Aptitude - 2 pt merit
You have exceptional talent with one specific non-combat ability. You have a -2 difficulty to the rolls in any situation relating to that ability.
Acute Sense - 2 pt merit
You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question are decreased by two. This sense CAN indeed be combined with sense-enhancing abilities like Auspex.
Adaptable Nature - 2 pt merit
The most bizarre things do not phase you, nor does it bother you to make sudden changes in plans or tactics. You can avoid any penalties associated with exposure to alien environments or drastic changes.
Ambidextrous - 1 pt merit
You have a high degree of off hand dexterity, and can perform tasks with the "wrong" hand at no penalty.
Animal Affnity - 1 pt merit
You have an innate rapport with a certain type of animal. Reduce the DC of Animal Ken rolls with that animal by 2.
Bardic Gift - 2 pt merit
Gifted by the Muses, you sing sweetly, plan an instrument divinely and speak with passion and eloquence. In all cases, your skill is not as impressive as your delivery. Somehow, everything you say or perform rings with power and conviction. Subtract two from the difficulty of any Social-based roll that involves speaking, poetry, music or song.
Burning Aura - 2 pt merit, not for vampires.
Your aura, no matter what its color, is unusually brilliant. To those who can see this inner light you stand out like a beacon burning with a mystical fire. Even people who can't see auras feel drawn to your side. Some supernatural entities find people like you intriguing other consider you a threat. Likewise, sensitive mortals might consider you appealing or repulsive, depending on your personality and their inclinations.
Calm Heart - 3 pt merit
You are naturally calm and well-composed, and do not easily fly off the handle. Raise the difficulties of all your frenzy rolls by two.
Catlike Balance - 1 pt merit
You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance related rolls by two.
Charmed Existence - 5 pt merit
Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.
Clear Sighted - 6 pt merit
You can see through all levels of Kindred Obfuscate, Chimerstry & other related Disciplines or Gifts (such as the Dancer gift Shroud) with a Perception + Alertness roll versus the opposing power's level + 3.
Code of Honor - 1 pt merit
You have a personal code of ethics to which you strictly adhere. For Vampires/Shifters, even when you are in frenzy, you will attempt to obey it (and thus get three extra dice to your Self-Control rolls when in danger of violating your code). You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you either gain three extra dice to resist supernatural persuasions, or the opponent’s difficulties are increased by two (Storyteller’s choice). You must construct you own personal code of honor in as much detail as you can, outlining the general rules of conduct by which by abide.
Coldly Logical - 1 pt merit
You have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings. -1 difficulty on all rolls to sense deception.
Common Sense - 1 pt merit
You have a significant amount of practical, everyday wisdom. The Storyteller will alert you if you're being an idiot where your character should know better.
Concentration - 1 pt merit
You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die is imposed.
Copperfield - 2 pt merit
You have an uncanny knack for making coincidental effects hold together. You can solicit advice from other players, bystanders, or even the Storyteller for possible coincidental effects. The Storyteller should also give you some extra time to come up with them as long as it doesn't slow play too much.
Corporate Ties - 3 pt merit
You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.
Corporation CEO - 5pt merit
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This Merit provides you with extra Contacts and Resources, so please talk to staff to set the specifics.
Crack Driver - 1 pt merit
The difficulty of all rolls requiring risky or especially difficult driving maneuvers are reduced by two.
Culture Knack - 3 pt merit
Wherever you go, there you are. While some people may get hung up on social niceties when they travel, you're not one of them. This talent grants you an innate insight into social graces in unfamiliar settings. This merit doesn't grant you an immediate background in the society you encounter; instead, it allows you to pick up customs quickly, if superficially, and keeps you from embarrassing yourself. In game terms, this merit offsets any penalties your character would normally have in social situations or culture clashes. Under some circumstances, it can reduce the difficulties in encounters where 'doing the right thing' makes an unusually good impression. It cannot be used to offset bad reactions based on magical interferences or purchased Flaws, but it can help your character recover from a botched Social roll by rolling again at normal difficulty.
Cupid's Gift 1 pt merit
You're unusually seductive. It isn't so much that you're fair or quick of wit (though you may be) - you simply possess a certain animal charm that few can resist. In any roll based on Seduction or Subterfuge, subtract two from the difficulty… and get ready to suffer the displeasure of your rivals! Folk who are not swayed by your charms often hate you for possessing them.
Danger Sense - 2 pt merit
You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give and indication of direction, distance or nature. This merit can be stacked with Auspex.
Daredevil - 3pt merit
You are good at taking risks, and even better at surviving them, When attempting exceptionally risky actions - such as leaping form one moving car to another , characters with this merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such action must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.
David's Arm - 3pt merit
Your aim is blessed, like David's when he let loose his sling stone against Goliath. Your perception of distance and understanding of other relevant factors give you a clear advantage on all ranged attacks. Double all benefits gained from aiming.
Double-Jointed - 1pt merit
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two.
Downey - 2pts
"Downey" is Victorian slang for a practiced liar and deciever. Add one die to social tests involving deciet and manipulation.
Dual Nature - 2pt merit
You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia - that is a Derangement. This merit allows you to regain Willpower using both Natures.
Ecstatic - 2pt merit
This is a merit of dubious benefit. You are prone to the features of religious ecstasy: stigmata, glossarial - speaking in tongues , visions & trances, et al. While some may distrust your religious hysteric, you'll be highly regarded among other Inquisitors as "touched by God" Add one die to any rolls involving social interactions in the Society.
Eidetic Memory - 2pt merit
You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll - you can recall any desired sight or sound accurately, even if you hear it or glanced at it only once - though the difficulty of such a feat would be high . Five successes enable you to recall an event perfectly: the Storyteller relates to you exactly what was seen or heard.
Enchanting Gaze - 2pt merit
You've got the most fascinating eyes. People find it hard to avoid them. Even if your gaze is sort of… unearthly… it's most seductive. There isn't anything actually magickal about your gaze, but others cannot help finding it intriguing, whether you want them to or not. Perhaps your eyes are unusually vivid, or uncannily colored, or incredibly trusting and inviting… they're distinct, regardless, so you might as well make use of'em. In game terms, this Merit subtracts two from the difficulty of any Social roll that involves sustained eye contact, or from an influence spell that includes eye contact as a focus. It also makes you stand out in a crowd; long after you're gone, people will still talk about those marvelous eyes.
Enchanting Voice - 2pt merit
There is something about your voice cannot ignore. When you command, they are cowed. When you seduce they swoon. Whether thunderous, gentle, pausing or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to pursued, charm or command are reduced by two.
Faeblood - 4pt merit - not for vampires
Though not a changeling you've got their heritage running through your veins literally. This doesn't necessarily make you Irish, though a little touch of Eriu never hurts. Faerie blood allows you to walk in the dreaming as if you were fae yourself, while this exposes you to chimerical attack it also opens you to a new and wondrous world.
Firearms License - 2 pt merit
You can choose two types. You can have a Concealed Carry license, or, at the relinquishment of your 5th amendment rights, you have a license to carry unusual or powerful firearms such as automatic weapons.
Flirt - 2pt Merit
You claim you're a terrible flirt, but that quite manifestly isn't true. You're an absolute master of all the subtle signals that give off the particular combination of promise and denial that makes teasing so much fun. Add two dice to all social rolls in such circumstances.
Forgettable - 2pt merit
People's eyes tend to slide over you. You're so average that you defy description. People have problems remembering your appearance after they meet you, unless you have talked with them for a long time. Certainly, people won't be able to give a useful description of you if they only see you briefly. You must have an appearance of 2 or 3 and a Charisma no higher than 3 to take this merit. If either of those Attributes moves outside it's assigned range during play, you lose this Merit.
Gossip - 1pt merit
You're an incurable gossip, and other gossips recognize a kindred spirit in you. You're more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other people's lives. Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by two.
Graceful - 2pt merit
You've got a natural flair. Your movements hypnotize and your words charm, harsh though they may be. Most people respect this talent, and even jealous folks have to at least admit you've got style. Reduce the difficulties of all Social rolls by two whenever there's a chance to make a really good impression.
Great Liar - 2pt merit
Lying comes naturally to you. Even the most involved deception sounds like God's own truth when it comes tripping off your own honeyed tongue. Gain two dice on any Social roll that involves lying to or deceiving another.
Harmless - 1pt merit
Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. Of you start acting in a way that demonstrates that you are not longer harmless, others’ reactions to you will likely change as a result.
Hidden Talent - 3pt merit
You have a knack for keeping secrets and for concealing objects so that others have a difficult time locating them. This makes you a natural recipient for sensitive information. Others have a +2 to their difficulty for attempting to overhear your private conversations. If you hide an object, others suffer a +2 to their difficulty to locate it.
Higher Purpose - 1pt merit
You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself force to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. - If you have the Flaw Driving Goal, you cannot take this merit**.
Holy Aura - 2pt merit
Your aura, no matter what color it takes, is unusually brilliant to those who can see it; you're practically a beacon among other mortals. Even those who cannot see auras are immediately drawn to your presence.
Honey Tongued - 4pt merit
People tend to believe what you say, no matter how inane your conversation or how incredible your stories. This liberty enables you to spread falsehoods with impunity, deceive friends and enemies alike, or explain your way out of grave situations. All of your attempts at Subterfuge gain 1 automatic success, and Social-based rolls have their difficulties reduced by 2.
Innocent - 2 pt merit
You convey an aura of childlike innocence. Even if people catch you in the act, your impression of innocence leads them to suspect someone or something else to be behind your deeds. Lower the difficulties of rolls involving Subterfuge or Manipulation by two. Still, there may come a time when a saintly face is not enough to save you.
Iron Will - 5 pt merit
Your mind is as a castle, daring intruders with towers of ego and walls of raw will. Any attempt to tamper with your mind, supernaturally or not, adds 2 to the usual difficulty. Characters must have a Willpower of 8+ for this merit.
Light Sleeper - 1 pt merit - not for vampires
You function quite well on four hours of sleep a night. More rest is always welcome, but if some circumstances - like research or tight deadlines** keep you awake, you'll suffer less severely than other mortals might. If something happens during your slumber, you're more likely to awaken quicker than another person in our position.
Lightning Calculator - 1 pt merit
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two.
Lion-Hearted - 1 pt merit
In a moment of great crisis, you may call upon your honor and nobility to fortify your resolve. Once per story, you may spend a point of Willpower to substitute your Road rating for both your Self-Control/Conviction and Courage for the scene. Characters who ascribe to roads that do not venerate heroism and valor may not purchase or retain this merit, particularly those on the Road of Sin - although followers of the Via Adversarius may possess this merit; see Road of Sin for more information**.
|Abilities||Talents Skills + Knowledges + Sphere-Specific Abilities|
|Backgrounds||Generic Backgrounds + Vampire Backgrounds + Werewolf Backgrounds + Hunter Backgrounds + Mage Backgrounds|
|Powers||Disciplines + Gifts + Edges + Spheres|
|Miscellaneous||Renown + Resonance + Virtues (Hunter) + Virtues (Vampire)|
|Merits and Flaws||Merits A-L + Merits M-Z + Flaws A-L Flaws M-Z Werewolf Vampire Hunter Mage|