Difference between revisions of "Merits"

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| '''Ambidextrous''' || '''•''' || Vampire: The Dark Ages || High degree of off-hand dexterity and can perform tasks with either hand with no penalty.
 
| '''Ambidextrous''' || '''•''' || Vampire: The Dark Ages || High degree of off-hand dexterity and can perform tasks with either hand with no penalty.
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| '''Direction Sense''' || '''(•)''' || -- || Unfailing directional orientation.
 
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| '''Graceful''' || '''••''' || Crusade Lower: Storyteller Supplement || -1 difficulty for Dexterity-based actions and botches, even though a failure, it is a family with finesse.  
 
| '''Graceful''' || '''••''' || Crusade Lower: Storyteller Supplement || -1 difficulty for Dexterity-based actions and botches, even though a failure, it is a family with finesse.  
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| '''Acute Vision''' || '''•''' || Vampire: The Dark Ages || -2 difficulty of all dice rolls related to Vision.
 
| '''Acute Vision''' || '''•''' || Vampire: The Dark Ages || -2 difficulty of all dice rolls related to Vision.
 
|-
 
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| '''Danger Sense''' || '''•••''' || Vampire: The Dark Ages || A sixth sense that staff may use to warn of danger.
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| '''Danger Sense''' || '''•••''' || None || A well developed survival sense that  warns of impending danger. +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush.
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|}
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===Mental Merits===
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{| class="wikitable" width=90%
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! '''Merit''' !! '''Cost''' !! '''Prerequisite''' !! '''Description'''
 +
 
 +
|-
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| '''Common Sense''' || '''(••••)''' || -- ||Makes sound, straightforward  decisions after a few moments' thought. Staff may point out risks, or better action options once per chapter.
 +
|-
 +
| '''Eidetic Memory''' || '''(••)''' || -- || With a near-photographic memory, this merit able to recall vast amounts of observed detail with astonishing accuracy. Make no roll to remember an obscure fact or past experience, unless under stress then there is a +2 modifier on any Intelligence + Composure or other Skill-based roll (say, Academics, to remember a fact) for memory recall.
 +
|-
 +
| '''Emotional Detachment''' || '''(•)''' || Resolve •• || Can distance oneself from the pain, grief and suffering of fellow human beings long enough to help them. Ignore penalties stemming from stress equal to Resolve rating. When one  might normally suffer a –2 penalty from sheer emotional pressure, this Merit with a Resolve were 2 or higher, suffers no penalty.
 +
|-
 +
| '''Encyclopedic Knowledge''' || '''(••••)''' || -- || A veritable font of useful as well as useless information on a wide variety of topics. Can come up with an anecdote pertaining to any situation based on something read or witnessed. Make an Intelligence + Wits roll any time confronted with a situation or phenomenon outside ones normal realm of experience. May recall a "factoid"  with a sucthat s heard at some point that may shed light on matters..
 +
|-
 +
| '''Hypnotic Voice''' || '''(••••)''' || Persuasion ••• or Science •••, Specialty of Hypnotherapy || Induce trance state.
 +
|-
 +
| '''Hypnosis''' || '''(•••)''' || Medicine • or Occult • || Hypnotize subjects.
 +
|-
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| '''Make Do''' || '''(• to •••)''' || Wits •••, Skill • || Remove -1/dot penalty for shoddy tools.
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|-
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| '''Meditative Mind''' || '''(•)''' || -- || No penalties to meditate.
 +
|-
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| '''Trained Memory''' || '''(•)''' || Composure ••, Investigation • || Memorize information perfectly; roll to memorize for entire scene (i.e. everything a character could sense in a given moment) instead of specific information or sensory input.
 +
|-
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| '''Trained Observer''' || '''(• or •••)''' || Wits ••• or Composure ••• || Ignore penalties or gain Rote quality on Perception rolls.
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|}
 
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! '''Merit''' !! '''Cost''' !! '''Prerequisite''' !! '''Description'''  
  
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| '''Brawling Dodge''' || '''(•)''' || Strength ••, Brawl • || Add Brawl rather than doubling Defense on Dodge.
 +
|-
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| '''Disarm''' || '''(••)''' || Dexterity •••, Weaponry • || May use Weaponry skill to disarm opponents in close combat on a successful attack roll vs opponents Dexterity.
 
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| '''Double Jointed''' || '''•''' || Vampire: The Dark Ages || -2 difficulty to any Dexterity roll involving body flexibility.
 
| '''Double Jointed''' || '''•''' || Vampire: The Dark Ages || -2 difficulty to any Dexterity roll involving body flexibility.
 
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| '''Huge Size''' || '''••••''' || Vampire: The Dark Ages || +1 health level and able to suffer more harm before incapacitated.  
 
| '''Huge Size''' || '''••••''' || Vampire: The Dark Ages || +1 health level and able to suffer more harm before incapacitated.  
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|-
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| '''Fast Reflexes''' || '''(• or ••)''' || Dexterity ••• || +1/dot to Initiative.
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|-
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| '''Fighting Finesse''' || '''(••)''' || Dexterity •••, Weaponry •• || Substitute Dexterity for Strength in agility  style weapon attacks.
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|-
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| '''Fleet of Foot''' || '''(• to •••)''' || Strength •• || +1 to Speed per dot in merit.
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| '''Giant''' || '''(••••)''' || -- || +1 Size.
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|-
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| '''Iron Stamina''' || '''(• to •••)''' || Stamina ••• or Resolve ••• || Negate fatigue/injury penalties.
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| '''Iron Stomach''' || '''(••)''' || Stamina •• || Eat even unpalatable cuisine.
 +
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| '''Natural Immunity''' || '''(•)''' || Stamina •• || +2 on Stamina rolls to resist illness.
 +
|-
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| '''Quick Draw''' || '''(•)''' || Dexterity ••• || Draw weapon reflexively.
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|-
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| '''Quick Healer''' || '''(••••)''' || Stamina •••• || Heal twice as fast.
 +
|-
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| '''Shield-Bearer''' || '''(•)''' || -- || Only -1 to attack when using a shield instead of -2.
 +
|-
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| '''Strong Back''' || '''(•)''' || Strength •• || +1 to lift or carry.
 +
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| '''Strong Lungs''' || '''(•••)''' || Athletics ••• || +2 on Stamina rolls to hold breath.
 +
|-
 +
| '''Stunt Rider''' || '''(•••)''' || Dexterity ••• || Ride and carry out another action.
 +
|-
 +
| '''Toxin Resistance''' || '''(••)''' || Stamina ••• || +2 on Stamina rolls to resist toxins.
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| '''Weaponry Dodge''' || '''(•)''' || Strength ••, Weaponry • || Add Weaponry rather than doubling Defense on Dodge.
  
 
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===Spiritual===
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===Special Application Only===
  
 
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| '''Luck''' || '''•••••''' || Vampire: The Dark Ages || May re-roll a single "1" on a roll.
+
| '''Healing Touch''' || '''•••••''' || Mortal+: Monastic || Able treat sickness and injuries due to receiving Monastic training in healing touch. Spend  a Willpower Point and make an Intelligence + Medicine to use your Healing Touch on a patient. If the roll is successful, the patient’s healing times that day are halved. The worst of a patient’s injuries must be treated first. So, if he has suffered a lethal wound and a successful roll is made, the wound heals that day rather than in two days. If the patient has suffered nothing but bashing damage, all wounds are healed in mere minutes (about eight each). See Chapter 7, p. 175, for healing times.<br>Dramatic Failure: Your character misdiagnoses or mistreats the problem, making it worse. The patient does not heal more quickly (he maintains normal healing times). He does, however, suffer an additional point of bashing damage. Your character cannot try to heal the patient again for his current injuries.<br>Failure: The treatment has no effect and normal healing times apply to any bashing wounds or to a single lethal wound. If the Storyteller allows, your character can make a successive attempt to try again that day (see p. 132). If still no successes are gained to heal a single lethal wound or one or more bashing wounds, those must be allowed to heal naturally before another effort can be made. Thus, if no successes are rolled to he alone of a patient’s lethal wounds, that wound must heal naturally over two days before your character can try to heal another lethal wound.<br>Success: Your character’s treatment is rewarding and the patient’s healing time that day is halved.<br>Exceptional Success: The patient responds remarkably well to treatment. You can skip tomorrow’s roll altogether. It’s automatically assumed to succeed. In that case, two lethal wounds can be healed in two days.<br>Suggested Equipment: Holistic medicines (+1), healing- touch manuals (+1), body-purifying foods and liquids (+1)<br>Possible Penalties: Lack of remedies (-1 to -4), noisy environment (-1), imminent danger (-3), improvised facilities (-1)
 
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| '''True Faith''' || '''•••••••''' || Vampire: The Dark Ages || .
 
| '''True Faith''' || '''•••••••''' || Vampire: The Dark Ages || .

Revision as of 02:57, 14 May 2019

Aptitude

Merit Cost 'Prerequisite Description
Ability Aptitude WoD Sorcerer: A Hedge Wizards Sourcebook -2 difficulty in a +noted staff approved Ability.
Artful Visionary •• WoD Sorcerer: A Hedge Wizards Sourcebook -1 difficulty to any roll to create new art.
+1 difficulty to any repetitive or menial art .
Ambidextrous Vampire: The Dark Ages High degree of off-hand dexterity and can perform tasks with either hand with no penalty.
Direction Sense (•) -- Unfailing directional orientation.
Graceful •• Crusade Lower: Storyteller Supplement -1 difficulty for Dexterity-based actions and botches, even though a failure, it is a family with finesse.
Jack of All Trades ••••• Vampire: The Dark Ages A (•) in all Skill and Knowledge Dice Pools.
Natural Linguist ••• Vampire: The Dark Ages +3 to any Dice Pool involving written/or spoken languages.
Poison Resistance •• Crusade Lower: Storyteller Supplement May make a stamina check to resist a normally fatal dose of poison.

Awareness

Merit Cost Prerequisite Description
Acute Hearing Vampire: The Dark Ages -2 difficulty of all dice rolls related to hearing.
Acute Scent Vampire: The Dark Ages -2 difficulty of all dice rolls related to smelling.
Acute Taste Vampire: The Dark Ages -2 difficulty of all dice rolls related to tasting.
Acute Vision Vampire: The Dark Ages -2 difficulty of all dice rolls related to Vision.
Danger Sense ••• Vampire: The Dark Ages A sixth sense that staff may use to warn of danger.

Awareness

Merit Cost Prerequisite Description
Acute Hearing Vampire: The Dark Ages -2 difficulty of all dice rolls related to hearing.
Acute Scent Vampire: The Dark Ages -2 difficulty of all dice rolls related to smelling.
Acute Taste Vampire: The Dark Ages -2 difficulty of all dice rolls related to tasting.
Acute Vision Vampire: The Dark Ages -2 difficulty of all dice rolls related to Vision.
Danger Sense ••• None A well developed survival sense that warns of impending danger. +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush.

Mental Merits

Merit Cost Prerequisite Description
Common Sense (••••) -- Makes sound, straightforward decisions after a few moments' thought. Staff may point out risks, or better action options once per chapter.
Eidetic Memory (••) -- With a near-photographic memory, this merit able to recall vast amounts of observed detail with astonishing accuracy. Make no roll to remember an obscure fact or past experience, unless under stress then there is a +2 modifier on any Intelligence + Composure or other Skill-based roll (say, Academics, to remember a fact) for memory recall.
Emotional Detachment (•) Resolve •• Can distance oneself from the pain, grief and suffering of fellow human beings long enough to help them. Ignore penalties stemming from stress equal to Resolve rating. When one might normally suffer a –2 penalty from sheer emotional pressure, this Merit with a Resolve were 2 or higher, suffers no penalty.
Encyclopedic Knowledge (••••) -- A veritable font of useful as well as useless information on a wide variety of topics. Can come up with an anecdote pertaining to any situation based on something read or witnessed. Make an Intelligence + Wits roll any time confronted with a situation or phenomenon outside ones normal realm of experience. May recall a "factoid" with a sucthat s heard at some point that may shed light on matters..
Hypnotic Voice (••••) Persuasion ••• or Science •••, Specialty of Hypnotherapy Induce trance state.
Hypnosis (•••) Medicine • or Occult • Hypnotize subjects.
Make Do (• to •••) Wits •••, Skill • Remove -1/dot penalty for shoddy tools.
Meditative Mind (•) -- No penalties to meditate.
Trained Memory (•) Composure ••, Investigation • Memorize information perfectly; roll to memorize for entire scene (i.e. everything a character could sense in a given moment) instead of specific information or sensory input.
Trained Observer (• or •••) Wits ••• or Composure ••• Ignore penalties or gain Rote quality on Perception rolls.


Physical

Merit Cost Prerequisite Description
Brawling Dodge (•) Strength ••, Brawl • Add Brawl rather than doubling Defense on Dodge.
Disarm (••) Dexterity •••, Weaponry • May use Weaponry skill to disarm opponents in close combat on a successful attack roll vs opponents Dexterity.
Double Jointed Vampire: The Dark Ages -2 difficulty to any Dexterity roll involving body flexibility.
Huge Size •••• Vampire: The Dark Ages +1 health level and able to suffer more harm before incapacitated.
Fast Reflexes (• or ••) Dexterity ••• +1/dot to Initiative.
Fighting Finesse (••) Dexterity •••, Weaponry •• Substitute Dexterity for Strength in agility style weapon attacks.
Fleet of Foot (• to •••) Strength •• +1 to Speed per dot in merit.
Giant (••••) -- +1 Size.
Iron Stamina (• to •••) Stamina ••• or Resolve ••• Negate fatigue/injury penalties.
Iron Stomach (••) Stamina •• Eat even unpalatable cuisine.
Natural Immunity (•) Stamina •• +2 on Stamina rolls to resist illness.
Quick Draw (•) Dexterity ••• Draw weapon reflexively.
Quick Healer (••••) Stamina •••• Heal twice as fast.
Shield-Bearer (•) -- Only -1 to attack when using a shield instead of -2.
Strong Back (•) Strength •• +1 to lift or carry.
Strong Lungs (•••) Athletics ••• +2 on Stamina rolls to hold breath.
Stunt Rider (•••) Dexterity ••• Ride and carry out another action.
Toxin Resistance (••) Stamina ••• +2 on Stamina rolls to resist toxins.
Weaponry Dodge (•) Strength ••, Weaponry • Add Weaponry rather than doubling Defense on Dodge.

Social

Merit Cost Prerequisite Description
Beast Affinity • to •••• Crusade Lower: Storyteller Supplement (•) - A mild affinity with one general type of animal.
(••) - A deeper affinity affinity with one general type of animal.
(•••) - A bond with a specific type of animal.
(••••) - A greater bond with a single animal that regards you with favor and trust.
Boon • to ••• Vampire: The Dark Ages A baron owes you a favor:
(•) - Minor Boon.
(••) - Medium Boon.
(•••) - Life Boon.
Honey Tongue •• Crusade Lower: Storyteller Supplement All attempts at subterfuge gain an automatic success.
Innocent •• Crusade Lower: Storyteller Supplement An aura of childlike innocence that gives a -2 to all Subterfuge and/or manipulations dice rolls.
Noble Bearing •• Crusade Lower: Storyteller Supplement -2 on Social roll difficulties due to an natural air of respectability.
Noble Blood •• Crusade Lower: Storyteller Supplement Reflects an undeniable tie to a specific aristocracy that not every noble child has.
Reputation •• Vampire: The Dark Ages +3 Dice to any Dice Pool involving your +noted & approved Reputation.

Special Application Only

Merit Cost Prerequisite Description
Healing Touch ••••• Mortal+: Monastic Able treat sickness and injuries due to receiving Monastic training in healing touch. Spend a Willpower Point and make an Intelligence + Medicine to use your Healing Touch on a patient. If the roll is successful, the patient’s healing times that day are halved. The worst of a patient’s injuries must be treated first. So, if he has suffered a lethal wound and a successful roll is made, the wound heals that day rather than in two days. If the patient has suffered nothing but bashing damage, all wounds are healed in mere minutes (about eight each). See Chapter 7, p. 175, for healing times.
Dramatic Failure: Your character misdiagnoses or mistreats the problem, making it worse. The patient does not heal more quickly (he maintains normal healing times). He does, however, suffer an additional point of bashing damage. Your character cannot try to heal the patient again for his current injuries.
Failure: The treatment has no effect and normal healing times apply to any bashing wounds or to a single lethal wound. If the Storyteller allows, your character can make a successive attempt to try again that day (see p. 132). If still no successes are gained to heal a single lethal wound or one or more bashing wounds, those must be allowed to heal naturally before another effort can be made. Thus, if no successes are rolled to he alone of a patient’s lethal wounds, that wound must heal naturally over two days before your character can try to heal another lethal wound.
Success: Your character’s treatment is rewarding and the patient’s healing time that day is halved.
Exceptional Success: The patient responds remarkably well to treatment. You can skip tomorrow’s roll altogether. It’s automatically assumed to succeed. In that case, two lethal wounds can be healed in two days.
Suggested Equipment: Holistic medicines (+1), healing- touch manuals (+1), body-purifying foods and liquids (+1)
Possible Penalties: Lack of remedies (-1 to -4), noisy environment (-1), imminent danger (-3), improvised facilities (-1)
True Faith ••••••• Vampire: The Dark Ages .
True Love Vampire: The Dark Ages On a willpower check get one auto-success on a roll when suffering, in danger or dejected but the 'True Love' allows you to persevere.