|Check the Book List page if you aren't sure what a book abbreviation stands for!|
This page lists all merits in use on Fate's Harvest. If we have missed something, please send in a +request.
- Merits marked with (HR) are custom merits.
- Merits which have HR after their book/page entry have a House Rule detailing changes in how they are used. Click the link to be directed to the House Rules page.
Cheat-Sheet Pages for Use with the +XPS XP Spending Command
- Staff-Set Merits - Merits which will require staff intervention/create a +job
- Repeatable Merits - Merits you can purchase more than once with separate instances (e.g. Allies (Business) and Allies (Religion) are two instances of the Allies merit)
- 1 Merits
- 1.1 Changeling Merits
- 1.2 Psychic Merits
- 1.3 Thaumaturgical Merits
- 1.4 Other Supernatural Merits
- 1.5 Universal Merits
All allowed merits are written below. If a merit you want is not on this list, staff has for some reason decided not to include it in the game. You are welcome to send up a +request to ask for its inclusion/ask why it isn't here.
General Changeling Merits
The merits below must be taken using dots during initial Character Generation. They cannot be purchased via xp.
These merits require staff oversight, whether to review mechanics or to help with setting them up in additional systems. They can be purchased using +xps merit/<merit name> to <dot #> like any other merit. XP is not spent until staff sets the merit.
Use +req/xp <merit>=<details of your question(s)> to open a job with staff if you have questions prior to making the +xps purchase.
Players may purchase only one of these merits per character. This is not something you deliberately choose, ICly, to gain, and very few people IC even know that these exist.
As they represent narrative archetypes, they will be watched more closely, to ensure that your character truly fits the archetype the merit is supposed to support, and you will be asked to write a brief explanation in your +myjob when they are purchased.
The following merits are a blend of Second Sight (SS) and GMC. Many psychic abilities formerly available were removed in GMC. Fate's Harvest staff thinks they are still shiny, so there will be a few House Rules to make things mesh. If a merit was created for Fate's Harvest by staff, it is marked with (HR) for House Rule.
All "Options" are available in SS merits. All "Drawbacks" are required in GMC merits.
- If you have any of these merits, you are considered a Psychic.
- If you have any of these merits, but also follow a Tradition (Hedge Witch, Shaman, Apostle, etc.) you are considered a Thaumaturge.
- If you are a Thaumaturge by template, you may no longer purchase new Psychic abilities with +xps. You'll have to ask staff for help.
As GMC did not have Thaumaturgical merits at all, these are derived solely from Second Sight.
- Ephemerals - See this page for merits relating to familiars and such.
|Alchemy External •• or ••••||SS p.102||Occult 2 or Science 2||Y||Y|
|Alchemy Internal •• or ••••||SS pp.103-4||Occult 2 and Medicine 1||*||*||Y|
|Communion •• or ••••||SS p.104||Y||*|
|Countermagic •• or ••••||SS pp.105-6||Wits 2||HR||Y||Y||Y||Y||Y||Y|
|Curse of Ill-Fortune •••||SS p.106||Luck Magic (either) and Persuasion 1||Y||Y||Y||Y|
|Divination •••||SS p.106||Y||Y||Y||Y||Y||Y|
|Dream • to •••••||SS pp.106-7||Y||Y||Y||Y||Y||Y|
|Dream Travel •••||SS p.107||Visionary Trances (either)||HR||Y||Y|
|Enchantment •• or ••••||SS pp.107-8||Y||Y||Y|
|Evocation •• or ••••||SS pp.108-9||Y||Y||Y||Y|
|Familiar ••• or ••••||SS pp.109-110|| Visionary Trances 4, Communion 4 or Enchantment 4
Requires staff assistance to purchase. Use +req/xp.
|Favorable Fortune •••||SS pp.110-11||Luck Magic 4||Y|
|Geomancy •••||SS p.111||Intelligence 2 and Crafts 1||Y|
|Healing ••••||SS pp.111-2||Composure 2 and Medicine 1||Y||Y||Y||Y|
|Invocation •• or ••••||SS p.112||Y||*|
|Longevity •••••||SS pp.113||Medicine 3 and Alchemy (either) at 4||Y|
|Luck Magic •• or ••••||SS pp.114-5||Y||Y||*||Y||Y|
|Magical Nexus • to ••||SS p.115||Y||Y||Y||Y||Y||Y|
|Psychic Projection ••••||SS p.115||Visionary Trances 4||Y|
|Sacrifice •||SS pp.115-6||Y||Y||Y|
|Scrying •••||SS p.116||Wits 2 and Occult 1||Y||Y||Y|
|Second Sight •••||SS p.116||Wits 2||HR||Y||Y|
|See Auras ••||SS pp.116-7||Empathy 2||HR||Y||Y||Y|
|See Spirits ••||SS pp.117-8||Visionary Trances (either)||HR||Y||Y||Y|
|Soul Jar •• or ••••||SS pp.118-9||Second Sight||Y|
|Visionary Trances •• or ••••||SS p.119||Resolve 2||Y||*||Y|
|Warding •••||SS p.120||Resolve 2 and Occult 1||Y||Y||Y||Y||Y||Y|
|Weather Control ••••||SS pp.120-1||Y||Y||Y|
Other Supernatural Merits
The following are written in the GMC book as "supernatural" merits, but do not easily fit under other categories. These are available to any human characters. If you are a Changeling, Fetch or Fae-Touched, you may not purchase them.
- Cursed •• (GMC p.172)
- Mind of a Madman •• (GMC p.173) Prerequisite: Empathy 3
- Omen Sensitivity ••• (GMC p.173)
- The Last Spell • (Errata) - HR
- Thief of Fate •• (GMC p.175)
- Unseen Sense •• (GMC p.175)
These merits are available to all characters. Where merits are taken from non-standard books, the full book name is provided.
These are GMC/HL styles. No WoD styles are in use. If you desperately loved a mechanic from one of them, send up a pitch to staff for it and we will consider it. Most of them are encompassed by the GMC collection in one way or another.
Use +req/xp <merit>=<details> to open a job with staff.