Actions

Merits

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Area of Expertise ()
Merit Type: General
Pre-req: Resolve •• and one Skill Specialty
Effect: Gain +2 for the named specialty instead of +1
Book 44 CoD


Common Sense (•••)
Merit Type: General
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.
Book 44 CoD


Danger Sense (••)
Merit Type: General
Pre-req: None
Effect: +2 on Wits+Composure to spot an ambush.
Book 44 CoD


Direction Sense ()
Merit Type: General
Pre-req: None
Effect: Never suffer penalties to navigate or find their way.
Book 44 CoD


Eidetic Memory (••)
Merit Type: General
Pre-req: None
Effect: +2 when making Intelligence+Composure rolls to remember something.
Book 44 CoD


Encyclopedic Knowledge (••)
Merit Type: General
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.
Book 44 CoD


Eyes for the Strange (••)
Merit Type: General
Pre-req: Resolve •• Occult
Effect: Roll Intelligence+Composure to determine if there was a supernatural hand in a scene. An 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.
Book 44 CoD


Fast Reflexes ( to •••)
Merit Type: General
Pre-req: Wits ••• or Dexterity •••
Effect: +1 Initiative per dot
Book 44 CoD


Good Time Management ()
Merit Type: General
Pre-req: Academics •• or Science ••
Effect: Halve time between rolls on extended actions
Book 44 CoD


Holistic Awareness ()
Merit Type: General
Pre-req: none
Effect: Wits+Survival to gather needed medical supplies from plants.
Book 44 CoD


Indomitable (••)
Merit Type: General
Pre-req: Resolve •••
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.
Book 45 CoD


Interdisciplinary Specialty ()
Merit Type: General
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.
Book 45 CoD


Investigative Aide ()
Merit Type: General
Pre-req: Chosen skill at •••+
Effect: Exceptional success on 3 instead of 5 for the purpose of uncovering Clues. Gain +1 element to Clues when using the chosen skill.
Book 45 CoD


Investigative Prodigy ( to •••••)
Merit Type: General
Pre-req: Wits ••• and Investigation •••
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.
Book 45 CoD


Language ()
Merit Type: General
Pre-req: None
Effect: Speak, read, and write another language.
Book 45 CoD


Library ( to •••)
Merit Type: General
Pre-req: None
Effect: Pick a Mental Skill. Add dots of Library to extended rolls involving that skill.
Book 46 CoD


Meditative Mind (, ••, or ••••)
Merit Type: General
Pre-req: None
Effect:
No environmental or wound penalties to meditate.
•• Gain +3 dice for any Resolve+Composure checks for that day. Needs 4 successes.
•••• Single success instead of four to benefit from the +3.
Book 46 CoD


Professional Training ( to •••••)
Merit Type: General
Pre-req: None See '+help Professional' for HR.
Effect: Choose two starting asset skills.
Gain two free contacts.
•• 9-again for asset skills.
••• Gain 3rd asset skill, and two specialties in asset skills.
•••• Gain a dot in an asset skill.
••••• Spend a willpower to gain rote. Removes defense for the turn.
Book 46 CoD


Tolerance for Biology ()
Merit Type: General
Pre-req: Resolve •••
Effect: Don't roll to avoid vomiting when things are extra gross.
Book 46 CoD


Multilingual ()
Merit Type: General
Pre-req: None
Effect: Pick 2 languages to speak conversationally in. Intelligence+Academics to try and read the language. May be taken multiple times.
Book 46 CoD


Object Fetishism ( to •••••)
Merit Type: General
Pre-req: None.
Effect: Faith in an object creates bonuses, but the loss of the object is devastating.
Book 42 HL


Patient ()
Merit Type: General
Pre-req: None
Effect: Two additional rolls when doing an extended test.
Book 46 CoD


Trained Observer ( or •••)
Merit Type: General
Pre-req: Pre-req: Wits ••• or Composure •••.
Effect:
Gain 9-again on perception checks.
••• Gain 8-again.
Book 46 CoD


Vice-Ridden (••)
Merit Type: General
Pre-req: None
Effect: Two vices. Only gain willpower once per scene.
Book 46 CoD


Virtuous (••)
Merit Type: General
Pre-req: None
Effect: Two virtues. Only gain willpower once per scene.
Book 46 CoD



Air of Menace (••)
Merit Type: General
Pre-req: Intimidation 2
Effect:
2 dice for rolls that use fear and menace to force compliance. Opponents with less Intimidation than you must spend willpower to initiate combat.
Book 49 HL


Allies ( to •••••)
Merit Type: General
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.
Book 49 CoD


Alternate Identity (, ••, or •••)
Merit Type: General
Pre-req: None
Effect:
Basic fake ID, get into bars. Won't withstand inspection.
•• Some paperwork has been filed to back up the identity, it will stand up to minor examination.
••• A full identity that will pass a deeper inspection.
At and ••, gain +1 subterfuge to defend it.
At •••, gain +2 subterfuge to defend that ID.
Book 50 CoD


Anonymity ( to •••••)
Merit Type: General
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.
Book 50 CoD


Barfly ()
Merit Type: General
Pre-req: Socialize ••
Effect: Rolls to identify the PC as an outsider at a venue are reduced by the character's socialize skill.
Book 50 CoD


Closed Book ( to •••••)
Merit Type: General
Pre-req: Manipulation •••, Resolve •••
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.
Book 50 CoD


Cohesive Unit (, ••, or •••)
Merit Type: General
Pre-req: Presence 3+
Effect: 1-dot: Bonus to teamwork die. 2-dot: A dice pool the team has access to. 3-dot: Limited rerolls for the team.
Book 42 HL


Contacts ( to •••••)
Merit Type: General
Pre-req: None
Effect: Complex system that interacts with Allies. Each dot represents a sphere/organization your character can get info from. Contacts provide information, but do not do favors.
Book 50 CoD


Defender (, ••, or •••)
Merit Type: General
Pre-req: None
Effect: Grants temp willpower for protect or get revenge for someone they love.
Book 42 HL


Empath (••)
Merit Type: General
Pre-req: Empathy 2
Effect: Make a roll to identify mental Conditions a character has.
Book 42 HL


Fame ( to •••)
Merit Type: General
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.
Book 50 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


Fixer (••)
Merit Type: General
Pre-req: Contacts ••, Wits ••
Effect: When hiring a service reduce the Availability rating of the service by 1 dot.
Book 51 CoD


Hobbyist Clique (••)
Merit Type: General
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.
Book 51 CoD


Inspiring (•••)
Merit Type: General
Pre-req: Presence •••
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.
Book 51 CoD


Iron Will (••)
Merit Type: General
Pre-req: Resolve ••••
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.
Book 51 CoD


Mentor ( to •••••)
Merit Type: General
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.
Book 51 CoD


Takes One to Know One ()
Merit Type: General
Pre-req: None
Effect: Removes -2 penalty for dealing with a crime that aligns to your PC's Vice. Instead, gain +2 and 9 again to any investigation rolls when the crime aligns to your Vice. A successful investigation is considered fulfilling his Vice.
Book 55 CoD


Mystery Cult Initiation ( to •••••)
Merit Type: General
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.
Book 51 CoD


Peacemaker (•• or •••)
Merit Type: General
Pre-req: Wits 3+ and Empathy 3+
Effect: Works with the Doors System to try and avoid fights. 3rd dot allows for attempts to talk Supernaturals out of frenzy or Death Rage.
Book 42 HL


Pusher ()
Merit Type: General
Pre-req: Persuasion ••
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.
Book 53 CoD


Resources ( to •••••)
Merit Type: General
Pre-req: None
Effect: Adds points to your +resource pool the first of every month.
Book 53 CoD


Retainer ( to •••••)
Merit Type: General
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.
to •• gets of a discipline.
••• to •••• gets •• of discipline.
••••• gets ••• of disciplines for ghouled retainers.
Book 53 CoD


Safe Place ( to •••••)
Merit Type: General
Pre-req: none
Effect: Complex system that allows players to pool dots to make an epic Safe Place
Book 54 CoD


Small Unit Tactics (••)
Merit Type: General
Pre-req: Presence •••
Effect: A number of characters equal to presence benefit from +3 of willpower spent on a coordinated maneuver.
Book 54 CoD


Spin Doctor ()
Merit Type: General
Pre-req: Manipulation •••, Subterfuge ••
Effect: When dealing with Tainted Clues you don't ignore successes. Instead, apply a -1 per relevant Tainted Clue. Using a Tainted Clue only gives a max -2 penalty, which includes the -1 of ignoring successes.
Book 54 CoD


Staff ( to •••••)
Merit Type: General
Pre-req: None
Effect: For every dot, pick a type of assistant and one skill for them. For mundane actions, the staff member gains one auto success for that skill. Does not work for contested rolls.
Book 54 CoD


Status (• to •••••)
Merit Type: General
Pre-req: None
Effect: Each instance of this merit reflects standing with different groups. Apply status dots to social rolls involving someone of the same group. Gain access to group-held facilities and resources, depending on the structure of the group. If you know a character's Mentor, Resources, Retainer, Contacts, or Allies you can block their use. One per chapter (+help Durations) you can stop a single merit from being used if it is of lower dot rating than your Status AND it makes sense for the organization to do so.
Drawback: Status takes social maintenance.
Book 54 CoD


Striking Looks ( or ••)
Merit Type: General
Pre-req: None
Effect: Effect: +1 or +2 to social rolls where the chosen descriptor for your PC might influence someone else.
Book 54 CoD


Sympathetic (••)
Merit Type: General
Pre-req: None
Effect: At the beginning of Social Maneuvering, accept a Condition such as Leveraged or Swooned to remove two of the target's Doors.
Book 55 CoD


Table Turner ()
Merit Type: General
Pre-req: Composure •••, Manipulation •••, Wits •••
Effect: Spend a Willpower to preempt a character's attempt to Social Maneuver against you with one of your own, or another Social action.
Book 55 CoD


Taste ()
Merit Type: General
Pre-req: Crafts •• and a specialty in crafts or expression
Effect: Wits+Skill (Expression, Crafts, etc dependent on the art observed) your PC can pick out obscure details others would not. See book for questions you may ask upon success or you may take a +1 bonus to Social rolls pertaining to groups interested in the art for the duration of the scene.
Book 56 CoD


True Friend (•••)
Merit Type: General
Pre-req: None
Effect: A True Friend will never betray the player or be killed without permission given to the ST.
Book 56 CoD


Untouchable ()
Merit Type: General
Pre-req: Manipulation •••, Subterfuge ••
Effect: Rolls to investigate the player suffer the Incomplete Clue tag.
Book 56 CoD



Ambidextrous (•••)
Merit Type: General
Pre-req: Character generation only.
Effect: No negative modifier for using the off-hand
Book 47 CoD


Automotive Genius ()
Merit Type: General
Pre-req: Crafts •••, Drive , Science
Effect: Triple crafts instead of doubling when determining how many mods a vehicle can handle. Specs add additional +1 mod per spec that applies
Book 47 CoD


Body as Weapon (••)
Merit Type: General
Pre-req: Stamina 3, Brawl 2
Effect: Unarmed strikes cause an additional point of Bashing damage on a successful hit.
Book 41 HL


Choke Hold (••)
Merit Type: General
Pre-req: Brawl ••
Effect: Choke someone out.
Book 61 CoD


Close Quarters Combat ( to •••••)
Merit Type: General
Pre-req: Wits •••, Athletics ••, Brawl •••
Effect: Various maneuvers for fighting in tight spaces.
Book 61 CoD


Crack Driver (•• or •••)
Merit Type: General
Pre-req: Drive •••
Effect: •• Add composure to drive rolls when doing nothing but driving. Any rolls to disable the vehicle take a -driver's composure to the roll.
••• Once per turn take a driving action reflexively
Book 47 CoD


Defensive Combat ()
Merit Type: General
Pre-req: Brawl OR Weaponry
Effect: Use Brawl or Weaponry to calculate defense instead of athletics.
Book 61 CoD


Demolisher ( to •••)
Merit Type: General
Pre-req: Strength ••• or Intelligence •••
Effect: Ignore one point of an object's durability per dot of this merit.
Book 47 CoD


Double Jointed (••)
Merit Type: General
Pre-req: Dexterity •••
Effect: Automatically escape bonds and subtract Dexterity from attempts to overpower the character when in a grapple.
Book 47 CoD


Fighting Finesse (••)
Merit Type: General
Pre-req: Dexterity •••, a specialty in Weaponry or Brawl.
Effect: Use dexterity with specialty instead of strength.
Book 61 CoD


Firefight ( to •••)
Merit Type: General
Pre-req: Composure •••, Dexterity •••, Athletics ••, Firearms ••
Effect: Different maneuvers for combat shooting.
Book 61 CoD


Fleet of Foot ( to •••)
Merit Type: General
Pre-req: Athletics ••
Effect: +1 Speed per dot. Pursuers suffer -1 per dot when chasing
Book 47 CoD


Giant (•••)
Merit Type: General
Pre-req: Character generation only.
Effect: Size 6 and gains +1 health box.
Book 47 CoD


Grappling ( to •••••)
Merit Type: General
Pre-req: See '+news grappling' in-game.
Effect: Different ways to restrain.
Book 62 CoD/49 HL


Greyhound ()
Merit Type: General
Pre-req: Athletics •••, Wits •••, Stamina •••
Effect: When in a chase, get an exceptional success on three successes instead of five.
Book 48 CoD


Hardy ( to •••)
Merit Type: General
Pre-req: Stamina •••
Effect: Add dots of merit to rolls for resisting disease, poison, loss of consciousness, suffocation, and deprivation.
Book 47 CoD


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


Iron Skin (•• or ••••)
Merit Type: General
Pre-req: Stamina •••, Martial Arts •• or Street Fighting ••.
Effect:
Book 63 CoD


Iron Stamina ( to •••)
Merit Type: General
Pre-req: Stamina ••• or Resolve •••
Effect: Counteracts negative modifiers from fatigue and damage.
Book 48 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


Quick Draw ()
Merit Type: General
Pre-req: Wits •••, Specialty in Weaponry or Firearms
Effect: Drawing or holstering a weapon becomes a reflexive action anytime defense applies.
Book 49 CoD


Relentless ()
Merit Type: General
Pre-req: Athletics ••, Stamina ••
Effect: Opponent's need two additional successes to catch or evade your character.
Book 49 CoD


Seizing the Edge (••)
Merit Type: General
Pre-req: Wits •••, Composure •••
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.
Book 49 CoD


Shiv ( or ••)
Merit Type: General
Pre-req: Street Fighting ••, Weaponry
Effect:
Book 64 CoD


Sleight of Hand (••)
Merit Type: General
Pre-req: Larceny •••
Effect: Take one instant,larceny based action per turn. Unless someone is specifically looking for it, the action goes unnoticed.
Book 49 CoD

Small-Framed ()
Merit Type: General
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.
Book 49 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



Aura Reading (•••)
Merit Type: Mortal+
Pre-req: None.
Effect: Read auras to get information about a target.
Book 56 CoD


Automatic Writing (••)
Merit Type: Mortal+
Pre-req: None.
Effect: A way to get clues or statements from ghosts or spirits.
Book 56 CoD


Biokinesis ( to •••••)
Merit Type: Mortal+
Pre-req: None.
Effect: Heal twice as fast and rearrange physical attributes.
Book 57 CoD


Clairvoyance (•••)
Merit Type: Mortal+
Pre-req: None.
Effect: Project senses to another place.
Book 57 CoD


Cursed (••)
Merit Type: Mortal+
Pre-req: None.
Effect: Your character knows when and how they will die. And is liberated by it.
Book 57 CoD


Laying On Hands (•••)
Merit Type: Mortal+
Pre-req: None.
Effect: Heal others, but take half of what is healed onto yourself.
Book 57 CoD


Medium (•••)
Merit Type: Mortal+
Pre-req: Empathy ••
Effect: Communicate with the dead.
Book 57 CoD


Mind of a Madman (••)
Merit Type: Mortal+
Pre-req: Empathy •••
Effect: Bonuses to investigating, pursuing, and stopping a culprit - but it is very traumatic.
Book 57 CoD


Numbing Touch ( to •••••)
Merit Type: Mortal+
Pre-req: None.
Effect: Render someone sluggish and clumsy. Numbed.
Book 58 CoD


Omen Sensitivity (•••)
Merit Type: Mortal+
Pre-req: None.
Effect: Get clues about things going on.
Book 58 CoD


Psychokinesis (••• or •••••)
Merit Type: Mortal+
Pre-req: None.
Effect: Manipulate elements such as fire, water, cold, and electricity.
Book 58 CoD


Psychometry (•••)
Merit Type: Mortal+
Pre-req: None.
Effect: Read impressions on physical objects.
Book 58 CoD


Telekinesis ( to •••••)
Merit Type: Mortal+
Pre-req: None.
Effect: Use your mind to lift and shove items.
Book 59 CoD


Telepathy (••• or •••••)
Merit Type: Mortal+
Pre-req: None.
Effect: Mind reading.
Book 59 CoD


Thief of Fate (•••)
Merit Type: Mortal+
Pre-req: None.
Effect: Touching someone jinxes their luck. Must spend a willpower to not affect them.
Book 60 CoD


Unseen Sense (••)
Merit Type: Mortal+
Pre-req: None.
Effect: Sixth sense for a type of supernatural. Vampires, werewolves, god machine, spirits, ghosts, and angels.
Book 60 CoD



Hearing Whispers (••)
Merit Type: Werewolf
Pre-req: Bone Shadow
Effect: effect
Book WtF 106


Totemic Evocation (•••)
Merit Type: WolfBlood
Pre-req: Ur's Blood ••
Effect: They take on a very, very tiny aspect of a tribal totem. They may use an Influence from a tribal totem rated at half of their Willpower (Red=Metal, Black=Plants, Death=Death, Winter=, Destroyer=War) once per story. Doing so also necessitates spending 1 Willpower, and a Presence + Expression roll as they evoke the power of a tribal totem.
Book None


No merits found.

No merits found.


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