Difference between revisions of "Merits"

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* Omen Sensitivity ••• (GMC p.173)
 
* Omen Sensitivity ••• (GMC p.173)
 
* Thief of Fate •• (GMC p.175)
 
* Thief of Fate •• (GMC p.175)
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==Thaumaturgical Merits==
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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.
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* Thing!
  
 
==Universal Merits==
 
==Universal Merits==
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* Anti-Psi ••••• (SS p.64)
 
* Anti-Psi ••••• (SS p.64)
 
* Believers • to ••••• (SS pp.64-5)
 
* Believers • to ••••• (SS pp.64-5)
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* Cheap Shot •• (GMC p.175)
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* Choke Hold •• (GMC p.175)
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* Defensive Combat • (GMC p.175)
 
* Doubting Thomas • (SS p.65)
 
* Doubting Thomas • (SS p.65)
 
* Ghost Ally ••• to ••••• (SS pp.65-6)
 
* Ghost Ally ••• to ••••• (SS pp.65-6)
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===Fighting Styles===
 
===Fighting Styles===
 
* Armed Defense • to ••••• (GMC p.175)
 
* Armed Defense • to ••••• (GMC p.175)
 +
* Close Quarters Combat • to ••••• (GMC p.175)

Revision as of 20:10, 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.

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)
  • 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) - 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).
  • 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 can manipulate 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.
Cost: 1 Willpower (or until all nearby manifestations are gone)
Dice Pool: Wits + Crafts (to shape); subtract half target's Defense (rounded down) to attack
Range: Psychic's Dexterity + Composure in yards. Medium range is double that (-2 penalty), long quadruple (-4 penalty).
Action: Instant
  • Telekinesis • to ••••• (GMC p.174)

Telepathic Merits

  • Animal Empathy •• or •••• (SS pp.55-6)
  • Animal Possession •••• (SS p.56)
  • Animal Rapport ••• to ••••• (SS p.57) - Dot value depends on Size of animal. See book.
  • 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. Additionally, the rolls for detecting lies and gaining Initiative bonuses for combat are as written in SS.

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.

As a general rule, the more strongly someone feels something, the more brightly that color appears.

Aura Colors - Emotional States
Afraid Orange
Aggressive Purple
Angry Red
Anxious Aura is scrambled like static/white noise
Bitter Brown
Calm Light Blue
Compassionate Pink
Confused Mottled, shifting colors
Conservative Lavender
Daydreaming Sharp, flickering colors
Depressed Gray
Desirous/Lustful Deep Red
Distrustful Light Green
Envious Dark Green
Excited Violet
Frenzied Rapidly rippling colors
Generous Rose
Happy Vermilion
Hateful Black
Idealistic Yellow
Innocent White
Lovestruck Blue
Obsessed Green
Psychotic Hypnotically swirling colors
Sad Silver
Spiritual Gold
Suspicious Dark Blue
True Faith Halo of silver/gold, brighter if more faithful
Aura Colors - Supernaturals
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 Bright, vibrant aura
  • Mental Blast ••••• (SS p.58)
  • Mind Breaker ••••• (SS pp.58-9)
  • Mind Control ••••• (SS pp.59-60)
  • 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.
  • Psychic Empathy •••• or ••••• (SS pp.60-1)
  • Psychic Illusions ••••• (SS pp.61-2)
  • Psychic Invisibility ••••• (SS pp.62-3)
  • Telepathic Communication •••• (SS p.63)
  • Telepathic Rapport ••• (SS pp.63-4)
  • Thought Projection ••• or •••• (SS p.64)

Misc. Supernatural Merits

The following are written in the GMC book as "supernatural" merits, but do not easily fit under other categories.

  • Cursed •• (GMC p.172)
  • Mind of a Madman (GMC p.173)
  • Omen Sensitivity ••• (GMC p.173)
  • Thief of Fate •• (GMC p.175)

Thaumaturgical Merits

Here will be the list of Second Sight thaumaturge merits, and any equivalencies I end up doing for GMC. Frankly, I may just keep the Second Sight versions, because GMC doesn't differentiate between Ghosts and Spirits.

  • Thing!

Universal Merits

These merits are available to all characters.

  • Anti-Psi ••••• (SS p.64)
  • Believers • to ••••• (SS pp.64-5)
  • Cheap Shot •• (GMC p.175)
  • Choke Hold •• (GMC p.175)
  • Defensive Combat • (GMC p.175)
  • Doubting Thomas • (SS p.65)
  • Ghost Ally ••• to ••••• (SS pp.65-6)

Fighting Styles

  • Armed Defense • to ••••• (GMC p.175)
  • Close Quarters Combat • to ••••• (GMC p.175)