Difference between revisions of "Merits"
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=Social Merits= | =Social Merits= | ||
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− | category=Social Merits | + | category=Social Merits |
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− | + | table=class=ecltable,-,Merit Name,Reference | |
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=Physical Merits= | =Physical Merits= | ||
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=Supernatural Merits= | =Supernatural Merits= | ||
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=Werewolf Merits= | =Werewolf Merits= | ||
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− | category=Werewolf Merits|Wolfblood Merits | + | category=Werewolf Merits|Wolfblood Merits |
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=Vampire Merits= | =Vampire Merits= | ||
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− | category=Vampire Merits|Ghoul Merits|Thrall Merits | + | category=Vampire Merits|Ghoul Merits|Thrall Merits |
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=Mage Merits= | =Mage Merits= | ||
− | + | {{listmerits|Mage Merits{{!}}Sleepwalker Merits}} | |
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=Changeling Merits= | =Changeling Merits= | ||
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Revision as of 14:00, 9 October 2019
[edit]
- Mental Merits
- Social Merits
- Physical Merits
- Supernatural Merits
- Werewolf Merits
- Vampire Merits
- Mage Merits
- Changeling Merits
- Style Merits
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Arcadian Metabolism (••)
Merit Type: | Changeling |
Pre-req: | None |
Effect: | In the Hedge, Bashing damage heals at one point per minute, Lethal damage heals at one point per day. |
Book | 111 CtL |
Brownie's Boon (•)
Merit Type: | Changeling |
Pre-req: | None |
Effect: | Reduce the interval for any mundane extended action roll while no one watches by half. May spend a Glamour to halve it again. |
Book | 111 CtL |
Cloak of Leaves (• to •••)
Merit Type: | Changeling |
Pre-req: | Autumn Mantle ••• |
Effect: | Anyone using a supernatural ability to cause damage or inflict physical Tilts upon the character suffers a penalty equal to his dots in this Merit. |
Book | 111 CtL |
Cold Hearted (•••)
Merit Type: | Changeling |
Pre-req: | Winter Mantle ••• |
Effect: | May spend a WP to ignore the effects of a single Clarity Condition once per scene. |
Book | 111 CtL |
Court Goodwill (• to •••••)
Merit Type: | Changeling |
Pre-req: | None |
Effect: | Allows for improved social interactions with members of another Court as well as limited use of another Court's Mantle effects. |
Book | 112 CtL |
Defensive Dreamscaping (••)
Merit Type: | Changeling |
Pre-req: | None |
Effect: | Add half Wyrd (rounded down) to Defense in dreams. |
Book | 112 CtL |
Diviner (• to •••••)
Merit Type: | Changeling |
Pre-req: | Composure •••, Wits ••• |
Effect: | Ask merit dots worth of yes/no questions per chapter of the ST as divined from dreams. |
Book | 112 CtL |
Dream Warrior (•)
Merit Type: | Changeling |
Pre-req: | Wyrd 2+, one Social Attribute •••, a specialty in Brawl or Weaponry |
Effect: | Gain one bonus success to spend on a subtle oneiromantic shift generated from a Weaponry or Brawl attack. |
Book | 112 CtL |
T
his is a listing of all the style merits, regardless of where they come from. Just to make sure they are noted clearly as styles.
Armed Defense (• to •••••)
Merit Type: | Fighting |
Pre-req: | Dexterity •••, Weaponry ••, Defensive Combat (Weaponry) |
Effect: | Varies |
Book | 60 CoD |
Close Quarters Combat (• to •••••)
Merit Type: | General |
Pre-req: | Wits •••, Athletics ••, Brawl ••• |
Effect: | Various maneuvers for fighting in tight spaces. |
Book | 61 CoD |
Fast-Talking (• to •••••)
Merit Type: | General |
Pre-req: | Manipulation •••, Subterfuge •• |
Effect: | • -1 to an opponent's Resolve or Composure roll when resisting a social interaction. •• Use fancy words to confuse the opponent. Apply one relevant specialty to any social roll made, even if it isn't tied to the skill being used. ••• Keep an opponent from advancing a discussion. Re-roll one failed Subterfuge roll per scene. •••• When your PC opens a Door using conversation (Persuasion, Empathy, Subterfuge, etc), they can spend a point of Willpower to immediately open another Door. ••••• If a mark gains willpower from their Vice while your PC is present, you can roll Manipulation+Subterfuge to open a Door, regardless of the interval or Impression level. |
Book | 50 CoD |
Firefight (• to •••)
Merit Type: | General |
Pre-req: | Composure •••, Dexterity •••, Athletics ••, Firearms •• |
Effect: | Different maneuvers for combat shooting. |
Book | 61 CoD |
Grappling (• to •••••)
Merit Type: | General |
Pre-req: | See '+news grappling' in-game. |
Effect: | Different ways to restrain. |
Book | 62 CoD/49 HL |
Heavy Weapons (• to •••••)
Merit Type: | General |
Pre-req: | Stamina •••, Strength •••, Athltics ••, Weaponry •• |
Effect: | |
Book | 62 CoD |
Improvised Weaponry (• to •••)
Merit Type: | General |
Pre-req: | Wits •••, Weaponry • |
Effect: | unknown |
Book | 62 CoD |
Light Weapons (• to •••••)
Merit Type: | General |
Pre-req: | Wits ••• or Fighting Finesse, Dexterity •••, Athletics ••, Weaponry •• |
Effect: | |
Book | 63 CoD |
Marksmanship (• to ••••)
Merit Type: | General |
Pre-req: | Composure •••, Resolve •••, Firearms •• |
Effect: | |
Book | 63 CoD |
Martial Arts (• to •••••)
Merit Type: | General |
Pre-req: | Resolve •••, Dexterity •••, Athletics ••, Brawl •• |
Effect: | See +news martial arts in game. |
Book | 63 CoD |
Parkour (• to ••)
Merit Type: | General |
Pre-req: | Dexterity ••• and Athletics •• |
Effect: | • Ignore environmental penalties up to dots in Parkour. Subtract Parkour from successes needed to evade in a foot chase. •• 1 Autosuccess when using Dex+Ath to mitigate falling damage. Add Parkour rating to the number of damage that can be removed this way. Cannot be used on a terminal velocity fall. ••• Without rolling, can run and jump to gain 10 feet+5 feet per dot of athletics as an instant action. •••• Spend a willpower to gain rote on one athletics roll to jump, run, or climb. Lose defense for the turn. ••••• Meditate (per page 75 CoD), Athletics actions become reflexive. Spend a willpower and gain 3 autosuccesses instead of 3 dice. |
Book | 48 CoD |
Police Tactics (• to •••)
Merit Type: | General |
Pre-req: | Brawl ••, Weaponry • |
Effect: | |
Book | 64 CoD |
Street Fighting (• to •••••)
Merit Type: | Fighting |
Pre-req: | Stamina •••, Composure •••, Brawl ••, Streetwise •• |
Effect: | Variable by purchased rating. • Take a one die penalty this turn to calculate Defense with the higher, not lower, of Dexterity and Wits. •• Unarmed attacks inflict a temporary -1 penalty. ••• Inflict two bashing damage to opponents within range who attempt to rise from prone. Inflict Knocked Down when your attack successes exceed the target's Stamina. •••• Spend Willpower to inflict two extra bashing damage when you hit. ••••• When you're suffering wound penalties and about to be attacked or overpowered, spend Willpower and sacrifice Defense to interrupt with a preemptive attack. |
Book | 65 CoD |
Street Fighting (• to •••••)
Merit Type: | General |
Pre-req: | Stamina •••, Composure •••, Brawl ••, Streetwise •• |
Effect: | |
Book | 65 CoD |
Stunt Driver (• to ••••)
Merit Type: | General |
Pre-req: | Dexterity •••, Drive •••, Wits ••• |
Effect: | • Subtract pc's drive skill from opponent's pool when trying to hit or ram the pc's car. •• Double speed gains from 5 mph to 10 mph per success when accelerating. ••• Never make maneuvering checks when turning at high-speed. •••• Ignore damage equal to pc's Wits before applying Durability when intentionally hitting something with a vehicle. |
Book | 49 CoD |
Unarmed Defense (• to •••••)
Merit Type: | General |
Pre-req: | Dexterity •••, Brawl ••, Defensive Combat (Brawl) |
Effect: | |
Book | 65 CoD |