Difference between revisions of "Merits"
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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 |
Revision as of 13:49, 20 October 2017
Merits
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
Most Changeling merits from the books are valid, except for the Fatebound merits.
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 StaffUse +req/xp <merit>=<details> to open a job with staff.
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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 non-changeling characters.
- 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)
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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