Difference between revisions of "General Merits"
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===WoD: Asylum=== | ===WoD: Asylum=== | ||
* '''Bureaucratic Navigator (••):''' Character is adept at navigating bureaucratic systems, gaining a bonus to Social and Mental rolls to do so. | * '''Bureaucratic Navigator (••):''' Character is adept at navigating bureaucratic systems, gaining a bonus to Social and Mental rolls to do so. | ||
+ | |||
+ | ==Supernatural Merits== | ||
+ | ===WoD: Book of Spirits=== | ||
+ | * '''Spirit Tongue (•••):''' Character has gained some basic knowledge of the language of spirits, and can understand and communicate with them on a very basic level. | ||
+ | * '''Cursed Item (• to •••••):''' Character possesses some cursed item, of useful power but questionable safety. (See p.112) | ||
+ | * '''Difficult to Ride (••••):''' ''Requires Composure •••, Resolve •••''' Character gains increased resistance to being Urged, Ridden or Possessed by spirits. | ||
+ | * '''Easy Ride (••):''' ''Requires Wits •••'' Character is capable of relaxing and allowing a spirit to possess her, allowing her to forego the resistance roll. | ||
+ | * '''Hollow Soul (••):''' ''Requires Easy Ride Merit'' Character can be possessed even by spirits without the normal ability to possess people. | ||
+ | * '''Locus-Drinker (•••):''' ''Mortals only'' Character has the ability to draw Essence from a Locus, though does not gain any ability to store it. | ||
+ | * '''Pleasing Aura (•••):''' Character's presence is pleasing to spirits, drawing them near. | ||
+ | * '''Residual Spirit Energy (••):''' ''Mortals only'' Character releases Essence when her blood is spilt. | ||
+ | * '''Saintly (•••):''' Character's presence makes spirits uncomfortable. | ||
+ | * '''Shadow Contacts (••• to •••••):''' Character knows a place to go to get the spirit world to answer questions for a price. | ||
+ | * '''Shadowless Chambers (• to •••••):''' Character has access to a place that is difficult for spirits to find. | ||
+ | * '''Spirit Ear (•• to ••••):''' ''Requires Wits ••• or Composure •••'' Character has a knack for understanding spirits. | ||
+ | |||
+ | |||
==Template== | ==Template== |
Revision as of 16:13, 15 December 2008
Contents
Mental Merits
World of Darkness Corebook
- Common Sense (••••): Character has good common sense, and can gain hints from Storyteller. Available at Character Creation only
- Danger Sense (••): Character is good at noticing ambushes or other impending danger.
- Eidetic Memory (••): Character has near-photographic memory. Available at Character Creation only
- Encyclopedic Knowledge (••••): Character has a vast recollection of obscure and random trivia.
- Holistic Awareness (•••): Character is skilled in whole-body healing and natural techniques.
- Language (•): Character speaks one language.
- Meditative Mind (•): Character has an easier time achieving meditative states.
- Unseen Sense (•••): Mortals only; requires Wits •• Character has the ability to sense the use or presence of some kind of supernatural phenomenon.
WoD: Armory
- EOD (••••): Requires Wits ••• or Dexterity •••, Crafts •••, Specialty: Demolitions in Crafts Character is trained in dealing with explosives and disarming them.
- Technophile (• to ••): Character has knowledge regarding a narrow or broad topic; functions as a specific Encyclopedic Knowledge.
WoD: Asylum
- Emotional Detachment (•): 'Requires Resolve •• Character can distance himself from pain, grief and suffering of others in order to accomplish his goals; may ignore penalties that come from such stressful situations.
- Good Time Management (••): 'Requires Academics, Medicine or Science •• Character may reduce the time requirement on extended rolls by one quarter per roll.
Physical Merits
World of Darkness Corebook
- Ambidextrous (•••): Character may use both hands without penalty.
- Brawling Dodge (•): Requires Strength •• and Brawl • Character may add Brawl to Defense instead of doubling Defense when taking a Dodge Action.
- Direction Sense (•): Character can always sense where North lies.
- Disarm (••): Requires Dexterity •••, Weaponry • Character may take an action to knock a weapon from an opponent's grasp.
- Fast Reflexes (• to ••): Requires Dexterity ••• Character's Initiative rating is increased due to fast reflexes.
- Fighting Finesse (••): Requires Dexterity •••, Weaponry •• Character uses Dexterity rather than Strength when attacking with one kind of melee attack.
- Fighting Style: Boxing (• to •••••): Requires Strength •••, Stamina ••, Brawl •• The character knows special maneuvers of tremendous strength and stunning to use while fighting bare-handed.
- Fighting Style: Kung-Fu (• to •••••): Requires Strength ••, Dexterity ••, Stamina ••, Brawl •• The character knows special maneuvers involving precision and swift defenses to use while fighting bare-handed.
- Fighting Style: Two Weapons (• to ••••): Requires Dexterity •••, Weaponry ••• The character knows special maneuvers involving fighting with a weapon in each hand.
- Fleet of Foot (• to •••): Requires Stregnth •• The character is a fast runner, increasing his Speed.
- Fresh Start (•): Requires Fast Reflexes •• Merit Character can reset his order in the Initiative roster during combat.
- Giant (••••): Character is around seven feet tall and over 250 lbs, and of Size 6.
- Gunslinger (•••): Requires Dexterity •••, Firearms ••• Character has the ability to fire two pistols at the same time.
- Iron Stamina (• to •••): Requires Stamina •••, Resolve ••• Character is more resistant to pain and other discomforts.
- Iron Stomach (••): Requires Stamina •• Character can eat almost anything under any conditions.
- Natural Immunity (•): Requires Stamina •• Character is more resistant to infection, sickness and disease.
- Quick Draw (•): Requires Dexterity ••• Character can draw a weapon and attack as the same action.
- Quick Healer (• to •••••): Requires Stamina ••• Character heals much faster than normal.
- Strong Back (•): Requires Strength •• Character is adept at lifting and carrying heavy weights.
- Strong Lungs (•••): Requires Athletics ••• Character can hold his breath for longer periods.
- Stunt Driver (•••): Requires Dexterity ••• Character can drive a vehicle and perform an unrelated action as a single action.
- Toxin Resistance (••): Requires Stamina ••• Character is more resistant to poisons, venoms and toxins.
- Weaponry Dodge (•): Requires Strength •• and Weaponry • Character may add Weaponry to Defense instead of doubling Defense when taking a Dodge Action.
WoD: Armory
- Fighting Style: Archery (• to ••••): Requires Strength ••, Dexterity ••, Athletics •• Character is trained in a number of specialized techniques while using a bow.
- Fighting Style: Chain Weapons (• to ••••): Requires Strength ••, Dexterity •••, Weaponry ••• Character is trained in the use of a chain and other flexible weapons.
- Fighting Style: Combat Marksmanship (• to •••••): Requires Strength ••, Dexterity ••, Composure •••, Firearms •• Character is trained in the use of a firearm in the middle of high-stress situations; usually due to police or military training.
- Fighting Style: Fencing (• to ••••): Requires Dexterity •••, Weaponry ••• Character is trained in the art of fencing.
- Fighting Style: Filipino Martial Arts (• to ••••): Requires Dexterity •••, Weaponry ••• Character is trained in the escrima stick-fighting and unarmed techniques of Filipino martial arts.
- Fighting Style: Kendo (• to ••••): Requires Dexterity •••, Weaponry ••• Character is trained in the art of Japanese swordsmanship.
- Fighting Style: Sniping (• to •••••): Requires Dexterity •••, Resolve •••, Firearms •••, Stealth •• Character is trained in the methods of sniping using high-powered rifles, usually through police or military training.
- Fighting Style: Sptsnaz Knife Fighting (• to ••••): Requires Dexterity •••, Weaponry •• Character is trained in the knife-fighting techniques used by Special Forces all over the world.
- Fighting Style: Staff Fighting (• to •••): Requires Strength •••, Dexterity ••, Weaponry •• Character is trained in quarterstaff fighting techniques.
WoD: Asylum
- Tolerance for Biology (•): Requires Resolve, Stamina or Composure •• Character never feels disturbed or nauseated by unpleasant things of a biological nature, including gory scenes of violence.
Social Merits
World of Darkness Corebook
- Allies (• to •••••): Character has a group of people who he can call on for help. Each category of Allies is a separate Merit.
- Barfly (•): Character can get into any bar or club.
- Contacts (• to •••••): Each dot in this Merit is a separate source the character can call on for information.
- Fame (• to •••): Character has a measure of recognition in mortal society.
- Inspiring (••••): Requires Presence •••• Character can give a speech that inspires and renews those to whom it is directed.
- Mentor (• to •••••): A learned individual who spends time and effort training the character in a number of certain subjects or fields.
- Resources (• to •••••): Measures the character's wealth and lifestyle.
- Retainer (•••••): A servant or other sort of assistant, who is more competent with higher ratings. Each retainer is a different Merit.
- Status (• to •••••): Character has standing in some organization; each organization has a different Merit.
- Striking Looks (•• or ••••): Character is incredible attractive, granting benefits in social situations.
WoD: Asylum
- Bureaucratic Navigator (••): Character is adept at navigating bureaucratic systems, gaining a bonus to Social and Mental rolls to do so.
Supernatural Merits
WoD: Book of Spirits
- Spirit Tongue (•••): Character has gained some basic knowledge of the language of spirits, and can understand and communicate with them on a very basic level.
- Cursed Item (• to •••••): Character possesses some cursed item, of useful power but questionable safety. (See p.112)
- Difficult to Ride (••••):' Requires Composure •••, Resolve ••• Character gains increased resistance to being Urged, Ridden or Possessed by spirits.
- Easy Ride (••): Requires Wits ••• Character is capable of relaxing and allowing a spirit to possess her, allowing her to forego the resistance roll.
- Hollow Soul (••): Requires Easy Ride Merit Character can be possessed even by spirits without the normal ability to possess people.
- Locus-Drinker (•••): Mortals only Character has the ability to draw Essence from a Locus, though does not gain any ability to store it.
- Pleasing Aura (•••): Character's presence is pleasing to spirits, drawing them near.
- Residual Spirit Energy (••): Mortals only Character releases Essence when her blood is spilt.
- Saintly (•••): Character's presence makes spirits uncomfortable.
- Shadow Contacts (••• to •••••): Character knows a place to go to get the spirit world to answer questions for a price.
- Shadowless Chambers (• to •••••): Character has access to a place that is difficult for spirits to find.
- Spirit Ear (•• to ••••): Requires Wits ••• or Composure ••• Character has a knack for understanding spirits.
Template
- X (•••••): X
- X (•••••): X
- X (•••••): X
- X (•••••): X