Difference between revisions of "Merits"

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===ESP Merits===
 
===ESP Merits===
* Astral Projection ••• (SS p.36)
+
* Astral Projection ••• (SS p.36) ''Prerequisite:'' Clarivoyance; cannot have Uncontrolled Clairvoyance
 
* Clairvoyance ••• (GMC p.172)
 
* Clairvoyance ••• (GMC p.172)
 
* Clairvoyance • ('''HR''') - ''Prerequisite:'' Clairvoyance ••• - '''[[House_Rules/Merits|HR]]'''
 
* Clairvoyance • ('''HR''') - ''Prerequisite:'' Clairvoyance ••• - '''[[House_Rules/Merits|HR]]'''
* Dowsing • (SS p.38)
+
* Dowsing • (SS p.38) ''Prerequisite:'' Clairvoyance, Cayce Channeling or Spirit Channeling
 
* Dream Travel • to ••••• (SS pp.38-9) - '''HR:''' ''Prerequisites:'' Astral Projection & Telepathy.
 
* Dream Travel • to ••••• (SS pp.38-9) - '''HR:''' ''Prerequisites:'' Astral Projection & Telepathy.
* Postcognition • or ••• (SS p.40)
+
* Postcognition • or ••• (SS p.40) ''Prerequisite:'' Precognition for 1 dot, none for 3 dot
 
* Precognition •••• (SS pp.40-1)
 
* Precognition •••• (SS pp.40-1)
 
* Psychometry ••• (GMC p.174)
 
* Psychometry ••• (GMC p.174)
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===Mediumist Merits===
 
===Mediumist Merits===
 
* Automatic Writing •• (SS p.42)
 
* Automatic Writing •• (SS p.42)
* Channeling ••• (SS pp.43-4)
+
* Channeling ••• (SS pp.43-4) Ghost-calling for Spirit Channeling, none for Cayce or Past-Life channeling
 
* Death Sight ••• (SS pp.44-5) - '''[[House_Rules/Merits|HR]]'''
 
* Death Sight ••• (SS pp.44-5) - '''[[House_Rules/Merits|HR]]'''
 
* Ghost Calling ••• (SS pp.45-6)
 
* Ghost Calling ••• (SS pp.45-6)
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===Psychokinetic Merits===
 
===Psychokinetic Merits===
 
* Biokinesis • to ••••• (SS pp.46-7/GMC p.172/'''HR''') - '''[[House_Rules/Merits|HR]]'''
 
* Biokinesis • to ••••• (SS pp.46-7/GMC p.172/'''HR''') - '''[[House_Rules/Merits|HR]]'''
* Plant Empathy • (SS p.49)
+
* Plant Empathy • (SS p.49) ''Prerequisite:''  Biokinesis 1+
* Psychic Healing ••• or ••••• (SS p.49)
+
* Psychic Healing ••• or ••••• (SS p.49) ''Prerequisite:'' Biokinesis 3 to heal self, Biokinesis 5 to heal others
* Psychic Vampirism •••• or ••••• (SS pp.49-50)
+
* Psychic Vampirism •••• or ••••• (SS pp.49-50) ''Prerequisite:'' Biokinesis 4 for 4 dot version, 5 for 5-dot version
 
* Psychokinesis ••• or ••••• (GMC pp.173-4) - '''[[House_Rules/Merits|HR]]'''
 
* Psychokinesis ••• or ••••• (GMC pp.173-4) - '''[[House_Rules/Merits|HR]]'''
 
* Psychokinetic Immunity ••• ('''HR''') - ''Prerequisite:'' Psychokinesis ••• - '''[[House_Rules/Merits|HR]]'''
 
* Psychokinetic Immunity ••• ('''HR''') - ''Prerequisite:'' Psychokinesis ••• - '''[[House_Rules/Merits|HR]]'''
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===Telepathic Merits===
 
===Telepathic Merits===
 
* Animal Empathy •• or •••• (SS pp.55-6)
 
* Animal Empathy •• or •••• (SS pp.55-6)
* Animal Possession •••• (SS p.56)
+
* Animal Possession •••• (SS p.56) ''Prerequisite:'' Animal Empathy 2 or 4.
* Animal Rapport ••• to ••••• (SS p.57) - '''[[House_Rules/Merits|HR]]'''
+
* Animal Rapport ••• to ••••• (SS p.57) ''Prerequisite:'' Animal Ken 2+ '''[[House_Rules/Merits|HR]]'''
 
* Aura Reading ••• (GMC p.172) - '''[[House_Rules/Merits|HR]]'''
 
* Aura Reading ••• (GMC p.172) - '''[[House_Rules/Merits|HR]]'''
 
* Mental Blast ••••• (SS p.58) - '''HR:''' ''Prerequisite:'' Telepathy •••••
 
* Mental Blast ••••• (SS p.58) - '''HR:''' ''Prerequisite:'' Telepathy •••••
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* Psychic Illusions ••••• (SS pp.61-2) - '''HR:''' ''Prerequisites:'' Mind Control & Telepathy
 
* Psychic Illusions ••••• (SS pp.61-2) - '''HR:''' ''Prerequisites:'' Mind Control & Telepathy
 
* Psychic Invisibility ••••• (SS pp.62-3) - '''HR:''' ''Prerequisites:'' Mind Control & Telepathy
 
* Psychic Invisibility ••••• (SS pp.62-3) - '''HR:''' ''Prerequisites:'' Mind Control & Telepathy
* Telepathic Communication •••• (SS p.63) - '''[[House_Rules/Merits|HR]]'''
+
* Telepathic Communication •••• (SS p.63) ''Prerequisite:'' Telepathy 5 '''[[House_Rules/Merits|HR]]'''
 
* Telepathic Rapport ••• (SS pp.63-4) - '''[[House_Rules/Merits|HR]]'''
 
* Telepathic Rapport ••• (SS pp.63-4) - '''[[House_Rules/Merits|HR]]'''
 
* Telepathy ••• or ••••• (GMC p.175) - '''[[House_Rules/Merits|HR]]'''
 
* Telepathy ••• or ••••• (GMC p.175) - '''[[House_Rules/Merits|HR]]'''
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* Cursed •• (GMC p.172)
 
* Cursed •• (GMC p.172)
* Mind of a Madman (GMC p.173)
+
* Mind of a Madman (GMC p.173) ''Prerequisite:'' Empathy 3
 
* Omen Sensitivity ••• (GMC p.173)
 
* Omen Sensitivity ••• (GMC p.173)
 
* Thief of Fate •• (GMC p.175)
 
* Thief of Fate •• (GMC p.175)
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Here will be the list of Second Sight thaumaturge merits, and any equivalencies I end up doing for GMC. Frankly, I may just keep the Second Sight versions, because GMC doesn't differentiate between Ghosts and Spirits.
 
Here will be the list of Second Sight thaumaturge merits, and any equivalencies I end up doing for GMC. Frankly, I may just keep the Second Sight versions, because GMC doesn't differentiate between Ghosts and Spirits.
  
* Alchemy (External) •• or •••• (SS p.102)
+
* Alchemy (External) •• or •••• (SS p.102) ''Prerequisite:'' Occult 2 or Science 2. Taoist or Ceremonial Magician
* Alchemy (Internal) •• or •••• (SS pp.103-4)
+
* Alchemy (Internal) •• or •••• (SS pp.103-4) ''Prerequisite:'' Occult 2 and Medicine 1. Taoist, Ceremonial Magician or Shaman
* Communion •• or •••• (SS p.104)
+
* Communion •• or •••• (SS p.104) ''Prerequisite:'' Apostle or Ceremonial Magician
* Countermagic •• or •••• (SS pp.105-6)
+
* Countermagic •• or •••• (SS pp.105-6) ''Prerequisite:'' Wits 2. Apostle, Taoist, Vodoun
* Curse of Ill-Fortune ••• (SS p.106)
+
* Curse of Ill-Fortune ••• (SS p.106) ''Prerequisite:'' Luck Magic (either) and Persuasion 1. Ceremonial Magician, Apostle, Hedge Witch, Vodoun
* Divination ••• (SS p.106)
+
* Divination ••• (SS p.106) ''Prerequisite:'' Taoist, Apostle, Vodoun
* Dream • to ••••• (SS pp.106-7)
+
* Dream • to ••••• (SS pp.106-7) ''Prerequisite:'' Taoist, Apostle, Vodoun
* Dream Travel ••• (SS p.107) - '''[[House_Rules/Merits|HR]]'''
+
* Dream Travel ••• (SS p.107) ''Prerequisite:'' Visionary Trances (either). Hedge Witch, Shaman '''[[House_Rules/Merits|HR]]'''
* Enchantment •• or •••• (SS pp.107-8)
+
* Enchantment •• or •••• (SS pp.107-8) ''Prerequisite:'' Hedge Witch, Ceremonial Magician, Apostle
* Evocation •• or •••• (SS pp.108-9)
+
* Evocation •• or •••• (SS pp.108-9) ''Prerequisite:'' Shaman, Ceremonial Magician, Apostle, Vodoun
* Familiar ••• or •••• (SS pp.109-110) - '''[[House_Rules/Merits|HR]]'''
+
* Familiar ••• or •••• (SS pp.109-110) ''Prerequisite:'' Visionary Trances 4, Communion 4 or Enchantment 4. Shaman, Hedge Witch, Apostle '''[[House_Rules/Merits|HR]]'''
* Favorable Fortune ••• (SS pp.110-11)
+
* Favorable Fortune ••• (SS pp.110-11) ''Prerequisite:'' Luck Magic 4. Ceremonial Magician
* Geomancy ••• (SS p.111)
+
* Geomancy ••• (SS p.111) ''Prerequisite:'' Intelligence 2 and Crafts 1. Taoist
* Healing •••• (SS pp.111-2)
+
* Healing •••• (SS pp.111-2) ''Prerequisite:'' Composure 2 and Medicine 1. Taoist, Shaman, Hedge Witch, Ceremonial Magician
* Invocation •• or •••• (SS p.112)
+
* Invocation •• or •••• (SS p.112) ''Prerequisite:'' Shaman, Hedge Witch
* Longevity ••••• (SS pp.113)
+
* Longevity ••••• (SS pp.113) ''Prerequisite:'' Medicine 3 and Alchemy (either) at 4. Taoist
* Luck Magic •• or •••• (SS pp.114-5)
+
* Luck Magic •• or •••• (SS pp.114-5) ''Prerequisite:'' Taoist, Hedge Witch, Apostle, Ceremonial Magician, Vodoun
* Magical Nexus • to •• (SS p.115)
+
* Magical Nexus • to •• (SS p.115) ''Prerequisite:'' Taoist, Apostle, Vodoun
* Psychic Projection •••• (SS p.115)
+
* Psychic Projection •••• (SS p.115) ''Prerequisite:'' Visionary Trances 4. Shaman
* Sacrifice • (SS pp.115-6)
+
* Sacrifice • (SS pp.115-6) ''Prerequisite:'' Shaman, Apostle, Vodoun
* Scrying ••• (SS p.116)
+
* Scrying ••• (SS p.116) ''Prerequisite:'' Wits 2 and Occult 1. Hedge Witch, Cermonial Magician, Apostle
* Second Sight ••• (SS p.116)
+
* Second Sight ••• (SS p.116) ''Prerequisite:'' Wits 2. Taoist, Apostle, Vodoun
* See Auras •• (SS pp.116-7) - '''[[House_Rules/Merits|HR]]'''
+
* See Auras •• (SS pp.116-7) ''Prerequisite:'' Empathy 2. Taoist, Hedge Witch, Ceremonial Magician '''[[House_Rules/Merits|HR]]'''
* See Spirits •• (SS pp.117-8)
+
* See Spirits •• (SS pp.117-8) ''Prerequisite:'' Visionary Trances (either). Shaman, Hedge Witch
* Soul Jar •• or •••• (SS pp.118-9)
+
* Soul Jar •• or •••• (SS pp.118-9) ''Prerequisite:'' Second Sight, Vodoun
 
* The Last Spell • (Errata) - '''[[House_Rules/Merits|HR]]'''
 
* The Last Spell • (Errata) - '''[[House_Rules/Merits|HR]]'''
* Visionary Trances •• or •••• (SS p.119)
+
* Visionary Trances •• or •••• (SS p.119) ''Prerequisite:'' Resolve 2. Hedge Witch, Apostle, Shaman
* Warding ••• (SS p.120)
+
* Warding ••• (SS p.120) ''Prerequisite:'' Resolve 2 and Occult 1. Taoist, Apostle, Vodoun
* Weather Control •••• (SS pp.120-1)
+
* Weather Control •••• (SS pp.120-1) ''Prerequisite:'' Shaman, Hedge Witch, Vodoun
  
 
==Universal Merits==
 
==Universal Merits==
 
These merits are available to all characters. Where merits are taken from non-standard books, the full book name is provided.
 
These merits are available to all characters. Where merits are taken from non-standard books, the full book name is provided.
  
* A Little Knowledge • (Asylum Sourcebook p.50)
+
* A Little Knowledge • (Asylum Sourcebook p.50) ''Prerequisite:'' Mortal only
 
* Allies • to ••••• (GMC p.166)
 
* Allies • to ••••• (GMC p.166)
 
* Alternate Identity •, •• or ••• (GMC p.166)
 
* Alternate Identity •, •• or ••• (GMC p.166)
* Ambidextrous ••• (GMC p.164)
+
* Ambidextrous ••• (GMC p.164) ''Prerequisite:'' CG Only
* Anonymity • to ••••• (GMC p.166)
+
* Anonymity • to ••••• (GMC p.166) ''Prerequisite:'' Cannot have Fame
* Anti-Psi ••••• (SS p.64)
+
* Anti-Psi ••••• (SS p.64) ''Prerequisite:'' No merits that confer psychic powers
* Area of Expertise • (GMC p.161)
+
* Area of Expertise • (GMC p.161) ''Prerequisite:'' Resolve 2 and one Skill Specialty
* Atavism • (Slasher p.127)
+
* Atavism • (Slasher p.127) ''Prerequisite:'' Dexterity 3 or Wits 3, Intelligence 2 or less
* Barfly •• (GMC p.166)
+
* Barfly •• (GMC p.166) ''Prerequisite:'' Socialize 2
 
* Beginner's Luck •• (Signs of the Moon p.29)
 
* Beginner's Luck •• (Signs of the Moon p.29)
* Believers • to ••••• (SS pp.64-5)
+
* Believers • to ••••• (SS pp.64-5) ''Prerequisite:'' Any psychic merit
 
* Bureaucratic Navigator •• (Asylum p.51)
 
* Bureaucratic Navigator •• (Asylum p.51)
 
* Contacts • to ••••• (GMC p.166)
 
* Contacts • to ••••• (GMC p.166)
* Cheap Shot •• (GMC p.176)
+
* Cheap Shot •• (GMC p.176) ''Prerequisite:'' Street Fighting 3, Subterfuge 2
* Choke Hold •• (GMC p.176)
+
* Choke Hold •• (GMC p.176) ''Prerequisite:'' Brawl 2
* Combat Awareness •• (Dogs of War p.109)
+
* Combat Awareness •• (Dogs of War p.109) ''Prerequisite:'' Military training or combat background
 
* Common Sense ••• (GMC p.161)
 
* Common Sense ••• (GMC p.161)
* Crack Driver •• or ••• (GMC p.164)
+
* Crack Driver •• or ••• (GMC p.164) ''Prerequisite:'' Drive 3
* Crafter's Sense ••• (The Free Council p.131)
+
* Crafter's Sense ••• (The Free Council p.131) ''Prerequisite:'' Crafts 3, and a Specialty
 
* Danger Sense •• (GMC p.162)
 
* Danger Sense •• (GMC p.162)
 
* Decorated • to ••••• (Dogs of War p.39)
 
* Decorated • to ••••• (Dogs of War p.39)
* Defensive Combat • (GMC p.176)
+
* Defensive Combat • (GMC p.176) ''Prerequisite:'' Brawl 1 or Weaponry 1, choose one when selected
* Demolisher • to ••• (GMC p.164)
+
* Demolisher • to ••• (GMC p.164) ''Prerequisite:'' Strength 3 or Intelligence 3
* Difficult to Ride •••• (Book of Spirits p.108)
+
* Difficult to Ride •••• (Book of Spirits p.108) ''Prerequisite:'' Composure and Resolve 3
 
* Direction Sense • (GMC p.176)
 
* Direction Sense • (GMC p.176)
* Double Jointed •• (GMC p.165)
+
* Double Jointed •• (GMC p.165) ''Prerequisite:'' Dexterity 3
* Doubting Thomas • (SS p.65)
+
* Doubting Thomas • (SS p.65) ''Prerequisite:'' No merits that confer psychic powers
 
* Eidetic Memory •• (GMC p.176)
 
* Eidetic Memory •• (GMC p.176)
* Emotional Detachment • (Asylum p.50)
+
* Emotional Detachment • (Asylum p.50) ''Prerequisite:'' Resolve 2
 
* Encyclopedic Knowledge •• (GMC p.162)
 
* Encyclopedic Knowledge •• (GMC p.162)
* Entering Strike •• (Rel p.72)
+
* Entering Strike •• (Rel p.72) ''Prerequisite:'' Dexterity 2, Brawl 2
 
* Entheogenic Synesthesia •• (Magical Traditions, p.137)
 
* Entheogenic Synesthesia •• (Magical Traditions, p.137)
* EOD •••• (Arm p.208)
+
* EOD •••• (Armory p.208) ''Prerequisite:'' Wits 3 or Dex 3, Crafts 3, Demolitions Specialty in Crafts
* Equipped Grappling •• (Rel p.89)
+
* Equipped Grappling •• (Rel p.89) ''Prerequisite:'' Dexterity 3, Brawl 2, Weaponry 2
* Eye for the Strange •• (GMC p.162)
+
* Eye for the Strange •• (GMC p.162) ''Prerequisite:'' Resolve 2, Occult 1
 
* Fame • to ••• (GMC p.167)
 
* Fame • to ••• (GMC p.167)
 
* Feral Mien ••• (Tome of the Watchtowers p.154)
 
* Feral Mien ••• (Tome of the Watchtowers p.154)
* Fast Reflexes • to ••• (GMC p.162)
+
* Fast Reflexes • to ••• (GMC p.162) ''Prerequisite:'' Wits 3 or Dexterity 3
* Fighting Finesse •• (GMC p.176)
+
* Fighting Finesse •• (GMC p.176) ''Prerequisite:'' Dexterity 3, a specialty in Weaponry or Brawl
* Firearms Retention • (Rel p.89)
+
* Firearms Retention • (Rel p.89) ''Prerequisite:'' Dexterity 2, Wits 2, Brawl 2, Firearms 2
* Fixer •• (GMC p.167)
+
* Fixer •• (GMC p.167) ''Prerequisite:'' Contacts 2, Wits 3
* Fleet of Foot • to ••• (GMC p.165)
+
* Fleet of Foot • to ••• (GMC p.165) ''Prerequisite:'' Athletics 2
 
* Ghost Ally ••• to ••••• (SS pp.65-6)
 
* Ghost Ally ••• to ••••• (SS pp.65-6)
* Giant ••• (GMC p.165)
+
* Giant ••• (GMC p.165) ''Prerequisite:'' CG Only
* Good Time Management • (GMC p.163)
+
* Good Time Management • (GMC p.163) ''Prerequisite:'' Academics 2 or Science 2
* Hardy • to ••• (GMC p.165)
+
* Hardy • to ••• (GMC p.165) ''Prerequisite:'' Stamina 3
* Heavy Hands ••• (Rel p.98)
+
* Heavy Hands ••• (Rel p.98) ''Prerequisite:'' Strength 3, Brawl 2
* Higher Calling •• (Tome of the Watchtowers p.125)
+
* Higher Calling •• (Tome of the Watchtowers p.125) ''Prerequisite:'' Resolve 3
 
* Holistic Awareness • (GMC p.163)
 
* Holistic Awareness • (GMC p.163)
* Hypnotic Voice •••• (SS p.66)
+
* Hypnotic Voice •••• (SS p.66) ''Prerequisite:'' Persuasion 3 or Science 3 with a specialty in Hypnotherapy or related
* Indomitable •• (GMC p.163)
+
* Indomitable •• (GMC p.163) ''Prerequisite:'' Resolve 3
* Informative •• or •••• (The Free Council p.131)
+
* Informative •• or •••• (The Free Council p.131) ''Prerequisite:'' Wits 2 and 2 in the Skill
* Ingratiating Wanderer •• (Midnight Roads p.58)
+
* Ingratiating Wanderer •• (Midnight Roads p.58) ''Prerequisite:'' Manipulation 3
* Inspiring ••• (GMC p.167)
+
* Inspiring ••• (GMC p.167) ''Prerequisite:'' Presence 3
* Interdisciplinary Specialty • (GMC p.163)
+
* Interdisciplinary Specialty • (GMC p.163) ''Prerequisite:'' Skill at 3+ with a Specialty
* Iron Skin •• or •••• (GMC p.178)
+
* Iron Skin •• or •••• (GMC p.178) ''Prerequisite:'' Martial Arts 2 or Street Fighting 2, Stamina 3
* Iron Stamina • to ••• (GMC p.165)
+
* Iron Stamina • to ••• (GMC p.165) ''Prerequisite:'' Stamina 3 or Resolve 3
* Iron Will •• (GMC p.167)
+
* Iron Will •• (GMC p.167) ''Prerequisite:'' Resolve 4
 
* Kin ••• (Spirit Slayers p.139) - '''[[House_Rules/Merits|HR]]'''
 
* Kin ••• (Spirit Slayers p.139) - '''[[House_Rules/Merits|HR]]'''
 
* Language • (GMC p.163) - Specify a language at time of purchase.
 
* Language • (GMC p.163) - Specify a language at time of purchase.
 
* Library • to ••• (SS p.113)
 
* Library • to ••• (SS p.113)
 
* Lucid Dreamer • (SS p.67)
 
* Lucid Dreamer • (SS p.67)
* Lucid Dreaming •• (CtL p.195)
+
* Lucid Dreaming •• (CtL p.195) ''Prerequisite:'' Non-changeling, Resolve 3+
 
* Luxury •• or •••• (Seers of the Throne p.52)
 
* Luxury •• or •••• (Seers of the Throne p.52)
* Make Do •, •• or ••• (The Free Council, p.132)
+
* Make Do •, •• or ••• (The Free Council, p.132) ''Prerequisite:'' Wits 3 and 1 in the appropriate Skill
 
* Meditative Mind •, •• or •••• (GMC p.163)
 
* Meditative Mind •, •• or •••• (GMC p.163)
 
* Mentor • to ••••• (GMC p.167)
 
* Mentor • to ••••• (GMC p.167)
 
* Multilingual • (GMC p.163) - Remember, any time you want to buy the Language merit for any of the languages you have under Multilingual, you get an automatic replacement. Send in a +request and staff will fix your +sheet for you.
 
* Multilingual • (GMC p.163) - Remember, any time you want to buy the Language merit for any of the languages you have under Multilingual, you get an automatic replacement. Send in a +request and staff will fix your +sheet for you.
* Murder Expert ••• (Slasher p.127)
+
* Murder Expert ••• (Slasher p.127) ''Prerequisite:'' Intelligence 2, Stealth 3
 
* Null •••• (Spirit Slayers, p.140)
 
* Null •••• (Spirit Slayers, p.140)
* Outdoorsman •• (Midnight Roads p.59)
+
* Outdoorsman •• (Midnight Roads p.59) ''Prerequisite:'' Survival 3
 
* Patient • (GMC p.163)
 
* Patient • (GMC p.163)
 
* Professional Training • to ••••• (GMC pp.163-4) '''[[House_Rules/Merits|HR]]'''
 
* Professional Training • to ••••• (GMC pp.163-4) '''[[House_Rules/Merits|HR]]'''
 
* Psychic Resistance • to ••• (SS p.67) - '''[[House_Rules/Merits|HR]]'''
 
* Psychic Resistance • to ••• (SS p.67) - '''[[House_Rules/Merits|HR]]'''
* Pusher • (GMC p.169)
+
* Pusher • (GMC p.169) ''Prerequisite:'' Persuasion 2
* Rational Explanation •••• (The Free Council p.133)
+
* Rational Explanation •••• (The Free Council p.133) ''Prerequisite:'' Resolve 2 and Science or Academics 4
 
* Resources • to ••••• (GMC p.168)
 
* Resources • to ••••• (GMC p.168)
 
* Retainer • to ••••• (GMC p.170)
 
* Retainer • to ••••• (GMC p.170)
 
* Safe Place • to ••••• (GMC p.170)
 
* Safe Place • to ••••• (GMC p.170)
* Scientist's Sense ••• (The Free Council p.133)
+
* Scientist's Sense ••• (The Free Council p.133) ''Prerequisite:'' Science 3 and a Specialty
 
* Shield-Bearer • (War Against the Pure p.89)
 
* Shield-Bearer • (War Against the Pure p.89)
* Shiv • or •• (GMC p.179)
+
* Shiv • or •• (GMC p.179) ''Prerequisite:'' Street Fighting 2, Weaponry 1
* Sleight of Hand •• (GMC p.165)
+
* Sleight of Hand •• (GMC p.165) ''Prerequisite:'' Larceny 3
* Small-Framed •• (GMC p.165)
+
* Small-Framed •• (GMC p.165) CG Only
* Small Unit Tactics •• (GMC p.170)
+
* Small Unit Tactics •• (GMC p.170) ''Prerequisite:'' Presence 3
 
* Staff • to ••••• (GMC p.170)
 
* Staff • to ••••• (GMC p.170)
* Steady Driver • (Midnight Roads p.59)
+
* Steady Driver • (Midnight Roads p.59) ''Prerequisite:'' Drive 2
 
* Striking Looks • or •• (GMC p.170) - '''[[House_Rules/Merits|HR]]'''
 
* Striking Looks • or •• (GMC p.170) - '''[[House_Rules/Merits|HR]]'''
* Stunt Rider ••• (Requiem for Rome p.110)
+
* Stunt Rider ••• (Requiem for Rome p.110) ''Prerequisite:'' Dexterity 3
* Sworn Officer •, ••, •••, or •••• (Tales from the 13th Precinct p.81)
+
* Sworn Officer •, ••, •••, or •••• (Tales from the 13th Precinct p.81) ''Prerequisite:'' Must meet requirements to be officer
 
* Sympathetic •• (GMC p.171)
 
* Sympathetic •• (GMC p.171)
* Taste • (GMC p.171)
+
* Taste • (GMC p.171) ''Prerequisite:'' Crafts 2 and Specialty in Crafts or Expression
 
* Technophile • or •• (Arm p.208)
 
* Technophile • or •• (Arm p.208)
* Telltale Murder •• or ••• (Slashers p.127)
+
* Telltale Murder •• or ••• (Slashers p.127) ''Prerequisite:'' Intelligence 4, Medicine 2
* Tolerance for Biology • (GMC p.164)
+
* Tolerance for Biology • (GMC p.164) ''Prerequisite:'' Resolve 3
* Torture Suite • to ••• (Hunter: the Vigil p.72)
+
* Torture Suite • to ••• (Hunter: the Vigil p.74)
* Trained Memory • (Guardians of the Veil p.46)
+
* Trained Memory • (Guardians of the Veil p.46) ''Prerequisite:'' Composure 2, Investigation 1
* Trained Observer • or ••• (GMC p.164)
+
* Trained Observer • or ••• (GMC p.164) ''Prerequisite:'' Wits 3 or Composure 3
* Trip Sitter ••• (Magical Traditions p.137)
+
* Trip Sitter ••• (Magical Traditions p.137) ''Prerequisite:'' Composure 3
 
* True Friend ••• (GMC p.172)
 
* True Friend ••• (GMC p.172)
* Unbondable •• (Night Stalkers p.135)
+
* Unbondable •• (Night Stalkers p.135) ''Prerequisite:'' Stamina 2, Resolve 3
* Unobtrusive ••• (Ghouls p.74)
+
* Unobtrusive ••• (Ghouls p.74) ''Prerequisite:'' Stealth 2
 
* Unseen Sense •• (GMC p.175)
 
* Unseen Sense •• (GMC p.175)
 
* Well-Traveled • (Reliquary p.85)
 
* Well-Traveled • (Reliquary p.85)
* Wheelman •• (Midnight Roads p.59)
+
* Wheelman •• (Midnight Roads p.59) ''Prerequisite:'' Dexterity 2, Drive 2
  
 
===Staff-Set via +Request===
 
===Staff-Set via +Request===
Line 305: Line 305:
 
* 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.
 
* Mystery Cult Initiation • to ••••• (GMC p.168) - '''[[House_Rules/Merits|HR]]'''
 
* Mystery Cult Initiation • to ••••• (GMC p.168) - '''[[House_Rules/Merits|HR]]'''
* Quick Draw • (GMC p.165) - Requires staff intervention because of its prerequisite. Code doesn't know every weapon or spelling thereof!
+
* Quick Draw • (GMC p.165) ''Prerequisite:'' Wits 3 with a Specialty in weapon/fighting style. Requires staff intervention because of its prerequisite. Code doesn't know every weapon or spelling thereof!
 
* Status • to ••••• (GMC p.170) - Requires staff intervention to ensure sneaky people don't cheat. ;)
 
* Status • to ••••• (GMC p.170) - Requires staff intervention to ensure sneaky people don't cheat. ;)
  
 
===Styles===
 
===Styles===
* Armed Defense • to ••••• (GMC p.175)
+
* Armed Defense • to ••••• (GMC p.175) ''Prerequisite:'' Dexterity 3, Weaponry 2, Defensive Combat: Weaponry
* Close Quarters Combat • to ••••• (GMC p.176)
+
* Close Quarters Combat • to ••••• (GMC p.176) ''Prerequisite:'' Wits 3, Athletics 2, Brawl 3
* Fast-Talking • to ••••• (GMC p.167)
+
* Fast-Talking • to ••••• (GMC p.167) ''Prerequisite:'' Manipulation 3, Subterfuge 2
* Firefight • to ••• (GMC pp.176-7)
+
* Firefight • to ••• (GMC pp.176-7) ''Prerequisite:'' Composure 3, Dexterity 3, Athletics 2, Firearms 2
* Grappling • to ••••• (GMC p.177)
+
* Grappling • to ••••• (GMC p.177) ''Prerequisite:'' Stamina 3, Strength 2, Athletics 2, Brawl 2
* Heavy Weapons • to ••••• (GMC p.177)
+
* Heavy Weapons • to ••••• (GMC p.177) ''Prerequisite:'' Stamina 3, Strength 3, Athletics 2, Weaponry 2
* Improvised Weaponry • to ••• (GMC pp.177-8)
+
* Improvised Weaponry • to ••• (GMC pp.177-8) ''Prerequisite:'' Wits 3, Weaponry 1
* Light Weapons • to ••••• (GMC p.178)
+
* Light Weapons • to ••••• (GMC p.178) ''Prerequisite:'' Wits 3 OR Fighting Finesse, Dexterity 3, Athletics 2, Weaponry 2
* Marksmanship • to •••• (GMC pp.178-9)
+
* Marksmanship • to •••• (GMC pp.178-9) ''Prerequisite:'' Composure 3, Resolve 3, Firearms 2
* Martial Arts • to ••••• (GMC p.179)
+
* Martial Arts • to ••••• (GMC p.179) ''Prerequisite:'' Resolve 3, Dexterity 3, Athletics 2, Brawl 2
* Parkour • to ••••• (GMC p.165)
+
* Parkour • to ••••• (GMC p.165) ''Prerequisite:'' Dexterity 3, Athletics 2
* Police Tactics • to ••• (GMC p.179)
+
* Police Tactics • to ••• (GMC p.179) ''Prerequisite:'' Brawl 2, Weaponry 1
* Street Fighting • to ••••• (GMC pp.179-180)
+
* Street Fighting • to ••••• (GMC pp.179-180) ''Prerequisite:'' Stamina 3, Composure 3, Brawl 2, Streetwise 2
* Unarmed Defense • to ••••• (GMC p.180)
+
* Unarmed Defense • to ••••• (GMC p.180) ''Prerequisite:'' Dexterity 3, Brawl 2, Defensive Combat: Brawl

Revision as of 22:38, 4 January 2016

Merits

Where any and all information about accepted merits/HRs for them exist. Not finished!

  • Merits which are marked with HR are custom merits.
  • Merits which have HR at the end have a House Rule detailing changes in how it's used.

Changeling Merits

All Changeling merits from the books are valid, except for the Fatebound merits.

  • Age Reversal • (NH:GF p.84) Prerequisite: Wyrd 4
  • Arcadian Body •••• (RoS p.87) Prerequisite: CG Only. 3+ dots in affected Attribute
  • Arcadian Metabolism ••• (RoS p.87)
  • Brownie's Boon • (RoS p.88)
  • Charmed Life •• (RoS p.88)
  • Disenchanting Kiss •••• (SaD p.92)
  • Dual Kith •• or ••• (RoS p.88) Prerequisite: CG Only
  • Enchanting Performance •••• (RoS p.88) Prerequisite: Expression 3
  • Fae Mount •, ••, •••, or ••••• (RoS p.89)
  • Faerie Favor ••• (RoS p.90)
  • Faerie Healing •• (RoS p.90)
  • Gentrified Bearing •••• (RoS p.92) Prerequisite: Wyrd 3
  • Goblin Merchant • or ••• (GM p.34)
  • Harvest • to ••••• (CtL p.94)
  • Hedge Gate Sense • (RoS p.92)
  • Hedgebeast Companion • to ••• (AN p.132)
  • Hidden Life • to ••• (RoS p.92) Prerequisite: No dots in Fame, Wyrd equal to Hidden Life
  • Hob Kin •• (RoS p.92) Prerequisite: Hollow 1+
  • Hobgoblin Trainer •• (RoS p.93)
  • Lethal Mien •• (RoS p.94) Prerequisite: Wyrd 3
  • Long of Days •• (RoS p.94)
  • Manymask • to ••••• (ER p.14) Prerequisite: Wyrd 7
  • Market Familiarity • or ••• (GM p.14)
  • Market Sense • (RoS p.94 or GM p.33)
  • Market Stall •••• (GM p.34)
  • New Identity •, •• or •••• (CtL p.98 or AN p.45)
  • No Seeming •• (ER p.107) Prerequisite: Changeling only
  • Perfect Stillness • (RoS p.94) Prerequisite: Stealth 1
  • Pledgesmith • to ••• (RoS p.94)
  • Prophet Circle • to ••••• (RoS p.94)
  • Rigid Mask •• (RoS p.95) Prerequisite: Subterfuge 2
  • Second-Hand Skills • to ••• (GM p.26) Prerequisite: Wyrd 3
  • Shared Sleep • (CtL p.44) Prerequisite: Must have Multiple Personalities
  • Siren Song (RoS p.96)
  • Slave • to ••••• (GM p.23)
  • Soul Sense •• (RoS p.96) Prerequisite: Living fetch
  • Sublime ••••• (ER p.14) Prerequisite: Wyrd 9
  • Token Maker ••• (RoS p.150)
  • Tokenmaster ••• (ER p.14) Prerequisite: Wyrd 7
  • Visionary Dreams •• (RoS p.97) Prerequisite: Wyrd 3
  • Wholesale Wares • or •• (GM p.35) Prerequisite: Market Stall 4
  • Wisdom of Dreams ••• (RoS p.97) Prerequisite: Wyrd 2+
  • Wyrdskill ••• (ER p.15) Prerequisite: Wyrd 6

Fighting Style

  • Dream Combat • to ••••• (RoS p.90) Prerequisite: Wyrd 3, Empathy 3
  • Hedge Duelist • to ••••• (RoS p.91) Prerequisite: Wyrd 3

Kith Restricted

  • Kiss of Life •••• (SaD p.24) Prerequisite: Leechfinger
  • Subtle Liqueur • (SaD p.29) Prerequisite: Brewer

Entitlement Restricted

  • Outsider Fetish • to ••• (LoS p.150) Prerequisite: Lord Sages of the Unknown Reaches

Milestone Merits

  • Bloodied Ground
  • Broken Mirror
  • Cuckoo's Egg
  • False Heart
  • Fetchbane
  • Shared Guilt

CG Only

The merits below must be taken using dots during initial Character Generation. They cannot be purchased via xp.

  • Enchanted Mortal •• (ER p.107) HR Prerequisite: Mortal and Mortal+ characters may both take this merit.
  • Seeming ••• (ER p.107) Prerequisite: Must be Fae-touched to take this merit.

Staff-Set via +Request

For one reason or another, the following merits require staff intervention.

  • Archive • to ••••• (RoS p.87) - Prerequisite Must have a Hollow.. Unfortunately, code doesn't know which Hollow you are purchasing it for, if you have multiples. Needs staff help.
  • Bastion Amenities • to ••••• (SaD p.108) Prerequisite: Must belong to a motley, Wits Specialty in Oneiromancy. See 'news bastions'
  • Bastion Battlements • to ••••• (SaD p.108) Prerequisite: Must belong to a motley, Wits Specialty in Oneiromancy. See 'news bastions'
  • Bastion Size • to ••••• (SaD p.108) Prerequisite: Must belong to a motley, Wits Specialty in Oneiromancy. See 'news bastions'
  • 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.
  • Goblin Vow • to ••••• (RoS p.38) - 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) - HR
  • Hedgespun • to ••••• - Send a +req/fae to staff for approval of your idea.
  • Hollow Amenities • to ••••• (CtL p.94) - See 'news hollows'
  • Hollow Doors • to ••••• (CtL p.94) - Ditto
  • Hollow Garden • to ••••• - HR
  • Hollow Size • to ••••• (CtL p.94) - Ditto
  • Hollow Wards • to ••••• (CtL p.94) - Ditto
  • Hollow Workshop • to ••••• (RoS p.97) - Ditto
  • Mantle • to ••••• (CtL p.97) - HR
  • Mobile Hollow • to ••••• (SaD p.92) - Same rules as regular Hollow merits.
  • Ritual Doorway ••• (RoS p.95) Prerequisite: Hollow Doors 5. Same rules as regular Hollow merits.
  • Token • to ••••• (CtL p.98) - Send a +req/fae to staff for approval of your idea.


Psychic Merits

The following merits are a blend of Second Sight (SS) and GMC (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.

ESP Merits

  • Astral Projection ••• (SS p.36) Prerequisite: Clarivoyance; cannot have Uncontrolled Clairvoyance
  • Clairvoyance ••• (GMC p.172)
  • Clairvoyance • (HR) - Prerequisite: Clairvoyance ••• - HR
  • Dowsing • (SS p.38) Prerequisite: Clairvoyance, Cayce Channeling or Spirit Channeling
  • Dream Travel • to ••••• (SS pp.38-9) - HR: Prerequisites: Astral Projection & Telepathy.
  • Postcognition • or ••• (SS p.40) Prerequisite: Precognition for 1 dot, none for 3 dot
  • Precognition •••• (SS pp.40-1)
  • Psychometry ••• (GMC p.174)

Mediumist Merits

  • Automatic Writing •• (SS p.42)
  • Channeling ••• (SS pp.43-4) Ghost-calling for Spirit Channeling, none for Cayce or Past-Life channeling
  • Death Sight ••• (SS pp.44-5) - HR
  • Ghost Calling ••• (SS pp.45-6)

Psychokinetic Merits

  • Biokinesis • to ••••• (SS pp.46-7/GMC p.172/HR) - HR
  • Plant Empathy • (SS p.49) Prerequisite: Biokinesis 1+
  • Psychic Healing ••• or ••••• (SS p.49) Prerequisite: Biokinesis 3 to heal self, Biokinesis 5 to heal others
  • Psychic Vampirism •••• or ••••• (SS pp.49-50) Prerequisite: Biokinesis 4 for 4 dot version, 5 for 5-dot version
  • Psychokinesis ••• or ••••• (GMC pp.173-4) - HR
  • Psychokinetic Immunity ••• (HR) - Prerequisite: Psychokinesis ••• - HR
  • Psychokinetic Shaping ••• (HR) - Prerequisite: Psychokinesis ••• - HR
  • Telekinesis • to ••••• (GMC p.174)

Telepathic Merits

  • Animal Empathy •• or •••• (SS pp.55-6)
  • Animal Possession •••• (SS p.56) Prerequisite: Animal Empathy 2 or 4.
  • Animal Rapport ••• to ••••• (SS p.57) Prerequisite: Animal Ken 2+ HR
  • Aura Reading ••• (GMC p.172) - HR
  • Mental Blast ••••• (SS p.58) - HR: Prerequisite: Telepathy •••••
  • Mind Breaker ••••• (SS pp.58-9) - HR: Prerequisite: Telepathy •••••
  • Mind Control ••••• (SS pp.59-60)
  • Psychic Empathy •••• or ••••• (SS pp.60-1) - HR: Prerequisites: Aura Reading & Telepathy
  • Psychic Illusions ••••• (SS pp.61-2) - HR: Prerequisites: Mind Control & Telepathy
  • Psychic Invisibility ••••• (SS pp.62-3) - HR: Prerequisites: Mind Control & Telepathy
  • Telepathic Communication •••• (SS p.63) Prerequisite: Telepathy 5 HR
  • Telepathic Rapport ••• (SS pp.63-4) - HR
  • Telepathy ••• or ••••• (GMC p.175) - HR

Misc. Supernatural Merits

The following are written in the GMC book as "supernatural" merits, but do not easily fit under other categories.

  • Cursed •• (GMC p.172)
  • Mind of a Madman (GMC p.173) Prerequisite: Empathy 3
  • Omen Sensitivity ••• (GMC p.173)
  • Thief of Fate •• (GMC p.175)

Thaumaturgical Merits

Here will be the list of Second Sight thaumaturge merits, and any equivalencies I end up doing for GMC. Frankly, I may just keep the Second Sight versions, because GMC doesn't differentiate between Ghosts and Spirits.

  • Alchemy (External) •• or •••• (SS p.102) Prerequisite: Occult 2 or Science 2. Taoist or Ceremonial Magician
  • Alchemy (Internal) •• or •••• (SS pp.103-4) Prerequisite: Occult 2 and Medicine 1. Taoist, Ceremonial Magician or Shaman
  • Communion •• or •••• (SS p.104) Prerequisite: Apostle or Ceremonial Magician
  • Countermagic •• or •••• (SS pp.105-6) Prerequisite: Wits 2. Apostle, Taoist, Vodoun
  • Curse of Ill-Fortune ••• (SS p.106) Prerequisite: Luck Magic (either) and Persuasion 1. Ceremonial Magician, Apostle, Hedge Witch, Vodoun
  • Divination ••• (SS p.106) Prerequisite: Taoist, Apostle, Vodoun
  • Dream • to ••••• (SS pp.106-7) Prerequisite: Taoist, Apostle, Vodoun
  • Dream Travel ••• (SS p.107) Prerequisite: Visionary Trances (either). Hedge Witch, Shaman HR
  • Enchantment •• or •••• (SS pp.107-8) Prerequisite: Hedge Witch, Ceremonial Magician, Apostle
  • Evocation •• or •••• (SS pp.108-9) Prerequisite: Shaman, Ceremonial Magician, Apostle, Vodoun
  • Familiar ••• or •••• (SS pp.109-110) Prerequisite: Visionary Trances 4, Communion 4 or Enchantment 4. Shaman, Hedge Witch, Apostle HR
  • Favorable Fortune ••• (SS pp.110-11) Prerequisite: Luck Magic 4. Ceremonial Magician
  • Geomancy ••• (SS p.111) Prerequisite: Intelligence 2 and Crafts 1. Taoist
  • Healing •••• (SS pp.111-2) Prerequisite: Composure 2 and Medicine 1. Taoist, Shaman, Hedge Witch, Ceremonial Magician
  • Invocation •• or •••• (SS p.112) Prerequisite: Shaman, Hedge Witch
  • Longevity ••••• (SS pp.113) Prerequisite: Medicine 3 and Alchemy (either) at 4. Taoist
  • Luck Magic •• or •••• (SS pp.114-5) Prerequisite: Taoist, Hedge Witch, Apostle, Ceremonial Magician, Vodoun
  • Magical Nexus • to •• (SS p.115) Prerequisite: Taoist, Apostle, Vodoun
  • Psychic Projection •••• (SS p.115) Prerequisite: Visionary Trances 4. Shaman
  • Sacrifice • (SS pp.115-6) Prerequisite: Shaman, Apostle, Vodoun
  • Scrying ••• (SS p.116) Prerequisite: Wits 2 and Occult 1. Hedge Witch, Cermonial Magician, Apostle
  • Second Sight ••• (SS p.116) Prerequisite: Wits 2. Taoist, Apostle, Vodoun
  • See Auras •• (SS pp.116-7) Prerequisite: Empathy 2. Taoist, Hedge Witch, Ceremonial Magician HR
  • See Spirits •• (SS pp.117-8) Prerequisite: Visionary Trances (either). Shaman, Hedge Witch
  • Soul Jar •• or •••• (SS pp.118-9) Prerequisite: Second Sight, Vodoun
  • The Last Spell • (Errata) - HR
  • Visionary Trances •• or •••• (SS p.119) Prerequisite: Resolve 2. Hedge Witch, Apostle, Shaman
  • Warding ••• (SS p.120) Prerequisite: Resolve 2 and Occult 1. Taoist, Apostle, Vodoun
  • Weather Control •••• (SS pp.120-1) Prerequisite: Shaman, Hedge Witch, Vodoun

Universal Merits

These merits are available to all characters. Where merits are taken from non-standard books, the full book name is provided.

  • A Little Knowledge • (Asylum Sourcebook p.50) Prerequisite: Mortal only
  • Allies • to ••••• (GMC p.166)
  • Alternate Identity •, •• or ••• (GMC p.166)
  • Ambidextrous ••• (GMC p.164) Prerequisite: CG Only
  • Anonymity • to ••••• (GMC p.166) Prerequisite: Cannot have Fame
  • Anti-Psi ••••• (SS p.64) Prerequisite: No merits that confer psychic powers
  • Area of Expertise • (GMC p.161) Prerequisite: Resolve 2 and one Skill Specialty
  • Atavism • (Slasher p.127) Prerequisite: Dexterity 3 or Wits 3, Intelligence 2 or less
  • Barfly •• (GMC p.166) Prerequisite: Socialize 2
  • Beginner's Luck •• (Signs of the Moon p.29)
  • Believers • to ••••• (SS pp.64-5) Prerequisite: Any psychic merit
  • Bureaucratic Navigator •• (Asylum p.51)
  • Contacts • to ••••• (GMC p.166)
  • Cheap Shot •• (GMC p.176) Prerequisite: Street Fighting 3, Subterfuge 2
  • Choke Hold •• (GMC p.176) Prerequisite: Brawl 2
  • Combat Awareness •• (Dogs of War p.109) Prerequisite: Military training or combat background
  • Common Sense ••• (GMC p.161)
  • Crack Driver •• or ••• (GMC p.164) Prerequisite: Drive 3
  • Crafter's Sense ••• (The Free Council p.131) Prerequisite: Crafts 3, and a Specialty
  • Danger Sense •• (GMC p.162)
  • Decorated • to ••••• (Dogs of War p.39)
  • 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
  • Difficult to Ride •••• (Book of Spirits p.108) Prerequisite: Composure and Resolve 3
  • Direction Sense • (GMC p.176)
  • Double Jointed •• (GMC p.165) Prerequisite: Dexterity 3
  • Doubting Thomas • (SS p.65) Prerequisite: No merits that confer psychic powers
  • Eidetic Memory •• (GMC p.176)
  • Emotional Detachment • (Asylum p.50) Prerequisite: Resolve 2
  • Encyclopedic Knowledge •• (GMC p.162)
  • Entering Strike •• (Rel p.72) Prerequisite: Dexterity 2, Brawl 2
  • Entheogenic Synesthesia •• (Magical Traditions, p.137)
  • EOD •••• (Armory p.208) Prerequisite: Wits 3 or Dex 3, Crafts 3, Demolitions Specialty in Crafts
  • Equipped Grappling •• (Rel p.89) Prerequisite: Dexterity 3, Brawl 2, Weaponry 2
  • Eye for the Strange •• (GMC p.162) Prerequisite: Resolve 2, Occult 1
  • Fame • to ••• (GMC p.167)
  • Feral Mien ••• (Tome of the Watchtowers p.154)
  • Fast Reflexes • to ••• (GMC p.162) Prerequisite: Wits 3 or Dexterity 3
  • Fighting Finesse •• (GMC p.176) Prerequisite: Dexterity 3, a specialty in Weaponry or Brawl
  • Firearms Retention • (Rel p.89) Prerequisite: Dexterity 2, Wits 2, Brawl 2, Firearms 2
  • Fixer •• (GMC p.167) Prerequisite: Contacts 2, Wits 3
  • Fleet of Foot • to ••• (GMC p.165) Prerequisite: Athletics 2
  • Ghost Ally ••• to ••••• (SS pp.65-6)
  • Giant ••• (GMC p.165) Prerequisite: CG Only
  • Good Time Management • (GMC p.163) Prerequisite: Academics 2 or Science 2
  • Hardy • to ••• (GMC p.165) Prerequisite: Stamina 3
  • Heavy Hands ••• (Rel p.98) Prerequisite: Strength 3, Brawl 2
  • Higher Calling •• (Tome of the Watchtowers p.125) Prerequisite: Resolve 3
  • Holistic Awareness • (GMC p.163)
  • Hypnotic Voice •••• (SS p.66) Prerequisite: Persuasion 3 or Science 3 with a specialty in Hypnotherapy or related
  • Indomitable •• (GMC p.163) Prerequisite: Resolve 3
  • Informative •• or •••• (The Free Council p.131) Prerequisite: Wits 2 and 2 in the Skill
  • Ingratiating Wanderer •• (Midnight Roads p.58) Prerequisite: Manipulation 3
  • Inspiring ••• (GMC p.167) Prerequisite: Presence 3
  • Interdisciplinary Specialty • (GMC p.163) Prerequisite: Skill at 3+ with a Specialty
  • Iron Skin •• or •••• (GMC p.178) Prerequisite: Martial Arts 2 or Street Fighting 2, Stamina 3
  • Iron Stamina • to ••• (GMC p.165) Prerequisite: Stamina 3 or Resolve 3
  • Iron Will •• (GMC p.167) Prerequisite: Resolve 4
  • Kin ••• (Spirit Slayers p.139) - HR
  • Language • (GMC p.163) - Specify a language at time of purchase.
  • Library • to ••• (SS p.113)
  • Lucid Dreamer • (SS p.67)
  • Lucid Dreaming •• (CtL p.195) Prerequisite: Non-changeling, Resolve 3+
  • Luxury •• or •••• (Seers of the Throne p.52)
  • Make Do •, •• or ••• (The Free Council, p.132) Prerequisite: Wits 3 and 1 in the appropriate Skill
  • Meditative Mind •, •• or •••• (GMC p.163)
  • Mentor • to ••••• (GMC p.167)
  • Multilingual • (GMC p.163) - Remember, any time you want to buy the Language merit for any of the languages you have under Multilingual, you get an automatic replacement. Send in a +request and staff will fix your +sheet for you.
  • Murder Expert ••• (Slasher p.127) Prerequisite: Intelligence 2, Stealth 3
  • Null •••• (Spirit Slayers, p.140)
  • Outdoorsman •• (Midnight Roads p.59) Prerequisite: Survival 3
  • Patient • (GMC p.163)
  • Professional Training • to ••••• (GMC pp.163-4) HR
  • Psychic Resistance • to ••• (SS p.67) - HR
  • Pusher • (GMC p.169) Prerequisite: Persuasion 2
  • Rational Explanation •••• (The Free Council p.133) Prerequisite: Resolve 2 and Science or Academics 4
  • Resources • to ••••• (GMC p.168)
  • Retainer • to ••••• (GMC p.170)
  • Safe Place • to ••••• (GMC p.170)
  • Scientist's Sense ••• (The Free Council p.133) Prerequisite: Science 3 and a Specialty
  • Shield-Bearer • (War Against the Pure p.89)
  • Shiv • or •• (GMC p.179) Prerequisite: Street Fighting 2, Weaponry 1
  • Sleight of Hand •• (GMC p.165) Prerequisite: Larceny 3
  • Small-Framed •• (GMC p.165) CG Only
  • Small Unit Tactics •• (GMC p.170) Prerequisite: Presence 3
  • Staff • to ••••• (GMC p.170)
  • Steady Driver • (Midnight Roads p.59) Prerequisite: Drive 2
  • Striking Looks • or •• (GMC p.170) - HR
  • Stunt Rider ••• (Requiem for Rome p.110) Prerequisite: Dexterity 3
  • Sworn Officer •, ••, •••, or •••• (Tales from the 13th Precinct p.81) Prerequisite: Must meet requirements to be officer
  • Sympathetic •• (GMC p.171)
  • Taste • (GMC p.171) Prerequisite: Crafts 2 and Specialty in Crafts or Expression
  • Technophile • or •• (Arm p.208)
  • Telltale Murder •• or ••• (Slashers p.127) Prerequisite: Intelligence 4, Medicine 2
  • Tolerance for Biology • (GMC p.164) Prerequisite: Resolve 3
  • Torture Suite • to ••• (Hunter: the Vigil p.74)
  • 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
  • Trip Sitter ••• (Magical Traditions p.137) Prerequisite: Composure 3
  • True Friend ••• (GMC p.172)
  • Unbondable •• (Night Stalkers p.135) Prerequisite: Stamina 2, Resolve 3
  • Unobtrusive ••• (Ghouls p.74) Prerequisite: Stealth 2
  • Unseen Sense •• (GMC p.175)
  • Well-Traveled • (Reliquary p.85)
  • Wheelman •• (Midnight Roads p.59) Prerequisite: Dexterity 2, Drive 2

Staff-Set via +Request

For one reason or another, these merits require staff intervention.

  • 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.
  • Mystery Cult Initiation • to ••••• (GMC p.168) - HR
  • Quick Draw • (GMC p.165) Prerequisite: Wits 3 with a Specialty in weapon/fighting style. Requires staff intervention because of its prerequisite. Code doesn't know every weapon or spelling thereof!
  • Status • to ••••• (GMC p.170) - Requires staff intervention to ensure sneaky people don't cheat. ;)

Styles

  • Armed Defense • to ••••• (GMC p.175) Prerequisite: Dexterity 3, Weaponry 2, Defensive Combat: Weaponry
  • Close Quarters Combat • to ••••• (GMC p.176) Prerequisite: Wits 3, Athletics 2, Brawl 3
  • Fast-Talking • to ••••• (GMC p.167) Prerequisite: Manipulation 3, Subterfuge 2
  • Firefight • to ••• (GMC pp.176-7) Prerequisite: Composure 3, Dexterity 3, Athletics 2, Firearms 2
  • Grappling • to ••••• (GMC p.177) Prerequisite: Stamina 3, Strength 2, Athletics 2, Brawl 2
  • Heavy Weapons • to ••••• (GMC p.177) Prerequisite: Stamina 3, Strength 3, Athletics 2, Weaponry 2
  • Improvised Weaponry • to ••• (GMC pp.177-8) Prerequisite: Wits 3, Weaponry 1
  • Light Weapons • to ••••• (GMC p.178) Prerequisite: Wits 3 OR Fighting Finesse, Dexterity 3, Athletics 2, Weaponry 2
  • Marksmanship • to •••• (GMC pp.178-9) Prerequisite: Composure 3, Resolve 3, Firearms 2
  • Martial Arts • to ••••• (GMC p.179) Prerequisite: Resolve 3, Dexterity 3, Athletics 2, Brawl 2
  • Parkour • to ••••• (GMC p.165) Prerequisite: Dexterity 3, Athletics 2
  • Police Tactics • to ••• (GMC p.179) Prerequisite: Brawl 2, Weaponry 1
  • Street Fighting • to ••••• (GMC pp.179-180) Prerequisite: Stamina 3, Composure 3, Brawl 2, Streetwise 2
  • Unarmed Defense • to ••••• (GMC p.180) Prerequisite: Dexterity 3, Brawl 2, Defensive Combat: Brawl