Difference between revisions of "Merits"

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m (Updating H's)
m (Updating I's/J's)
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'''I/J'''
 
'''I/J'''
 
* Immaculate Aura           
 
* Immaculate Aura           
* Immortal                
+
* Immortal        
 +
* Immune To Disease
 +
* Immune To Poisons       
 
* Immune To Wyrm Emanations
 
* Immune To Wyrm Emanations
 
* Immunity (merit)         
 
* Immunity (merit)         
 
* Imperial Ambassador       
 
* Imperial Ambassador       
 
* Increased Pain Threshold
 
* Increased Pain Threshold
* Independent Income       
+
* Independent Income
 +
* Infectious COurage        
 
* Innate Vampiric Ability   
 
* Innate Vampiric Ability   
 
* Inner Knight
 
* Inner Knight
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* Jack-of-all-trades       
 
* Jack-of-all-trades       
 
* Judge's Wisdom
 
* Judge's Wisdom
* Jupiter Rising
+
* <font color=orange>Jupiter Rising</font>
* Jupiter Midsky
+
* <font color=orange>Jupiter Midsky</font>
 
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'''K/L'''
 
'''K/L'''
Line 2,443: Line 2,446:
 
''Notes:'' <br>
 
''Notes:'' <br>
 
''Book Ref:'' World of Darkness: Sorcerer, pg.#68
 
''Book Ref:'' World of Darkness: Sorcerer, pg.#68
 +
|-
 +
| '''Immune To Disease'''
 +
| ?
 +
| ?
 +
| WW2380
 +
| ''Synopsis:'' <br>
 +
''System:'' <br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Mummy: the Resurrection, pg.#69
 +
|-
 +
| '''Immune To Poisons'''
 +
| ?
 +
| ?
 +
| WW2380
 +
| ''Synopsis:'' <br>
 +
''System:'' <br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Mummy: the Resurrection, pg.#69
 
|-
 
|-
 
| '''Immune To Wyrm Emanations'''
 
| '''Immune To Wyrm Emanations'''
Line 2,490: Line 2,511:
 
''Notes:'' <br>
 
''Notes:'' <br>
 
''Book Ref:'' Demon Players Guide, pg.#83
 
''Book Ref:'' Demon Players Guide, pg.#83
 +
|-
 +
| '''Infectious Courage'''
 +
| ?
 +
| ?
 +
| WW3812
 +
| ''Synopsis:'' <br>
 +
''System:'' <br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Book of Auspices, pg.#124
 
|-
 
|-
 
| '''Innate Vampiric Ability'''
 
| '''Innate Vampiric Ability'''

Revision as of 20:36, 13 July 2020

Listed below are all the Merits currently approved in the Database on City of Hope. That does not mean you cannot request one missing to be added.

You also may want to see this page for Flaws.

This page is still under construction, check back as more is filled in. Merits on the table in Blue Background have been reviewed. Those with white background - only book reference, if present, is correct for sure.


A

  • Ability Aptitude
  • Acute Hearing
  • Acute Senses
  • Acute Sense Of Smell
  • Acute Sense Of Taste
  • Acute Sense Of Touch
  • Acute Vision
  • Adaptable Nature
  • Addictive Blood
  • Additional Discipline
  • Alcohol Tolerance
  • Alternate Identity
  • Alternate Sense
  • Ambidextrous
  • Ancestor Ally
  • Angelic Aura
  • Angelic Gaze
  • Animal Magnetism
  • Animal Speech
  • Apostate
  • Approachable
  • Art Affinity
  • Atavistic Form
  • Attuned Taste
  • Auspicious Birth

B

  • Bad Taste
  • Banespeak
  • Battle Prowess
  • Bean Counter
  • Beast Affinity
  • Benevolent Blood
  • Benevolent Domitor
  • Berserker
  • Best Friend
  • Bird's Eye
  • Bird-spirit Companion
  • Birdseye
  • Bite Of The Monitor
  • Blended Technique
  • Blessing Of Atlas
  • Blessing Of Ra
  • Blood Flaw Immunity
  • Blush Of Health
  • Boon
  • Born Leader
  • Bright
  • Bright Hue
  • Broken Bond
  • Bruiser
  • Burning Aura

C

  • Caern Child
  • Cagebound
  • Caged Folk
  • Call To Friends
  • Calming Presence
  • Calm Heart
  • Camp Affinity
  • Cast Iron Stomach
  • Cathartic Fury
  • Cat-like Balance
  • Celestial Affinity
  • Celestial Guidance
  • Celestial Sensitivity
  • Chimerical Craftsman
  • Chi Attunement
  • Circumspect Avatar
  • Clan Friendship
  • Claws
  • Clean Countenance
  • Clear Sighted
  • Cloak Of The Seasons
  • Code Of Honor
  • Cold
  • Coldly Logical
  • Color Change
  • Combat Expertise
  • Commanding Voice
  • Common Sense
  • Communicate With Animals
  • Compassion
  • Compassionate
  • Concentration
  • Conditional Magic (merit)
  • Confidence
  • Consanguineous Resistance
  • Constant Sending
  • Controllable Night Sight
  • Cool In Battle
  • Crack Driver
  • Crack Shot
  • Crawlerling Alteration
  • Cupid's Gift
  • Cyclic Magic

D

  • Danger Sense
  • Daredevil
  • Darksight (merit)
  • Deadened Nerves
  • Dead Friends
  • Deathwalker
  • Deceptive Aura
  • Destiny (merit)
  • Detached
  • Dexterous Toes
  • Dharmic Schooling
  • Diplomatic Immunity
  • Discipline Prodigy
  • Disembodied Mentor
  • Distant Sire
  • Divine Emissary
  • Double-jointed
  • Double Draught
  • Double Jeopardy
  • Dracon's Temperament
  • Dreams Of The Past
  • Dual Nationality
  • Dual Nature
  • Dual Perception
  • Dual Traditions
  • Dynamic Personality
  • Dynamo

E

  • Early Adopter
  • Early Maturation
  • Early Riser
  • Easier Pandemonium
  • Eat Food
  • Efficient Digestion
  • Eidetic Memory
  • Embraced Without The Cup
  • Enchanting Voice
  • Eternal Cherry Blossoms
  • Eye For A Bargain
  • Eyes of Eshtarra

F

  • Faerie Affinity
  • Faerie Eternity
  • Faint Reflection
  • Fair Glabro
  • False Reflection
  • Family Allegiance
  • Family Support
  • Famous Anchor
  • Famous Liege
  • Fangs
  • Farm Ties
  • Fascinating Gaze
  • Faster
  • Fast Charger
  • Fearlessness
  • Feral Appearance
  • Fetish (merit)
  • Fin Blades
  • Flexible Heart
  • Flirt
  • Fluid Corpus
  • Fly Fingers
  • Force Of Spirit
  • Forgettable
  • Former Ghoul
  • Foul Blood
  • Friendly Face
  • Friend Of Sorcery
  • Friend Of The Underground
  • Friend To Spiders
  • Full Of Life
  • Funny

G

  • Gall
  • Gaping Maw
  • Gender-Morph
  • Ghost Sight
  • Ghoul
  • Gifted Liar
  • Gift Of Babel
  • Gift Of Ma'at
  • Gift Of Seline
  • Gift Of Thoth
  • Gift Of Tongues
  • Gnosis (merit)
  • Gold Tolerance
  • Good Instincts
  • Good Judge Of Character
  • Good Listener
  • Good Looking
  • Good Night Vision
  • Good Old Boy
  • Good Relationship
  • Good Reputation
  • Good Right-left Hook
  • Good Taste
  • Graceful
  • Granite Skin
  • Great Liar
  • Green Thumb
  • Gregarious (merit)
  • Guardian Angel
  • Gut Instincts

H

  • Harmless
  • Haven Affinity
  • Healing Touch
  • Healthy Skepticism
  • Hearing The Buzz
  • Hidden Diablerie
  • Hidden Power
  • Hidden Talent
  • Higher Purpose
  • Hivemind
  • Hollow Leg
  • Homid Ancestor
  • Homing Instinct
  • Honeyed Tongue
  • Honored Birthright
  • Honored Lineage
  • Huge Size
  • Human Form
  • Human Form (ananasi)
  • Hypersensitivity

I/J

  • Immaculate Aura
  • Immortal
  • Immune To Disease
  • Immune To Poisons
  • Immune To Wyrm Emanations
  • Immunity (merit)
  • Imperial Ambassador
  • Increased Pain Threshold
  • Independent Income
  • Infectious COurage
  • Innate Vampiric Ability
  • Inner Knight
  • Inner Sight
  • Innocent
  • Inoffensive To Animals
  • Insensible To Pain
  • Inspiration (merit)
  • Intimidating Stance
  • Inviolate
  • Iron Will
  • Jack-of-all-trades
  • Judge's Wisdom
  • Jupiter Rising
  • Jupiter Midsky

K/L

  • Kinain
  • Kinfolk (merit)
  • Lack Of Scent
  • Large
  • Leech
  • Legendary Attribute
  • Lesser Shaman
  • License To...
  • Lightning Calculator
  • Light Sleeper
  • Lilian Alteration
  • Lizard Limbs
  • Long-distance Runner
  • Longevity
  • Long Fingers
  • Long Sleeper
  • Loud Voice
  • Luck of the Road
  • Luminous

M

  • Mad Science
  • Magic Resistance
  • Manifest Avatar
  • Manshape
  • Mark Of Pure Blood
  • Mars Rising
  • Mars Midsky
  • Mastery Of Fire
  • Master Of Red Tape
  • Medium
  • Mercury Midsky
  • Mercury Rising
  • Metamorph
  • Misplaced Heart
  • Mitanu's Tongue
  • Mixed-morph
  • Mnesis Of The Lost Ones
  • Mole
  • Moon-bound
  • Mother's Insight
  • Mother's Intuition

N

  • Natural Channel
  • Natural Husk
  • Natural Leader
  • Natural Linguist
  • Natural Runner
  • Natural Shallowing
  • Natural Shapeshifter
  • Nature Linked
  • Nexus
  • Nightsight (merit)
  • Notable Heritage
  • Notable Lineage
  • Noted Messenger

O

  • Oasis
  • Occult Library
  • Officially Dead
  • Old Pal
  • Open Road
  • Oracle
  • Oracular Ability
  • Organized
  • Osiris' Gift
  • Other Half
  • Out Of Phase
  • Oversized Fangs

P

  • Pain Tolerance
  • Pale Aura
  • Paragon (merit)
  • Parlor Trick
  • Past Life (merit)
  • Patagia (merit)
  • Path Natural
  • Pawn
  • Pelagic Harmony
  • Perfect Balance
  • Perfect Liar
  • Perfect Protocol
  • Phantom Fate
  • Physical Abnormality
  • Photographic Memory
  • Piscine
  • Pithus Alteration
  • Pitiable
  • Poetic Heart
  • Poison Resistance

P/Q

  • Poker Face
  • Powerful Gaze
  • Precocious
  • Precognition (merit)
  • Prehensile Tongue
  • Prestigious Mentor
  • Prestigious Sire
  • Priscine
  • Projectile Vomiting
  • Promethean Clay
  • Prophetic Ability
  • Protege
  • Proxy Kissed
  • Psychic Ritual
  • Puddle
  • Pure Blood
  • Purity (merit)
  • Quick Learner

R

  • Ratkin Buddies
  • Recognize Garou
  • Regeneration (merit)
  • Rep
  • Reptile Buddy
  • Reputation
  • Resemble Kindred
  • Resigned Spirit
  • Resistant Pattern
  • Resonant Passion
  • Retain Eggs
  • Retain Seed
  • Revenant Disciplines
  • Rip Van Winkle
  • Rising Star
  • Ritual Congregation
  • Rugged Bad Looks

S

  • Sabbat Survivor
  • Sacred Crocodile
  • Same-Bito Kin
  • Sanctity
  • Sanguine Incongruity
  • Scholar Of Enemies
  • Scholar Of Others
  • Scientific Mystic
  • Second Sight
  • Secret Death
  • Seeming's Blessing
  • Seldom Sleeps
  • Sense Of The Metal
  • Sexual Reverie
  • Sexy
  • Sex Appeal
  • Shamanic Authority
  • Shamanic Traditionalist
  • Shame
  • Shattered Avatar
  • Silence (merit)
  • Silver Tolerance
  • Sleep Unseen
  • Slimy
  • Smooth (merit)
  • Song Owner
  • Soothing Voice

S

  • Spark Of Life
  • Speaker With The Dead
  • Special Gift
  • Speedy Hammer
  • Sphere Natural
  • Spirit's Mark (merit)
  • Spirit Magnet
  • Spirit Mentor
  • Spirit Sight (merit)
  • Step Sideways (merit)
  • Stigmata of the Wyrm
  • Stone Skin
  • Stormwarden
  • Strength Of Psyche
  • Strength Of Shadows
  • Strong Claws
  • Strong Lungs
  • Struggling
  • Struggling Awake
  • Style Sleeper
  • Supernatural Companion
  • Supporter
  • Supportive Family
  • Surreal Beauty
  • Swarm Attractor
  • Sweet Blood
  • Swim Sideways
  • Sympathetic Bond

T

  • Techgnosi
  • Temperature Control
  • Terrible Footsteps
  • The Fire Within
  • The Flow Of Ki
  • Thunder's Child
  • Time Sense
  • Touch Of Life
  • Tough Hide
  • Tradition Herald
  • Tranquil Soul
  • True Faith
  • True Love
  • True Symbiote
  • Tunnel Vision (merit)
  • Twin Link
  • Twin Souls

U/V/W/Y

  • Umbral Affinity
  • Unaging
  • Unbondable
  • Unforgettable Taste
  • Unobtrusive
  • Unpossessed
  • Untamable
  • Unusually Fertile
  • Useful Knowledge
  • Veiled To Garou
  • Venerable
  • Venomous
  • Venomous Attack
  • Venus Rising
  • Venus Midsky
  • Virulent Strike
  • Voice Of A Songbird
  • Wayfarer's Feet
  • Way With Words
  • Weak Shadow
  • Weather Sense
  • Werewolf Companion
  • Wholecloth
  • Wild Talent (merit)
  • Winged (merit)
  • Winter Garou
  • Wolf Sight
  • Work With Iron
  • Wyld Allies
  • Yathamaya
  • Years Of Wisdom


Merit Cost Type Source Details
Ability Aptitude 1 Physical WW4600 Synopsis: You're really good at one specific ability!

System: -2 difficulty on rolls involving the specified ability.
Notes: This merit signifies only one ability. The ability must be clarified via +note on your character. May take it twice.
Book Ref: Mage: The Ascension (Revised), pg.#291

Acute Hearing 1 Physical WW2300 Synopsis: Your hearing is exceptionally sharp.

System: The difficulties for all tasks involving the use of this particular sense are reduced by two.
Notes: This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#296

Acute Senses 1 Physical WW4600 Synopsis: One of your five senses (touch, taste, sight, hearing, smell) is incredibly sharp.

System: -2 difficulty on rolls involving the specified sense.
Notes: This merit signifies only one sense. The sense must be clarified via +note on your character.
Book Ref: Mage: The Ascension (Revised), pg.#291

Acute Sense Of Smell 1 Physical WW2300 Synopsis: Your sense of smell is exceptionally sharp.

System: The difficulties for all tasks involving the use of this particular sense are reduced by two.
Notes: This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#296

Acute Sense Of Taste 1 Physical WW2300 Synopsis: Your sense of taste is exceptionally sharp.

System: The difficulties for all tasks involving the use of this particular sense are reduced by two.
Notes: This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#296

Acute Sense Of Touch 1 Physical WW2300 Synopsis: Your sense of touch is exceptionally sharp.

System: The difficulties for all tasks involving the use of this particular sense are reduced by two.
Notes: This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#296

Acute Vision 1 Physical WW2300 Synopsis: Your vision is exceptionally sharp.

System: The difficulties for all tasks involving the use of this particular sense are reduced by two.
Notes: This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#296

Adaptable Nature 2 Shifter WW3110 Synopsis: (Shantar) You accept change easily and adapt quickly to unfamiliar situations or alien circumstances. The most bizarre Umbral landscapes do not phase you, nor does it bother you to make sudden changes in plans or battle tactics.

System: You can avoid any penalties associated with exposure to alien environments or drastic changes.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

Addictive Blood ? Physical WW2360 Synopsis:

System:
Notes:
Book Ref: Clanbook Followers of Set (Revised Edition), pg.#39

Additional Discipline 5 Supernatural WW2302 Synopsis: You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline. All costs to learn that Discipline are paid out as if it were native to your Clan. A character cannot take this Merit more than once.

System:
Notes:
Book Ref: Guide to the Camarilla, pg.#79

Alcohol Tolerance 1 Get of Fenris WW3855 Synopsis: The Fianna pride themselves on their brewing, but the Get are still able to show the Fianna a thing or two about drinking.

System: With a successful Stamina roll (difficulty 7), a Garou with this Merit can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a drunken fighter. This Merit works against all natural intoxicants, though not against poisons. Naturally, a werewolf with this level of tolerance has a much more difficult time getting drunk, which may spoil her fun a bit.
Notes:
Book Ref: Tribebook: Get of Fenris (Revised Edition), pg.#85

Alternate Identity 3 Social WW2302 Synopsis: In addition to your normal identity, you've taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, your sire, Allies, Contacts, etc, don't know that you maintain this second identity, and treat this "stranger" accordingly.

Book Ref: Guide to the Camarilla, pg.#76

Alternate Sense ? Physical WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#291

Ambidextrous 2 Physical WW2300

WW3806
WW4600
WW6007
WW7300

Synopsis: You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty.

System: You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#296
Players Guide to Garou, pg.#159
Mage: The Ascension (Revised), pg.#288
Wraith Players Guide, pg.#21
Changeling The Dreaming (2nd Edition), pg.#158

Angelic Aura ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#76

Angelic Gaze ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#76

Animal Magnetism 1 Social WW3108

WW7300

Synopsis: You have that special kind of way with other people that makes them want you.

System: -2 difficulty on seduction and similar rolls.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#13
Changeling The Dreaming (2nd Edition), pg.#158

Animal Speech 1 ? WW7054 Synopsis:

System:
Notes:
Book Ref: Kithbook: Pooka, pg.#87

Apostate ? ? WW2817 Synopsis:

System:
Notes:
Book Ref: Clanbook: Baali, pg.#44

Approachable ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ?, pg.#?

Art Affinity ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ???, pg.#??

Atavistic Form ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#76

Attuned Taste ? ? WW2357 Synopsis:

System:
Notes:
Book Ref: Clanbook Tremere (Revised Edition), pg.#66

Auspicious Birth ? ? WW3063 Synopsis:

System:
Notes:
Book Ref: Hengeyokai Shapeshifters of the East, pg.#107

Bad Taste ? ? WW3108 Synopsis: Your flesh produces a natural toxin.

System: Anything that tries to bite you must spend 1 Willpower or spend the rest of the scene retching.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#20

Banespeak ? Fomori WW3066 Synopsis: Your bane speaks to the tattered remains of your soul.

System: Your character speaks to itself, and the bane responds with potential clues to assist in your current situation.
Notes: Fomori Only, used in emergency situations or otherwise sparingly.
Book Ref: Freak Legion A Players Guide to Fomori, pg.#22

Battle Prowess 3 Shifter WW3110 Synopsis: (Nerigal) Combat with weapons comes naturally to you. Swords, knives, klaives, quarterstaves and various other implements of hand-to-hand warfare seem almost second nature.

System: You enjoy an extra die on all Melee dice pools. Your expertise in hitting, however, does not extend to causing more damage; you roll the standard amount of dice for damage.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

Bean Counter ? ? WW7057 Synopsis:

System:
Notes:
Book Ref: Kithbook: Boggans (fan-written), pg.#58

Beast Affinity ? ? WW4801 Synopsis:

System:
Notes:
Book Ref: Crusade Lore (Screen Only), pg.#36

Benevolent Blood ? ? WW2353 Synopsis:

System:
Notes:
Book Ref: Clanbook Malkavian (Revised Edition), pg.#64

Benevolent Domitor 3 Ghoul WW2021 Synopsis: For whatever reason, your domitor is actually rather fond of you. Perhaps your service has been exemplary, or perhaps you simply remind him of someone in his past - given the alien nature of the vampire mind, you may never know for sure. Your domitor treats you with some measure of compassion and does not casually endanger your life. Of course, he still expects you to give your life for his if need be, but until that night, the two of you are something akin to friends.

Notes: You must purchase the Domitor Background to buy this Merit.
Book Ref: Ghouls Fatal Addiction, pg.#83

Berserker ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#291

Best Friend ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#79

Bird-spirit Companion 1 Mokole WW3081 Synopsis: A particular Bird-spirit has taken a liking to you, and will sometimes materialize after you have fed (in Suchid or Archid form) to pick your teeth.

System: It may bring you news, rumors, hints or the like, but these tidbits of information aren't guaranteed to be reliable at all.
Notes:
Book Ref: Mokole, pg.#70

Birdseye
aka Bird's Eye
4 Corax WW3077 Synopsis: A Corax with this Merit has the knack for automatically picking the right target to follow out of a crowd.

System: Even if there are 60 Garou at a moot, a Corax with this Merit has merely to make a successful Wits+Awareness roll (difficulty 7) to pick out the proper (read: most interesting; this can be translated as "most important to the ongoing plot") target to follow. A botch on this roll sends the Corax in the entirely wrong direction, which can also have interesting consequences.
Book Ref: Corax, pg.#73

Bite Of The Monitor 1-5 Mokole WW3081 Synopsis: This merit is common among Mokole of the Ora varna. It makes the Mokole's bite more dangerous.

System: Any bite inflicted by the Mokole can be healed as usual as the aggrivated damage it usually is. However, after time the wound reopens. When this happens, the victim loses the same number of health levels they lost with the innitial bite after soaking. The frequency in which the bite reopens depends on the strength of this merit:
xxxxx*Once a year (1 point)
xxxxx*Once a season (2 points)
xxxxx*Once a month (3 points)
xxxxx*Once a week (4 points)
xxxxx*Once a day (5 points)
The bite will open a number of times equal to the Mokole's Gnosis, and after that will not reopen. It is up to the Storyteller exactly when the bite reopens. A being can suffer from only one "infected" bite at a time.
Notes:
Book Ref: Mokole, pg.#70

Blended Technique ? ? WW4253 Synopsis:

System:
Notes:
Book Ref: Initiates of the Art, pg.#83

Blessing Of Atlas ? ? WW7050 Synopsis:

System:
Notes:
Book Ref: Kithbook: Trolls, pg.#63

Blessing Of Ra ? ? WW2381 Synopsis:

System:
Notes:
Book Ref: Mummy Players Guide, pg.#115

Blood Flaw Immunity 3 Ghoul WW2021 Synopsis: For some reason, you are resistant to the bloodline flaws of any vampire from whom you drink. You can guzzle Nosferatu vitae until your stomach bursts, and your complexion won't suffer a whit.

Book Ref: Ghouls Fatal Addiction, pg.#83

Blush of Health 2 Physical WW2300 Synopsis: You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily.

System: You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
Notes: This merit cannot be taken by Nosferatu, Gargoyle, or Samedi. This may also not be taken if you possess the flaws Touch of Frost or Monstrous.
Book Ref: Vampire: The Masquerade (revised), pg.#296

Boon 1-6 Social WW2302 Synopsis: Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the Prince herself; it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to “settle” it early — even going so far as to create situations from which he must “rescue” you and thus clear the slate.

System: Consult Staff regarding Boon system, read book for more information.
Notes: Points invested symbolize the power of the NPC-Vampire whom the boon is owed.
Book Ref: Guide to the Camarilla, pg.#75

Born Leader 1 Shifter WW3110 Synopsis: (Zarok) Others respond to your inherant authority and tend to follow your orders or suggestions. Even if you do not hold a position of leadership, those around you tend to treat you as if you did.

System: You make all rolls involving the Leadership Talent at -1 to your difficulty.
Notes:
Book Ref: Rage Across the Heavens, pg.#128

Bright ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#26

Bright Hue 5 Supernatural WW21001 Synopsis: Using pigment may have ruined (and ultimately, stolen) your life, but despite the odds it did not adversely affect you in the afterlife. Unlike other hues, you passions in life remained with you in death, infusing your gauze with the energy of the living.

System: You do not suffer the Vitality cap that other hues do (meaning you can have up to a 9 starting Vitality) and can now reach 10 Vitality when infused.
Book Ref: Orpheus: Crusade of Ashes, pg.#85

Broken Bond 4 Social WW2302 Synopsis: You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again.

Notes: Sabbat vampires cannot take this Merit.
Book Ref: Guide to the Camarilla, pg.#76

Bruiser 1 Physical WW2302 Synopsis: Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace, to the point where people cross the street to avoid passing near you.

System: All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty.
Book Ref: Guide to the Camarilla, pg.#73

Burning Aura ? ? WW4010 Synopsis:

System:
Notes:
Book Ref: World of Darkness: Sorcerer, pg.#67

Caern Child 5 Black Fury WW3851 Synopsis: A Garou with the Merit: Caern Child was born during a Rite of Bearing the Caern. This birth alone is considered to be a very strong positive omen; the character receives +1 die on all Social rolls when dealing with Garou of her home sept. Additionally, the totem spirits of the caern to which the character was born pay special attention to her; she receives 1 point in the Totem background for free, so long as her pack's totem is one of the sept's totem spirits.

xxxxxThis Background does bring negative attention to the character as well. Should she fail in any task the Theurges and Galliards of her home sept are likely to wail and gnash their teeth, as the character's fate is said to be linked to that of the caern. The character may receive a mentor or two that she didn't seek out or ask for, due to the sept's need to keep her safe and strong. She is certain to receive unwelcome attention from the local Wyrm population, who believe - probably quite rightly - that the first step to corrupting the new caern is to force the character down the Black Spiral, corrupting her rather than killing her outright.
System:
Notes:
Book Ref: Black Furies (Revised), pg.#87

Cagebound ? ? WW3080 Synopsis:

System:
Notes:
Book Ref: Ratkin, pg.#75

Caged Folk ? ? WW3080 Synopsis:

System:
Notes:
Book Ref: Ratkin, pg.#75

Call To Friends ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Calming Presence ? ? WW7054 Synopsis:

System:
Notes:
Book Ref: Kithbook: Pooka, pg.#87

Calm Heart 3 Mental WW2300

WW3108

Synopsis: You are naturally calm and do not easily fly off the handle.

System: You receive two extra dice when attempting to resist a frenzy.
Notes: Brujah may not take this Trait.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Werewolf Players Guide (2nd Edition), pg.#12

Camp Affinity 2 Black Fury WW3851 Synopsis:Camp Affinity indicates that a particular camp of Black Furies has a particular fondness toward you. Perhaps you did them a great favor, or perhaps they are trying to sway you to join their group.

System: Regardless, you have a -1 difficulty on Social rolls when interacting with that camp. You should not be a member of this camp when you first take this merit, although you can shift into that camp during play as the chronical permits.
Notes:
Book Ref: Black Furies (Revised), pg.#87

Cast Iron Stomach

AKA Cast-iron Stomach

? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Cat-Like Balance 1 Physical WW2300 Synopsis: You possess an innately perfect sense of balance.

System: Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.
Notes: None
Book Ref: Vampire The Masquerade (Revised Edition), pg.#296

Cathartic Fury ? ? WW20007 Synopsis:

System:
Notes:
Book Ref: Players Guide to the High Clans, pg.#204

Celestial Affinity ? ? WW4046 Synopsis:

System:
Notes:
Book Ref: Blood Treachery, pg.#85

Celestial Guidance 1 Supernatural WW3110 Synopsis: You are at home in the Aetherial Realm and can intuit the direction you need to go by a simple act of concentration. Even if an Umbral event throws you off course, you can eventually find your way back to familiar territory.

System: If you concentrate on your destination and make a successful Willpower roll (difficulty 6), you can sense the nearest appropriate "step" towards your destination, whether a moon path, anchorhead or even the realm of a potential guide.
Notes:
Book Ref: Rage Across the Heavens, pg.#126

Celestial Sensitivity 2 Supernatural WW3110 Synopsis: You are attuned to the Aetherial Realm, a condition which allows you to feel when something isn't right around you. This makes it easy for you to avoid being in the wrong place at the wrong time.

System: The Storyteller determines when you receive warning, and whether or not you can determine whether the sense of wrongness comes from some sort of astrological phenomenon, celestial event ir disturbance of the local spirits.
Notes:
Book Ref: Rage Across the Heavens, pg.#126

Chimerical Craftsman ? ? WW5009 Synopsis:

System:
Notes:
Book Ref: The Shining Host (Mind's Eye Theatre), pg.#103

Chi Attunement ? ? WW2920 Synopsis:

System:
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#58

Circumspect Avatar ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#294

Clan Friendship 4 Social WW2302 Synopsis: One particular Clan (not your own) has a special liking for you. You might have done the Clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their aims.

System: Whatever the case, you’re at -2 difficulty on all friendly Social rolls involving members of the Clan in question. Of course, the reaction your cozy relationship with another Clan is likely to draw from your own Clan leaders is an entirely different can of worms.
Notes: You must place a +note listing what the clan is.
Book Ref: Guide to the Camarilla, pg.#76

Claws ? ? WW4603 Synopsis:

System:
Notes:
Book Ref: Guide to the Traditions, pg.#228

Clean Countenance ? ? WW6300 Synopsis:

System:
Notes:
Book Ref: Guildbook: Artificers, pg.#51

Clear Sighted ? ? WW4009

WW4010

Synopsis:

System:
Notes:
Book Ref: Halls of the Arcanum, pg.#63
World of Darkness: Sorcerer, pg.#67

Cloak Of The Seasons ? ? WW4659 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Verbena, pg.#70

Code Of Honor 2 Mental WW2300

WW3806
WW4600

Synopsis: You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly.

System: Characters with this Merit gain 2 additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Players Guide to Garou, pg.#163
Mage: The Ascension (Revised), pg.#291

Cold ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#26

Coldly Logical 1 Mental WW2302 Synopsis: While some might refer to you as a “cold fish,” you have a knack for separating factual reporting from emotional or hysterical coloration.

System: You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all Sense Deception and related rolls).
Book Ref: Guide to the Camarilla, pg.#74

Combat Expertise ? ? WW3812 Synopsis:

System:
Notes:
Book Ref: Book of Auspices, pg.#103

Commanding Voice ? ? WW???? Synopsis:

System:
Notes:
Book Ref: War in Concordia, pg.#118

Common Sense 1 Mental WW2300

WW4600

Synopsis: You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game.

System:
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#298
Mage: The Ascension (Revised), pg.#291

Communicate With Animals ? ? WW4043 Synopsis:

System:
Notes:
Book Ref: The Spirit Ways, pg.#103

Compassionate ? ? WW2351 Synopsis:

System:
Notes:
Book Ref: Clanbook Brujah (Revised Edition), pg.#68

Concentration 1 Mental WW2300

WW4600

Synopsis: You have the ability to focus your mind and shut out any distractions or annoyances.

System: Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).
Notes: Clan Toreador may not take this merit.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#298
Mage: The Ascension (Revised), pg.#291

Conditional Magic (merit) ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#291

Confidence ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#166

Consanguineous Resistance ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Controllable Night Sight 2 Physical WW2362 Synopsis: You can see in the darkness as if it were light -- which then turns light into darkness.

System: Spend a turn, you can see perfectly in the dark. Any source of light, however, is treated as vision imparing darkness.
Notes: This cannot see through Obteneration.
Book Ref: Clanbook: Lasombra, Pg. 63

Cool In Battle ? ? WW3812 Synopsis:

System:
Notes:
Book Ref: Book of Auspices, Pg. 103

Crack Driver 1 Physical WW2206 Synopsis: You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors.

System: The difficulties of all rolls requiring risky or especially difficult driving maneuvers are two less.
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#7

Crack Shot ? ? WW7309 Synopsis:

System:
Notes:
Book Ref: War in Concordia, pg.#118

Crawlerling Alteration 4 Ananasi WW3082 Synopsis: You can choose not only the size of the Crawlerlings you break into, but also the breed of spider you become. As long as you have consumed at least a few of the spiders in question, you can become any type of spider you so desire, or as many breeds as you so desire for that matter.


System:
Notes:
Book Ref: Breedbook: Ananasi, pg.#83

Cupid's Gift ? ? WW4805 Synopsis:

System:
Notes:
Book Ref: The Sorcerers Crusade Companion, pg.#121

Cyclic Magic ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#295

Danger Sense 2 Supernatural WW2206

WW3108
WW6007
WW7300

Synopsis: You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indivation of direction, distance or nature.

Notes: This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system.
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#28
Werewolf Players Guide (2nd Edition), pg.#215
Wraith Players Guide, pg.#226
Changeling The Dreaming (2nd Edition), pg.#2161

Daredevil 3 Physical WW2300

WW4600
WW7300

Synopsis: You are good at taking risks, and even better at surviving them.

System: When attempting exceptionally risky actions (such as leaping from one moving car 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 health levels of damage if failed.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297
Mage: The Ascension (Revised), pg.#288
Changeling The Dreaming (2nd Edition), pg.#158

Darksight (merit) 2 Vampire WW20007 Synopsis: At will, you may invert the meaning of light and dark to your eyes.

System: This requires a turn of concentration and a successful perception + alertness vs 7 . With Darksight active, you may view pitch-black darkness as though it were brightly and uniformly lit, while torches cast a radiance that obscures perception in the manner that darkness interferes with normal senses. The significance of colors likewise inverts, lending a surreal hue to the world without interfering with your ability to separate hues. All penalties for partial darkness instead apply to weak illumination, and absolute emptiness of sunlight and similarly bright radiance blinds you (and burns you, in the case of sunlight).
Notes: The Merit does not allow you to see through mystical shadows, such as those produced by Obtenebration.
Book Ref: Players Guide to High Clans, pg.#207

Deadened Nerves ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Dead Friends ? ? WW7051 Synopsis:

System:
Notes:
Book Ref: Kithbook: Sluagh, pg.#64

Deathwalker ? ? WW4663 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Euthanatos, pg.#69

Deceptive Aura 1 Supernatural WW2302 Synopsis: Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.

Book Ref: Guide to the Camarilla, pg.#79

Destiny (merit) 4 Supernatural WW2206 Synopsis: You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently.

Notes: How this is played is up to the Storyteller.
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#8

Detached ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Dexterous Toes ? ? WW7051 Synopsis:

System:
Notes:
Book Ref: Kithbook: Sluagh, pg.#63

Dharmic Schooling ? ? WW2920 Synopsis:

System:
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#58

Diplomatic Immunity ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Discipline Prodigy 5 Vampire WW20006

WW20007

Synopsis: You are especially skilled in the use of one of your clan Disciplines. The difficulty to use any level of this Discipline is reduced by one, although this Merit can never reduce the difficulty of any roll below 4.

System: Characters may only purchase this Merit once and gain no benefit when using Discipline techniques.
Notes: In Clan Discipline only.
Book Ref: Players Guide to Low Clans, pg.#189
Players Guide to High Clans, pg.#207

Disembodied Mentor ? ? WW2353 Synopsis:

System:
Notes:
Book Ref: Clanbook Malkavian (Revised Edition), pg.#65

Distant Sire 1 Children of Gaia WW3853 Synopsis: The Children of Gaia adopt so many pups that some Children maintain family ties with Garou parents in other tribes,

System: This Merit simply means that you know of a parent who is Garou (not Kin) in another tribe. (Male Children may claim sire-right among the Black Furies). The tribe needs to be specified and the Storyteller needs to give permission for you to choose he tribe that you specify. In some cases, he may refuse. The Storyteller will create your parent, but will not reveal everything about them to you. In general, this Merit functions as a dot in Allies within another tribe, although it will also tend to spawn its own subplots.
Notes:
Book Ref: Children of Gaia (Revised), pg.#75

Divine Emissary ? ? WW2381 Synopsis:

System:
Notes:
Book Ref: Mummy Players Guide, pg.#115

Double-Jointed 1 Physical WW???? Synopsis: You are atypically limber!

System: -2 difficulty of any dexterity roll involving body flexibility.
Notes: Cannot take Lame flaw.
Book Ref: ??, pg.#??

Double Draught 2 Corax WW3077 Synopsis: Most Corax can only drink from one of any given dead man's eyes. You have the unique knack of drinking from both, allowing you to see details more mainstream Corax might miss. You get the best and the worst of the corpse's death, and can integrate the two to form a coherant picture, rather than being forced to rely on one viewpoint or the other.

Book Ref: Corax, pg.#74

Double Jeopardy ? ? WW Synopsis:

System:
Notes:
Book Ref: ?, pg.#??

Dracon's Temperament ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Dreams Of The Past ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#76

Dual Nationality ? ? WW8120 Synopsis:

System:
Notes:
Book Ref: Hunter Players Guide, pg.#112

Dual Nature 2 Social WW2206 Synopsis: You have two distinct Nature, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character’s Natures as the player desires.

Notes: Set the other nature in a +note.
Book Ref: Vampire Player's Guide, pg.#4

Dual Perception ? ? WW4043 Synopsis:

System:
Notes:
Book Ref: The Spirit Ways, pg.#103

Dual Traditions ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#298

Dynamic Personality ? ? WW???? Synopsis:

System: Notes:
Book Ref: ??, pg.#??

Dynamo 4 Supernatural WW21001 Synopsis: Skimmers only. Maybe you have a high spiritual metabolism. For whatever reason, upon returning to your flesh, your soul recuperates from its extra-corporeal jaunts very quickly.

System: When in your body, you regain Vitality at four times the normal rate (i.e., four points an hour).
Book Ref: Orpheus: Crusade of Ashes, pg.#85

Early Adopter ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#78

Early Maturation 3 Gurahl WW3079 Synopsis: Circumstances occuring before your First Change have caused you to emerge as an Auspice other than Arcas. Perhaps your transformation came late in life, striking you after you had attained fill adulthood. Maybe your early years contained so much strife or upheavals that your change catapulted you directly into another Auspice, skipping the "playful" stage of your development as a Gurahl.

System: Whatever the details, your character begins as either an Uzmati, a Kojubat, a Kieh, or a Rishi. This Merit differs from the Merit: Rip Van Winkle since the Gurahl character is not one of the newly awakened old ones but is, in fact, a recent addition to the ranks of werebears. In addition, the character must choose her beginning Auspice Gift from the auspice she begins play with. (For example, a beginning Kojubat Gurahl with the Merit: Early Maturation must start play with a Level 1 Kojubat Auspice gift rather than Level 1 Gifts available to Arcas or Uzmati.)
Notes:
Book Ref: Gurahl, pg.#88

Early Riser 1 Physical WW2303 Synopsis: No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires, tending to rise at least one hour before everyone else. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn. While other vampires may still be groggy, you tend to be awake and aware.

Notes: This Merit cannot take the Deep Sleeper Flaw.
Book Ref: Guide to the Sabbat, pg.#95

Easier Pandemonium ? ? WW6305 Synopsis:

System:
Notes:
Book Ref: Guildbook: Spooks and Oracles, pg.#50

Eat Food 1 Physical WW2300 Synopsis: You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in maintaining the Masquerade. Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up.

Book Ref: Vampire: The Masquerade, pg.#296

Efficient Digestion 3 Physical WW2300 Synopsis: You are able to draw more than the usual amount of nourishment from blood.

System: When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum.
Book Ref: Vampire: The Masquerade, pg.#297

Eidetic Memory 2 Mental WW2300

WW4600

Synopsis: You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration.

System: Under stressful conditions involving numerous distractions, you must make a Perceptions + Alertness vs 6 to summon enough concentration to absorb what your senses detect.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299 Mage: The Ascension (Revised), pg.#292

Eidetic Memory 5 Mokole WW3081 Synopsis: You forget nothing and can "photograph" scenes and texts into your memory with the appropriate effort. This Merit costs a lot more for Mokole than for any other creature, for obvious reasons. Once any fact or scene has been recalled through Mnesis, the Mokole can call it to mind again, although every single detail of an ancestor's life isn't available to him unless the ancestor also had eidetic memory.

System: The player may ask the Storyteller for any fact or event that his character witnessed. The merit makes learning anything memory-related cost half the usual experience points (although things that have to be practiced are costly as usual). The merit also brings respect, as other Mokole appeal to the character to settle disputes and the like.
Notes:
Book Ref: Mokole, pg.#71

Embraced Without the Cup 3 Vampire WW2357 Synopsis: Almost all Tremere are given a cup of blood, transubstantiated with the blood of the council of seven, who rule the entire clan -- but not you!

System: You are not one step bound to the will of the council.
Notes: If you are playing a Tremere, and it's found out that you had not been demanded that you drink, nothing good can come of it at all.
Book Ref: Clanbook: Tremere, Pg. 67

Enchanting Voice 2 Physical WW2300 Synopsis: There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention.

System: The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#296

Eternal Cherry Blossoms ? ? WW2905 Synopsis:

System:
Notes:
Book Ref: Dharma Book: Bone Flowers, pg.#57

Eye For A Bargain ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#83

Eyes of Eshtarra 4 Stargazer WW3110 Synopsis: (Eshtarra) You can use your Kailindo Skill to heighten your senses to their maximum, allowing you to feel, smell, and hear where things and people are. If blinded or placed in a situation where you cannot see, you can use this ability to substitute for your lack of sight. Information comes to you in a manner similar to a bat's sonar.

System: In order to take this merit, you must have at least one level of Kailindo. This Merit negates penalties caused by blindness or darkness. You cannot take this Merit if you have the Blind flaw.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

Faerie Affinity 2 Supernatural WW2206 Synopsis: Your presence does not frighten faeries; indeed, it attracts them, and you a re naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.

Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#8

Faerie Eternity ? ? WW7300 Synopsis:

System:
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#162

Faint Reflection 2 Supernatural WW2062 Synopsis: Some Lasombra have somehow mastered the art of actually producing a Faint Reflection. Those with this talent can actually appear in mirrors, albeit in extremely pale, ghostly guises. Objects moving behind a Lasombra casting a faint reflection will be clearly seen through her form. However, often even a faint reflection is enough to allay the suspicions of kine or Camarilla.

Book Ref: Clanbook Lasombra (1st Edition), pg.#33

Fair Glabro ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#159

False Reflection ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Family Allegiance 2 Ravnos WW2064 Synopsis: Through your travels, you have gained the favor of a mortal Gypsy family. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city.

System: All difficulty numbers involving social interaction with the family in question are reduced by two. So long as you do not abuse your trust (such as using family members as steady sources of blood), the family will not turn away from you.
Notes: You may not take a Family Allegience with the Tsurara or Ravnos familes.
Book Ref: Clanbook Ravnos (1st Edition), pg.#44

Family Support ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#162

Famous Anchor ? ? WW7307 Synopsis:

System:
Notes:
Book Ref: Inanimae: The Secret Way, pg.#68

Famous Liege ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#76

Fangs ? ? WW4603 Synopsis:

System:
Notes:
Book Ref: Guide to the Traditions, pg.#228

Fascinating Gaze ? ? WW2380 Synopsis:

System:
Notes:
Book Ref: Mummy: the Resurrection, pg.#68

Faster ? ? WW7055 Synopsis:

System:
Notes:
Book Ref: Kithbook: Redcaps, pg.#90

Fast Charger 2 Supernatural WW21001 Synopsis: Projectors only. Just merging with your body for 20 minutes is enough to completely recharge your Vitality. On the down side, depleting your body of its energy in this fashion inflicts one level of lethal damage that you cannot soak. In a pinch it can be worth it, however.

Book Ref: Orpheus: Crusade of Ashes, pg.#84

Fearlessness ? Mental WW4802 Synopsis: They might as well call you (Your Name Here) the Lionheart, because you don't fear shit.

System:
Notes:
Book Ref: Bygone Bestiary, pg.#101

Feral Appearance 1 Social WW3074 Synopsis: There's something about you that drives woofs wild (the good kind of wild, that they like you. Not the kind involving them wanting to rip your head clean off ... necessarily).

System: +1 to rolls to Appearance when dealing with homid Garou, and you are considered having an extra dot of Charisma among lupus Garou.
Notes: None.
Book Ref: Kinfolk Unsung Heroes, pg.#54

Fetish (merit) ? ? WW3074 Synopsis:

System:
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#54

Fin Blades 3 Rokea WW3083 Synopsis: In Standing Jaws form, the fins on your arms, legs, and back are just as sharp as your talons.

System: You may attack with these blades for Strength +1 aggravated damage.
Notes:
Book Ref: Rokea, pg.#83

Flexible Heart ? ? WW7053 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#63

Flirt ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#79

Fluid Corpus ? ? WW6011 Synopsis:

System:
Notes:
Book Ref: Guildbook: Masquers, pg.#50

Fly Fingers ? ? WW7051 Synopsis:

System:
Notes:
Book Ref: Kithbook: Sluagh, pg.#64

Force Of Spirit ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Forgettable ? ? WW8120 Synopsis:

System:
Notes:
Book Ref: Hunter Players Guide, pg.#109

Former Ghoul 1 Social WW2302 Synopsis: You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society.

System: You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a -1 difficulty on all rolls relating to vampiric knowledge.
Notes:
Book Ref: Guide to the Camarilla, pg.#74

Foul Blood ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Friend Of Sorcery 5 Shifter WW3110 Synopsis: (Hakahe) Magic fascinates you in all its forms.

System: You make all Gift related or Knowledge related Occult rolls at -1 to your difficulty. In addition, you grasp the principles of Theurge Gifts more easily. Even if your Auspice is something other than Theurge, you can learn the Gifts of the Crescent Moon at the same experience point cost as those of your own Auspice. If you are a Theurge, you spend one less experience point to aquire a new Theurge Gift (although you must still abide by the restrictions of your Rank).
Notes:
Book Ref: Rage Across the Heavens, pg.#128

Friend Of The Underground 3 Social WW2302 Synopsis: While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes, and other subterranean passages of your hometown. The local Nosferatu (and any other creatures dwelling down in the muck) may not actually like you, but they’re not inclined to kill you on sight when they see you in their territory.

System: You are at -1 difficulty on any rolls involving the subterranean world (sneaking from place to place underground, finding routes into sub-basements, and so on).
Notes: Nosferatu cannot purchase this Merit.
Book Ref: Guide to the Camarilla, pg.#76

Friend To Spiders ? ? WW7051 Synopsis:

System:
Notes:
Book Ref: Kithbook: Sluagh, pg.#64

Friendly Face 1 Physical WW2302 Synopsis: You have a face that reminds everyone of someone, to the point where strangers are inclined to be well inclined toward you because of it.

System: The effect doesn’t fade even if you explain the “mistake,” leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved.
Notes: This Merit only functions on a first meeting.
Book Ref: Guide to the Camarilla, pg.#73

Full Of Life ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#22

Funny ? ? WW8120

WW8202

Synopsis:

System:
Notes:
Book Ref: Hunter Players Guide, pg.#105
Demon Players Guide, pg.#78

Gall 2 Social WW3074 Synopsis: You ain't afraid of nobody! You'll tell it like it is, beating down the man's doors and anybody else. You represent!

System: +1 die to any social roll involving a display of backbone.
Notes:
Book Ref: Kinfolk Unsung Heroes, Pg. 52

Gaping Maw ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Gender-morph ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Ghost Sight ? ? WW3859 Synopsis:

System:
Notes:
Book Ref: Tribebook: Silent Striders (Revised Edition), pg.#87

Ghoul ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Gifted Liar ? ? WW7304 Synopsis:

System:
Notes:
Book Ref: Pour L'Amour et Liberte: The Book of Houses 2, pg.#32

Gift Of Babel ? ? WW7056 Synopsis:

System:
Notes:
Book Ref: Kithbook: Eshu, pg.#85

Gift Of Ma'at ? ? WW2381 Synopsis:

System:
Notes:
Book Ref: Mummy Players Guide, pg.#115

Gift Of Seline 5 Bastet WW3037 Synopsis: The Moon Mother loves you, and has given you some special blessings when she's at full power. Therefore, you have special boosts or talents on nights when the Moon is full. These might include:

xxxxx*You become exceptionally fierce (+2 Rage).
xxxxx*The moon makes you stronger (+1 dot of Strength or Stamina).
xxxxx*You shine with her beauty (an extra die to all Social dice pools).
xxxxx*Her light reveals things to you (-1 to all Perception difficulties).
xxxxx*She smiles upon your magics (+2 Gnosis).
xxxxx*Her fullness lends you purpose (+2 Willpower).
System: These effects occur only at night; when Seline is sleeping, her blessing slumber, too. From dusk till dawn, however, you bask in her favor. Each time the Moon is full, the Storyteller can either roll to see which talent you manifoest, or decide which favor Seline grants this time around. This Merit allows only one gift to come forth at a time, and the moon - a.k.a. the Storyteller - decides which one it is. This moon-favor lasts all night, and is gone by morning.
Notes:
Book Ref: Bastet, pg.#87

Gift Of Thoth ? ? WW2380 Synopsis:

System:
Notes:
Book Ref: Mummy: the Resurrection, pg.#69

Gift Of Tongues ? ? WW4043 Synopsis:

System:
Notes:
Book Ref: The Spirit Ways, pg.#104

Gnosis (merit) ? ? WW3074 Synopsis:

System:
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#52

Good Instincts 3 Shifter WW3110 Synopsis: (Rorg) You have an uncanny ability to intuit the best course of action in situations involving instinctive responses rather than logic or rational thought. This Merit makes you an ideal companion in the wilderness, where action takes precidence over thought.

System: You make all rolls involving Primal Urge or Survival at -2 to your difficulty.
Notes:
Book Ref: Rage Across the Heavens, pg.#129

Good Judge Of Character ? ? WW8100 Synopsis:

System:
Notes:
Book Ref: Hunter: The Reckoning, pg.#107

Good Listener ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Good Looking 2 Physical WW3083 Synopsis: Unlike most Rokea, who are (politely put) rough-looking in Homid form, you look completely human. This is a real plus if you hunt betweeners (or if you are one).

System: The character's Appearance score may start out at whatever level the player chooses.
Notes:
Book Ref: Rokea, pg.#82

Good Night Vision ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#78

Good Old Boy ? ? WW3074 Synopsis:

System:
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#53

Good Relationship ? ? WW6013 Synopsis:

System:
Notes:
Book Ref: Shadow Players Guide, pg.#26

Good Reputation 5 Ananasi WW3082 Synopsis: For whatever reason, the other Ovid in your area accept you as a kindred spirit; perhaps their spirit allies speak well of you. They may not like the Ananasi as a whole - and most of them don't - but they accept you as an equal.

System: Your Rank among your own kind carries over to all other Ovid who follow the same aspect of the Triat as you.
Notes:
Book Ref: Breedbook: Ananasi, pg.#83

Good Right-Left Hook 1 Physical WW8202 Synopsis: You, Rocky Balboa and Mike Tyson all have one thing in common: you all hit as hard as a brick!!

System: +2 dice to damage for any brawl-based attack.
Notes:
Book Ref: Demon Players Guide, pg.#77

Good Taste ? ? WW8120

WW8202

Synopsis:

System:
Notes:
Book Ref: Hunter Players Guide, pg.#105
Demon Players Guide, pg.#78

Graceful 2 Physical WW3037 Synopsis: You've got a natural flair, even among werecats. Your movements hypnotize and your words charm, harsh though they may be. It's almost impossible for you to look awkward, even when you screw up royally. Most people respect this talent, and even jealous folks have to at least admit you've got style.

System: Reduce the difficulty of all Social rolls by 2 whenever there's a chance to make a really good impression. This doesn't apply to threats of brute force, although grace may be intimidating in its own way, and may offer a small bonus to Cleverness or Honor Renown.
Notes:
Book Ref: Bastet, pg.#86

Granite Skin ? ? WW7055 Synopsis:

System:
Notes:
Book Ref: Kithbook: Redcaps, pg.#91

Great Liar ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#80

Green Thumb ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#294

Gregarious (merit) 2 Get of Fenris WW3855 Synopsis: Although most Get of Fenris cannot purchase the Contacts Background, you are somewhat more outgoing than your tribemates, and have managed to make a few connections and acquaintances here and there.

System: You have a small number of minor contacts, as described in the Werewolf rulebook; whenever you need to get in touch with one, you may roll three dice, difficulty 7, to locate the person you need. This Merit does not, however, provide any major contacts.
Notes:
Book Ref: Tribebook: Get of Fenris (Revised Edition), pg.#86

Guardian Angel ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Gut Instincts ? ? WW7053 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#65

Harmless 1 Social WW2302 Synopsis: Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what’s kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result.

Book Ref: Guide to the Camarilla, pg. #75

Haven Affinity ? ? WW2361 Synopsis:

System:
Notes:
Book Ref: Clanbook Tzimisce (Revised Edition), pg.#69

Healing Touch 1 Supernatural WW2302 Synopsis: Normally vampires can only seal the wounds they inflict from feeding by licking them. With but a touch, you can achieve the same effect, closing the puncture wounds left by drinking blood.

Book Ref: Guide to the Camarilla, pg.#79

Healthy Skepticism ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Hearing The Buzz 3 Supernatural WW21001 Synopsis: Normally, the hive-mind shared by Spectres remains inaccessible to either ghosts or projectors, but for unknown reasons (and much to your chagrin) you hear the warped, chattering network of Spectre thoughts.

System: When Spectres are within 100 feet of you, you may roll Perception + Empathy to eavesdrop on the Spectral "conversations," though the material is intent and sense actions and events rather than hearing Spectres converse. When these "transmissions" are really powerful (between Spectres of Spite rather 6+) or nearby, you must spend a Willpower point to keep the hive-mind from absorbing your thoughts. This means the Spectres are instantly aware of your presence and actively seek you out.
Book Ref: Orpheus: Crusade of Ashes, pg.#85

Hidden Diablerie 3 Supernatural WW2302 Synopsis: The tell-tale black streaks of diablerie do not manifest in your aura.

System:
Notes:
Book Ref: Guide to the Camarilla, pg. #79

Hidden Power ? ? WW3810 Synopsis:

System:
Notes:
Book Ref: Possessed A Players Guide, pg.#106

Hidden Talent 3 Shifter WW3110 Synopsis: (Ruatma) You have a knack for keeping secrets and for concealing objects so that others have a difficult time locating them. This makes you a natural recipient for sensitive information.

System: Others have a +2 to their difficulty for attempting to overhear your private conversations. If you hide an object, others suffer a +2 to their difficulty to locate it.
Notes:
Book Ref: Rage Across the Heavens, pg.#129

Higher Purpose 1 Mental WW2206

WW2800
WW4050
WW6007
WW7300

Synopsis: You have a goal that 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 driven by this purpose and find yourself force to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength.

System: You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first.
Notes: If you have the Flaw Driving Goal, you cannot take this Merit.
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#4
Vampire: The Dark Ages, pg.#278
Book of Shadows Mage Players Guide, pg.#30
Wraith Players Guide, pg.#16
Changeling The Dreaming (2nd Edition), pg.#154

Hivemind 7 Ananasi WW3082 Synopsis: You truly have a hive mind. Unlike most of the Ananasi, you do not need to choose leaders and drones when you break into the Crawlerling form.

System: You retain your full conciousness while in this state, throughout all of your individual spiders. The only way to truly destroy you would be to obliterate every single spider that is a part of your form. If even one survives, you retain all of your memories. This isn't a perfect situation, however: Any spiders leaving your immediate area (a hundred foot radius) "revert" back into regular spiders, and no longer keep your memories.
Notes:
Book Ref: Breedbook: Ananasi, pg.#83

Holder Of Office ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Hollow Leg ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#77

Homid Ancestor 2 Red Talon WW3857 Synopsis: Somewhere in the far-flung mists of the past, you have a human-born relative. Maybe a homid relative of yours bred with a wolf that was Kin to the Red Talons, perhaps a more recent relative was actually born to another tribe. Either way, you have a slightly better grip on human thought than most lupus.

System: The character must have at least one dot in the Ancestors Background to purchase this Merit. Reduce the difficulty of rolls involving logic and abstract thinking by 1, and the difficulties of using Ancestors to access Abilities such as Crafts, Melee, Etiquette, and Politics likewise drop by one (Firearms and Computers are probably still off-limits). On the minus side, if word of your lineage gets out, you might lose some temporary Honor depending on what kind of sept you live in.
Notes:
Book Ref: Tribebook: Red Talons (Revised Edition), pg.#78

Homing Instinct ? ? WW4802 Synopsis:

System:
Notes:
Book Ref: Bygone Bestiary, pg.#107

Honeyed Tongue ? ? WW4805 Synopsis: You are an absolutely great liar, and may be destined for a great career in law.

System: 1 automatic success to any subterfuge roll.
Notes:
Book Ref: The Sorcerers Crusade Companion, pg.#124

Honored Birthright ? ? WW7008 Synopsis:

System:
Notes:
Book Ref: Changeling: The Enchanted, pg.#75

Honored Lineage ? ? WW4659 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Verbena, pg.#70

Huge Size 4 Physical WW2300

WW4600

Synopsis: You are abnormally large in size, at least 6'10" and 300 pounds in weight. Aside from making you extremely noticeable in public, this extra mass bestows an additional Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.

Book Ref: Vampire The Masquerade (Revised Edition), pg. #297
Mage: The Ascension (Revised), pg. #288

Human Form 3 Ananasi WW3082 Synopsis: Unlike most Ananasi, you appear completely human when in Homid.

System: There are no telltale signs that a part of your genetic makeup involves members of the arachnid species. You still have pedipalps, but they can hide away completely, not even showing up on dental x-rays. Your blood, if examined, appears complete human, with no trace of foreign antigens in it. Any medical test, no matter how rigorous, would still prove you "human".
Notes:
Book Ref: Breedbook: Ananasi, pg.#83

Hypersensitivity ? ? WW4661 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Cult of Ecstasy, pg.#69

Immaculate Aura ? ? WW2353 Synopsis:

System:
Notes:
Book Ref: Clanbook Malkavian (Revised Edition), pg.#64

Immortal ? ? WW4010 Synopsis:

System:
Notes:
Book Ref: World of Darkness: Sorcerer, pg.#68

Immune To Disease ? ? WW2380 Synopsis:

System:
Notes:
Book Ref: Mummy: the Resurrection, pg.#69

Immune To Poisons ? ? WW2380 Synopsis:

System:
Notes:
Book Ref: Mummy: the Resurrection, pg.#69

Immune To Wyrm Emanations ? ? WW3108 Synopsis:

System:
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#16

Immunity (merit) ? ? WW4603 Synopsis:

System:
Notes:
Book Ref: Guide to the Traditions, pg.#229

Imperial Ambassador ? ? WW7307 Synopsis:

System:
Notes:
Book Ref: Inanimae: The Secret Way , pg.#68

Increased Pain Threshold ? ? WW2380

WW7050

Synopsis:

System:
Notes:
Book Ref: Mummy: the Resurrection, pg.#69
Kithbook: Trolls, pg.#62

Independent Income ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#83

Infectious Courage ? ? WW3812 Synopsis:

System:
Notes:
Book Ref: Book of Auspices, pg.#124

Innate Vampiric Ability ? ? WW6302 Synopsis:

System:
Notes:
Book Ref: Wraith: The Oblivion - The Risen, pg.#39

Inner Knight ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#167

Inner Sight 2 Shifter WW3110 Synopsis: (Sokhta) The solution to puzzles and mysteries come to you with relative ease. You enjoy a good mystery and look forward to the oportunity to test your intuition against some of life's confusing situations.

System: You gain two extra dice on all rolls involving Enigmas.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

Innocent ? ? WW4009 Synopsis: Who, you? No way. Couldn't be, you have a halfway decent alibai, it's likely someone else.

System:
Notes:
Book Ref: Halls of the Arcanum, pg.#62

Inoffensive To Animals 1 Supernatural WW2302 Synopsis: With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don’t actively flee from you.

Book Ref: Guide to the Camarilla, pg.#79

Insensible To Pain 5 Physical WW4600 Synopsis: Hey, crack head! That's a sword that just pierced your gut! Oh. You knew, but you just didn't care. Right then, carry on.

System: You ignore all wound penalties until your character is finally killed.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#288

Inspiration (merit) ? ? WW7053 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#64

Intimidating Stance ? ? WW7053 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#64

Inviolate 4 Supernatural WW21001 Synopsis: You have a natural resistance to possession of any sort.

System: While alive, your body is immune to possession from ghosts, Spectres or any other supernatural entity, even if you're not occupying it at the time.
Notes: Characters without bodies, obviously can't take this Merit.
Book Ref: Orpheus: Crusade of Ashes, pg.#85

Iron Will 3 Mental WW2300

WW3806
WW4014
WW4600

Synopsis: When you are determined and your mind is set, nothing can thwart you from your goals.

System: When you are affected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell, or Thaumaturgy path.
Notes: This Merit does not affect presence or other powers dealing with the emotions.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Players Guide to Garou, pg.#163
Guide to the Technocracy, pg.#166
Mage: The Ascension (Revised), pg.#292

Jack-of-all-trades ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#163

Judge's Wisdom ? ? WW4657 Synopsis:

System:
Notes:
Book Ref: Tradition Book Akashic Brotherhood (Revised Edition), pg.#60

Jupiter Midsky 4 Shifter WW3110 Synopsis: You absorb knowledge easily and enjoy a reputation as a scholar (though not as a teacher). You tend to possess a breadth of knowledge that makes others seek you out for counsel.

System: You may add one die to your dice pool for any Knowledge Ability roll.
Notes: You must already possess the Knowledge Ability required to make any Knowledge roll, this Merit does not grant a 'first dot'.
Book Ref: Rage Across the Heavens, pg.#131

Jupiter Rising 7 Shifter WW3110 Synopsis: Luck favors you with extraordinary good fortune. When you seem to need it the most, good luck falls in your path. This happens most often when you attempt to aid someone other than yourself, but you also enjoy the benefits of this aspect.

System: If you wish to invoke the luck of your aspect, you must spend two Gnosis points and make a Gnosis roll, difficulty 9. The number of successes equals your total "luck points" for the scene. You may spend these points in several ways"
xxxxx* You can use one point to heal one health level (even one lost to aggravated damage).
xxxxx* You can use them as Willpower or Rage points.
xxxxx* You can use them to re-roll any 1's on a one-for-one basis.
You may only invoke this Merit once per scene. If you run out of Gnosis, you have temporarilly run out of luck.
Notes:
Book Ref: Rage Across the Heavens, pg.#131

Kinain ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#295

Kinfolk (merit) ? ? WW4600 Synopsis: You are related (Biologically) to a shifter tribe of some type.

System: ?
Notes: Possessed characters do not use this. They purchase the power "Skinchanger Kinship" instead. Revenants cannot be Kinfolk, either as a Merit or as a Flaw.
Book Ref: Mage: The Ascension (Revised), pg.#296

Lack Of Scent ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#159

Large 1 Nuwisha WW3076 Synopsis: A Nuwisha with this Merit is substantially larger than most of her breed, and is easily mistaken for a Garou when in Manabozho form.

System: This size increase gives no physical bonuses, but adds 1 die to all Social dice pools when dealing with Garou.
Notes:
Book Ref: Nuwisha, pg.#48

Leech 1 Supernatural WW21001 Synopsis: Your gauze pulls Vitality from those ghosts or projected entities around you. For every hour you spend in the presence of another spook, he loses one Vitality while you gain one. Hues, in particular, dislike you and avoid your company.

Book Ref: Orpheus: Crusade of Ashes, pg.#84

Legendary Attribute 5 Mage/Sorcerer WW4600 Synopsis: Your mage has a superhuman Attribute, something in which he has the potential to be greater than human. Although this Attribute is not necessarily automatically better, the mage could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many people with this capacity never even manage to fulfill their true potential.

System: In your character's legendary Attribute, your character has the potential for a rating of six dots. Thus, your mage might have the Strength of Hercules of the Intelligence of Occam. This Merit does not confer such a rating automatically; it must still be purchased with Attribute points, freebie points, or experience.
In addition to the potential for inhuman power, your character has some miraculous capability tied to that Attribute. A mage with legendary Stamina might have the ability to roll a soak against any form of damage, for instance, while a mage with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. This power is generally automatic, and it is subject to the Storyteller's approval. Its potency varies with the character's actual Attribute rating, so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience.
This Merit obviously has the potential for abuse, and it is not appropriate for all chronicles or characters.
Notes: Mages and Sorcerers only.
Book Ref: Mage: The Ascension (Revised), pg.#296

Lesser Shaman ? ? WW4043 Synopsis:

System:
Notes:
Book Ref: The Spirit Ways, pg.#105

License To... ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#165

Lightning Calculator ? Mental WW4600 Synopsis:

System: -2 difficulty to all rolls associated with computers or gambling. You can also calculate the odds of an event happening or not happening.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#291

Light Sleeper 2 Mental WW2300

WW4600

Synopsis: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day.

Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Mage: The Ascension (Revised), pg.#291

Lilian Alteration 6 Ananasi WW3081 Synopsis: An Ananasi's Lilian form is determined unconciously; after the Metamorphosis, it seldom changes. However, you have a special talent for altering your Lilian form. You're better suited to face new terrain, as you can adjust your body to suit the territory - not only in how you can camouflage yourself against the land, but also in how you can maneuver over the landscape. There are also serious psychological advantages, as you can alteryourself to look more or less menacing, as necessary. You can even fabricate a seemingly completely human form from the waist up, making others believe you are defenseless, even when you are ready to destroy them.


System:
Notes:
Book Ref: Ananasi, pg.#83

Lizard Limbs ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#70

Long-distance Runner ? ? WW3059 Synopsis:

System:
Notes:
Book Ref: Silent Striders Tribebook (1st Edition), pg.#47

Longevity ? ? WW3108 Synopsis:

System:
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#21

Long Fingers ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#70

Long Sleeper 3 Supernatural WW21001 Synopsis: Your body endures well under the strain of cryogenic sleep.

System: You can stay in a sleeper pod for twice the normal duration without incurring any unhealthy consequences.
Book Ref: Orpheus: Crusade of Ashes, pg.#85

Loud Voice ? ? WW7054 Synopsis:

System:
Notes:
Book Ref: Kithbook: Pooka, pg.#87

Luck of the Road 2 Shifter WW3110 Synopsis: (Meros) You enjoy traveling for its own sake and may take any opportunity to do so. The road also seems to have an affinity for you and you find most journies pleasurable experiences.

System: You make any rolls involving travel related actions at a -2 difficulty - including finding places to stay along your route, locating convenient shortcuts and avoiding obstacles such as traffic tie ups (in urban areas) or rockslides and flooded rivers (in the wilderness). Your affinity extends to your companions as well, giving them a -1 to similar rolls when traveling with you.
Notes:
Book Ref: Rage Across the Heavens, pg.#128

Luminous 5 Supernatural WW21001 Synopsis: Your potential Vitality max is 15, not 10. That's a huge boost for you, but it comes at a price. This supercharged state transforms you into a beacon for ghosts and Spectres alike, you realize something is amiss with you. You are brighter than a majority of humans.

System: Anytime you possess Vitality 11+ spooks and Spectres within five city blocks sense you and may investigate (Storyteller prerogative), depending on the amount of Vitality being thrown around.
Book Ref: Orpheus: Crusade of Ashes, pg.#85

Mad Science ? ? WW4658 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Sons of Ether, pg.#58

Magic Resistance 2 Supernatural WW2300 Synopsis: You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you.

Notes: You may never learn magical Discipline of Thaumaturgy.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300

Manifest Avatar ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#295

Manshape 1 Mokole WW3081 Synopsis: Your Archid form resembles that of humanity. You are essentially a "lizard person" - a human shape with a reptile head, roughly the size of a Crinos Garou.

System: You will need to buy Bipedal and Grasping Hands for your Archid form to take this merit, but this merit allows you to use a greater variety of tools and fit in places you might not otherwise fit.
Notes:
Book Ref: Mokole, pg.#70

Mark Of Pure Blood 2 Vampire WW20007 Synopsis: You have a physical mark that emerged during your Embrace, akin to a birthmark. This mark is part of your lineage and helps establish credibility as an heir to power and reputation of your sire's line.

System: Players should work with the Storyteller to define the mark, whether it is a particular tint of the eyes, an actual discoloration of skin or something more exotic. All such marks are within the bounds of natural possibility and/or easily concealed, ensuring that mortals do not automatically suspect your undead nature. While this merit has no system per se, you are more difficult to impersonate and your mark may carry status with vampires who know its significance.
Notes:
Book Ref: Players Guide to High Clans, pg.#203

Mars Midsky 5 Shifter WW3110 Synopsis: You have a reputation for your volatile temper and inspire awe in others for the destruction caused by your memorable frenzies. Most Garou consider this tendancy a Merit rather than a Flaw, since a healthy Berserk Frenzy can act as a powerful aid in battles against overwhelming odds. Furthermore, Garou tend to respect and fear warriors famous for their spectacular frenzies. Fianna Ahrouns particularly value this planetary aspect, since it calls to mind the deeds of many legendary Celtic and Fianna heroes.

System: You never enter a Fox frenzy; instead, you follow the path of the Berserk. When in a state of frenzy, you receive +2 dice to any soak rolls and add +1 to your dice pool for any Strength related rolls. Ahroun receive three additional points of temporary Glory Renown due to a reputation as an all-out, no-holds-barred fighter. However, there is a downside; you frenzy with only two successes on a Rage roll, meaning that the Thrall of the Wyrm looms much closer to you than to others.
Notes:
Book Ref: Rage Across the Heavens, pg.#131

Mars Rising 6 Shifter WW3110 Synopsis: The fire of battle runs through your veins and communicates itself through every aspect of your being. Your eyes gleam with the eagle's ferocity, while your posture demonstrates your constant readiness for combat. The Get of Fenris celebrate the birth of any tribe member born with Mars Rising - Particularly Ahroun, Galliard, or Philodox.

System: You gain an extra die to your dice pool for any offensive combat action; you may add this bonus to either your attack or damage roll each turn. Thus bonus does not apply to defensive actions or to soak rolls.
Notes:
Book Ref: Rage Across the Heavens, pg.#130

Mastery Of Fire ? ? WW4043 Synopsis:

System:
Notes:
Book Ref: The Spirit Ways, pg.#103

Master Of Red Tape ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#167

Medium 2 Supernatural WW2300

WW4600

Synopsis: You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price.

Book Ref: Vampire The Masquerade (Revised Edition), pg.#300
Mage: The Ascension (Revised), pg.#295

Mercury Midsky 2 Shifter WW3110 Synopsis: Teaching comes naturally to you; you draw on the vast experience and insights which evolve from Mercury's skill in communicating information. Occasionally, however, you find that your position as teacher interferes with other duties - such as fighting the Wyrm. You constantly juggle the two impulses. Philodox Garou consider this a favorable aspect, while Stargazers admire individuals with this aspect in their natal chart.

System: This Merit affects other Garou in addition to the individual who possesses it. Any Garou who studies with you gains two extra experience points per story in which they spend at least one scene under your tutelage. (An MU translates this to a reduction in learning time instead.) Each time you agree to teach a student, you gain one point of temporary Honor Renown. In order to qualify, however, you must possess the Instruction Skill or possess at least four dots in the Ability or Attribute you wish to teach. Beginning Stargazer characters gain two extra points of temporary Wisdom renown if they possess this aspect.
Notes:
Book Ref: Rage Across the Heavens, pg.#130

Mercury Rising 3 Shifter WW3110 Synopsis: You will travel far, both in the physical realm and in your far-ranging thoughts. Physical barriers, societal limitations and constraints of all kinds cannot restrain you when you desire to escape their bounds. Ragabash Garou find their natural tendencies blossom with this aspect, while Silent Striders view it as a particularly good portent.

System: Garou who have Mercury Rising have a -1 to any difficulties that involves the Gauntlet, from stepping sideways to using Gifts that require overcoming the Gauntlet.
Notes:
Book Ref: Rage Across the Heavens, pg.#130

Metamorph ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#159

Misplaced Heart 2 Physical WW2206 Synopsis: Your heart has actually moved within your body, though no more than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret).

Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#11

Mitanu's Tongue 2 Shifter WW3110 Synopsis: (Mitanu) You have the ability to talk your way out of most things when dealing with reasoning creatures, including most spirits.

System: You gain two extra dice on rolls involving Subterfuge (or related Secondary Abilities) when attempting to evade the issue, avoid blame or otherwise escape an awkward situation.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

Mixed-morph ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#159

Mnesis Of The Lost Ones 1 Mokole WW3081 Synopsis: You belong to a Mnesis lineage that, through crossbreeding, sharing of mates, or the Rite of Anamnesis being performed in the distant past, has some memories from an extinct Changing Breed, such as the Camazotz (werebats), the Khara (sabertoothed Bastet) or the Grondr (boar-skins).

System: This Mnesis will be fragmented, imperfect and difficult for you to understand. The Storyteller will convey to you what this memory contains, although you will not be able to use it as easily as Mokole memories.
Notes:
Book Ref: Mokole, pg.#70

Mole 3 Social WW2302 Synopsis: You have an informer buried in the Sabbat (or, less likely, one of the independent clans or the Anarch Free States) who funnels you all sorts of information as to what her peers are up to. What you do with the information is up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too…

Book Ref: Guide to the Camarilla, pg.#76

Moon-bound ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#165

Mother's Insight 4 Shifter WW3110 Synopsis: (Tambiyah) You have the uncanny ability to see into the heart of a situation.

System: You make all Wits related rolls (with the exception of initiative rolls) at -1 to your difficulty. Additionally, in situations where three or more successes are required, you need one less success to accomplish your task. You cannot botch Wits related rolls (again, excluding initiative rolls), although you can fail them.
Notes:
Book Ref: Rage Across the Heavens, pg.#128

Mother's Intuition ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Natural Channel ? ? WW3806

WW4600

Synopsis:

System:
Notes:
Book Ref:Players Guide to Garou, pg.#166
Mage: The Ascension (Revised), pg.#295

Natural Husk ? ? WW7307 Synopsis:

System:
Notes:
Book Ref: Inanimae: The Secret Way, pg.#68

Natural Leader 1 Social WW2300 Synopsis: You are gifted with a certain magnetism to which others naturally defer.

System: You receive two extra dice when making Leadership rolls.
Notes: You must have a Charisma rating of 3 or greater to purchase this Merit.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300

Natural Linguist 2 Mental WW2300 Synopsis: You have a flair for languages.

System: You may add three dice to any dice pool involving written or spoken languages.
Notes: This merit does not give you any more languages.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299

Natural Runner ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#77

Natural Shallowing ? ? WW4632 Synopsis:

System:
Notes:
Book Ref: The Infinite Tapestry, pg.#187

Natural Shapeshifter ? ? WW4659 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Verbena, pg.#70

Nature Linked ? ? WW7050 Synopsis:

System:
Notes:
Book Ref: Kithbook: Trolls, pg.#63

Nexus 3 - 5 Supernatural WW21001 Synopsis: Only one character can normally help another with a Horror's Benefits, but in your presence, several crucible members can stack their Benefits for one recipient.

System: At three points, characters can stack two Benefits, at four points the characters can stack three Benefits, and at five points, the character stacks four characters' Benefits. Please note that the character with Nexus cannot perform any other action when acting as Nexus, nor can he split the effect between different donors and recipients in that one turn. Instead, the Nexus acts as a focal point whereby two or more characters channel their Benefits through him, and he, in turn, channels the combined effect into the recipient. This Merit makes you very important to your crucible, but if the others grow too accustomed to your presence, they may rely on you for too heavily. Also, bear in mind that stacking two Benefits means four members of the crucible are not focused on one attack. Better make that attack count.
Book Ref: Orpheus: Crusade of Ashes, pg.#85

Nightsight (merit) ? ? WW7051 Synopsis:

System:
Notes:
Book Ref: Kithbook: Sluagh, pg.#63

Notable Heritage ? ? WW3860 Synopsis:

System:
Notes:
Book Ref: Tribebook: Silver Fangs (Revised Edition), pg.#85

Notable Lineage ? ? WW3860 Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Noted Messenger ? ? WW3059 Synopsis:

System:
Notes:
Book Ref: Silent Striders Tribebook (1st Edition), pg.#48

Oasis ? ? WW2381 Synopsis:

System:
Notes:
Book Ref: Mummy Players Guide, pg.#114

Occult Library 2 Supernatural WW2206 Synopsis: You possess a library of occult materials, which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function of your Abilities), but in time of need your library can be an invaluable source for research.

Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#8

Officially Dead ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#166

Old Pal 2 Social WW2302 Synopsis: An acquaintance from your breathing days was Embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. She expects the same of you, which isn’t always convenient, but at least you each have someone to hang onto who remembers the good old nights — and days. The Storyteller should play the Old Pal as a very loyal Ally.

Book Ref: Guide to the Camarilla, pg.#75

Open Road 2 Social WW2302 Synopsis: Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers, and the like.

Book Ref: Guide to the Camarilla, pg.#76

Oracle ? ? WW7311 Synopsis:

System:
Notes:
Book Ref: Changeling the Dreaming - Book of Lost Houses, pg.#111

Oracular Ability 3 Supernatural WW2300

WW4600

Synopsis: You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present.

System: When the Storyteller feels that you are in position to see an omen, you will be required to make a Perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen; the difficulty is again relative to the complexity of the omen.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300 Mage: The Ascension (Revised), pg.#295

Organized 1 ? WW3082 Synopsis: All Ananasi are ordered and structured, but you take it to a new level. If someone needs to have a big bag of rice sorted by size and shape, you're the one to do it. Many of the organizational tasks that others would consider mind-numbingly boring come as second nature to you, and you can achieve them in half the time that it would take anyone else. You would make a perfect accountant or comptroller for a company, and they would gladly pay extra to have you on their staff.


System:
Notes:
Book Ref: Breedbook: Ananasi, pg.#83

Osiris' Gift ? ? WW238 Synopsis:

System:
Notes:
Book Ref: Mummy: the Resurrection, pg.#69

Other Half ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#26

Out Of Phase 3 Supernatural WW21001 Synopsis: Not only can the living not see you unless you're manifesting, but neither can other spirits. While invisibility has its advantages, it's a pain when you must expend the energy to manifest just to be seen by your allies.

Notes: A character can "reappear" to spooks for one scene and without manifesting, however, by expending on Vitality.
Book Ref: Orpheus: Crusade of Ashes, pg.#85

Oversized Fangs ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#70

Pain Tolerance ? ? WW2361 Synopsis:

System:
Notes:
Book Ref: Clanbook Tzimisce (Revised Edition), pg.#69

Pale Aura 1 Ghoul WW2021 Synopsis: Due to some quirk of fate or your reaction to the Blood, your aura is naturally pale. Vampires reading your aura via Auspex assume you to be Kindred unless they have strong reason to suspect otherwise. This Merit can be of great use if you wish to impersonate a vampire, but can also cause some very dangerous misunderstandings.

Book Ref: Ghouls Fatal Addiction, pg.#83

Paragon (merit) ? ? WW2358 Synopsis:

System:
Notes:
Book Ref: Clanbook Ventrue (Revised Edition), pg.#77

Parlor Trick ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#294

Past Life (merit) ? ? WW3108

WW6007
WW7300

Synopsis:

System:
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#17 Wraith Players Guide, pg.#26 Changeling The Dreaming (2nd Edition), pg.#160

Patagia (merit) ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#72

Path Natural ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#56

Pawn ? ? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Pelagic Harmony ? ? WW2362 Synopsis:

System:
Notes:
Book Ref: Clanbook Lasombra (Revised Edition), pg.#64

Perfect Balance ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#159

Perfect Liar ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#166

Perfect Protocol ? ? WW3063 Synopsis:

System:
Notes:
Book Ref: Hengeyokai Shapeshifters of the East, pg.#107

Phantom Fate ? ? WW7311 Synopsis:

System:
Notes:
Book Ref: Changeling the Dreaming - Book of Lost Houses, pg.#111

Physical Abnormality ? ? WW7054 Synopsis:

System:
Notes:
Book Ref: Kithbook: Pooka, pg.#88

Piscine ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Pitiable ? ? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Poetic Heart ? ? WW7300 Synopsis:

System:
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#164

Poison Resistance ? ? WW7300 Synopsis:

System:
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#158

Poker Face ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#166

Powerful Gaze 1 Vampire WW20031 Synopsis: You have a quality that makes your gaze forceful and menacing. Those who meet your eyes must look away, or else are captured, almost entranced, by your gaze.

System: You gain a -2 to the difficulties of all Social rolls where you are able to make an maintain eye contact with the person you are dealing with. This means being at fairly close quarters (a few yards or less), and it only affects one person at a time.
Book Ref: Road of Kings, pg.#74

Precocious 3 Mental WW2302 Synopsis: You learn quickly.

System: The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost.
Book Ref: Guide to the Camarilla, pg.#74

Precognition (merit) ? ? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Prehensile Tongue ? ? WW7051 Synopsis:

System:
Notes:
Book Ref: Kithbook: Sluagh, pg.#64

Prestigious Mentor ? ? WW7300 Synopsis:

System:
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#165

Prestigious Sire 1 Social WW2300 Synopsis: Your sire has or had great status in her Sect or Clan, and this has accorded you a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with other vampires, or it might engender jealousy or contempt.

Notes: On City of Hope, this gives you +1 to your status.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300

Priscine ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Projectile Vomiting ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Promethean Clay 5 Vampire WW20007 Synopsis: Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. The difficulty to use any Vicissitude power on you is 2 less than normal, and you may activate Vicissitude powers relexively at your full dice pool wile taking other actions. Powers the require multiple turns to activate still require the usual duration - the change simply occurs without conscious direction. As a final benefit, you need no physical scupting to use hte first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape.

Notes: Only characters with at least one dot of Vicissitude may purchase this Merit.
Book Ref: Players Guide to High Clans, pg.#207

Prophetic Ability 4 Supernatural WW2020

WW4010

Synopsis: God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warnings or advice. You can not request or induce a prophetic vision; they come on their own. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the Storyteller. This Merit should provide dramatic moments, and players should not come to rely upon them for plot resolution.

Book Ref: The Inquisition, pg.#58
World of Darkness: Sorcerer, pg.#68

Protege 1 Social WW2302 Synopsis: Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire’s recommendation.

System: You are at -1 difficulty on Social rolls with all those who’ve heard good things about you.
Book Ref: Guide to the Camarilla, pg.#75

Proxy Kissed ? ? WW2363 Synopsis:

System:
Notes:
Book Ref: Clanbook Giovanni (Revised Edition), pg.#77

Psychic Ritual ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Puddle ? ? WW7051 Synopsis:

System:
Notes:
Book Ref: Kithbook: Sluagh, pg.#64

Pure Blood 5 Vampire WW20007 Synopsis: The curse of Caine runs strongly in your veins.

System: You may spend one more blood point per turn than your generation should permit. You look especially pale and drawn under Soulsight and yet oddly flushed with abundance health.
Notes:
Book Ref: Players Guide to High Clans, pg.#207

Purity (merit) ? ? WW6304 Synopsis:

System:
Notes:
Book Ref: Guildbook: Pardoners and Puppeteers, pg.#131

Ratkin Buddies 3 Bone Gnawers WW3852 Synopsis: You poor bastard. Ratkin like you. For some reason, an entire pack of them has taken a personal interest in you. On a good day, they'll swarm into your life and solve one of your pesky little problems - sometimes by twisting it around into a completely different problem. On a really good day, they'll decide that one of your enemies is their enemy, too, making the poor fool's life a living hell (that is, worse than yours). And then there are the bad days, the ones where they show up unexpectedly asking for a place to crash, eat all your food, borrow some of your stuff, or generally raise hell where you live. You've learned to be really tolerant of them, becaue if you're not, they'll make your life a living hell, too.

System: No more than one Garou in a pack can take this Merit. Ratkin have a chance of manifesting at a random time once every four sessions of game play. The Storyteller decides the precise moment the player must roll a die on this lifty little table:<br xxxxx1: xxxxxBad Day - Ratkin make your life difficult.
xxxxx2-5:xxxxxSad Day - No Ratkin. Go outside and leave a present for the local rats.
xxxxx6-8:xxxxxGood Day - Ratkin perform a minor favor.
xxxxx9: xxxxxReally Good Day - Ratkin allies save your ass.
xxxxx10: xxxxxOne Ratkin joins the rat pack, one leaves. The new Ratkin leaves you a gift as an introduction. He thinks its neat, even if you don't.
xxxxxThe results affect the story as defined in the first paragraph of this Merit. The Ratkin pack has a number of wererats equal to the size of the character's pack minus one. Note that Ratkin are not inclined to appear to Garou other than Bone Gnawers; if you're part of a multitribal pack, your packmates may never learn the nature of your hidden "benefactors". As an optional rule, if Ratkin show up as part of the chronicle, the player who's chosen this Merit plays his Garou character, but every other player in the troupe can temporarily play a character in the rat pack.
Notes:
Book Ref: Tribebook: Bone Gnawers (Revised Edition), pg.#80

Recognize Garou ? ? WW3074 Synopsis:

System:
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#52

Regeneration (merit) ? ? WW7300 Synopsis:

System:
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#160

Rep 1 Social WW2302 Synopsis: Your fame has exceeded the bounds of your Sect. Everyone knows who you are, what you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter.

Book Ref: Guide to the Camarilla, pg.#75

Reptile Buddy ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Reputation 2 Social WW2206

WW3108
WW6007
WW7300

Synopsis: You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire.

System: Add three dice to all Dice Pools for social dealings with the city's Kindred.
Notes: A character with this Merit may not take the Flaw of Notoriety.
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#9
Werewolf Players Guide (2nd Edition), pg.#18
Wraith Players Guide, pg.#24
Changeling The Dreaming (2nd Edition), pg.#165

Resemble Kindred ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Resigned Spirit 2 Shifter WW3110 Synopsis: (Lu-Bat) You accept defeat and setbacks with a calmness uncommon in most Garou. Others find it difficult to provoke you to anger by taunts or insults and you do not get overly dissapointed when you fail.

System: You gain a +2 to your difficulty to frenzy from trivial matters such as personal frustration or the goading of others. When a true occasion for frenzy presents itself - such as the sight of a place ravaged by Wyrm taint - your chance for frenzy is normal
Notes:
Book Ref: Rage Across the Heavens, pg.#129

Resistant Pattern ? ? WW4603 Synopsis:

System:
Notes:
Book Ref: Guide to the Traditions, pg.#229

Resonant Passion ? ? WW4661 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Cult of Ecstasy, pg.#43 & 69

Revenant Disciplines ? ? WW2361 Synopsis:

System:
Notes:
Book Ref: Clanbook Tzimisce (Revised Edition), pg.#69

Rip Van Winkle 3-6 Gurahl WW3079 Synopsis: You woke up from a long slumber, and now the whole world is new to you. On the down side, you have lost many of your memories about who you were and what you knew. You know you are a Gurahl, and you remember some of the Gifts and rites you used to know, but the rest lies buried in the fog of time. On the up side, theres a strange and wonderful world outside just waiting for you to tackle it head on. It's like a second cubhood in many ways. Maybe this time, you can get it right (whatever "it" is).

System: "Beginning the game with this Merit allows the player to create a beginning Gurahl with an auspice other than Arcas. It also gives the new character a wider choice of beginning Auspice Gifts (though she is still limited in the number of Gifts she can begin play with).
This Merit requires particular permission from your Storyteller to purchase, for although the roleplaying possibilities of playing a werebear born in the 19th centuring - or even the Middle Ages! - are obviously fascinating, it can be extra trouble for your Storyteller. In any event, pay particular attention to choosing Abilities when creating a character of this type. Almost no late slumberers of this nature have any skill in Computer, for instance.
The number of points spent in purchasing the Merit determines what auspice your beginning Gurahl has, and the Gift choices available to her.

3 pts Your Gurahl begins as an Uzmati, and she can choose her beginning Auspice Gift from either the Arcas or Uzmati catagories.
4 pts Your Gurahl begins as a Kojubat, and she can choose her beginning Auspice Gift from among the Arcas, Uzmati, and Kojubat catagories.
5 pts Your Gurahl begins as Kieh, and she can choose her beginning Auspice Gift from the Arcas, Uzmati, Kojubat, or Kieh catagories.
6 pts Your Gurahl begins as a Rishi, and she can choose her beginning Auspice Gift from any category.

Notes:
Book Ref: Gurahl, pg.#89

Rising Star 3 Social WW2302 Synopsis: You’re one of the up-and-comers in the city, a rising star in the Camarilla's firmament. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility.

System: You are at -1 difficulty on all Social rolls against any Camarilla vampires who aren’t actively opposing your ascent.
Book Ref: Guide to the Camarilla, pg.#76

Ritual Congregation ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Rugged Bad Looks ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#72

Sabbat Survivor 1 Social WW2302 Synopsis: You’ve lived through at least one Sabbat attack or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again.

System: You are at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit is generally taken by groups in conflict with the Sabbat, and comes into play most frequently as a means of avoiding ambushes.
Notes:
Book Ref: Guide to the Camarilla, pg.#75

Sanctity 2 Social WW2303 Synopsis: This Merit is sometimes called the halo effect; everyone considers you pure and innocent, though not necessarily naïve. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At the Storyteller’s discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most.

Book Ref: Guide to the Sabbat, pg.#95

Sanguine Incongruity ? ? WW2363 Synopsis:

System:
Notes:
Book Ref: Clanbook Giovanni (Revised Edition), pg.#78

Scholar Of Enemies 2 Social WW2302 Synopsis: You have taken the time to learn about and specialize in one particular enemy of your Sect. You are aware of at least some of the group’s customs, strategies, abilities, and long-term goals, and can put that knowledge to good use.

System: This Merit is worth a -2 difficulty for all non-combat rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you’re so thoroughly focused on your field.
Book Ref: Guide to the Camarilla, pg.#76

Scholar Of Others 2 Social WW2302 Synopsis: This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to your Sect.

System:
Notes:
Book Ref: Guide to the Camarilla, pg.#76

Scientific Mystic ? ? WW4658 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Sons of Ether, pg.#58

Second Sight 2-6 Fianna WW3854 Synopsis: Even a trace of faerie blood produces strange effects in mortals, and many Fianna have more than a trace. Those with the Sight have limited, uncontrolable clairvoyance and precognition, ranthing from an intuitive nudge to a view of a scene from the future.

System: For 2 points, you may know who's calling before you pick up the phone, or feel a visitor is coming. Disorientating flashes of insight and sudden visions of the future and other places are hallmarks of the Sight at higher levels. For 6 points, visions are relatively detailed and lengthy. Visions may be of real events or metaphorical, but are usually maddeningly hard to unravel until the foretold event occurs. The Sight is unredictable and comes unbidden, in dream or waking, as a "gut feeling" or a blinding flash of insight. The Storyteller should use this for more good than ill, but players should by no means rely on the Sight as a sure-fire early warning system. Revealed futures may be dark, and, actions taken to prevent the occurrence usually end up precipitating the unwelcome event. People with very active Sight can be a grim, unhappy lot.
Notes:
Book Ref: Tribebook: Fianna (Revised Edition), pg.#83

Secret Death ? ? WW6302 Synopsis:

System:
Notes:
Book Ref: Wraith: The Oblivion - The Risen, pg.#38

Seeming's Blessing ? ? WW7300 Synopsis:

System:
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#164

Seldom Sleeps 2 Fianna WW3854 Synopsis: Like the Second Sight, this Merit is the product of a dab of magic in the blood. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days wont make the Fianna more than a little red-eyed. Such people find themselves pulling more than their share of guard duty.

System:
Notes:
Book Ref: Tribebook: Fianna (Revised Edition), pg.#83

Sense Of The Metal ? ? WW6300 Synopsis:

System:
Notes:
Book Ref: Guildbook: Artificers, pg.#50

Sexual Reverie ? ? WW7053 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#65

Sexy ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#78

Sex Appeal 3 Social WW3082

WW7053

Synopsis: You may not be the most attractive creature around, but in human form you're pretty desirable, whether it's grace, charm, or pheromones. You might not even be a given person's "type", but most folks still find being around you a highly pleasant experience. As a result, the opposite sex is putty in your hands.

System: All Social rolls dealing with people who are attracted to your gender are at a -2 difficulty.
Notes:
Book Ref: Breedbook: Ananasi, pg.#83
Changeling - Kithbook Satyrs, pg.#64

Shamanic Authority ? ? WW4043 Synopsis:

System:
Notes:
Book Ref: The Spirit Ways, pg.#104

Shamanic Traditionalist ? ? WW4043 Synopsis:

System:
Notes:
Book Ref: The Spirit Ways, pg.#105

Shame 2 Bone Gnawer WW3852 Synopsis: Your distant Garou ancestors weren't Bone Gnawers. Somewhere along the way, one of your ancestors shamed himself in some way. As a result, his descendants were so infamous or reviled that only the Bone Gnawer tribe would take them in. His reputation preceeds you, as well.

xxxxxThe good news is that you can still draw upon the strength of a few of your more esteemed ancestors. Treat this like one dot in the Ancestors Background. None of these ancestors were Bone Gnawers (of course) and none of them were more recent than at least three centuries ago. This is the closest a Bone Gnawer can ever get to the Ancestors Background (without using the optional Bootstrapping Rule).
System: The bad news is that elders may learn of or even recognize your shameful lineage. Here's the catch: Each time you meet an elder for the first time, the Storyteller may roll your permanent Glory against a difficulty of (your Rank +5). If the roll scores even one success, your family's dark past is revealed. In addition to any story complications, you then gain an additional +2 difficulty on all Social based dice pools with all elders in that sept. (If you're using the optional Tribal Disadvantage, this disadvantage stacks with that +1 difficulty.)
xxxxxThis game mechanic doesn't preclide some rival (or an inquizitive Shadow Lord) from finding this dark secret on his own as part of an entire subplot with a Bone Gnawer who tries to gain a deeper understanding of his ancestry while hiding it from his sept's elders. The ancestor may do more than simply bestow an occasional benefit to a dice pool - he may also grant forbidden lore or a temptation that may affect the Bone Gnawer's destiny forever.
Notes: Staff note: Research Bootstrapping rule/tribe disadvantage/restrictions, define on the Bone Gnawer page with HR, update this Merit Note and System
Book Ref: Tribebook: Bone Gnawers (Revised Edition), pg.#80

Shattered Avatar ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#297

Silence (merit) 1 Supernatural WW2055 Synopsis: You have an unusual ability to move quietly that goes far beyond the norm.

System: Reduce the difficulty on any Stealth roll involving moving quietly by two. You are even able to move quietly over dry leaves. Should the wind blow while you are moving, there is no way to hear you.
Notes:
Book Ref: Players Guide to the Sabbat (Text Only), pg.#77

Silver Tolerance ? ? WW3108 Synopsis:

System:
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#16

Silver Tolerance 7 Supernatural WW3081 Synopsis: This is an extremely powerful Merit and is not to be taken lightly; there must be some explanation for your immunity, such as a pact or supernatural intervention.

System: You can soak silver, although it still does aggravated damage to you, and you only lose half the usual amount of Gnosis for carrying silver items. This merit cannot under any circumstances be taken along with Gold Tolerance.
Notes:
Book Ref: Mokole, pg.#71

Sleep Unseen ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Slimy ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Smooth (merit) ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#79

Soothing Voice ? ? WW4009 Synopsis:

System:
Notes:
Book Ref: Halls of the Arcanum, pg.#63

Spark Of Life ? ? WW4050 Synopsis:

System:
Notes:
Book Ref: Book of Shadows Mage Players Guide, pg.#37

Speaker With The Dead ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Special Gift ? ? WW2800 Synopsis:

System:
Notes:
Book Ref: Vampire: The Dark Ages, pg.#273

Speedy Hammer 3 Nocker WW7052 Synopsis: You are a fast and talented worker, even for your kith.

System: When building or repairing something, the difficulty of your craft roll is reduced by one. Additionally, you require one to three fewer successes on any extended rolls required when working on large or complex projects. This Merit also reduces the difficulties of all mining rolls by two.
Notes:
Book Ref: Changeling - Kithbook Nockers, pg.53??

Sphere Natural ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Spirit's Mark (merit) ? ? WW3810 Synopsis:

System:
Notes:
Book Ref: Possessed A Players Guide, pg.#106

Spirit Magnet ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#165

Spirit Mentor 3 Supernatural WW2300 Synopsis: You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.

Book Ref: Vampire The Masquerade (Revised Edition), pg.#300

Spirit Sight 4 Supernatural WW???? Synopsis: You can see and hear all varieties of spirits, changelings, wraiths and similar entities. Nevertheless, this ability is a mixed blessing. Seeing these beings is not a choice; it is a normal part of your vision. You cannot help but see them. Being yelled at by an irate wraith who is shaking her fist in your face can be extremely distracting if you are attempting to hold a conversation with a Sleeper, and it's even worse if you are driving a car in bad weather!

System:
Notes:
Book Ref: ??, pg.#??

Step Sideways (merit) 7 Mokole WW3081 Synopsis: This merit is rare in the extreme and is dangerous to use, as it alerts Umbral beings who may be hostile to you.

System: You can enter the Umbra without a Gift, just as the Garou do. You may step sideways as per the Werewolf rulebook. You should present the Storyteller with a convincing reason as to why you have this merit, and it remains wholly her discretion whether you are allowed to purchase it or not.
Notes:
Book Ref: Mokole, pg.#72

Stigmata of the Wyrm ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Stone Skin ? ? WW7050 Synopsis:

System:
Notes:
Book Ref: Kithbook: Trolls, pg.#62

Stormwarden ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#295

Strength Of Psyche ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Strength of Shadows 4 Vampire WW2062 Synopsis:Permits Lasombra to strengthen the shadows they call so that even daylight.

System: The Strengthened shadows dissipate after four hours in the sun
Book Ref: Clanbook: Lasombra, pg.#34

Strong Claws 4 Corax WW3077 Synopsis: Birds' claws contract automatically when they sleep, allowing them to keep a grip all night long on whatever perch they've achieved. You can apply that sort of grip whenever you want, making it nigh-impossible to pull something from your grasp if you really want to hang on to it.

System: If you decide that you absolutely need to keep something in your grasp, you get an extra 3 dice of Strength to use if anyone tries to take the item away from you. This Gift can also be used when hanging onto window ledges, cliffs, tree branches, and so on for dear life, or when trying to haul dangling victims back to safety from such perilous locales.
Book Ref: Corax, pg.#74

Strong Lungs ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Struggling 1 Bone Gnawers WW3852 Synopsis: By hard work and diligence, you've gotten yourself off the streets. You can raise just enough money for legitimate home, regular (but cheap) food, even a few basic amenities. However, all of your resources are tied up in maintaining this home, and you have to struggle to keep it. As a Bone Gnawer, you cant have points in the Resources Background. Thus, mustering more than a few dollars of disposable income is difficult for you - in seems like you're always paying off debts and bills. You do, however, have a way to score some extra cash once in a while. Struggling may be tough, but it's a damn sight better than living on the streets.

xxxxxDowntime is critical to a Struggling character. Even though he's part of the chronicle, your character cant spend every day wandering around looking for adventure. Drawing a paycheck requires at least twenty to thirty hours of part-time work a week, presumably this happens in the time between game sessions. Since this Merit limits the sort of tale your Storyteller can tell, it obviously requires her approval. Your character will, however, have a home, an address, and a phone number.
System: At the start of each chapter of the chronicle, the Storyteller rolls your character's Wits; every two successes bestows the equivalent of one dot of Resources for the rest of the chapter. (If you've got Wits 4 or 5, you can reroll 10's.) The words "job security" mean nothing to you, however. On a botched roll, you lose everything and have to start over (as described below). You can temporarilly lose this Merit if you leave town, or can no lover work to keep up your home.
xxxxxWhether through a botched roll or negligence, you can fall through the cracks again at any moment. Your landlord is ready to evict you in a heartbeat, and your bills are almost always overdue. Setting yourself up as "struggling" again requires at least a month of downtime and a number of experience points equal to the cost of this Merit. The Struggling Merit is fairly common among followers of the Rat Fink camp, who often hold down jobs to hide their methods of gathering information, but as you can see, they have trouble holding onto them for long.
Notes:
Book Ref: Tribebook: Bone Gnawers (Revised Edition), pg.#79

Struggling Awake ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#56

Style Sleeper ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#55

Supernatural Companion 4 Mokole WW3081 Synopsis: You have a friend and ally who happens to be some kind of supernatural creature: another shapeshifter, a mage, or perhaps a changeling. Your clutch does not know about this person, and might be upset if they found out about your friendship. If the ally is Garou, they will be extremely angry. The Storyteller will create this ally, but will not reveal all the details to you.

System:
Notes:
Book Ref: Mokole, pg.#71

Supernatural Companion ? ? WW3108 Synopsis:

System:
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#15

Supporter 2 Children of Gaia WW3853 Synopsis: You inspire all around you to greater efforts. (You must roleplay this, of course.) Whether by speaking, writing or leading by example, you give anyone who works with you a reason to go on and hope of success.

System: You have a -2 difficulty to Social rolls and you give any group effort a +1 to its total dice pool.
Notes:
Book Ref: Tribebook: Children of Gaia (Revised Edition), pg.#76

Supportive Family ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#81

Surreal Beauty ? ? WW7300 Synopsis:

System:
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#168

Swarm Attractor ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#24

Sweet Blood 1 Vampire WW20007 Synopsis: Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt of metallic tang. As such, you may hide your blood in the chalice or feed ghouls without betraying the true nature of their draught.

Book Ref: Players Guide to High Clans, pg.#207

Swim Sideways 6 Rokea WW3083 Synopsis: Unlike most Rokea, who cannot enter the Umbra without a Gift or aid from Sea, you can do so at will.

System: The character can reach the Umbra, in the sea or on land, in the same way as a Garou.
Notes: This does not protect the character from the harsh rigors of Sea's Soul, so swimming sideways is safer closer to the surface.
Book Ref: Rokea, pg.#83

Sympathetic Bond ? ? WW2353 Synopsis:

System:
Notes:
Book Ref: Clanbook Malkavian (Revised Edition), pg.#66

Techgnosi ? ? WW4665 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Celestial Chorus, pg.#62

Temperature Control 2 Mokole WW3081 Synopsis: You can control your body temperature.

System: You will never suffer from fever, heat exhaustion, heatstroke or hypothermia, save in the most extreme conditions. In addition, if you concentrate intensely enough, you can avoid being spotted by heat sensors. Your body temperature cannot usually go over 110 degrees or under 65 degrees Fahrenheit, however.
Notes:
Book Ref: Mokole, pg.#71

Terrible Footsteps 1 Mokole WW3081 Synopsis: When shapeshifting, the Mokole can invoke this merit by spending one Gnosis. The ground trembles, the trees sway and the birds and animals fee. This is not connected to Delirium and the Veil, but is a function of Mnesis. The Mokole is remembering the mighty tred of the Kings.


System:
Notes:
Book Ref: Mokole, pg.#71

The Fire Within 2 Shifter WW3110 Synopsis: (Katanka-Sonnak) The fires of Katanka-Sonnak warm you from within, making you extra resilient against cold weather or damage caused by the cold.

System: You gain two dice to Survival or other rolls involving cold weather hazards, such as swimming to shore in an icy river or digging your way out of an avalanche. You also take one less die of damage from frostbite or other cold related hazards.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

The Flow Of Ki ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#53

Thunder's Child ? ? WW3858 Synopsis:

System:
Notes:
Book Ref: Tribebook: Shadow Lords (Revised Edition), pg.#82

Time Sense 1 Mental WW2300

WW4600

Synopsis: You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device.

Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Mage: The Ascension (Revised), pg.#291

Touch Of Life ? ? WW4659 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Verbena, pg.#70

Tough Hide ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#71

Tradition Herald ? ? WW4044 Synopsis:

System:
Notes:
Book Ref: The Bitter Road, pg.#117

Tranquil Soul ? ? WW3861 Synopsis:

System:
Notes:
Book Ref: Tribebook: Stargazers (Revised Edition), pg.#80

True Faith 7 Supernatural WW2205

WW2300
WW3066
WW3806
WW4600
WW6007
WW7100

Synopsis: You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty.

System: You begin the game with one point of True Faith (see p. 272); this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Hunaity is recovered. individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller.
Notes: For much more details on Faith, see Vampire The Masquerade (Revised Edition), pg.#272, The Hunters Hunted, pg.#64-66 Book Ref: The Hunters Hunted, pg.#65
Vampire The Masquerade (Revised Edition), pg.#272 & 301
Freak Legion A Players Guide to Fomori, pg.#23
Players Guide to Garou, pg.#166
Mage: The Ascension (Revised), pg.#298
Wraith Players Guide, pg.#26
Player's Guide for Changeling the Dreaming, pg.#27

True Love 4 Supernatural WW2300

WW3108
WW4600
WW6007
WW7300

Synopsis: You have discovered, perhaps too late, a true love. He or she is the center 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.

System: This Merit grants you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift but also a hindrance, for your true love may require protection and occasionally rescue.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#301
Werewolf Players Guide (2nd Edition), pg.#14
Mage: The Ascension (Revised), pg.#290
Wraith Players Guide, pg.#25
Changeling The Dreaming (2nd Edition), pg.#161

True Symbiote ? ? WW3810 Synopsis:

System:
Notes:
Book Ref: Possessed A Players Guide, pg.#106

Tunnel Vision (merit) 2 Nocker WW7052 Synopsis: Most nockers are adept at working under low light and in poor visibility conditions, but you have inherited a gift from the original goblin miners. You can see in absolute darkness as though it was daylight; you suffer no vision penalties under such conditions. You can also see better than most in fog, mist, and in other situations where visibility is obscured.

System: The difficulties of your Perception rolls are never increased by more than one when vision is obscured by fog or mist.
Notes:
Book Ref: Changeling - Kithbook Nockers, pg.53??

Twin Link ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#55

Twin Souls ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#296

Umbral Affinity 2 - 3 Nuwisha WW3076 Synopsis: Nuwisha with this Merit have a strong connection to the Umbra.

System: All difficulties for passing through the Gauntlet are reduced by 2, to a minimum of 3. With the 3 point Merit, the Nuwisha does not need to stare into a reflection of any sort in order to enter the Umbra.
Book Ref: Nuwisha, pg.#48

Umbral Affinity 3 Gurahl WW3079 Synopsis: Unlike most Gurahl, you do not have to physically rend the Gauntlet to enter the Umbra. Like the Garou, you are able to step sideways without having to rely on the use of a rite.

System: You need only concentrate on a reflective surface in order to pass through the Gauntlet.
Book Ref: Gurahl, pg.#89

Unaging ? ? WW4600 Synopsis:

System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#295

Unbondable 3 Vampire WW2021

WW2300
WW4600

Synopsis: You cannot be Blood Bound to a vampire, no matter how often you drink from his veins. This Merit is obviously very useful for one whose powers depend on vitae, and its cost is accordingly high for ghoul characters.

Book Ref: Ghouls Fatal Addiction, pg.#84
Vampire The Masquerade (Revised Edition), pg.#300
Mage: The Ascension (Revised), pg.#295

Unforgettable Taste ? ? WW7055 Synopsis:

System:
Notes:
Book Ref: Kithbook: Redcaps, pg.#91

Unobtrusive ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Unpossessed ? ? WW3066

WW3810

Synopsis:

System:
Notes:
Book Ref: Freak Legion A Players Guide to Fomori, pg.#23
Possessed A Players Guide, pg.#107

Untamable ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Unusually Fertile 1 Black Fury WW3851 Synopsis: The character with this merit is far more likely to become a parent than another Garou is. While Garou are not substantially less fertile than humans are, a Garou with Unusually Fertile is twice as likely as an average human to either become pregnant or cause a pregnancy after a single unprotected sexual encounter. The children of a character with this Merit are no more likely to be Garou than are the children of another character not so blessed. The specific effects of the Merit are best left to the Storyteller and player involved, especially if the character is female. For obvious reasons, Metis may not take this Merit

System:
Notes:
Book Ref: Black Furies (Revised), pg.#87

Useful Knowledge 1 Mental WW2302 Synopsis: You have expertise in a specific field that makes your conversation intriguing to an older Kindred. So long as your knowledge holds the other vampire’s attention, he has a vested interest in keeping you around. Then again, once he’s pumped you for every iota of information you possess, that patronage may suddenly vanish. (Note: This Merit should be played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.)

Book Ref: Guide to the Camarilla, pg.#74

Veiled To Garou 7 Mokole WW3081 Synopsis: ): This is an extremely powerful merit, available only to Mokole. The Mokole and the Kings hunted and slew the Garou and their mammalian ancestors for ages. There are a few Mokole who retain that ancient aura of mind-shattering terror.

System: The Mokole with this advantage causes the Delirium in Garou, although not in other Awakened creatures. Garou react as per the Delirium chart according to their Willpower or Rage, whichever is higher. Garou, too, can make a Wits + Occult roll to move up the chart at the Storytellers option.
Notes:
Book Ref: Mokole, pg.#72

Venerable 2 Rokea WW3083 Synopsis: You've been swimming the seas for a long time. You haven't garnered any Renown because you haven't really done much, but for whatever reason, you've decided to take a more active role in Rokea society.

System: You may begin play with dots in Linguistics, Occult, Seafaring, Etiquette, or Politics (no more than 2 dots in any of these Abilities, and probably not all five). While you begin with the same amount of Renown as other Rokea, your age gives you some respect (-1 Social difficulties with younger Rokea)
Notes:
Book Ref: Rokea, pg.#83

Venomous 3 Ananasi WW3082 Synopsis: Unlike most of your brethren, you retain your venom sacs even when in the Homid form.

System: In this form, you can still use any Gifts involving venom that could normally only be used in Pithus or Lilian. This Merit cannot be taken with the Human Form Merit.
Notes:
Book Ref: Breedbook: Ananasi, pg.#83

Venomous Attack ? ? WW7054 Synopsis:

System:
Notes:
Book Ref: Kithbook: Pooka, pg.#88

Venus Midsky 3 Shifter WW3110 Synopsis: This aspect increases your ability to act as an intermediary or mediator between opposing factions. You possess a soothing voice and calming nature and can often stop hostilities from erupting. People enjoy listening to you and, therefore, tend to listen harder to what you say.

System: When acting as a mediator, you gain 3 extra Willpower points for the duration of that scene. However, this aspect also places a limit on your Rage. You cannot spend Rage points while in the process of mediation; furthermore, it requires five successes on a Rage roll for you to frenzy when acting as a intermediary. Each time you successfully mediate a situation that could otherwise have become violent or hostile, you receive 3 temporary points of Wisdom renown.
Notes:
Book Ref: Rage Across the Heavens, pg.#130

Venus Rising 4 Shifter WW3110 Synopsis: You possess an unmistakable charisma that makes you a natural leader, inspiring others to follow you out of love and admiration rather than from fear and intimidation. Lovers come into your life with regularity and friends seek you out. The Children of Gaia treasure this Aspect, seeing it as a means for bringing about their goal of universal harmony and peaceful coexistence.

System: Social rolls that involve charisma gain an extra die.
Notes:
Book Ref: Rage Across the Heavens, pg.#130

Virulent Strike 7 Ghoul WW2021 Synopsis: Through strange Thaumaturgical sorcery, unknown rituals or even an odd quirk of your ghoul physiognomy, you have been imbued with the power of the supernatural.

System: You can cause aggravated damage to supernatural creatures by striking them, biting them, raking them with bonecrafted spurs - whatever. This is considered standard Brawl damage against mortals, and should normally apply to only one attack form (bite, bone claws,etc.). You should work with the Storyteller to find an explanation for this Merit, and the Storyteller may disallow this Merit entirely if she so chooses.
Book Ref: Ghouls Fatal Addiction, pg.#84

Voice Of A Songbird ? ? WW7053 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#63

Wayfarer's Feet ? ? WW7056 Synopsis:

System:
Notes:
Book Ref: Kithbook: Eshu, pg.#85

Way With Words ? ? WW8202 Synopsis:

System:
Notes:
Book Ref: Demon Players Guide, pg.#79

Weak Shadow ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#26

Weather Sense ? ? WW2362 Synopsis:

System:
Notes:
Book Ref: Clanbook Lasombra (Revised Edition), pg.#63

Werewolf Companion ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ??, pg.#??

Wholecloth ? ? WW7054 Synopsis:

System:
Notes:
Book Ref: Kithbook: Pooka, pg.#88

Wild Talent (merit) ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#55

Winged (merit) ? ? WW7300 Synopsis:

System:
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#164

Winter Garou 4 Red Talon WW3857 Synopsis: You have been chosen as one of the Winter Garou. Unless you are a member of an all-Red Talon pack, you are probably a spy and instigator for your tribe, and are acting under orders from a superior.

System: In game terms, you effectively have Mentor 3, and can expect favors from your tribe (including having the Rite of False Justice performed for you if necessary). You may also learn Winter Pack Gifts, and receive extra Renown from your tribe for your efforts.
Notes:
Book Ref: Tribebook: Red Talons (Revised Edition), pg.#78

Wolf Sight ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#159

Work With Iron 5 Nocker WW7052 Synopsis: Most nockers cannot abide the touch of iron in any way, but your skin is resistant to its bite for some reason. This ability allows you to work in many real-world situations, and other nockers envy you, though they also consider your condition somewhat suspect.

System: This merit is essentially the same as Iron Resistance (see Changeling: The Dreaming second edition); however, not only are you immune to iron, but your chimerical works are similarly resistant.
Notes:
Book Ref: Changeling - Kithbook Nockers, pg.#53

Wyld Allies ? ? WW6303 Synopsis:

System:
Notes:
Book Ref: Guildbook: Haunters, pg.#51

Years Of Wisdom ? ? WW4017 Synopsis:

System:
Notes:
Book Ref: Masters of the Art, pg.#83