Merits, M-Z

Media Ties - 2 pt merit
You have both influence over and contacts in the local media. You can suppress and create news stories and you have access to the files and gossip of the staffs of newspapers and TV stations.

Miracles of the Faith - 5 pt merit
Somehow, in some way even you don’t understand, you are able to conjure miracles. You cannot do so on command, or even very often, but when the power comes upon you, the results are impressive. The source of your powers is unknown, though you most probably see it as a mark of divine favor.

Natural Cypher - 2 pt merit
You have a natural flair for mathematical aptitude. Add three dice to your dice pool when employing this Merit against logic problems, mathematical problems, and games that require mathematical aptitude.

Natural Leader - 1 pt merit
You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.

Natural Linguist - 2 pt merit
You have an ability for recognizing linguistic patterns and using them to your advantage. Add three dice to any Dice Pool involving languages (both written and spoken).

Occult Library - 2 pt merit
You possess a library of occult material which can be an invaluable source for research. Specify the subjects upon which you own these books and reduce the difficulties of dice rolls related to these subjects by two.

Pain Tolerance - 2 pt merit
Either because of personal proclivity or the rigors of Vicissitude, you have become acclimatized to pain. This affinity enables you to ignore one die of wound penalties. You are incapacitated normally, however.

Pitiable - 1 pt merit
There is something about you that others pity and solicits others to care for you as if you were a child.

Poisonous Blood - 3 pt merit
Your blood is poisonous to kindred, though they will not know until they drink it. Every blood point drunk causes them 1 health level of lethal damage.

Prophetic - 3 pt merit
You see the future and detect pivotal moments in time. You may have some ritual or routine to perform when you try to glimpse future nights, but most often, your ability is sporadic and involuntary. The Storyteller may require a Perception + Alertness roll (difficulty based on your proximity to a person or place that will be instrumental to history) to make sense of your prophetic signal.

Street Ties - 2 pt merit
You've spent a lot of time on the street, and usually have a pretty good idea who to talk to, to locate someone or get some information. Characters with Street Ties may reduce their Streetwise difficulty rolls by 2 in appropriate situations. Because this merit essentially is like a bundle of Contacts, please specify the nature and specifics of your particular network.

Street Rep - 2 pt merit
People know you for your accomplishments, or maybe for gossip. Nonetheless, you are a hero in someone else's eyes, but you can also be a target to others.

Soothing Voice - 3 pt merit
Your voice is calm and soothing, almost entrancing. You may add two dice to all rolls that directly involve use of your voice.

Silence - 1 pt merit
You have an unusual ability to move quietly that goes far beyond the norm. Reduce the difficulty on any Stealth roll involving moving quietly by two, even over dry leaves.

Self-Confident - 5 pt merit
Your ability to convince yourself of your abilities and success and validate your self-worth drives you even in the most daunting situations. When you spend a point of willpower on a roll to gain an automatic success, any additional successes rolled on the specific action cancel out the expenditure of the willpower point. This Merit may only be used when the DC is 6 or higher.

True Faith - 7 pt merit
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. Add one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller.

Uncanny Sight - 2 pt merit
Either due to some innate ability or to your long exposure to vampires, you are aware on a visceral level of their inhuman nature. On meeting a vampire, possibly even at first glance, you may have an immediate sense that your new acquaintance bears the mark of Caine. This perception is not always accurate, depending on the Storytellers judgement.

Uncanny Logic - 2 pt merit
You have an uncanny reasoning ability that allows you to take apparently innocuous facts and ruthlessly deduce their true meaning. There is nothing supernatural in this: you have just been blessed with an ordered and uncluttered mind that can work through trains of thought more fully than others can manage. All difficulties on rolls involving deduction decrease by 2.

Underworld Ties - 3 pt merit
You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to a large number of "soldiers", as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.

Valuable Secret - 2 pt merit
Discuss between yourself and a Storyteller what this Valuable Secret is, but whatever it is, others would kill or die to know it.

Weather Sense - 1 pt merit
This merit grants occasional warnings (with a Perception + Survival roll, difficulty 7) of impending inclement weather, even that which stems from unnatural causes.

Well-Traveled - 2 pt merit
You've traveled all over the globe, seen many different cities and met a great number of people. There is a chance that you have met someone important to the storyline.

Werewolf Companion - 3 pt merit
You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciates such a relationship, and your respective societies will punish both of you if your friendship is discovered.

Way with Words - 1 pt merit
Language is a finely honed tool for you, not a blunt instrument. You are able to create exactly the effect you want by choosing your words carefully, in both written and verbal communication. Add two dice to any Expression roll that involves words.


Chargen Topics

Attributes attributes
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