Difference between revisions of "Merits"

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* 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 ••• - This merit allows a psychic to add an alternate method of scrying to her repertoire.  It may be purchased multiple times.  Specify a new scrying method (crystal ball gazing, etc.) with each purchase.
 
* Dowsing • (SS p.38)
 
* Dowsing • (SS p.38)
* Dream Travel • to ••••• (SS p.38-39)
+
* Dream Travel • to ••••• (SS pp.38-9)
 
* Postcognition • or ••• (SS p.40)
 
* Postcognition • or ••• (SS p.40)
* Precognition •••• (SS p.40-41)
+
* Precognition •••• (SS pp.40-1)
 
* Psychometry ••• (GMC p.174)
 
* Psychometry ••• (GMC p.174)
  
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: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.
 
: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.
  
:'''Merit List:'''
+
:'''Biokinesis Merit List:'''
 
:* Eidetic Memory (WoD p.108) - 2 successes
 
:* Eidetic Memory (WoD p.108) - 2 successes
 
:* Fast Reflexes (WoD p.110) - 1 or 2 successes
 
:* Fast Reflexes (WoD p.110) - 1 or 2 successes
 
:* Fleet of Foot (WoD p.112) - 1-3 successes
 
:* Fleet of Foot (WoD p.112) - 1-3 successes
 
:* Fresh Start (WoD p.112) - 1 success
 
:* 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 Stamina (WoD p.113) - 1-3 successes
 
:* Iron Stomach (WoD p.113) - 2 successes
 
:* Iron Stomach (WoD p.113) - 2 successes
:* Natural Immunity (WoD p.113) - 1 success
+
:* Natural Immunity (WoD p.113) - 1 success - Lasts 1 day per Biokinesis dot or until Biokinesis is used again, whichever comes first.
:* Quick Healer (WoD p.113) - 4 successes
+
:* 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 Back (WoD p.113) - 1 success
 
:* Strong Lungs (WoD p.113) - 3 successes
 
:* Strong Lungs (WoD p.113) - 3 successes
:* Toxin Resistance (WoD p.113) - 2 successes
+
:* Toxin Resistance (WoD p.113) - 2 successes - Lasts 1 day per Biokinesis dot or until Biokinesis is used again, whichever comes first.

Revision as of 16:15, 10 December 2015

Merits

Where any and all information about accepted merits/HRs for them exist. May have to do more HR stuff elsewhere, but at the moment, Annapurna is adding text here as a way to get the Psychic stuff up where it can be seen.

Changeling Merits

Have to get a list up here! Everything except the Fatebound ones is available, though, if anyone gets a burning urge to do mundane data entry and put them all in here. Should do it in columns if possible, to make the page less spammy-long.

Psychic Merits

The following merits are a blend of Second Sight (SS) and GMC (GMC). Many psychic abilities formerly available were removed in GMC. Fate's Harvest staff thinks they are still shiny, so there will be a few House Rules to make things mesh. If a merit was created for Fate's Harvest by staff, it is marked with (HR) for House Rule.

If you have any of these merits, you are considered a Psychic.
If you have any of these merits, but also follow a Tradition (Hedge Witch, Shaman, Apostle, etc.) you are considered a Thaumaturge.

ESP Merits

  • Astral Projection ••• (SS p.36)
  • Clairvoyance ••• (GMC p.172)
  • Clairvoyance • (HR) - Prerequisite: Clairvoyance ••• - This merit allows a psychic to add an alternate method of scrying to her repertoire. It may be purchased multiple times. Specify a new scrying method (crystal ball gazing, etc.) with each purchase.
  • Dowsing • (SS p.38)
  • Dream Travel • to ••••• (SS pp.38-9)
  • Postcognition • or ••• (SS p.40)
  • Precognition •••• (SS pp.40-1)
  • Psychometry ••• (GMC p.174)

Mediumist Merits

  • Automatic Writing •• (SS)
  • Channeling ••• (SS)
  • Death Sight •• (SS)
  • Ghost Calling ••• (SS)

Psychokinetic Merits

  • Biokinesis • to ••••• (SS/GMC/HR) - GMC removed most of the SS functionality from this merit. Much of the SS functionality has been added back in. The GMC functionality has been retained (1 Willpower + 1 minute of concentration = shift Physical attribute dots around; only shift as many dots as you have dots in Biokinesis, and no attribute can go above 5 dots).

Of what was possible in SS, the following has been retained:

Passive Bonus: +1 dice bonus per Biokinesis merit dot to rolls for entering a trance/beginning meditation
Roll extended Intelligence + Composure to acquire one temporary merit-equivalent, spending successes to 'buy' them.
The psychic must meet all prerequisites for the merit she attempts to give herself.
The psychic must have Biokinesis dots equal to success-cost + 1. (e.g. a 1-success merit requires Biokinesis ••)
Effects last 1 scene unless specified otherwise.
If one of the extended rolls is an Exceptional Success, the psychic may choose a second effect to spend successes on.
Each roll's duration represents minutes equal to the desired trait's success cost. Only one (or two with Exceptional) effect may be active at a time.
Biokinesis Merit List:
  • Eidetic Memory (WoD p.108) - 2 successes
  • Fast Reflexes (WoD p.110) - 1 or 2 successes
  • Fleet of Foot (WoD p.112) - 1-3 successes
  • Fresh Start (WoD p.112) - 1 success
  • Improved Awareness (SS p.46) - 1-3 successes
  • Improved Immune System (SS pp.46-7) - 4 successes - Duration varies depending on illness/drug severity. See book.
  • Iron Stamina (WoD p.113) - 1-3 successes
  • Iron Stomach (WoD p.113) - 2 successes
  • Natural Immunity (WoD p.113) - 1 success - Lasts 1 day per Biokinesis dot or until Biokinesis is used again, whichever comes first.
  • Pain Resistance (SS p.47) - 3 successes
  • Quick Healer (WoD p.113) - 4 successes - Lasts 1 day per Biokinesis dot or until Biokinesis is used again, whichever comes first.
  • Strong Back (WoD p.113) - 1 success
  • Strong Lungs (WoD p.113) - 3 successes
  • Toxin Resistance (WoD p.113) - 2 successes - Lasts 1 day per Biokinesis dot or until Biokinesis is used again, whichever comes first.