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__TOC__ __NOEDITSECTION__
 
 
=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.
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{| width="40%" style="float:right; border:solid 1px whitesmoke; margin:10px"
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| ''Check the '''[[Book List]]''' page if you aren't sure what a book abbreviation stands for!''
 +
|}
 +
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 '''[[House_Rules/Merits|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'''''
 +
* [[Merits/Staff-Set|Staff-Set Merits]] - Merits which will require staff intervention/create a +job
 +
* [[Merits/Repeatable|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)''
 +
 
 +
 
 +
__TOC__
  
 
==Changeling Merits==
 
==Changeling Merits==
All Changeling merits from the books are valid, except for the Fatebound merits.
+
All allowed merits are written below.  If a merit you want is not on this list, staff has for some reason decided not to include it in the game.  You are welcome to send up a +request to ask for its inclusion/ask why it isn't here.
  
* Age Reversal • (NH:GF p.84)
+
{| width="100%"
* Arcadian Body •••• (RoS p.87)
+
|-
 +
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 +
===General Changeling Merits===
 +
* Age Reversal • (NH:GF p.84) ''Prerequisite:'' Wyrd 4
 
* Arcadian Metabolism ••• (RoS p.87)
 
* Arcadian Metabolism ••• (RoS p.87)
 +
* Beast Swarm •• '''(HR)''' ''Prerequisite:'' Wyrd 3, Fang and Talon 5, with Appropriate Animal - '''[[House_Rules/Merits|HR]]'''
 +
* Biological Oddity •, ••, ••• '''(HR)''' ''Prerequisite:'' Wyrd 3 - '''[[House_Rules/Merits|HR]]'''
 
* Brownie's Boon • (RoS p.88)
 
* Brownie's Boon • (RoS p.88)
 
* Charmed Life •• (RoS p.88)
 
* Charmed Life •• (RoS p.88)
 +
* Deep Kenning • to ••••• '''(HR)''' ''Prerequisite:'' Wyrd 5 - '''[[House_Rules/Merits|HR]]'''
 
* Disenchanting Kiss •••• (SaD p.92)
 
* Disenchanting Kiss •••• (SaD p.92)
* Dual Kith •• or ••• (RoS p.88)
+
* Dual Kith •• or ••• (RoS p.88) - Using RoS costs for in-Seeming vs. out-Seeming. Per WM, it is no longer CG-only.
* Enchanting Performance •••• (RoS p.88)
+
* Enchanting Performance •••• (RoS p.88) ''Prerequisite:'' Expression 3
* Fae Mount •, ••, •••, or ••••• (RoS p.89)
+
* Expert Shaper ••• '''(HR)''' ''Prerequisite: Wyrd 7, Specialty in Occult.Hedge Shaping'' - '''[[House_Rules/Merits|HR]]'''
 
* Faerie Favor ••• (RoS p.90)
 
* Faerie Favor ••• (RoS p.90)
* Faerie Healing •• (RoS p.90)
+
* Faerie Healing •• (RoS p.90) '''[[House_Rules/Merits|HR]]'''
* Gentrified Bearing •••• (RoS p.92)
+
* Gentrified Bearing •••• (RoS p.92) ''Prerequisite:'' Wyrd 3
* Goblin Merchant • or ••• (GM p.34)
+
* Glamour Thief •••• (SaD p.92) ''Prerequisite:'' Wyrd 3, Empathy 2, Occult 2
* Harvest • to ••••• (CtL p.94)
+
* Goblin Hoard • to ••••• '''(HR)''' '''[[House_Rules/Merits|HR]]'''
* Hedge Gate Sense • (RoS p.92)
+
* Harvest • to ••••• (CtL p.94)  
* Hedgebeast Companion • to ••• (AN p.132)
+
* Hedge Gate Sense • (RoS p.92)  
* Hidden Life • to ••• (RoS p.92)
+
* Hidden Life • to ••• (RoS p.92) ''Prerequisite:'' No dots in Fame, Wyrd equal to Hidden Life
* Hob Kin •• (RoS p.92)
+
* Hob Kin •• (RoS p.92) ''Prerequisite:'' Hollow 1+
 
* Hobgoblin Trainer •• (RoS p.93)
 
* Hobgoblin Trainer •• (RoS p.93)
* Lethal Mien •• (RoS p.94)
+
* Lethal Mien •• or •••• (RoS p.94) ''Prerequisite:'' Wyrd 3  '''[[House_Rules/Merits|HR]]'''
 
* Long of Days •• (RoS p.94)
 
* Long of Days •• (RoS p.94)
* Manymask • to ••••• (ER p.14)
+
* Manymask • to ••••• (ER p.14) ''Prerequisite:'' Wyrd 7
 
* Market Familiarity • or ••• (GM p.14)
 
* Market Familiarity • or ••• (GM p.14)
 
* Market Sense • (RoS p.94 or GM p.33)
 
* Market Sense • (RoS p.94 or GM p.33)
 
* Market Stall •••• (GM p.34)
 
* Market Stall •••• (GM p.34)
* New Identity •, •• or •••• (CtL p.98 or AN p.45)
 
* No Seeming •• (ER p.107)
 
* Perfect Stillness • (RoS p.94)
 
 
* Pledgesmith • to ••• (RoS p.94)
 
* Pledgesmith • to ••• (RoS p.94)
 
* Prophet Circle • to ••••• (RoS p.94)
 
* Prophet Circle • to ••••• (RoS p.94)
* Rigid Mask •• (RoS p.95)
+
* Second-Hand Skills • to ••• (GM p.26) ''Prerequisite:'' Wyrd 3
* Second-Hand Skills • to ••• (GM p.26)
+
* Shared Sleep • (CtL p.44) ''Prerequisite:'' Must have Multiple Personalities
* Shared Sleep • (CtL p.44)
+
* Siren Song ••• (RoS p.96)
* Siren Song (RoS p.96)
+
 
* Slave • to ••••• (GM p.23)
 
* Slave • to ••••• (GM p.23)
* Soul Sense •• (RoS p.96)
+
* Soul Sense •• (RoS p.96) ''Prerequisite:'' Living Fetch
* Sublime ••••• (ER p.14)
+
* Striking Mien • or •• '''[[House_Rules/Merits|HR]]'''
* Tokenmaster ••• (ER p.14)
+
* Sublime ••••• (ER p.14) ''Prerequisite:'' Wyrd 9 '''[[House_Rules/Merits|HR]]'''
* Visionary Dreams •• (RoS p.97)
+
* Token Maker ••• (RoS p.150) ''Prerequisite:'' Wyrd 2, Crafts 3
* Wholesale Wares • or •• (GM p.35)
+
* Tokenmaster ••• (ER p.14) ''Prerequisite:'' Wyrd 7
* Wisdom of Dreams ••• (RoS p.97)
+
* Visionary Dreams •• (RoS p.97) ''Prerequisite:'' Wyrd 3
* Wyrdskill ••• (ER p.15)
+
* Wholesale Wares • or •• (GM p.35) ''Prerequisite:'' Market Stall 4
 
+
* Wisdom of Dreams ••• (RoS p.97) ''Prerequisite:'' Wyrd 2+
===Fighting Style===
+
* Wyrdskill ••• (ER p.15) ''Prerequisite:'' Wyrd 6 '''[[House_Rules/Merits|HR]]'''
* Dream Combat • to ••••• (RoS p.90)
+
* Hedge Duelist • to ••••• (RoS p.91)
+
  
 
===Kith Restricted===
 
===Kith Restricted===
* Kiss of Life •••• (SaD p.24) - Leechfinger
+
* Kiss of Life •••• (SaD p.24) ''Prerequisite:'' Leechfinger
* Subtle Liqueur • (SaD p.29) - Brewer
+
* Subtle Liqueur • (SaD p.29) ''Prerequisite:'' Brewer
  
 
===Entitlement Restricted===
 
===Entitlement Restricted===
* Outsider Fetish • to ••• (LoS p.150) - Lord Sages of the Unknown Reaches
+
* Outsider Fetish • to ••• (LoS p.150) ''Prerequisite:'' Lord Sages of the Unknown Reaches
 +
| style="align:left; vertical-align:top; padding-right:10px;"|
 +
===Fighting Style===
 +
* Dream Combat • to ••••• (RoS p.90) ''Prerequisite:'' Wyrd 3, Empathy 3
 +
* Hedge Duelist • to ••••• (RoS p.91) ''Prerequisite:'' Wyrd 3
  
 
===Milestone Merits===
 
===Milestone Merits===
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===CG Only===
 
===CG Only===
The merits below must be taken using dots during initial Character Generation. They cannot be purchased via xp.
+
<span style="color:#444444">''The merits below must be taken using dots during initial Character Generation. They cannot be purchased via xp.''</span>
  
* Enchanted Mortal •• (ER p.107) - '''HR:''' Mortal and Mortal+ characters may both take this merit.
+
* Arcadian Body •••• (RoS p.87) '''[[House_Rules/Merits|HR]]''' ''Prerequisite:'' CG Only. 3+ dots in affected Attribute
* Seeming ••• (ER p.107) - Must be Fae-touched to take this merit.
+
* Divergent Kith •• '''(HR)''' '''[[House_Rules/Merits|HR]]'''
 +
* Enchanted Mortal •• (ER p.107) '''[[House_Rules/Merits|HR]]''' ''Prerequisite:'' Mortal and Mortal+ characters may both take this merit.
 +
* No Seeming •• (ER p.107) ''Prerequisite:'' Changeling only
 +
* Seeming ••• (ER p.107) ''Prerequisite:'' Must be Fae-touched to take this merit.
  
===Staff-Set via +Request===
+
===Requires Staff===
For one reason or another, the following merits require staff intervention.
+
<span style="color:#444444">''These merits require staff oversight, whether to review mechanics or to help with setting them up in additional systems.  They can be purchased using '''+xps merit/<merit name> to <dot #>''' like any other merit.  XP is not spent until staff sets the merit.''</span>
  
* Goodwill • to ••••• (CtL p.93 & AN p.45) - To get Goodwill, send in a +req/fae to staff with an explanation of why you believe your character should have the goodwill of the court you are looking into. Staff will put your text up in a +vote for that court's members to decide whether or not you get the merit.
+
<span style="color:#444444">''Use '''+req/xp <merit>=<details of your question(s)>''' to open a job with staff if you have questions prior to making the +xps purchase.''</span>
* Devotee • to ••••• (ER p.14) - 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.
+
* Bastion Amenities • to ••••• (SaD p.108) ''Prerequisite:'' Must belong to a motley, Empathy Specialty in Oneiromancy. See 'news bastions' and '''[[House_Rules/Merits|HR]]'''
 +
* Bastion Battlements • to ••••• (SaD p.108) ''Prerequisite:'' Must belong to a motley, Empathy Specialty in Oneiromancy. See 'news bastions' and '''[[House_Rules/Merits|HR]]'''
 +
* Bastion Size • to ••••• (SaD p.108) ''Prerequisite:'' Must belong to a motley, Empathy Specialty in Oneiromancy. See 'news bastions' and '''[[House_Rules/Merits|HR]]'''
 +
* 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.
 +
* Fae Mount • to ••••• (RoS p.89)  - '''[[House_Rules/Merits|HR]]''' - Send a +req/fae to staff for approval of your concept.
 +
* Goblin Merchant • or ••• (GM p.34) - '''[[House_Rules/Merits#Goblin_Merchant|HR]]''' - Merit must be approved by staff. See [[Wild Roses|here]] for details.
 +
* Goblin Vow • to ••••• (RoS p.38) - '''[[House_Rules/Merits|HR]]''' - 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.
 +
* [[Changeling/Goodwill|Goodwill]] • to ••••• (CtL p.93 & AN p.45) - '''[[House_Rules/Merits|HR]]'''
 +
* Hedge Beast Companion • to ••• (AN p.132) - '''[[House_Rules/Merits|HR]]'''
 
* Hedgespun • to ••••• - Send a +req/fae to staff for approval of your idea.
 
* Hedgespun • to ••••• - Send a +req/fae to staff for approval of your idea.
* Hollow Amenities • to ••••• - See 'news hollows'
+
* Hollow Amenities • to ••••• (CtL p.94) - See 'news hollows'
* Hollow Doors • to ••••• - Ditto
+
* Hollow Doors • to ••••• (CtL p.94) - See 'news hollows'
* Hollow Size • to ••••• - Ditto
+
* Hollow Garden • to ••••• - '''[[House_Rules/Merits|HR]]'''
* Hollow Wards • to ••••• - Ditto
+
* Hollow Size • to ••••• (CtL p.94) - See 'news hollows'
* Mantle • to ••••• (CtL p.97) - Mantle raises require at least a brief sentence of justification.
+
* Hollow Stable • to ••••• '''(HR)''' ''Prerequisite:'' Hollow Size 3, Hollow Wards 3, Animal Ken 2 -  '''[[House_Rules/Merits|HR]]'''
 +
* Hollow Wards • to ••••• (CtL p.94) - See 'news hollows'
 +
* Hollow Workshop • to ••••• (RoS p.97) - '''[[House_Rules/Merits|HR]]'''
 +
* Mantle • to ••••• (CtL p.97) - '''[[House_Rules/Merits|HR]]'''
 +
* Mobile Hollow • to ••••• (SaD p.92) - Same rules as regular Hollow merits. See 'news hollows'
 +
* Ritual Doorway ••• (RoS p.95) ''Prerequisite:'' None. See '''[[House_Rules/Merits|HR]]'''. Same rules as regular Hollow merits.
 
* Token • to ••••• (CtL p.98) - Send a +req/fae to staff for approval of your idea.
 
* Token • to ••••• (CtL p.98) - Send a +req/fae to staff for approval of your idea.
 +
* Token Limb • to ••••• (DitD p.86) - Send a +req/fae to staff for approval of your idea.  See the [[Tokens]] page for a brief summary.
 +
|-
 +
| colspan="2" style="align:left; vertical-align:top; padding-right:10px;"|
 +
===Fatebound Merits===
 +
<span style="color:#444444">''Players may purchase only one of these merits per character.  This is not something you deliberately choose, ICly, to gain, and very few people IC even know that these exist.</span>
  
 +
<span style="color:#444444">''As they represent narrative archetypes, they will be watched more closely, to ensure that your character truly fits the archetype the merit is supposed to support, and you will be asked to write a brief explanation in your +myjob when they are purchased.''</span>
 +
<br><br>
 +
* Bean Buyer ••• (SaD p.89) - ''Prerequisites:'' Wyrd 3, Streetwise 3
 +
* Cloistered Spinner ••• (SaD p.90) - ''Prerequisites:'' Wyrd 3, Crafts 3
 +
* Cowherd and Weaver ••• (SaD p.90) - ''Prerequisites:'' Wyrd 3, Resolve 3
 +
* Evil Stepsister ••• (SaD p.90) - ''Prerequisites:'' Wyrd 3, Manipulation 3
 +
* Fair Prince ••• (SaD p.91) - ''Prerequisites:'' Wyrd 3, Court Mantle 3
 +
* Fisher King ••• (SaD p.91) - ''Prerequisites:'' Wyrd 3, Court Mantle 5, Current Freehold Crown
 +
* Mobled Queen ••• (SaD p.91) - ''Prerequisites:'' Wyrd 3, Court Mantle 5, Current Freehold Crown
 +
* Monkey Heart ••• (SaD p.91) - ''Prerequisites:'' Wyrd 3, Wits 3
 +
* Mortal Enemy ••• (SaD p.92) - ''Prerequisites:'' Wyrd 3, Resolve 3
 +
* Star-Crossed Lover ••• (SaD p.92) - ''Prerequisites:'' Wyrd 3, Presence 3
 +
 +
|}
  
 
==Psychic Merits==
 
==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.
+
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.
 
All "Options" are available in SS merits.  All "Drawbacks" are required in GMC merits.
Line 96: Line 147:
 
:If you have any of these merits, you are considered a Psychic.
 
: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 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.
  
 +
{| width="100%"
 +
|-
 +
|colspan="2" align=left valign=top width=50% |
 
===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 ••• - 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.
+
* 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)
  
 +
===Psychokinetic Merits===
 +
* Biokinesis • to ••••• (SS pp.46-7/GMC p.172/'''HR''') - '''[[House_Rules/Merits|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) - '''[[House_Rules/Merits|HR]]'''
 +
* Psychokinetic Immunity •• or •••• ('''HR''') - ''Prerequisite:'' Psychokinesis ••• - '''[[House_Rules/Merits|HR]]'''
 +
* Psychokinetic Shaping ••• ('''HR''') - ''Prerequisite:'' Psychokinesis ••• - '''[[House_Rules/Merits|HR]]'''
 +
* Telekinesis • to ••••• (GMC p.174)
 +
|colspan="2" align=left valign=top |
 
===Mediumist Merits===
 
===Mediumist Merits===
 
* Automatic Writing •• (SS p.42)
 
* Automatic Writing •• (SS p.42)
* Channeling ••• (SS pp.43-4)
+
* Channeling ••• (SS pp.43-4) - '''[[House_Rules/Merits|HR]]''' Ghost-calling for Spirit Channeling, none for Cayce or Past-Life channeling
* Death Sight ••• (SS pp.44-5) - '''HR:''' Brought down to 3 dots instead of 4, to mesh with scaling of GMC Medium ability. Medium is not used in FH due to staff's preference for certain SS psychic merits which it would preclude.
+
* Death Sight ••• (SS pp.44-5) - '''[[House_Rules/Merits|HR]]'''
 
* Ghost Calling ••• (SS pp.45-6)
 
* Ghost Calling ••• (SS pp.45-6)
 
===Psychokinetic Merits===
 
* Biokinesis • to ••••• (SS pp.46-7/GMC p.172/'''HR''') - 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.
 
 
* Plant Empathy • (SS p.49)
 
* Psychic Healing ••• or ••••• (SS p.49)
 
* Psychic Vampirism •••• or ••••• (SS pp.49-50)
 
* Psychokinesis ••• or ••••• (GMC pp.173-4) - '''HR:''' to keep psychokinesis in line with other psychic powers and compensate for higher GMC Defense ratings, rather than subtracting Resolve from attacks, use: half Defense (round down) for direct physical attacks (lashing out with fire), Stamina for attacks on the body (dropping someone's body temp).
 
{| class="wikitable"
 
|+ Attack Ranges:
 
|-
 
| Short || Yards equal to psychic's Intelligence + Wits + Psychokinesis
 
|-
 
| Medium || Twice the above distance (-2 penalty on attack pool)
 
|-
 
| Long || Twice medium range (-4 penalty on attack pool)
 
|}
 
* Psychokinetic Immunity ••• ('''HR''') - ''Prerequisite:'' Psychokinesis ••• - Your character is completely immune to manifestations of his psychokinetic element. If a Doubting Thomas is present, a successful Stamina + Resolve roll is required to maintain complete protection. If the roll fails, the merit instead provides 1 point of armor that protects only against that element's damage.
 
* Psychokinetic Shaping ••• ('''HR''') - ''Prerequisite:'' Psychokinesis ••• - Your character is more skilled than most at manipulating how an existing manifestation of his element behaves. The electricity in a fallen power line might arc out to strike a foe, a line of fire might streak across the earth to form a flaming wall, or a cup of water might be drawn up into a sculpted, tiny horse to 'spill' its way along a table's edge.
 
 
:This merit acts in concert with standard Psychokinesis rolls.
 
 
:Whenever your psychic chooses to spend successes on shaping his chosen element, gain a +3 bonus to your Intelligence + Crafts roll.
 
 
* Telekinesis • to ••••• (GMC p.174)
 
  
 
===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) - Dot value depends on Size of animal. See book.
+
* Animal Rapport ••• to ••••• (SS p.57) ''Prerequisite:'' Animal Ken 2+ '''[[House_Rules/Merits|HR]]'''
* Aura Reading ••• (GMC p.172) - '''HR:''' Since the GMC writeup doesn't specifically say so, staff clarifies that the following SS functionality is retained: dematerialized ghosts/spirits/astral projectors show up as faint wispy blobs with this power, enough to show that something is there without showing what, necessarily, it is.  
+
* Aura Reading ••• (GMC p.172) - '''[[House_Rules/Merits|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 '''[[House_Rules/Merits|HR]]'''
 +
* Telepathic Rapport ••• (SS pp.63-4) - '''[[House_Rules/Merits|HR]]'''
 +
* Telepathy ••• or ••••• (GMC p.175) - '''[[House_Rules/Merits|HR]]'''
 +
|}
  
Staff is not going to insist upon a chart of aura colors, but if you prefer to have one, the following chart is based on http://whitewolf.wikia.com/wiki/Aura.  Additions have been made.
+
==Thaumaturgical Merits==
 +
As GMC did not have Thaumaturgical merits at all, these are derived solely from Second Sight.
  
As a general rule, the more strongly someone feels something, the more brightly that color appears.
+
* '''[[Ephemerals]]''' - See this page for merits relating to familiars and such.
  
{| class="wikitable"
+
{| class="wikitable sortable" width=100% style="text-align: center;"
|+ Aura Colors - Emotional States
+
! class="unsortable" | Merit
 +
! class="unsortable" | Reference
 +
! class="unsortable" | Prerequisite
 +
! class="unsortable" | HR
 +
! width=5% | Apostle
 +
! width=5% | Magician
 +
! width=5% | Witch
 +
! width=5% | Shaman
 +
! width=5% | Taoist
 +
! width=5% | Vodoun
 
|-
 
|-
| '''Afraid''' || Orange
+
| Alchemy External •• or •••• || SS p.102 || Occult 2 or Science 2 || || || Y || || || Y ||  
 
|-
 
|-
| '''Aggressive''' || Purple
+
| Alchemy Internal •• or •••• || SS pp.103-4 || Occult 2 and Medicine 1 || || || * || || * || Y ||  
 
|-
 
|-
| '''Angry''' || Red
+
| Communion •• or •••• || SS p.104 || || || Y || * || || || || 
 
|-
 
|-
| '''Anxious''' || Aura is scrambled like static/white noise
+
| Countermagic •• or •••• || SS pp.105-6 || Wits 2 || '''[[House_Rules/Merits#Countermagic|HR]]''' || Y || Y || Y || Y || Y || Y
 
|-
 
|-
| '''Bitter''' || Brown
+
| Curse of Ill-Fortune ••• || SS p.106 || Luck Magic (either) and Persuasion 1 || || Y || Y || Y || || || Y
 
|-
 
|-
| '''Calm''' || Light Blue
+
| Divination ••• || SS p.106 || || || Y || Y || Y || Y || Y || Y
 
|-
 
|-
| '''Compassionate''' || Pink
+
| Dream • to ••••• || SS pp.106-7 || ||  || Y || Y || Y || Y || Y || Y
 
|-
 
|-
| '''Confused''' || Mottled, shifting colors
+
| Dream Travel ••• || SS p.107 || Visionary Trances (either) || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || || || Y || Y || ||
 
|-
 
|-
| '''Conservative''' || Lavender
+
| Enchantment •• or •••• || SS pp.107-8 || || || Y || Y || Y || || ||  
 
|-
 
|-
| '''Daydreaming''' || Sharp, flickering colors
+
| Evocation •• or ••••|| SS pp.108-9 || || || Y || Y || || Y || || Y
 
|-
 
|-
| '''Depressed''' || Gray
+
| Familiar ••• or •••• || SS pp.109-110 || Visionary Trances 4, Communion 4 or Enchantment 4<br>Requires staff assistance to purchase. Use '''+req/xp'''. || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || Y || || Y || Y || ||  
 
|-
 
|-
| '''Desirous/Lustful''' || Deep Red
+
| Favorable Fortune ••• || SS pp.110-11 || Luck Magic 4 || || || Y || || || ||  
 
|-
 
|-
| '''Distrustful''' || Light Green
+
| Geomancy ••• || SS p.111 || Intelligence 2 and Crafts 1 || || || || || || Y ||  
 
|-
 
|-
| '''Envious''' || Dark Green
+
| Healing •••• || SS pp.111-2 || Composure 2 and Medicine 1 || || || Y || Y || Y || Y ||  
 
|-
 
|-
| '''Excited''' || Violet
+
| Invocation •• or •••• || SS p.112  || || || || || Y || * || ||  
 
|-
 
|-
| '''Frenzied''' || Rapidly rippling colors
+
| Longevity ••••• || SS pp.113 || Medicine 3 and Alchemy (either) at 4 || || || || || || Y ||  
 
|-
 
|-
| '''Generous''' || Rose
+
| Luck Magic •• or •••• || SS pp.114-5 || || || Y || Y || * || || Y || Y
 
|-
 
|-
| '''Happy''' || Vermilion
+
| Magical Nexus • to •• || SS p.115 || || || Y || Y || Y || Y || Y || Y
 
|-
 
|-
| '''Hateful''' || Black
+
| Psychic Projection •••• || SS p.115 || Visionary Trances 4 || || || || || Y || ||  
 
|-
 
|-
| '''Idealistic''' || Yellow
+
| Sacrifice • || SS pp.115-6 || || || Y || || || Y || || Y
 
|-
 
|-
| '''Innocent''' || White
+
| Scrying ••• || SS p.116 || Wits 2 and Occult 1 || || Y || Y || Y || || ||  
 
|-
 
|-
| '''Lovestruck''' || Blue
+
| Second Sight ••• || SS p.116 || Wits 2 || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || || || || || Y || Y
 
|-
 
|-
| '''Obsessed''' || Green
+
| See Auras •• || SS pp.116-7 || Empathy 2 || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || || Y || Y || || Y ||
 
|-
 
|-
| '''Psychotic''' || Hypnotically swirling colors
+
| See Spirits •• || SS pp.117-8 || Visionary Trances (either) || '''[[House_Rules/Merits#Thaumaturgical_Merits|HR]]''' || Y || || Y || Y || ||
 
|-
 
|-
| '''Sad''' || Silver
+
| Soul Jar •• or •••• || SS pp.118-9 || Second Sight || || || || || || || Y
 
|-
 
|-
| '''Spiritual''' || Gold
+
| Visionary Trances •• or •••• || SS p.119 || Resolve 2 || || Y || || * || Y || ||  
 
|-
 
|-
| '''Suspicious''' || Dark Blue
+
| Warding ••• || SS p.120 || Resolve 2 and Occult 1 || || Y || Y || Y || Y || Y || Y
 
|-
 
|-
| '''True Faith''' || Halo of silver/gold, brighter if more faithful
+
| Weather Control •••• || SS pp.120-1 || || || || || Y || Y || ||  Y
 
|}
 
|}
 +
<center> * indicates only the 2-dot version of the merit is available</center>
  
{| class="wikitable"
+
==Other Supernatural Merits==
|+ Aura Colors - Supernaturals
+
The following are written in the GMC book as "supernatural" merits, but do not easily fit under other categories. These are available to any human characters.  If you are a Changeling, Fetch or Fae-Touched, you may not purchase them.
|-
+
| '''Changeling''' || Iridescent highlights in aura; brighter/more rainbowy with higher Wyrd
+
|-
+
| '''Diablerist''' || Black veins in aura
+
|-
+
| '''Ensorcelled''' || Single iridescent vein in aura
+
|-
+
| '''Faerie''' || Brilliant rainbow highlights in aura
+
|-
+
| '''Fae-touched''' || Iridescent splotches in aura
+
|-
+
| '''Ghost''' || Weak, intermittent aura
+
|-
+
| '''Ghoul''' || Pale blotches in aura
+
|-
+
| '''Mage''' || Myriad sparkles in aura
+
|-
+
| '''Pledge-bound''' || Fine threads of scarlet in the aura
+
|-
+
| '''Thaumaturge''' || The occasional sparkle in aura
+
|-
+
| '''Vampire''' || Aura colors are pale, washed out
+
|-
+
| '''Werewolf''' || Very bright, vibrant aura
+
|-
+
| '''Wolfblooded''' || Always slightly brighter than it should be
+
|}
+
 
+
* 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) - '''HR:''' Thought Projection is now unnecessary, as it is covered by Telepathy. ''Prerequisite:'' Telepathy •••••.  In addition, activating the power does not require the expenditure of Willpower if the Telepathy merit has already been successfully activated for the scene.  Roll Presence + Empathy, succeed, and you can trade thoughts for the scene at will, as long as the target is within sight.
+
* Telepathic Rapport ••• (SS pp.63-4) - '''HR:''' As Thought Projection no longer exists and Mind Reading IS Telepathy, a rapport may now be made after successfully communicating a message to the target with Telepathy ••••• and spending the requisite Willpower dot. Note: dot, not point. New dots may be purchased for 8xp, as usual.
+
* Telepathy ••• or ••••• (GMC p.175) - '''HR:''' Staff is retaining some SS functionality. With ••• you cannot read Supernaturals' thoughts. With ••••• you may, subtracting their Resolve + Supernatural Advantage (if it's a player on FH, that'll be Wyrd!) from your regular Wits + Empathy roll.
+
 
+
==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)
 
* 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)
 +
* The Last Spell • (Errata) - '''[[House_Rules/Merits#The_Last_Spell|HR]]'''
 
* Thief of Fate •• (GMC p.175)
 
* Thief of Fate •• (GMC p.175)
 
+
* Unseen Sense •• (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)
+
* Alchemy (Internal) •• or •••• (SS pp.103-4)
+
* Communion •• or •••• (SS p.104)
+
* Countermagic •• or •••• (SS pp.105-6)
+
* Curse of Ill-Fortune ••• (SS p.106)
+
* Divination ••• (SS p.106)
+
* Dream • to ••••• (SS pp.106-7)
+
* Dream Travel ••• (SS p.107) - '''HR:''' The merit itself is the same, but when purchasing via +xp/buy, to avoid conflicts with the Psychic Dream Travel merit, this merit is called 'shamanic dream travel' instead.
+
* Enchantment •• or •••• (SS pp.107-8)
+
* Evocation •• or •••• (SS pp.108-9)
+
* Familiar ••• or •••• (SS pp.109-110) - '''HR:''' When purchasing via +xp/buy, use 'familiar (twilight)' and 'familiar (embodied)' to differentiate between the two variations on the merit.
+
* Favorable Fortune ••• (SS pp.110-11)
+
* Geomancy ••• (SS p.111)
+
* Healing •••• (SS pp.111-2)
+
* Invocation •• or •••• (SS p.112)
+
* Longevity ••••• (SS pp.113)
+
* Luck Magic •• or •••• (SS pp.114-5)
+
* Magical Nexus • to •• (SS p.115)
+
* Psychic Projection •••• (SS p.115)
+
* Sacrifice • (SS pp.115-6)
+
* Scrying ••• (SS p.116)
+
* Second Sight ••• (SS p.116)
+
* See Auras •• (SS pp.116-7) - Use tables listed under Psychic 'Aura Reading' above.
+
* See Spirits •• (SS pp.117-8)
+
* Soul Jar •• or •••• (SS pp.118-9)
+
* The Last Spell • (Errata) - http://www.conradhubbard.com/games/secondsightcut.html
+
* Visionary Trances •• or •••• (SS p.119)
+
* Warding ••• (SS p.120)
+
* Weather Control •••• (SS pp.120-1)
+
  
 
==Universal Merits==
 
==Universal Merits==
These merits are available to all characters.
+
These merits are available to all characters. Where merits are taken from non-standard books, the full book name is provided.
  
* Allies • to ••••• (GMC p.166)
+
{| width="100%"
* Alternate Identity •, •• or ••• (GMC p.166)
+
|-
* Ambidextrous ••• (GMC p.164)
+
|colspan="2" align=left valign=top width=50% |
* Anonymity to ••••• (GMC p.166)
+
===Mental Merits===
* Anti-Psi ••••• (SS p.64)
+
* A Little Knowledge • (Asylum p.50) ''Prerequisite:'' Mortal only
* Area of Expertise • (GMC p.161)
+
* Anti-Psi ••••• (SS p.64) ''Prerequisite:'' No merits that confer psychic powers
* Barfly •• (GMC p.166)
+
* Area of Expertise • (GMC p.161) ''Prerequisite:'' Resolve 2 and one Skill Specialty
* Believers to ••••• (SS pp.64-5)
+
* Atavism • (Slasher p.127) ''Prerequisite:'' Dexterity 3 or Wits 3, Intelligence 2 or less
* Contacts • to ••••• (GMC p.166)
+
* Beginner's Luck •• (Signs of the Moon p.29)
* Cheap Shot •• (GMC p.176)
+
* Combat Awareness •• (Dogs of War p.109) ''Prerequisite:'' Military training or combat background
* Choke Hold •• (GMC p.176)
+
 
* Common Sense ••• (GMC p.161)
 
* Common Sense ••• (GMC p.161)
* Crack Driver •• or ••• (GMC p.164)
+
* Crafter's Sense ••• (The Free Council p.131) ''Prerequisite:'' Crafts 3, and a Specialty
 
* Danger Sense •• (GMC p.162)
 
* Danger Sense •• (GMC p.162)
* Defensive Combat • (GMC p.176)
 
* Demolisher • to ••• (GMC p.164)
 
 
* Direction Sense • (GMC p.176)
 
* Direction Sense • (GMC p.176)
* Double Jointed •• (GMC p.165)
+
* Doubting Thomas • (SS p.65) ''Prerequisite:'' No merits that confer psychic powers
* Doubting Thomas • (SS p.65)
+
 
* Eidetic Memory •• (GMC p.176)
 
* Eidetic Memory •• (GMC p.176)
 +
* Emotional Detachment • (Asylum p.50) ''Prerequisite:'' Resolve 2
 
* Encyclopedic Knowledge •• (GMC p.162)
 
* Encyclopedic Knowledge •• (GMC p.162)
* Eye for the Strange •• (GMC p.162)
+
* Entheogenic Synesthesia •• (Magical Traditions, p.137)
* Fame • to ••• (GMC p.167)
+
* EOD •••• (Armory p.208) ''Prerequisite:'' Wits 3 or Dex 3, Crafts 3, Demolitions Specialty in Crafts
* Fast Reflexes • to ••• (GMC p.162)
+
* Eye for the Strange •• (GMC p.162) ''Prerequisite:'' Resolve 2, Occult 1
* Fighting Finesse •• (GMC p.176)
+
* Good Time Management • (GMC p.163) ''Prerequisite:'' Academics 2 or Science 2
* Fixer •• (GMC p.167)
+
* Higher Calling •• (Tome of the Watchtowers p.125) ''Prerequisite:'' Resolve 3
* Fleet of Foot • to ••• (GMC p.165)
+
* Ghost Ally ••• to ••••• (SS pp.65-6)
+
* Giant ••• (GMC p.165)
+
* Good Time Management • (GMC p.163)
+
* Hardy • to ••• (GMC p.165)
+
 
* 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)
+
* Informative •• or •••• (The Free Council p.131) ''Prerequisite:'' Wits 2 and 2 in the Skill
* Inspiring ••• (GMC p.167)
+
* Interdisciplinary Specialty • (GMC p.163) ''Prerequisite:'' Skill at 3+ with a Specialty
* Interdisciplinary Specialty • (GMC p.163)
+
* Language • (GMC p.163) - Specify a language at time of purchase. [[House_Rules/Merits|HR]]
* Iron Skin •• or •••• (GMC p.178)
+
* Library • to ••• (GMC p. 163)
* Iron Stamina • to ••• (GMC p.165)
+
* Lucid Dreamer • (SS p.67) ''Prerequisite:'' Non-changeling.
* Iron Will •• (GMC p.167)
+
* Lucid Dreaming •• (CtL p.195) ''Prerequisite:'' Non-changeling, Resolve 3+
* Language • (GMC p.163) - Specify a language at time of purchase.
+
* Make Do •, •• or ••• (The Free Council, p.132) ''Prerequisite:'' Wits 3 and 1 in the appropriate Skill
* Library • to ••• (SS p.113)
+
* Lucid Dreamer • (SS p.67)
+
 
* Meditative Mind •, •• or •••• (GMC p.163)
 
* Meditative Mind •, •• or •••• (GMC p.163)
* Mentor to ••••• (GMC p.167)
+
* Multilingual • (GMC p.163) - Specify languages at time of purchase. [[House_Rules/Merits|HR]]
* 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
 +
* Mythologist ••• (Book of the Dead p.91) ''Prerequisite:'' Occult 2 w/Specialty in "Underworld Lore" or sim.
 
* Patient • (GMC p.163)
 
* Patient • (GMC p.163)
* Professional Training • to ••••• (GMC pp.163-4)
+
* Rational Explanation •••• (The Free Council p.133) ''Prerequisite:'' Resolve 2 and Science or Academics 4
{| class="wikitable"
+
* Scientist's Sense ••• (The Free Council p.133) ''Prerequisite:'' Science 3 and a Specialty
!colspan="2"|Suggested Professions & Asset Skills
+
* Supernatural Lore • to ••••• (GotU p.15)  
|-
+
* Technophile • or •• (Armory p.208)
| '''Profession''' || '''Asset Skills'''
+
* Telltale Murder •• or ••• (Slashers p.127) ''Prerequisite:'' Intelligence 4, Medicine 2
|-
+
* Tolerance for Biology • (GMC p.164) ''Prerequisite:'' Resolve 3
| Academic || Academics, Science
+
* 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
| Artist || Crafts, Expression
+
* Vision • to ••••• (The Free Council p.133) ''Prerequisite:'' Intelligence, Wits, Resolve or Composure 4
|-
+
| Athlete || Athletics,Medicine
+
|-
+
| Cop || Streetwise, Firearms
+
|-
+
| Criminal || Larceny, Streetwise
+
|-
+
| Detective || Empathy, Investigation
+
|-
+
| Doctor || Empathy, Medicine
+
|-
+
| Engineer || Crafts, Science
+
|-
+
| Hacker || Computer, Science
+
|-
+
| Hit Man || Firearms, Stealth
+
|-
+
| Journalist || Expression, Investigation
+
|-
+
| Laborer || Athletics, Crafts
+
|-
+
| Occultist || Investigation, Occult
+
|-
+
| Politician || Politics, Subterfuge
+
|-
+
| Professional || Academics, Persuasion
+
|-
+
| Religious Leader || Academics, Occult
+
|-
+
| Scientist || Investigation, Science
+
|-
+
| Socialite || Politics, Socialize
+
|-
+
| Stuntman || Athletics, Drive
+
|-
+
| Survivalist || Animal Ken, Survival
+
|-
+
| Soldier || Firearms, Survival
+
|-
+
| Technician || Crafts, Investigation
+
|-
+
| Thug || Brawl, Intimidation
+
|-
+
| Vagrant || Streetwise, Survival
+
|}
+
  
* Psychic Resistance • to ••• (SS p.67) - '''HR:''' Since the book was written before Changelings became A Thing, assume that they are on the list with other supernatural beasties this won't work for.
+
===Physical Merits===
* Pusher • (GMC p.169)
+
* Ambidextrous ••• (GMC p.164) ''Prerequisite:'' CG Only
* Quick Draw • (GMC p.165)
+
* 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
 +
* Defender •, •• or ••• (HL p.42) ''Prerequisite:'' Resolve 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  '''[[House_Rules/Merits|HR]]'''
 +
* Small-Framed •• (GMC p.165) CG Only
 +
* Steady Driver • (Midnight Roads p.59) ''Prerequisite:'' Drive 2
 +
* Striking Looks • or •• (GMC p.170) - '''[[House_Rules/Merits|HR]]'''
 +
* Striking Voice • or •• ('''HR''') - '''[[House_Rules/Merits|HR]]'''
 +
* Stunt Rider ••• (Requiem for Rome p.110) ''Prerequisite:'' Dexterity 3
 +
* Wheelman •• (Midnight Roads p.59) ''Prerequisite:'' Dexterity 2, Drive 2
 +
|colspan="2" align=left valign=top |
 +
===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) - '''[[House_Rules/Merits|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) '''[[House_Rules/Merits#Ghost_Ally|HR]]'''
 +
* Inconspicuous to ••••• '''[[House_Rules/Merits|HR]]'''
 +
* Indomitable • to ••••• (HtV: Night Stalkers p.134) - '''[[House_Rules/Merits|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) - '''[[House_Rules/Merits|HR]]'''
 +
* Null •••• (Spirit Slayers, p.140)
 +
* Psychic Resistance • to ••• (SS p.67) - '''[[House_Rules/Merits|HR]]'''
 +
* Pusher • (GMC p.169) ''Prerequisite:'' Persuasion 2
 
* Resources • to ••••• (GMC p.168)
 
* Resources • to ••••• (GMC p.168)
* Retainer • to ••••• (GMC p.170)
+
* Retainer • to ••••• (GMC p.170) - '''[[House_Rules/Merits#Retainer|HR]]'''
 +
* Rigid Mask •• (RoS p.95) ''Prerequisite:'' Subterfuge 2
 
* Safe Place • to ••••• (GMC p.170)
 
* Safe Place • to ••••• (GMC p.170)
* Shiv • or •• (GMC p.179)
+
* Small Unit Tactics •• (GMC p.170) ''Prerequisite:'' Presence 3
* Sleight of Hand •• (GMC p.165)
+
* Small-Framed •• (GMC p.165)
+
* Small Unit Tactics •• (GMC p.170)
+
 
* Staff • to ••••• (GMC p.170)
 
* Staff • to ••••• (GMC p.170)
* Status • to ••••• (GMC p.170)
+
* Sworn Officer , ••, •••, or •••• (Tales from the 13th Precinct p.81) ''Prerequisite:'' Must meet requirements to be officer
* Striking Looks • or •• (GMC p.170)
+
 
* 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
* Tolerance for Biology • (GMC p.164)
+
* Torture Suite to ••• (Hunter: the Vigil p.74)
* Trained Observer • or ••• (GMC p.164)
+
* Trip Sitter ••• (Magical Traditions p.137) ''Prerequisite:'' Composure 3
 
* True Friend ••• (GMC p.172)
 
* True Friend ••• (GMC p.172)
* Unseen Sense •• (GMC p.175)
+
* Unbondable •• (Night Stalkers p.135) ''Prerequisite:'' Stamina 2, Resolve 3
 +
* Unobtrusive ••• (Ghouls p.74) ''Prerequisite:'' Stealth 2
 +
* Well-Traveled • (Reliquary p.85)
  
===Staff-Set via +Request===
+
===Styles===
For one reason or another, these merits require staff intervention.
+
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.
  
* 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.
+
* Armed Defense • to ••••• (GMC p.175) ''Prerequisite:'' Dexterity 3, Weaponry 2, Defensive Combat: Weaponry
* Mystery Cult Initiation • to ••••• (GMC p.168) - If you are joining an existing cult, please send in a +request and CC the cult leader. Staff will not add you to a cult without a comment on your +job from the cult leader consenting that you qualify as an Initiate.
+
* Avoidance • to •••• (Hurt Locker p. 46) ''Prerequisite:'' Manipulation 3, Athletics 2, Stealth 2
:If you are beginning a new cult, your +request must include the following information:
+
* Berserker • to ••• (Hurt Locker p. 46) ''Prerequisite:'' Strength 3, Iron Stamina 3
::* '''Purpose''' - Why does your cult exist?
+
* Bowmanship • to •••• (Hurt Locker p. 47) ''Prerequisite:'' Dexterity 3, Firearms 2, Trained Observer 1
::* '''Relic''' - An item which grounds members' faith.
+
* Boxing • to ••••• (Hurt Locker p. 47) ''Prerequisite:'' Strength 2, Dexterity 2, Stamina 2, Brawl 2, Athletics 2
::* '''Doctrine''' - The rules and traditions which define your cult.
+
* 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, 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
 +
* 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 Specialty in a throwable weapon
 +
* 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 ••
  
See the book for details and examples of the benefits each level of the cult's merit will provide.
+
===Requires Staff===
 +
''Use '''+req/xp <merit>=<details>''' to open a job with staff.''
  
Please include suggestions for your cult along those lines.
+
* Cultists ••, •••, •••• ('''HR''') [Based on Demon: the Descent] ''Prerequisite:'' Mystery Cult Initiation 4 - '''[[House_Rules/Merits|HR]]'''
 +
* 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''') - '''[[Influence|Custom Merit]]'''
 +
* Mystery Cult Initiation • to ••••• (GMC p.168) - '''[[House_Rules/Merits|HR]]'''
 +
* Professional Training • to ••••• (GMC pp.163-4) - '''[[House_Rules/Merits|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.
 +
|}
  
 
+
[[Category:System]]
===Styles===
+
* Armed Defense • to ••••• (GMC p.175)
+
* Close Quarters Combat • to ••••• (GMC p.176)
+
* Fast-Talking • to ••••• (GMC p.167)
+
* Firefight • to ••• (GMC pp.176-7)
+
* Grappling • to ••••• (GMC p.177)
+
* Heavy Weapons • to ••••• (GMC p.177)
+
* Improvised Weaponry • to ••• (GMC pp.177-8)
+
* Light Weapons • to ••••• (GMC p.178)
+
* Marksmanship • to •••• (GMC pp.178-9)
+
* Martial Arts • to ••••• (GMC p.179)
+
* Parkour • to ••••• (GMC p.165)
+
* Police Tactics • to ••• (GMC p.179)
+
* Street Fighting • to ••••• (GMC pp.179-180)
+
* Unarmed Defense • to ••••• (GMC p.180)
+

Latest revision as of 02:53, 26 December 2019

Merits

Check the Book List page if you aren't sure what a book abbreviation stands for!

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)


Changeling Merits

All allowed merits are written below. If a merit you want is not on this list, staff has for some reason decided not to include it in the game. You are welcome to send up a +request to ask for its inclusion/ask why it isn't here.

General Changeling Merits

  • Age Reversal • (NH:GF p.84) Prerequisite: Wyrd 4
  • Arcadian Metabolism ••• (RoS p.87)
  • Beast Swarm •• (HR) Prerequisite: Wyrd 3, Fang and Talon 5, with Appropriate Animal - HR
  • Biological Oddity •, ••, ••• (HR) Prerequisite: Wyrd 3 - HR
  • Brownie's Boon • (RoS p.88)
  • Charmed Life •• (RoS p.88)
  • Deep Kenning • to ••••• (HR) Prerequisite: Wyrd 5 - HR
  • Disenchanting Kiss •••• (SaD p.92)
  • Dual Kith •• or ••• (RoS p.88) - Using RoS costs for in-Seeming vs. out-Seeming. Per WM, it is no longer CG-only.
  • Enchanting Performance •••• (RoS p.88) Prerequisite: Expression 3
  • Expert Shaper ••• (HR) Prerequisite: Wyrd 7, Specialty in Occult.Hedge Shaping - HR
  • Faerie Favor ••• (RoS p.90)
  • Faerie Healing •• (RoS p.90) HR
  • Gentrified Bearing •••• (RoS p.92) Prerequisite: Wyrd 3
  • Glamour Thief •••• (SaD p.92) Prerequisite: Wyrd 3, Empathy 2, Occult 2
  • Goblin Hoard • to ••••• (HR) HR
  • Harvest • to ••••• (CtL p.94)
  • Hedge Gate Sense • (RoS p.92)
  • 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 •• or •••• (RoS p.94) Prerequisite: Wyrd 3 HR
  • 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)
  • Pledgesmith • to ••• (RoS p.94)
  • Prophet Circle • to ••••• (RoS p.94)
  • 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
  • Striking Mien • or •• HR
  • Sublime ••••• (ER p.14) Prerequisite: Wyrd 9 HR
  • Token Maker ••• (RoS p.150) Prerequisite: Wyrd 2, Crafts 3
  • 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 HR

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

Fighting Style

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

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.

  • Arcadian Body •••• (RoS p.87) HR Prerequisite: CG Only. 3+ dots in affected Attribute
  • Divergent Kith •• (HR) HR
  • Enchanted Mortal •• (ER p.107) HR Prerequisite: Mortal and Mortal+ characters may both take this merit.
  • No Seeming •• (ER p.107) Prerequisite: Changeling only
  • Seeming ••• (ER p.107) Prerequisite: Must be Fae-touched to take this merit.

Requires Staff

These merits require staff oversight, whether to review mechanics or to help with setting them up in additional systems. They can be purchased using +xps merit/<merit name> to <dot #> like any other merit. XP is not spent until staff sets the merit.

Use +req/xp <merit>=<details of your question(s)> to open a job with staff if you have questions prior to making the +xps purchase.

  • Bastion Amenities • to ••••• (SaD p.108) Prerequisite: Must belong to a motley, Empathy Specialty in Oneiromancy. See 'news bastions' and HR
  • Bastion Battlements • to ••••• (SaD p.108) Prerequisite: Must belong to a motley, Empathy Specialty in Oneiromancy. See 'news bastions' and HR
  • Bastion Size • to ••••• (SaD p.108) Prerequisite: Must belong to a motley, Empathy Specialty in Oneiromancy. See 'news bastions' and HR
  • 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.
  • Fae Mount • to ••••• (RoS p.89) - HR - Send a +req/fae to staff for approval of your concept.
  • Goblin Merchant • or ••• (GM p.34) - HR - Merit must be approved by staff. See here for details.
  • Goblin Vow • to ••••• (RoS p.38) - HR - 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
  • Hedge Beast Companion • to ••• (AN p.132) - 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) - See 'news hollows'
  • Hollow Garden • to ••••• - HR
  • Hollow Size • to ••••• (CtL p.94) - See 'news hollows'
  • Hollow Stable • to ••••• (HR) Prerequisite: Hollow Size 3, Hollow Wards 3, Animal Ken 2 - HR
  • Hollow Wards • to ••••• (CtL p.94) - See 'news hollows'
  • Hollow Workshop • to ••••• (RoS p.97) - HR
  • Mantle • to ••••• (CtL p.97) - HR
  • Mobile Hollow • to ••••• (SaD p.92) - Same rules as regular Hollow merits. See 'news hollows'
  • Ritual Doorway ••• (RoS p.95) Prerequisite: None. See HR. Same rules as regular Hollow merits.
  • Token • to ••••• (CtL p.98) - Send a +req/fae to staff for approval of your idea.
  • Token Limb • to ••••• (DitD p.86) - Send a +req/fae to staff for approval of your idea. See the Tokens page for a brief summary.

Fatebound Merits

Players may purchase only one of these merits per character. This is not something you deliberately choose, ICly, to gain, and very few people IC even know that these exist.

As they represent narrative archetypes, they will be watched more closely, to ensure that your character truly fits the archetype the merit is supposed to support, and you will be asked to write a brief explanation in your +myjob when they are purchased.

  • Bean Buyer ••• (SaD p.89) - Prerequisites: Wyrd 3, Streetwise 3
  • Cloistered Spinner ••• (SaD p.90) - Prerequisites: Wyrd 3, Crafts 3
  • Cowherd and Weaver ••• (SaD p.90) - Prerequisites: Wyrd 3, Resolve 3
  • Evil Stepsister ••• (SaD p.90) - Prerequisites: Wyrd 3, Manipulation 3
  • Fair Prince ••• (SaD p.91) - Prerequisites: Wyrd 3, Court Mantle 3
  • Fisher King ••• (SaD p.91) - Prerequisites: Wyrd 3, Court Mantle 5, Current Freehold Crown
  • Mobled Queen ••• (SaD p.91) - Prerequisites: Wyrd 3, Court Mantle 5, Current Freehold Crown
  • Monkey Heart ••• (SaD p.91) - Prerequisites: Wyrd 3, Wits 3
  • Mortal Enemy ••• (SaD p.92) - Prerequisites: Wyrd 3, Resolve 3
  • Star-Crossed Lover ••• (SaD p.92) - Prerequisites: Wyrd 3, Presence 3

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

  • 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)

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 •• or •••• (HR) - Prerequisite: Psychokinesis ••• - HR
  • Psychokinetic Shaping ••• (HR) - Prerequisite: Psychokinesis ••• - HR
  • Telekinesis • to ••••• (GMC p.174)

Mediumist Merits

  • Automatic Writing •• (SS p.42)
  • Channeling ••• (SS pp.43-4) - HR 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)

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

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
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
* indicates only the 2-dot version of the merit is available

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 human characters. If you are a Changeling, Fetch or Fae-Touched, you may not purchase them.

  • 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)
  • Unseen Sense •• (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

  • 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) Prerequisite: Non-changeling.
  • 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
  • Supernatural Lore • to ••••• (GotU p.15)
  • 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
  • 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
  • Defender •, •• or ••• (HL p.42) Prerequisite: Resolve 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

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, Firearms HR 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 Specialty in a throwable weapon
  • 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.

  • Cultists ••, •••, •••• (HR) [Based on Demon: the Descent] Prerequisite: Mystery Cult Initiation 4 - HR
  • 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.