Merits

World of Darkness Core Merits

Mental Merits

pg. 108

Danger Sense

  • Rating: 2
  • Prerequisites: None
  • Bonus:
    • + 2 to Wits + Composure rolls to detect ambushes.

Encyclopedic Knowledge

  • Rating: 4
  • Prerequisites: None
  • Bonus:
    • Can roll Intelligence + Wits to remember a random fact about a phenomenon your character is exposed to.

Holistic Awareness

  • Rating: 3
  • Prerequisites: Medicine 2
  • Bonus:
    • May make an Intelligence + Medicine once per day per patient to halve a patient’s natural healing time. Only works on living creatures.

Interdisciplinary Specialty

  • Rating: 1
  • Prerequisites: Appropriate Skill at 3, Specialty.
  • Bonus:
    • Take one Specialty you have in a skill at 3 dots or higher and apply it to any appropriate skill roll (for example: allowing an Occult specialty in Vampires to also apply to Academics or Medicine rolls dealing with them, or a Weaponry specialty in Swords also adding to Crafts or Investigation rolls). Does not stack with other Specialties, from this Merit or otherwise.
      You may only have one Interdisciplinary Specialty.

Language

  • Rating: 1 to 2
  • Prerequisites: None
  • Bonus:
    • One dot equals basic reading, writing, speaking ability.
    • Two dots indicates complete fluency.

Physical Merits

pg 110

Ambidextrous

  • Rating: 3
  • Prerequisites: None
  • Bonus:
    • Your character does not suffer the – 2 offhand penalty. This does not allow multiple attacks in a round.

Brawling Dodge

  • Rating: 1
  • Prerequisites: Strength 2 and Brawl 1
  • Bonus:
    • Add Brawl to Defense when taking a full Defense action rather than doubling Defense.

Direction Sense

  • Rating: 1
  • Prerequisites: None
  • Bonus:
    • Orient to compass points and retrace your steps without a roll.

Disarm

  • Rating: 2
  • Prerequisites: Dexterity 2 and Weaponry 2
  • Bonus:
    • On an melee attack roll, if your successes exceed the target’s Dexterity, you may choose to disarm rather than do damage.
    • A disarmed weapon lands a number of yards away equal to successes away from the target.

Fast Reflexes

  • Rating: 1 to 2
  • Prerequisites: Dexterity 3
  • Bonus:
    • + 1 Initiative per point of Fast Reflexes.

Fighting Finesse

  • Rating: 2
  • Prerequisites: Dexterity 3 and Weaponry or Brawl 2
  • Bonus:
    • You prefer to to fight using agility over power. With an appropriate weapon/style you may use Dexterity rather than Strength to attack.
    • This merit must be purchased an additional time for every weapon/style.

Fleet of Foot

  • Rating: 1 to 3
  • Prerequisites: None
  • Bonus:
    • Gain + 1 Speed per point of Fleet of Foot.

Giant

  • Rating: 4
  • Prerequisites: None
  • Bonus:
    • You are over 7 feet tall, and weigh more than 250 lbs. Gain +1 Size.
    • This Merit may only be taken at character creation.

Iron Stamina

  • Rating: 1 to 3
  • Prerequisites: Stamina or Resolve 3
  • Bonus:
    • Reduces wound penalties by 1 per point of Iron Stamina (to a minimum of 0).

Quick Draw

  • Rating: 1
  • Prerequisites: Dexterity 3
  • Bonus:
    • You may draw a weapon and attack with it in the same round.
    • Quick Draw must be purchased separately for Weaponry, Firearms and Brawl.

Strong Back

  • Rating: 1
  • Prerequisites: Strength 2
  • Bonus:
    • Gain + 1 to lifting or carrying heavy weights.

Toxin Resistance

  • Rating: 2
  • Prerequisites: Stamina 3
  • Bonus:
    • Gain + 2 on Stamina rolls to resist the effects of drugs, poisons, and toxins.

Weaponry Dodge

  • Rating: 1
  • Prerequisites: Strength 2 and Weaponry 1
  • Bonus:
    • Add Weaponry to Defense when taking a full Defense action rather than doubling Defense.

Fighting Styles are not available for this game. Flavour text for fighting styles may be described mechanically using Weaponry and Brawl specialties.

Social Merits

pg. 114

Allies

  • Rating: 1 to 5
  • Prerequisites: None
  • Bonus:
    • You have associates, friends of convenience or people who owe you in an organization.
    • Allies may provide assistance/support in times of need, though they will expect favours in turn afterwards.
    • Number of points indicates how deep their influence runs in a particular group (ex. beat cop vs. Police Chief).
    • Must be taken multiple times for different areas of influence (ex, City Hall, Criminals, etc.)

Barfly

  • Rating: 1
  • Prerequisites: None
  • Bonus:
    • Your character knows how to find, and get into, the best nightlife spots in any town with only a few words (and a timely bribe).

Contacts

  • Rating: 1 to 5
  • Prerequisites: None
  • Bonus:
    • People you know who can get you information within their purview.
    • Each dot reflects an area of influence (ex. Contacts 3 could be computer hackers, couriers, and big businesses).

Fame

  • Rating: 1 to 5
  • Prerequisites: None
  • Bonus:
    • You are a celebrity of some sort (ex. Musician, Athlete, etc.).
    • Gain +1 to applicable Social skill against those who have heard of you and are impressed.

Inspiring

  • Rating: 4
  • Prerequisites: Presence 4
  • Bonus:
    • May return allies 1 spent Willpower with a successful Presence + Persuasion roll.
    • This cannot cause anyone to exceed their maximum willpower.
    • May only target someone once per night, whether successful or not.
    • Cannot target self.

Resources

  • Rating: 1 to 5
  • Prerequisites: None
  • Bonus:
    • You have a steady source of cash and your disposable income increases depending on your points in Resources as follows:
0 $50 monthly, your covenant can help you find a place
1 $500 monthly, $1 000 liquidated
2 $1 000 monthly, $5 000 liquidated
3 $2 000 monthly, $10 000 liquidated
4 $10 000 monthly, $500 000 liquidated
5 $50 000 monthly, $5 000 000 liquidated

Retainer

  • Rating: 1 to 5
  • Prerequisites: None
  • Bonus:
    • You have an ghoul, assistant, aide, indentured servant or fanatical follower whom you can rely on to complete tasks within their purview.
    • Points in Retainer indicate the training, capability or flexibility of the retainer.
    • This Merit must be purchased multiple times to indicate multiple retainers.
    • Retainers are written up by the STs – you do not have direct access to their sheets.

Striking Looks

  • Rating: 2 or 4
  • Prerequisites: None
  • Bonus:
    • You a memorable due to your physical features.
    • For 2 points, gain + 1 on all Presence or Manipulation rolls when using your looks to entertain, persuade, distract or deceive others over whom your looks give you an advantage.
    • For 4 points, this bonus increases to + 2.

Vampire: the Requiem Merit

Herd

  • Rating: 1 to 5
  • Prerequisites: None
  • Bonus:
    • You have a developed community of mortals that you can feed upon without fear, but are not effective agents of any sort (i.e. Not Allies, Retainers, Contacts,etc.)
    • See [Feeding] for additional information on how your character acquires blood in between games.
    • Your die for determining how much blood you acquire in a week is increased as per the chart below:
Herd 0 Attribute + Skill + 1d6
Herd 1 Attribute + Skill + 1d8
Herd 2 Attribute + Skill + 1d10
Herd 3 Attribute + Skill + 2d6
Herd 4 Attribute + Skill + 2d8
Herd 5 Attribute + Skill + 2d10

Other Merits

Inhuman Resistance

  • Rating: 2 or 4
  • Prerequisites: Clan Gangrel
  • Bonus:
    • Your connection to your inhuman Beast protects you from powers that target your human side, but leave you vulnerable to more primal manipulations.
    • For 2 points, gain + 1 when defending against Dominate or Majesty powers, and take -1 when defending against Animalism or Nightmare powers.
    • For 4 points, the bonus and penalty both increase by 1 (for a total of +2 and -2).

Merits

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