Merits

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.

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
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. 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)