![]() |
||||||||||||
| Merits | ||||||||||||
| Below is a list of all the Merits for which rules have currently been written and approved. This is by no means an exhaustive list, and if after reading all the Merits listed below you find your desired Merit is not represented at all, write up the rules for it and email it to me for approval and inclusion. To find a specific Merit in the list below please use your browser's Search function. | ||||||||||||
| Acute Sense (1pt Merit) One of your senses is exceptionally sharp, be it sight, hearing, smell, touch or taste. The difficulties for all tasks involving the use of this particular sense are reduced by one. This Merit can be combined with the Heightened Senses power of the Sixth Sense Aptitude to produced some truly stunning effects. This Merit can be bought multiple times for different senses. Alcohol Tolerance (1pt Merit) You have a very high alcohol-tolerance, and can drink any Human under the table, as well as giving many Nephilim a good run for their money. Halve any penalties or effects you receive from consuming alcohol. Ambidextrous (1pt Merit) You have a high degree of off-hand dexterity, and can perform tasks with the �wrong� hand at no penalty. The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is +1 difficulty for the �right� hand and +3 difficulty for the other hand. Approachable (1pt Merit) People find you easy to approach and talk to. Even distrustful people find you more amicable than most. Difficulties on all Empathy rolls made against people of the same race as you are reduced by two, while those concerning other races are reduced by one. Bargain Hound (1pt Merit) You have a knack for getting things cheaply; bartering is your natural talent. You get a bonus of two dice to any dice pool involving bartering or acquiring items cheaply. Bruiser (1pt Merit) Your appearance is sufficiently thuglike to inspire fear or at least disquiet in those who see you. While you�re not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people deliberately sit on the other side of the tavern, just to avoid being near you. You are at �1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you. Code of Honour (1pt Merit) You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion (mind magic etc.) that would make you violate your code, you gain three extra dice to resist, or your opponent�s difficulties are increase by three (Storyteller�s choice). You must construct your own personal code of honour in as much detail as you can, outlining the general rules of conduct by which you abide. Coldly Logical (1pt Merit) You have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings, and get a �1 difficulty bonus on all appropriate Empathy and Subterfuge rolls. Common Sense (1pt Merit) You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how your potential action might violate practicality. Concentration (1pt Merit) You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or dice pool arising from a distraction or other inauspicious circumstance is limited to two points or dice. No extra benefits are gained if only one penalty die or difficulty point is imposed. Cupid�s Gift (1pt Merit) You�re unusually seductive, and possess a certain animal charm that few can resist. In any Seduction and any appropriate Subterfuge roll, subtract two from the difficulty. Double-Jointed (1pt Merit) You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit. Early Riser (1pt Merit) You need much less sleep than most people, and can survive happily on as little as three to four hours per 24-hour period, without any tiredness or penalty. Funny (1pt Merit) You can make people laugh, and can always put people at ease in tense situations with a well-timed gesture or joke. The exception is of course, in inappropriate situations such as when faced with the lord of an enemy realm, or during a torture session. Any Social roll intended to boost morale has its difficulty reduced by two. Players should endeavour to roleplay this Merit as much as possible. Higher Purpose (1pt Merit) Everyone has �reason to live�, but you have a special commitment to your existence. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be herded along by this aim and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great inner strength. You gain two extra dice on any roll that has something to do with your particular goal. You will need to decide what your higher purpose is; make sure you talk it over with the Storyteller first. You cannot take both this Merit and the Flaw Obsession. Light Sleeper (1pt Merit) You can awaken instantly at any sign of trouble, and do so without sleepiness or hesitation, and at no penalty. Medic (1pt Merit) You have a natural affinity with tending wounds, be they yours or of another. All Medicine rolls are made at �2 difficulty. Natural Leader (1pt Merit) You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit. Natural Orator (1pt Merit) Language is a finely honed tool for you. You are able to create exactly the right effect with your speeches and remarks, in both written and verbal communication. Gain two to any Diplomacy, Performance and Leadership dice pools involving words. Natural Runner (1pt Merit) You are an exceptionally competent athlete when it comes to running, jogging or sprinting. Your Dexterity counts as being one higher when determining Movement rates, and you gain an extra die to your dice pool for any roll involving running. Perfect Balance (1pt Merit) You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance-related rolls (e.g. Dexterity + Athletics to walk along a narrow ledge) by two. Sea Legs (1pt Merit) You were born to ride the ocean waves. You suffer no ill effects from sea travel. Time Sense (1pt Merit) You have an innate sense of time and are able to estimate the passage of time accurately without any need for mechanical or mystical aid. Traveller�s Intuition (1pt Merit) No matter where you are going, you seem to have a knack for going in more or less the right direction. This sense is in no way exact, but it can stop you from getting lost, even in a maze. Any Navigation rolls have their difficulties reduced by two. When used to counteract any form of mystical means to make you lost, the Sorcerer�s difficulty in using his power is increased by two. Beast Affinity (1-3pt Merit) Animals love you. You have a natural talent for getting along with beasts, and as long as you or your companions do not act aggressively against a beast or its pack, you are relatively safe from them. This Merit does not extend to reading the beasts� minds, or speaking with it, but certain mannerisms between you and them can be understood. For 1 point, you get along well with a specific type of animal (wolves, cats, hawks). For 2 points, you bond with a general type of animal (birds, canines). For 3 points, that bond extends to any creatures. The payback for this merit is that you reciprocate the respect. Also, this Merit is not a guarantee for protection; if you anger a beast it will attack you. Letter of Commission (1-5pt Merit) Some authority (a King, the Guildmaster, a town Mayor etc.) has provided you with official documents that allow you to act on behalf of him within his realm. These documents could constitute a letter, a ring, or a token, so long as it is embossed with the official�s seal. Since this Merit takes the form of a physical object, the character must be careful, for she could lose it, or it could get damaged or destroyed (and if so, she loses all benefits of this Merit). Different Letters have different prices: Free Travel Pass (allows the holder to move freely in the realm, with no requirement to pay toll or tax): one point. The Right to Hospitality (entitles the bearer to expect free food and lodgings befitting her Fame and/or Status): two points. Admission to Court (lets her into meetings and audiences that would normally be closed to her): three points. The Right to Break the Law (�forgives� certain indiscretions such as stealing, forgery, trespassing, poaching, brawling, insubordination, destruction of property and possession of illegal goods, so long as the character can make a good case that the law was broken for good reason): four points. Diplomatic Immunity (�forgives� lesser crimes, such as the murder of commoners and soldiers, assuming she can make a good case for such killings; does not apply to nobles or officials, which is unforgivable and carries with it a strong penalty): five points. Effects of Letters are cumulative. Letters have little or no authority in domains outside the official�s realm, and might even encourage animosity. Relic (1-5pt Merit) You have possession of a mystical relic, either from a religious luminary, or from other some other famous person (such as a champion or a king). Aside from the monetary value and the prestige and awe you will be granted by others, upon witnessing the relic, the item you have also grants you certain powers. The exact nature of the relic, and its benefits, are determined by the Merit cost, but are also ultimately up to the Storyteller. However, here are some examples. For one point, the relic is only a very minor part, such as a small article of clothing. Its benefit should be something minimal, such as allowing one re-roll per game session. Two points could indicate a lock of hair, perhaps granting a +2 bonus to all Social roll dice pools. Three points might allow the character to posses a small bone, such as a finger-bone. The benefit of such an artefact could be an automatic success in all damage rolls. At four points, the item can be somewhat more impressive; perhaps a vial of blood, granting some form of healing powers. At five points, the relic is extremely impressive; such as the luminary�s skull; the powers of this might include free Aptitude powers, or a large bonus to Limit or Vita. Bardic Gift (2pt Merit) You sing divinely, play an instrument divinely, and speak with passion and eloquence. Any rolls involving singing, speaking, poetry or music are reduced by two. Cat Napper (2pt Merit) Although you still need as much sleep as anyone else, you may take it as and when you can without penalty, as long as the total amount of sleep you have adds up to six to eight hours for every 24-hour period. Cat�s Eyes (2pt Merit) You have excellent night vision. All Perception rolls made in the dark are at two less difficulty. Dragonfighter (2pt Merit) You have been specially trained, or know otherwise how, to avoid injury when dealing with fire-breathing creatures and weapons involving flames, and are granted two extra dice on all Dodge rolls involving evading blasts of fire. Dual Nature (2pt Merit) You have two distinct yet compatible Natures, both of which influence your personality. You may regain Willpower using both Natures. You may still choose a Demeanour, one as different from your Natures as you like. Note that this is not the same as having multiple personalities, which is a Derangement. Eidetic Memory (2pt Merit) You remember, with perfect detail, things seen and heard. Documents, artwork, conversations, etc. can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect. Enchanting Gaze (2pt Merit) You have the most fascinating eyes. People find it hard to avoid them. All rolls involving the sustained use of eye contact are reduced by two. Forest-Walker (2pt Merit) You are easily able to find short cuts in the wilderness, and are granted two extra dice on all dice pools for appropriate Navigation rolls. In addition, through your experience in forestry surroundings, all Herbalism rolls are made at �1 difficulty. Forgettable (2pt Merit) You have one of those faces that are not easily remembered. There is nothing remarkable about your appearance. The drawback of this Merit is that you cannot have an Appearance or a Charisma rating higher than 3; if either of these Attributes rise above 3, you lose all benefits of this Merit. Obviously characters with prominent Manifestations cannot take this Merit. This Merit differs to the Arcane Background, which is supernatural. Goldmaster (2pt Merit) You are adept at finding hidden stashes of treasure and so on. All Investigation rolls are made at �2 difficulty. Graceful (2pt Merit) You move with uncanny poise and sensuality. Even under duress, you manage to be both dextrous and refined. The difficulty on all non-combat Dexterity-based rolls is reduced by one. Botches, even serious ones, do not make you stumble or fall; although you can still make serious mistakes, you�ll probably still look good doing so. Honeyed Tongue (2pt Merit) Lies pass your lips like they were the absolute truth. People tend to believe what you say, no matter how inane your conversation or incredible your stories. All of your Subterfuge rolls are granted one automatic success, and any Social rolls involving glib assurances have their difficulties reduced by two. Hunter�s Eye (2pt Merit) You are an expert archer, and can easily target your enemies with little effort. When you fire, you fire true. All Archery rolls are made at �2 difficulty. Innocent (2pt Merit) You convey an aura of childlike innocence. Even if people catch you in the act, your impression of innocence leads them to suspect that someone or something else is behind your deeds. You usually suffer only mild penalties, and your accusers tend to give you the benefit of the doubt. All difficulties of rolls involving Subterfuge or Manipulation are reduced by two. Lack of Scent (2pt Merit) You produce no scent, or your scent is extremely faint. You are hard to track by animals, or any other hunters who detect through scent. Any attempts to track you in this way are made at +2 difficulty. Natural Linguist (2pt Merit) You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any dice pool involving languages, both written and spoken. Poison Resistance (2pt Merit) You have a natural immunity to normal, non-mystical toxins. Whenever you ingest any kind of normally fatal poison, you may make a Stamina roll to resist the effects. The difficulty depends on the strength of the draught: 5-6 for mild toxins, 7-8 for more potent poisons, and 9-10 for really nasty doses. You might become sick, you might even be incapacitated for a while, but chances are you will survive. Previous Absorption (2pt Merit) Your character has, prior to play, Absorbed another Nephilim, and begins with Dormant Manifestations, which work as per usual. The Storyteller decides on these, and the Player has no say in it whatsoever. The character begins with up to 15 points' worth of Kylars and up to 10 points' worth of Feadoses, but there must be no more than 8 points' difference between the two types of Manifestations. Sexy (2pt Merit) You are incredibly attraction, or at least your behaviour and mannerisms give the equivalent impression. When dealing with any member of the opposite sex (or the same sex if they are that way inclined), all difficulties to Social rolls involving impressing the target are lowered by two. If you actively try to direct your charms towards an impressionable person, the difficulty is lowered by three instead. Spy Network (2pt Merit) You begin play with access to a group of Humans who frequently bring you information on faraway places or areas normally inaccessible to you. Their information is both up-to-date and fairly reliable, and they are not likely to lie to you. However, these cannot be used as Allies or Retainers (unless you have that Background too); they have their own aims. Why do they keep you informed? Do you pay them? Perform occasional favours for them? Or are they friends and family? Also, how much do they know about you? (The more they know, the better they can search out relevant information and pursue useful rumours � but the more damage they could do if they ever betrayed you). A spy network might be anything from a peasant family or gang to a coven of witches to a merchant family�s underlings. What they can discover will depend upon who they are; different people move in different circles after all. Calm Heart (3pt Merit) You are naturally calm and composed, and do not lose your temper easily. Reduce the difficulty of all Berserk rolls by two, no matter how the incident is provoked. Daredevil (3pt Merit) You are good at taking risks, and even better at surviving them. When attempting exceptionally risky actions (such as leaping from one galloping horse to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three levels of damage if failed. Fast Learner (3pt Merit) You learn the basics of any skill or subject very easily. The cost to gain any new Ability is one and not three. Costs for higher levels remain the same as normal. Iron Will (3pt Merit) When you are determined and your mind is set, nothing can thwart you from your goals. You are immune to all mind-altering powers. This does not include powers such as the Attraction Aptitude, or any other powers that affect emotion rather than exclusively the mind. Luck (3pt Merit) Narrow escapes, brushes with death, whatever � you were born lucky. You may repeat any three failed rolls per game session, including botches, but you may only try once per failed roll. Natural Ability (3pt Merit) You are a natural at one particular area. Pick any one Ability. The cost for buying the first dot in that Ability, if learned after play begins, is one not three, and subsequent levels cost the normal cost, but as though you were learning the level below (i.e. costs are 1, 3, 2, 4, 6 respectively). In addition, any dice pool involving the selected Ability is increased by one. Natural Channel (3pt Merit) You are especially adept at channelling Vita. In game terms, the amount of Vita you regain through fluidic transfer is doubled. In addition, all Quintessence rolls are made at �1 difficulty. Oracular Ability (3pt Merit) You can see and interpret signs and omens. You are able to draw advice from these omens, for they are able to provide hints of the future and warnings of the present. When the Storyteller feels that you are in a position to see an omen, you will be required to make a Perception + Alertness roll, with the difficulty related to how well the omen is concealed. If successful, you may then roll Intelligence + Occult, the difficulty again being relative to the complexity of the omen. Well-Travelled (3pt Merit) Your exhaustive travels and broad experiences have given you an insight into life and culture. You possess a wealth of odd facts about cities, libraries, travel routes, obscure fighting styles and other subjects. Once per game session, you may gain an automatic success on any roll relating to recalling such knowledge. In addition, all Culture rolls are made at �1 difficulty. Huge Size (4pt Merit) You are abnormally large in size, possibly over seven feet tall and four hundred pounds in weight. You therefore have one additional Bruised health level. True Love (4pt Merit) You have discovered a true love. He or she is a Human (unless specifically agreed otherwise with the Storyteller), and is the centre of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you the strength to persevere. This Merit grants you an automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great (and rare) gift, but also a hindrance, for your true love may require protection and occasionally rescue. Jack-of-All-Trades (5pt Merit) You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels and experiences. You automatically have one dot in all Skill and Knowledge Abilities. This is an illusory level, used to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must pay the point cost for the first level a �second time� before raising the Ability to level 2. Legendary Attribute (5pt Merit) One of your Attributes may be raised to 6 instead of the maximum of 5, although your character may not begin with the selected Attribute any higher than 5. This Merit may be purchased multiple times, for different Attributes. Natural Aptitude (5pt Merit) You have an exceptional ability with dealing with one of the special skills or supernatural powers known as Aptitudes. Pick an Aptitude that your character begins play with at least one dot in. Costs for learning higher levels of the Aptitude are at the reduced rate of (4 x current rating). Self-Confidence (5pt Merit) When you spend a point of Willpower for an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of Willpower unless you fail. This Merit may only be used when you need confidence in your capabilities to succeed. You can use it only when the difficulty of your roll is 6 or higher. You may spend Willpower at other times; however, if the difficulty is 5 or less, this Merit will not help you. Guardian Angel (6pt Merit) Some supernatural force watches over you and protects you from harm. You have no idea who or what it is, but you suspect is there looking out for you. In times of great need, you may be supernaturally protected from harm by peculiar circumstances. However you can�t count on your protector�s intervention. The Storyteller must decide why you are being watched over, and by what. Nine Lives (6pt Merit) Fate has granted you the opportunity to come as close to death as anyone can get and still survive. When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live � at the cost of one of your nine lives. If that subsequent roll fails, then another re-roll is made, until either a successful roll is made, or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining, and once all nine are used up, the effects of this Merit are lost. Aggravated Immunity (7pt Merit) You are preternaturally less affected by the worst of mortal dangers in the World. All Aggravated damage that you suffer is treated as in fact being Lethal, for the purposes of soaking and healing. |
||||||||||||
| Masquerade Society Home Initium Occasus Home | ||||||||||||
| Introduction The World of the Nephilim Powers of the Nephilim Rules Weapons, Armour and Artefacts Templates Merits and Flaws | ||||||||||||
| <------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------> | ||||||||||||