Merits
Merits
Where any and all information about accepted merits/HRs for them exist. May have to do more HR stuff elsewhere, but at the moment, Annapurna is adding text here as a way to get the Psychic stuff up where it can be seen.
Changeling Merits
Have to get a list up here! Everything except the Fatebound ones is available, though, if anyone gets a burning urge to do mundane data entry and put them all in here. Should do it in columns if possible, to make the page less spammy-long.
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.
- 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)
- Clairvoyance ••• (GMC p.172)
- Clairvoyance • (HR) - Prerequisite: Clairvoyance ••• - This merit allows a psychic to add an alternate method of scrying to her repertoire. It may be purchased multiple times. Specify a new scrying method (crystal ball gazing, etc.) with each purchase.
- Dowsing • (SS p.38)
- Dream Travel • to ••••• (SS pp.38-9)
- Postcognition • or ••• (SS p.40)
- Precognition •••• (SS pp.40-1)
- Psychometry ••• (GMC p.174)
Mediumist Merits
- Automatic Writing •• (SS)
- Channeling ••• (SS)
- Death Sight •• (SS)
- Ghost Calling ••• (SS)
Psychokinetic Merits
- Biokinesis • to ••••• (SS/GMC/HR) - GMC removed most of the SS functionality from this merit. Much of the SS functionality has been added back in. The GMC functionality has been retained (1 Willpower + 1 minute of concentration = shift Physical attribute dots around; only shift as many dots as you have dots in Biokinesis, and no attribute can go above 5 dots).
Of what was possible in SS, the following has been retained:
- Passive Bonus: +1 dice bonus per Biokinesis merit dot to rolls for entering a trance/beginning meditation
- Roll extended Intelligence + Composure to acquire one temporary merit-equivalent, spending successes to 'buy' them.
- The psychic must meet all prerequisites for the merit she attempts to give herself.
- The psychic must have Biokinesis dots equal to success-cost + 1. (e.g. a 1-success merit requires Biokinesis ••)
- Effects last 1 scene unless specified otherwise.
- If one of the extended rolls is an Exceptional Success, the psychic may choose a second effect to spend successes on.
- Each roll's duration represents minutes equal to the desired trait's success cost. Only one (or two with Exceptional) effect may be active at a time.
- Biokinesis Merit List:
- Eidetic Memory (WoD p.108) - 2 successes
- Fast Reflexes (WoD p.110) - 1 or 2 successes
- Fleet of Foot (WoD p.112) - 1-3 successes
- Fresh Start (WoD p.112) - 1 success
- Improved Awareness (SS p.46) - 1-3 successes
- Improved Immune System (SS pp.46-7) - 4 successes - Duration varies depending on illness/drug severity. See book.
- Iron Stamina (WoD p.113) - 1-3 successes
- Iron Stomach (WoD p.113) - 2 successes
- Natural Immunity (WoD p.113) - 1 success - Lasts 1 day per Biokinesis dot or until Biokinesis is used again, whichever comes first.
- Pain Resistance (SS p.47) - 3 successes
- Quick Healer (WoD p.113) - 4 successes - Lasts 1 day per Biokinesis dot or until Biokinesis is used again, whichever comes first.
- Strong Back (WoD p.113) - 1 success
- Strong Lungs (WoD p.113) - 3 successes
- Toxin Resistance (WoD p.113) - 2 successes - Lasts 1 day per Biokinesis dot or until Biokinesis is used again, whichever comes first.