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Sanctity of Merits on that show, when the doctor said it doesn’t manifest before

puberty?”

At the end of any chapter where your character has lost Merits, you Eye for the Strange (••)
can replace them with another Merit. Prerequisite: Resolve ••, Occult •
For example, your character has three-dot Retainer, a Effect: While your character does not necessarily possess a
loyal dog, and an eldritch horror eats that dog out in the woods. At breadth of knowledge about the supernatural, she knows the
the end of that chapter, you may re-allocate those Retainer dots. otherworldly when she sees it. By perusing evidence she can
You may choose to purchase Safe Place, to reflect your character’s determine whether something comes from natural or supernatural
choice to bunker down from the monster, and perhaps Direction origin. Roll Intelligence + Composure. With a success, the
Sense (one dot) so your character is less likely to get lost in those Storyteller must tell you if the scene has a supernatural cause and
woods in the future. When the character leaves his Safe Place, you provide one piece of found information that confirms the answer.
can replace those two dots with something else. When replacing a With an exceptional success, she must give you a bit of
Merit, consider what makes sense in the story. Pursue the new supernatural folklore that suggests what type of creature caused the
Merit during the course of the chapter if possible, and make the problem. If the problem was mundane, an exceptional success
new tie something less superficial than a dot or two on a sheet. gives an ongoing +2 to all rolls to investigate the event, due to her
Mental Merits redoubled certainty in its natural causation.
Area of Expertise (•)
Prerequisite: Resolve •• and one Skill Specialty Fast Reflexes (• to •••)
Effect: Your character is uncommonly specialized in one area. Prerequisite: Wits ••• or Dexterity •••
Choose a Specialty to assign to this Merit. Forgo the +1 bonus Effect: Your character’s reflexes impress and astound;
afforded by a Specialty in exchange for a +2. she’s always fast to react. +1 Initiative per dot.

Common Sense (•••) Good Time Management (•)


Effect: Your character has an exceptionally sound and Prerequisite: Academics •• or Science ••
rational mind. With a moment’s thought, she can weigh potential Effect: Your character has vast experience managing
courses of action and outcomes. Once per chapter as an instant complex tasks, keeping schedules, and meeting deadlines. When
action, you may ask the Storyteller one of the following questions taking an extended action, halve the time required between rolls.
about a task at hand or course of action. Roll Wits + Composure. If
you succeed, the Storyteller must answer to the best of her ability. Holistic Awareness (•)
If you fail, you get no answer. With an exceptional success, you Effect: Your character is skilled at non-traditional healing
can ask an additional question. methods. While scientific minds might scoff, she can provide basic
• What is the worst choice? medical care with natural means. She knows what herbs can stem
• What do I stand to lose here? an infection and what minerals will stave off a minor sickness.
• What’s the safest choice? Unless your patient suffers wound penalties from lethal or
• Am I chasing a worthless lead? aggravated wounds, you do not need traditional medical equipment
to stabilize and treat injuries.
Danger Sense (••) With access to woodlands, a greenhouse, or other source of diverse
Effect: Your character’s reflexes are honed to the point flora, a Wits + Survival roll allows your character to gather all
where nothing’s shocking. You gain a +2 modifier on reflexive necessary supplies.
Wits + Composure rolls for your character to detect an impending
ambush. Indomitable (••)
Prerequisite: Resolve •••
Eidetic Memory (••) Your character possesses an iron will. The powers of the
Effect: Your character recalls events and details with supernatural have little bearing on her behavior. She can stand up
pinpoint accuracy. You do not have to make rolls for your to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of
character to remember past experiences. When making Intelligence fright. Any time a supernatural creature uses a power to influence
+ Composure (or relevant Skill) rolls to recall minute facts from your character’s thoughts or emotions, add two dice to the dice
swaths of information, take a +2 bonus. pool to contest it. If the roll is resisted, instead subtract two dice
from the monster’s dice pool. Note
Direction Sense (•) that this only affects mental influence and manipulation from a
Effect: Your character has an innate sense of direction supernatural origin. A vampire with a remarkable Manipulation +
and is always aware of her location in space. She always knows Persuasion score is just as likely to convince your character to do
which direction she faces and never suffers penalties to navigate or something using mundane tricks.
find her way.
Interdisciplinary Specialty (•)
Prerequisite: Skill at ••• or higher with a Specialty
Effect: Choose a Specialty that your character possesses when you
Encyclopedic Knowledge (••) purchase this Merit. You can apply the +1 from that Specialty on
Effect: Choose a Skill. Due to an immersion in academia, pop any Skill with at least one dot, provided it’s justifiable within the
culture, or obsession with a hobby, your character has collected scope of the fiction. For example, a doctor with a Medicine
limitless factoids about the topic, even if she has no dots in the Specialty in Anatomy may be able to use it when targeting a
Skill. specific body part with Weaponry,
You can make an Intelligence + Wits roll at any time but could not with a general strike.
your character is dealing with her area of interest. On a
successful roll, the Storyteller must give a relevant fact Language (•)
or detail about the issue at hand. Your character knows Effect: Your character is skilled with an additional
this fact, but you must explain within the scope of your language beyond her native tongue. Choose a language each time
character’s background why she knows it. For example, for you buy this Merit. Your character can speak, read, and write in
Encyclopedic Knowledge: Medicine: “Do you remember that time that language.
a Willpower point to apply the rote action
Library (• to •••) quality to an Asset Skill. This allows you to
Effect: Your character has access to a plethora of information reroll all the failed dice on the first roll.
about a given topic. When purchasing this Merit, choose a Mental
Skill. The Library covers that purview. On any extended roll Tolerance for Biology (•)
involving the Skill in question, add the dots in this Merit. Prerequisite: Resolve •••
This Merit can be purchased multiple times to reflect Effect: Most people turn away at the sight of blood,
different Skills. Its benefits can be shared by various characters other bodily fluids, or exotic biology. Your character has
with permission. seen enough that nothing turns her stomach. When other characters
must resist shock or physical repulsion from the disgusting and
Meditative Mind (•, ••, or ••••) morbid, your character stands her ground. You do not need to
Effect: Your character’s meditation is far more fulfilling make Composure, Stamina, or Resolve rolls to withstand the
than for other characters. With the one-dot version of this Merit, biologically strange. This doesn’t mean she’s immune to fear;
the character does not suffer environment penalties to mediation she’s just used to nature in all its nasty forms.
even from wound penalties.
With the two-dot version, when the character has successfully Trained Observer (• or •••)
meditated, she gains a +3 bonus on any Resolve + Composure rolls Prerequisite: Wits ••• or Composure •••
during the same day as she’s steeled herself against the things of Effect: Your character has spent years in the field, catching tiny
the world that would shake her foundation. details and digging for secrets. She might not have a better chance
At the four-dot level, she only needs a single success to of finding things, but she has a better chance of finding important
gain the benefits of meditation for the day, instead of the normal things. Any time you make a Perception roll (usually Wits +
four. Composure), you benefit from the 9-again quality. With the three-
dot version, you get 8-again.
Multilingual (•)
Effect: Your character has a strong affinity for language Physical Merits
acquisition. Each time you purchase this Merit, choose two
Ambidextrous (•••)
languages. Your character can speak conversationally in those
Effect: Your character does not suffer the –2 penalty for
languages. With an Intelligence + Academics roll, she may also
using his off-hand in combat or to perform other actions. Available
read enough of the language to understand context.
only at character creation.
If you purchase the Language Merit for either of these
Crack Driver (•• or •••)
languages, replace the Multilingual language. For example, if you
Prerequisite: Drive •••
have Multilingual (French, Italian), and purchase Language:
Effect: Your character’s an ace at the wheel and nothing shakes
Italian, you may choose to take Multilingual (French, Portuguese).
her concentration. So long as she’s not taking any actions other
than driving (and keeping the car safe), add her Composure to any
Patient (•)
rolls to drive. Any rolls to disable her vehicle suffer a penalty
Effect: Your character knows how to pace herself and
equal to her Composure as well. With the three-dot version, she
take the time to do the job right the first time. When taking an
may take a Drive action reflexively once per turn.
extended action, you may make two additional rolls above what
your Attribute + Skill would allow.
Demolisher (• to •••)
Prerequisite: Strength ••• or Intelligence •••
Professional Training (• to •••••)
Effect: Your character has an innate feel for the weak
Effect: Your character has extensive training in a
points in objects. When damaging an object, she ignores one point
particular profession, which offers distinct advantages in a handful
of the object’s Durability per dot in this Merit.
of fields. When choosing this Merit, choose or create a Profession
for your character (see the sidebar). Mark the two Asset Skills on
Double Jointed (••)
your character sheet. The advantages of Professional Training
Prerequisite: Dexterity •••
relate directly to those Asset Skills.
Effect: Your character might have been a contortionist
• Networking: At the first level of Professional
or spent time practicing yoga. She can dislodge joints when need
Training, your character builds connections
be. She automatically escapes from any mundane bonds without a
within her chosen field. Take two dots of
roll. When grappled, subtract her Dexterity from any rolls to
Contacts relating to that field.
overpower her as long as she’s not taking any aggressive actions.
•• Continuing Education: With repeated efforts in
Fleet of Foot (• to •••)
her field of choice, your character tends toward
Prerequisite: Athletics ••
greater successes. When making a roll with her
Effect: Your character is remarkably quick and runs far
Asset Skills, she benefits from the 9-again quality.
faster than her frame suggests. She gains +1 Speed per dot; anyone
••• Breadth of Knowledge: Due to advancement
pursuing her suffers a –1 per dot to any foot chase rolls.
in her field, she’s picked up a number of par-ticular bits of
Giant (•••)
information and skill unique to
Effect: Your character is massive. She’s well over six feet
her work. Choose a third Asset Skill and take
tall and crowds part when she approaches. She’s Size 6 and gains
two Specialties in your character’s Asset Skills.
+1 Health. Available only at character creation.
•••• On the Job Training: With the resources
Drawback: Buying clothing is a nightmare. Fitting in
at her disposal, your character has access to
small spaces is difficult at best.
extensive educational tools and mentorship
available. Take a Skill dot in an Asset Skill.
Hardy (• to •••)
Whenever you purchase a new Asset Skill dot,
Prerequisite: Stamina •••
take a Beat.
Effect: Your character’s body goes further than it rightfully
••••• The Routine: With such extensive experience
should. Add the dots in this Merit to any rolls to resist disease,
in her field, her Asset Skills have been honed
poison, deprivation, unconsciousness, or suffocation.
to a fine edge and she’s almost guaranteed at
least a marginal success. Before rolling, spend
Iron Stamina (• to •••) hide or go unnoticed. This bonus might apply any time being
Prerequisites: Stamina ••• or Resolve ••• smaller would be an advantage, such as crawling through smaller
Effect: Each dot eliminates a negative modifier (on a one-for-one spaces. Available only at character creation. Drawback: In addition
basis) when resisting the effects of fatigue or injury. For example: to the lower Health, your character might be overlooked or not
a character with Iron Stamina •• is able to ignore taken seriously by some people.
up to a –2 modifier brought on by fatigue. The Merit also
counteracts the effects of wound penalties. So, if all of your Social Merits
character’s Health boxes are filled (which normally imposes a –3
Allies(• to •••••)
penalty to his actions) and he has Iron Stamina •, those penalties
Effect: Allies help your character. They might be friends,
are reduced to –2. This Merit cannot be used to gain positive
employees, associates, or people your character has blackmailed.
modifiers for actions, only to cancel out negative ones.
Each instance of this Merit represents one type of ally. This could
be in an organization, a society, a clique, or an individual.
Parkour (• to •••••, Style)
Examples include the police, a secret society, crime, unions, local
Prerequisites: Dexterity •••, Athletics ••
politics, and the academic community. Each purchase has its own
Your character is a trained and proficient free-runner.
rating. Your character might have
Free-running is the art of moving fluidly through urban
Allies (Masons) ••, Allies (Carter Crime Family) •••, and
environments with complex leaps, bounds, running tricks, and
Allies (Catholic Church) •.
vaulting. This is the type of sport popularized in modern action
Each dot represents a layer of influence in the group.
films, where characters are unhindered by fences, walls,
One dot would constitute small favors and passing influence. Three
construction equipment, cars, or anything else the city puts in their
could offer considerable influence, such as the overlooking of a
ways.
misdemeanor charge by the police. Five dots stretch the limits of
Flow (•): Your character reacts instinctively to any obstacles with
the organization’s influence, as its leaders put their own influence
leaps, jumps, and scaling techniques. When in a foot chase,
on the line for the character.
subtract your Parkour from the successes needed to pursue or
This could include things such as massive insider training
evade. Ignore environmental penalties to Athletics rolls equal to
or fouling up a felony investigation. No matter the request, it has to
your Parkour rating.
be something that organization could accomplish. The Storyteller
Cat Leap (••): Your character falls with outstanding
assigns a rating between one and five to any favor asked. A
grace. When using a Dexterity + Athletics roll to mitigate damage
character can ask for favors that add up to her Allies rating without
from falling (see the World of Darkness Rulebook, p. 179), your
penalty in one chapter. If she extends her influence beyond that,
character gains one automatic success. Additionally, add your
her player must roll Manipulation + Persuasion + Allies, with a
Parkour rating to the threshold of damage that can be removed
penalty equal to the favor’s rating.
through this roll. Parkour will not mitigate
If the roll is successful, the group does as requested. Failed or
damage from a terminal velocity fall.
successful, the character loses a dot of Allies. This dot may return
Wall Run (•••): When climbing, your character can
at the end of the chapter.
run upward for some distance before having to traditionally climb.
On a dramatic failure, the organization resents her and seeks
Without rolling, your character scaled 10 feet + five feet per dot of
retribution. On an exceptional success, she doesn’t lose the dot.
Athletics as an instant action, rather than the normal 10 feet.
One additional favor a character can ask of her Allies is to block
Expert Traceur (••••): Parkour has become second
another character’s Allies, Contacts, Mentor, Retainer, or Status (if
nature for your character. By spending a Willpower point, you may
she knows the character possesses the relevant Merit). The rating is
designate one Athletics roll to run, jump, or climb as a rote action
equal to the Merit dots blocked. As before, no roll is necessary
(reroll all failed dice once). On any turn you use this ability, you
unless the target’s Merit exceeds the character’s Allies. If the block
may not apply your character’s Defense to oncoming attacks.
succeeds, the character
Freeflow (•••••): Your character’s Parkour is now
cannot use the Merit during the same chapter.
muscle memory. She can move without thinking in a zen-like state.
The character must successfully meditate
Alternate Identity (•,••, or •••)
Freeflow. Once established, your character is capable of taking
Effect: Your character has established an alternate identity. The
Athletics actions reflexively once per turn. By spending a point of
level of this Merit determines the amount of scrutiny it can
Willpower on an Athletics roll in a foot chase, gain three successes
withstand. At one dot, the identity is superficial and unofficial. For
instead of three dice.
example, your character uses an alias with a simple costume and
adopts an accent. She hasn’t established the necessary paperwork
Quick Draw (•)
to even approach a bureaucratic background check, let alone pass.
Prerequisites: Wits •••, a Specialty in the weapon or
At two dots, she’s supported her identity with paperwork and
fighting style chosen
identification. It’s not liable to stand up to extensive research, but
Effect: Choose a Specialty in Weaponry or Firearms
it’ll turn away private investigators
when you purchase this Merit. Your character has trained enough
and internet hobbyists. At three dots, the identity can pass
in that weapon or style that pulling the weapon is her first reflex.
thorough inspection. The identity has been deeply entrenched in
Drawing or holstering that weapon is considered a reflexive action,
relevant databases, with subtle flourishes and details to make it
and can be done any time her Defense applies.
seem real even to trained professionals. The Merit also reflects
time the character has spent honing the persona. At one or two
Sleight of Hand (••)
dots, she gains a +1 to all Subterfuge rolls to defend the identity.
Prerequisite: Larceny •••
At three dots, she
Effect: Your character can pick locks and pockets with-
gains +2. This Merit can be purchased multiple times. Each time
out even thinking about it. She can take one Larceny-based instant
representing an additional identity.
action reflexively in a given turn. As well, her Larceny actions go
Anonymity (• to •••••)
unnoticed unless someone is trying specifically to catch her.
Prerequisites: Cannot have Fame.
Effect: Your character lives off the grid. This means pur-
Small-Framed (••)
chases must be made with cash or falsified credit cards. She
Effect: Your character is diminutive. She’s not even five
eschews identification. She avoids any official authoritative
feet tall and it’s easy to walk into her without noticing. She’s Size
4 and thus has one fewer Health box. She gains +2 to any rolls to
influence in her affairs. Any attempts to find her by paper trail complex terminology. You may apply one relevant Specialty to
suffer a –1 penalty per dot purchased in this Merit. any Social roll you make, even if the Specialty isn’t tied to the
Drawback: Your character cannot purchase the Fame Skill in use.
Merit. This also may limit Status purchases, if the character cannot Devil’s Advocacy (•••): Your character often poses
provide sufficient identification for the roles she wishes to take. arguments she doesn’t agree with in order to challenge a mark’s
position and keep him from advancing discussion. You can reroll
Barfly (••) one failed Subterfuge roll per scene.
Prerequisite: Socialize •• Salting (••••): Your character can position herself so
Effect: Your character is a natural in the bar environment and can a mark pursues a non-issue or something unimportant to her. When
procure an open invitation wherever she wishes. Whereas most your character opens a Door using conversation (Persuasion,
characters would require rolls to blend into social functions they Subterfuge, Empathy, etc.) you may spend a Willpower point to
don’t belong in, she doesn’t; she belongs. Rolls to identify her as immediately open another Door.
an outsider suffer her Socialize as a penalty. The Nigerian Scam (•••••): Your character can take
advantage of her mark’s greed and zeal. When the mark does
Contacts (• to •••••) particularly well, it’s because your character was there to set him
Effect: Contacts provide your character with information. Each dot up and to subsequently tear him down. If a target regains
in this Merit represents a sphere or organization with which the Willpower from his Vice while your character is present, you may
character can garner information. For example, a character with immediately roll Manipulation + Subterfuge to open a Door,
Contacts ••• might have Bloggers, Drug Dealers, and Financial regardless of the interval or impression level.
Speculators for connections. Contacts do not provide services, only
information. This may be face-to-face, email, by telephone, or Fixer (••)
even by séance in some strange instances. Prerequisite: Contacts ••, Wits •••
Garnering information via Contacts requires a Manipulation + Effect: Your character is somebody that knows people.
Social Skill roll, depending on the method the character uses. This She can not only get in touch with the right people to do a job, but
Merit can either be used generally, in which case only the field is she can get them at the best possible prices. When hiring a service
necessary, or it can be personalized by identifying an individual (see p.234), reduce the Availability score of the service by one dot.
within the field whom the character can call. If using the latter
method, the Storyteller should give a bonus or penalty, dependent Hobbyist Clique (••)
on how relevant Prerequisite: Membership in a clique. All members must
the information is to that particular Contact, whether accessing the possess this Merit and the chosen Skill at ••+
information is dangerous, and if the character has maintained good Effect: Your character is part of a group of hobbyists that
relations or done favors for the Contact. These modifiers should specialize in one area, as represented by a Skill. It may be a book
range from –3 to +3 in most cases. If successful, the Contact club, a coven, a political party, or any other interest. When the
provides the information. One use of a Contact is to dig dirt on group’s support is available, you benefit from the 9-again quality
another character. A Contact can find another character’s Social on rolls involving the group’s chosen Skill. As well, the clique
Merits and any relevant Conditions(Embarrassing Secret is a prime offers two additional dice on any extended actions involving that
example.) Skill.
A character can have more than five Contacts, but the Merit’s Drawback: This Merit requires upkeep. You must attend
rating is limited to five, for the purposes of Allies blocking. at least monthly, informal meetings to maintain the benefits of
Hobbyist Clique.
Fame (• to •••)
Effect: Your character is recognized within a certain
sphere for a certain skill, or because of some past action, or just a Inspiring (•••)
stroke of luck. This can mean favors and attention, but it can also Prerequisite: Presence •••
mean negative attention and scrutiny. When choosing the Merit, Effect: Your character’s passion inspires those around
define what your character is known for. As a rule of thumb, one her to greatness. With a few words, she can redouble a group’s
dot means local recognition or reputation within a confined confidence or move them to action.
subculture. Two dots means regional recognition by a wide swath Make a Presence + Expression roll. A small clique of
of people. Three dots means worldwide recognition to anyone who listeners levies a –1 penalty, a small crowd a –2, and a large crowd
might have been exposed to the source of the fame. Each dot adds a –3. Listeners gain the Inspired Condition. The character may not
a die to any Social rolls among those who are impressed by your use this Merit on herself.
character’s celebrity.
Drawback: Any rolls to find or identify the character Iron Will (••)
enjoy a +1 bonus per dot of the Merit. If the character has Prerequisite: Resolve ••••
Alternate Identity, she can mitigate this drawback. A character Effect: Your character’s resolve is unwavering. When
with Fame cannot have the Anonymity Merit. spending Willpower to contest or resist in a Social interaction, you
may substitute your character’s Resolve for the usual Willpower
Fast-Talking (• to •••••, Style) bonus. If the roll is contested, roll with 8-again.
Prerequisites: Manipulation •••, Subterfuge ••
Your character talks circles around listeners. She speaks Mentor (• to •••••)
a mile a minute and often leaves her targets reeling, but nodding in Effect: This Merit gives your character a teacher that
agreement. provides advice and guidance. He acts on your character’s behalf,
Always Be Closing (•): With the right leading phrases, often in the background and sometimes without your character’s
your character can direct a mark to say what she wants, when she knowledge. While Mentors can be highly competent, they almost
wants. This trips the mark into vulnerable positions. When a mark always want something in return for their services. The dot rating
contests or resists your character’s Social interactions, apply a –1 determines the Mentor’s capabilities, and to what extent he’ll aid
to their Resolve or Composure. your character. When establishing a Mentor, determine what the
Jargon (••): Your character confuses her mark using Mentor wants from your character. This should be personally
important to him and it should reflect on the dot rating chosen. A
one-dot Mentor might be incapable of dealing with modern society
and want to live vicariously through your character. This might
mean coming to him and telling Pusher (•)
stories of her exploits. A five-dot Mentor would want something Prerequisite: Persuasion ••
astronomical, such as an oath to procure an ancient, cursed artifact Effect: Your character tempts and bribes as second
that may or may not exist, in order to prevent a prophesized death. nature. Any time a mark in a Social interaction accepts her soft
Choose three Skills the Mentor possesses. You can substitute leverage (see p. 193), open a Door as if you’d satisfied his Vice as
Resources for one of these Skills. Once per session, the character well as moving the impression up on the chart.
may ask her Mentor for a favor. The favor must involve one of
those Skills or be within the scope of his Resources. The Mentor Retainer (• to •••••)
commits to the favor (often asking for a commensurate favor in Effect: Your character has an assistant, sycophant, servant, or
return); and if a roll is required, the Mentor is automatically follower on whom she can rely. Establish who this companion is
considered to have successes equal to his dot rating. Alternately, and how he was acquired. It may be as simple as a paycheck. He
the player may ask the Storyteller to have the Mentor act on her might owe your character his life. However it happened, your
character’s behalf, without her character has a hold on him. A Retainer is more reliable than a
character knowing or initiating the request. Mentor and more loyal than an Ally. On the other hand, a Retainer
is a lone person, less capable and influential than the broader
Mystery Cult Initiation (• to •••••) Merits. The Merit’s dot rating determines the relative competency
Cults are far more common than the people of the of the Retainer. A one-dot Retainer is barely able to do anything of
World of Darkness would like to admit. Mystery cult is the catch- use, such as a pet that knows one useful trick or a homeless old
all term for a phenomenon ranging from secret societies couched in man that does minor errands for food. A three-dot Retainer is a
fraternity houses and scholarly cabals studying the magic of professional in their field, someone capable in his line of work. A
classical symbolism to mystical suicide cults to the God Machine. five-dot is one of the best in her class. If a Retainer needs to make
Mystery Cult Initiation reflects membership in one a roll, if it’s within her field, double the dot rating and use it as a
of these esoteric groups. The dot rating dictates standing. One dot dice pool. For anything else, use the dot rating as a dice pool. This
is an initiate, two a respected member, three a priest or organizer, Merit can be purchased multiple times to represent multiple
four a decision-making leader, five is a high priest or founder. If Retainers.
you wish your character to begin play in a cult, work with your
Storyteller to develop the details. Safe Place (• to •••••)
Designing a Mystery Cult requires three things, at bare Effect: Your character has somewhere she can go where she can
minimum. First is a Purpose. This is the defining reason feel secure. While she may have enemies that could attack her
the cult exists. Usually, it’s tied in with the cult’s history there, she’s prepared and has the upper hand. The dot rating
and recent background. Second is a Relic. This is an item that reflects the security of the place. The actual location, the luxury,
grounds members’ faith. For example, a piece of the God-Machine, and the size are represented by equipment (see Housing, p. 241.) A
an ancient text bound in human flesh, or the mummified flesh of a one-dot Safe Place might be equipped with basic security systems
saint. The last is a Doctrine. Every cult is defined by its rules and or a booby trap at the windows and door. A five-dot could have a
traditions. In addition to standing, a Mystery Cult Initiation Merit security crew, infrared scanners at every entrance, or trained dogs.
offers benefits at each level of influence. Develop these as well. Each place could be an apartment, a mansion or a hidey-hole.
The following are guidelines; use them to craft your own cults: Unlike most Merits, multiple characters can contribute dots to a
• A Skill Specialty or one-dot Merit pertaining single Safe Place, combining their points into something greater. A
to the lessons taught to initiates. Safe Place gives an Initiative bonus equal to the Merit dots. This
•• A one-dot Merit. only applies to a character with dots invested in the Safe Place.
••• A Skill dot or a two-dot Merit (often a super- Any efforts to breach the Safe Place suffer a penalty equal to the
natural Merit). Merit dots invested. If the character desires, the Safe Place can
•••• A three-dot Merit, often supernatural in include traps that cause intruders lethal damage equal to a
origin. maximum of the Merit rating (player’s choice as to how much
••••• A three-dot Merit or a major advantage not damage a given trap inflicts). This requires that the character has at
reflected in game traits. least a dot in Crafts. The traps may
be avoided with a Dexterity + Larceny roll, penalized by the Safe
Resources (• to •••••) Place dots.
Effect: This Merit reflects your character’s disposable
income. She might live in an upscale condo, but if her income is Small Unit Tactics (••)
tied up in the mortgage and child support payments, she might Prerequisites: Presence •••
have little money to throw around. Characters are assumed to have Effect: Your character is a proficient leader on the field.
basic necessities without Resources. The dot rating determines the She can organize efforts and bark orders to remarkable effect.
relative amount of disposable funding the character has available, Once per scene, when making a coordinated action that was
depending on your planned in advance, spend a point of Willpower and an instant
particular chronicle’s setting. The same amount of money means action. A number of characters equal to your character’s Presence
completely different things in a game set in Silicon Valley can benefit from the +3 bonus from the Willpower expenditure.
compared to one set in the Detroit slums. One dot is a little
spending money here and there. Two is a comfortable, middle class Staff (• to •••••)
wage. Three is a nicer, upper middle class life. Four is moderately Effect: Your character has a crew of workers or assistants at her
wealthy. Five is filthy rich. disposal. They may be housekeepers, designers, research
Every item has an Availability rating. Once per chapter, your assistants, animators, cheap thugs, or whatever else makes sense.
character can procure an item at her Resources level or lower For every dot in this Merit, choose one type of assistant, and one
without issue. An item one Availability level above her Resources Skill. At any reasonable time, her staff can take actions using that
reduces her effective Resources by one dot for a full month, since Skill. These actions automatically garner a single success. While
she has to rapidly liquidate funds. She can procure items two not useful in contested actions, this
Availability level below her Resources without limit (within guarantees success on minor, mundane activities. Note that you
reason). For example, a character with Resources •••• can procure may have employees without requiring the Staff Merit. Staff
as many Availability •• disposable cell phones as she needs. simply adds a mechanical advantage for those groups.
cannot exceed five, and she may never have as many dots in her
affiliated group as she does to the group to which she belongs.

Striking Looks (• or ••)


Status (• to •••••) Effect: Your character is stunning, alarming, commanding,
Effect: Your character has standing, membership, authority, repulsing, threatening, charming, or otherwise worthy of attention.
control over, or respect from a group or organization. This may Determine how your character looks and how people react to that.
reflect official standing or informal respect. No matter the source, For one dot, your character gets a +1 bonus on any Social rolls that
your character enjoys certain privileges within that structure. would be influenced by her looks. For two dots, the benefit
Each instance of this Merit reflects standing in a different group or increases to +2. Depending on the particulars, this might influence
organization. Your character may have Status Expression, Intimidation, Persuasion, Subterfuge, or other rolls.
(The Luck Gang) •••, Status (Drag Racing Circuit) ••, and Status Drawback: Attention is a double-edged sword. Any rolls to spot,
(Police) •. Each affords its own unique benefits. As you increase notice, or remember your character gain the same die bonus.
dot ratings, your character rises in prominence in the relevant Sometimes, your character will draw unwanted attention in social
group. Status only allows advantages within the confines of the situations. This could cause further complications.
group reflected in the Merit. Status (Organized Crime) won’t help
if your character wants an official concealed carry firearms permit, Taste (•)
for example. Status provides a number of advantages. Prerequisite: Crafts 2 and a Specialty in Crafts or
First, your character can apply her Status to any Social Expression Effect: Your character has refined tastes and can
roll with those over which she has authority or sway. identify minor details in fashion, food, architecture, and other
Second, she has access to group facilities, resources, and funding. forms of artistry and craftsmanship. Not only does this give an eye
Dependent on the group, this could be limited by red tape and for detail, it makes her a center of attention in critical circles. She
requisitioning processes. It’s also dependent on the resources the can appraise items within her area of expertise. With a Wits + Skill
particular group has available. Third, she has pull. If your character roll, depending on the creation in question (Expression for
knows another character’s Mentor, Resources, Retainer, Contacts, poetry, Crafts for architecture, for example), your character can
or Allies, she can block their usage. Once per chapter, she can stop pick out obscure details about the item that other, less discerning
a single Merit from being used if it’s of a lower dot rating than her minds would not. For each success, ask one of the following
Status and if it makes sense for her organization to obstruct that questions, or take a +1 bonus to any Social rolls pertaining to
type of person’s behavior. In our Organized Crime groups interested in the art assessed for the remainder of the scene.
example, if your character knows that the chief of police has • What is the hidden meaning in this?
Contacts (Criminal Informant), you may opt to block usage by • What was the creator feeling during its creation?
threatening the informant into silence. • What’s its weakest point?
Drawback: Status requires upkeep and often regular • What other witness is most moved by this piece?
duties. If these duties are not upheld, Status may be lost. The dots • How should one best appreciate this piece?
will not be accessible until the character re-establishes her
standing. In our Organized Crime example, your character may be True Friend (•••)
expected to pay protection money, offer tribute to a higher Effect: Your character has a true friend. While that friend may
authority, or undertake felonious activities. have specific functions covered by other Merits (Allies, Contacts,
Kindred Status Retainer, Mentor, et cetera), True Friend represents a deeper, truly
Within Kindred society, there exist three types of Status: trusting relationship that cannot be breached. Unless your
Bloodline, City and Covenant. character does something egregious to cause it, her True Friend
City Status allows its advantages within the scope of the assigned will not betray her. The Storyteller cannot kill a True Friend as part
city. Clan Status only functions of a plot without your express permission. Any rolls to influence a
within its designated clan, and Covenant Status similarly within True Friend against your character suffer a five-die penalty. In
the chosen covenant. addition, once per story your character can regain one spent
Bloodline Status reflects notoriety and recognition within the Willpower by having a meaningful interaction with her True
bloodline. Typically, a character with high Bloodline Status is Friend.
iconic within the bloodline. A character with five dots of Ventrue
Status is whom most Kindred think of when they speak of the Vampire Merits
Ventrue Bloodline. Kindred recognize a low-Status character as a
Dream Visions (•)
frequent collaborator within bloodline circles. A character may not
Prerequisites: Must be Mekhet
gain Status in a bloodline to which she does not belong.
Effect: Your character’s Mekhet blood touches on a level of
City Status reflects a vampire’s sway in the city, whether
universal interconnectedness that her mind cannot truly grasp.
official or unofficial. There’s no specific dot rating tied to a given
However, sometimes it gives her fleeting glimpses of insight and
position. For instance, a Prince may have three dots of City Status,
intuition. During the day, she dreams of what’s to come in vague
if the city doesn’t respect his authority as much as the Sheriff with
symbols. Once per night, when she meets someone new or visits a
five dots.
new place, make a Blood Potency roll. If successful, ask one
Covenant Status is generally tied to positions and direct
question to the Storyteller or the character’s player.
authority within covenant structure. A character with five dots
The question must fit with a yes/no/maybe answer. The answer
of Covenant Status is a regional leader within the covenant,
reflects the last day’s dreams.
a character with one dot has minor responsibilities to their
Drawback: This Merit may only be used once per person (and
organization of choice. Additionally, each covenant has available
only on first meeting), and once per night. So, if she meets
Merits that scale depending on Covenant Status dots.
multiple new people, you must choose who the dreams were of.
A character could theoretically gain Status within multiple
covenants. Most of the covenants will allow members to dabble
Feeding Grounds (• to •••••)
in other organizations, so long as they don’t share secrets. The
Effect: Your character has fertile feeding grounds, whether
Ordo Dracul, for example, will not stop a member from attending
officially granted or not. Dots in this Merit represent the ease of
Sanctified mass. But the moment she shares her knowledge
hunting in that territory. Add the dot rating to any hunting rolls,
of the Coils, she’ll find her Requiem cut abruptly short. Her
combined dots in one type of Status (City, Clan, or Covenant)
and to starting Vitae rolls .In addition, add the dot rating to any
predatory aura conflicts on her territory.
Drawback: Territory doesn’t maintain itself. Trespassers must not
go uncontested, or your hold on the area falters.

Haven (• to •••••)
Effect: A good haven is not only safe from the sun, but also
familiar and comforting. The dot rating reflects your character’s
affinity for his home and its defenses against the sun’s intrusion. A
low rating might mean an unreliable apartment with boarded
windows. A high rating may mean an ancestral home with no
windows
and an extensive system of vaults. Add your Haven dots to any
Humanity rolls to notice danger while sleeping, and any Stamina +
Resolve rolls to remain awake.
As well, add it to any Kindred senses rolls within.
Drawback: Losing a Haven is a breaking point at Humanity 8,
minus its dot rating. Like a Safe Place, a coterie may share a
Haven Merit.

Herd (• to •••••)
Effect: Your character cultivates cliques of mortals willing and
eager for the Kiss. Each week, you can draw on a number of Vitae
equal to twice the Merit’s dot rating. This requires no roll, only a
quick interlude. Taking more than that amount requires normal
hunting rolls.
Drawback: Addicts need their fix. Sometimes, they demand
attention. If neglected, they’ll withdraw. Your character must have
at least minor interactions with her Herd before they’ll give blood
freely.

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