Difference between revisions of "Merits"

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| '''Giant''' || '''(••••)''' || -- || Your character is seven or more feet tall and over 250 pounds. He is +1 Size (and thus +1 Health). Drawback: Your character needs to shop in big-and tall clothing stores or gets clothes custom tailored. He might also be required to purchase two seats for air travel, depending on the airline.
 
| '''Giant''' || '''(••••)''' || -- || Your character is seven or more feet tall and over 250 pounds. He is +1 Size (and thus +1 Health). Drawback: Your character needs to shop in big-and tall clothing stores or gets clothes custom tailored. He might also be required to purchase two seats for air travel, depending on the airline.
 
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| '''Iron Stamina''' || '''(• to •••)''' || Stamina ••• or Resolve ••• || Negate fatigue/injury penalties.
+
| '''Improvised Weapon''' || '''(• to •••)''' || Wits • & Weaponry •• || During the course of their journeys upon the Road, wanderers find themselves in bad circumstances with nothing even remotely resembling a respectable weapon at hand. Perhaps the first, best rule of the nomadic life, however, is to make do with what you’ve got. Thus, certain improvisational fighting strategies have become time-honored traditions for people who get knocked on their asses and have to reach for the nearest solid object to avoid a serious beating, or worse. Note that, unlike most other Fighting Style Merits, Improvised Weaponry isn’t formally taught. Characters invariably pick up this brutal, sloppy style of combat at the school of hard knocks.<br><br>'''Always Armed''' (●) The character has an instinct for grabbing something dangerous in almost any situation and maximizing its lethality once in hand. On her character’s initiative in any given turn, the player 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. (The player is encouraged to work with the Storyteller to determine an appropriate item — a large, jagged rock outdoors, for example, or a heavy glass ashtray with one sharp, broken edge in a dive bar.) 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 her surroundings allow for it, the character may instead grab a Size 2, two lethal improvised weapon with a Durability of 2.<br>'''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.<br>'''Breaking Point''' (●●●) One sure way to win a fight is to hit the other guy so hard that he doesn’t get back up, even if that means losing a weapon in the process. 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.
 
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| '''Iron Stomach''' || '''(••)''' || Stamina •• || Eat even unpalatable cuisine.
+
| '''Iron Stamina''' || '''(• to •••)''' || Stamina ••• or Resolve ••• || Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina ●● is able to ignore up to a -2 modifier brought on by fatigue. The Merit also counteracts the effects of wound penalties. So, if all of your character's Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina ●, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones. Your character can push his body well past the limits of physical endurance when he has to, pressing on in the face of mounting exhaustion or pain. Perhaps he trained himself to go without sleep for days at a time in order to get through college, or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets. Drawback: When your character does finally rest, he sleeps like the dead. After staying awake for an extended period, your character is extremely difficult to wake until he's slept for a minimum of 12 hours, regardless of the situation.
 
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| '''Natural Immunity''' || '''()''' || Stamina •• || +2 on Stamina rolls to resist illness.
+
| '''Iron Stomach''' || '''(••)''' || Stamina •• || Your character can eat almost anything, under almost any conditions with no ill effects. Add two dice to appropriate Survival Skill rolls. Add three to Stamina to resist deprivation.
 
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| '''Quick Draw''' || '''(•)''' || Dexterity ••• || Draw weapon reflexively.
+
| '''Natural Immunity''' || '''(•)''' || Stamina •• || Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease. His immune system is exceptionally effective at resisting infections, viruses and bacteria. Your character can probably count on one hand the number of times he's been seriously ill.
 
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| '''Quick Healer''' || '''(••••)''' || Stamina •••• || Heal twice as fast.
+
| '''Quick Draw''' || '''(••)''' || Dexterity ••• || Your character can 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 (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense.  
 
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| '''Shield-Bearer''' || '''()''' || -- || Only -1 to attack when using a shield instead of -2.
+
| '''Quick Healer''' || '''(••••)''' || Stamina •••• || Your character's healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months.  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.
 
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| '''Strong Back''' || '''(•)''' || Strength •• || +1 to lift or carry.
+
| '''Shield-Bearer''' || '''(•)''' || -- || Your character has trained in the art of fighting with weapon and shield, striking accurately without giving up the protection of the shield. When using a shield, he suffers only a –1 die penalty to attacks instead of the usual –2. This Merit is not cumulative with the effects of Ambidextrous..
 
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| '''Strong Lungs''' || '''(•••)''' || Athletics ••• || +2 on Stamina rolls to hold breath.
+
| '''Strong Back''' || '''()''' || Strength •• || Your character gains a +1 modifier to actions involving lifting or carrying heavy weights. She can lift and carry much more weight than her build and body type suggests.
 
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| '''Stunt Rider''' || '''(•••)''' || Dexterity ••• || Ride and carry out another action.
+
| '''Strong Lungs''' || '''(•••)''' || Athletics ••• || Your character is practiced at holding his breath for long periods of time. He might be a pearl diver or escape artist, capable of staying underwater without aid for longer than most people believe is possible.
 
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| '''Toxin Resistance''' || '''(••)''' || Stamina ••• || +2 on Stamina rolls to resist toxins.
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| '''Stunt Rider''' || '''(•••)''' || Dexterity ••• ||Your character can ride a horse and perform an unrelated action (e.g., fire a bow, grab a running victim) in the same turn. Ride rolls may still be necessary for dangerous maneuvers or situations.
 
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| '''Weaponry Dodge''' || '''(•)''' || Strength ••, Weaponry • || Add Weaponry rather than doubling Defense on Dodge.
+
| '''Toxin Resistance''' || '''(••)''' || Stamina ••• || Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins. His body is capable of withstanding high levels of chemicals without suffering any ill effects. He's probably never had a case of food poisoning, much less a hangover. 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.
 +
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| '''Weaponry Dodge''' || '''(•)''' || Strength ••, Weaponry • || Whenever your character performs a dodge, you can choose to add his Weaponry Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in parrying and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a fencing novice, it can give the advanced fighter an edge. Weaponry Dodge applies against incoming Brawl- and Weaponry-based attacks, and against thrown-weapon 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 the Brawling Dodge, Athletics Dodge and Weaponry Dodge Merits, but only one can be used per turn.
  
 
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Revision as of 22:05, 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 .
Direction Sense (•) -- Your character has an innate sense of direction that instinctively allows him to remain oriented. He can enter unfamiliar territory and always retrace his steps back to his starting point, and can orient himself to any of the compass points (i.e., face north, face south) without references..
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.

Mental

Merit Cost Prerequisite Description
Common Sense (••••) -- Makes sound, straightforward decisions after a few moments' thought. Staff can make a reflexive Wits + Composure roll once per chapter for a PC with the merit if it is about to embark on a disastrous course of action, or if the PC finds itself at a point in the story where the PC is completely stumped for ideas. If the roll succeeds, Staff may point out the risks of a particular course, or suggest possible actions that the PC can take that might get events back on track. Note: A PC is free to ask Staff for a Common Sense roll when out of ideas, however, remember it's an aid, not a crutch and it should not be over used.
Danger Sense ••• -- A sixth sense that staff may use to warn of danger. +2 modifier on reflexive Wits + Composure rolls to detect an impending ambush.
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 (••••) Primary Mental Attributes 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.

Success: Remember a detail or fact that sheds some light on the situation. “You said there was an almond odor? Seems to me I read somewhere that’s a sign of cyanide poisoning.”
Exceptional Success: Recall a number of useful details that provide extensive insight.
'Failure: Comes up empty.
Dramatic Failure: Remember something about the situation that is completely inaccurate.
Make Do (• to •••) Wits •••, Skill • Having some experience working under sub-optimal conditions, with poor tools or the wrong tools, and still get a task done. When purchasing this Merit, assign it to a particular Skill with a Staff approved +Note. Reduce all penalties stemming from poor or inappropriate tools by the number of dots you have in this Merit. Must still have some kind of tools to attempt the action as you can scrape by with poor substitutes using this Merit.
Meditative Mind (•) -- No penalties to meditate.
Trained Observer (• or •••) Wits ••• or Composure ••• Ignore penalties or gain Rote quality on Perception rolls.

Physical

Merit Cost Prerequisite Description
Ambidextrous -- High degree of off-hand dexterity -2 penalty for using his off-hand in combat or to perform other actions.
Brawling Dodge (•) Strength ••, Brawl • Whenever your character performs a dodge, you can choose to add his Brawl Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in blocking and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a brawling novice, it can give the advanced fighter an edge. Brawling 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 Brawling Dodge maneuver in a turn. A character can possess the Brawling Dodge, Athletics Dodge and Weaponry Dodge Merits, but only one can be used per turn.Add Brawl rather than doubling Defense on Dodge.
Disarm (••) Dexterity •••, Weaponry • Your character has refined his Weaponry Skill to the extent that he can use a weapon to disarm opponents in close combat. 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. Disarming is a different activity than specifically attacking or breaking weapons or items carried by opponents.
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 Initiative per dot. Your character's mix of sharp reflexes and steady nerves helps him get the drop on adversaries.
Fighting Finesse (••) Dexterity •••, Weaponry •• Your character prefers to fight with a chosen weapon in a manner that favors agility over power. With that one weapon (a rapier or katana, for example), you may substitute your character's Dexterity for Strength when making attack rolls.
Fighting Style: Boxing (• to •••••) Strength •••, Stamina •• & Brawl •• Your character is trained in the art of boxing, able to deliver swift, powerful punches, and to duck and weave away from opponents' attacks. He might have participated in the sport in high school or college, or made a go of it professionally. Or he might have taken some classes at the local health club as a form of exercise.

Body Blow (●) Your character can deliver powerful blows that leave opponents reeling and gasping for air. If successes inflicted in a single Brawl attack equal or exceed a target's Size, the victim loses his next action.
Duck and Weave (●●) Your character is trained to instinctively duck and evade an opponent's blows. Use the higher of your character's Dexterity or Wits to determine his Defense when dealing with Brawl-based attacks only (not against Weaponry attacks). 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 (●●●) Your character's training and experience allow him to devastate opponents with a flurry of rapid 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. He is too busy bobbing and weaving out of the way of attacks.
Haymaker (●●●●) Your character can deliver powerful, accurate blows capable of knocking an opponent unconscious with a single punch. 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: 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. He is too busy bobbing and weaving out of the way of attacks.
Brutal Blow (●●●●●) Your character's accuracy and power are such that his fists are lethal weapons, able to injure or kill opponents. 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 •••••) Strength ••, Dexterity ••,Stamina •• & Brawl •• Your character is trained in one of the many forms of Kung Fu, conditioning his mind and body for the purposes of focus and self-defense. He may have begun his training at an early age, following in the footsteps of family or friends, or he may have joined a school as an adult for the purposes of exercise or protection.

Focused Attack (●) Physical conditioning and accuracy allow your character to deliver blows at vulnerable spots on targets. Penalties to hit specific targets are reduced by one. Even when a specific part of an opponent is not targeted, armor penalties to your character's Brawl attacks are reduced by one.
Iron Skin (●●) Your character has hardened his body to physical blows, allowing him to withstand repeated hits with minimal effect. He has an effective armor trait of 1 against bashing attacks only.
Defensive Attack (●●●) Your character has mastered the ability to fight defensively. 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 Defense Attack maneuver in a turn.
Whirlwind Strike (●●●●) Your character can unleash a storm of blows against an opponent. He can make number of extra Brawl attacks for each point of Dexterity that he has above 2 in a single action. Each extra attack is made at a cumulative -1 modifier. Thus, he can perform a total of two attacks at Dexterity 3 (the second of which is at -1), three attacks at Dexterity 4 (the third of which is at -2), and four at Dexterity 5 (the fourth of which is at -3). All attacks must be on the same target. 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 this turn. He is too busy bobbing and weaving out of the way of attacks.
Lethal Strike (●●●●●) By focusing his might and concentration, your character can kill or maim an opponent with a well-placed strike. A strike 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: Two Weapons (• to •••••) Dexterity ••• & Weaponry ••• Your character has trained to fight with a weapon in both hands, allowing him to attack and dodge or make two attacks in the same turn. Your character still suffers the -2 offhand penalty when attacking with a weapon in his secondary hand (unless you have also purchased the Ambidextrous Merit).

Whirling Blades (●) Your character's Dodge trait[1] 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. So, if your character (with 2 Defense and 3 Weaponry) dodges attacks in a turn, the first three incoming attacks suffer his full Dodge trait as a penalty (-4). The fourth suffers a -3 penalty, the fifth suffers a -2 penalty, and so on. Basically, your character's weapons move so quickly all about him that opponents in close combat have trouble reaching or assaulting him. The Brawling Dodge Merit cannot replace normal Dodge (Defense doubled) when this maneuver is performed.
Deflect and Thrust (●●) Your character can avoid attacks and strike back in the same motion. 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: 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 this turn. He is too busy bobbing and weaving out of the way of attacks.
Whirlwind Strike (●●●●) 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: 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 this turn. He is too busy bobbing and weaving out of the way of attacks.
Fleet of Foot (• to •••) Strength •• +1 Speed per dot. Regardless of your character's physical build, he can run quickly when he chooses to.
Fresh Start (•) Fast Reflexes •• Effect: Your character dedicates an action to altering his standing in the Initiative order in the following turn and for all subsequent turns, choosing to insert himself at a new point in the roster, even if it means going first when he went last before. For example, if your Initiative roll resulted in a 9, but a rival whom your character wanted to waylay got a 12, your character can forfeit an action in turn one to get a fresh start and then act before that rival at 13 in turn two and afterward. Drawback: A character must 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 Health). Drawback: Your character needs to shop in big-and tall clothing stores or gets clothes custom tailored. He might also be required to purchase two seats for air travel, depending on the airline.
Improvised Weapon (• to •••) Wits • & Weaponry •• During the course of their journeys upon the Road, wanderers find themselves in bad circumstances with nothing even remotely resembling a respectable weapon at hand. Perhaps the first, best rule of the nomadic life, however, is to make do with what you’ve got. Thus, certain improvisational fighting strategies have become time-honored traditions for people who get knocked on their asses and have to reach for the nearest solid object to avoid a serious beating, or worse. Note that, unlike most other Fighting Style Merits, Improvised Weaponry isn’t formally taught. Characters invariably pick up this brutal, sloppy style of combat at the school of hard knocks.

Always Armed (●) The character has an instinct for grabbing something dangerous in almost any situation and maximizing its lethality once in hand. On her character’s initiative in any given turn, the player 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. (The player is encouraged to work with the Storyteller to determine an appropriate item — a large, jagged rock outdoors, for example, or a heavy glass ashtray with one sharp, broken edge in a dive bar.) 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 her 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 (●●●) One sure way to win a fight is to hit the other guy so hard that he doesn’t get back up, even if that means losing a weapon in the process. 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.
Iron Stamina (• to •••) Stamina ••• or Resolve ••• Each dot eliminates a negative modifier (on a one-for-one basis) when resisting the effects of fatigue or injury. For example: A character with Iron Stamina ●● is able to ignore up to a -2 modifier brought on by fatigue. The Merit also counteracts the effects of wound penalties. So, if all of your character's Health boxes are filled (which normally imposes a -3 penalty to his actions) and he has Iron Stamina ●, those penalties are reduced to -2. This Merit cannot be used to gain positive modifiers for actions, only to cancel out negative ones. Your character can push his body well past the limits of physical endurance when he has to, pressing on in the face of mounting exhaustion or pain. Perhaps he trained himself to go without sleep for days at a time in order to get through college, or a lifetime of sports has taught your character how to play through the pain no matter how bad it gets. Drawback: When your character does finally rest, he sleeps like the dead. After staying awake for an extended period, your character is extremely difficult to wake until he's slept for a minimum of 12 hours, regardless of the situation.
Iron Stomach (••) Stamina •• Your character can eat almost anything, under almost any conditions with no ill effects. Add two dice to appropriate Survival Skill rolls. Add three to Stamina to resist deprivation.
Natural Immunity (•) Stamina •• Your character gains a +2 modifier on Stamina rolls to resist infection, sickness and disease. His immune system is exceptionally effective at resisting infections, viruses and bacteria. Your character can probably count on one hand the number of times he's been seriously ill.
Quick Draw (••) Dexterity ••• Your character can 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 (under a coat or in a purse), it can be drawn and used in the same turn without the normal loss of Defense.
Quick Healer (••••) Stamina •••• Your character's healing abilities are remarkable, allowing him to bounce back quickly from injuries that would leave most people bedridden for months. 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.
Shield-Bearer (•) -- Your character has trained in the art of fighting with weapon and shield, striking accurately without giving up the protection of the shield. When using a shield, he suffers only a –1 die penalty to attacks instead of the usual –2. This Merit is not cumulative with the effects of Ambidextrous..
Strong Back (•) Strength •• Your character gains a +1 modifier to actions involving lifting or carrying heavy weights. She can lift and carry much more weight than her build and body type suggests.
Strong Lungs (•••) Athletics ••• Your character is practiced at holding his breath for long periods of time. He might be a pearl diver or escape artist, capable of staying underwater without aid for longer than most people believe is possible.
Stunt Rider (•••) Dexterity ••• Your character can ride a horse and perform an unrelated action (e.g., fire a bow, grab a running victim) in the same turn. Ride rolls may still be necessary for dangerous maneuvers or situations.
Toxin Resistance (••) Stamina ••• Your character gains a +2 modifier to Stamina rolls to resist the effects of drugs, poisons and toxins. His body is capable of withstanding high levels of chemicals without suffering any ill effects. He's probably never had a case of food poisoning, much less a hangover. 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 (•) Strength ••, Weaponry • Whenever your character performs a dodge, you can choose to add his Weaponry Skill dots to his Defense instead of doubling his Defense. He essentially draws on his training in parrying and evading attacks rather than relying on his raw ability alone. While this might provide little benefit to a fencing novice, it can give the advanced fighter an edge. Weaponry Dodge applies against incoming Brawl- and Weaponry-based attacks, and against thrown-weapon 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 the Brawling Dodge, Athletics Dodge and Weaponry Dodge Merits, but only one can be used per turn.

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. However, it is very draining to the healer and thus one must spend a Willpower Point to invoke the Healing Touch before making 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.

Success: The Healing Touch worked and the patient’s healing time that day is halved.
Exceptional Success: The patient responds remarkably well to the Healing Touch and healing time is halved once more.
Failure: The Healing Touch has no effect and normal healing times apply.
Dramatic Failure: Due to a misdiagnoses or mistreatment of the problem or some other reason, your Healing Touch did not work. In fact, it makes the injury or illness worse suffering an additional point of bashing damage and if Healing Touch is attempted again, the difficulty is increased by +2.
Possible Modifiers: Medicine Knowledge or Medicinal Books(-1 Diff), Noisy environment (+1 Diff), Imminent danger (+3 Diff)