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{{Dropcap|B}}elow is a list of all the merits that are used on this game. The merits that are custom to the game have more detailed information than the merits pulled directly from within the books. If you have any questions or see a merit that is missing, please contact staff immediately.
  
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<div class="overflow-x:auto" id="fixedtable">
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= General Merits =
 +
    <dpl>
 +
      uses=Template:Merits|Template:CustomMerit
 +
      namespace=CGen
 +
      category=Mental Merits|Social Merits|Physical Merits|Fighting Merits
 +
      shownamespace=false
 +
      includepage={Merits}:name:dots:page:category:style:hr
 +
      table=class="ecltable sortable large-12",-,Merit Name,Dots,Reference,Template,Style,House Ruled
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      noresultsheader=\nThere are no articles in this category.
 +
      tablesortcol=1
 +
      tablerow=[[CGen:%%|%%]],%%,%%,{{merittype|%%}},{{#switch: %% |Yes=<span style="color: green;">Yes</span>|No}},{{#switch: %% |Yes=<span style="color: green;">Yes</span>|No}}
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    </dpl>
  
==Mental Merits==
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= Changeling Merits =
<br><br>  
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    <dpl>
Area of Expertise - 1 dot - Pre-req: Resolve 2 and one Skill Specialty. Effect: Gain +2 for the named specialty instead of +1/ Pg 44 CoD<br><br>
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      uses=Template:Merits|Template:CustomMerit
Common Sense - 3 dots - Pre-req: None. Effect: Once per week (per HR:Durations) roll Wits+Composure and ask the ST a question. Exceptional success allows two questions to be asked. Pg 44 CoD<br><br>
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      namespace=CGen
Danger Sense - 2 dots - Pre-req: None. Effect: +2 on Wits+Composure to spot an ambush. Pg 44 CoD<br><br>
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      category=Changeling Merits
Direction Sense - 1 dot - Pr-req: None. Effect: Never suffer penalties to navigate or find their way. Pg 44 CoD<br><br>
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      shownamespace=false
Eidetic Memory - 2 dots - Pre-req: None. Effect: +2 when making Intelligence+Composure rolls to remember something. Pg 44 CoD<br><br>
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      includepage={Merits}:name:dots:page:category:style:hr
Encyclopedic Knowledge - 2 dots - Pre-req: None. Effect: Pick a skill to know a lot about, even if there are not dots in the skill. Roll Intelligence+Wits to gain a bit of information relevant to the skill from an ST. Pg 44 CoD<br><br>
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      table=class="ecltable sortable large-12",-,Merit Name,Dots,Reference,Template,Style,House Ruled
Eyes for the Strange - 2 dots - Pre-req: Resolve 2, Occult 1. Effect: Roll Intelligence+Composure to determine if there was a supernatural hand in a scene. Am exceptional gives a clue, via folklore, to the type of supernatural being it may have been. If there is not supernatural influence, gain +2 to all rolls to investigate the event. Pg 44 CoD<br><br>
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      noresultsheader=\nThere are no articles in this category.
Fast Reflexes - 1 to 3 dots - Pre-req: Wits 3 or Dexterity 3. Effect: +1 Initiative per dot. Pg 44 CoD<br><br>
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      tablesortcol=1
Good Time Management - 1 dot - Pre-req: Academics 2 or Science 2. Effect: Halve time between rolls on extended actions. Pg 44 CoD<br><br>
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      tablerow=[[CGen:%%|%%]],%%,%%,{{merittype|%%}},{{#switch: %% |Yes=<span style="color: green;">Yes</span>|No}},{{#switch: %% |Yes=<span style="color: green;">Yes</span>|No}}
Holistic Awareness - 1 dot - Pre-req: None. Effect: Roll Wits+Survival to collect holistic medical supplies. Pg 44 CoD<br><br>
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    </dpl>
Indomitable - 2 dots - Pre-req: Resolve 3. Effect: +2 dice to resist supernatural influence, or -2 dice to their pool for a contested roll. Does not work on mundane methods of persuasion or manipulation. Pg 45 CoD<br><br>
 
Interdisciplinary Specialty - 1 dot - Pre-req: Skill at 3 or higher with a specialty. Effect: Pick a specialty and gain the ability to apply it to any roll that it makes sense to do so. Pg 45 CoD<br><br>
 
Investigative Aide - 1 dot - Pre-req: Chosen skill at 3+. Effect: Exceptional success on 3 instead of 5 for the purpose of uncovering Clues. Gain +1 element to Clues when using the chosen skill. Pg 45 CoD<br><br>
 
Investigative Prodigy - 1 to 5 dots - Pre-req: Wits 3 and Investigation 3. Effect: Uncover Clues equal to successes or dots, whichever is lower, as an instant action. Only the first Clue benefits from the extra elements. Other Clues only receive a single element. Pg 45 CoD.<br><br>
 
Language - 1 dot - Pre-req:None. Effect: Speak, read, and write another language. Pg 45 CoD<br><br>
 
Library - 1 to 3 dots - Pre-req: None. Effect: Pick a Mental Skill. Add dots of Library to extended rolls involving that skill. Pg 46 CoD<br><br>
 
Meditative Mind - 1, 2, or 4 dots. - Pre-req: None. Effect: 1-dot: No environmental or wound penalties to meditate. 2-dot: Gain +3 dice for any Resolve+Composure checks for that day. Needs 4 successes. 4-dot: Single success instead of four to benefit from the +3. Pg 46 CoD<br><br>
 
Multilingual - 1 dot - Pre-req: None. Effect: Pick 2 languages to speak conversationally in. Intelligence+Academics to try and read the language. May be taken multiple times. Pg 46 CoD<br><br>
 
Patient - 1 dot - Pre-req: None. Effect: Two additional rolls when doing an extended test. Pg 46 CoD<br><br>
 
Professional Training - 1 to 5 dots - Pre-req: None. See '+help Professional' for HR. Effect: Choose two starting asset skills.  1-dot: Gain two free contacts. 2-dot: 9-again for asset skills. 3-dot: Gain 3rd asset skill, and two specialties in asset skills. 4-dot: Gain a dot in an asset skill. 5-dot: Spend a willpower to gain rote. Removes defense for the turn. Pg 46 CoD<br><br>
 
Tolerance for Biology - 1 dot - Pre-req: Resolve 3. Effect: Don't roll to avoid vomiting when things are extra gross. Pg 46 Cod<br><br>
 
Trained Observer - 1 or 3 dots - Pre-req: Wits 3 or Composure 3. Effect: 1-dot: Gain 9-again on perception checks. 3-dot: Gain 8-again. Pg 46 CoD<br><br>
 
Vice-Ridden - 2 dot - Pre-req: None. Effect: Two vices. Only gain willpower once per scene. Pg 46 CoD<br><br>
 
Virtuous - 2 dot- Pre-req: None. Effect: Two virtues. Only gain willpower once per scene. Pg 46 CoD<br><br>
 
  
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= Vampire Merits =
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    <dpl>
 +
      uses=Template:Merits|Template:CustomMerit
 +
      namespace=CGen
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      category=Vampire Merits|Ghoul Merits|Thrall Merits
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      shownamespace=false
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      includepage={Merits}:name:dots:page:category:style:hr
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      table=class="ecltable sortable large-12",-,Merit Name,Dots,Reference,Template,Style,House Ruled
 +
      noresultsheader=\nThere are no articles in this category.
 +
      tablesortcol=1
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      tablerow=[[CGen:%%|%%]],%%,%%,{{merittype|%%}},{{#switch: %% |Yes=<span style="color: green;">Yes</span>|No}},{{#switch: %% |Yes=<span style="color: green;">Yes</span>|No}}
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    </dpl>
  
==Physical Merits==
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= Werewolf Merits =
 
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     <dpl>
     <p>Ambidextrous - 3 dot - Pre-req: Character generation only. Effect: No negative modifier for using the off-hand. Pg 47 CoD<br><br>
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      uses=Template:Merits|Template:CustomMerit
Automotive Genius - 1 dot - Pre-req: Crafts 3, Drive 1, Science 1. Effect: Triple crafts, instead of doubling, when determining how many mods a vehicle can handle. Specs add an additional +1 mod per spec that applies. Pg 47 CoD<br><br>
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      namespace=CGen
Crack Driver - 2 or 3 dots - Pre-req: Drive 3. Effect: 2-dots: Add composure to drive rolls when doing nothing but driving. Any rolls to disable the vehicle take a -driver's composure to the roll. 3-dot: Once per turn take a driving action reflexively. Pg 47 CoD<br><br>
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      category=Werewolf Merits|Wolfblood Merits
Demolisher - 1 to 3 dots - Pre-req: Strength 3 or Intelligence 3. Effect: Ignor one point of an object's durability per dot of this merit. Pg 47 CoD<br><br>
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      shownamespace=false
Double Jointed - 2 dots - Pre-req: Dexterity 3. Effect: Automatically escape bonds and subtract Dexterity from attempts to overpower the character when in a grapple. Pg 47 CoD <br><br>
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      includepage={Merits}:name:dots:page:category:style:hr
Fleet of Foot - 1 to 3 dots - Pre-req: Athletics 2. Effect: +1 Speed per dot. Pursuers suffer -1 per dot when chasing. Pg 47 CoD<br><br>
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      table=class="ecltable sortable large-12",-,Merit Name,Dots,Reference,Template,Style,House Ruled
Giant - 3 dots - Pre-req: Character generation only. Effect: Size 6 and gains +1 health box. Very tall. Pg 47 CoD<br><br>
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      noresultsheader=\nThere are no articles in this category.
Hardy - 1 to 3 dots - Pre-req: Stamina 3. Effect: Add dots of merit to rolls for resisting disease, poison, loss of consciousness, suffocation, and deprivation. Pg 47 CoD<br><br>
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      tablesortcol=1
Greyhound - 1 dot - Pre-req: Athletics 3, Wits 3, Stamina 3. Effect: When in a chase, get an exceptional success on three successes instead of five. Pg 48 CoD<br><br>
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      tablerow=[[CGen:%%|%%]],%%,%%,{{merittype|%%}},{{#switch: %% |Yes=<span style="color: green;">Yes</span>|No}},{{#switch: %% |Yes=<span style="color: green;">Yes</span>|No}}
Iron Stamina - 1 to 3 dots - Pre-req: Stamina 3 or Resolve 3. Effect: Counteracts negative modifiers from fatigue and damage. Pg 48 CoD<br><br>
+
    </dpl>
Parkour (Style) - 1 to 5 dots - Pre-req: Dexterity 3 and Athletics 2. 1-dot: Ignore environmental penalties up to dots in Parkour. Subtract Parkour from  successes needed to evade in a foot chase. 2-dots: 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. 3-dots: Without rolling, can run and jump to gain 10 feet+5 feet per dot of athletics as an instant action. 4-dot: Spend a willpower to gain rote on one athletics roll to jump, run, or climb. Lose defense for the turn. 5-dot: Meditate (per page 75 CoD), Athletics actions become reflexive. Spend a willpower and gain 3 autosuccesses instead of 3 dice. Pg 48 CoD<br><br>
+
</div>
Quick Draw - 1 dot - Pre-req: Wits 3, Specialty in Weaponry or Firearms. Effect: Drawing or holstering a weapon becomes a reflexive action anytime defense applies. Pg 49 CoD<br><br>
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<headertabs />
Relentless - 1 dot - Pre-req: Athletics 2, Stamina 3. Effect: Opponent's need two additional successes to catch or evade your character. Pg 49 CoD.<br><br>
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[[Category: Important]]
Seizing the Edge - 2 dots - Pre-req: Wits 3, Composure 3. Effect: Always have the Edge in the first turn of a chase (pg 84, CoD). Additionally, the other person must make a Wits+Composure test as if being ambushed, or your pc does not have to count Speed or Initiative when determining the needed successes for the first turn. Pg 49 CoD<br><br>
 
Sleight of Hand - 2 dots - Pre-req: Larceny 3. Effect: Take one instant,larceny based action per turn. Unless someone is specifically looking for it, the action goes unnoticed. Pg 49 CoD<br><br>
 
Small-Framed - 2 dots - Pre-req: Character generation only. Effect: Very short. Size 4. -1 Health. +2 to rolls for hiding or going unnoticed. Also applies when being small is an advantage. Drawback: Also may not be taken seriously by people. Pg 49 CoD<br><br>
 
Stunt Driver (Style) - 1 to 4 dots - Pre-req: Dexterity 3, Drive 3, Wits 3. Effect: 1-dot: Subtract pc's drive skill from opponent's pool when trying to hit or ram the pc's car. 2-dot: Double speed gains from 5 mph to 10 mph per success when accelerating. 3-dot: Never make maneuvering checks when turning at high-speed. 4-dot:  Ignore damage equal to pc's Wits before applying Durability when intentionally hitting something with a vehicle. Pg 49 CoD<br><br>
 
 
 
 
 
==Social Merits==
 
<br><br>
 
 
 
  <p>Allies - 1 to 5 dots - Pre-req: None. Effect: Complex system in which you can ask an Ally for a favor, the intensity of the favor determined by how many dots the character has of the Ally. Pg 49 CoD<br><br>
 
Alternate Identity - 1, 2, or 3 dots - Pre-req: None. Effect: 1-dot: Basic fake ID, get into bars. Won't withstand inspection. 2-dot: Some paperwork has been filed to back up the identity, it will stand up to minor examination. 3-dot: A full identity that will pass a deeper inspection. At 1 and 2 dots, gain +1 subterfuge to defend it. At 3 dots, gain +2 subterfuge to defend that ID. Pg 50 CoD<br><br>
 
Anonymity - 1 to 5 dots - Pre-req: Cannot have Fame. Effect: A ghost in the system, the pc uses cash or prepaid or falsified cards to make purchases. Attempts to find them by paper trail are done at -1 per dot of this merit. Drawback: Cannot take the Fame merit. Also may limit some spends of Status if they cannot provide the kind of ID needed. Pg 50 CoD<br><br>
 
Barfly - 1 dot - Pre-req: Socialize 2. Effect: Rolls to identify the pc as an outsider at a venue are reduced by the character's socialize skill. Pg 50 CoD<br><br>
 
Closed Book - 1 to 5 - Pre-req: Manipulation 3, Resolve 3. Effect: Add dots as extra Doors in social maneuvers and to contested rolls to detect true feeling, motives, and position. This can apply to some supernatural powers at the ST's discretion. Pg 50 CoD<br><br>
 
Contacts - 1 to 5 dots - Pre-req: None. Effect: Complex system that interacts with Allies. Contacts provide information, but do not do favors.  Pg 50 CoD<br><br>
 
Fame - 1 to 3 dots - Pre-req: Cannot have Anonymity merit. Effect: Add +1 die per dot when interacting with someone that is impressed by the pc's celebrity status. Drawbacks: Any rolls to find or identify the character are at +1 die per dot of the merit. Alternate identity may be used to mitigate this. Pg 50 CoD<br><br>
 
Fast-Talking (Style) - 1 to 5 dots - Pre-req: Manipulation 3, Subterfuge 2. Effect: 1-dot: -1 to an opponent's Resolve or Composure roll when resisting a social interaction. 2-dot: 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. 3-dot: Keep an opponent from advancing a discussion. Reroll one failed Subterfuge roll per scene. 4-dot: When your pc opens a Door using conversation (Persuasion, Empathy, Subterfuge, etc), they can spend a point of Willpower to immediately open another Door. 5-dot: 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. Pg 50 CoD<br><br>
 
Fixer - 2 dots - Pre-req: Contacts 2, Wits 2. Effect: When hiring a service reduce the Availability rating of the service by 1 dot. Pg 51 CoD<br><br>Hobbyist Clique - 2 dots - Pre-req: Membership in a clique, all members must have the chosen skill at 2+. Effect: When the group's support is available, gain 9-again on rolls involving the chosen skill of the group, as well as +2 dice on extended rolls. Drawback: Mandatory monthly meetings or lose the benefits. Logs or it didn't happen. Pg 51 CoD<br><br>
 
Inspiring - 3 dots - Pre-req: Presence 3. Effect: Presence+Expression test. -1 for small group, -2 for small crowd, -3 for large crowd. Listeners gain the Inspired Condition. User may not gain the benefit. Pg 51 CoD<br><br>
 
Iron Will - 2 dots - Pre-req: Resolve 4. Effect: When using willpower for extra dice when resisting or contesting a social interaction, you may use your  Resolve for the number of dice, instead of what you normally get. If the roll is contested, gain 8-again on the roll. Pg 51 CoD<br><br>
 
Mentor - 1 to 5 dots - Pre-req: None. Effect: Mentors need goals and extract a payment based on the level of the merit. Choose 3 skills, or Resources. Once per day ('session' as per +help Durations), you may ask your Mentor for a favor (often asking a favor of like size/value in return). If a roll is required, they gain automatic successes equal to their dot-rating. Pg 51 CoD<br><br>
 
Mystery Cult Initiation - 1 to 5 - Pre-req: None. Effect: Complicated system with which a Mystery Cult can be built and give bonuses for being part of, at the cost of obligations and favors. Pg 51 CoD<br><br>
 
Pusher - 1 dot - Pre-req: Persuasion 2. Effect: Any time someone accepts Soft Leverage, improve your Impression as if you satisfied their Vice as well as moving their impression up on the chart. Pg 53 CoD<br><br>
 
Resources - 1 to 5 dots - Pre-req: None. Effect: Adds points to your +resource pool the first of every month. Pg 53 CoD<br><br>
 
Retainer - 1 to 5 dots - Pre-req: None. Effect: A named mook your pc controls. Gets dots-in-dice for generic rolls and two times dots in dice for tasks that fall within their profession. 1-2 dots gets 1 dot of a discipline, 3-4 gets 2 dots of discipline, 5 dots gets 3 dots of disciplines for ghouled retainers. Pg 54 CoD<br><br>
 
Safe Place - 1 to 5 dots - Pre-req: Complex system that allows players to pool dots to make an epic Safe Place. Pg 54 CoD<br><br>
 
Small Unit Tactics - 2 dots - Pre-req: Presence 3. Effect: Once per scene spend a willpower and use an Instant action. A number of pc's equal to your Presence gains the +3 from your willpower expenditure. Pg 54 CoD<br><br>
 
 
 
==Mage Merits==
 
==Werewolf Merits==
 
==Vampire Merits==
 

Latest revision as of 18:58, 15 September 2022

B

elow is a list of all the merits that are used on this game. The merits that are custom to the game have more detailed information than the merits pulled directly from within the books. If you have any questions or see a merit that is missing, please contact staff immediately.

[edit]
Merit Name Dots Reference Template Style House Ruled
Air of Menace •• 49 HL General No No
Allies to ••••• 49 CoD General No No
Alternate Identity , ••, or ••• 50 CoD General No No
Ambidextrous ••• 47 CoD General No No
Anonymity to ••••• 50 CoD General No No
Area of Expertise 44 CoD General No No
Armed Defense to ••••• 60 CoD Fighting Yes No
Automotive Genius 47 CoD General No No
Barfly 50 CoD General No No
Body as Weapon •• 41 HL General No No
Cheap Shot •• 61 CoD Fighting No No
Choke Hold •• 61 CoD General No No
Close Quarters Combat to ••••• 61 CoD General Yes No
Closed Book to ••••• 50 CoD General No No
Cohesive Unit , ••, or ••• 42 HL General No No
Common Sense ••• 44 CoD General No No
Contacts to ••••• 50 CoD General No No
Crack Driver •• or ••• 47 CoD General No No
Danger Sense •• 44 CoD General No No
Defender , ••, or ••• 42 HL General No No
Defensive Combat 61 CoD General No No
Demolisher to ••• 47 CoD General No No
Direction Sense 44 CoD General No No
Double Jointed •• 47 CoD General No No
Eidetic Memory •• 44 CoD General No No
Empath •• 42 HL General No No
Encyclopedic Knowledge •• 44 CoD General No No
Eyes for the Strange •• 44 CoD General No No
Fame to ••• 50 CoD General No No
Fast Reflexes to ••• 44 CoD General No No
Fast-Talking to ••••• 50 CoD General Yes No
Fighting Finesse •• 61 CoD General No No
Firefight to ••• 61 CoD General Yes No
Fixer •• 51 CoD General No No
Fleet of Foot to ••• 47 CoD General No No
Giant ••• 47 CoD General No No
Good Time Management 44 CoD General No No
Grappling to ••••• 62 CoD/49 HL General Yes No
Greyhound 48 CoD General No No
Hardy to ••• 47 CoD General No No
Heavy Weapons to ••••• 62 CoD General Yes No
Hobbyist Clique •• 51 CoD General No No
Holistic Awareness 44 CoD General No No
Improvised Weaponry to ••• 62 CoD General Yes No
Indomitable •• 45 CoD General No No
Inspiring ••• 51 CoD General No No
Interdisciplinary Specialty 45 CoD General No No
Investigative Aide 45 CoD General No No
Investigative Prodigy to ••••• 45 CoD General No No
Iron Skin •• or •••• 63 CoD General No No
Iron Stamina to ••• 48 CoD General No No
Iron Will •• 51 CoD General No No
Language 45 CoD General No No
Library to ••• 46 CoD General No No
Light Weapons to ••••• 63 CoD General Yes No
Marksmanship to •••• 63 CoD General Yes No
Martial Arts to ••••• 63 CoD General Yes No
Meditative Mind , ••, or •••• 46 CoD General No No
Mentor to ••••• 51 CoD General No No
Multilingual 46 CoD General No No
Mystery Cult Initiation to ••••• 51 CoD General No No
Object Fetishism to ••••• 42 HL General No No
Parkour to •• 48 CoD General Yes No
Patient 46 CoD General No No
Peacemaker •• or ••• 42 HL General No No
Police Tactics to ••• 64 CoD General Yes No
Professional Training to ••••• 46 CoD General No No
Pusher 53 CoD General No No
Quick Draw 49 CoD General No No
Relentless 49 CoD General No No
Resources to ••••• 53 CoD General No No
Retainer to ••••• 53 CoD General No No
Safe Place to ••••• 54 CoD General No No
Seizing the Edge •• 49 CoD General No No
Shiv or •• 64 CoD General No No
Sleight of Hand •• 49 CoD General No No
Small Unit Tactics •• 54 CoD General No No
Small-Framed 49 CoD General No No
Spin Doctor 54 CoD General No No
Staff to ••••• 54 CoD General No No
Status • to ••••• 54 CoD General No No
Street Fighting to ••••• 65 CoD General Yes No
Street Fighting to ••••• 65 CoD Fighting Yes No
Striking Looks or •• 54 CoD General No No
Stunt Driver to •••• 49 CoD General Yes No
Sympathetic •• 55 CoD General No No
Table Turner 55 CoD General No No
Takes One to Know One 55 CoD General No No
Taste 56 CoD General No No
Tolerance for Biology 46 CoD General No No
Trained Observer or ••• 46 CoD General No No
True Friend ••• 56 CoD General No No
Unarmed Defense to ••••• 65 CoD General Yes No
Untouchable 56 CoD General No No
Vice-Ridden •• 46 CoD General No No
Virtuous •• 46 CoD General No No
Merit Name Dots Reference Template Style House Ruled
Arcadian Metabolism •• 111 CtL Changeling No No
Brownie's Boon 111 CtL Changeling No No
Cloak of Leaves to ••• 111 CtL Changeling No No
Cold Hearted ••• 111 CtL Changeling No No
Court Goodwill to ••••• 112 CtL Changeling No No
Defensive Dreamscaping •• 112 CtL Changeling No No
Diviner to ••••• 112 CtL Changeling No No
Dream Warrior 112 CtL Changeling No No

There are no articles in this category.

Merit Name Dots Reference Template Style House Ruled
Hearing Whispers •• WtF 106 Werewolf No No
Totemic Evocation ••• None WolfBlood No No