Difference between revisions of "Merits"
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=Merits= | =Merits= | ||
+ | {| width="40%" style="float:right; border:solid 1px whitesmoke; margin:10px" | ||
+ | | ''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. | 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 marked with '''(HR)''' are custom merits. | ||
* Merits which have '''[[House_Rules/Merits|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. | * Merits which have '''[[House_Rules/Merits|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. | ||
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− | __TOC__ | + | __TOC__ |
==Changeling Merits== | ==Changeling Merits== | ||
− | All | + | 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. |
{| width="100%" | {| width="100%" | ||
|- | |- | ||
− | | | + | | width="50%" style="align:left; vertical-align:top; padding-right:10px;"| |
===General Changeling Merits=== | ===General Changeling Merits=== | ||
* Age Reversal • (NH:GF p.84) ''Prerequisite:'' Wyrd 4 | * Age Reversal • (NH:GF p.84) ''Prerequisite:'' Wyrd 4 | ||
* Arcadian Metabolism ••• (RoS p.87) | * Arcadian Metabolism ••• (RoS p.87) | ||
+ | * Beast Swarm •• '''(HR)''' ''Prerequisite:'' Wyrd 3, Fang and Talon 5, with Appropriate Animal - '''[[House_Rules/Merits|HR]]''' | ||
+ | * Biological Oddity •, ••, ••• '''(HR)''' ''Prerequisite:'' Wyrd 3 - '''[[House_Rules/Merits|HR]]''' | ||
* Brownie's Boon • (RoS p.88) | * Brownie's Boon • (RoS p.88) | ||
* Charmed Life •• (RoS p.88) | * Charmed Life •• (RoS p.88) | ||
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* Dual Kith •• or ••• (RoS p.88) - Using RoS costs for in-Seeming vs. out-Seeming. Per WM, it is no longer CG-only. | * Dual Kith •• or ••• (RoS p.88) - Using RoS costs for in-Seeming vs. out-Seeming. Per WM, it is no longer CG-only. | ||
* Enchanting Performance •••• (RoS p.88) ''Prerequisite:'' Expression 3 | * Enchanting Performance •••• (RoS p.88) ''Prerequisite:'' Expression 3 | ||
+ | * Expert Shaper ••• '''(HR)''' ''Prerequisite: Wyrd 7, Specialty in Occult.Hedge Shaping'' - '''[[House_Rules/Merits|HR]]''' | ||
* Faerie Favor ••• (RoS p.90) | * Faerie Favor ••• (RoS p.90) | ||
− | * Faerie Healing •• (RoS p.90) | + | * Faerie Healing •• (RoS p.90) '''[[House_Rules/Merits|HR]]''' |
* Gentrified Bearing •••• (RoS p.92) ''Prerequisite:'' Wyrd 3 | * Gentrified Bearing •••• (RoS p.92) ''Prerequisite:'' Wyrd 3 | ||
* Glamour Thief •••• (SaD p.92) ''Prerequisite:'' Wyrd 3, Empathy 2, Occult 2 | * Glamour Thief •••• (SaD p.92) ''Prerequisite:'' Wyrd 3, Empathy 2, Occult 2 | ||
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* Hob Kin •• (RoS p.92) ''Prerequisite:'' Hollow 1+ | * Hob Kin •• (RoS p.92) ''Prerequisite:'' Hollow 1+ | ||
* Hobgoblin Trainer •• (RoS p.93) | * Hobgoblin Trainer •• (RoS p.93) | ||
− | * Lethal Mien •• (RoS p.94) ''Prerequisite:'' Wyrd 3 | + | * Lethal Mien •• or •••• (RoS p.94) ''Prerequisite:'' Wyrd 3 '''[[House_Rules/Merits|HR]]''' |
* Long of Days •• (RoS p.94) | * Long of Days •• (RoS p.94) | ||
* Manymask • to ••••• (ER p.14) ''Prerequisite:'' Wyrd 7 | * Manymask • to ••••• (ER p.14) ''Prerequisite:'' Wyrd 7 | ||
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* Market Sense • (RoS p.94 or GM p.33) | * Market Sense • (RoS p.94 or GM p.33) | ||
* Market Stall •••• (GM p.34) | * Market Stall •••• (GM p.34) | ||
− | |||
* Pledgesmith • to ••• (RoS p.94) | * Pledgesmith • to ••• (RoS p.94) | ||
* Prophet Circle • to ••••• (RoS p.94) | * Prophet Circle • to ••••• (RoS p.94) | ||
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* Slave • to ••••• (GM p.23) | * Slave • to ••••• (GM p.23) | ||
* Soul Sense •• (RoS p.96) ''Prerequisite:'' Living Fetch | * Soul Sense •• (RoS p.96) ''Prerequisite:'' Living Fetch | ||
− | * Sublime ••••• (ER p.14) ''Prerequisite:'' Wyrd 9 | + | * Striking Mien • or •• '''[[House_Rules/Merits|HR]]''' |
+ | * Sublime ••••• (ER p.14) ''Prerequisite:'' Wyrd 9 '''[[House_Rules/Merits|HR]]''' | ||
* Token Maker ••• (RoS p.150) ''Prerequisite:'' Wyrd 2, Crafts 3 | * Token Maker ••• (RoS p.150) ''Prerequisite:'' Wyrd 2, Crafts 3 | ||
* Tokenmaster ••• (ER p.14) ''Prerequisite:'' Wyrd 7 | * Tokenmaster ••• (ER p.14) ''Prerequisite:'' Wyrd 7 | ||
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===Entitlement Restricted=== | ===Entitlement Restricted=== | ||
* Outsider Fetish • to ••• (LoS p.150) ''Prerequisite:'' Lord Sages of the Unknown Reaches | * Outsider Fetish • to ••• (LoS p.150) ''Prerequisite:'' Lord Sages of the Unknown Reaches | ||
− | | | + | | style="align:left; vertical-align:top; padding-right:10px;"| |
===Fighting Style=== | ===Fighting Style=== | ||
* Dream Combat • to ••••• (RoS p.90) ''Prerequisite:'' Wyrd 3, Empathy 3 | * Dream Combat • to ••••• (RoS p.90) ''Prerequisite:'' Wyrd 3, Empathy 3 | ||
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===CG Only=== | ===CG Only=== | ||
− | The merits below must be taken using dots during initial Character Generation. They cannot be purchased via xp. | + | <span style="color:#444444">''The merits below must be taken using dots during initial Character Generation. They cannot be purchased via xp.''</span> |
* Arcadian Body •••• (RoS p.87) '''[[House_Rules/Merits|HR]]''' ''Prerequisite:'' CG Only. 3+ dots in affected Attribute | * Arcadian Body •••• (RoS p.87) '''[[House_Rules/Merits|HR]]''' ''Prerequisite:'' CG Only. 3+ dots in affected Attribute | ||
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===Requires Staff=== | ===Requires Staff=== | ||
− | ''Use '''+req/xp <merit>=<details>''' to open a job with staff.'' | + | <span style="color:#444444">''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.''</span> |
+ | |||
+ | <span style="color:#444444">''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.''</span> | ||
− | + | * Bastion Amenities • to ••••• (SaD p.108) ''Prerequisite:'' Must belong to a motley, Empathy Specialty in Oneiromancy. See 'news bastions' and '''[[House_Rules/Merits|HR]]''' | |
− | * Bastion Amenities • to ••••• (SaD p.108) ''Prerequisite:'' Must belong to a motley, | + | * Bastion Battlements • to ••••• (SaD p.108) ''Prerequisite:'' Must belong to a motley, Empathy Specialty in Oneiromancy. See 'news bastions' and '''[[House_Rules/Merits|HR]]''' |
− | * Bastion Battlements • to ••••• (SaD p.108) ''Prerequisite:'' Must belong to a motley, | + | * Bastion Size • to ••••• (SaD p.108) ''Prerequisite:'' Must belong to a motley, Empathy Specialty in Oneiromancy. See 'news bastions' and '''[[House_Rules/Merits|HR]]''' |
− | * Bastion Size • to ••••• (SaD p.108) ''Prerequisite:'' Must belong to a motley, | + | |
* Devotee • to ••••• (ER p.14) ''Prerequisite:'' Wyrd 7. Set a +note on yourself. Send a +req/fae to staff asking for approval of your +note and to have Devotee set on your sheet. | * Devotee • to ••••• (ER p.14) ''Prerequisite:'' Wyrd 7. Set a +note on yourself. Send a +req/fae to staff asking for approval of your +note and to have Devotee set on your sheet. | ||
* Fae Mount • to ••••• (RoS p.89) - '''[[House_Rules/Merits|HR]]''' - Send a +req/fae to staff for approval of your concept. | * Fae Mount • to ••••• (RoS p.89) - '''[[House_Rules/Merits|HR]]''' - Send a +req/fae to staff for approval of your concept. | ||
− | * Goblin Merchant • or ••• (GM p.34) | + | * Goblin Merchant • or ••• (GM p.34) - '''[[House_Rules/Merits#Goblin_Merchant|HR]]''' - Merit must be approved by staff. See [[Wild Roses|here]] for details. |
* Goblin Vow • to ••••• (RoS p.38) - '''[[House_Rules/Merits|HR]]''' - Send a +req/fae to staff to get approval on your vow. Once vow is approved, set a +note on yourself. Staff will lock the note. | * Goblin Vow • to ••••• (RoS p.38) - '''[[House_Rules/Merits|HR]]''' - Send a +req/fae to staff to get approval on your vow. Once vow is approved, set a +note on yourself. Staff will lock the note. | ||
− | * Goodwill • to ••••• (CtL p.93 & AN p.45) - '''[[House_Rules/Merits|HR]]''' | + | * [[Changeling/Goodwill|Goodwill]] • to ••••• (CtL p.93 & AN p.45) - '''[[House_Rules/Merits|HR]]''' |
* Hedge Beast Companion • to ••• (AN p.132) - '''[[House_Rules/Merits|HR]]''' | * Hedge Beast Companion • to ••• (AN p.132) - '''[[House_Rules/Merits|HR]]''' | ||
* Hedgespun • to ••••• - Send a +req/fae to staff for approval of your idea. | * Hedgespun • to ••••• - Send a +req/fae to staff for approval of your idea. | ||
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* Ritual Doorway ••• (RoS p.95) ''Prerequisite:'' None. See '''[[House_Rules/Merits|HR]]'''. Same rules as regular Hollow merits. | * Ritual Doorway ••• (RoS p.95) ''Prerequisite:'' None. See '''[[House_Rules/Merits|HR]]'''. Same rules as regular Hollow merits. | ||
* Token • to ••••• (CtL p.98) - Send a +req/fae to staff for approval of your idea. | * Token • to ••••• (CtL p.98) - Send a +req/fae to staff for approval of your idea. | ||
+ | * Token Limb • to ••••• (DitD p.86) - Send a +req/fae to staff for approval of your idea. See the [[Tokens]] page for a brief summary. | ||
+ | |- | ||
+ | | colspan="2" style="align:left; vertical-align:top; padding-right:10px;"| | ||
+ | ===Fatebound Merits=== | ||
+ | <span style="color:#444444">''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.</span> | ||
+ | |||
+ | <span style="color:#444444">''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.''</span> | ||
+ | <br><br> | ||
+ | * Bean Buyer ••• (SaD p.89) - ''Prerequisites:'' Wyrd 3, Streetwise 3 | ||
+ | * Cloistered Spinner ••• (SaD p.90) - ''Prerequisites:'' Wyrd 3, Crafts 3 | ||
+ | * Cowherd and Weaver ••• (SaD p.90) - ''Prerequisites:'' Wyrd 3, Resolve 3 | ||
+ | * Evil Stepsister ••• (SaD p.90) - ''Prerequisites:'' Wyrd 3, Manipulation 3 | ||
+ | * Fair Prince ••• (SaD p.91) - ''Prerequisites:'' Wyrd 3, Court Mantle 3 | ||
+ | * Fisher King ••• (SaD p.91) - ''Prerequisites:'' Wyrd 3, Court Mantle 5, Current Freehold Crown | ||
+ | * Mobled Queen ••• (SaD p.91) - ''Prerequisites:'' Wyrd 3, Court Mantle 5, Current Freehold Crown | ||
+ | * Monkey Heart ••• (SaD p.91) - ''Prerequisites:'' Wyrd 3, Wits 3 | ||
+ | * Mortal Enemy ••• (SaD p.92) - ''Prerequisites:'' Wyrd 3, Resolve 3 | ||
+ | * Star-Crossed Lover ••• (SaD p.92) - ''Prerequisites:'' Wyrd 3, Presence 3 | ||
+ | |||
|} | |} | ||
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:If you have any of these merits, you are considered a Psychic. | :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 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. | + | :*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. |
{| width="100%" | {| width="100%" | ||
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==Thaumaturgical Merits== | ==Thaumaturgical Merits== | ||
As GMC did not have Thaumaturgical merits at all, these are derived solely from Second Sight. | 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. | ||
+ | |||
{| class="wikitable sortable" width=100% style="text-align: center;" | {| class="wikitable sortable" width=100% style="text-align: center;" | ||
! class="unsortable" | Merit | ! class="unsortable" | Merit | ||
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| Alchemy External •• or •••• || SS p.102 || Occult 2 or Science 2 || || || Y || || || Y || | | 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 || || || | + | | Alchemy Internal •• or •••• || SS pp.103-4 || Occult 2 and Medicine 1 || || || * || || * || Y || |
|- | |- | ||
− | | Communion •• or •••• || SS p.104 || || || Y || | + | | Communion •• or •••• || SS p.104 || || || Y || * || || || || |
|- | |- | ||
− | | Countermagic •• or •••• || SS pp.105-6 || Wits 2 || || Y || || || || Y || Y | + | | Countermagic •• or •••• || SS pp.105-6 || Wits 2 || '''[[House_Rules/Merits#Countermagic|HR]]''' || Y || Y || Y || Y || Y || Y |
|- | |- | ||
| Curse of Ill-Fortune ••• || SS p.106 || Luck Magic (either) and Persuasion 1 || || 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 | + | | Divination ••• || SS p.106 || || || Y || Y || Y || Y || Y || Y |
|- | |- | ||
− | | Dream • to ••••• || SS pp.106-7 || || || Y || || || || Y || Y | + | | Dream • to ••••• || SS pp.106-7 || || || Y || Y || Y || Y || Y || Y |
|- | |- | ||
| Dream Travel ••• || SS p.107 || Visionary Trances (either) || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || || || Y || Y || || | | Dream Travel ••• || SS p.107 || Visionary Trances (either) || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || || || Y || Y || || | ||
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| Healing •••• || SS pp.111-2 || Composure 2 and Medicine 1 || || || Y || Y || Y || Y || | | Healing •••• || SS pp.111-2 || Composure 2 and Medicine 1 || || || Y || Y || Y || Y || | ||
|- | |- | ||
− | | Invocation •• or •••• || SS p.112 || || || || || Y || | + | | Invocation •• or •••• || SS p.112 || || || || || Y || * || || |
|- | |- | ||
| Longevity ••••• || SS pp.113 || Medicine 3 and Alchemy (either) at 4 || || || || || || Y || | | Longevity ••••• || SS pp.113 || Medicine 3 and Alchemy (either) at 4 || || || || || || Y || | ||
|- | |- | ||
− | | Luck Magic •• or •••• || SS pp.114-5 || || || Y || Y || | + | | Luck Magic •• or •••• || SS pp.114-5 || || || Y || Y || * || || Y || Y |
|- | |- | ||
− | | Magical Nexus • to •• || SS p.115 || || || Y || || || || Y || Y | + | | Magical Nexus • to •• || SS p.115 || || || Y || Y || Y || Y || Y || Y |
|- | |- | ||
| Psychic Projection •••• || SS p.115 || Visionary Trances 4 || || || || || Y || || | | Psychic Projection •••• || SS p.115 || Visionary Trances 4 || || || || || Y || || | ||
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| Scrying ••• || SS p.116 || Wits 2 and Occult 1 || || Y || Y || Y || || || | | Scrying ••• || SS p.116 || Wits 2 and Occult 1 || || Y || Y || Y || || || | ||
|- | |- | ||
− | | Second Sight ••• || SS p.116 || Wits 2 || || | + | | Second Sight ••• || SS p.116 || Wits 2 || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || || || || || Y || Y |
|- | |- | ||
| See Auras •• || SS pp.116-7 || Empathy 2 || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || || Y || Y || || Y || | | See Auras •• || SS pp.116-7 || Empathy 2 || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || || Y || Y || || Y || | ||
|- | |- | ||
− | | See Spirits •• || SS pp.117-8 || Visionary Trances (either) || || || || Y || Y || || | + | | See Spirits •• || SS pp.117-8 || Visionary Trances (either) || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || Y || || Y || Y || || |
|- | |- | ||
| Soul Jar •• or •••• || SS pp.118-9 || Second Sight || || || || || || || Y | | Soul Jar •• or •••• || SS pp.118-9 || Second Sight || || || || || || || Y | ||
|- | |- | ||
− | | Visionary Trances •• or •••• || SS p.119 || Resolve 2 || || Y || || | + | | Visionary Trances •• or •••• || SS p.119 || Resolve 2 || || Y || || * || Y || || |
|- | |- | ||
− | | Warding ••• || SS p.120 || Resolve 2 and Occult 1 || || Y || || || || 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 | | Weather Control •••• || SS pp.120-1 || || || || || Y || Y || || Y | ||
|} | |} | ||
+ | <center> * indicates only the 2-dot version of the merit is available</center> | ||
==Other Supernatural Merits== | ==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 | + | 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) | * Cursed •• (GMC p.172) | ||
* Mind of a Madman •• (GMC p.173) ''Prerequisite:'' Empathy 3 | * Mind of a Madman •• (GMC p.173) ''Prerequisite:'' Empathy 3 | ||
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* The Last Spell • (Errata) - '''[[House_Rules/Merits#The_Last_Spell|HR]]''' | * The Last Spell • (Errata) - '''[[House_Rules/Merits#The_Last_Spell|HR]]''' | ||
* Thief of Fate •• (GMC p.175) | * Thief of Fate •• (GMC p.175) | ||
+ | * Unseen Sense •• (GMC p.175) | ||
==Universal Merits== | ==Universal Merits== | ||
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* Interdisciplinary Specialty • (GMC p.163) ''Prerequisite:'' Skill at 3+ with a Specialty | * Interdisciplinary Specialty • (GMC p.163) ''Prerequisite:'' Skill at 3+ with a Specialty | ||
* Language • (GMC p.163) - Specify a language at time of purchase. [[House_Rules/Merits|HR]] | * Language • (GMC p.163) - Specify a language at time of purchase. [[House_Rules/Merits|HR]] | ||
− | * Library • to ••• ( | + | * Library • to ••• (GMC p. 163) |
− | * Lucid Dreamer • (SS p.67) | + | * Lucid Dreamer • (SS p.67) ''Prerequisite:'' Non-changeling. |
* Lucid Dreaming •• (CtL p.195) ''Prerequisite:'' Non-changeling, Resolve 3+ | * Lucid Dreaming •• (CtL p.195) ''Prerequisite:'' Non-changeling, Resolve 3+ | ||
* Make Do •, •• or ••• (The Free Council, p.132) ''Prerequisite:'' Wits 3 and 1 in the appropriate Skill | * Make Do •, •• or ••• (The Free Council, p.132) ''Prerequisite:'' Wits 3 and 1 in the appropriate Skill | ||
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* Rational Explanation •••• (The Free Council p.133) ''Prerequisite:'' Resolve 2 and Science or Academics 4 | * Rational Explanation •••• (The Free Council p.133) ''Prerequisite:'' Resolve 2 and Science or Academics 4 | ||
* Scientist's Sense ••• (The Free Council p.133) ''Prerequisite:'' Science 3 and a Specialty | * Scientist's Sense ••• (The Free Council p.133) ''Prerequisite:'' Science 3 and a Specialty | ||
+ | * Supernatural Lore • to ••••• (GotU p.15) | ||
* Technophile • or •• (Armory p.208) | * Technophile • or •• (Armory p.208) | ||
* Telltale Murder •• or ••• (Slashers p.127) ''Prerequisite:'' Intelligence 4, Medicine 2 | * Telltale Murder •• or ••• (Slashers p.127) ''Prerequisite:'' Intelligence 4, Medicine 2 | ||
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* Trained Memory • (Guardians of the Veil p.46) ''Prerequisite:'' Composure 2, Investigation 1 | * Trained Memory • (Guardians of the Veil p.46) ''Prerequisite:'' Composure 2, Investigation 1 | ||
* Trained Observer • or ••• (GMC p.164) ''Prerequisite:'' Wits 3 or Composure 3 | * Trained Observer • or ••• (GMC p.164) ''Prerequisite:'' Wits 3 or Composure 3 | ||
− | * | + | * Vision • to ••••• (The Free Council p.133) ''Prerequisite:'' Intelligence, Wits, Resolve or Composure 4 |
===Physical Merits=== | ===Physical Merits=== | ||
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* Choke Hold •• (GMC p.176) ''Prerequisite:'' Brawl 2 | * Choke Hold •• (GMC p.176) ''Prerequisite:'' Brawl 2 | ||
* Crack Driver •• or ••• (GMC p.164) ''Prerequisite:'' Drive 3 | * Crack Driver •• or ••• (GMC p.164) ''Prerequisite:'' Drive 3 | ||
+ | * Defender •, •• or ••• (HL p.42) ''Prerequisite:'' Resolve 3 | ||
* Defensive Combat • (GMC p.176) ''Prerequisite:'' Brawl 1 or Weaponry 1, choose one when selected | * Defensive Combat • (GMC p.176) ''Prerequisite:'' Brawl 1 or Weaponry 1, choose one when selected | ||
* Demolisher • to ••• (GMC p.164) ''Prerequisite:'' Strength 3 or Intelligence 3 | * Demolisher • to ••• (GMC p.164) ''Prerequisite:'' Strength 3 or Intelligence 3 | ||
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* Feral Mien ••• (Tome of the Watchtowers p.154) | * Feral Mien ••• (Tome of the Watchtowers p.154) | ||
* Fixer •• (GMC p.167) ''Prerequisite:'' Contacts 2, Wits 3 | * Fixer •• (GMC p.167) ''Prerequisite:'' Contacts 2, Wits 3 | ||
− | * Ghost Ally ••• to ••••• (SS pp.65-6) | + | * Ghost Ally ••• to ••••• (SS pp.65-6) '''[[House_Rules/Merits#Ghost_Ally|HR]]''' |
− | * Inconspicuous • to ••••• [[House_Rules/Merits|HR]]''' | + | * Inconspicuous • to ••••• '''[[House_Rules/Merits|HR]]''' |
* Indomitable • to ••••• (HtV: Night Stalkers p.134) - '''[[House_Rules/Merits|HR]]''' ''Prerequisite:'' Resolve 3, Composure 3 | * Indomitable • to ••••• (HtV: Night Stalkers p.134) - '''[[House_Rules/Merits|HR]]''' ''Prerequisite:'' Resolve 3, Composure 3 | ||
* Ingratiating Wanderer •• (Midnight Roads p.58) ''Prerequisite:'' Manipulation 3 | * Ingratiating Wanderer •• (Midnight Roads p.58) ''Prerequisite:'' Manipulation 3 | ||
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* Pusher • (GMC p.169) ''Prerequisite:'' Persuasion 2 | * Pusher • (GMC p.169) ''Prerequisite:'' Persuasion 2 | ||
* Resources • to ••••• (GMC p.168) | * Resources • to ••••• (GMC p.168) | ||
− | * Retainer • to ••••• (GMC p.170) | + | * Retainer • to ••••• (GMC p.170) - '''[[House_Rules/Merits#Retainer|HR]]''' |
* Rigid Mask •• (RoS p.95) ''Prerequisite:'' Subterfuge 2 | * Rigid Mask •• (RoS p.95) ''Prerequisite:'' Subterfuge 2 | ||
* Safe Place • to ••••• (GMC p.170) | * Safe Place • to ••••• (GMC p.170) | ||
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===Styles=== | ===Styles=== | ||
− | These are GMC 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. | + | 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. |
* Armed Defense • to ••••• (GMC p.175) ''Prerequisite:'' Dexterity 3, Weaponry 2, Defensive Combat: Weaponry | * Armed Defense • to ••••• (GMC p.175) ''Prerequisite:'' Dexterity 3, Weaponry 2, Defensive Combat: Weaponry | ||
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* Chain Weapons • to •• (Hurt Locker p. 48) ''Prerequisite:'' Strength 3, Dexterity 3, Athletics 2, Weaponry 2 | * Chain Weapons • to •• (Hurt Locker p. 48) ''Prerequisite:'' Strength 3, Dexterity 3, Athletics 2, Weaponry 2 | ||
* Close Quarters Combat • to ••••• (GMC p.176) ''Prerequisite:'' Wits 3, Athletics 2, Brawl 3 | * Close Quarters Combat • to ••••• (GMC p.176) ''Prerequisite:'' Wits 3, Athletics 2, Brawl 3 | ||
− | * Combat Archery • to ••••• (Hurt Locker p. 48) ''Prerequisite:'' Strength 3, | + | * Combat Archery • to ••••• (Hurt Locker p. 48) ''Prerequisite:'' Strength 3, Firearms [[House Rules/Merits|HR]] 2, Quick Draw (Bow) 1 |
* Falconry • to •••• (Hurt Locker p. 48) ''Prerequisite:'' Wits 3, Animal Ken 3, Bonded with a bird | * Falconry • to •••• (Hurt Locker p. 48) ''Prerequisite:'' Wits 3, Animal Ken 3, Bonded with a bird | ||
* Fast-Talking • to ••••• (GMC p.167) ''Prerequisite:'' Manipulation 3, Subterfuge 2 | * Fast-Talking • to ••••• (GMC p.167) ''Prerequisite:'' Manipulation 3, Subterfuge 2 | ||
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* Strength Performance • to •••• (Hurt Locker p. 52) ''Prerequisite:'' Strength 3, Stamina 2, Athletics 2 | * Strength Performance • to •••• (Hurt Locker p. 52) ''Prerequisite:'' Strength 3, Stamina 2, Athletics 2 | ||
* Systema • to ••• (Hurt Locker p. 52) ''Prerequisite:'' Dexterity 3, Athletics 3, Wits 2 | * Systema • to ••• (Hurt Locker p. 52) ''Prerequisite:'' Dexterity 3, Athletics 3, Wits 2 | ||
− | * Thrown Weapons • to •• (Hurt Locker p. 52) ''Prerequisite:'' Dexterity 3, Athletics 2, Quick Draw w/ a | + | * Thrown Weapons • to •• (Hurt Locker p. 52) ''Prerequisite:'' Dexterity 3, Athletics 2, Quick Draw w/ a Specialty in a throwable weapon |
* Two Weapon Fighting Style • to •••• (Hurt Locker p. 53) ''Prerequisite:'' Wits 3, Fighting Finesse 2, Weaponry 3 | * Two Weapon Fighting Style • to •••• (Hurt Locker p. 53) ''Prerequisite:'' Wits 3, Fighting Finesse 2, Weaponry 3 | ||
* Unarmed Defense • to ••••• (GMC p.180) ''Prerequisite:'' Dexterity 3, Brawl 2, Defensive Combat: Brawl | * Unarmed Defense • to ••••• (GMC p.180) ''Prerequisite:'' Dexterity 3, Brawl 2, Defensive Combat: Brawl | ||
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''Use '''+req/xp <merit>=<details>''' to open a job with staff.'' | ''Use '''+req/xp <merit>=<details>''' to open a job with staff.'' | ||
+ | * Cultists ••, •••, •••• ('''HR''') [Based on Demon: the Descent] ''Prerequisite:'' Mystery Cult Initiation 4 - '''[[House_Rules/Merits|HR]]''' | ||
* Hobbyist Clique •• (GMC p.167) - Send in a group +request to staff with all prospective members to briefly explain the clique. Staff will set the merit on all members. | * Hobbyist Clique •• (GMC p.167) - Send in a group +request to staff with all prospective members to briefly explain the clique. Staff will set the merit on all members. | ||
* Influence • to ••••• ('''HR''') - '''[[Influence|Custom Merit]]''' | * Influence • to ••••• ('''HR''') - '''[[Influence|Custom Merit]]''' |
Latest revision as of 02:53, 26 December 2019
Merits
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)
Contents
Changeling 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
Kith Restricted
Entitlement Restricted
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Fighting Style
Milestone Merits
CG OnlyThe merits below must be taken using dots during initial Character Generation. They cannot be purchased via xp.
Requires StaffThese 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.
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Fatebound MeritsPlayers 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.
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Psychic Merits
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.
ESP Merits
Psychokinetic Merits
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Mediumist Merits
Telepathic Merits
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Thaumaturgical Merits
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.
Merit | Reference | Prerequisite | HR | Apostle | Magician | Witch | Shaman | Taoist | Vodoun |
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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. |
HR | Y | Y | Y | |||
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)
Universal Merits
These merits are available to all characters. Where merits are taken from non-standard books, the full book name is provided.
Mental Merits
Physical Merits
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Social Merits
StylesThese 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.
Requires StaffUse +req/xp <merit>=<details> to open a job with staff.
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