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| ''Synopsis:'' You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.<br>
| ''Synopsis:'' You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.<br>
''System:'' You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day.<br>
''System:'' You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day.<br>
''Notes:'' <br>
|-
| '''Elysium Regular'''
| 1
| Vampire
| Social
| V20 Core, pg 487
| ''Synopsis:'' You spend an unusual amount of time in Elysium. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are. <br>
''System:'' Extended time spent in Elysium also gives you extended opportunities to interact with the Harpies and other Kindred of that stature — and they’ll know your name when you approach them. This Merit is generally taken by vampires that respect and attend Elysium on a regular basis.<br>
''Notes:'' <br>
|-
| '''Former Ghoul'''
| 1
| Vampire
| Social
| V20 Core, pg 487
| ''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. <br>
''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.<br>
''Notes:'' <br>
|-
| '''Prestigious Sire'''
| 1
| Vampire
| Social
| V20 Core, pg 488
| ''Synopsis:'' Your sire has or had great status in her Sect or Clan, and this has accorded you a certain amount of prestige. <br>
''System:''  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.<br>
''Notes:'' <br>
|-
| '''Protégé'''
| 1
| Vampire
| Social
| V20 Core, pg 488
| ''Synopsis:'' Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances.<br>
''System:'' These vampires may be inclined to look favorably on you by dint of your sire’s recommendation; you are at -1 difficulty on Social rolls with all those who’ve heard good things about you.<br>
''Notes:'' <br>
|-
| '''Rep'''
| 1
| Vampire
| Social
| V20 Core, pg 488
| ''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).<br>
''System:'' 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.<br>
''Notes:'' <br>
|-
| '''Sabbat Survivor'''
| 1
| Vampire
| Social
| V20 Core, pg 488
| ''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.<br>
''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.<br>
''Notes:'' <br>
|-
| '''Boon'''
| 1-6
| Vampire
| Social
| V20 Core, pg 488
| ''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. <br>
''System:'' 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.<br>
''Notes:'' <br>
|-
| '''Bullyboy'''
| 2
| Vampire
| Social
| V20 Core, pg 488
| ''Synopsis:'' You’re part of the brute squad the local Sheriff or Bishop calls on when he needs some muscle.<br>
''System:'' As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law. How far outside the law you can go depends on circumstance and how much the vampire you report to likes you.<br>
''Notes:'' <br>
|-
| '''Old Pal'''
| 2
| Vampire
| Socical
| V20 Core, pg 488
| ''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.<br>
''System:'' 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.<br>
''Notes:'' <br>
|-
| '''Lawman's Friend'''
| 2
| Vampire
| Social
| V20 Core, pg 488
| ''Synopsis:'' For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local Sheriff or Bishop in charge of discipline likes you.<br>
''System:'' He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crack downs and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy — and the change might not be apparent until it’s too late.<br>
''Notes:'' <br>
|-
| '''Open Road'''
| 2
| Vampire
| Ssocial
| V20 Core, pg 488
| ''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.<br>
''System:'' 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.<br>
''Notes:'' <br>
|-
| '''Scholar of Enemies'''
| 2
| Vampire
| Mental
| V20 Core, pg 489
| ''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. <br>
''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.<br>
''Notes:'' <br>
|-
| '''Scholar of Others'''
| 2
| Vampire
| Mental
| V20 Core, pg 489
| ''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.<br>
''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.<br>
''Notes:'' <br>
|-
| '''Friend of the Underground'''
| 3
| Vampire
| Social
| V20 Core, pg 489
| ''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. <br>
''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). Nosferatu cannot purchase this Merit.<br>
''Notes:'' <br>
|-
| '''Mole'''
| 3
| Vampire
| Social
| V20 Core, pg 489
| ''Synopsis:'' You have an informer buried in one of your Sect’s enemy organizations who funnels you all sorts of information as to what her peers are up to.<br>
''System:'' 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...<br>
''Notes:'' <br>
|-
| '''Rising Star'''
| 3
| Vampire
| Social
| V20 Core, pg 489
| ''Synopsis:'' You’re one of the up-and-comers in the city, a rising star in your  Sect. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. <br>
''System:'' You are at -1 difficulty on all Social rolls against any vampires in your Sect who aren’t actively opposing your ascent.<br>
''Notes:'' <br>
|-
| '''Broken Bond'''
| 4
| Vampire
| Social
| V20 Core, pg 489
| ''Synopsis:'' You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more.<br>
''System:'' 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. Sabbat vampires cannot take this Merit.<br>
''Notes:'' <br>
|-
| '''Clan Friendship'''
| 4
| Vampire
| Social
| V20 Core, pg 489
| ''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.<br>
''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.<br>
''Notes:'' <br>
|-
| '''Primogen/Bishop Friendship'''
| 4
| Vampire
| Social
| V20 Core, pg 489
| ''Synopsis:'' The ruling vampires of the city value you and your opinions. <br>
''System:'' You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it’s powerful nonetheless.<br>
''Notes:'' <br>
|-
| '''Deceptive Aura'''
| 1
| Vampire
| Supernatural
| V20 Core, pg 493
| ''Synopsis:'' Your aura is unnaturally bright and colorful for a vampire.<br>
''System:''  You register as a mortal on all attempts to read your aura.<br>
''Notes:'' <br>
|-
| '''Healing Touch'''
| 1
| Vampire
| Supernatural
| V20 Core, pg 493
| ''Synopsis:'' Normally vampires can only seal the wounds they inflict from feeding by licking them.<br>
''System:''  With but a touch, you can achieve the same effect, closing the puncture wounds left by drinking blood.<br>
''Notes:'' <br>
|-
| '''Inoffensive to Animals'''
| 1
| Vampire
| Supernatural
| V20 Core, pg 493
| ''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. <br>
''System:''  Animals may not enjoy being in your company, but they don’t actively flee from you.<br>
''Notes:'' <br>
|-
| '''Magic Resistance'''
| 2
| Vampire
| Supernatural
| V20 Core, pg 493
| ''Synopsis:'' You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans.<br>
''System:'' The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn magical Disciplines such as Thaumaturgy and Necromancy.<br>
''Notes:'' <br>
|-
| '''Hidden Diablerie'''
| 3
| Vampire
| Supernatural
| V20 Core, pg 493
| ''Synopsis:'' The tell-tale black streaks of diablerie do not manifest in your aura.<br>
''System:'' <br>
''Notes:'' <br>
|-
| '''True Love'''
| 4
| Vampire
| Supernatural
| V20 Core, pg 493
| ''Synopsis:'' You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. <br>
''System:'' 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.<br>
''Notes:'' <br>
|-
| '''Additional Discipline'''
| 5
| Vampire
| Supernatural
| V20 Core, pg 494
| ''Synopsis:'' You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline.<br>
''System:'' 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, and Caitiff vampires cannot take this Merit.<br>
''Notes:'' <br>
|-
| '''Unbondable'''
| 5
| Vampire
| Supernatural
| V20 Core, pg 494
| ''Synopsis:'' You are immune to being blood bound. Tremere cannot take this Merit.<br>
''System:'' <br>
''Notes:'' <br>
|-
| '''Nine Lives'''
| 6
| Vampire
| Supernatural
| V20 Core, pg 494
| ''Synopsis:'' Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive.<br>
''System:'' When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live — and one of your nine lives is used up. If that subsequent roll fails, then another reroll is made, until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.<br>
''Notes:'' <br>
''Notes:'' <br>
|-
|-

Revision as of 16:27, 26 April 2025

General Merits

[+/-] General Merits
Merit Cost Allowed Type Source Details
Acute Sense 1 General Physical W20 Core, pg 472
V20 Core, pg 479
Synopsis: One of your senses is exceptionally sharp (even for a Garou). Choose sight, hearing, smell, touch, or taste.

System: The difficulty for all tasks involving use of this particular sense is reduced by two. This Merit can be bought more than once for different senses, but only one time for each particular sense. The difficulty reduction for a given sensory roll is accumulative with other difficulty reductions (due to Gifts, etc.), but only a single reduction for Acute Sense is applicable in any given roll. Acute Sense cannot be purchased for any sense if it is missing or hampered via a Flaw (i.e., Blind, Bad Sight, Deaf, Hard of Hearing, Anosmia, etc.).
Notes:

Alcohol Tolerance 1 General Physical W20 Core, 472 Synopsis: This Merit works against all natural intoxicants, even if processed (such as cocaine), though not against poisons or entirely man-made chemical drugs (such as meth).

System: With a successful Stamina roll (difficulty 7), you can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a drunken fighter.
Notes:

Ambidextrous 1 General Physical W20 Core, pg 472
V20 Core, pg 480
Synopsis: You have a high degree of off-hand dexterity and can perform tasks with your “wrong” hand at no penalty.

System: 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 to complete a task.
Notes:

Double Jointed 1 General Physical W20 Core, pg 472 Synopsis: You can contort yourself into odd positions or squeeze into small spaces.

System: You possess uncanny suppleness, making all dice rolls that require flexibility (such as wriggling free from an opponent’s grasp) at –2 difficulty.
Notes:

Perfect Balance 1 General Physical W20 Core, pg 472 Synopsis: You have an uncanny knack for staying on your feet (two or four, depending on your form) either from natural talent or from long hours of training.

System: Any rolls you make to attempt balance-related physical activities (e.g., Dexterity + Athletics for tightrope walking, maneuvering across ice, mountain climbing, or rock scaling) are at –2 difficulty.
Notes:

Physically Impressive 2 General Physical W20 Core, pg 472 Synopsis: You appear dangerous both in outward demeanor and in physical bearing, and exude a confidence that impresses opponents.

System: Add one die to all Social rolls that involve intimidation.
Notes:

Daredevil 3 General Physical W20 Core, pg 472
V20 Core, pg 480
Synopsis: You excel at taking risks and have a talent for surviving them.

System: When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.
Notes:

Long Distance Runner 3 General Physical W20 Core, pg 472 Synopsis: Through practice and/or innate skill, you have developed your ability to run very fast for a very long time.

System: You can run at double your normal running speed for one hour per dot you possess in Stamina. This Merit is very popular with Silent Striders. You must have at least four dots in Stamina to purchase this Merit.
Notes:

Common Sense 1 General Mental W20 Core, pg 474
V20 Core, pg 484
Synopsis: You have an abundance of plain, everyday common sense (which is often not so common among humans or Garou).

System: Whenever you’re about to do something counter to common sense, the Storyteller may step in and advise you that you’re about to do something that your character would recognize as foolhardy. This Merit is particularly recommended for novice players still coming to grips with the world of Werewolf and its dangers.
Notes:

Computer Aptitude 1 General Mental W20 Core, pg 474
V20 Core, pg 484
Synopsis: You are familiar with and talented in the uses of computer equipment.

System: All rolls involving computers (hardware, software, or operations) are at –2 difficulty for you.
Notes:

Concentration 1 General Mental W20 Core, pg 475
V20 Core, pg 484
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 circumstantial penalties that otherwise might affect their dice pools or difficulty ratings (e.g., nearby gunfire, overpowering aromas, or hanging upside down).
Notes:

Expert Driver 1 General Mental W20 Core, pg 475 Synopsis: You drive like you were born behind the wheel.

System: All difficulties on driving rolls are reduced by two.
Notes:

Language 1 General Mental W20 Core, pg 475
V20 Core, 484
Synopsis: You know a language in addition to your native one.

System: You can take this Merit multiple times, each reflecting a different language. Spirit Speech is a Gift and cannot be learned using this Merit. Garou are not required to use this Merit to purchase Garou Tongue or lupine communication; those are considered to come as naturally to them along with their native homid language.
Notes:

Lightning Calculator 1 General Mental W20 Core, pg 475 Synopsis: You have a natural affinity with numbers and mental calculations, making you a natural when working with finance, estimating at a glance, computing odds, figuring complex variable equations, and the like.

System: All rolls where mental math comes into play are made with a –2 difficulty. Another possible use for this Merit is figuring the odds of success or failure of a particular endeavor, assuming you have sufficient data upon which to base your calculations. In appropriate situations, you may ask the Storyteller for the difficulty of a task you are about to undertake before committing to the effort.
Notes:

Mechanical Aptitude 1 General Mental W20 Core, pg 475 Synopsis: You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers, or anything that does not work predominantly through moving parts).

System: The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by 2. However, this Merit does not help you drive any sort of vehicle; once you’re behind the wheel, you’re on your own.
Notes:

Time Sense 1 General Mental W20 Core, pg 475
V20 Core, pg 484
Synopsis: You have an innate sense of time.

System: You are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.
Notes:

Code of Honor 2 General Mental W20 Core, pg 476
V20 Core, pg 484
Synopsis: You have a rigid 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 two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid violating their code. You may choose something already established (the Litany is a common Code of Honor amongst Garou) or create your own list of moral and ethical dos and don’ts with your Storyteller’s approval.
Notes:

Eidetic Memory 2 General Mental W20 Core, pg 476
V20 Core, pg 484
Synopsis: You remember, with perfect detail, things you see and hear.

System: Documents, photographs, conversations, etc., can be committed to memory with only minor concentration, as can complicated trails, complex scents, or detailed howls. 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.
Notes:

Inner Strength 2 General Mental W20 Core, pg 476 Synopsis: You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through.

System: Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds.
Notes:

Natural Linguist 2 General Mental W20 Core, pg 476
V20 Core, pg 485
Synopsis: You have a flair for languages.

System: Add three dice to any dice pool involving written or spoken language, and each purchase of the Language Merit gives you two languages instead of just one.
Notes:

Iron Will 3 General Mental W20 Core, pg 476
V20 Core, pg 485
Synopsis: You have a tremendous ability to resist outside attempts to take over your mind.

System: 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 of a vampire. This Merit works only against direct mental control, not emotional manipulation; Gifts that induce frenzy still have the usual chance to succeed, for instance.
Notes:

Jack of All Trades 3 General Mental W20 Core, pg 476 Synopsis: You have a little knowledge about a lot of things.

System: 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. Only homid or metis characters may take this Merit.
Notes:

Self Confident 5 General Mental W20 Core, pg 476 Synopsis: You are so sure of your own abilities that when you expend Willpower to gain an automatic success on an endeavor, you have a chance to gain the benefit of that expenditure without actually losing the Willpower.

System: When you spend Willpower for an automatic success, you do not actually lose it unless the auto-success is the only one garnered in the roll. This Merit may only be used in challenging situations, that is, when the difficulty of your roll is six or higher. You may spend Willpower for an automatic success at other times, but if your difficulty is five or less, the Willpower will be spent regardless of what you roll.
Notes:

Pitiable 1 General Social W20 Core, pg 479 Synopsis: Something about you makes others look at you as if you are deserving of their pity. Perhaps they see you as still a cub, despite your age or experience.

System: You gain one die on Social rolls when actively playing up your pitiable nature. Wheedling someone into helping you would be appropriate; intimidating them into submission would not. Final word rests with the Storyteller in regards to when this Merit’s benefit may be used.
Notes:

Natural Leader 2 General Social W20 Core, pg 480
V20 Core, pg 487
Synopsis: You were born with a strength of bearing to which others naturally defer.

System: You receive two extra dice when making Leadership rolls. You must have a Charisma of 3 or greater to purchase this Merit.
Notes:

Supporter 2 General Social W20 Core, pg 480 Synopsis: 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.

System: You have a –2 difficulty on Social rolls, and you give any group effort +1 to its total dice pool.
Notes:

Danger Sense 3 General Supernatural W20 Core, pg 483 Synopsis: You’ve got a knack for knowing when something bad is about to happen.

System: When you are in danger but not aware of it, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty corresponds to the immediacy of the danger. If the roll succeeds, you are given a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance, or nature of the threat.
Notes:

Lucky 3 General Supernatural W20 Core, pg 483
V20 Core, pg 493
Synopsis: You enjoy some special favor from Gaia or some other powerful spirit.

System: You may re-roll any three failed rolls per story, including botches, but you may try only once per failed roll.
Notes:

Peacemaker 2 General Social V20 Anarchs Unbound, pg 102 Synopsis: You have a reputation for having a good head on your shoulders and the honor to keep your word no matter what. As a result, your allies and sectmates ask you to mediate their disputes, even with other sects. This Merit allows your character to use her reputation as leverage to keep the peace during tense situations.

System: Reduce the difficulty of all social rolls to keep the peace or to mediate honestly between factions (even other sects) by 2.
Notes:

Bruiser 1 General Physical V20 Core, pg 480 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.
Notes:

Catlike Balance 1 General Physical V20 Core, pg 480 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:

Friendly Face 1 General Social V20 Core, pg 408 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. This Merit only functions on a first meeting.
Notes: First Impressions die pools are limited by your Appearance score.

Enchanting Voice 2 General Social V20 Core, pg 480 Synopsis: 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.

System: The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by two.
Notes:

Coldly Logical 1 General Mental V20 Core, pg 484 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 related rolls).
Notes:

Introspection 1 General Mental V20 Core, pg 484 Synopsis: 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.

System: Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you.
Notes:

Precocious 3 General Mental V20 Core, pg 485 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.
Notes:

Harmless 1 General Social V20 Core, pg 487 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.

System: 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.
Notes:

Sanctity 2 General Social V20 Core, pg 488 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.

System: 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.
Notes:

Medium 2 General Supernatural V20 Core, pg 493 Synopsis: You possess the natural affinity to sense and hear spirits, ghosts, and shades.

System: 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.
Notes:

Oracular Ability 3 General Supernatural V20 Core, pg 493 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 + 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.
Notes:

Spirit Mentor 3 General Supernatural V20 Core, pg 493 Synopsis: You have a ghostly companion and guide.

System: 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.
Notes:

True Faith 7 General Supernatural V20 Core, pg 494 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 the sidebar on V20 Core, pg 372); 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 Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts are up to the Storyteller.
Notes:


Changeling Merits

[+/-] Changeling Merits
Merit Cost Allowed Type Source Details

Mage Flaws

[+/-] Wraith Merits
Merit Cost Allowed Type Source Details

Shifter Flaws

[+/-] Shifter Merits
Merit Cost Allowed Type Source Details
Mixed Morph 1 or 5 Shifter Physical W20 Core, pg 472 Synopsis: You find the art of partial transformation relatively easy.

System: Make the required Dexterity + Primal Urge roll at difficulty 6 rather than difficulty 9 (W20 Core, pg 286). The five-point version of this Merit eliminates the need for a Willpower point; you can achieve partial transformation almost at will.
Notes:

Wolf Sight 1 Shifter Physical W20 Core, pg 472 Synopsis: In all your forms, you see colors and intensities of light as a wolf does. Your color vision is slightly less distinct than that of humans, though you embrace the full spectrum of colors. Your night vision, however, far surpasses human nocturnal vision. You also notice movement more readily.

System: You gain an extra die to all visually-based Perception rolls that involve movement or take place at night.
Notes:

Bad Taste 2 Shifter Physical W20 Core, pg 472 Synopsis: You are gamey to the palate and revolting to the taste buds; plainly put, you taste nasty.

System: Anyone who bites you (vampires, Garou, fomori, Wyrm monsters) is immediately nauseated. The biter must spend a Willpower point or retch uncontrollably for a scene. There is a drawback, however: lupus Garou and wolves are unlikely to lick or groom you, and even affectionate nibbles are affected by your foul flavor.
Notes:

Fair Glabro 2 Shifter Physical W20 Core, pg 472 Synopsis: You have a Glabro form that can pass for human, though it’s still larger than normal people.

System: You have no penalties to Social Attributes in Glabro form.
Notes:

Lack of Scent 2 Shifter Physical W20 Core, pg 472 Synopsis: You either have no scent at all or only a very faint odor.

System: Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.
Notes:

Natural Weapons 3 or 4 Shifter Physical W20 Core, pg 473 Synopsis: You are greatly in tune with your wolf physique. Your balance and physical acuity in Lupus form are greater than in Homid form.

System: Subtract one from the difficulty of any attack roll with an innate natural weapon (e.g., claw, bite, kick, etc.) when in Lupus form. However, add one to the difficulty of any such attacks made while in Homid form. There is no change to your attack rolls in other forms. This Merit costs 3 points for lupus or metis characters, and 4 points for homid Garou.
Notes:

Huge Size 4 Shifter Physical W20 Core, pg 473
V20 Core, pg 480
Synopsis: You stand close to 7’ tall and may weigh as much as 400 pounds in your Homid form; your other forms are also proportionately huge.

System: This Merit gives you an extra health level, which acts as an additional Bruised health level for purposes of calculating damage and wound penalties. Of course, with your immense size comes other problems (blending into a crowd, finding clothes that fit, fitting into an airplane seat, etc.).
Notes:

Metamorph 7 Shifter Physical W20 Core, pg 473 Synopsis: Shapechanging for you is as easy as breathing.

System: You do not need to roll to change forms, nor is it necessary to spend a Rage point for an instantaneous shift. You make your changes as if you scored five successes on your roll to shift forms. If you lose consciousness from wounds or for some other reason, you may roll Wits + Primal Urge (difficulty 8) to choose which form you assume rather than reverting to breed form.
Notes:

Berserker 2 Shifter Mental W20 Core, pg 476 Synopsis: You have uncanny control over your inner anger, and can use your Rage as most Garou cannot.

System: You can enter a berserk frenzy at will, ignoring your wound penalties. You still suffer the consequences of any actions committed in the throes of frenzy. When circumstances might cause you to frenzy, you must make a standard roll to see if you do so or not.
Notes: My love for you is ticking clock, berserker!

Seldom Sleeps 2 Shifter Mental W20 Core, pg 476 Synopsis: 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 Garou. While rest is still required after exertion, sleep is seldom necessary

System: One hour a night is fine, and even an hour every three days won’t make you more than a little bleary-eyed. 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 or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods.
Notes:

Calm Heart 3 Shifter Mental W20 Core, pg 476
V20 Core, pg 485
Synopsis: You remain calm and collected even in the most trying of circumstances.

System: You receive two extra dice when attempting to resist frenzy.
Notes: Actual rule intention: +2 diff to resist frenzy. White Wolf's text makes no sense, more dice would actually make it easier to frenzy.

Untamable 5 Shifter Mental W20 Core, pg 476 Synopsis: You are a wild soul who has never bent to the leash.

System: You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery.
Notes:

Family Support 1 Shifter Social W20 Core, pg 479 Synopsis: Your family knows what you are and accepts your new life wholeheartedly. Perhaps your parents are Kinfolk and have prepared themselves for the potential that you might be a full Garou. However they need not be actual Kin (of the sort purchased through the Kinfolk Background); they may not understand what you’ve become, but still believe you are “special” or “gifted.”

System: While you can’t assume they will risk themselves for you or your pack, you can rely on their moral support and understanding — and maybe a place to crash on occasion.
Notes:

Favor 1-3 Shifter Social W20 Core, pg 479 Synopsis: You have earned the favor of someone more powerful than yourself because of something you did in the past. Work out with your Storyteller who exactly owes you the favor — perhaps an elder of your sept, an influential member of your tribe, or even a powerful pack of Garou.

System: A 1-point Merit indicates that you provided a minor service; a 2-point Merit means that you have done something significant for them; a 3-point Merit probably means that you saved their life (or the life of someone important to them). You can ask for (and expect to receive) a similar level of favor in return. You can only call in this favor once; after that, your previous service holds no particular sway. While it stands, however, other Garou may know that someone important is indebted to you and react to you accordingly.
Notes:

Camp Goodwill 1 Shifter Social W20 Core, pg 479 Synopsis: You have earned the attention and favor of a particular Garou tribal camp (see pg. 491). Perhaps you’ve done them a favor, or maybe they’re trying to recruit you.

System: Regardless, all Social rolls when interacting with that camp are made at –1 difficulty. You may not be a member of this camp when you first take this Merit, although you can become recruited into the camp during play at the Storyteller’s discretion. You may take this Merit multiple times for different camps, and may take it for tribal camps other than your own tribe, each with the Storyteller’s approval.
Notes:

Animal Magnetism 2 Shifter Social W20 Core, pg 480 Synopsis: Others of your breed (humans if you’re homid, wolves if you’re lupus; metis should pick either humans or wolves, not Garou) find you especially attractive.

System: Your rolls to attract, persuade, charm, or seduce those individuals is at –2 difficulty. This effect does not apply to threatening or intimidating actions.
Notes:

Notable Heritage 2 Shifter Ssocial W20 Core, pg 480 Synopsis: Your direct family line is particularly renowned, either in Garou society or in the human world. You must choose (with your Storyteller’s approval) which world your heritage relates to, and detail your family line accordingly.

System: You are at –1 difficulty to all Social rolls when working in the appropriate society (with Garou and Kinfolk who are aware of werewolf society, or when dealing with humans who are aware of your heritage). You are expected to live up to your lineage’s reputation. If you fail to do so, you may find the Merit dwindling over time as stories of your own failings begin to outweigh the high regard your family receives. This Merit may not be taken by Bone Gnawers.
Notes:

Reputation 2 Shifter Social W20 Core, pg 480 Synopsis: Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack.

System: When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good “name” with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety.
Notes:

Noted Messenger 3 Shifter Social W20 Core, pg 480 Synopsis: Legends and Elders have used your services to deliver their important words. You may have even been called upon to carry messages of peace (or war) between the Nation and outside forces.

System: Because of your reputation as a reliable messenger, you can pass through other Garou territories without your presence causing offense, and you may be allowed into any sept (or other locale where your reputation is respected, such as spirit courts or Fera holdings) unchallenged, as long as you carry a message for someone residing there. However, you are expected to behave in accordance with your reputation; if you take offensive actions, act indiscreetly, or speak rudely while in the line of duty, it may affect how you are treated (and may cause the Storyteller to deem that you lose this Merit).
Notes:

Supernatural Companion 3 Shifter Social W20 Core, pg 480 Synopsis: You have a friend or ally who happens to be a vampire, mage, wraith, changeling, or other non-werewolf supernatural creature.

System: Although you may call upon her in time of need, she also has the right to call upon you (after all, you are friends). This relationship, however, does not have the sanction of your kind or hers, and you’ll likely face scandal — or worse — if you are found out. Meeting places and methods of communication are always risky. The Storyteller creates and controls your companion, but does not reveal to you her full powers (or secret motivations).
Notes:

Ancestor Ally 1 Shifter Supernatural W20 Core, pg 482 Synopsis: One of your ancestor spirits is particularly close to you.

System: You have –2 to your difficulty to contact this ancestor via your Ancestors Background. Flesh out your special ancestor with a name, personality characteristics, significant abilities or powers, details about her life, and her reputation among Garou. To purchase this Merit, you must have Ancestors as a Background.
Notes:

Moon Bound 1 Shifter Supernatural W20 Core, pg 482 Synopsis: You are more in tune with your auspice than most Garou.

System: When Luna waxes in your auspice, you receive one extra die to each of your rolls. Correspondingly, when Luna wanes in your auspice, you receive one less die to every roll.
Notes:

Spirit Magnet 1 Shifter Supernatural W20 Core, pg 482 Synopsis: You naturally attract the attention of the spirits whenever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you’re doing in their “neck of the woods.” Occasionally you attract more than you bargained for — Banes are also likely to come calling.

System: None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way.
Notes:

Natural Channel 3 Shifter Supernatural W20 Core, pg 483 Synopsis: You find crossing the Gauntlet easier than many of your fellow Garou.

System: The difficulty for stepping sideways is one less for you.
Notes:

True Love 4 Shifter Supernatural W20 Core, pg 483 Synopsis: You have a true love — a Kinfolk, human, wolf, or perhaps even another Garou. Simply the knowledge that this individual exists provides joy and strength to you even in the darkest hour. The Wyrm may be winning, the battle may be endless, but you know there is something beyond the esoteric to keep fighting for. When you are suffering, the thought of your true love gives you strength.

System: In game terms, this Merit allows you one automatic success on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Also, the power of your love may be strong enough to protect you from other supernatural forces (at the Storyteller’s discretion). However, having a true love may also be a hindrance, and they may require aid (or even rescue) from time to time. True Love between Garou (even if it is not acted upon) may be seen as near-enough to a breach of the Litany to cause scorn or even scandal if it is suspected by others, making it appropriate justification for a Dark Secret Flaw as well.
Notes:

Immune to Wyrm Emanations 6 Shifter Supernatural W20 Core, pg 483 Synopsis: Gaia has blessed you with a powerful resistance to the poisons of the Wyrm.

System: Although you still take damage from balefire, supernaturally-caused radiation, Wyrm elementals, or other forms of Wyrm toxins, you do not suffer any dice pool penalties from them. Banes cannot possess you.
Notes:

Silver Tolerance 7 Shifter Supernatural W20 Core, pg 483 Synopsis: You are blessed with an extremely unusual tolerance toward silver.

System: You may soak silver damage in any form at difficulty 8, although this does not change the type of damage that silver does.
Notes:

Constant Sending 1 Rokea Supernatural W20 Changing Breeds, pg 207 Synopsis: The character’s Lorenzini’s ampullae remain in all forms, allowing him to use the Sending even in Homid form.

System:
Notes:

Manshape 1 Mokole Supernatural W20 Changing Breeds, pg 207 Synopsis: The character’s Archid form is very humanoid — a callback to the Lizard Kings with a reptilian head, the size of a Crinos Garou.

System: The character must have the Archid characteristics: Bipedal and Grasping Hands to buy this Merit. Manshape allows the Mokolé in Archid form to pass as human in poor light, though anyone seeing the character’s scaly skin still suffers the Delirium.
Notes:

Double Draught 2 Corax Supernatural W20 Changing Breeds, pg 207 Synopsis: Unlike most Corax, the character can drink from both of a dead man’s eyes, seeing the best and the worst of the corpse’s death.

System:
Notes:

Gauntlet Runner 2 Ratkin Supernatural W20 Changing Breeds, pg 208 Synopsis: The character is able to squeeze through the Gauntlet in the presence of any manner of company — even in front of a room full of human witnesses.

System:
Notes:

Good Looking 2 Rokea Supernatural W20 Changing Breeds, pg 208 Synopsis: Unlike most Rokea, who are rough-looking in homid form at best, the character looks completely human and may start with as high an Appearance score as the player desires. Homid Rokea do not need to purchase this Merit.

System:
Notes:

Umbral Affinity 2-3 Nuwisha Umbral Danser Supernatural W20 Changing Breeds, pg 208 Synopsis: The character has an uncommonly strong connection to the Umbra, treating the local Gauntlet as 2 points lower than its real value. For 3 points, the character need not stare into a reflection to step sideways.

System:
Notes:

Free of the Yava 3, 4, or 5 Ajaba
Bastet
Supernatural W20 Changing Breeds, pg 208 Synopsis: Perhaps the character was granted a special blessing by a powerful spirit; perhaps they are simply a strange prodigy of the world.

System: For whatever reason, the character does not suffer the restriction of one or more Yava: 3 points grants freedom from one Yava, 4 from two Yava, and 5 from all Yava.
Notes:

Early Maturation 3 Gurahl Supernatural W20 Changing Breeds, pg 208 Synopsis: For some reason the character emerged as an auspice other than Arcas. Perhaps her First Change came late in life, or her early years contained so much strife and upheaval that her change catapulted her directly into another auspice.

System: The character begins play as an Uzmati, Kojubat, Kieh, or a Rishi, and must choose her starting auspice Gift from Level One Gifts on that auspice’s Gift list.
Notes:

Venomous 3 Ananasi Supernatural W20 Changing Breeds, pg 208 Synopsis: The Ananasi retains her venom sacs even when in homid form.

System: In homid, she may use any of her venom-based Gifts that are normally restricted to other forms.
Notes:

Sex Appeal 4 Ananasi
Bastet
Kitsune
Supernatural W20 Changing Breeds, pg Synopsis: Whether it’s grace, charm, or pheromones, the character’s got it. Those attracted to the character’s gender like being around him and are eager to please him.

System: This grants a –2 difficulty reduction to all social rolls against such individuals.
Notes:

Swim Sideways 4 Rokea Supernatural W20 Changing Breeds, pg 208 Synopsis: The wereshark has a natural connection to Sea’s Soul, and can swim there in much the same manner as a Garou steps sideways, without the requirement for a reflective object.

System: The Rokea can only use this talent in seas and oceans; weresharks who can also Step Sideways on land should look to that Merit instead.
Notes:

Feral Near-Man 5 Ananasi
Corax
Mokole
Ratkin
Supernatural W20 Changing Breeds, pg 208 Synopsis: The character’s near-man form (Glabro, Anthros, Sokto, etc) is unusually savage in profile; perhaps this is a result of countless hours of shapeshifting refinement, or maybe the character was just born nasty.

System: Either way, the Changer’s near-human form sports wicked claws capable of inflicting aggravated damage.
Notes:

Gender Morph 6 Ananasi Supernatural W20 Changing Breeds, pg 208 Synopsis: The character can change their human sex at will, by breaking into the Crawlerling form and reforming as a human again.

System: This can come in handy when being chased; not only are pursuers unlikely to confuse a man for a woman, but the character’s scent even changes in order to throw off Garou and other keen-nosed hunters. Aside from the sex switch, this doesn’t grant a radical change in appearance — both sexes have similar features and look sufficiently alike to be siblings.
Notes:

Cat/Fox Magic 7 Bastet
Kitsune
Supernatural W20 Changing Breeds, pg 208 Synopsis: In addition to the blessings of Luna and Gaia, the character has a rare aptitude for lesser human magic—she is capable of learning what mages call “hedge magic.”

System: The character can use this talent to mimic Gifts and rites from any Changing Breed, and can develop her own mystic rites given time and Storyteller approval. For a more in-depth treatment of hedge magic, see Sorcerer Revised.
Notes:

Step Sideways 7 Bastet
Gurahl
Mokole
Rokea
Supernatural W20 Changing Breeds, pg 209 Synopsis: Unlike normal members of her Breed, the character may step sideways in the manner of the Garou.

System: While almost all members of her Breed can access the Umbra through Gifts or Rites, the character has an inherent connection to the spirit world. Perhaps this is a particular blessing from a powerful spirit, or perhaps it is as much a mystery to her as it is to everyone else.
Notes:


Kinfolk Merits

[+/-] Kinfolk Merits
Merit Cost Allowed Type Source Details
Feral appearance 1 Kinfolk Physical W20 Core, pg 382 Synopsis: Whether you're more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn't a matter of physical beauty as human society judges it; there's just something about you that stirs werewolves' animal natures.

System: You get an extra die on all rolls involving Appearance when dealing with Garou.
Notes:

Wolf-Sense 1 Kinfolk Mental W20 Core, pg 382 Synopsis: This Merit is a blend of folk wisdom, practical sense, and animal instinct.

System: If you have Wolf-sense and make a successful Wits roll, the Storyteller can opt to give you advice on whether you’re about to do something foolish in the eyes of wolf or Garou culture. It doesn’t mean she’ll tell you what you should or shouldn’t do, but at least you’ll have some warning.
Notes:

Gall 2 Kinfolk Mental W20 Core, pg 382 Synopsis: Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin respect you for your honesty and forthrightness.

System: Add an extra die to any Social roll involving a display of backbone.
Notes:

Recognize Garou 3 Kinfolk Mental W20 Core, pg 382 Synopsis: Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change.

System: All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty.
Notes:

Good Old Boy (or Girl) 2 Kinfolk Social W20 Core, pg 382 Synopsis: You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting.

System: Take an extra die on all Social rolls involving interaction with Garou or Kinfolk.
Notes:

Fetish 5-7 Kinfolk Supernatural W20 Core, pg 383 Synopsis: You own a fetish. You may have inherited this item, received it as a gift, or found it on your own.

System: You and your Storyteller should work together on constructing the item and establishing how it came into your possession. Five points equals a Level One fetish, six points a Level Two fetish, and seven points a Level Three fetish. If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it.
Notes:

Gnosis 5-7 Kinfolk Supernatural W20 Core, pg 383 Synopsis: More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife.

System: Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis.
Notes:

Supernatural Kinfolk 4-5 Kinfolk Supernatural W20 Kinfolk, pg 64 Synopsis: This Merit is not intended for mortal Kinfolk. If, however, you intend to play a vampire, mage, wraith, or changeling character who is also Kinfolk, you must purchase this Merit. Despite your supernatural status, your Garou tribe (or other Changing Breed) accepts you as Kin. They may not rejoice in it, but they don’t automatically deny or reject you. Individuals outside your family, including other Garou, may not like you. Other tribes may not acknowledge you as Kin. Most Garou view mages as Gnosis-raiders. They see vampires as Wyrm-spawn, wraiths as un-natural, and changelings as untrustworthy. In fact, you may experience a conflict of interest in walking a fine line between your two supernatural worlds. You find, nevertheless, that there is merit in knowing about both your supernatural and your Kinfolk backgrounds.

System: Supernatural Kinfolk costs four points for mages, changelings, and wraiths. Vampire Kinfolk costs 5 points due to the inherent hostility between Garou and Kindred. Sometimes even family ties are hard-pressed to bridge the gap between the two gestalts. Kinfolk characters created with the standard rule (i.e., those who are not either dead, Awakened, Embraced, or Kithain), may not have this Merit. It is reserved exclusively for characters constructed as wraiths, vampires, mages or changelings based upon the rules for those games.
Notes:


Vampire Merits

[+/-] Vampire Merits
Merit Cost Allowed Type Source Details
Prized Patch 2 Vampire Social V20 Anarchs Unbound, pg 102 Synopsis: You belong to an Anarch gang with a violent, effective, or otherwise impressive reputation. The history of the gang might extend a hundred years before you were born, but so long as you hold membership and wear the colors of your crew, other Anarchs naturally tend to respect you. Some may even occasionally perform minor tasks for you to try to curry favor with the others.

System: When your membership is known, reduce the difficulty of all Manipulation rolls with other Anarchs by 2 unless a given Anarch has a historical animosity with your gang.
Notes:

Soapbox 3 Vampire Social V20 Anarchs Unbound, pg 102 Synopsis: You have some sort of special forum (a zine, a secure blog, a well-known podcast, or a social media account with a lot of followers) that allows your Anarch to express an opinion and have said opinion spread widely. The Soapbox Merit represents a social delivery mechanism that can influence Kindred outside of your character’s normal social circle or class

System: Reduce the difficulty of Expression and Subterfuge rolls by 2 difficulty when dealing with vampires who read the Soapbox.
Notes:

Sugar Daddy 3 Vampire Social V20 Anarchs Unboundd, pg 102 Synopsis: You have a personal relationship with a high-ranking member of a different sect.

System: You may invoke your Sugar Daddy’s name to lower the difficulty of Manipulation rolls by 2 against members of that sect when attempting to smooth out problems or acquire minor favors. Of course, the Sugar Daddy may expect similar treatment in kind, and is unlikely to look favorably on any behavior that impugns whatever status he may have.
Notes:

Seer 4 Vampire Supernatural V20 Beckett's Jyhad Diary, pg 142 Synopsis: You have flashes of insight that allow you to see patterns and portents of the Jyhad. Whilst other Kindred live their unlives in ignorant bliss, you feel the full weight of the Ancients bear down on you.

System: You see patterns in the lines of someone’s face, currents of air, or dreams you have during the day. Whilst these patterns are ever present, they are couched in symbolism, and interpreting them requires a [Perception + Occult] roll. The difficulty of this roll varies from six to nine, depending on the complexity of the pattern. Seeing the immediate future is difficulty 7, whilst unraveling diffuse manipulations is difficulty 9. Close familiarity with the people involved, or a recurrence of the same pattern, lowers the difficulty by one. If the roll is successful, the blood matures the player asks the Storyteller a question about the omens observed. More successes yield more information (i.e. “That man is your enemy” versus “That man is your enemy, because he hates your sire”). Failure yields no information, while a botch yields perfectly believable yet false information.

This Merit grants insight into Cainite affairs only, though these are widespread indeed. Your Storyteller is encouraged to use this Merit to foreshadow events, reveal plot threads, or simply reiterate missed clues. Alternatively, you can ask the Storyteller if you see a pattern around a subject.
Notes: You must have the 15th Generation, 16th Generation, or Thin Blood Flaw to purchase and retain this Merit.

Early Riser 1 Vampire Physical V20 Core, pg 408 Synopsis: No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn.

System: Your Humanity or Path score is considered to be 10 for purposes of deciding when you rise each evening. Vampires with this Merit cannot take the Deep Sleeper Flaw.
Notes:

Eat Food 1 Vampire Physical V20 Core, pg 408 Synopsis: You have the capacity to eat food and even savor its taste.

System: While you cannot derive any nourishment from eating regular foods, this ability will serve you well in pretending to be human. Of course, you can’t digest what you eat, and there will be some point during the evening when you have to heave it back up.
Notes:

Bush of Health 2 Vampire Physical V20 Core, pg 480 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:

Efficient Digestion 3 Vampire Physical V20 Core, pg 480 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.
Notes:

Useful Knowledge 1 Vampire Mental V20 Core, pg 484 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.

System: 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.
Notes:

Light Sleeper 2 Vampire Mental V20 Core, pg 485 Synopsis: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.

System: You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day.
Notes:

Elysium Regular 1 Vampire Social V20 Core, pg 487 Synopsis: You spend an unusual amount of time in Elysium. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are.

System: Extended time spent in Elysium also gives you extended opportunities to interact with the Harpies and other Kindred of that stature — and they’ll know your name when you approach them. This Merit is generally taken by vampires that respect and attend Elysium on a regular basis.
Notes:

Former Ghoul 1 Vampire Social V20 Core, pg 487 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:

Prestigious Sire 1 Vampire Social V20 Core, pg 488 Synopsis: Your sire has or had great status in her Sect or Clan, and this has accorded you a certain amount of prestige.

System: 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:

Protégé 1 Vampire Social V20 Core, pg 488 Synopsis: Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances.

System: These vampires may be inclined to look favorably on you by dint of your sire’s recommendation; you are at -1 difficulty on Social rolls with all those who’ve heard good things about you.
Notes:

Rep 1 Vampire Social V20 Core, pg 488 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).

System: 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.
Notes:

Sabbat Survivor 1 Vampire Social V20 Core, pg 488 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:

Boon 1-6 Vampire Social V20 Core, pg 488 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.

System: 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.
Notes:

Bullyboy 2 Vampire Social V20 Core, pg 488 Synopsis: You’re part of the brute squad the local Sheriff or Bishop calls on when he needs some muscle.

System: As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law. How far outside the law you can go depends on circumstance and how much the vampire you report to likes you.
Notes:

Old Pal 2 Vampire Socical V20 Core, pg 488 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.

System: 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.
Notes:

Lawman's Friend 2 Vampire Social V20 Core, pg 488 Synopsis: For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local Sheriff or Bishop in charge of discipline likes you.

System: He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crack downs and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy — and the change might not be apparent until it’s too late.
Notes:

Open Road 2 Vampire Ssocial V20 Core, pg 488 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.

System: 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.
Notes:

Scholar of Enemies 2 Vampire Mental V20 Core, pg 489 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.
Notes:

Scholar of Others 2 Vampire Mental V20 Core, pg 489 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.
Notes:

Friend of the Underground 3 Vampire Social V20 Core, pg 489 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). Nosferatu cannot purchase this Merit.
Notes:

Mole 3 Vampire Social V20 Core, pg 489 Synopsis: You have an informer buried in one of your Sect’s enemy organizations who funnels you all sorts of information as to what her peers are up to.

System: 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...
Notes:

Rising Star 3 Vampire Social V20 Core, pg 489 Synopsis: You’re one of the up-and-comers in the city, a rising star in your Sect. 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 vampires in your Sect who aren’t actively opposing your ascent.
Notes:

Broken Bond 4 Vampire Social V20 Core, pg 489 Synopsis: You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more.

System: 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. Sabbat vampires cannot take this Merit.
Notes:

Clan Friendship 4 Vampire Social V20 Core, pg 489 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:

Primogen/Bishop Friendship 4 Vampire Social V20 Core, pg 489 Synopsis: The ruling vampires of the city value you and your opinions.

System: You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it’s powerful nonetheless.
Notes:

Deceptive Aura 1 Vampire Supernatural V20 Core, pg 493 Synopsis: Your aura is unnaturally bright and colorful for a vampire.

System: You register as a mortal on all attempts to read your aura.
Notes:

Healing Touch 1 Vampire Supernatural V20 Core, pg 493 Synopsis: Normally vampires can only seal the wounds they inflict from feeding by licking them.

System: With but a touch, you can achieve the same effect, closing the puncture wounds left by drinking blood.
Notes:

Inoffensive to Animals 1 Vampire Supernatural V20 Core, pg 493 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.

System: Animals may not enjoy being in your company, but they don’t actively flee from you.
Notes:

Magic Resistance 2 Vampire Supernatural V20 Core, pg 493 Synopsis: You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans.

System: The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn magical Disciplines such as Thaumaturgy and Necromancy.
Notes:

Hidden Diablerie 3 Vampire Supernatural V20 Core, pg 493 Synopsis: The tell-tale black streaks of diablerie do not manifest in your aura.

System:
Notes:

True Love 4 Vampire Supernatural V20 Core, pg 493 Synopsis: You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair.

System: 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.
Notes:

Additional Discipline 5 Vampire Supernatural V20 Core, pg 494 Synopsis: You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline.

System: 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, and Caitiff vampires cannot take this Merit.
Notes:

Unbondable 5 Vampire Supernatural V20 Core, pg 494 Synopsis: You are immune to being blood bound. Tremere cannot take this Merit.

System:
Notes:

Nine Lives 6 Vampire Supernatural V20 Core, pg 494 Synopsis: Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive.

System: When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live — and one of your nine lives is used up. If that subsequent roll fails, then another reroll is made, until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.
Notes:


Ghoul and Revenant Merits

[+/-] Ghoul and Revenant Merits
Merit Cost Allowed Type Source Details

Wraith Merits

[+/-] Wraith Merits
Merit Cost Allowed Type Source Details