vehicle wrecks, the charm (if it survived) can be re-attuned to a new vehicle, but doing so costs the driver a dot of Willpower.
Driving Style: High Performance Driving (• to ••••)
Prerequisites: Dexterity •••, Resolve ••, Drive ••
Speed Demon (•): For this character, a vehicle’s Maximum Speed does not incur a penalty, and is now the same as the vehicle’s Safe Speed.
Smuggler’s Turn (••): Also known as a J-Turn, this is essentially a radical U-turn used at high speed: the driver puts the car into a controlled skid, the car turns around, and as it’s turning, he puts it into gear and keeps driving — except now, in the other direction. The character must succeed on a Dexterity + Drive + Handling roll to make this turn. In doing so, any pursuing vehicles lose the Handling bonus when trying to follow, unless the pursuing driver also possesses this Merit.
Safe Passage (•••): When making a Dexterity + Drive + Handling roll to drive through strange or unsafe conditions, such as an icy road, debris-littered highway, or a grid-locked highway, the character can ignore up to three dice of penalty caused by bad or unsafe conditions.
Offensive Driving (••••): When locked in vehicle pursuit, whether the character is the pursuer or the pursued, he can perform a number of distracting and disrupting techniques to hamper the other car. The quarry might drive over the median, clip trashcans with his bumper to knock them over or even careen through a busy intersection. The pursuer can perform maneuvers such as bumping the back end of the fleeing car or distracting the fleeing driver by weaving in and out of traffic behind him (even disappearing momentarily behind, say, an 18-wheeler) in an effort to draw the driver’s attention away from what he should be paying attention to: the road. The effect is the same for whether the character is the pursuer or the pursued: the opponent’s Acceleration and Handling scores are halved (round up) as he is distracted.
Drawback: The character must expend a Willpower point at the beginning of vehicle pursuit to achieve this effect. Moreover, by the end of it, the vehicle the character was driving assumes an automatic loss of two Structure from the highly offensive driving.
Fighting Style: Improvised Weaponry (• to •••)
Prerequisites: Wits 3, Weaponry 1
Always Armed (•): On your character’s initiative in any given turn, you may make a reflexive Wits + Weaponry roll to have the character pick up an object suitable for use as a weapon in any save the most barren environment. Regardless of what it is, this object is treated as a Size 1, one lethal weapon with a Durability of 2. On an exceptional success, provided that the surroundings allow for it, the character may instead grab a Size 2, two lethal improvised weapon with a Durability of 2.
In Harm’s Way (••): By interposing her weapon (no matter how small or inappropriate for parrying it might be) in the path of an oncoming Brawl or Weaponry attack, the character learns to increase her chances of walking away from a given attack unscathed. While wielding an improvised weapon acquired with the first technique of this Fighting Style, the character may, at the beginning of a turn, treat the Structure of her weapon as armor, but any damage inflicted upon her also inflicts an equal amount of damage to the improvised weapon, bypassing its Durability.
Breaking Point (•••): When the character uses the all-out-attack option in a fight while wielding an improvised weapon acquired with the first technique of this Fighting Style, her player may exchange points of the weapon’s Structure, down to a minimum of zero, for added equipment bonus for the duration of a single strike. The player must declare the use of this option before the attack is made, and the weapon still takes the damage even if the attack is unsuccessful (perhaps striking a brick wall, a parked car or some other heavy object.) If the weapon is reduced to zero Structure, the weapon is automatically destroyed after the attack is resolved, though the target is still damaged as normal if successfully struck. Note that the character may use this technique in conjunction with the previous one, allowing her to parry an attack made on a higher Initiative than her own and then go on the offensive with her improvised weapon, provided that it didn’t sustain enough damage to destroy it.
Ingratiating Wanderer (••)
Prerequisites: Manipulation 3
The character receives a +2 bonus to all rolls made to track down a local authority figure of her supernatural "type" (Kindred, Forsaken, Lost, etc.), provided that such exists. Further, this bonus applies to all mundane social rolls made to establish a positive first impression with said authority figure.
Outdoorsman (••)
Prerequisites: Survival 3
Characters with this Merit may ignore up to three points of penalties from environmental sources applied to any roll involving the Survival Skill. If a Survival roll is not penalized, then the character instead receives a +1 modifier to her dice pool.
Steady Driver (•)
Prerequisites: Drive ••
When driving, the character always makes Resolve + Drive rolls instead of using Dexterity, whether or not it’s a high-traffic scenario (see above, "High-traffic Driving").
Wheelman (••)
Prerequisites: Dexterity 2, Drive 2
Characters with this Merit receive the benefit of the 9-again rule with respect to all rolls involving the Drive Skill.
Re: Merit List
MERITS EXCLUSIVE TO SKY VALLEY
Pilot (• to •••••)
The book lumps the piloting of boats and planes in with the Drive Skill, requiring only a Specialty to be able to do this... thereby defining one's skill with piloting as always being automatically slightly better than one's ability to drive a car. Stop me if anyone thinks that really makes sense.
This Merit will serve two functions. The first is that the type of vehicles your character can pilot is dictated by a minimum level of this merit as follows:
1) Small boat, (i.e. speedboat or sailboat)
2) Small plane (Can only hold a handful of people, tops)
3) Large ship or plane (Cargo ship or passenger airliner)
4) Helicopter
5) Military-grade vehicles
The second function is, so long as your character meets the minimum for the vehicle in question, the pool to pilot any vehicle therein will be Wits + Pilot.
Finally, if there's any type of vehicle you don't have any interest in, you can save yourself some XP by not paying for that level, provided it's lower than the ones you do want. For example, if you want to be able to pilot a helicopter, but not a boat or a plane, that would cost you 8XP for the level 4 dot, instead of the 20XP it would cost for levels 1 through 4.
Lore (• to •••••)
I've decided that an Occult Skill Specialty isn't sufficient for something like Lore, and that it's far more suited for a Merit form, like in oWoD. First of all, Lore will, for the most part, be considered automatic knowledge. For example, a Mortal with Kindred Lore at level 1 has a vague idea that Kindred are separated into clans and covenants, and operate on a hierarchy. Kindred Lore Level 3 means that the Mortal is aware of essentially everything that's in the Newbs-only post above, with regard to clans, covenants, and city titles. Level 5 means that the Mortal (or even Kindred at this point), is aware of some things that not even Kindred take to be common knowledge, such as general ideas about obscure bloodlines or the origin theories of the VII.
If a PC wants to see if the character can recall a tidbit if information that I feel exceeds the automatic knowledge justified by their level in Lore, an Intelligence + Occult roll is made, with a bonus equal to their level in Lore. The more obscure the desired info is, the higher the number of successes will be needed.
Influence (• to •••••)
This merit is mostly a conversion from VtM, but I happen to like it. Before getting into it though, I think some clarification is needed with regard to the social merits that seem to have some overlap.
Retainers: People who follow your orders without question, within reason.
Herd: Followers that usually don't have any particular value individually. (This also adds a feeding bonus.)
Status: Your official rank within certain circles.
Fame: How well known you are in certain circles outside your immediate realm of control that Status might give you.
And now Influence: You're ability to get things done within a certain group.
The overlap between allies and contacts has always been a matter of some confusion. Especially after I decided the Contact merit should take the form of an NPC with individual rank proportional to your level in the merit, instead of the merit determining the number of contacts. What Allies and Contacts really boil down to though, for the most part, is just influence. There may still be a handful of cases where an Ally or Contact is more fitting, but for the most part, Influence will now replace those merits, as well as Status in any realm other than Kindred.
The details of the following Influence Merit, based on the original oWoD Influence Background, are here courtesy of Jedi_Master_007.
They come in the following forms;
A - Bureaucratic - Governmental and business offices, including utilities; the creation and cutting of red tape. Carefully drawn lines exist between Bureaucracy and Legal, Police, Finance, and University.
Level 1 - Alter/trace utility bills, expedite minor processes that take time, take advantage of minor bureaucratic loopholes, make files on peoples' traceable activity.
Level 2 - Alter birth certificates/driver's license; temporarily close a small road or park, get inspectors sent to locations, cause delays in applications, acquire public aid ($250).
Level 3 - Create false ID's, death certificates, marriage licenses, passports; close a public school for a day; shut down a small business on a violation; connect/disconnect utilities on a block.
Level 4 - Create false land deeds and titles; initiate phone taps; initiate an NEA/BIA/IRS/DOI investigation, get untraceable utility service, bog down a lawsuit or investigation in red tape.
Level 5 - Start, stop, or alter a city-wide program or policy; shut down a big business on a violation; rezone areas; destroy records of a person at the city level, stop a federal investigation.
B - Church - The non-secular world, all faiths.
Level 1 - Identify secular members of a given faith in local area, peruse public church records, use a church as a meeting place, find an AA meeting, get a priest's phone number.
Level 2 - Identify higher church members, track congregation members; suspend lay members, get coffee/bibles/Mass for 100 people on short notice, meet with a rabbi/imam/priest wherever you want.
Level 3 - Open or close a single church/temple/mosque, access private archives of the church, meet with the Bishop, get a house ritually sanctified, manipulate a church-owned charity, steal from the collection plate or dip into church funds ($250).
Level 4 - Discredit or suspend higher-level members, find an average church-associated hunter or exorcist, manipulate a fanatic splinter group, start a heresy/witchcraft investigation.
Level 5 - Organize major protests/boycotts, manipulate regional branches, access ancient church lore, identify someone with True Faith or a church-associated hunter group without meeting them.
C - Financial - All things monetary; banks, investment firms, brokers, etc. All loans are amortized over one year to be paid back incrementally every month.
Level 1 - Receive a loan ($100,000 - payback $120,000), learn about economic trends, get a dozen accounts all over town, run a credit check on someone, identify whether a bill is counterfeit, get up to $1,000 in cash.
Level 2 - Receive a loan ($500,000 - payback $600,000), trace unsecured bank accounts, identify a person's collateral properties, get an insider stock tip.
Level 3 - Receive a loan ($2,000,000 - payback $2,400,000), create a secure bank account, access ATM camera tapes, get copies of someone's signature.
Level 4 - Receive a loan ($10,000,000 - payback $12,000,000), delay deposits; credit alterations, interfere with specific stock transactions, cause an IRS/SEC audit or investigation.
Level 5 - Receive a loan ($50,000,000 - payback $60,000,000), control an aspect of city-wide banking, stop an IRS/SEC audit or investigation, foreclose on a small business.
D - High Society - Culture and subculture, fame, fashion, trend-setting.
Level 1 - Obtain hard-to-get tickets for shows, get the lowdown on obscure subcultural trends, be the first to get that CD/DVD, hear about parties, learn about who's who.
Level 2 - Track celebrities and luminaries, be a local voice in the entertainment field, get invited to the right parties, sit in the front row, get the sneak preview.
Level 3 - Crush promising careers, get backstage passes to anything, have rich people ask you for trend advice, be well-known in a subculture or social scene.
Level 4 - Achieve temporary minor celebrity status (Fame x1), skip lines, get VIP treatment everywhere, get hit on by beautiful people, know who is doing what with who, set minor trends.
Level 5 - Appear on a talk show, ruin or make a new club/gallery/festival/other high society gathering, have an annual must-attend party with everybody there, meet visiting celebrities in their hotel rooms.
E - Industrial - The business of making things, unions. All union thugs are mortals with 6 physical, 3 social, 4 mental, 1 willpower, a craft skill, and 2 brawls.
Level 1 - Learn about industrial projects and movements, union membership, borrow portable tools, learn a trade, get a night job, get your car fixed cheap.
Level - 2 - Have minor projects performed by small crews, arrange small 'accidents' on the job site, get an expert welder to do a job for you, be known as a good member to a single union, dip into union funds or embezzle petty cash ($500)
Level 3 - Get a union thug to break something, organize minor strikes, appropriate a blast furnace for a short time, get some silver bullets/vehicle armor/torture devices made.
Level 4 - Get a pair of union thugs to burn something down, close or revitalize a small plant, take over a small plant for two weeks, get anyone booted out of any union, initiate an OSHA/EPA inspection.
Level 5 - Get half a dozen masked union thugs to kidnap/terrorize someone, manipulate a large local industry, organize a major area strike, manufacture a hundred of anything, stop OSHA/EPA inquiries.
F - Legal - Judges, lawyers, law firms, courtrooms, etc.
Level 1 - Get free representation for small cases, have a lawyer who answers his phone, sue people for messing with you, learn about someone's holdings/legal status.
Level 2 - Avoid bail for some charges, have minor charges dropped, get a quiet settlement when being sued, get a lawyer to build a complete file on someone, create a screen to slow investigations, access public or court funds ($250).
Level 3 - Get good representation, manipulate legal procedures (wills, contracts, etc), start a state investigation, have a lawyer with assistants drown someone in legal briefs.
Level 4 - Issue subpoenas, tie up court cases, have most charges dropped, cancel or arrange parole, start a federal investigation of some sort, stop a state investigation.
Level 5 - Close down a federal investigation, have deportation proceedings held against someone, get warrants revoked, hide ownership of anything, find a legal weakness to exploit.
Pilot (• to •••••)
The book lumps the piloting of boats and planes in with the Drive Skill, requiring only a Specialty to be able to do this... thereby defining one's skill with piloting as always being automatically slightly better than one's ability to drive a car. Stop me if anyone thinks that really makes sense.
This Merit will serve two functions. The first is that the type of vehicles your character can pilot is dictated by a minimum level of this merit as follows:
1) Small boat, (i.e. speedboat or sailboat)
2) Small plane (Can only hold a handful of people, tops)
3) Large ship or plane (Cargo ship or passenger airliner)
4) Helicopter
5) Military-grade vehicles
The second function is, so long as your character meets the minimum for the vehicle in question, the pool to pilot any vehicle therein will be Wits + Pilot.
Finally, if there's any type of vehicle you don't have any interest in, you can save yourself some XP by not paying for that level, provided it's lower than the ones you do want. For example, if you want to be able to pilot a helicopter, but not a boat or a plane, that would cost you 8XP for the level 4 dot, instead of the 20XP it would cost for levels 1 through 4.
Lore (• to •••••)
I've decided that an Occult Skill Specialty isn't sufficient for something like Lore, and that it's far more suited for a Merit form, like in oWoD. First of all, Lore will, for the most part, be considered automatic knowledge. For example, a Mortal with Kindred Lore at level 1 has a vague idea that Kindred are separated into clans and covenants, and operate on a hierarchy. Kindred Lore Level 3 means that the Mortal is aware of essentially everything that's in the Newbs-only post above, with regard to clans, covenants, and city titles. Level 5 means that the Mortal (or even Kindred at this point), is aware of some things that not even Kindred take to be common knowledge, such as general ideas about obscure bloodlines or the origin theories of the VII.
If a PC wants to see if the character can recall a tidbit if information that I feel exceeds the automatic knowledge justified by their level in Lore, an Intelligence + Occult roll is made, with a bonus equal to their level in Lore. The more obscure the desired info is, the higher the number of successes will be needed.
Influence (• to •••••)
This merit is mostly a conversion from VtM, but I happen to like it. Before getting into it though, I think some clarification is needed with regard to the social merits that seem to have some overlap.
Retainers: People who follow your orders without question, within reason.
Herd: Followers that usually don't have any particular value individually. (This also adds a feeding bonus.)
Status: Your official rank within certain circles.
Fame: How well known you are in certain circles outside your immediate realm of control that Status might give you.
And now Influence: You're ability to get things done within a certain group.
The overlap between allies and contacts has always been a matter of some confusion. Especially after I decided the Contact merit should take the form of an NPC with individual rank proportional to your level in the merit, instead of the merit determining the number of contacts. What Allies and Contacts really boil down to though, for the most part, is just influence. There may still be a handful of cases where an Ally or Contact is more fitting, but for the most part, Influence will now replace those merits, as well as Status in any realm other than Kindred.
The details of the following Influence Merit, based on the original oWoD Influence Background, are here courtesy of Jedi_Master_007.
They come in the following forms;
A - Bureaucratic - Governmental and business offices, including utilities; the creation and cutting of red tape. Carefully drawn lines exist between Bureaucracy and Legal, Police, Finance, and University.
Level 1 - Alter/trace utility bills, expedite minor processes that take time, take advantage of minor bureaucratic loopholes, make files on peoples' traceable activity.
Level 2 - Alter birth certificates/driver's license; temporarily close a small road or park, get inspectors sent to locations, cause delays in applications, acquire public aid ($250).
Level 3 - Create false ID's, death certificates, marriage licenses, passports; close a public school for a day; shut down a small business on a violation; connect/disconnect utilities on a block.
Level 4 - Create false land deeds and titles; initiate phone taps; initiate an NEA/BIA/IRS/DOI investigation, get untraceable utility service, bog down a lawsuit or investigation in red tape.
Level 5 - Start, stop, or alter a city-wide program or policy; shut down a big business on a violation; rezone areas; destroy records of a person at the city level, stop a federal investigation.
B - Church - The non-secular world, all faiths.
Level 1 - Identify secular members of a given faith in local area, peruse public church records, use a church as a meeting place, find an AA meeting, get a priest's phone number.
Level 2 - Identify higher church members, track congregation members; suspend lay members, get coffee/bibles/Mass for 100 people on short notice, meet with a rabbi/imam/priest wherever you want.
Level 3 - Open or close a single church/temple/mosque, access private archives of the church, meet with the Bishop, get a house ritually sanctified, manipulate a church-owned charity, steal from the collection plate or dip into church funds ($250).
Level 4 - Discredit or suspend higher-level members, find an average church-associated hunter or exorcist, manipulate a fanatic splinter group, start a heresy/witchcraft investigation.
Level 5 - Organize major protests/boycotts, manipulate regional branches, access ancient church lore, identify someone with True Faith or a church-associated hunter group without meeting them.
C - Financial - All things monetary; banks, investment firms, brokers, etc. All loans are amortized over one year to be paid back incrementally every month.
Level 1 - Receive a loan ($100,000 - payback $120,000), learn about economic trends, get a dozen accounts all over town, run a credit check on someone, identify whether a bill is counterfeit, get up to $1,000 in cash.
Level 2 - Receive a loan ($500,000 - payback $600,000), trace unsecured bank accounts, identify a person's collateral properties, get an insider stock tip.
Level 3 - Receive a loan ($2,000,000 - payback $2,400,000), create a secure bank account, access ATM camera tapes, get copies of someone's signature.
Level 4 - Receive a loan ($10,000,000 - payback $12,000,000), delay deposits; credit alterations, interfere with specific stock transactions, cause an IRS/SEC audit or investigation.
Level 5 - Receive a loan ($50,000,000 - payback $60,000,000), control an aspect of city-wide banking, stop an IRS/SEC audit or investigation, foreclose on a small business.
D - High Society - Culture and subculture, fame, fashion, trend-setting.
Level 1 - Obtain hard-to-get tickets for shows, get the lowdown on obscure subcultural trends, be the first to get that CD/DVD, hear about parties, learn about who's who.
Level 2 - Track celebrities and luminaries, be a local voice in the entertainment field, get invited to the right parties, sit in the front row, get the sneak preview.
Level 3 - Crush promising careers, get backstage passes to anything, have rich people ask you for trend advice, be well-known in a subculture or social scene.
Level 4 - Achieve temporary minor celebrity status (Fame x1), skip lines, get VIP treatment everywhere, get hit on by beautiful people, know who is doing what with who, set minor trends.
Level 5 - Appear on a talk show, ruin or make a new club/gallery/festival/other high society gathering, have an annual must-attend party with everybody there, meet visiting celebrities in their hotel rooms.
E - Industrial - The business of making things, unions. All union thugs are mortals with 6 physical, 3 social, 4 mental, 1 willpower, a craft skill, and 2 brawls.
Level 1 - Learn about industrial projects and movements, union membership, borrow portable tools, learn a trade, get a night job, get your car fixed cheap.
Level - 2 - Have minor projects performed by small crews, arrange small 'accidents' on the job site, get an expert welder to do a job for you, be known as a good member to a single union, dip into union funds or embezzle petty cash ($500)
Level 3 - Get a union thug to break something, organize minor strikes, appropriate a blast furnace for a short time, get some silver bullets/vehicle armor/torture devices made.
Level 4 - Get a pair of union thugs to burn something down, close or revitalize a small plant, take over a small plant for two weeks, get anyone booted out of any union, initiate an OSHA/EPA inspection.
Level 5 - Get half a dozen masked union thugs to kidnap/terrorize someone, manipulate a large local industry, organize a major area strike, manufacture a hundred of anything, stop OSHA/EPA inquiries.
F - Legal - Judges, lawyers, law firms, courtrooms, etc.
Level 1 - Get free representation for small cases, have a lawyer who answers his phone, sue people for messing with you, learn about someone's holdings/legal status.
Level 2 - Avoid bail for some charges, have minor charges dropped, get a quiet settlement when being sued, get a lawyer to build a complete file on someone, create a screen to slow investigations, access public or court funds ($250).
Level 3 - Get good representation, manipulate legal procedures (wills, contracts, etc), start a state investigation, have a lawyer with assistants drown someone in legal briefs.
Level 4 - Issue subpoenas, tie up court cases, have most charges dropped, cancel or arrange parole, start a federal investigation of some sort, stop a state investigation.
Level 5 - Close down a federal investigation, have deportation proceedings held against someone, get warrants revoked, hide ownership of anything, find a legal weakness to exploit.
Re: Merit List
G - Media - Newspapers, television, radio; local to the Domain.
Level 1 - Learn about breaking stories early; submit small articles, know a few reporters to tip, be on college radio, get a letter to the editor published in an underground free press.
Level 2 - Suppress small articles or reports, get investigative reporting information, get a photographer to show up, have a reporter in your pocket, get research done on a subject, trace personal ads.
Level 3 - Initiate news investigations and reports, access media production resources, start a major investigative story, get a TV news crew to show up with satellite feed, make an independent film.
Level 4 - Initiate a fake story with local attention, influence story selection, get an editor to kill a story, get a TV series to do a local episode, get radio personalities fired, kill an underground 'zine.
Level 5 - Initiate a fake story with statewide attention, get newspaper people fired, affect the storyline of a TV show, change a radio station's format, own an unaffiliated local TV station, stop any one story.
H - Medicine - Hospitals, blood banks, doctors. No bioweapons without the OK from all STs.
Level 1 - Gain 2 blood traits, fake vaccination records, get medical supplies (latex gloves, biohazard stickers, syringes), be first in line at the ER, get a wheelchair van delivered.
Level 2 - Gain 5 blood traits, access to minor medical records, get a copy of a coroner's report, get an ambulance to make a run with no record, get a doctor to make a house call.
Level 3 - Gain 10 blood traits, corrupt results of tests or inspections, alter medical records, get a gunshot wound treated quietly, schedule patients for surgeries without their permission.
Level 4 - Gain 20 blood traits, instigate a minor quarantine, acquire a cadaver, destroy medical records, have people institutionalized or released, start a CDC/AMA investigation, abuse grants for personal use ($250).
Level 5 - Gain 50 blood traits, have a special research project performed, shut down a business for health code violations, stop a CDC/AMA investigation, close a doctor's office or two.
I - Occult - Secret and fringe groups, libraries, experts and shops specializing in the paranormal.
Level 1 - Contact common occult groups and practices, join a fringe religion, learn about new trends or dangers to the occult subculture, acquire candles, bones, crystals, etc. of decent quality.
Level 2 - Access to resources for most rituals and rites, research the first level of an Expert Ability: Lore in a paranormal subject - Cainite, Thanatology, Garou, Mage, etc. (Blank Lore Ability 1).
Level 3 - Access to rare material components, occult tomes, and writings, research a Basic Ritual from your Path, research Blank Lore Ability 2, manipulate a local cult, get a Loremaster to answer a question, milk impressionable wannabes for $$$ ($250)
Level 4 - Know where to find certain supernatural entities, research an Intermediate Ritual from your Path, unearth a common Thaumaturgical/Necromantic Path, research Blank Lore Ability 3.
Level 5 - Access minor magic items, unearth an Advanced Ritual from your path, unearth an uncommon Thaumaturgical/Necromantic Path, research Blank Lore Ability 4, meet with a demon/mage/spectre.
J - Police - Law enforcement personnel, jails, prisons, and police stations.
Level 1 - Gather police information and rumors, avoid traffic tickets, understand a scanner, find incarcerated people, ask a patrolman what he's noticed on his beat.
Level 2 - Have license plates checked, avoid minor violations, get a cop to keep an eye on your haven, know a desk sergeant at a precinct house, get rap sheets, learn about current investigations.
Level 3 - Find bureau secrets, get copies of an investigation report, have police hassle, harass, book, or detain someone, initiate a local or state criminal investigation, call in a major helicopter search.
Level 4 - Access confiscated weapons or contraband; start an FBI/ATF/DEA investigation; have serious charges dropped, frame someone for a felony, call in a SWAT team, make a police station your haven, obtain money, either from the evidence room or as an appropriation ($1,000)
Level 5 - Institute major multi-branch investigations, arrange setups/stings, have officers fired, stop a local FBI/ATF/DEA investigation, frame someone for a series of felonies.
K - Politics- elected officials; judges, sheriffs, mayors, state and congressional representatives and senators, county commissioners, and City Councils.
Level 1 - Minor lobbying, identify real platforms of politicians, find out about major donors to campaigns, get campaign signage, buttons, stickers, etc.
Level 2 - Meet small time politicians, have forewarning of laws forthcoming, get appointments with your representatives, get demographic information, use a slush fund or fund-raiser to get funds ($1,000)
Level 3 - Sway or alter political projects, manipulate local committees, lunch with a suburban mayor or judge, get a quick passport or permit, identify agendas of any elected or appointed official.
Level 4 - Enact minor legislation, dash careers of minor politicians, be a major player in a suburb, run a local party PAC, be a City Councilor, start a federal bar inquiry.
Level 5 - Get your candidate in minor office, enact more encompassing legislation countywide, control a block of votes on City Council, be a major obstacle to any candidate in the Domain.
L - Street - Homeless people, street gangs, unorganized crime.
Level 1 - Have an ear open for the word on the street, identify most gangs and their turfs and habits, know your way around homeless shelters, read graffiti and understand it.
Level 2 - Live mostly without fear on the underside of society, access small time contraband/drugs, identify any illicit substance, know the Survival obstacles of any given neighborhood.
Level 3 - Arrange some services from street people or gangs, get pistols or melee weapons, get a building staked out by homeless watchers, put a rumor out on the street.
Level 4 - Mobilize groups of homeless, have a word in almost all gang operations, get shotguns or rifles, get a gang to protect someone, plant drugs on someone with a pickpocket.
Level 5 - Initiate drive-by shootings, identify regular police informants, start a small two-gang shootout, use the homeless as couriers/information networks/infiltrators.
M - Transportation - By land, lake, or air. Cabs, buses, freeways, trains, shipping, airports.
Level 1 - Know what goes where and why, know a cabbie/subway conductor/airport employee/chauffeur, recognize shipments that are unusual or unscheduled, get tickets for sold-out rides.
Level 2 - Track a target who's using public transportation, arrange passage within the Domain safe from mundane threats, get specific information from transportation companies, have a limo available.
Level 3 - Seriously hamper a single individual's ability to travel for a few days, travel inconspicuously, smuggle one package every two weeks, have an armored lightproof limousine available.
Level 4 - Shut down one form of mass transit for a few hours, have an entourage with chase cars available, arrange trucker/pilot/shipping strikes, smuggle one shipping crate every two weeks.
Level 5 - Smuggle with impunity, keep a helicopter on station, make someone fitting a description unable to catch a cab for one day, route money your way ($500)
N - Underworld - Organized crime; prostitution, arms, gambling, fraud, extortion, auto theft, Mafia. Does not include smuggling or street gangs (Transportation and Street respectively). All thugs are mortals with 6 physicals, 4 mentals, 3 socials, 2 willpower, 2 brawl and 2 firearms.
Level 1 - Locate minor contraband, find an illegal card game, know a hooker that's not a cop, get someone's car stolen and chopped, know what to do with a stolen credit card, fence loot and skim from illegal dealings to get cash ($1,000)
Level 2 - Obtain pistols on short notice, go and get serious drugs, go and get stolen cars, know a wiseguy, send someone a free prostitute, go and get a few stolen credit cards.
Level 3 - Get 2 amateur local thugs to rough someone up for you, obtain a rifle, shotgun, or submachine gun, know where a fence/chop shop/whorehouse/illegal casino is.
Level 4 - Get 4 amateur local thugs to shoot a place up for you, have white-collar crime connections, control a single crime ring for 2 weeks, get a place immunized from organized crime.
Level 5 - Get 8 amateur local thugs to make someone disappear, arrange gangland assassinations of non-made guys, get a professional firebug to burn something down, get someone's car wired to blow up.
O - University - Higher education, research, administration of colleges.
Level 1 - Access to low level university resources; obtain copies of school records, get students' social security numbers, identify experts in various fields.
Level 2 - Know a contact or two with useful knowledge or skills, get keys to some buildings, fake a registered class schedule, identify the dorm rooms of any type of student.
Level 3 - Faculty favors, fix grades, discredit a student, get a term paper written, get an expert to spend time researching for you, 24 hour library access.
Level 4 - Organize student protests and rallies, discredit faculty members, get tenure, have a team of grad students attempt your strange project, send in the campus cops.
Level 5 - Falsify an undergraduate degree, run of facilities, get a fraternity banned from a campus, change campus policy, access rare books, call it a snow day.
Karma (1)
Like the "Shier Luck" House Rule, this merit allows for an element of random luck to occur in the game, as it occasionally does in real life. When you don't have a dice pool for a specific act, the book specifies that a 'luck roll' can be made, in which only a 10 is a success. With this merit, you can call for a luck roll at any time, in any circumstance, whether it applies to another dice-related action or not. You get a number of luck dice equal to your Humanity each day. And you can use however many of them at a time as you want. And any die that comes up 10 two times in a row is not subtracted from this pool.
For example, Jack has a Humanity of 7, giving him 7 luck dice to play with. He's trying to disarm a bomb, and does in fact have a sufficient dice pool to do so. But first, the player controlling Jack wants to see of fortune might smile on him. So the player decides that he'd like to roll 4 of those luck dice. One of them comes up 10. The lucky element that follows is the fact that the character suddenly spots, on the other side of the room, a tool box that has a set of wire cutters that then add + 1 to his pool to disarm the bomb.
Later on that day, Jack is roaming the halls of Elysium. Just because he feels like it, he rolls the last 3 of his luck dice. One of them comes up 10, and is rerolled to a 10 again. So he still has one die to play with after that scene. The lucky thing that happens then is he passes by a room with a closed door, and overhears a juicy bit of gossip from the Seneschal in that room talking just a little too loud on the phone.
Level 1 - Learn about breaking stories early; submit small articles, know a few reporters to tip, be on college radio, get a letter to the editor published in an underground free press.
Level 2 - Suppress small articles or reports, get investigative reporting information, get a photographer to show up, have a reporter in your pocket, get research done on a subject, trace personal ads.
Level 3 - Initiate news investigations and reports, access media production resources, start a major investigative story, get a TV news crew to show up with satellite feed, make an independent film.
Level 4 - Initiate a fake story with local attention, influence story selection, get an editor to kill a story, get a TV series to do a local episode, get radio personalities fired, kill an underground 'zine.
Level 5 - Initiate a fake story with statewide attention, get newspaper people fired, affect the storyline of a TV show, change a radio station's format, own an unaffiliated local TV station, stop any one story.
H - Medicine - Hospitals, blood banks, doctors. No bioweapons without the OK from all STs.
Level 1 - Gain 2 blood traits, fake vaccination records, get medical supplies (latex gloves, biohazard stickers, syringes), be first in line at the ER, get a wheelchair van delivered.
Level 2 - Gain 5 blood traits, access to minor medical records, get a copy of a coroner's report, get an ambulance to make a run with no record, get a doctor to make a house call.
Level 3 - Gain 10 blood traits, corrupt results of tests or inspections, alter medical records, get a gunshot wound treated quietly, schedule patients for surgeries without their permission.
Level 4 - Gain 20 blood traits, instigate a minor quarantine, acquire a cadaver, destroy medical records, have people institutionalized or released, start a CDC/AMA investigation, abuse grants for personal use ($250).
Level 5 - Gain 50 blood traits, have a special research project performed, shut down a business for health code violations, stop a CDC/AMA investigation, close a doctor's office or two.
I - Occult - Secret and fringe groups, libraries, experts and shops specializing in the paranormal.
Level 1 - Contact common occult groups and practices, join a fringe religion, learn about new trends or dangers to the occult subculture, acquire candles, bones, crystals, etc. of decent quality.
Level 2 - Access to resources for most rituals and rites, research the first level of an Expert Ability: Lore in a paranormal subject - Cainite, Thanatology, Garou, Mage, etc. (Blank Lore Ability 1).
Level 3 - Access to rare material components, occult tomes, and writings, research a Basic Ritual from your Path, research Blank Lore Ability 2, manipulate a local cult, get a Loremaster to answer a question, milk impressionable wannabes for $$$ ($250)
Level 4 - Know where to find certain supernatural entities, research an Intermediate Ritual from your Path, unearth a common Thaumaturgical/Necromantic Path, research Blank Lore Ability 3.
Level 5 - Access minor magic items, unearth an Advanced Ritual from your path, unearth an uncommon Thaumaturgical/Necromantic Path, research Blank Lore Ability 4, meet with a demon/mage/spectre.
J - Police - Law enforcement personnel, jails, prisons, and police stations.
Level 1 - Gather police information and rumors, avoid traffic tickets, understand a scanner, find incarcerated people, ask a patrolman what he's noticed on his beat.
Level 2 - Have license plates checked, avoid minor violations, get a cop to keep an eye on your haven, know a desk sergeant at a precinct house, get rap sheets, learn about current investigations.
Level 3 - Find bureau secrets, get copies of an investigation report, have police hassle, harass, book, or detain someone, initiate a local or state criminal investigation, call in a major helicopter search.
Level 4 - Access confiscated weapons or contraband; start an FBI/ATF/DEA investigation; have serious charges dropped, frame someone for a felony, call in a SWAT team, make a police station your haven, obtain money, either from the evidence room or as an appropriation ($1,000)
Level 5 - Institute major multi-branch investigations, arrange setups/stings, have officers fired, stop a local FBI/ATF/DEA investigation, frame someone for a series of felonies.
K - Politics- elected officials; judges, sheriffs, mayors, state and congressional representatives and senators, county commissioners, and City Councils.
Level 1 - Minor lobbying, identify real platforms of politicians, find out about major donors to campaigns, get campaign signage, buttons, stickers, etc.
Level 2 - Meet small time politicians, have forewarning of laws forthcoming, get appointments with your representatives, get demographic information, use a slush fund or fund-raiser to get funds ($1,000)
Level 3 - Sway or alter political projects, manipulate local committees, lunch with a suburban mayor or judge, get a quick passport or permit, identify agendas of any elected or appointed official.
Level 4 - Enact minor legislation, dash careers of minor politicians, be a major player in a suburb, run a local party PAC, be a City Councilor, start a federal bar inquiry.
Level 5 - Get your candidate in minor office, enact more encompassing legislation countywide, control a block of votes on City Council, be a major obstacle to any candidate in the Domain.
L - Street - Homeless people, street gangs, unorganized crime.
Level 1 - Have an ear open for the word on the street, identify most gangs and their turfs and habits, know your way around homeless shelters, read graffiti and understand it.
Level 2 - Live mostly without fear on the underside of society, access small time contraband/drugs, identify any illicit substance, know the Survival obstacles of any given neighborhood.
Level 3 - Arrange some services from street people or gangs, get pistols or melee weapons, get a building staked out by homeless watchers, put a rumor out on the street.
Level 4 - Mobilize groups of homeless, have a word in almost all gang operations, get shotguns or rifles, get a gang to protect someone, plant drugs on someone with a pickpocket.
Level 5 - Initiate drive-by shootings, identify regular police informants, start a small two-gang shootout, use the homeless as couriers/information networks/infiltrators.
M - Transportation - By land, lake, or air. Cabs, buses, freeways, trains, shipping, airports.
Level 1 - Know what goes where and why, know a cabbie/subway conductor/airport employee/chauffeur, recognize shipments that are unusual or unscheduled, get tickets for sold-out rides.
Level 2 - Track a target who's using public transportation, arrange passage within the Domain safe from mundane threats, get specific information from transportation companies, have a limo available.
Level 3 - Seriously hamper a single individual's ability to travel for a few days, travel inconspicuously, smuggle one package every two weeks, have an armored lightproof limousine available.
Level 4 - Shut down one form of mass transit for a few hours, have an entourage with chase cars available, arrange trucker/pilot/shipping strikes, smuggle one shipping crate every two weeks.
Level 5 - Smuggle with impunity, keep a helicopter on station, make someone fitting a description unable to catch a cab for one day, route money your way ($500)
N - Underworld - Organized crime; prostitution, arms, gambling, fraud, extortion, auto theft, Mafia. Does not include smuggling or street gangs (Transportation and Street respectively). All thugs are mortals with 6 physicals, 4 mentals, 3 socials, 2 willpower, 2 brawl and 2 firearms.
Level 1 - Locate minor contraband, find an illegal card game, know a hooker that's not a cop, get someone's car stolen and chopped, know what to do with a stolen credit card, fence loot and skim from illegal dealings to get cash ($1,000)
Level 2 - Obtain pistols on short notice, go and get serious drugs, go and get stolen cars, know a wiseguy, send someone a free prostitute, go and get a few stolen credit cards.
Level 3 - Get 2 amateur local thugs to rough someone up for you, obtain a rifle, shotgun, or submachine gun, know where a fence/chop shop/whorehouse/illegal casino is.
Level 4 - Get 4 amateur local thugs to shoot a place up for you, have white-collar crime connections, control a single crime ring for 2 weeks, get a place immunized from organized crime.
Level 5 - Get 8 amateur local thugs to make someone disappear, arrange gangland assassinations of non-made guys, get a professional firebug to burn something down, get someone's car wired to blow up.
O - University - Higher education, research, administration of colleges.
Level 1 - Access to low level university resources; obtain copies of school records, get students' social security numbers, identify experts in various fields.
Level 2 - Know a contact or two with useful knowledge or skills, get keys to some buildings, fake a registered class schedule, identify the dorm rooms of any type of student.
Level 3 - Faculty favors, fix grades, discredit a student, get a term paper written, get an expert to spend time researching for you, 24 hour library access.
Level 4 - Organize student protests and rallies, discredit faculty members, get tenure, have a team of grad students attempt your strange project, send in the campus cops.
Level 5 - Falsify an undergraduate degree, run of facilities, get a fraternity banned from a campus, change campus policy, access rare books, call it a snow day.
Karma (1)
Like the "Shier Luck" House Rule, this merit allows for an element of random luck to occur in the game, as it occasionally does in real life. When you don't have a dice pool for a specific act, the book specifies that a 'luck roll' can be made, in which only a 10 is a success. With this merit, you can call for a luck roll at any time, in any circumstance, whether it applies to another dice-related action or not. You get a number of luck dice equal to your Humanity each day. And you can use however many of them at a time as you want. And any die that comes up 10 two times in a row is not subtracted from this pool.
For example, Jack has a Humanity of 7, giving him 7 luck dice to play with. He's trying to disarm a bomb, and does in fact have a sufficient dice pool to do so. But first, the player controlling Jack wants to see of fortune might smile on him. So the player decides that he'd like to roll 4 of those luck dice. One of them comes up 10. The lucky element that follows is the fact that the character suddenly spots, on the other side of the room, a tool box that has a set of wire cutters that then add + 1 to his pool to disarm the bomb.
Later on that day, Jack is roaming the halls of Elysium. Just because he feels like it, he rolls the last 3 of his luck dice. One of them comes up 10, and is rerolled to a 10 again. So he still has one die to play with after that scene. The lucky thing that happens then is he passes by a room with a closed door, and overhears a juicy bit of gossip from the Seneschal in that room talking just a little too loud on the phone.
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum