Mental Merits
- A Little Knowledge • (Asylum p.50) Prerequisite: Mortal only
- 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
- Beginner's Luck •• (Signs of the Moon p.29)
- Combat Awareness •• (Dogs of War p.109) Prerequisite: Military training or combat background
- Common Sense ••• (GMC p.161)
- Crafter's Sense ••• (The Free Council p.131) Prerequisite: Crafts 3, and a Specialty
- Danger Sense •• (GMC p.162)
- Direction Sense • (GMC p.176)
- 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)
- Entheogenic Synesthesia •• (Magical Traditions, p.137)
- EOD •••• (Armory p.208) Prerequisite: Wits 3 or Dex 3, Crafts 3, Demolitions Specialty in Crafts
- Eye for the Strange •• (GMC p.162) Prerequisite: Resolve 2, Occult 1
- Good Time Management • (GMC p.163) Prerequisite: Academics 2 or Science 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
- Informative •• or •••• (The Free Council p.131) Prerequisite: Wits 2 and 2 in the Skill
- Interdisciplinary Specialty • (GMC p.163) Prerequisite: Skill at 3+ with a Specialty
- Language • (GMC p.163) - Specify a language at time of purchase. HR
- Library • to ••• (GMC p. 163)
- Lucid Dreamer • (SS p.67)
- 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
- Meditative Mind •, •• or •••• (GMC p.163)
- Multilingual • (GMC p.163) - Specify languages at time of purchase. HR
- Murder Expert ••• (Slasher p.127) Prerequisite: Intelligence 2, Stealth 3
- Mythologist ••• (Book of the Dead p.91) Prerequisite: Occult 2 w/Specialty in "Underworld Lore" or sim.
- Patient • (GMC p.163)
- 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
- Technophile • or •• (Armory p.208)
- Telltale Murder •• or ••• (Slashers p.127) Prerequisite: Intelligence 4, Medicine 2
- Tolerance for Biology • (GMC p.164) Prerequisite: Resolve 3
- 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
- Unseen Sense •• (GMC p.175)
- Vision • to ••••• (The Free Council p.133) Prerequisite: Intelligence, Wits, Resolve or Composure 4
Physical Merits
- Ambidextrous ••• (GMC p.164) Prerequisite: CG Only
- Cheap Shot •• (GMC p.176) Prerequisite: Street Fighting 3, Subterfuge 2
- Choke Hold •• (GMC p.176) Prerequisite: Brawl 2
- Crack Driver •• or ••• (GMC p.164) Prerequisite: Drive 3
- 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
- Double Jointed •• (GMC p.165) Prerequisite: Dexterity 3
- Entering Strike •• (Rel p.72) Prerequisite: Dexterity 2, Brawl 2
- Equipped Grappling •• (Rel p.89) Prerequisite: Dexterity 3, Brawl 2, Weaponry 2
- 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
- Fleet of Foot • to ••• (GMC p.165) Prerequisite: Athletics 2
- Giant ••• (GMC p.165) Prerequisite: CG Only
- Hardy • to ••• (GMC p.165) Prerequisite: Stamina 3
- Heavy Hands ••• (Rel p.98) Prerequisite: Strength 3, Brawl 2
- 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
- Outdoorsman •• (Midnight Roads p.59) Prerequisite: Survival 3
- Perfect Stillness • (RoS p.94) Prerequisite: Stealth 1
- 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 HR
- Small-Framed •• (GMC p.165) CG Only
- Steady Driver • (Midnight Roads p.59) Prerequisite: Drive 2
- Striking Looks • or •• (GMC p.170) - HR
- Striking Voice • or •• (HR) - HR
- Stunt Rider ••• (Requiem for Rome p.110) Prerequisite: Dexterity 3
- Wheelman •• (Midnight Roads p.59) Prerequisite: Dexterity 2, Drive 2
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Social Merits
- Allies • to ••••• (GMC p.166)
- Alternate Identity •, •• or ••• (GMC p.166)
- Anonymity • to ••••• (GMC p.166) Prerequisite: Cannot have Fame
- Barfly •• (GMC p.166) Prerequisite: Socialize 2
- Believers • to ••••• (SS pp.64-5) Prerequisite: Any psychic merit
- Bureaucratic Navigator •• (Asylum p.51)
- Contacts • to ••••• (GMC p.166) - HR
- Decorated • to ••••• (Dogs of War p.39)
- Difficult to Ride •••• (Book of Spirits p.108) Prerequisite: Composure and Resolve 3
- Esoteric Armory • to ••••• (GMC p.231)
- Fame • to ••• (GMC p.167)
- Feral Mien ••• (Tome of the Watchtowers p.154)
- Fixer •• (GMC p.167) Prerequisite: Contacts 2, Wits 3
- Ghost Ally ••• to ••••• (SS pp.65-6) HR
- Inconspicuous • to ••••• HR
- Indomitable • to ••••• (HtV: Night Stalkers p.134) - HR Prerequisite: Resolve 3, Composure 3
- Ingratiating Wanderer •• (Midnight Roads p.58) Prerequisite: Manipulation 3
- Inspiring ••• (GMC p.167) Prerequisite: Presence 3
- Iron Will •• (GMC p.167) Prerequisite: Resolve 4
- Luxury •• or •••• (Seers of the Throne p.52)
- Mentor • to ••••• (GMC p.167) - HR
- Null •••• (Spirit Slayers, p.140)
- Psychic Resistance • to ••• (SS p.67) - HR
- Pusher • (GMC p.169) Prerequisite: Persuasion 2
- Resources • to ••••• (GMC p.168)
- Retainer • to ••••• (GMC p.170) - HR
- Rigid Mask •• (RoS p.95) Prerequisite: Subterfuge 2
- Safe Place • to ••••• (GMC p.170)
- Small Unit Tactics •• (GMC p.170) Prerequisite: Presence 3
- Staff • to ••••• (GMC p.170)
- 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
- Torture Suite • to ••• (Hunter: the Vigil p.74)
- 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
- Well-Traveled • (Reliquary p.85)
Styles
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
- Avoidance • to •••• (Hurt Locker p. 46) Prerequisite: Manipulation 3, Athletics 2, Stealth 2
- Berserker • to ••• (Hurt Locker p. 46) Prerequisite: Strength 3, Iron Stamina 3
- Bowmanship • to •••• (Hurt Locker p. 47) Prerequisite: Dexterity 3, Firearms 2, Trained Observer 1
- Boxing • to ••••• (Hurt Locker p. 47) Prerequisite: Strength 2, Dexterity 2, Stamina 2, Brawl 2, Athletics 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
- Combat Archery • to ••••• (Hurt Locker p. 48) Prerequisite: Strength 3, Athletics 2, Quick Draw (Bow) 1
- 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
- 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
- K-9 • to •••• (Hurt Locker p. 49) Prerequisite: Wits 3, Animal Ken 3, Bonded with dog
- Kino Mutai • to •••• (Hurt Locker p. 50) Prerequisite: Dexterity 2, Resolve 3, Brawl 2
- 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
- Mounted Combat • to •••• (Hurt Locker p. 51) Prerequisite: Dexterity 3, Athletics 2, Animal Ken 2
- Parkour • to ••••• (GMC p.165) Prerequisite: Dexterity 3, Athletics 2
- Police Tactics • to ••• (GMC p.179) Prerequisite: Brawl 2, Weaponry 1
- Powered Projectile • to •••• (Hurt Locker p. 51) Prerequisite: Dexterity 3, Athletics 2, Firearms 2
- Spear and Bayonet • to ••• (Hurt Locker p. 51) Prerequisite: Strength 3, Dexterity 2, Weaponry 2
- Spelunker • to ••••• (Book of the Dead p.92) Prerequisite: Dexterity 3, Athletics 3
- Staff Fighting • to •••• (Hurt Locker p. 51) Prerequisite: Strength 2, Dexterity 3, Weaponry 2
- Street Fighting • to ••••• (GMC pp.179-180) Prerequisite: Stamina 3, Composure 3, Brawl 2, Streetwise 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
- Thrown Weapons • to •• (Hurt Locker p. 52) Prerequisite: Dexterity 3, Athletics 2, Quick Draw w/ a Thrown Weapon Specialty
- 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
- Weapon and Shield • to •••• (Hurt Locker p.53 Prerequsite: Strength •••, Stamina •••, Weaponry ••
Requires Staff
Use +req/xp <merit>=<details> to open a job with staff.
- 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) - Custom Merit
- Mystery Cult Initiation • to ••••• (GMC p.168) - HR
- Professional Training • to ••••• (GMC pp.163-4) - 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. ;)
- Virtuous •• (GMC p.153) - Requires staff intervention to set the second virtue. This may change.
- Vice-Ridden •• (GMC p.153) - Requires staff intervention to set the second vice. This may change.
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