Difference between revisions of "Merits"

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=Merits=
 
=Merits=
 
This page lists all merits in use on Fate's Harvest.  If we have missed something, please send in a +request.
 
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 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.
 
* 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.
 
  
 
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__TOC__ __NOEDITSECTION__  
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All Changeling merits from the books are valid, except for the Fatebound merits.
 
All Changeling merits from the books are valid, except for the Fatebound merits.
  
 +
{| width="100%"
 +
|-
 +
|colspan="2" align=left valign=top width=50% |
 +
===General Changeling Merits===
 
* Age Reversal • (NH:GF p.84) ''Prerequisite:'' Wyrd 4
 
* Age Reversal • (NH:GF p.84) ''Prerequisite:'' Wyrd 4
 
* Arcadian Metabolism ••• (RoS p.87)
 
* Arcadian Metabolism ••• (RoS p.87)
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* Wisdom of Dreams ••• (RoS p.97) ''Prerequisite:'' Wyrd 2+
 
* Wisdom of Dreams ••• (RoS p.97) ''Prerequisite:'' Wyrd 2+
 
* Wyrdskill ••• (ER p.15) ''Prerequisite:'' Wyrd 6
 
* 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===
 
===Kith Restricted===
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===Entitlement Restricted===
 
===Entitlement Restricted===
 
* Outsider Fetish • to ••• (LoS p.150) ''Prerequisite:'' Lord Sages of the Unknown Reaches
 
* Outsider Fetish • to ••• (LoS p.150) ''Prerequisite:'' Lord Sages of the Unknown Reaches
 +
|colspan="2" align=left valign=top |
 +
===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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===Requires Staff===
 
===Requires Staff===
For one reason or another, the following merits require staff intervention. Use '''+req/xp <merit>=<details>''' to open a job with staff.
+
''Use '''+req/xp <merit>=<details>''' to open a job with staff.''
  
 
* 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.  
 
* 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.  
Line 100: Line 102:
 
* Ritual Doorway ••• (RoS p.95) ''Prerequisite:'' Hollow Doors 5. 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.
 
* Token • to ••••• (CtL p.98) - Send a +req/fae to staff for approval of your idea.
 
+
|}
  
 
==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.
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: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.
  
 +
{| width="100%"
 +
|-
 +
|colspan="2" align=left valign=top width=50% |
 
===ESP Merits===
 
===ESP Merits===
 
* Astral Projection ••• (SS p.36) ''Prerequisite:'' Clarivoyance; cannot have Uncontrolled Clairvoyance
 
* Astral Projection ••• (SS p.36) ''Prerequisite:'' Clarivoyance; cannot have Uncontrolled Clairvoyance
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* Precognition •••• (SS pp.40-1)
 
* Precognition •••• (SS pp.40-1)
 
* Psychometry ••• (GMC p.174)
 
* 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) - '''[[House_Rules/Merits|HR]]'''
 
* Ghost Calling ••• (SS pp.45-6)
 
  
 
===Psychokinetic Merits===
 
===Psychokinetic Merits===
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* Psychokinetic Shaping ••• ('''HR''') - ''Prerequisite:'' Psychokinesis ••• - '''[[House_Rules/Merits|HR]]'''
 
* Psychokinetic Shaping ••• ('''HR''') - ''Prerequisite:'' Psychokinesis ••• - '''[[House_Rules/Merits|HR]]'''
 
* Telekinesis • to ••••• (GMC p.174)
 
* Telekinesis • to ••••• (GMC p.174)
 +
|colspan="2" align=left valign=top |
 +
===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) - '''[[House_Rules/Merits|HR]]'''
 +
* Ghost Calling ••• (SS pp.45-6)
  
 
===Telepathic Merits===
 
===Telepathic Merits===
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* Telepathic Rapport ••• (SS pp.63-4) - '''[[House_Rules/Merits|HR]]'''
 
* Telepathic Rapport ••• (SS pp.63-4) - '''[[House_Rules/Merits|HR]]'''
 
* Telepathy ••• or ••••• (GMC p.175) - '''[[House_Rules/Merits|HR]]'''
 
* Telepathy ••• or ••••• (GMC p.175) - '''[[House_Rules/Merits|HR]]'''
 +
|}
  
==Misc. Supernatural Merits==
+
==Thaumaturgical Merits==
The following are written in the GMC book as "supernatural" merits, but do not easily fit under other categories.
+
As GMC did not have Thaumaturgical merits at all, these are derived solely from Second Sight.
 +
{| class=wikitable width=100% style="text-align: center;"
 +
! Merit
 +
! Reference
 +
! Prerequisite
 +
! HR
 +
! width=5% | Apostle
 +
! width=5% | Magician
 +
! width=5% | Witch
 +
! width=5% | Shaman
 +
! width=5% | Taoist
 +
! width=5% | 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 || || Y || Y ||
 +
|-
 +
| Communion •• or •••• || SS p.104 || || || Y || Y || || || || 
 +
|-
 +
| Countermagic •• or •••• || SS pp.105-6 || Wits 2 || || 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
 +
|-
 +
| Dream • to ••••• || SS pp.106-7 || ||  || Y || || || || Y || Y
 +
|-
 +
| Dream Travel ••• || SS p.107 || Visionary Trances (either) || '''[[House_Rules/Merits|HR]]''' || || || Y || Y || ||
 +
|-
 +
| Enchantment •• or •••• || SS pp.107-8 || || || Y || Y || Y || || ||
 +
|-
 +
| Evocation •• or ••••|| SS pp.108-9 || || || Y || 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 || Y || ||
 +
|-
 +
| Longevity ••••• || SS pp.113 || Medicine 3 and Alchemy (either) at 4 || || || || || || Y ||
 +
|-
 +
| Luck Magic •• or •••• || SS pp.114-5 || || || Y || Y || Y || || Y || Y
 +
|-
 +
| Magical Nexus • to •• || SS p.115 || || || 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 || || Y || || || || Y || Y
 +
|-
 +
| See Auras •• || SS pp.116-7 || Empathy 2 || '''[[House_Rules/Merits|HR]]''' || || Y || Y || || Y ||
 +
|-
 +
| See Spirits •• || SS pp.117-8 || Visionary Trances (either) || || || || Y || Y || ||
 +
|-
 +
| Soul Jar •• or •••• || SS pp.118-9 || Second Sight || || || || || || || Y
 +
|-
 +
| Visionary Trances •• or •••• || SS p.119 || Resolve 2 || || Y || || Y || Y || ||
 +
|-
 +
| Warding ••• || SS p.120 || Resolve 2 and Occult 1 || || Y || || || || Y || Y
 +
|-
 +
| Weather Control •••• || SS pp.120-1 || || || || || Y || Y || ||  Y
 +
|}
 +
===Requires Staff===
 +
''Use '''+req/xp <merit>=<details>''' to open a job with staff.''
 +
* Familiar ••• or •••• (SS pp.109-110) ''Prerequisite:'' Visionary Trances 4, Communion 4 or Enchantment 4. Shaman, Hedge Witch, Apostle '''[[House_Rules/Merits|HR]]'''
  
 +
==Other Supernatural Merits==
 +
The following are written in the GMC book as "supernatural" merits, but do not easily fit under other categories. These are available to any non-changeling characters.
 
* Cursed •• (GMC p.172)
 
* Cursed •• (GMC p.172)
 
* Mind of a Madman (GMC p.173) ''Prerequisite:'' Empathy 3
 
* 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|HR]]'''
 
* Thief of Fate •• (GMC p.175)
 
* Thief of Fate •• (GMC p.175)
 
==Thaumaturgical Merits==
 
As GMC did not have Thaumaturgical merits at all, these are derived solely from Second Sight.
 
 
* 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 '''[[House_Rules/Merits|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
 
* 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 '''[[House_Rules/Merits|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) - '''[[House_Rules/Merits|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
 
 
===Requires Staff===
 
For one reason or another, the following merits require staff intervention. Use '''+req/xp <merit>=<details>''' to open a job with staff.
 
* Familiar ••• or •••• (SS pp.109-110) ''Prerequisite:'' Visionary Trances 4, Communion 4 or Enchantment 4. Shaman, Hedge Witch, Apostle '''[[House_Rules/Merits|HR]]'''
 
  
 
==Universal Merits==
 
==Universal Merits==
 
These merits are available to all characters. Where merits are taken from non-standard books, the full book name is provided.
 
These merits are available to all characters. Where merits are taken from non-standard books, the full book name is provided.
  
 +
{| width="100%"
 +
|-
 +
|colspan="2" align=left valign=top width=50% |
 
===Mental Merits===
 
===Mental Merits===
 
* A Little Knowledge • (Asylum p.50) ''Prerequisite:'' Mortal only
 
* A Little Knowledge • (Asylum p.50) ''Prerequisite:'' Mortal only
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* Stunt Rider ••• (Requiem for Rome p.110) ''Prerequisite:'' Dexterity 3
 
* Stunt Rider ••• (Requiem for Rome p.110) ''Prerequisite:'' Dexterity 3
 
* Wheelman •• (Midnight Roads p.59) ''Prerequisite:'' Dexterity 2, Drive 2
 
* Wheelman •• (Midnight Roads p.59) ''Prerequisite:'' Dexterity 2, Drive 2
 
+
|colspan="2" align=left valign=top |
 
===Social Merits===
 
===Social Merits===
 
* Allies • to ••••• (GMC p.166)
 
* Allies • to ••••• (GMC p.166)
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===Requires Staff===
 
===Requires Staff===
For one reason or another, the following merits require staff intervention. Use '''+req/xp <merit>=<details>''' to open a job with staff.
+
''Use '''+req/xp <merit>=<details>''' to open a job with staff.''
  
 
* Hobbyist Clique •• (GMC p.167) - Send in a group +request to staff with all prospective members to briefly explain the clique. Staff will set the merit on all members.
 
* 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.
Line 340: Line 385:
 
* Virtuous •• (GMC p.153) - Requires staff intervention to set the second virtue. This may change.
 
* 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.
 
* Vice-Ridden •• (GMC p.153) - Requires staff intervention to set the second vice. This may change.
 +
|}
  
 
[[Category:System]]
 
[[Category:System]]

Revision as of 22:57, 25 March 2016

Merits

This page lists all merits in use on Fate's Harvest. If we have missed something, please send in a +request.

  • Merits marked with (HR) are custom merits.
  • Merits which have HR after their book/page entry have a House Rule detailing changes in how they are used. Click the link to be directed to the House Rules page.

Changeling Merits

All Changeling merits from the books are valid, except for the Fatebound merits.

General Changeling Merits

  • Age Reversal • (NH:GF p.84) Prerequisite: Wyrd 4
  • 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) - 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
  • Faerie Favor ••• (RoS p.90)
  • Faerie Healing •• (RoS p.90)
  • Gentrified Bearing •••• (RoS p.92) Prerequisite: Wyrd 3
  • Glamour Thief •••• (SaD p.92) Prerequisite: Wyrd 3, Empathy 2, Occult 2
  • 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
  • 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
  • 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

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) Prerequisite: CG Only. 3+ dots in affected Attribute
  • 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.

Requires Staff

Use +req/xp <merit>=<details> to open a job with staff.

  • 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.
  • 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.
  • Fae Mount •, ••, •••, or ••••• (RoS p.89) - Send a +req/fae to staff for approval of your concept.
  • 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) - See 'news hollows'
  • Hollow Garden • to ••••• - HR
  • Hollow Size • to ••••• (CtL p.94) - See 'news hollows'
  • Hollow Wards • to ••••• (CtL p.94) - See 'news hollows'
  • Hollow Workshop • to ••••• (RoS p.97) - See 'news hollows'
  • 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: 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. 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)

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)

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)

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.

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 Y Y
Communion •• or •••• SS p.104 Y Y
Countermagic •• or •••• SS pp.105-6 Wits 2 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
Dream • to ••••• SS pp.106-7 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
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 Y
Longevity ••••• SS pp.113 Medicine 3 and Alchemy (either) at 4 Y
Luck Magic •• or •••• SS pp.114-5 Y Y Y Y Y
Magical Nexus • to •• SS p.115 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 Y Y Y
See Auras •• SS pp.116-7 Empathy 2 HR Y Y Y
See Spirits •• SS pp.117-8 Visionary Trances (either) Y Y
Soul Jar •• or •••• SS pp.118-9 Second Sight Y
Visionary Trances •• or •••• SS p.119 Resolve 2 Y Y Y
Warding ••• SS p.120 Resolve 2 and Occult 1 Y Y Y
Weather Control •••• SS pp.120-1 Y Y Y

Requires Staff

Use +req/xp <merit>=<details> to open a job with staff.

  • Familiar ••• or •••• (SS pp.109-110) Prerequisite: Visionary Trances 4, Communion 4 or Enchantment 4. Shaman, Hedge Witch, Apostle HR

Other Supernatural Merits

The following are written in the GMC book as "supernatural" merits, but do not easily fit under other categories. These are available to any non-changeling characters.

  • Cursed •• (GMC p.172)
  • Mind of a Madman (GMC p.173) Prerequisite: Empathy 3
  • Omen Sensitivity ••• (GMC p.173)
  • The Last Spell • (Errata) - HR
  • Thief of Fate •• (GMC p.175)

Universal Merits

These merits are available to all characters. Where merits are taken from non-standard books, the full book name is provided.

Mental Merits

  • 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 ••• (SS p.113)
  • Lucid Dreamer • (SS p.67)
  • Lucid Dreaming •• (CtL p.195) Prerequisite: Non-changeling, Resolve 3+
  • Make Do •, •• or ••• (The Free Council, p.132) Prerequisite: Wits 3 and 1 in the appropriate Skill
  • Meditative Mind •, •• or •••• (GMC p.163)
  • Multilingual • (GMC p.163) - Specify languages at time of purchase. HR
  • Murder Expert ••• (Slasher p.127) Prerequisite: Intelligence 2, Stealth 3
  • Patient • (GMC p.163)
  • Rational Explanation •••• (The Free Council p.133) Prerequisite: Resolve 2 and Science or Academics 4
  • Scientist's Sense ••• (The Free Council p.133) Prerequisite: Science 3 and a Specialty
  • Technophile • or •• (Armory p.208)
  • Telltale Murder •• or ••• (Slashers p.127) Prerequisite: Intelligence 4, Medicine 2
  • Tolerance for Biology • (GMC p.164) Prerequisite: Resolve 3
  • Trained Memory • (Guardians of the Veil p.46) Prerequisite: Composure 2, Investigation 1
  • Trained Observer • or ••• (GMC p.164) Prerequisite: Wits 3 or Composure 3
  • Unseen Sense •• (GMC p.175)

Physical Merits

  • Ambidextrous ••• (GMC p.164) Prerequisite: CG Only
  • Cheap Shot •• (GMC p.176) Prerequisite: Street Fighting 3, Subterfuge 2
  • Choke Hold •• (GMC p.176) Prerequisite: Brawl 2
  • Crack Driver •• or ••• (GMC p.164) Prerequisite: Drive 3
  • Defensive Combat • (GMC p.176) Prerequisite: Brawl 1 or Weaponry 1, choose one when selected
  • Demolisher • to ••• (GMC p.164) Prerequisite: Strength 3 or Intelligence 3
  • Double Jointed •• (GMC p.165) Prerequisite: Dexterity 3
  • Entering Strike •• (Rel p.72) Prerequisite: Dexterity 2, Brawl 2
  • Equipped Grappling •• (Rel p.89) Prerequisite: Dexterity 3, Brawl 2, Weaponry 2
  • Fast Reflexes • to ••• (GMC p.162) Prerequisite: Wits 3 or Dexterity 3
  • Fighting Finesse •• (GMC p.176) Prerequisite: Dexterity 3, a specialty in Weaponry or Brawl
  • Firearms Retention • (Rel p.89) Prerequisite: Dexterity 2, Wits 2, Brawl 2, Firearms 2
  • Fleet of Foot • to ••• (GMC p.165) Prerequisite: Athletics 2
  • Giant ••• (GMC p.165) Prerequisite: CG Only
  • Hardy • to ••• (GMC p.165) Prerequisite: Stamina 3
  • Heavy Hands ••• (Rel p.98) Prerequisite: Strength 3, Brawl 2
  • Iron Skin •• or •••• (GMC p.178) Prerequisite: Martial Arts 2 or Street Fighting 2, Stamina 3
  • Iron Stamina • to ••• (GMC p.165) Prerequisite: Stamina 3 or Resolve 3
  • Outdoorsman •• (Midnight Roads p.59) Prerequisite: Survival 3
  • Perfect Stillness • (RoS p.94) Prerequisite: Stealth 1
  • Shield-Bearer • (War Against the Pure p.89)
  • Shiv • or •• (GMC p.179) Prerequisite: Street Fighting 2, Weaponry 1
  • Sleight of Hand •• (GMC p.165) Prerequisite: Larceny 3
  • Small-Framed •• (GMC p.165) CG Only
  • 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
  • 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)
  • 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)
  • Indomitable •• (GMC p.163) Prerequisite: Resolve 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
  • Kin ••• (Spirit Slayers p.139) - HR
  • Luxury •• or •••• (Seers of the Throne p.52)
  • Mentor • to ••••• (GMC p.167)
  • 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)
  • 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 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
  • 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

Requires Staff

Use +req/xp <merit>=<details> to open a job with staff.

  • Hobbyist Clique •• (GMC p.167) - Send in a group +request to staff with all prospective members to briefly explain the clique. Staff will set the merit on all members.
  • Influence • to ••••• (HR) - Custom Merit
  • Mystery Cult Initiation • to ••••• (GMC p.168) - HR
  • Professional Training • to ••••• (GMC pp.163-4) - HR
  • Quick Draw • (GMC p.165) Prerequisite: Wits 3 with a Specialty in weapon/fighting style. Requires staff intervention because of its prerequisite. Code doesn't know every weapon or spelling thereof!.
  • Status • to ••••• (GMC p.170) - Requires staff intervention to ensure sneaky people don't cheat. ;)
  • Virtuous •• (GMC p.153) - Requires staff intervention to set the second virtue. This may change.
  • Vice-Ridden •• (GMC p.153) - Requires staff intervention to set the second vice. This may change.