Merits
Contents
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