General Merits
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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
- Spirit Merits for characters dealing with spirits.
Template
- X (•••••): X
- X (•••••): X
- X (•••••): X
- X (•••••): X