Difference between revisions of "General Merits"
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* '''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. | * '''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. | * '''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. | ||
+ | ===WoD: Second Sight=== | ||
+ | * '''Anti-Psi (•••••):''' ''Mortals only; Character can have no [[Psychic Merits]]'' Character's presence inhibits the functioning of psychic powers. | ||
+ | * '''Doubting Thomas (•):''' ''Mortals only; Character can have no [[Psychic Merits]]'' Character's disbelief inflicts penalties on psychic phenomena. | ||
+ | * '''Lucid Dreamer (•):''' Character has the ability to manipulate the content of his own dreams at will. | ||
+ | * '''Psychic Resistance (• to •••):''' Character has a measure of resistance to mental manipulation, and can often tell when someone is attempting such. | ||
==Physical Merits== | ==Physical Merits== | ||
Line 53: | Line 71: | ||
===WoD: Asylum=== | ===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. | * '''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. | ||
+ | ===WoD: Tales from the 13th Precinct=== | ||
+ | * '''Fighting Style: Police Tactics (• to •••):''' ''Requires Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry ••'' Character is trained in police take-down and restraint techniques. | ||
==Social Merits== | ==Social 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. | ||
+ | ===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 instinctually knows how to find important people in a new place, and how best to approach them. | ||
+ | ===WoD: Second Sight=== | ||
+ | * '''Believers (• to •••••):''' ''Requires [[Psychic Merits]]'' Character has a number of assistants or other followers who deeply believe in that characters power, granting benefits to the use of such powers while they are around. | ||
+ | * '''Ghost Ally (••• to •••••):''' Character has a friend and ally who happens to be a ghost, with power based on Merit rating. | ||
+ | * '''Hypnotic Voice (••••):''' ''Persuasion ••• or Science ••• with Hypnotherapy specialty)'' Character has the ability to drop a subject into a hypnotic trance through a specific procedure. | ||
+ | ===WoD: Skinchangers=== | ||
+ | * '''Animal Affinity (• to •••):''' Character gains a +1 per dot in Merit to all Social rolls involving one given kind of animal. | ||
+ | * '''Den (•••):''' Character has access to a hidden-away place that is near her normal haunts and easily accessible to her, but not easily found. | ||
+ | * '''Predator's Bearing (••):''' Character reminds others of predators and being hunted, granting a +1 to Social rolls that might benefit from that unease, but a -1 to Social rolls that might be limited by it. | ||
+ | * '''Socially Small (••):''' Character is easy to miss and ignore, granting a +1 bonus to Subterfuge and Stealth rolls, but a -1 to Expression, Intimidation or Socialize rolls. | ||
+ | ===WoD: Tales from the 13th Precinct=== | ||
+ | * '''Sworn Officer (• to ••••):''' ''Requires Status (Law Enforcement)'' Character is a sworn officer, duly trained and registered to make arrests and carry weapons legally. | ||
+ | |||
+ | ==Supernatural Merits== | ||
+ | * '''[[Abominable Merits]]''' for characters dealing with Things That Must Not Be. | ||
+ | * '''[[Psychic Merits]]''' for characters possessing strange mental powers. | ||
+ | * '''[[Relic Merits]]''' for characters dealing with relics and supernatural items. | ||
+ | * '''[[Spirit Merits]]''' for characters dealing with spirits. | ||
+ | * '''[[Thaumaturge Merits]]''' for characters who wield mortal occult secrets. | ||
==Template== | ==Template== |
Latest revision as of 16:21, 1 January 2009
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.
WoD: Second Sight
- Anti-Psi (•••••): Mortals only; Character can have no Psychic Merits Character's presence inhibits the functioning of psychic powers.
- Doubting Thomas (•): Mortals only; Character can have no Psychic Merits Character's disbelief inflicts penalties on psychic phenomena.
- Lucid Dreamer (•): Character has the ability to manipulate the content of his own dreams at will.
- Psychic Resistance (• to •••): Character has a measure of resistance to mental manipulation, and can often tell when someone is attempting such.
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.
WoD: Tales from the 13th Precinct
- Fighting Style: Police Tactics (• to •••): Requires Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry •• Character is trained in police take-down and restraint techniques.
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 instinctually knows how to find important people in a new place, and how best to approach them.
WoD: Second Sight
- Believers (• to •••••): Requires Psychic Merits Character has a number of assistants or other followers who deeply believe in that characters power, granting benefits to the use of such powers while they are around.
- Ghost Ally (••• to •••••): Character has a friend and ally who happens to be a ghost, with power based on Merit rating.
- Hypnotic Voice (••••): Persuasion ••• or Science ••• with Hypnotherapy specialty) Character has the ability to drop a subject into a hypnotic trance through a specific procedure.
WoD: Skinchangers
- Animal Affinity (• to •••): Character gains a +1 per dot in Merit to all Social rolls involving one given kind of animal.
- Den (•••): Character has access to a hidden-away place that is near her normal haunts and easily accessible to her, but not easily found.
- Predator's Bearing (••): Character reminds others of predators and being hunted, granting a +1 to Social rolls that might benefit from that unease, but a -1 to Social rolls that might be limited by it.
- Socially Small (••): Character is easy to miss and ignore, granting a +1 bonus to Subterfuge and Stealth rolls, but a -1 to Expression, Intimidation or Socialize rolls.
WoD: Tales from the 13th Precinct
- Sworn Officer (• to ••••): Requires Status (Law Enforcement) Character is a sworn officer, duly trained and registered to make arrests and carry weapons legally.
Supernatural Merits
- Abominable Merits for characters dealing with Things That Must Not Be.
- Psychic Merits for characters possessing strange mental powers.
- Relic Merits for characters dealing with relics and supernatural items.
- Spirit Merits for characters dealing with spirits.
- Thaumaturge Merits for characters who wield mortal occult secrets.
Template
- X (•••••): X
- X (•••••): X
- X (•••••): X
- X (•••••): X