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Acute Sense (1pt.) ====

One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two.


Ambidextrous (1pt.) ====

You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand.


Animal Magnetism (1pt.) ====

You are especially attractive to others. You receive a -2 to your difficulty on Seduction rolls. However, this will aggravate others of your gender.


Approachable (1pt.) ====

There's something very inviting and nonthreatening about you. People find you very easy to start a conversation with. Even distrustful creatures tend to put aside their instinctive wariness of mortals in regard to you. Reduce the difficulty of any Empathy rolls involving other people by two.


Berserker/Stress Atavism (4pt.) ==== (BANNED)

As both a Merit and a Flaw, this Trait has the same effects: under intense stress (combat, injury, disgrace, the death or crippling of a comrade, and so forth), the red haze kicks in. A failed Willpower roll (difficulty 8) leads to a berserk rampage. Your character gains three temporary Bruised health levels, ignores wound penalties, and adds two dice to her Strength and one die to her Stamina until every enemy within easy reach or sight is dead or incapacitated. That’s the good part; the bad part is that everyone becomes your enemy. Allies, enemies, and bystanders alike all look like targets until the blood-trance fades. Magick and strategic thinking become impossible, and your character uses every weapon in her hands for maximum carnage. Unless someone knocks her unconscious, incapacitates or kills her, or simply leaves her alone for several minutes (during which time she destroys everything within reach), she remains stuck in kill mode.


Black Market Ties (1-5pt.) ====

You have special ties to an underground shopping network, ties that help you acquire hard-to-find equipment. This Merit adds one die per point to your Streetwise roll when trying, for instance, to obtain black market weaponry. Difficulties for such rolls are left up to the Storyteller (typically 7 or higher). The point cost reflects how 'connected' you may be. The Storyteller may allow you to use your black market connections during the game to provide you with needed or useful equipment. Such connections will not simply hand you whatever you want – those things don't come cheap! It is up to the Storyteller to determine the quantity, quality, and availability of the equipment. He may feel free to disallow it entirely if such connections would unbalance the game.

  * One point – Small Items: ammo, low-clearance ID badges, good software
  * Two points – Average items: guns, hi-tech software, special ammo
  * Three points – Fancy items: antique cars, explosives, automatic weapons
  * Four points – Hefty items: heavy weapons, high security IDs or access codes
  * Five points - “Yeah, right. Maybe next game.”: high-tech military weapons, high explosives, military vehicles

Catlike Balance (1pt.)====

Your mage possesses an innately perfect sense of balance. You reduce the difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.


Church Ties (3pt.) ====

You have influence and contacts in some local churches, and have the means to create protest rallies, help the needy or raise money. The more you use your ties, of course, the greater your risk of being discovered.


Code of Honor (2pt.) ====

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. Characters with this Merit gain two additional dice to all Willpower 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.


Coldly Logical (1pt.) ====

While some might refer to you as a “cold fish,” you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all related rolls).


Common Sense (1pt.) ====

You have a significant amount of practical, everyday wisdom. Whenever you are 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 for beginning players unfamiliar with the game.


Computer Aptitude (2pt.) ====

You are familiar with and talented in the uses of computer equipment. All rolls involving computers are at -2 difficulty for you.


Concentration (1pt.) ====

You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, or hanging upside down).


Corporate Savvy (3pt.) ====

You've been a warrior on the cubicle battlefields for a long time, and you know how the corporate mind works. You understand the dynamics of money, business, information and power that make up companies, and you can manipulate them for your own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or corporate employee.


Corporate Ties (3pt.) ====

You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.


Crack Shot (2pt.) ==== (CHANGED FOR BALANCE)

No matter what you're pointing, gun, arrow, or dart, you hit your target with great accuracy. You receive no increased difficulty when targeting any specific location. You gain one extra dice on Firearms rolls that do not involve specific targeting. Note: This only applies to scoped weapons. It does not apply to pistols or fully-automatic weapons. This merit also applies to Energy Weapons rolls.


Danger Sense (2pt.) ====

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 indication of direction, distance, or nature.


Daredevil (3pt.) ====

You are good at taking risks, and even better at surviving them. When attempting exceptionally risky non-combat 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.


Determined (2pt.) ====

You're one tenacious bastard, determined to go your own way. It can be really difficult for people to persuade you otherwise. Gain two dice in any resisted roll in which someone tries to persuade you do to something.


Double-Jointed (1pt.) ====

You are unusually supple. Reduce the difficulty of any Dexterity roll involving bodily flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.


Early Adopter (1pt.) ====

You want to have the latest gadgets and technology. It's a drain on your cash, and your apartment is cluttered with some neat technology that never made it, but you have a solid sense on how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Not only that, but you have a great collection of stuff that can be useful on the hunt. Add two dice to any Technology roll when trying to figure out how to use an unfamiliar device.


Eidetic Memory (2pt.) ====

You remember, with perfect detail, things you see and hear. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.


Enchanting Voice (2pt.) ====

There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading, or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.


Entertainment Ties (3-5pt.) ====

You have a degree of fame and influence in the local entertainment scene (music, theater, dance, SCA, etc.). Either you own or manage a good venue or site, or you have some notoriety among both your peers and fans. You can exert this influence to ferret out information or buy favors. For five points, this fame can become nationwide.


Expert Driver (1pt.) ====

You drive like you were born behind the wheel. All difficulties on driving rolls are reduced by two.


Fae Blood (4pt.) ====

Although your character is not a changeling, she's got their heritage running through her veins — literally. Faerie blood allows her to walk in the Dreaming as if she were fae herself. While doing so exposes her to chimerical attack, it also opens her to a new and wondrous world. In fae terms, your character is kinain, a human with some innate Glamour who can learn limited cantrips fueled by her own power. (See Changeling: The Dreaming and The Enchanted for details. Note that a full supernatural like a mage, vampire, or werewolf cannot have a Glamour pool.) Her Banality is also quite low and her presence is often welcome in the courts of the fae. Naturally, this sort of gift carries an obligation to play faerie politics. Nevertheless, it can be a wondrous game.


Fashion Sense (2pt.) ====

Your character doesn't just dress well, he has an innate sense of what sort of clothes suit a particular occasion. This isn't a case of slavishly following the latest trends from the hottest designers. It's a matter of knowing when to dress smart and when to be casual, and having the know-how to carry it off on a limited budget. Deduct one from the difficulty of Social rolls in situations in which dressing appropriately is important, such as a business meeting, chatting in a club or attending and invitation-only function.


Firearms License (2pt.) ====

The effect of this merit depends on the country in which your game is set. In places such as the UK, it indicates that you are allowed to carry weapons. Without this merit, possession of a firearm is illegal. In countries where you have the right to bear arms, it indicates that you have a license to carry unusual or powerful firearms such as automatic weapons.


Flirt (2pt.) ====

You claim you're a terrible flirt, but that quite manifestly isn't true. You're great at it. You're an absolute master of all the subtle signals that give off the particular combination of promise and denial that makes teasing so much fun. At your best, you can make members of the opposite sex, or members of the same sex, putty in your hands. Add two dice to all social rolls in such circumstances.


Forgettable (2pt.) ====

It's not that you're ugly. It's just that, well, people's eyes tend to slide over you. You're of average height and build, unremarkable looks and run-of-the-mill dress. People have problems remembering your appearance after they meet you, unless you have talked with them for a long time. Certainly, people won't be able to give a useful description of you if they only see you briefly. You must have an appearance of 2 or 3 and a Charisma no higher than 3 to take this merit. If either of those Attributes moves outside it's assigned range during play, you lose this Merit. This Merit applies solely to your physical appearance. You might have a dreadful credit rating, a police file as thick as the phone book and a sexual history that would make a porn star blush, but people on the street just don't remember you.


Friendly Face (1pt.) ====

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. 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. This Merit only functions on a first meeting.


Funny (1pt.) ====

You can make people laugh. Your timing and sense of the absurd are second to none. You're always being invited to parties because you're so much fun. However, you're also very good at judging the appropriateness of your humor. Sometimes, the right joke can lift the spirits of people when everything seems to be going against them. So, you do what you can to make life more bearable, even when the situation seems darkest. Lower the difficulty of any Social roll intended to boost morale by two.


Ghoul (5pt.) ====

At some point in time, a vampire fed your character some of her potent blood, possibly bonding her into service. Somehow, she broke free, but the blood's force has granted her some of her mistress's power. In addition to a vague knowledge of vampiric society, your character ages slowly, and has a point of Potence and the ability to learn further Disciplines.

This power does not come without cost, however. Your character must continue to feed on vampire blood occasionally. Otherwise, she regains her mortality and craves forever the sweet rush of her former mistress's essence. Should she revert (after going a month or more without the sacred vitae), she loses her supernatural might (and Disciplines) forever. (Unless she is Embraced as a vampire, in which case she gets them back at the cost of her life and Fae Soul or Avatar.)

Note also that imbibing the cursed blood of the brood of Caine has all sorts of detrimental effects! A Mage, Psychic, or Sorcerer gains a dot each in Static and Entropic Resonance immediately the first time she becomes a ghoul, and a Changeling or Kinain gains 2 permanent Banality. The unaging curse causes a mage to have difficulty with Seekings, and prevents a sorcerer/psychic from ever Awakening, as well as possibly eventually leading a Fae to undoing.


Good Judge of Character (2pt.) ====

You have an instinct for reading people. You can make an appraisal of what kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. You're rarely wrong. Decrease the difficulty of any Perception roll based on assessing a person.


Good Listener (1pt.) ====

You're very interested in people, you enjoy hearing what they have to say and you're prepared to hear them out without interrupting their opinion with your on. Others can sense this and open up to you without really meaning to. The difficulty of all apparently friendly Social rolls that involve people talking to your character are reduced by two.


Good Night Vision (2pt.) ====

Maybe you spent a lot of time camping. Maybe you're just a fisherman who's used to getting up before dawn. For whatever reason, your night vision is excellent. The difficulty of Perception rolls at night is decreased by two.


Good Taste (1pt.) ====

You have a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. You've seen the right films for discussion in cultured company, and you wouldn't know who starred in Dumb and Dumber, let alone have the first clue about the plot. Your taste makes forging social contacts among similar folk much easier, whatever your origins. Lower the difficulty of any Social roll intended to gain acceptance or to impress a like-minded gathering by two.


Gossip (1pt.) ====

You're an incurable gossip, and other gossips recognize a kindred spirit in you. You're more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other people's lives. Surprising how much information you can pick up that way, isn't it? Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by two.


Healthy Skepticism (1pt.) ====

You are good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value, until you're able to check the details yourself. This Merit also allows you to reduce the difficulty of any roll to perceive a lie by two. It should be roleplayed as much as possible.


Higher Purpose (1pt.) ====

Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any non-combat roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with your Storyteller. You may not take this merit if you have the flaw Driving Goal.


Hollow Leg (1pt.) ====

You can drink like a fish. The amount of alcohol you can put away during a binge is truly phenomenal. What's more aggravating to your buddies is how little you suffer for it. Anyone who gets into a drinking contest with you quickly regrets it. Halve any penalties you suffer for consuming alcohol.


Huge Size (4pt.) ====

You are abnormally large in size, at least 6’10” and 300 pounds in weight (well over two meters tall and over 130 kgs). 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.


Icy Demeanor (1pt.) ====

You're uncomfortable relating to people on an emotional level, which is reflected in your mannerisms and speech. You clam up, seek escape or avoid eye contact. Increase the difficulty of any Empathy rolls made toward you by two, as people have trouble identifying with you.


Inner Strength (2pt.) ====

You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds.


Introspection (1pt.) ====

You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others’ actions. Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you.


Iron Will (3pt.) ====

You have a tremendous ability to resist outside attempts to take over your mind. You receive three extra dice to resist attempts to manipulate your mind, and may spend a Willpower point to shake off the direct mental control. This Merit works only against direct mental control, not emotional manipulation; Gifts that induce frenzy still have the usual chance to succeed, for instance. Characters will Willpower scores below 6 cannot take this Merit.


Jack-Of-All-Trades (3pt.) ====

You have a little knowledge about a lot of things. If making a roll on a Skill you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2.


Judicial Ties (2pt.) ====

You have both influence over and contacts in the judicial system. You know most of the judges as well as the attorneys to the prosecutor's department, and can affect the progress of various cases and trial with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.


Lesser Shaman (6pt.) ====

Only Sleepers can take this Merit. Lesser shamans make up the majority of shamans found in the world today. While they have considerable power, they are considerably less able than even the weakest Dreamspeaker. Still, the power to speak with the spirits is formiddable, even if the will begind it is not Awakened. Imbued with a sort of calling by the spirits, a shaman of this sort still has many spiritual powers, though he ultimately must gain such from the spirits, not from an internal wellspring of enlightenment.

Lesser shamans all possess the Merit Spirit Sight at no additional cost. In addition, they can summon and banish spirits, raise or lower the Gauntlet (up to two points, but never below two or above 10) over a small area, and awaken the spirits inherent in objects or places.

Performing any magical actions requires long and elaborate rituals for a lesser shaman. Without the force of Awakened will, the shaman must rely on careful rituals and the good will of the spirits. Such rituals generally last between two and three hours. At the end of a ritual, the lesser shaman's player makes a roll using Charisma+ Rituals (with a difficulty of no less than 6) and spends a point of Willpower. Once summoned or awakened, spirits may do as they will, but temporary actions like raising or lowering the Gauntlet only last until the next sunrise or sunset.

A number of Dreamspeakers who are connected to a tribe, band or other community have one or more lesser shamans who watch over the community while they are away. Any Sleeper who possesses the Spirit Sight Merit can be trained to be a lesser shaman. However, this training process often takes years. Still, the benefits of having shamanic acolytes often outweigh the investment costs in time and effort, especially because a few rare students may actually Awaken. Dreamspeakers generally know how to train apprentices (though how well the shaman teaches is a function of the Instruction Ability), and Verbena have been known to train Sleepers in this fashion as well.


Lightning Calculator (1pt.) ====

You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conclusions, is ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller to estimate the difficulty rating of a task you are about to perform.


Long-Distance Runner (3pt.) ====

Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina. You must have at least four dots in Stamina to purchase this Merit.


Lovestruck (1pt.) ==== (BANNED)

You've fallen for someone and the feeling is reciprocated. The world seems a better place. Colors are a little brighter, music seems more enchanting. If you do not maintain this relationship, you may lose this merit at your Storyteller's discretion. Recover two Willpower points each morning instead of one.

Note: We suggest True Love (see below) as an alternative. It has the same RP flavor without being nearly as gamebreaking.


Lucky (3pt.) ====

You were born lucky — or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.


Mechanical Aptitude (1pt.) ====

You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle.


Media Savvy (3pt.) ====

There's a knack to dealing with the media, and you have it. You've learned what journalists want, and you do your best to provide it in a way that best suits you. You can create, suppress, and redirect stories with a fair amount of effectiveness, just by the spin you put on them. Most of the time, you try to set up situations so the media reads them the way you want, say by making a hit on a monster look like drug-related violence. Add two dice to any social rolls in which you deal with journalists or news organizations.


Media Ties (2pt.) ====

You have both influence over the contacts in the local media. You can suppress and create news stories (although not always with 100 percent efficiency; journalists are an unruly bunch), and you have access to the files and gossip of the staffs of newspapers and TV stations.


Medium (2pt.) ====

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. Also, your difficulty is reduced by two for all Awareness rolls involving the spirits of the dead.


Natural Leader (2pt.) ====

You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.


Natural Runner (1pt.) ====

You've enjoyed running ever since you were a kid. Whereas most people wheeze and complain about exercising, running has always been an absolute pleasure to you. As a result, you can run like the wind when the situation demands it. Your Dexterity counts as one point higher than it actually is for purposes of determining Movement rates.


Oracular Ability (3pt.) ====

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. When the Storyteller feels that you are in position to see an omen, you will be required to make a Perception + Awareness 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.


Perfect Balance (3pt.) ====

Your sense of balance has achieved great heights by constant training or inherited traits. It is very unlikely that you will ever fall during your life. You may trip, but you will always catch yourself before you fully lose your footing or handhold. This merit functions for actions as walking, crossing ice, and climbing mountains. All difficulties involving such feats are reduced by three. It would take a lot to push or shove a character off his feet if he has this merit.


Physically Impressive (2pt.) ====

You appear dangerous both in outward demeanor and in physical bearing, and exude a confidence that impresses opponents. Add one die to all Social rolls that involve intimidation.


Poison Resistance (1pt.) ====

You have, for some reason or another, become resistant to poisons. It could be that you are somehow naturally resistant, or that you have spent years building up your resistance against all known types of poisons. Any time you need to make a soak roll against the effects of a poison or toxin, reduce your difficulty by three.


Police Ties (3pt.) ====

You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties within the police department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play), and it can let you down at times.


Political Ties (3pt.) ====

You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.


Precocious (3pt.) ====

You learn quickly. The time for you to pick up a particular Ability is cut in half, as is the experience cost.


Rising Star (3pt.) ====

You’re one of the up-and-comers in the city. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any members of your supernatural community who aren’t actively opposing your ascent.


Robust Health (1pt.) ====

You have the constitution of an ox. You rarely get ill, if ever, and food poisoning is a stranger to you. You don't even get hangovers, you bastard. Reduce the difficulty to resist illness or poisoning - including alcohol poisoning - by two.


Sanctity (2pt.) ====

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.


Scholar of Enemies (2pt.) ====

You have taken the time to learn about and specialize in one particular enemy of your kind. 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. 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.


Seldom Sleeps (2pt.) ====

Whether due to a strong constitution, a frenetic nature, or even a hint of ancestral magic in your blood, you require significantly less sleep than the average person. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won’t make you more than a little blearyeyed. You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals, Gifts, etc. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods.


Self-Confident/Optimistic/Because I Think I Can (5pt.) ==== (BANNED)

When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of Willpower unless you fail. This will also prevent you from botching, but only if you declare you are spending the Willpower point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the difficulty of your roll is 6 or higher. You may spend Willpower at other times; however, if the difficulty is 5 or less, the Merit will not help you.


Shapechanger Kin (4pt.) ==== (LIMITED)

By some quirk of fate, your character is related to a werewolf, -cat, -raven, -bear or perhaps even one of the more mysterious breeds. The changing blood has not stirred in him — at least not in the traditional way — but it has left its mark. He's immune to the Delirium (the madness that claims those who see a werebeast's half-human form), and he has friends among whichever Breed he's related to. Having this Merit doesn't meant that he knows their secrets or that he can wander around their sacred sites without retribution, but he has a certain edge that no normal mortal can match. However, no full template character (mage, vampire, changeling) can have Gnosis.

You've got a good chance to know some shapechanger lore, and you may share some common contacts and allies. You will probably claim some degree of affection from your relatives' tribe and some animosity from their enemies.


Socially Aware (2pt.) ====

Social interplay is an open book to you. You're the first to spot the hidden relationships between people, after only a few minutes of observation. Subtle clues like body language and position, voice tone and choice of words speak volumes to you about the underlying connections between people. Gain two dice on any Perception roll involving interaction between other people.


Spirit Mentor (3pt.) ====

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.


Spirit Sight (4pt.) ====

You can see and hear all varieties of spirits, Fae, wraiths and similar entities. This Merit provides all of the advantages granted by the Merit Medium. Nevertheless, this ability is a mixed blessing. Seeing these beings is not a choice (Without also taking Dual perception); 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!

Many shamans have this Merit, and shamans often look for people with Spirit Sight as potential students. Unfortunately, most Sleepers with this Merit conceal it poorly and instead end up in asylums.


Supporter (2pt.) ====

You inspire all around you to greater efforts. Whether by speaking, writing, or leading by example, you give anyone who works with you reason to go on and hope of success. You have a –2 difficulty on Social rolls when trying to inspire others, and you give any group effort +1 to its total dice pool.


Surreal Beauty (1pt.) ====

You possess a beauty far beyond that of normal mortals. People stand in awe of your perfect form. Characters who take this Merit must first purchase at least an Appearance 5 though their appearance is considered to surpass even that.


Time Sense (1pt.) ====

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.


Trivia Champ (2pt.) ====

Where do you get this stuff? Whether it's through plenty of reading, too much TV or just an eclectic bunch of friends, you have the oddest collection of facts stored away in your skull. Once in a while, at the Storyteller's discretion, one of them turns out to be just the piece of information you need. you might not be actually very bright, but the sheer amount of knowledge you've picked up makes you appear that way. This merit doesn't confer knowledge of the enemy or the occult, beyond what is likely to be known in common culture (and may well be dangerously wrong).


True Love (4pt.) ====

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. 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.


Unbondable (4pt.) ====

You are immune to being Blood Bound. No matter how much vampire blood you drink, you will never be Bound to one. This is exceedingly rare, and the Merit should be carefully considered by Storytellers before it is allowed into the game.


Underworld Ties (3pt.) ====

You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of 'soldiers,' as well as extensive links to the underworld of crime. The more often you use your ties within the criminal element, the weaker they will grow.


Unflappable (3pt.) ====

You are a naturally placid person and take most things in stride. You were almost hit by a car? That was close. Your wife has left you? Ah, well. Although you have emotions as others do, you don't let them affect you to the same degree. You gain two extra dice on any Willpower roll that involves staying calm or not overreacting to mundane experiences.


Way With Words (1pt.) ====

Language is a finely honed tool for you. Not a blunt instrument. You are able to create exactly the effect you want by choosing your words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words.