Universal

Mental



Architectural Attunement
(••••) *pre: Wits ••, Academics ••, Occult •, Occult
Specialty: Sacred Geometry or Mystic Architecture
Chicago Workings p36
Perceive mystical resonance in a specific city
Area of Expertise
(••) *pre: Resolve ••, appropriate Mental Skill Specialty
FC p131
GMCRU p161
increase a Mental Specialty to a +2
Atavism
(•) *pre: Dexterity ••• or Wits •••, Intelligence
•• or below
Slashers 127
Use higher of Wits or Dexterity for Defense
Barrister
(••••) *pre: Politics •••
BotD p91
Can safely gauge how far Old Law limits can be pushed
Combat Awareness
(••) *pre: Military training or combat background.
DoW p109
+2 to any situational awareness roll
Common Sense
(••••) (CO)
(•••)
WoD p108
GMCRU p161
gives significant cautions or ideas
Crafter's Sense
(•••) *pre: Crafts •••, Specialty
FC p131
Common Sense related to a chosen Crafts Specialty
Danger Sense
(••)
WoD p108
GMCRU p162
+2 to detect ambush
Dead Reckoning
(•)
BotD p91
Gains 8-again when navigating in the Underworld; loses 10-again navigating above ground.
Direction Sense
(•)
GMCRU p162
inate sense of direction
Eidetic Memory
(••) (CO)
(••)
WoD p108
GMCRU p162
remember with ease, gain +2 to Intelligence + Composure to remember facts from large swaths of data
Emotional Detachment
(•) *pre: Resolve ••
Asy p50
Ignores stress penalties equal to resolve
Encyclopedic Knowledge
(••••) (CO)
(••)
WoD p109
GMCRU p162
know obscure facts
choose a topic and can make Intelligence + Wits rolls to gain facts related to it at any time
EOD
(••) *pre: Wits ••• or Dex •••, Crafts •••, Crafts Specialty of Demolitions
Arm p208
reduce penalty for disarming unfamiliar explosives
Entheogenic Synesthesia
(•)
MT p137
+1 to Perception when using psychoactive drugs
Eye for the Strange
(••) *pre: Resolve ••, Occult •
GMCRU p162
can roll Intelligence + Composure to determine if scene has a supernatural cause
Good Time Management
(••) *pre: Academics, Medicine or Science ••
Asy p50, Rel 84
cut time for non-magical Extended rolls by 1/4
Higher Calling
(••) *pre: Resolve •••
TotW p125
+1 on Resolve rolls to resist coercion
Holistic Awareness
(•••)
WoD p109
help others heal faster
Hypnotic Voice
(••••) *pre: Persuasion ••• or Science •••, Specialty of Hypnotherapy
SS p66
induce trance state
Hypnosis
(•••) *pre Medicine • or Occult •
VII p149
Hypnotize subjects
Informative
(•• or ••••) *pre: Wits ••, Appropriate Skill ••
FC p131
use specified Mental Skill in place of Expression
Interdisciplinary Specialty
(•) *pre: Two Appropriate Skills •••, Specialty (mult)
FC p132
share Specialty between two Skills
Language
(• to •••) [Errata changed this to (•) with Expression to sound native]
WoD p109
+1/dot Language known [Errata changed to buy separate merit per Language]
Lucid Dreamer
(•)
SS p67
fight off intrusions into dreams
Lucid Dreaming
(••) *pre: non-changeling, Resolve •••
CtL p195

Make Do
(• to •••) *pre: Wits •••, Appropriate Skill •
FC p132
remove -1/dot penalty for shoddy tools
Meditative Mind
(•)
WoD p109
no penalties to meditate
Multi-Lingual
(• to •••••)
Rel p85
2 languages per dot, conversationally
Murder Expert
(•••) *pre:Intelligence ••, Stealth •••
Slasher 127
Strike a Killing Blow (WoD 168) against a single unsuspecting target
Mythologist
(•••) *pre: Occult •• with specialty in Underworld lore or similar
BotD 91
Gains some insight into some of the Underworld's enigmas
Psychic Resistance
(• to •••)
SS p67
inhibit mental alteration by Psychics
Rational Explanation
(••••) *pre: Resolve ••, Science or Academics ••••
FC p133
resist mental breakdown with Science or Academics
Scientist's Sense
(•••) *pre: Science •••, Specialty
FC p133
Common Sense related to Science
Supernatural Lore
(• to •••••) *mult, choose focus each time taken
GotU p15
Know secret inner workings of a supernatural creature's capabilities
Technophile
(• or ••)
Arn p208
Encyclopedic Knowledge in one topic
Telltale Murder
(•• or •••) *pre: Intelligence ••••, Medicine ••
Slasher 127
After killing something, roll Intelligence + Medicine. •• version allows to 'taunt' those who would make Wits + Investigation rolls. ••• version allows to change the 'meaning' of a murder.
Tolerance for Biology
(•) *pre: Resolve, Stamina or Composure ••
Asy p51
+2 to to keep composed when shown scenes of violence or carnage
Trained Memory
(•) *pre: Composure ••, Investigation •
GotV p46
memorize information perfectly
Trained Observer
(• or •••) *pre: Wits ••• or Composure •••
DoW p38
ignore penalties or gain Rote quality on Perception rolls
Tunnel Rat
(• to •••)
Chi p54

Vision
(• to •••••) *pre: Intelligence or Wits or Resolve or Composure ••••
FC p133
use successes on Vision+Skill roll to aid an Extended Action
Well-Traveled
(•)
Rel p85
9-Again on Mental and Social rolls relating to foreign cultures
Whispers
(•)
Myst p179
can purchase Dream and use it as Instant Action, at the cost of sanity
Physical



Ambidextrous
(•••) (CO)
WoD p110
remove off-hand penalty to attack
Armored Fighting
(•• or ••••) *pre: Strength ••• and Stamina •••
Reload p84
reduce heavy armor penalties by 1 (••) or 2 (••••)
Athletics Dodge
(•) *pre: Dexterity •• and Athletics •
DoW p38
add Athletics rather than doubling Defense on Dodge
Brawling Dodge
(•) *pre: Strength •• and Brawl •
WoD p110
add Brawl rather than doubling Defense on Dodge
Demolisher
(• to ••) *pre: Strength ••• or Intelligence •••
BotW p62
can ignore 1 (•) or 2 (••) points of Durability when attempting to damage objects
Disarm
(••) *pre: Dex ••• and Weaponry •
WoD p110
if damage exceeds Dexterity, disarm
Direction Sense
(•)
WoD p110
unfailing orientation
Entering Strike
(••) *pre: Dexterity ••, Brawl •••
Reload p72
successful, defenseless Brawl strike adds bonus (= damage dealt) to subsequent grappling attack.
Equipped Grappling
(••) *pre: Dexterity •••, Brawl ••, Weaponry ••
Reload p89
add size of blunt weapon (3 or less) to overpowering maneuver dice pool
Fighting Finesse
(••) *pre: Dex ••• and Weaponry ••
WoD p110
sub Dexterity for Strength
Firearms Retention
(•) *pre: Dexterity ••, Wits ••, Brawl ••, Firearms ••
Reload p89
subtract Brawl dots from attempts to disarm by overpowering
Fast Reflexes
(• or ••) *pre Dexterity •••
(• to •••) *pre Dexterity ••• or Wits •••
WoD p110
GMCRU p162
+1/dot to Initiative
Fleet of Foot
(• to •••) *pre Strength ••
WoD p112
+1/dot to Speed
Fresh Start
(•) *pre: Fast Reflexes ••
WoD p112
delay action into next round
Giant
(••••) (CO)
WoD p112
+1 Size
Ground and Pound
(••) *pre: Combination Blows, Boxing ••• or Aggressive Striking •••, Grappling ••
Reload p98
perform Takedown/Throw, gain +2 to following unarmed strike.
Gunslinger
(•••) *pre: Dexterity ••• and Firearms •••
WoD p112
two gun attacks per round
Heavy Hands
(•••) *pre: Strength •••, Brawl ••
Reload p98
+1 damage to unarmed strikes
Iron Stamina
(• to •••) *pre: Stamina ••• or Resolve •••
WoD p112
eliminate fatigue/injury penalties
Iron Stomach
(••) *pre: Stamina ••
WoD p113
eat even unpalatable cuisine
Natural Immunity
(•) *pre: Stamina ••
WoD p113
+2 on Stamina rolls to resist illness
Outdoorsman
(••) *pre: Survival •••
MR p59
negate environmental penalties to Survival
Perfect Stillness
(•) *pre: Stealth •
RoS p94
-2 to all rolls to visually detect character
Quick Draw
(•) *pre: Dexterity •••
WoD p113
draw and attack in one turn
Quick Healer
(••••) *pre: Stamina ••••
WoD p113
1/2 healing time
Shield-Bearer
(•)
WAtP p89
Only -1 to attack when using a shield instead of -2.
Steady Driver
(•) *pre: Drive ••
MR p59
use Resolve+Drive rather than Dex
Strong Back
(•) *pre:Strength ••
WoD p113
+1 to lift or carry
Strong Lungs
(•••) *pre: Athletics •••
WoD p113
+2 on Stamina rolls to hold breath
Student of the Blade
(•) *pre: Fencing • or Iaido •
Reload p66
May use Fighting Style with all size-2 blades.
Stunt Driver
(•••) *pre: Dexterity •••
WoD p113
drive and carry out another action
Stunt Rider
(•••) *pre: Dexterity •••
RfR p110
ride and carry out another action
The Weapon at Hand
(••) *pre: Krav Maga ••
Reload p79
Reflexive Wits + Weaponry roll for Improvised Weapon, instant action to wield, no penalty for being improvised
Toxin Resistance
(••) *pre: Stamina •••
WoD p113
+2 on Stamina rolls to resist toxins
Weaponry Dodge
(•) *pre: Strength •• and Weaponry •
WoD p114
add Weaponry rather than doubling Defense on Dodge
Weapons to Empty Hands
(••) *pre: Dexterity •••, Brawl •••, Weaponry •••, Two Weapons •••• or Filipino Martial Arts •••• or Knife Fighting ••••
Reload p66
use Brawl instead of Weaponry for maneuver-related attacks.
Wheelman
(••) *pre: Dexterity ••, Drive ••
MR p59
gain 9-Again on Drive rolls
Social



Allies
(• to •••••) (mult)
WoD p114
Groups or organizations that can be called upon for favors, usually through particular individuals within those groups or organizations.
Each dot represents overall power, resources and influence of that Ally. Allies are not minions: a favor for a favor is the basis of this merit.
Allies may also be individuals at the GM's discretion.
Animal Companion
(• to ••••)
ChB p95

Anonymity
(•• to ••••) *pre: Resolve ••, Larceny •• or Subterfuge ••
BotW p46
-1/dot to attempts to investigate character
Armory
(• to •••••) (SH) *pre: Resources •••
Ban p51
own an array of weapons and armor
Barfly
(•)
WoD p114
find ways into bars and clubs
Bureaucratic Navigator
(••)
Asy p51
+2 to navigate a bureaucratic system
Contacts
(• to •••••)
WoD p115
Individuals that can be called upon for information -- at the GM's discretion, this can include groups or organizations,
usually through particular individuals within those groups or organization. Each dot represents overall information-gathering ability,
knowledge, accuracy and reliability of that Contact and any information they provide. Contacts are not minions: they may or may not
readily supply information sought. Contacts are strictly channels through which information can be gained and serve no other purpose.
Decorated
(• to •••••)
DoW p39
military awards for meritorious conduct (substitute military for another organization at GM's discretion)
Deep Rapport
(• to •••••)
BbBB p9
strong beneficial or harmful relationship with another character
Fame
(• to •••)
WoD p115
mortal acclaim, +1/dot to Socialize
Fence
(• or •••) *pre: Streetwise •••
Ban p51
always find a way to buy and sell stolen goods
Friend
(• to •••••) {Power, Trust}
RCG p68
Personal friends. Can be called upon for assistance, information and many other favors.
Power represents the influence and abilities of the friend. Trust represents the closeness
of the relationship and reliability of the Friend if things go sour or how much they've got
the back of the character. Friends are not minions but they generally also have the characters
best interests at heart: they are a fragile mix of Allies, Contacts, Retainer and Mentor.
Ingratiating Wanderer
(••) *pre: Manipulation •••
MR p58
gain bonus to locate authority figures in local power structures
Inspiring
(••••) *pre: Presence ••••
WoD p115
help others regain Willpower
Luxury
(•• or ••••)
SotT p52
access to a lifestyle of wealth and luxury
Mentor
(• to •••••) (mult)
WoD p115
Authoritative tutor or father figure. 1 dot represents specific knowledge, minimal resources and little influence in their field; 5 dots represent much hard-won and hard-learned knowledge, an abundance of resources and that they are a behemoth in their field. May or may not ultimately have the character's best interests at heart. Generally, the higher the dot rating, the more influence that the Mentor has over the character's life, directly or indirectly.
New Identity
(•, •• or ••••)
CtL p98
have a separate identity
Resources
(• to •••••)
WoD p115
Disposable income. 1 dot represents a few hundred GBP; 5 represents millions reaching billions of GBP.
Retainer
(• to •••••) (mult)
WoD p116
Trustworthy agent of the character. May be a personal assistant, personal bodyguard or even a deputy of the character. Retainers are generally loyal followers of the character but it is rare that they are an actual friend of the character -- their loyalty may also be only as strong as they are compensated by the character. Each dot represents the abilities of the character: 1 dot represents a weak, unskilled or otherwise lowly agent; 5 dots represents a very strong, highly skilled or otherwise outstanding agent who may even be supernatural.
Shadow Cult Initiation
(• to •••••) (mult)
Mehket 121
Membership in a shadow cult, with resultant benefits
Small Unit Tactics
(•••) *pre: Manipulation ••• and Persuasion ••• with Leadership Specialty
DoW p39
when conducting a tactical maneuver with squad, leader can spend Willpower to benefit entire group
Staff
(• to •••••) *pre: Resources >= dots
Ghou p74
Employees -- may also be volunteers at GM's discretion. Represents general minions that the character commands
and who ensure the running and managing of day-to-day operations for a character's businesses or organizations
even when the character or any of their associates are not present or available to personally oversee the operations.
Staff are not directly at the beck-and-call of the character like a Retainer but are given general responsibilities
and are tasked instead. Staff are only as loyal as they are compensated.
1 dot represents the minimum manpower required for operations and generally unskilled and/or inexperienced manpower;
5 dots represent an abundance of manpower and generally highly talented and/or very experienced manpower
Status
(• to •••••) (mult) *pre: varies
WoD p116
Reputation, social standing, rank or mixture of all in a group, organization or some other social order.
1 dot represents some small measure of recognition and/or official membership; 5 dots represents
being held as a paragon within the social order and/or a senior leadership position within or the
actual leader of the social order.
Striking Looks
(•• or ••••)
WoD p117
+1/+2 to influence with looks. Purely aesthetic -- Presence represents force of personality, magnetism and personal charisma.
2 dots represents above-average looks; 4 dots represents angelic or supermodel-esque looks.
Sworn Officer
(• to •••••)
13P p81

Trip Sitter
(•••) *pre: Composure •••
MT p137
help others resist side effects of drugs
Unobtrusive
(•••) *pre: Stealth ••
Ghou p74

Supernatural



Cursed Item
(• to •••••)
BoS p108

Difficult to Ride
(••••) *pre: Composure •••, Resolve
BoS p108
+2 against being affected by spirits or ghosts
Driver's Charm
(• to •••••)
MR p56
grant a vehicle bonuses once per day
Pleasing Aura
(•••)
BoS p109

Relic Creator
(••••) *pre: Occult ••, Crafts ••
Rel p85
make limited-use Relics
Relic
(• to •••••)
Rel p85
own an empowered Relic
Relic Analyst
(•)
Rel p86
+1 bonus to determine Relic's uses
Saintly
(•••)
BoS p110

Seventh Son of a Seventh Son
(••••)
MT p122
gain bonuses if casting Hoodoo magical tradition spells, once per story, roll Wits + Comp, success equal bonus dice for any roll except spell casting
Shadow Contacts
(••• to •••••)
BoS p110

Shadowless Chambers
(• to •••••)
BoS p110


Mortals Only

A Little Knowledge
(•)
Asy p50, Rel p84
reduce penalties when researching oddities
Beacon of Life
(•••) *pre: Occult •• (CO)
BotD 91
add Occult dots to resistance against Numina and Stygian Manifestation
Beast Kin
(••••)
ChB p96
rapport with related Changing Breed, resist Delusion
Doubting Thomas
(•)
SS p65
inhibit Psychic powers
Gatekeeper
(••••) (CO)
BotD 51
Can spend a willpower point to open an Avernian Gate
Lunatic Glare
(••) *pre: Wolf-Blooded •••
BotW p125
can attempt to inflict Lunacy on others
Medium
(••• or •••••) *pre: Resolve ••
BotD 93
Can see ghosts, like it or no; five dot version adds control, and synergy with Unseen Sense for ghosts
Proximus
(•) *pre: Sleepwalker
M:tA p334
hereditary Sleepwalker family
Regnant
(• to •••••) *pre: Ghoul
Ghou p71
information, Vitae, resources, or intervention provided by vampiric master
Sense Sympathy
(•••) *pre: Ghoul, Empathy •••
Ghou p73
emotional connection to vampiric master similar to Blood Sympathy
Sexualized
(••) *pre: Ghoul
Ghou p73
carnal aura that benefits Presence or Manipulation
Sin-Eater
(•••) *pre: Resolve •••, Composure ••, Occult • with Sin-Eaters specialty
Myth p58
restore lost Morality to another
Sleepwalker
(••••)
M:tA p334
does not Disbelieve [MT]
Unseen Sense
(•••) *pre: Wits ••
WoD p109
alerted when particular phenomena present
Watched
(• to •••••) *pre: Wolf-Blooded ••
BotW p126
protected by a werewolf or pack
Wolf-Blooded
(••••)
WtF p79
rapport with wolves / dogs, Unseen Sense - Werewolves, resist Lunacy

Locations

Secured Location



Bastion
(• to •••••) {Size, Amenities, Battlements} (SH)
SaD p108
Changeling Motley Dream Fortress
Den
(•••)
Skin p21, ChB p96
Skinthief or Changing Breed
Haunt
(• to •••••) {Fluidity, Residue, Utility} (SH)
GtSE p87
Sin-Eater
Haven
(• to •••••)
VtR p100
Vampire
Hollow
(• to •••••) {Size, Amenities, Doors, Wards} (SH)
CtL p94
Changeling
Lair
(• to •••) (SH)
PtC p96
Promethean
Safehouse
(• to •••••) {Cache, Secrecy, Size, Traps}
H:tV p71
Hunter
Sanctum
(• to •••••) {Security, Size} (SH)
M:tA p86
Mage
Temple
(• to •••••)
CoC p42
Circle of the Crone
Universal Fixtures



Archive
(• to •••••)
RoS p87
Every dot is single topic, cuts study time.
Sanctum Materials
(• to •••••)
S&S p86
increase strength of structure
Portable
(•)
Myst p141
change location, personal only
Geomantic Nexus
(• to •••••) Size and (• to •••) +1 attribute per dot
Ordo p202
Fung Shui
Guardian Retainer
(• to •••••) (mult)
S&S p85
armed guard
Library
(• to •••••) (SH)
M:tA p85
1/dot topics of research
Security
(• to •••••)
VtR p100, PtC p96, MtA p86
+1 intiative against break-ins per dot.
Size
(• to •••••)
VtR p100, PtC p96, MtA p86, CtL p95
• - 1-2 rooms
•• - 3-4 rooms
••• - 5-8 rooms
•••• - 9-15 rooms
••••• - Countless rooms
Vampire
*pre: Haven


Location
(• to •••••)
VtR p100
+1 bonus to hunting per dot for owner and invitees.
Occultation
(• to •••••) *pre: Haven Size ••• or less
Mehket 119
Penalizes attempts to find the Haven
Temple Library
(• to •••••) *pre: Temple
CoC p42

Mage
*pre: Sanctum


Alchemical Lab
(• to •••••) (SH)
TotM p146
resources to produce Gross Matter
Guardian Ghost
(•• to •••••) (mult)
S&S p85
bound Ghost
Guardian Spirit
(•• to •••••) (mult)
S&S p86
bound Spirit
Hallow
(• to •••••) (SH)
M:tA p83
upwelling of Mana
Sanctum Gauntlet
(• to ••)
S&S p86
+/- 1/dot Gauntlet
Scriptorium
(•• to •••••) (SH)
Myst p67
reduce cost to learn Rotes
Summoning Circle
(• to •••)
Summ p185
attuned circle to particular realm
Changeling
*pre: Hollow


Amenities
(• to •••••)
CtL p95
How comfortable the Hollow is.
Doors
(• to •••••)
CtL p95
Add doors in Hedge and on Earth.
Hob Kin
(••)
RoS p92
Hobgoblins protect your Hollow.
Ritual Doorway
(•••) *pre: Doors •••••
RoS p95
Enter from anywhere on Earth. One way.
Wards
(• to •••••)
CtL p95
Ability to hide and fortify Hollow
Workshop
(• to •••••) *pre: Size >= Workshop
RoS p97
Space and tools for various crafts, 1/dot
Mobile Hollow
(• to •••••)
SaD p92
More dots = further and faster, more control
Changeling Bastions
*pre: Must belong to a Motley of 3 or more
with specialty in Oneiromancy


Amenities
(• to •••••)
SaD p108
How comfortable the Bastion is.
Battlements
(• to •••••)
SaD p108, CtL p. 198
10 points of damage per •, ranged attacks allowed
Werewolf Territory



Ambush Site
(•)
Territories 40

Apartment Building
(•)
Territories 27

Arcane
(+•)
Territories 40

Artic
-
Territories 46

Barren
-
Territories 37

Big Box Store
(•)
Territories 27

Catalyst
(•)
Territories 37

Caverns/Tunnels
(•)
Territories 19

Cemetary
(•)
Territories 33

Church
(•)
Territories 33

Cliff/Ridge
(•)
Territories 19

Club or Bar
(••)
Territories 28

Contested
(-•)
Territories 41

Criminal District
(•)
Territories 34

Desert
(•)
Territories 19

Dry
-
Territories 46

Empty Building
(•)
Territories 34

Essence Current/Ley Line
(+•)
Territories 41

Fallow Prairie
(•)
Territories 21

Factory
(•)
Territories 29

Factory Farm
-
Territories 21

Farm
(• or ••)
Territories 21

Glade
(•••)
Territories 38

Haunted
(+•)
Territories 42

High
-
Territories 46

Highway
(•)
Territories 34

Houses/Housing
(•)
Territories 29

Hospital
(•••)
Territories 35

Landfill or Garbage Dump
(••)
Territories 22

Locus
(• to •••••)
Territories 38

Mall/Strip Mall
(•)
Territories 29

Media Center
(+•)
Territories 42

Military Base
(•••)
Territories 35

Mountain
(••)
Territories 22

Museum/Library
(•)
Territories 30

Neutral Ground
-
Territories 43

Notorious
-
Territories 42

Ocean/Sea/Great Lake
(•)
Territories 23

Office Building/Skyscraper
(•)
Territories 30

Park
(•)
Territories 30

Pond/Lake/Lakefront
(•)
Territories 24

Poor
(+•)
Territories 44

Pure
(-••)
Territories 44

Rich
(+•)
Territories 45

River/Riverside
(•)
Territories 24

Sanguine
(+•)
Territories 45

Shoal
-
Territories 38

Shop or Restaurant
(•)
Territories 31

Spring
(••)
Territories 24

Stadium or Arena
(•)
Territories 31

Stream
(•)
Territories 25

Swamp/Marsh/Wetland
(••)
Territories 25

Theater/Opera House
(•)
Territories 33

Tropical
-
Territories 46

University or Postsecondary School
(••)
Territories 36

Utilities
(•)
Territories 36

Verge
-
Territories 39

Virgin
(+••)
Territories 45

Wet
-
Territories 46

Window
(•)
Territories 39

Woods/Forest
(••)
Territories 26

Wound
-
Territories 39


Styles

Adamantine Hand

AA p53
*pre: ••••• of Fighting Style Merits (one of which must be at least •••), Status (Adamantine Arrow) ••, Awakened, Arcanum ( one • more than the maneuver), separate Fighting Style for each Arcanum
• Thunder
opponents shielding spells in same Arcanum are at -1 vs hand to hand attacks and spells.
•• Diamond
spend WP, improve shielding spell by 1 point vs one attack, and lower it by 1 vs all others, at ••• in Arcanum, raise to +2/-2, and can use with shield other spells
••• Star
spend WP, can cast a spell from the Arcanum, and perform a physical action in the same turn, can not be combined with multiple action abilities
•••• Blood
spend WP, and suffer as many Agg damage as Resolve, each point becomes 1 bonus dice for spellcasting, can also make damage magic/Mana healing resistant to gain 9-again.
••••• Abyss
initiate a grapple, and does not suffer Paradoxes is casting spells from the Arcanum
Aggressive Striking

Reload p65
*pre: Str •••, Sta ••, Brawl ••
• Body Blow
If successes on single Brawl attack are greater than target's size, target loses next action
•• Iron Skin
Has Armor of 1 against Bashing attacks
••• Combination Blows
Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
•••• Haymaker
Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack
••••• Brutal Blow or Lethal Strike
Spend WP, to deal Lethal damage with Brawl attacks
Aikido
(Throwing)
Reload p71
*pre: Dexterity••, Wits ••, Brawl••
• Ukemi (Recieving)
Stand up as a reflexive action
•• Aiki (Harmonious Energy)
Forgo defense for a chance to recieve no damage and grapple the opponent
••• Shihonage (Four Directions Throw)
Throwing attack
••••Renzoku-waza (Combination Techniques)
Perform multiple grapples, aiki or shihonage per turn
••••• Kokyu-ho (Breath Power)
Throw longer or inflict lethal with shihonage
Archery

Arm p208
*pre: Strength ••, Dexterity ••, Athletics ••
• Draw and Loose
Effective +1S for bow use
•• Rapid Nock
May reload a bow as a reflexive action
••• Arcing Fire
2x range with bow
•••• Plunging Fire
Ignores target concealment
Berserker

Reload p113
*pre: Resolve •••, Stamina •••, another fighting skill or style •; spend WP to enter Berserk
• Strength in the Fury
gains up to 3 additional dice for all-out attacks
•• Adrenaline Rush
+1 to armor against bashing and lethal attacks
••• Inhuman Alacrity
gains 2 dice (cumulative to 4) when using Willpower to mitigate attack
•••• Ignorant in the Face of Death
can ignore any amount of wound penalties for a turn; sacrifices equivalent Defense. May not simultaneously use any other ability with Defense penalty.
••••• Bloody-Handed Bastard
attacks inflict lethal damage; sacrifices Defense for a turn
Boxing

WoD p114
*pre: Strength •••, Stamina ••, Brawl ••
• Body Blow
If successes on single Brawl attack are greater than target's size, target looses next action
•• Duck and Weave
Use higher of Dexterity or Wits against Brawl attacks instead of Defense
••• Combination Blows
Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
•••• Haymaker
Like Body Blow but opponent makes a Stamina roll. If they fail, they're unconscious. Cannot use Defense before or after attack
••••• Brutal Blow
Spend WP, to deal Lethal damage with Brawl attacks
Brute Force

SA p57
*pre: Strength •••, Brawl •••
• Falling Pillar
gain 9 again on this attack *costs a willpower and requires both hands free
•• Crush and Bite
Str+Brawl rolls during a grapple cause lethal damage to opponent
••• Juggernaut
gain +4 dice on all out attacks
•••• Bone Cracker
target arms or legs, if successes equals or exceeds targets stamina bones break and does lethal damage and target looses 1 dot of dex till healed
Drawback: both hands must be free and you lose defense this turn
Chain Weapons

Arm p209
*pre: Strength ••, Dexterity •••, Weaponry •••
• Impenetrable Defense
Forgo attack to add +2 to Defense and no multiple opponent penalty until the third opponent
•• Hand Bind
forgo next action to bind up opponents hand
••• Outside Choke
if attack successful, begin choking opponent unconscious
•••• Whirl and Thrust
ignore up to -2 penalties for targeted attacks, but must forgo Defense
Combat Marksmanship

Arm p210
*pre: Strength ••, Dexterity ••, Composure •••, Firearms ••
• Shoot First
Add Firearms to initiative
•• Tactical Reload
Reload as a reflexive action
••• Double Tap
May make short bursts with additional firearms
•••• Bayonet Range
Ignores target defence even when within melee range
••••• Rapid Fire
One additional shot per dot of composure over 2; -1 penalty per additional shot.
Dirty Fighting

Count Dracula
*pre: Strength •••, Brawl •••
• Low Blow
If Brawl attack has more successes than target's Composure, target loses next action
•• Shank
Can use Brawl instead of Weaponry for small improvised weapons
••• Suck it Up
Spend 1 Willpower to ignore wound penalties for a scene
•••• One or a Dozen, It Don't Matter
Bonus of n-1 to Defense when fighting n opponents. Can spend m Willpower to make simultaneous brawl attacks on m + 1 opponents.
••••• I Said Stay Down!
Target must make Stamina roll against successful Low Blow; if roll fails, victim collapses.
Dream Combat

RoS p90
*pre: Wyrd •••, Empathy •••
• Stunning Blow
If successes in a single attack = targets Wyrd, target loses next action
•• Double Team
Do an environmental and personal attack at the same time. The second attack has a -1 penalty.
••• Blind Spot
Force opponent to use lowest of finesse as defense or resistance as armor
•••• Wyrd Armor
Add Wyrd to highest of finesse as defense and resistance as armor
••••• Coup de Grace
When opponents willpower is reduced to 0, you may do one final environmental or personal attack.
Evasive Striking

Reload p65
*pre: Str ••, Dex ••, Sta ••, Brawl ••
• Focused Attack
Armor and Called shot penalties are reduced by 1
•• Duck and Weave
Use higher of Dexterity or Wits against Brawl attacks
••• Defensive Attack
-2 to Attack for +2 Defense
•••• Whirlwind Strike
Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver.
••••• Destroy Defense
Successful Brawl attacks on unarmed target reduces target Defense by 1. Cumulative across successive Brawl attacks to lower of attacker's Wits or Dex.
Fencing

Arm p210
*pre: Dexterity •••, Weaponry •••
• Thrust
+1 to attack rolls
•• Feint
Make normal attack, no damage but ignores opponent's defence next attack
••• Riposte
Spend WP to dodge then attack at -1, ignoring defence
•••• Moulinet
Spend WP, successful attack does additional Dexterity damage
Filipino Martial Arts

Arm p211
*pre: Dexterity •••, Weaponry •••
• Lock and Block
Can grapple as a defensive maneuver. Can add Defense to grapple.
•• Disarm
If attack roll is equal to or greater than stamina, opponent is disarmed and takes half bashing damage, rounded up.
••• Off-Balancing Attack
-2 to attack to give opponent -3 to their next attack
•••• Many-Handed Defence
Defense does not lower due to multiple opponents
Formation Tactics

RfR p109
*pre: Strength ••, Stamina •••, Weaponry ••
• Testudinem Formate
Move at only half speed and cannot attack, but grants a bonus to defense against ranged weapons for each ally in the formation, to a max of +5
•• Ciringite Frontem
Forgo Defense this turn, but can make a special knockback attack with a bonus for each ally in the formation (max +5)
••• Cuneum Formate
Can make penalized attacks, but any counterattack is at a penalty proportional to the number of allies in the formation (max +5)
•••• Orbem Formate
Can form a defensive formation around a person or thing, granting a bonus to defense for each ally in the formation (max +5)
••••• Contendite Vestra Sponte
Costs a willpower point to use, but launches an attack that if successful causes an automatic point of lethal damage for each ally in the formation (max +5).
Frenzied Assault

Slash p128
*pre: Strength •••, Stamina •••, Intimidation ••, Weaponry ••
• Bestial Instinct
Substitute Weaponry for Composure for determining Initiative
•• Terrorize
Strength+Intimidation versus Resolve+Composure to remove defense
••• Hard to Kill
Gain 2 extra Health boxes while in combat, doesn't roll for unconsciousness until Rightmost box is filled with Lethal
•••• Savage Rending
Lose Defense and Reduce called shot penalties on body parts by 2. If dealing 5 or more lethal damage on a limb, it's severed
••••• Trance of Death
Spend 1wp to gain rote-action on attack rolls
Grappling

AA p50, Reload p67
*pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••
• Sprawl
subtract higher of Strength+1 or Dexterity+1 from overpower attempts
•• Takedown/Throw
instead of grappling, force opponent prone while still standing
••• Chokehold
impose cumulative -1/turn penalty on opponents actions while choking
•••• Submission Hold
inflict lethal/bashing when performing overpower
Gladiatoral

RfR p109
*pre: Presence ••, Strength •••, Weaponry •••
• Stunning Attack
Makes a loud and powerful attack, if successes exceed the target's composure they lose their next action.
•• Weapon Slap
Make an attack that inflicts no damage, but the target loses their defense against the next incoming attack.
••• Lethal Accuracy
Any attack with lethal weapons gain armor piercing, and the penalty to hit specific targets is reduced.
•••• Brutal Sacrifice
In exchange for a point of willpower, make an attack that leaves a weapon embedded in the victim's body, inflicting a penalty to all actions, and causing further damage upon removal.
Hedge Duelist

RoS p91
*pre: Wyrd •••
• Quick Count
+2 to initiative when beginning a hedge duel
•• Cruel Blow
add yours or your opponents empathy (whichever is higher) to your manipulation + Subterfuge rolls against targets clarity
••• Briar Bite
spend a point of glamour to lower your opponents wyrd by 2 when being used to defend against attacks from the hedge
•••• No Mercy
each successive attack inflicts a -1 penalty, additional derangements. Sin against Clarity 7.
••••• Hedge Wrath
spend a point of willpower to enhance any attack made by reshaping the hedge if exceptional the attack does aggravated damage
Iaido
(Armed Defensive Striking)
Reload p76
*pre: Strength ••, Dexterity •••, Composure •••, Weaponry •••, Quick Draw
• Tsuki Kage (Draw and Cut)
Add Weaponry to Initiative in any turn that starts with the weapon sheathed
•• Zanshin (Awareness)
+2 to avoid ambush. A total of +4 with Danger Sense
••• Tachi-Sabaki (Movement of the Sword)
Add Weaponry to defense while making a dodge action (Stacks with Weaponry Dodge)
•••• Kan Ken no Metsuke (Seeing with Eyes and Mind)
If the initiative is a tie, the practitioner acts first.
••••• Uke Nagashi (Catch and Slide Off)
Counter attack while making a dodge action
Alternative Iaido

••••• Muso Ken (No-though Sword)
Make a reflexive counter-attack when attacked by surpise
Judo

Reload p107
*pre: Dexterity ••, Wits ••, Athletics ••, Brawl ••
• Ukemi (Recieving)
Stand up as a reflexive action
•• Naga-waza (Throwing Techniques)
Can chose to not go prone in a grapple, but inflicts bashing if he does. Also, +1 Equipment bonus if target wears lots of clothes
••• Sutemi-waza (Sacrifice Techniques)
Add Athletics instead of +2 when using and All-Out Attack
••••Renzoku-waza (Combination Techniques)
Perform multiple grapples per turn
••••• Tokui-waza (Favorite Techniques)
Add Athletics as automatic successus during specific situations
Improvised Weaponry

MR p57
*pre: Wits •••, Weaponry •
• Always Armed
make a reflexive Wits + Weaponry roll to grab a 1L, Size 1, Durability 2 improvised weapon
•• In Harm's Way
when using an improvised weapon, treat Structure as Armor to parry incoming Brawl or Weaponry attacks
••• Breaking Point
when using an improvised weapon, exchange Structure for bonus to a single strike


Kendo


Arm p211
*pre: Dexterity •••, Weaponry •••
• Kaburi
gain +1 to attack rolls on overhead attacks
•• Kiai
Make normal attack, no damage but ignores opponent's defence next attack, must shout loudly
••• Uchiotoshi Waza
Spend WP, may parry then attack at -1, ignoring defence
•••• Nidan Waza
Spend WP, successful attack does additional Dexterity damage
Krav Maga
(Unarmed Defensive Striking)
Reload p79
*pre: Strength ••, Dexterity •••, Wits •••, Brawl •••, Brawling Dodge
• Immediate Defense
Add Brawl to initiative when fightning an armed opponent
•• Disarming Defense
Disarm and take control of the weapon
••• Impenetrable Defense
Spend willpower to add Brawl to defense against a single attack
•••• The First Moment
If the initiative is a tie, the practitioner acts first.
••••• Finishing the Fight
Counter attack during a dodge action if attacker failed to hit
Kung Fu

WoD p111
*pre: Strength ••, Dexterity ••, Stamina••, Brawl••
• Focused Attack
Armor and Called shot penalties are reduced by 1
•• Iron Skin
Has Armor of 1 against Bashing attacks
••• Defensive Attack
-2 to Attack for +2 Defense
•••• Whirlwind Strike
Can make extra Brawl attacks equal to Dexterity-2 on a single target. Each additional attack gets cumulative -1. Cannot use Defense before or after this maneuver.
••••• Lethal Strike
Spend WP, Brawl attacks deal Lethal
Langschwert
(Heavy Sword)
Reload p83
*pre: Strength •••, Weaponry •••
• Wards
+1 Defense while wielding a Heavy sword
•• Fool's Guard
Instead of defense, roll to reduce amount of damage taken
••• Half Sword
Take a penalty to add +2 to total damage
•••• Doubling Cut
Make two attacks, lose defense
••••• Wrathful Cut
Add weaponry instead of +2 when making an All-Out Attack
MAC (Modern Army Combatives)

DoW p38
*pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••
• Tactician's Sense
determine Initiative modifiers of all combatants reflexively
•• Atemi Attack
ignore 1 point of Armor per dot in this style when making a Brawl or Weaponry attack
••• Forearm Choke
with grapple, choke out opponent on successive turns
•••• Bullring
defense applies fully against all hand-to-hand opponents
••••• Lethal Strike
spend 1 Willpower to make Brawl attacks do Lethal damage for a turn
Multi-Limbed Combat

Pandora's Book 50
*pre: three or more arms; Brawl •• or Weaponry ••, Dexterity •••, Athletics •••
• Outnumbered
For every limb over two, opponent's defense reduced by one.
•• Manhandle
While in a grapple, for each limb over two, can make an overpower maneuver that does not immobilize
••• Protected Attack
Can dodge and attack with one action; does not stack with Bountiful Blows
•••• Bountiful Blows
For each limb over two or each weapon wielded, can make an extra attack with a cumulative penalty.
Muay Thai

Reload p110
*pre: Str •••, Sta ••, Brawl ••
• Cut Kick
kick deals 1 less damage, but reduces victim's speed by 1
•• Iron Skin
Has Armor of 1 against Bashing attacks
••• Combination Blows
Can make two brawl attacks against the same target with a -1 to the second attack. Cannot use defense before or after attack
•••• Thai Clinch
add Dexterity to attack pool for successful grapple + damage Combination Blows
••••• Brutal Blow or Lethal Strike
Spend WP, Brawl attacks deal Lethal
Police Tactics

13P p81, Tribes p36
*pre: Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry •
• Compliance Hold
during Grapple, gain +2 to disarm or overpower
•• Weapon Retention
during Grapple, opponent must score more success than your Weaponry to "disarm" or "turn drawn weapon" against you
••• Speed Cuff
during Grapple, may place cuff on one wrist, with exceptional success, both wrists
Qinna
(Controls)
Reload p88
*pre: Dexterity •••, Brawl ••
• Standing Control
An Overpowering maneuver that forces the opponent to accompany the practitioner
•• Misplacing the Bones
Chance of breaking a limb for additional damage and effect
••• Grabbing the muscles
Treat the defenders strength as 2 dots lower when making an overpowering maneuver
•••• Sealing the Breath
Use pressure points to inflict dice penalties
••••• Disrupting the Veins
Inflict lethal in a grapple
Shurikenjutsu
(Thrown Dart)
Reload p104
*pre: Dexterity •••, Athletics ••
• Ma-ai (Distance)
Double range for throwing weapons
•• Kakushi-Buki (Hidden Weapons)
No need for an action to draw a prepared throwing weapon
••• Choku Da-Ho (Direct Hit Method)
Add Strength when attacking with a throwing weapon
•••• Ikki Gokken (Five Blades in One Breath)
Perform multiple attacks
Sniping

Arm p212
*pre: Dexterity •••, Resolve •••, Firearms •••, Stealth ••
• On Scope
Max aiming bonus is Composure+1 for semi-auto and auto rifles, Composure+2 for all other rifles. Receives +2 Perception when using long rage sights
•• Battlesight Zero
Double attacks from Sights bonus; attacks with this bonus have short range of 5 times Wits
••• Focused Shot
When aiming, ignore penalties up to Resolve
•••• Tactical Intervention
When aiming, halve close combat and concealment penalties, rounded down
••••• One Shot, One Kill
Spend WP to add Damage rating to successes instead of extra die
Sojutsu/Jukendo
(Spear/Bayonet)
AA p51, Reload p67
*pre: Strength •••, Dexterity ••, Weaponry •••
• Warding Stance
attack first against foes with smaller-Size melee weapons in front
•• Thrust
gain 9-Again with spear or bayonet
••• Block and Strike
take -2 to attack to receive +2 to Defense
•••• Great Thrust
if using All-Out Attack, use dice equal to lower of Strength or Weaponry instead of 2
Spetsnaz Knife Fighting

Arm p213
*pre: Dexterity •••, Weaponry ••
• Anticipate Attack
If wielding edged or pointed weapon size 2 or less, substitute Weaponry instead of Composure for Initiative
•• Advantageous Angle
Every other attack, opponent gets -1 defense
••• Vital Attack
Knife attacks have Armor Piercing 1 and reduce called shot penalties by 1
•••• Slash and Stab
Make two attacks. The second attack gets -1. Defense reduced by 1
Staff Fighting

Arm p213
*pre: Strength •••, Dexterity ••, Weaponry ••
• Trip
Roll attack versus opponent's Dexterity+Athletics to knockdown and deal 1 Bashing
•• Temple Strike
When making a head shot, if damage exceed target's size, target is unconscious
••• Dangerous Radius
Spend WP, attacks all targets within range with -1 equal to opponents within range (max -5). Allies hit too
Swarm Tactics

Cart p183
*pre: Status (Carthians) •, Brawl or Weaponry ••, Vampire
• Feint
Make a Brawl or Weaponry attack that does no damage, but allows an ally to use Unexpected Strike
•• Unexpected Strike
Attack with 9-Again, or 8-Again if the subject has been affected by two or more flanks.
Sword and Shield

Reload p92
*pre: Strength •••, Dexterity ••, Stamina ••, Weaponry ••
• Cloak and Dagger
Double Structure of improvised shields
•• Shield Bash
Use a shield as a weapon
••• The Shielded Strike
+1 Defense, and no penalty for using a weapon and a shield
•••• Shield Charge
Shield Bash which results in a Knockdown
••••• Stand Strong
No reduced defense against cumulative attacks
Tooth and Claw

Rage p103
*pre: Strength ••, Dexterity •••, Stamina •••, Brawl ••, Werewolf
• Hunter's Eye
spend a turn observing your opponent to lower his defense for the remainder of the scene
•• Slip Through
attack one turn for no damage to null opponents defense from next attack
••• Pounce
if you roll more successes than the targets size it is knocked to the ground under you
•••• Fury
make a claw and bite attack in the same turn, bite attack gains +1 Drawback: cannot use defense the same turn as maneuver
••••• Throat Tear
apply +2 bonus for tooth and claw as automatic successes as opposed to dice roll bonus Drawback: costs 1 willpower
Two Weapons

WoD p112
*pre: Dexterity •••, Weaponry •••
• Whirling Blades
When dodging may negate penalties for multiple attacks
•• Deflect and Thrust
+2 Defence but -2 to Attack
••• Focused Attack
May attack one target twice. -1 on second attack, lose defense.
•••• Fluid Attack
May attack two targets. -1 on second attack, lose defense.
Wolfpack

WAtP p44
*pre: Dexterity •••, Stamina •• and Brawl •••, Werewolf
• Worry

•• Trip/Bowl-Over

••• Slow the Prey

•••• Joint Attack


Driving Styles

High Performance

MR p56
*pre: Dexterity •••, Resolve •• and Drive ••
• Speed Demon
Maximum Speed is now Safe Speed
•• Smuggler's Turn
Roll Dexterity+Drive+Handling to eliminate opponent's handling in pursuit unless they also have this merit
••• Safe Passage
Can ignore up to 3 die of hazard penalty
•••• Offensive Driving
Spend WP at the beginning of pursuit and reduce car's structure by 2 at the end to halve (round up) opponent's Acceleration and Handling.

Movement Styles

Parkour

StA p74, Tribes p98
*pre: Dexterity •••, Athletics ••
• Flow
When running, you may negate terrain penalties equal to dots in Parkour. Also, may gauge jump distance reflexively
•• Cat Leap
When using Dex+Ath to reduce falling damage (WoD pg 109), gain one success. Add dots to max damage reduction possible
••• Wall Run
Use Athletics to climb at 10ft+5ft/dot as Instant Action, at a penalty of -1/10ft after the first 10ft
•••• Expert Traceur
When making Athletics rolls for running, jumping or climbing, may make a roll using Rote Action at cost of Defense
••••• Freeflow
After running for at least a minute or by spending one Willpower, may make any Athletics roll for running, jumping or climbing as Reflexive, rather than Instant Action
Spelunker

BotD p92
*pre: Dexterity •••, Athletics •••
• Sure Footed
In enclosed area gain 9-Again to retain balance, ignore penalties to Speed in tight spaces up to Dots
•• Cave Sense
Outside of combat can ignore darkness penalties, in combat ignore 1/2 darkness penalties
••• Squeeze Through
Can fit through openings as if Size were two lower, can move at full speed in this manner if taking one Lethal damage
•••• Free Climb
Roll Wits+Athletics up to Dots times to add successes to Strength+Athletics roll (max +5) to climb any surface
••••• Born to the Cave
See perfectly if any light is present at all, can climb any surface that doesn't impose a penalty without a roll, if attached when climbing underground double your defense, take -1 penalty when climbing outdoors

Debate Styles

Reason

RfR p108
*pre: Intelligence •••, Academics •
• Reference
Declare use at beginning of turn to add a bonus to Integrity for the turn
•• Dilemma
Pose a debate attack that contributes no successes toward the final total, but the opponent does not benefit from Integrity on their next defense.
••• Kairos
Can switch tactics without increasing the debate target number.
•••• Hyperbaton
When defending, can double Integrity and rebutt immediately with a penalized Wits-based reply. Cannot apply Integrity for the remainder of the turn, and counts as a tactics shift if not already using Deft Argument.
••••• Elocutio
Costs a point of Willpower to use, but allows a debate attack against any number of simultaneous opponents, with a penalty proportional to the number attacked.
Rhetoric

RfR p110
*pre: Presence •••, Expression •
• Ad Captandum
Grants a bonus to Presence or Manipulation arguments.
•• Ambiguous Statement
Can substitute Manipulation for Integrity until the next turn
••• Synonymia
Make a Presence or Manipulation attack at a penalty, but inflict a larger penalty on the victim's next attack.
•••• Apologue
After making a Presence or Manipulation attack, can apply full Integrity to all incoming attacks this turn.
••••• Innuendo
Costs a willpower point, but may perform a Humiliating Attack without sacrificing Integrity or losing Integrity for the rest of the debate.
Theology

FotC p99
*pre: Presence ••, Religion ••, Expression •
• Passionate Apologetic

•• Proof Texts

••• Appeal to Witnesses

•••• Zeugma

Social Styles

Social Maneuvers
NHGF p63
pre: Presence •••, Manipulation •••, one Social Skill at ••••
• Sugar Lips, Honey Tongue
target suffers -3 to any further Social resistance rolls
•• Stick and Move
spend WP, gain bonus to all Social rolls equal to half the victims Presence
••• New Approach
spend WP to force a failed Social contest to be rerolled
•••• Chip Away
spend WP, force a -1 penalty to a max of -3 on all Social rolls



Vampires

Vampire

Acute Senses
(•)
Add Blood Potency to all rolls involving the kindred's senses. This includes rolls to remember sensory details.
B&S; SC p109
Altar
(•••)
Grants bonuses to Crúac rituals performed before the altar, and allows characters without dots in Crúac to participate in rituals and add dice bonuses.
CoC p40
B&S; SC p109
Annointed
(••) *pre: Lancea Sanctum Status
Once per chapter, gain the ability to make a Presence+Expression roll to subject listeners to the Raptured condition by way of fiery preaching.
B&S; SC p109/110
Atrocious
(•) *pre: Cannot have Cutthroat or Enticing.
Any rolls involving the Monstrous beast gain the 8-again quality.
B&S; SC p110
Attache
(•) *pre: Invictus Status
Retainers get any combination of the following merits equal to the Kindred's dots in Invictus Status; Contacts, Resources, and Safe Place.
B&S; SC p110
Bad Breeding
(• to •••) *pre: Does not have Good Breeding
May gain a social bonus up to the dot rating amongst those who would underestimate the Kindred due to their background. Also, Kindred from "low society" respect your background and Kindred from "high society" shun you.
Ven 105
Bloodhound
(•••) *pre: Wits •••
Can detect blood, track by blood, or determine details of blood through scent alone.
B&S; SC p110
Cacophony Listener
(••• to •••••)
Familiarity and comprehension of many subtle methods of communique used by Kindred.
Dae 116
Cacophony Saavy
(• to •••) *pre: City Status
At one dot, spot and identify all cacophony messages. Two dots allows one to familiarize themselves with new kindred within a week. Three dots means the character is a hub of local politics, with several benefits.
B&S; SC pg110
Carthian Pull
(•) *pre: Carthian Status
Gain temporary Allies, Contacts, Haven, and Herd merits equal to Carthian Status.
B&S; SC pg110
Claws of the Unholy
(•) *pre: Protean ••••
When using claws granted by Unnatural Aspect, the weapon modifier becomes +0A and ignore all armor not granted by Resilience. Only usable while frenzied or riding the wave.
B&S; SC pg110/111
Close Family
(•)
Add +1 to all blood sympathy bonuses, and apply the 8-again effect to all blood sympathy rolls. Consider all relations one step closer for the purpose of sympathy distances.
Dae p117
B&S; SC pg111
Cutthroat
(•) *pre: Cannot have Atrocious or Enticing.
Any rolls involving the Competitive beast gain the 8-again quality.
B&S; SC pg111
Distant Sympathy
(••) *pre: Blood Potency 6
No longer limited when attempting to sense another through Blood Sympathy; this is only sensory, and does not allow use of disciplines over long distances.
AM 67
Distinguished Palate
(•)
Consider any Taste of Blood roll to be an exceptional success with only a single success.
B&S; SC p111
Doll Face
(•)
Awaken from sleep each night automatically groomed.
Meh 118
Dream Visions
(•)
Once per night, when first meeting a new person or finding a new place, roll blood potency, and on success may ask one question about them.
Meh 119
B&S; SC p111
Dynastic Membership
(• to •••) *pre: Clan Status
Allows several useful bonuses by associating the Kindred in question with elder and more powerful vampires of higher standing, or, at the highest level, as head of a Dynasty.
B&S; SC p112
Enticing
(•) *pre: Cannot have Atrocious or Cutthroat.
All rolls involving the Seductive beast gain the 8-again quality.
B&S; SC
p112
Feeding Grounds
(• to •••••)
Effective places to hunt, whether officially sanctioned or not. Add dots in this merit to any hunting rolls, and to starting vitae rolls. In addition, add the dot rating to any predatory aura conflicts in the territory.
B&S; SC p112
Friends in High Places
(•) *pre: Invictus Status •
Each month, gain a number of favors (or, using the new social system, 'doors') that can be automatically opened, so long as the favor being asked is within an organization's purview.
B&S; SC p112
Ghost Eater
(•••) *pre: Has learned to feed on ghosts in the Underworld
Can feed on ghostly Essence through their anchors; overuse can result in the loss of the ability to feed on blood.
BotD 54
Good Breeding
(• to •••) *pre: Does not have Bad Breeding
May gain a social bonus up to the dot rating amongst those who respect your background.
Also, Kindred from "high society" respect your background and Kindred from "low society" shun you.
Ven 106
Haunted Channel
(• to •••••) *pre:Nosferatu
Ghosts gain +1 bonus per dot to communicate with or manifest near the character.
Nos 109
Haunted Hand
(• to •••••) *pre:Nosferatu
The character gains a +1 bonus per dot in all interactions with a ghost, such as exorcism or communication. Does not apply to the ghost's anchor.
Nos 109
Herd
(• to •••••)
Possession of a faithful group of kine upon which one can easily feed - each week, gain a number of Vitae equal to twice this merit's rating. This requires no rolls, only a quick interlude.
VtR p101
B&S; SC p112
Honey Trap
()
Your blood not only bonds, but invigorates. When a vampire tastes your character's Vitae, they regain a point of Willpower. If this results in a new bond, or increases an existing bond, they also gain an experience.
B&S; SC p112
Inherited Ghoul
(••) *pre: Ghoul (CO only)
Reflects a ghoul who has worked with previous masters, and may possess vital information relating to them.
GHL p71
Inherited Resistance
(•• or ••••) *pre: Ventrue, Animalism • or Domination •
Gains a bonus to resist Animalism and Dominate Disciplines from other Ventrue; four dot variant provides resistance from all clans
Ven 106
Inhuman Resistance
(•••)
Gains a bonus to resist Dominate and Majesty, but a weakness to powers from the Animalism Discipline.
Gang 113
Invested
(•) *pre: Invictus Status •
Divide the Kindred's Invictus Status dots between Herd, Mentor, Resources, and Retainer merits. These can add to existing merit dots or exist on their own. Losing status forfeits the dots as well.
B&S; SC p112
Kindred Medium
(•• or ••••) *pre: Wits ••
Gains a special connection with a spirit, and the ability to see and interact with it, along with the ability to feel the presence of other spirits. Two dots if bought at character creation, four dots otherwise.
Cotd: NO p93
Lordly Palette
(• to •••)
May discern information about a subject through the consumption of their blood.
Ven 106
Noble Heritage
(•• or ••••)
A Roman citizen in noble standing, grants a bonus to Presence or Manipulation rolls to influence citizens who are aware of one's status, but a penalty if tagged as a criminal or a disgrace.
RfR 111
Occultation
(• to •••) *pre: No Fame merit
Penalizes attempts to find the character, even with Auspex; grants a bonus to Obfuscate and a penalty to Majesty.
Meh 120
Of Rose and Thorn
(••••) *pre: Blood Potency ••, Animalism ••
Gain the ability to use Animalism powers on plants
Gang 113
Reagent
(• to •••••) *pre: Ghoul
Reflects a healthy relationship with one's keeper.
GHL p71
Remnant of Clarity
(• to •••) *pre: Blood Potency ••••
Keep a year of memory completely clearly through the Fog of Ages, each dot adds dice to rolls to remember it.
AM 66
Pack Blooded
(••)
Gain significant combat bonuses when nearby other coterie mates who share this merit, but experience a penalty to degeneration in their presence as well.
Gang 114
Requiem Diary
(• to •••••)
Represents a written record of unlife, allowing 9-again on rolls to research one's own past.

Patron
(• to •••••) *pre: Status (Camarilla) or Status (Wing) •••
Be owed favors or debts by one or more individuals, who is expected to do whatever is necessary to pay it off quickly.
RfR 111
Savage Kenning
(•••) *pre: Gangrel, Animalism • or Animal Ken • (CO only)
Gain a bonus to interactions with a specific type of animals.
Gang 114
Social Chameleon
(• to •••) *pre: Fame <= •
Gains a bonus to all social rolls within a specified subculture.
Dae p115
Swarm Mind
(••) *pre: Protean ••••
Transform into a swarm of small animals, but suffer mental derangement for a time after reforming.
Gang 114
Taste of the Strange
(•) *pre: Blood Potency •••••••
Allows one to regain Vitae from drinking the blood of other supernatural creatures; may be taken up to three times.
AM 67
Tenacious Consciousness
(••)
Gain a +2 bonus to awaken from torpor or daytime slumber due to external threats.
AM 67
Tomb
(• to ••••) *pre: Haven
Add dots in Tomb to Haven Security for the purposes of repelling intrusion.
AM 67
True Worm
(•••) *pre:Nosferatu
Can stay awake through the day, functioning at 1/2 max speed. Must be 30 feet or more underground, in tunnels never touched by the sun. Increases damage given by sunlight by +1.
Nos 109
Undead Menses
(•••) *pre: Female
Experience menstruation, which grants a variety of special powers.
Gang 115
Unliving Anchor
(• to •••••) *pre:Nosferatu
The Nosferatu becomes an anchor for a ghost, whose numina equals the purchased dots. The ghost acts as a retainer, but occasionally asks favors, losing numina if they are not carried out.
Nos 109
Unyeilding Mask
(••• or ••••) *pre:Nosferatu
Permanently affixes a mask to the face. At •••, grants a +2 to resist mental and social Disciplines. At ••••, it also grants +1 to any appropriate Social skill.

Vice over Virtue
(••) *pre: Blood Potency •••, Humanity <5, 100 years old.
Reverse how one regains Willpower through Vice and Virtue; Vice returns all spent Willpower, and Virtue returns a single point.
AM 68
Vitae Connoisseur
(•) *pre: Blood Potency •••
Choose a specific kind of favored prey (blondes, terrified victims, etc.) and regain a point of Willpower. This only works once a night.
AM 68
Voyeur
(••• or •••••) *pre: Daeva
Once per session, regain Willpower as someone else indulges their vice. Three dots requires the Daeva to act as a tempter, with five dots simply observation will suffice.
Dae p117
Zeal
(••) *Pre: Resolve •••
Gain a +1 bonus to all social rolls where one's cause might prove helpful. Substitute Resolve for a lower attribute once per chapter.
AM 68-69

Carthian Merits

Carthian Lawyer
(••) *pre: Status (Carthians), Academics •
Character is adept at twisting Carthian Law for their own purposes.
Carthians 184
Carthian Pull
(• to •••••) *pre: Status (Carthians) >= Dots
Once per month, may substitute Carthian Pull dots for Contacts, Haven, Herd, or Resources.
Carthians 181
Coder Clique
(•) *pre: Status (Carthians) •, Computer ••
Gains 9-Again on Computer rolls
Carthians 181
Current Events Circle
(•) *pre: Status (Carthians) •, Politics ••
Gains 9-Again on Politics rolls
Carthians 182
Debate Club
(•) *pre: Status (Carthians) •, Persuasion ••
Gains 9-Again on Persuasion rolls
Carthians 182
Encounter Group
(•) *pre: Status (Carthians) •, Empathy ••
Gains 9-Again on Empathy rolls
Carthians 182
Lab Section
(•) *pre: Status (Carthians) •, Medicine ••
Gains 9-Again on Medicine rolls
Carthians 182
Night Doctor Surgery
(•••) *pre: Status (Carthians) •••, Medicine •••, Night Doctor clique
Perform surgery to convert lethal to bashing damage, or aggravated to lethal
Carthians 183
Study Group
(•) *pre: Status (Carthians) •, Academics ••
Gains 9-Again on Academics rolls
Carthians 181
Theater Society
(•) *pre: Status (Carthians) •, Expression ••
Gains 9-Again on Expression rolls
Carthians 182
The Right Bar
(•) *pre: Status (Carthians) •, Streetwise ••
Gains 9-Again on Streetwise rolls
Carthians 182

Invictus Merits

House Membership
(• or •••) *pre: Vampire or Ghoul
Reflects membership in a dynastic house, granting social bonuses equal to merit dots when interacting with others of the House.
Inv 187
Speaker for the Eclipsed
(• to •••••) *pre: Torpor Connection •••
May telepathically commune with a torpid fellow, at a distance of up to five miles per dot in this merit.
Inv 188
Tap of the Torpid Mind
(• to •••••) *pre: Vampire, House Membership •••, Speaker for the Eclipsed •
May briefly use the skill or discipline of the target of Speaker for the Eclipsed
Inv 188
Torpor Connection
(• to •••••) *pre: Vampire, Presence ••, House Membership •
Commune with a specific torpid fellow.
Inv 187
Virtue's Twin
(•••) *pre: Vampire, House Membership •••
Torpor duration uses the Humanity of the highest house member with this merit.
Inv 188
Will of the Dynasty
(•••) *pre: Vampire, House Membership •••
Any attempts to compel the character with this merit to act against their house is resisted as if they had spent a willpower point.
Inv 188

Ordo Dracul Merits

Crucible Ritual
(•••) *pre: Resolve •• and Coils •
Can make use of a 'crucible', a beneficial type of Wyrm's Nest. Can gain a discount to learn a coil or other benefits.
OD 202
Fontal Ritual
(••) *pre: Academics • and Occult ••
Can make use of Wyrm's Nests known as "wellheads" or "fontal nests"; can learn fontal rituals and gains bonuses to find fontal nests.
OD 202
Geomantic Nexus
(• to ••••• and • to •••; special) *pre: Occult ••• and Wits ••
Has a specially prepared area which provides bonuses to specific actions within; similar to and can overlap with the Haven merit.
OD 202
Mind of the Devouring Worm
(•••) *pre: Intelligence •••, Kindred Only
As Eidetic Memory, but can be purchased after character creation.
OD 203
Mind of the Unblinking Serpent
(••) *pre: Mind of the Devouring Worm
Can determine when Obsfucate or Dominate have been used on the character.
OD 203
Mind of the Inscrutable Hydra
(••) *pre: Mind of the Unblinking Serpent
Character can switch their mind to a state that grants a penalty to Intelligence tests, but all effects that attempt to read their mind are resisted or contested as if a Willpower point had been spent.
OD 203


Damnation CityBarony Merits
Cant Fluency (·) – DC p200
Prerequisite: Politics · or Occult · or Streetwise ·
Cant Savvy (··) – DC p200
Prerequisite: Intelegence ·· and Politics · or Occult · or Streetwise ·
Connections (· to ·····) – DC p200
Prerequisite: Presence ·· and Politics ·· or Streetwise ···
Domain (· to ·····) – DC p200
Prerequisite: Fealty Flaw
Feeding Ground (· to ·····) – DC p202
Prerequisite: Fealty Flaw (for ···· and ····· only)
Site (· to ·····) – DC p202
Tenant (· to ·····) – DC p202
Prerequisite: Domain Size per merit, Fealty Flaw
Vassal (· to ·····) – DC p203
Prerequisite: Domain Size per merit, Fealty Flaw

Werewolves

Ancestral Vessel
(• to •••••) *pre: Lodge of Voices
Allows the channeling of a specific ancestor spirit, granting skill bonuses or other wisdom.
Faithful 104
Animal Magnetism
(•••)
Reduces penalty from Primal Urge for purposes of seduction, but penalizes all social rolls with those not attracted to you
Rage p105
Auspice Blessing
(•) *pre: One Auspice Affinity skill at •• (CO)
When auspice moon is visible overhead, gain a bonus to a select affinity skill
Rage p103
Beginner's Luck
(••)
Only -1 for Untrained Mental Skills. Dramatic failure results in losing a point of Willpower.
SotM p29
Chain Breaker
(••••) *pre: Lodge of Ashes
Frees a spirit from a bound fetish.
Faithful 36
Ephemeral Reckoning
(•• or ••••)
Two dot version can sense the resonance of an area, four dot can sense the resonance of a source of Essence
Rage p103
Eyrie
(•••) Pre: Uratha
+2 Perception within your territory. +1 to ranged attack pools within the territory
Terr p47
Far-Runner's Intuition
(•••)*pre: Irraka, Streetwise ••, Survival ••, Shared Totem ••••••••••+
May roll Wits + Streetice or Wits+Survival to find a given packmate in the city or the wild, respectively along with other details.
SotM p30
Fetish
(• to •••••)
An item containing a bound spirit which has a specific, useful benefit.
WtF p79
Local
(••) Pre: Uratha
+1 to social rolls dealing with humans within the werewolfs territory. Humans living in the territory get +1 effective willpower for Lunacy caused by the werewolf with this merit.
Terr p47
Mercy of Luna
(•••)*pre: Irraka
May spend a point of Willpower to reduce Primal Urge Social penalties by Cunning score to a max of of 0.
SotM p30
Metabolic Control
(••) *pre: Stamina •••
May suppress regeneration or other physical advantages of being a werewolf in order to hide
Rage p105
Moon Centered
(••)
During auspice moon gain a bonus to rolls to stay in war form, but suffer a penalty to Composure checks until the first such transformation is done in a lunar cycle.
Rage p103
Naturally Deceptive
(•••)*pre: Irraka, Cunning ••••
By spending a point of Willpower on a Larceny, Stealth ,or Subterfuge the Irraka may add their Cunning score instead of +3.
SotM p30
Nimble Defender
(••••) Pre: Uratha.
+1 Defense within your territory. +1 to Athletics to move around your territory.
Terr p47
Pathfinder's Blessing
(••••) *pre: Irraka
The Irraka rolls 4 additional dice for Pathfinder's Sense instead of the normal 2.
SotM p30
Predator’s Gaze
(••) *pre: Presence ••, Intimidation ••
Make people slightly uncomfortable, making them more inclined to do what you say or do anything to make you go away.
Rage p103
Prophet's Voice
(•••) *pre: Resolve ••
Similar to Dream merit; can gain symbolic but prophetic visions once per story
Faithful 79
Scout
(••)
+1 perception and Stealth in another pack's territory, as long as you are not attacked or interfered with.
Territories p48
Secret Paths
(••) Pre: Uratha
+2 stealth within one's territory. A hiding place can be created in a turn which provides a further +2 and 1 point of cover.
Terr p47
Short Cuts
(•) Pre: Uratha
Werewolves with this merit can find alternate paths around obstacles in their territory without losing any time.
Terr p47
Staunch Defender
(•••) Pre: Uratha
+1 to attack pools with claws and teeth against invaders of your territory. Drawback: -1 to Death Rage while defending your territory
Terr p48
Strong Bloodline
(•) *pre: Ivory Claw
Increases effective Purity renown for some social purposes.
Pure 111
Trained Senses
(••)*pre: Resolve •••
May ignore up to two dice of penalties to perception rolls. By spending a point of Willpower the Werewolf may ignore a penalty of any size for a perception roll.
SotM p30
Territorial Familiarity
(• to •••)
+2 to Survival within region of territory. At one dot, this territory is a few city blocks. Three dots, it is several miles worth of territory. Werewolves get the full effect at 2 dots.
BotW p99
Vicious Attacker
(•••) Pre: Uratha
+1 to attack pools against werewolves in their territory.
Terr p48

Mages

Additional Familiars
(••)
TotW p154
have multiple spirit companions
Ancient Lands Awakening
(••••) *pre: Virtue of Charity or Hope (CO)
GoG p23
gain Rotes, mana from Virtue
Artifact
(•••+) (mult)
M:tA p80
treasure, imbued, refills own Mana
Atlantean Hesychia
(•) *pre: High Speech
SotRT p111
reach Astral Planes easier
Cartomancer
(• to •••) *pre: Occult Specialty of Tarot, Wits •••
KST p13, Tarot
gain benefits to magical tasks from Tarot draw
Daimon
(•••)
TotW p66
specialized Dream
Destiny
(• to •••••)
M:tA p81
bonus die pool, associated Bane penalty
Dream
(• to •••••)
M:tA p82
gain clues to questions
Enhanced Item
(• to •••••) (mult)
M:tA p82
super-effective tool
Enhanced Item: Armor

AA p201

Enhanced Item: Bulletproof

AA p202

Enhanced Item: Decreased Size

GotV p204

Extemporaneous Affinity
(•, ••• or •••••)
Ban p41
+1/2/3 to casting Improvised Spells, represents extensive time with no formal training
Familiar
(••• or ••••)
M:tA p82
Fetch/Animal spirit
Feral Mien
(•••)
TotW p154
+3 on Intimidation/Seduction rolls
Friend of Beasts
(• or ••)
TotW p154
+3 on Animal Ken, -2/0 on Socialize
Geomancer
(•) *pre: Occult Specialty of Geomancy
S&S 99, SotRT 51, LoP
understand and alter Ley Line with construction
Gesture Lore
(• to •••••) *pre: Dexterity •••, Occult •••
TotM p94
modify Rote mundras between forms
Ghost Familiar
(•••)
Summ p39
Ghost bound as Familiar
Glyph Lore
(• to ••••) *pre: High Speech, Intelligence •••, Occult •••
TotM p97
modify Rune aspects between forms
Goetic Familiar
(•••• or •••••) *pre: have cast "Goetic Manifestation"
GoG p96
attach an embodiment of your Vice to yourself as a familiar
Guise of Death
(•••••) *pre: Gnosis •••••, Stamina ••••
Summ p184
Coat a Soul Stone in blood to substitute for human sacrafice
High Speech
(•)
M:tA p84
allows use of Words of Power
Identity Anchor
(••)
TotW p153
never risk sentience when shapechanged
Imbued Item
(••+) (mult)
M:tA p84
item with magical ability
Law of Embodiment
(•••••) *pre: Gnosis •••, at least 5 Rotes
TotM p77
cast Rote while attacking
Long Shifting
(•••)
TotW p154
cast Shapechange as if +2 Life
Manifestation Machine
(• to •••) *pre: Familiar •••
FC p131
+1/dot to Fetch's Manifest rolls
Master Exorcist
(••) *pre: Spirit •••
TotW p153
gain +3 to end possessions
Occultation
(• to •••)
M:tA p86
become lost to mortal society
Otherworldly Eyes
(••) *pre: Spirit •
TotW p154
+2 to see Shadow, -2 to see Fallen
Otherworldly Lore
(••••) *pre: Gnosis •••
Summ p184
gain 9-Again when dealing with a particular breed of other-world creature
Potent Familiar
(••) (CO)
TotW p154
gain bonus points to create Familiar
Predator’s Innocence
(•••)
TotW p154
be less bothered by natural cycle
Rote Specialty
(• to •••) *pre: not a full member of any Order
Ban p42
gain one Skill-based Rote Specialty / dot
Ritual Synergy
(••• or •••••) *pre: Gnosis ••• or Gnosis •••••, Storyteller Option
TotM 74
cooperate on a spell even if not all participants can cast it
Slayer
(•••) *pre: Occult 4, Brawl 4 or Weaponry 4
Summ p185
May make Int+Occult check to reduce summoned creature's Defense against attacks
Sleepwalker Retainer
(• to •••••) (mult)
M:tA p88
faithful Sleepwalker assistant
Spirit Status
(••, •••• or •••••)
TotW p154
remove -1/dot penalty for Spirit negotiations
Status (Consilium)
(• to •••••)
M:tA p88
Awakened society standing
Status (Order)
(• to •••••)
M:tA p88
Order standing, 1 dot is full member
Summoner's Soul
(•••) (CO)
Summ p186
gain bonuses when dealing with creatures of favored Realm
Supernal Anchor
(•••••) *pre: Gnosis •••••
Summ p186
defeat Supernal creature in combat to create artificial Soul Stone
Supernal Companion
(•••••)
Summ p186
Familiar from Supernal Realm
Thrall
(•••) (mult)
M:tA p89
owned Soulstone, 3 tasks provided
Void Scourged
(•• (at character creation) or ••••)
Summ p187
gain bonuses when interacting with Acamoth and Gulmoth
Order Merits



Ancient Signs
(•••) *pre: Occult •••, Status (Guardians of the Veil) •
GotV p58
influence secret societies
Athenaeum
(• to •••••) *pre: Status (Mysterium) •, Sanctum •
Myst p66
gain two dots in Laboratory, Library or Scriptorium per dot
Graduate of Otranto
(•••) *pre: Acanthus, Status (Mysterium) •, graduate of Scuola di Otranto
Myst p72
gain bonus to cast curses
Masque
(•) *pre: Manipulation •••, Status (Guardians of the Veil) • (mult)
GotV p69
alternate identities, various bonuses (see below)
Mystery Initiation
(• to •••••) *pre: Status (Mysterium) >= dots
Myst p102
gain bonuses related to Order
Oathbound
(• to •••••) *pre: Adamantine Arrow
AA p63
bind Allegiance, Principle or Questing Oaths to your soul to gain benefits
Legacy Merits



Celestial Name
(• to •••••••) *pre: Thrice Great
L:tA p114
aid in dealing with planetary spirits
Dreamland
(• to •••••) *pre: Dreamspeaker
L:tA p21
visit Dreamtime Libraries
Image of Perfection
(••) *pre: Echo Walker, Death ••
L:tA p108
resist insanity with driving goal
Skald Cant
(•) *pre: Skald, Composure ••, Expression ••
L:tA p86
aid in memory and spirit dealing
Tradition Merits



Astral Adept
(•••) *pre: Magical Tradition (Taoism)
MT p57
travel to Astral Planes anywhere
Magical Tradition
(••) *pre: Occult ••, Academics or Occult Specialty in Tradition
MT p23
gain bonus to Tradition Rotes
Lu
(• to •••••) *pre: Magical Tradition (Taoism)
MT p54
call on spirit court for service
Archmasters



Pawns
(• to •••••)
IM p14
lesser mages as allies

Guardians of the Veil Masques

Greater
Lesser
Description
Token
Benefit
Penalty
Page
The Beloved (Charity)
Avenging Son (Wrath)
Strong and Energetic, wearing Symbols of Loyalty
Keepsake from his 'Family'
+1 Stamina-based Rolls
-2 Subterfuge Rolls
GotV p69

Holy Concubine (Lust)
A Sensual Style; adopting a confident, suggestive mannerism
Token of Affection from a Lover
+1 Persuasion-based Rolls
-2 Empathy Rolls
GotV p69-70

Lancet Master (Greed)
A spotless, meticulous and stylish appearance
Expensive tool used by her healing professions
+1 Intelligence-Based rolls, relating to her healing profession
-2 Socialize Rolls
GotV p70

Lord Incarnadine
(Pride)
Haggard and unkempt
Worn or battered symbol of Office
+1 Persuasion-based Rolls
-2 Socialize Rolls
GotV p70

Prince of Feasts (Gluttony)
Crumpled expensive clothes. May be rotund or unhealthy.
Item that acquires expensive pleasures for all in his company.
+2 Socialize Rolls
-2 Intimidation Rolls
GotV p70

Silver Cestus (Envy)
A bit past his prime.
A memento of a student's victory
+2 Expression Rolls
-2 Socialize Rolls
GotV p70

Weaver of Whispers (Sloth)
A bland, unobtrusive style.
Anything that contains associates' contact information.
+2 to dice rolls relating to Allies or Contacts merits.
-2 Intimidation Rolls
GotV p70-71
The Devout (Faith)
Brother Smoke (Gluttony)
Groomed, but with a Mystic's appearance
Paraphernalia that allows indulgence in his habits.
+2 Occult Rolls
-2 Empathy Rolls
GotV p71

Cave Shadow (Sloth)
Filthy and/or Eccentric
A small retreat
+1 Intelligence Based Rolls
-2 Socialize Rolls
GotV p71-72

Flame Tender (Envy)
Meticulously groomed according to belief system.
Reminder of specific ideology.
+2 Intimidation based rolls
-2 Empathy Rolls
GotV p72

Heretic (Pride)
Dressed according to beliefs; rejection of normality.
Visible Symbol of beliefs; can never be concealed.
+2 Intimidation based rolls
-2 Socialize Rolls
GotV p72

Skull Priest (Wrath)
Small but fearsome in appearance. A demagogue
A representation of death and violence
+2 Expression Rolls
-2 Empathy Rolls
GotV p72

Vermillion Stole (Greed)
Juxtaposition between luxury and folksy pretense.
Ideological symbol, mixed with their own image.
+1 Persuasion-based rolls
-2 Socialize Rolls
GotV p72

Wounded Monk (Lust)
Appears as his beliefs compel him to; though too constructed.
Hidden item from a lover or a similar sign of his own passions.
+2 Subterfuge-based rolls
-2 Expression rolls
GotV p72-73
The Exactors (Prudence)
Binder of Night (Gluttony)
An unsettling gaze.
Book, Files, or mobile computer about the occult; dark side of Human Nature
+2 Occult Rolls
-2 Empathy Rolls
GotV p73

Eye of Mars (Wrath)
Practically dressed
Well-maintained weapon ready.
+2 to One of the following: Brawl, Firearms, Weaponry
-1 Manipulation-based Rolls
GotV p73

Golden Hand (Greed)
Modern, meek and unassuming
May not cast vulgar spells
Spend willpower to gain 9 again to mundane, nonviolent task along with normal willpower benefits.
-2 dice penalty on the first roll, exposed to supernatural or violence
GotV p73

Good Death (Envy)
However needed to accomplish a mission
An item carried by last victim
+2 Stealth Roll
-1 Wisdom Roll
GotV p74

Lord Chain (Lust)
Cold expression, expensive wardrobes, trinkets stolen from 'slaves.'
A mark of proof of Lord Chain's hold over others.
+2 Streetwise Rolls
-2 Empathy Rolls
GotV p74

Scepter (Pride)
Confident Gaze, dressed as a leader
Item or dressed speaking to his leadership in an organization
+1 Manipulation-based rolls
-1 Composure-based rolls.
GotV p74

Shieldbearer (Sloth)
According to the rules
Gift from their masters
+2 to a Mental, Physical or Social Skill
-1 Resolve-based Rolls
GotV p74
The Fools (Hope)
Bright Mantle (Pride)
Trendy or cutting-edge styles
Memento of last party or invitation to a party
+2 Socialize roll
-2 Subterfuge roll
GotV p75

Crooked Staff (Envy)
Out of date
Personal memento at least 10 years old
+2 to specified Mental skill
-2 Expression roll
GotV p75

Innocent (Greed)
As children or the style of their guardian
Toy or game
+2 Investigation rolls
-1 Composure rolls
GotV p75

Lord Talon (Wrath)
Rough, practical, confident
Knife
+2 Survival rolls
-2 Empathy rolls
GotV p75

Master of Dust (Gluttony)
Formerly expensive, but now threadbare and dated
Object of old prestige
+2 Expression rolls
-2 Streetwise rolls
GotV p75

Hearthkeeper (Lust)
None in particular, tends to be older
Token from lover
+2 Empathy rolls
-2 Intimidation rolls
GotV p75

Untended Forge (Sloth)
Slovenly, but also to provoke sympathy or respect
Money equal to Resources 1 for the day that wasn't earned or stolen
+1 Persuasion rolls
-1 Resolve rolls
GotV p76
The Magistrates (Justice)
Adamant Judge (Envy)
Obeys all rules and customs of station
Symbol of authority in judging others
+2 Politics rolls
-2 Socialize
GotV p76

Diamond Triangle (Pride)
According to professional responsibilities
Profession's signature tools
+2 to specified Mental skill
-2 Empathy
GotV p76

Factor (Sloth)
Whatever the supervisor demands
Sign of allegiance
+2 Politics
-1 Resolve
GotV p76

Lord Asp (Wrath)
Conservative
Armed
+2 to One of the following: Brawl, Firearms, Weaponry
-1 Composure
GotV p76

Sighing Tower (Lust)
Bussinesslike, but somewhat idiosyncratic
Status 3
+1 Persuasion
-1 Resolve
GotV p77

Silver Key (Greed)
Ostentatious
PDA, ledger or something to record recent business activity
+1 Manipulation
-2 Empathy
GotV p77

Whip (Gluttony)
Confident with style fitting doctrine
Carries order from superior
+2 Intimidation
-2 Socialize
GotV p78
The Unbowed (Fortitude)
Apprentice Forge-Coal (Envy)
Fashion of field
Relevant study materials
+2 to specified Mental skill
-2 Expression
GotV p78

Gray Cloud (Sloth)
Shabby, emotionless, monotonous tone
Every scene, self-depreciating digression or hopeless talk
+1 Persuasion
-2 Socialize
GotV p78

Hound of Flowers (Lust)
Either careless or obsessively tailored for love's preference
Memento of love
+2 Investigation
-2 Subterfuge
GotV p78

Jade Seeker (Gluttony)
Worn
A running debt. (Optionally -1 Resources)
+2 Socialize
Debt
GotV p78

Master Tarnish (Greed)
Poor, but fiery-eyed
Hidden stash of Resources 3 or more
+2 Survival
-2 Socialize
GotV p79

Prince Ragged (Pride)
Poor but clean and upright
Symbol of aspirations
+2 Survival
-2 Subterfuge
GotV p79

Stone Sentinel (Wrath)
Uniform or uniform-like
Style of dress in conformity to role
+2 Intimidation
-2 Socialize
GotV p79
The Viziers (Temperance)
Crown of Eyes (Wrath)
Casual
Camera or notebook
+2 Streetwise
-2 Expression
GotV p79

Lord Scar (Lust)
No mark on appearance
Must act on plans on a weekly basis
+2 Subterfuge
-2 Intimidation
GotV p80

Opener of Ways (Greed)
Polite, humble
Memento of last professional relationship
+1 Wits
-2 Subterfuge
GotV p80

Regent (Envy)
Air of muted power
Objects that represent their charge
+2 Politics
-1 Persuasion
GotV p81

Runehold (Sloth)
Messy and out of style
Corroded tool or dog-eared book related to field
+2 to two specified Mental skills
-2 Empathy and Socialize
GotV p81

Twins of the Ring (Gluttony)
Combination of cheap and expensive clothing
Symbol that allows him to go wherever patron goes
+2 Socialize
+2 Intimidation
GotV p81

Untwisted Branch (Pride)
Neat, functional
Object representing whatever they're devoted to
+1 Resolve
-2 Politics
GotV p81

Prometheans

Name
Cost
Prerequisites
Source
Summary
Acid Stomach


SA p55
digest any ingested substance, instead of purely organic
Azothic Object
• to •••••

SA p55
own a Pyros-infused object
Companion
••• or ••••
Ephemeral Flesh bestowment
SA p55
Spirit companion follows and aids you
Device
•• to •••••
Unfleshed
SN p59
internal mechanism
Elpis
• to •••••

PtC p95
gain insight into Milestones
Famous Face
• to •••

SA p56
influence those your corpse used to know
Fresh Corpse
•• (CO)

SA p58
ignore untrained physical penalties
Good Brain
••• (CO)

SA p58
ignore untrained mental penalties
Hideous Anyway
••

SA p58
improves intimidation, but damages other social rolls
Incorruptible
••••
Composure •••
PB p49
bonus on humanity rolls when activating Pandoran transmutations
Pilgrim
••
experienced the Revelation
MO p53
when telling the story of your Pilgrimage, gain Willpower
Pilgrim
••••
Elpis ••, Humanity 6
SA p58
Gain more Vitriol from Milestones
Repute
• to •••

PtC p97
Status amongst Prometheans
Residual Memory
• to •••••

PtC p97
have clearer memories of your past life
Shabti
•••
Revivification bestowment
SA p58
Pyros-infused statue companion
Shepherd
••••
Elpis •, Repute ••, Humanity 6
SA p59
Help others gain Vitriol from Milestones
Unpalatable Aura
••

PtC p98
Pandorans attack other Prometheans for food first
Weatherproof
• (CO)

SA p59
never be affected by environmental conditions

Changelings

Merit
Cost
Prerequisites
Source
Description
Age Reversal
(•)
Wyrd ••••
NH:GF p84
Your Changeling begins to age backwards.
Arcadian Body
(••••)
Attribute •••+
Creation Only
RoS p87
Bring an attribute to a maximum of +6 , 5th dot only costs one dot at character creation.
Arcadian Metabolism
(•••)
-
RoS p87
Greater healing when eating Goblin Fruits, but suffer malnutrition without one Fruit per week.
Brownie's Boon
(•)
-
RoS p88
You complete mundane tasks in half the time that it would take others! Well, except you can't be watched while you do it. You can spend a glamour to half this time again. And again. And a gain. Though, this tops out at being able to finish something in 1/16th the time.
Charmed Life
(••)
-
RoS p88
Reroll when dealt aggravated damage or would otherwise be killed.
Court Goodwill
(• to •••••)
-
CtL p93
AN p. 45
Develop favor with members of a Court. Ensorcelled mortals can take this merit.
Devotee
(• to •••••)
Wyrd •••••••
ER p14
You have a group of loyal, but broken followers.
Disenchanting Kiss
(••••)
Wyrd •••••
Clarity 9+
SaD p92
With high Clarity, you have a kiss that cancels mind and emotional controll
Dual Kith
(•••)
Wyrd ••
WM p98
Your character possesses two or more kiths, and by proxy the blessing that comes with it.
Dual Kith
(•• or •••)
Creation Only
RoS p88
Your character possesses two or more kiths, and by proxy the blessing that comes with it.
Enchanting Performance
(••••)
Expression •••
RoS p88
Reduce negative situation modifiers to Expression or Persuasion equal to your wyrd. Spending a point of Glamour the performance becomes rote, and if successful, it inspires an emotion appropriate to performance.
Fae Mount
(•, ••, ••• or •••••)
-
RoS p89
You own a Hobgoblin/Token/Otherwise magical mount.
• = Appearing when called.
•• = As • , but with single magical ability
••• = As ••, but with another magical ability
••••• = As •••, but capable of leaving the Hedge for a scene, complete with mask. Must return to the Hedge for 24 hours afterwards.
Faerie Favor
(•••)
-
RoS p90
You possess a token, which, when broken, will summon your Keeper, who owes you a single favor.
Faerie Healing
(••)
-
RoS p90
Capable of using Goblin Fruits to restore health to others. Does not apply to the dead (Ghosts, Vampires)
Fighting Style
Dream Combat
(• to •••••)
Wyrd ••, Empathy •••
RoS p90
Abilities for fighting while in a dream. Look under the Styles Merits page for more information.
Fighting Style
Hedge Duelist
(• to •••••)
Wyrd •••
RoS p91
Abilities to use in a formal duel while in the Hedge. Look under the Styles Merits page for more information.
Gentrified Bearing
(••••)
Wyrd •••
RoS p92
You look a bit like the True Fae, and can fool Hobgoblins and Gentry at a distance.
Goblin Merchant
(• or •••)
-
Goblin Markets p34
Sell at Goblin Market without being price-gouged and while protected by Market Law
Goblin Vow
(• to •••••)
-
RoS p38
Can make pledges with one Wyrd-purview/dot; no sanction and boon and task must be related to purview
Harvest
(• to •••••)
-
CtL p94
A list of your consistent sources of Glamour. Examples include: Emotion, Dreaming, Oaths, Hedge Fruit
Hedge Gate Sense
(•)
-
RoS p92
Sensitivity to established Hedge Gates, lower time spent finding such a gate cut by half, granted a reflexive roll when near one.
Hedgebeast Companion
(• to •••)
-
AN p132
Intelligent Hobgoblin familiars who act as animal retainers. The more dots you have, the stronger the Hobgoblin is.
Hidden Life
(• to •••)
Fame 0,
Wyrd equal to dots in Hidden Life
RoS p92
Seeking information about your character takes a penalty, including remembering contact or physical details.
Hob Kin
(••)
Hollow •+
RoS p92
Feel like family to Hobs, making it easier to make fair deals with them.
Hobgoblin Trainer
(••)
-
RoS p93
Ability (and rules) for temporarily training Hobgoblins.
Lethal Mien
(••)
Wyrd •••
RoS p94
A part of the body becomes a weapon, and granted a damage bonus. This can stack with Blessings.
Long of Days
(••)
-
RoS p94
When determining maximum age, the Changeling is treated as if her Wyrd is +4. For information on aging, see CtL p. 174 - 175.
Mantle
(• to •••••)
-
CtL p97
Membership in a court, benefits in the form of bonuses to social interaction, Contracts and Blessing. The first dot for free.
Manymask
(• to •••••)
Wyrd •••••••
ER p14
The Changeling possesses multiple masks (One per dot) and can change them. The masks do not change your size and gender.
Market Familiarity
(• or •••)
Changeling
Goblin Markets p14
Locate and attend Goblin Markets.
Market Sense
(•)
-
RoS p94 or
Goblin Markets p33
+3 bonus to determine if being cheated in deals.
Market Stall
(••••)
Goblin Merchant •••
Goblin Markets p34
Own a stall where you can store goods and be able to extract and store abstractions.
New Identity
(•, •• or •••• )
-
CtL p98
AN p45
The quality of legal (Or illegal) documentation supporting your new identity. This merit can be taken by mortals or other supernaturals as well.
Perfect Stillness
(•)
Stealth •
RoS
p94
The Changeling is capable of standing absolutely still, and all rolls to notice or locate take -2.
Pledgesmith
(• to •••)
-
RoS p94
Your character is known for having a way with words. Gain +1 for every merit dot when discussing Pledges.
Prophet Circle
(• to •••••)
-
RoS p94
Grants ensorcelled mortals to receive Prophetic dreams. Costs 1 glamour and a Wits + Occult roll.
Rigid Mask
(••)
Subterfuge ••
RoS p95
Hide your emotions very well, even from lie detectors and such.
Second-Hand Skills
(• to •••)
Wyrd •••
Goblin Markets p26
Gain bonus equal to dots to three skills once per Chapter.
Shared Sleep
(•)
Functional Multiple Personalities
or Multiple Personality Disorder
CtL p44
Need only 4 hours sleep as long as you spends 6 hours in each of your personalities.
Siren Song
(•••)
-
RoS p96
While speaking, everyone within earshot takes a -2 penalty to all actions.
Slave
(• to •••••)
-
Goblin Markets p23
Supernatural servant purchased at Market.
Soul Sense
(••)
A Living Fetch
RoS p96
Always know the direction and distance to your Fetch, its moods and emotions, and a +2 to social rolls when interacting. Take penalties when it is injured or killed.
Sublime
(•••••)
Wyrd •••••••••
ER p14
The Changeling's mein becomes transcendental, and mortals become bewitched, limiting their actions. Changelings must roll Resolve + Composure or be bewitched.
Narrative Master
(•••)
Wyrd •••
SaD p78
Spend Glamour to increase Talecrafting rolls.
Token
(• to •••••)
-
CtL p98
Own a once mundane charm turned magical from its time in the Hedge or Arcadia. You may not use this merit to obtain Legendary Tokens (••••• or more). See the list here.
Token Maker
(•••)
Wyrd •••, Crafts •••
RoSp150
Through extended actions and spending Glamour a Changeling may create a Token at 25 successes per level.
Tokenmaster
(•••)
Wyrd •••••••
ER p14
Being in constant touch with objects turns them into Tokens. See the list here.
Unseen Sense, Talecrafting
(•••)
Wits •••
Academics ••
SaD p78
Sense when the an opportunity to set up a Hook comes up.
Visionary Dreams
(••)
Wyrd •••
RoS p97
Your character receives Prophetic Dreams. Costs 1 Willpower point and a Intelligence + Wits roll.
Wholesale Wares
(• to ••)
Market Stall ••••
Goblin Markets p35
Once per chapter, reduce the cost of an item by dots in the Merit so long as intent is to resell.
Wisdom of Dreams
(•••)
Wyrd ••+
RoS p97
A successful Wits + Composure leads to borrowing a skill specialty or language for one day from a known mortals dreams
Wyrdskill
(•••)
Wyrd ••••••
ER p15
Gain a free skill specialty in one field every time you grow in Wyrd. Developing other skills may cost more.

Kith Restricted Merits

Kiss of Life
(••••) *pre: Sap the Vital Spark Blessing
SaD p24
The Leechfinger can store stolen health and use it to heal himself or others.
Subtle Liquer
(•) *pre: Inebriating Elixir Blessing
SaD p29
When the Brewer uses his blessing, the merit makes the fermented drink unrecognizable as alcoholic.

Entitlement Restricted Merits

Outsider Fetish
(• to •••) *pre: The Lord Sages of the Unknown Reaches
LoS p150
Begin play with a talen or fetish. Must be instructed on the usage by a Werewolf. List of Talens and Fetishs.

Milestone Merits

You may not buy Milestone Merits. All Milestone Merits are granted when a Changeling kills her Fetch. They have no dots.
For more information on Fetch Hunting, go to p. 109 - 110 in Autumn Nightmares.
Bloodied Ground
AN p. 103
The milestone is achieved on the human side of an open gateway (The Hedge must be seen). Reach the spot where the Fetch died easier.
Broken Mirror
CtL p. 259
The milestone is achieved when done personally. Once per story, the Changeling can activate the merit to gain +3 to any roll.
Cuckoo's Egg
AN p. 103
The milestone is achieved with no witnesses, even animals. Receive an item that lets you play the part of the fetch. Can be stolen and used to impersonate the Changeling.
False Heart
AN p. 103
The milestone is achieved. A fist-sized object that was the fetches heart is taken, which can be used as Glamour reserves. Usable only by the owner.
Fetchbane
AN p. 103
The milestone is achieved with a single weapon not made of Cold Iron. The weapon does lethal damage (Or +2 if lethal) when infused with Glamour. Take penalties for using it in self-defense.
Shared Guilt
AN p. 103
The milestone is achieved when every member of a motley gets at least one hit into a Fetch, and is applied to every member. When any member is rolling for degeneration, the motley can activate this merit to have every member roll a degeneration check. If there is even one success, then it counts as a sucess for everyone.

Fate Merits

Take these merits only at your ST's discretion.
Fatebound Title
Merit Cost (•••)
*Pre: Wyrd (•••)
and...
Page
Effect
Drawback
Bean Buyer
Streetwise •••
SaD p89
Once per story, after being tricked, spend a glamour to gain a significant advantage.
Using the advantage runs you into an enemy, who gains access to you through said advantage.
Cloistered Spinne
Crafts •••
SaD p90
Do an instant Action to turn trash into something valuable.
Every time something is created using this method, the Fatebound loses something of equal value.
Cowherd and Weaver
Resolve •••
SaD p90
Gain some knowledge of circumstance when forcibly seperated from your lover, and your lover escapes.
Lose all social 10-Again rolls when with your lover.
Evil Stepsister
Manipulation •••
SaD p90
Spend a Glamour whilst being cruel to a subordinate to get something that will help you in the future.
Near the climax of the story, everything comes back to bite you in the ass.
Fair Prince
Court Mantle •••
SaD p91
You are loved by almost all the courts, and receive a bonus for dealing with non-fae.
Opposing Court hates the Fair Prince, to the point of plotting assassination.
Fisher King
Court Mantle •••••
Court Crown
SaD p91
When at full health, all Social Merits act as though you have them twice over (Not doubled).
A Court member dying causes one lethal damage, and inability to maintain rule or insurrection in your kingdom loses benefits, and causes wound penalties
Mobled Queen
Court Mantle •••••
Court Crown
SaD p91
Massive bonuses when activating a Court Contract, and a bonus when harvest a Court Emotion.
-1 when rolling to resist gaining a derangement after losing Clarity. Every time she benefits from this merit, she gains a cumulative penalty to all actions (Except contract activation and resistance).
Monkey Heart
Wits •••
SaD p91
+5 to notice traps and avoid being suprised by an adversary for a second time after.
-2 to avoiding traps or being surprised by an adversary for the first time.
Mortal Enemy
Resolve •••
SaD p92
Get extra dice when dealing with your enemy, as well as other bonuses.
Enemy receives same benefits.
Star-Crossed Lover
Presence•••
SaD p92
Spending a Willpower point when working to protect or save your love is an automatic success and regain a point of Willpower per scene spent protecting her.
The lover is constantly being targeted for abduction. When this happens, -2 on all rolls not directly related to rescuing the lover

Partial Transformation Merits

Do not use these merits unless you are designing a recently rescued abductee. They are treated as templates for lesser supernaturals.
For more information on the Fey-Touched, see Equinox Road P. 107 - 108
Take these merits only at your ST's discretion.
Enchanted Mortal
(••)
ER p107
Character is treated as if permanently Ensorcelled.
No Seeming
(••) *pre: Changelings Only
Character Creation Only
ER p107
Character is treated as if she has no kith or seeming, therefore no curse or blessing.
Gains +1 to all rolls involving clarity loss or gaining a derangement.
Seeming
(•••) *pre: Fey-Touched Only
Character Creation Only
ER p107
Character possesses a seeming, and has the associated blessing and curse.
-1 to rolls to avoid derangement.

Fair Folk Merits

Autumn Nightmares P. 71 - 72
Take these merits only at your ST's discretion.
Fae Pet
(•• or ••••)
Similar to Retainer, grants the Fey an animal companion that is willing to die for its master. Any pet that dies is replaced within 24 hours.
•• - Real world animal that exists locally.
•••• - Hobgoblin pet.
Fair Haven
(•••)
Designated area in the real world where the Fey can stay without being poisoned by reality.
Forbidden Merits:
Unseen Sense (WoD, Page 109) (Note: Unseen Sense: Talecrafting is NOT Forbidden.)
Fair Folk Merits (AN, Page 71)
Lucid Dreaming Merit (CtL, Page 195)
Partial Transformation Merits should typically only apply to mortals who were recently abducted and rescued before their transformation into a Changeling was complete. (Information is in Equinox Road p. 105)
Fair Folk Merits should typically only apply to the Gentry. (Information is in Autumn Nightmares P. 71 - 72)
Restricted Merits:
Social Merits must be justified, as many contacts and utilities may be lost upon the characters return.
Social Merits may never be applied to the Gentry.
Kiss of Life is restricted to the Leechfinger Kith.
Subtle Liquer is restricted to the Brewer Kith.
Milestone Merits may not be purchased, they must be earned through play.
Fate Merits can change the flow of the story, so should only be taken with the consent of the Storyteller.

Hunters

Endowments
• to •••••
Conspiracy Status
HTV p67
Grants access to Endowments
Favored Weapon
••

HTV p67
User selects a specific weapon. As long as the weapon is being used or is nearby, in combat, the user gains +2 to Resolve+Composure
Indomitable
• to •••••
Resolve •••,Composure •••
NS p134
Gain dots to all rolls to resist any form of suggestion, mundane or supernatural.
Kin
•••

SpSl p139
Character is related to werewolves. +3 to resist Lunacy, +2 to social dealing with werewolves, Unseen sense relating to werewolves. -1 to Social rolls dealing with normal humans. Also viewed as breeding stock by werewolves.
Language: ConLang


NS p134
Military sign language. +1 to all Tactic rolls for each cell member who has this Merit (minimum two). Each cell member who lacks it takes a -1 penalty instead.
Natural Medium
•••
Presence •••
SpSl p139
Unseen Sense relating to spirits, understand spirit language, for 1 point of Willpower, can "speak" to spirits. Immune to possession by spirits unless they voluntarily allow it,but may suffer from Flaw: Nightmares.
Null
••••

SpSl p140
+1 to Intimidation vs. Spirits. Penalties to spirits materializing around character. -2 to Social rolls dealing with werewolves and spirits.
Professional Training
• to •••••

HTV p87
Reflects job experiences, and natural prowess at the talents important to character's line of work.


Networking

Gain dots in Contacts = Professional Training

••
Continuing Education

Player chooses Third Asset skill

•••
Breadth of Knowledge

Specialties in Asset Skills cost 2xp per

••••
On-the-job Training

Pay New Dot x 2 for Asset Skills. Drawback: First dot of new non-asset skill costs +1xp

•••••
A Day on the Job

When spending Willpower on an Asset Skill roll, it can become a rote action
Status, Compact or Conspiracy
• to •••••

HTV p72
Character holds membership in a hunter compact (Tier 2) or Conspiracy (Tier 3)
Torture Suite
• to •••

HTV p74
a private space that adds to Intimidation rolls for interrogations.
Unbondable
••
Stamina ••, Resolve •••
NS p135
It takes twice as many drinks of Vitae to blood bond you (six instead of three).

Mummies

Name
Cost
Description
Reference
Encylopedic Knowledge*
●●●
Modified from the mortal merit - this is much more limited in scope, and only references information from the past.
MtC 79
Language*

As well as speaking Iremite Egyptian, the Mummy learns two languages at chargen, and additional languages cost 1xp.
MtC 79
Cult
*
This is detailed in it's own chapter.
MtC 79,
Benefit
● to ●●●●●


Grasp
● to ●●●●●


Reach
● to ●●●●●


Enigma
● to ●●●●●
Acts similarly to the Occult background - whenever someone makes a roll to learn about, track, or find information regarding the Mummy, he takes a penalty equal to the Mummy's Enigma rating.
MtC 79
Guild Status
● to ●●●●●
Status in the five guilds of Irem. One dot represents Apprentices, where two to four dots represent Journeymen. Five dots represent a guildmaster. A Mummy adds his dots of Guild status to interactions with her guild.
MtC 79-81
Relic
● to ●●●●●
Offers the use of Relics; One to three dots provides single relics of increasing dot strength, four dots provides either a four-dot or a three dot and a one dot, and five dots follows the same pattern; either a five dot relic or a three dot and a two dot relic.
MtC 81
Tomb
*

MtC 81-83
Drawbacks
● to ●●●●●

MtC 81-83
Endowments
● to ●●●●●

MtC 81-83
Geometry
● to ●●●●●

MtC 81-83
Peril
● to ●●●●●

MtC 81-83
Vestige
● to ●●●●●

MtC 81-83
Witness
●●●

MtC 83-84

Psychics

Anti-Psi
(•••••) *pre: no other Psychic powers
SS p55
Debilitate Psychic powers in area
Believers
(• to •••••) *pre: any Psychic power
SS p55
Group that aides in power use
Ghost Ally
(••• to •••••)
SS p65
Ghost that follows pc around an helps out
Extrasensory Perception



Astral Projection
(•••) *pre: Clairvoyance
SS p36
Soul travel by leaving body
Clairvoyance
(•••)
SS p37
Remote viewing
Dowsing
(•) *pre: Clairvoyance, Cayce Channeling or Spirit Channeling
SS p38
Ability to find hidden things
Dream Travel
(• to •••••) *pre: Astral Projection, Mind Reading, Thought Projection
SS p38
Visit other's dreams
Postcognition
(• or •••) *pre: Precognition/none
SS p40
View the past events of a location
Precognition
(••••)
SS p41
View/Predict the future
Psychometry
(••• or ••••)
SS p42
Sense the history of objects
Mediumist



Automatic Writing
(••)
SS p43
Trance state confers symbolic answers
Channeling
(•••) *pre: Ghost Calling (for Spirit Channeling)
SS p44
Gain skills from unconscious, past lives, or ghosts
Death Sight
(••••)
SS p45
See and interact with ghosts
Gateseeker
(•••) *pre: Death Sight
Ebon Gate p5
Dowsing for Avernian Gates
Ghost Calling
(•••)
SS p46
Summon ghosts to materialize
Psychokinetic



Biokinesis
(• to •••••)
SS p46
Acquire temporary merits with short durations
Cryokinesis
(• to •••••) *pre: Resolve & Stamina >= Cryokenesis
SS p47
Allows PC's to make areas colder
Plant Empathy
(•) *pre: Biokenesis
SS p49
Lets PC's speed the growth of plants
Psychic Healing
(••• or •••••) *pre: Biokenesis ••• or •••••
SS p49
Ability to heal self or others
Psychic Vampirism
(•••• or •••••) *pre: Biokenesis •••• or •••••
SS p49
Ability to drain others of their willpower
Pyrokinesis
(•••••)
SS p50
Ability to make things spontaneously combust
Pyrokinetic Immunity
(•• or ••••) *pre: Pyrokenesis
SS p52
Makes PC highly resistant or immune to fire damage
Pyrokinetic Shaping
(•••••) *pre: Pyrokenetic Immunity ••••
SS p52
Can manipulate the growth and direction of existing fires
Telekinesis
(• to •••••) *pre: Resolve >= Telekinesis
SS p52
Ability to move bjects by the power of the mind alone
Thermokinesis
(• to •••••) *pre: Resolve & Stamina >= Thermokinesis
SS p54
Ability to raise ambient temperature in an area
Telepathy



Animal Empathy
(•• or ••••)
SS p55
Intuit animal thoughts and moods
Animal Possession
(••••) *pre: Animal Empathy
SS p56
Control animal's body
Animal Rapport
(••• to •••••) *pre: Animal Ken ••
SS p57
Mental bond with single animal
Aura Reading
(•• or •••••)
SS p57
See auras
Mental Blast
(•••••) *pre: Thought Projection ••••
SS p58
Telepathic mental attack
Mind Breaker
(•••••) *pre: Thought Projection ••••
SS p58
Inflict derangements
Mind Control
(•••••)
SS p59
Issue commands
Mind Reading
(••• to •••••)
SS p60
Hear and understand other's thoughts
Psychic Empathy
(•••• or •••••) *pre: Aura Reading, Thought Projection
SS p60
Adjust other's moods and auras
Psychic Illusions
(•••••) *pre: Mind Control, Thought Projection
SS p61
Create illusions for others
Psychic Invisibility
(•••••) *pre: Mind Control, Thought Projection
SS p62
Mask yourself from sight, not electronics
Telepathic Communication
(••••) *pre: Thought Projection ••••
SS p63
Initiate two-way telepathic conversation
Telepathic Rapport
(•••) *pre: Telepathic Communication
SS p63
Permanent telepathic communication link
Thought Projection
(••• or ••••) *pre: Mind Reading •••••
SS p64
Send one-way thoughts to another

Thaumaturges

Thaumaturgy Merits


Name
Prerequisites
Description
Source
Dream
(• to •••••)
Gain vague insights from dreams
SS p106
Library
(• to •••)
Possess library of information on obscure occult topics
SS p113
Magical Nexus
(• or ••)
Possess a magical location that facilitates other rituals
SS p115
Rituals



Alchemy (External)
(•• or ••••) *pre: Occult •• or Science ••
Transmute substances
SS p102
Alchemy (Internal)
(•• to ••••) *pre: Occult •• or Medicine •
Temporarily boost attributes
SS p103
Communion
(•• or ••••)
Divination via consultation with a higher being
SS p104
Countermagic
(•• or ••••) *pre: Wits ••
Detect and counter thaumaturgy.
SS p105
Curse of Ill Fortune
(•••) *pre: Luck Magic, Persuasion •
Penalize a target's actions
SS p106
Divination
(•••)
Perform divination up to 24 hours in the future.
SS p106
Dream Travel
(•••) *pre: Visionary Trances
Enter a subject's dreams.
SS p107
Enchantment
(•• or ••••)
Instill an emotion in a subject
SS p107
Evocation
(•• or ••••)
Summon (and command with ••••) a ghost or spirit
SS p108
Familiar
(••• or ••••) *pre: Visionary Trances, Communion, or Enchantment ••••
Gain a companion spirit or animal companion
SS p109
Favorable Fortune
(•••)
Spontaneously produce small amounts of good fortune
SS p110
Geomancy
(•••) *pre: Intelligence ••, Crafts •
Design an area to grant 9-Again to one attribute or skill
SS p111
Healing
(••••) *pre: Composure ••••, Medicine •
Accelerate the healing of mortals.
SS p111
Invocation
(•• or ••••)
Summon a chosen spirit to possess you
SS p112
Longevity
(•••••) *pre: Medicine •••
Create a potion which can delay aging for a short time.
SS p113
Luck Magic
(•• or ••••)
Gain 9-Again (8-Again with ••••) on a few chosen rolls
SS p114
Psychic Projection
(••••)
Project in to the Twilight.
SS p115
Sacrifice
(•)
Sacrifice to gain a bonus with ghosts or spirits
SS p115
Scrying
(•••) *pre: Wits ••, Occult •
Remotely view an area
SS p116
Second Sight
(•••) *pre: Wits ••
See into the Twilight
SS p116
See Auras
(••) *pre: Empathy ••
See auras, showing the mood and nature of others
SS p116
See Spirits
(••) *pre: Visionary Trances
See spirits in Twilight
SS p117
Soul Jar
(•• or ••••) *pre: Second Sight
Steal a subject's soul, rendering their body catatonic
SS p118
Visionary Trances
(•• or ••••) *pre: Resolve ••
See (or project with ••••) into the Shadow Realm
SS p119
Warding
(•••) *pre: Resolve ••, Occult •
Create a magic barrier to hedge out ghosts and spirits
SS p120
Weather Control
(••••)
Manipulate the weather, potentially dramatically.
SS p120

Tradition
Strength
Weakness
Defining Merit
Path Merits
Apostle of the Dark One
+1 to using magic to fulfill Vice
Morality dots cost new dots*4.
Communion
Curse of Ill-Fortune, Enchantment, Evocation (Spirits), Familiar Luck Magic, Sacrafice (Spirits), Scrying, Second Sight, Visionary Trances
Ceremonial Magician
+1 to research Rituals in a libary
The penalty for improvised ritual tools is increased by one
Luck Magic
Alchemy (External), Alchemy (Internal)*, Communion*, Curse of Ill-Fortune, Enchantment, Evocation (Spirits), Favorable Fortune, Healing, Scrying, See Auras
Hedge Witch
Reduce penalties for improvised tools by one
-1 to use Rituals in a place inappropriate for the Rituals use
Enchantment
Curse of Ill-Fortune, Dream-Travel, Familiar (Embodied only), Healing, Invocation (Spirits), Luck Magic*, Scrying, See Auras, See Spirits, Visionary Trances*, Weather Control
Shaman
+1 to Social rolls with Spirits
Must pay for See Spirits.
Visionary Trances
Alchemy (Internal)* Familiar (Twilight only), Dream Travel, Evocation (Spirits), Invocation (Spirits)* Healing, Psychic Projection, Sacrifice, See Spirits, Weather Control
Taoist Alchemist
+1 die on meditation rolls. Successful meditation grants +1 on the next ritual.
Additional -1 on informal rituals. May not benefit from meditation on rituals shorter than half an hour
Internal Alchemy or External Alchemy
Alchemy (Internal), Alchemy (External), Geomancy, Healing, Longevity, Luck Magic, Second Sight, See Auras.
Vodoun
+1 to social rolls with ghost. +1 to know about ghosts, at the Storyteller's discretion
-1 to resist a spirit or ghost's mind affecting powers
Invocation (Ghosts)
Curse of Ill-Fortune, Evocation (Ghosts), Healing, Luck Magic, Sacrifice (Ghosts), Second Sight, Soul Jar, Weather Control
  • Only the two dot version

Changers

Changers (All varieties)

Predator’s Bearing
(••)
Skin p20, CB p97

Socially Small
(••)
Skin p21, CB p97

Skinchangers

Animal Affinity
(• to •••)
Skin p20

Changing Breeds

Animal Companion
(• to ••••)
ChB p95

Den
(•••)
ChB p96

Pack
(• to •••••)
ChB p96

True Breed
(••)
ChB p97


Restricted

Abyssal Resonance
(• to •••••)
Ban p39
successively stronger Abyssal effects against magic
Ancient Echos
(• to •••••) *pre: Awakened/Banisher
Ban p40
have memories stretching from recent to distant past
Blood Oath of Ruin
(••)
IEwtA p131
sense Abyssal influence within 100'
Body Ravaging Magic
(•••) *pre: Awakened/Banisher
Ban p41
by taking Resistant damage, increase casting pool for Improvised Spells
Cult of Things That Must Not Be
(• to •••••)
SS p137
dots equal level of resources, rites, and endowments available to members of a Cult dedicated to a sanity blasting horror
Damnable Certainty
At least one altered Tenet of Morality (HtV325)
Slasher 127
Regain willpower through killing in a way which keeps with your Code, Morality must always be equal or greater than the altered sin
Dedication Efficiency
(• to •••) *pre: Awakened, Apostate
LHP p37
Dedicate extra Magical Tools
Fae Pet
(•• or ••••) *pre: True Fae
AN p71
animal or hobgoblin pet
Fair Haven
(•••) *pre: True Fae
AN p72
suspends time limit of Fae visit
Harvester
(• to •••) *pre: Awakened, Apostate
LHP p37
extra Mana from sacrificing living beings
Hive Soul
(varies)
SoT p220
Soul is shared amongst various bodies, allowing sharing of Willpower, Morality, simultaneous actions, and much more.
Homeward Bound
(•••) *pre: Possess Lark Demonde's Travels Grimoire
GoG p104
always be able to find a path home
Low Tongue
(•) *pre: Possess The Blank Bible
Unbidden p19
Gain +3 instead of +2 for Words of Power, but +1 to Paradox
Mana Self-Sacrifice
(•) *pre: Awakened/Banisher
Ban p41
Scour own pattern to give Mana to others with touch
Nimbus Sense
(••) *pre: Awakened/Banisher
Ban p42
see the Nimbus of every Mage, uncloaked or not
Ractain Strain
(•••)
IEwtA p166
gain several Mental Merits, contagion
Reality Blasphemy
(• to •••••)
SS p137
each dot is a rite learned from sanity blasting horrors
Strangers No More
(•••••) *pre: Possess Lark Demonde's Travels Grimoire
GoG p104
easily immerse yourself in any culture
Strong Pattern
(•••) *pre: Awakened, Apostate, Stamina •••
LHP p37
+3 Spell Tolerance for spells you cast
Supernal Resistance
(• or •••) *pre: Awakened/Banisher
Ban p42
gain +1/2 bonus to resist magical effects
Tendogakure Hyoho
(•••) *pre: Awakened, studied Gogyo Grimoire
GoG p71
gain permanent "Occlude Destiny"
Tetsujin Undo Hyoho
(••••) *pre: Awakened, knows specific rotes from Gogyo Grimoire
GoG p69
gain permanent "Organic Resilience" at cost of daily Mana

Possessed

Name
Cost
Prerequisites
Source
Summary
Animal Familiar
• to •••

Inf p125
A loyal animal companion.
Demon Familiar, Imp
•••••

Inf p125
An imp demon with a physical body that is your loyal companion.
Demon Familiar, Twilight
••••

Inf p126
A spirit familiar that can use numina to help you.
The Dragons's Tongue
• or ••

Inf p126
One dot grants you the ability to understand the language of demons. Two dots also grants you a +1 to social rolls with demons and +1 to Clash of Wills rolls.