Difference between revisions of "General Merits"

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* '''Outdoorsman (••):''' ''Requires Survival •••'' Character is skilled at making his way through the wilderness.
 
* '''Outdoorsman (••):''' ''Requires Survival •••'' Character is skilled at making his way through the wilderness.
 
* '''Steady Driver (•):''' ''Requires Drive ••'' Character is a calm and collected driver, using Resolve instead of Dexterity when making Drive rolls.
 
* '''Steady Driver (•):''' ''Requires Drive ••'' Character is a calm and collected driver, using Resolve instead of Dexterity when making Drive rolls.
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===WoD: Reliquary===
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* '''Multi-Lingual (• to •••••):''' Character has a knack for languages, able to communicate basically in two languages per dot.
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* '''Well-Traveled (•):''' Character has traveled extensively and gains benefits for Social rolls in dealing with foreign cultures and for Mental rolls to remember specifics about that culture.
  
 
==Physical Merits==
 
==Physical Merits==

Revision as of 13:14, 16 December 2008

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.

WoD: Chicago

  • Tunnel Rat (• to •••): Character knows his way through the mazes beneath a given urban sprawl or another subterranean system. Must be purchased separately for each such network.

WoD: Dogs of War

  • Trained Observer (• or •••): Requires Wits ••• or Composure ••• Character is a skilled observer, trained to miss nothing in his field of perception.

WoD: Innocents

  • Prized Possession (•): Character has a prized item that he has spent extensive time using and practicing with, granting benefits while using that specific item.

WoD: Midnight Roads

  • Driver's Charm (• to •••••): Character has a good luck charm in his car that does indeed bring some kind of benefit to his driving.
  • Outdoorsman (••): Requires Survival ••• Character is skilled at making his way through the wilderness.
  • Steady Driver (•): Requires Drive •• Character is a calm and collected driver, using Resolve instead of Dexterity when making Drive rolls.

WoD: Reliquary

  • Multi-Lingual (• to •••••): Character has a knack for languages, able to communicate basically in two languages per dot.
  • Well-Traveled (•): Character has traveled extensively and gains benefits for Social rolls in dealing with foreign cultures and for Mental rolls to remember specifics about that culture.

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.

WoD: Dogs of War

  • Athletics Dodge (•): Character may add Athletics to Defense instead of doubling Defense when using Dodge Action.
  • Fighting Style: Modern Army Combatives (• to •••••): Strength ••, Dexterity ••, Stamina ••, Brawl •• Character is trained in the fighting style taught to modern military units.

WoD: Midnight Roads

  • Driving Style: High Performance Driving (• to ••••): Requires Dexterity •••, Resolve ••, Drive •• Character is trained in advanced driving techniques, most likely due to training for a job involving such work, such as law enforcement, military or stunt work.
  • Fighting Style: Improvised Weaponry (• to •••): Requires Wits •••, Weaponry • Character is skilled in plucking weapons from her environment and using them.
  • Wheelman (••): Requires Dexterity ••, Drive •• Character drives as though she were born to do so.

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.

WoD: Dogs of War

  • Decorated (• to •••••): Character has received some kind of award for meritorious conduct while in military service.
  • Small Unit Tactics (•••): Manipulation •••, Persuasion •••, Specialty: Leadership in Persuasion Character has skill and experience in leading soldiers in small unit engagements.

WoD: Midnight Roads

  • Ingratiating Wanderer (••): Requires Manipulation ••• Character instintually knows how to find important people in a new place, and how best to approach them.

Supernatural Merits

Template

  • X (•••••): X
  • X (•••••): X
  • X (•••••): X
  • X (•••••): X