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  1. Ambidextrous (• or ••)—Innate
  2. Ambi means you don't get the -1 on off hand rolls
  3. Artifact (•• to •••••)—Story Have an artifact
  4. Backing (•• to ••••)—Story Have an offical rank
  5.  
  6. Boundless Endurance (••)—Purchased -2 to all diffs to stay up
  7. Prerequisite: Stamina or Resistance •••
  8.  
  9.  
  10. Command (•• to •••••)—Story have troops
  11.  
  12. Contacts (•, •••, or •••••)—Story have people to give you info
  13. This Merit may be re-purchased as many times as desired.
  14.  
  15. Danger Sense (•••)—Innate +1 to all rolls to notice danger
  16. Prerequisite: Perception or Awareness •••
  17.  
  18. Demesne (•• or ••••)—Story regen essence quicker in a specific place
  19. This Merit may be re-purchased as many times as desired.
  20.  
  21. Direction Sense (•)—Innate can find way in a general compass kinda way
  22.  
  23. Eidetic Memory (••)—Innate 1 auto sux on all memory rolls
  24.  
  25. Familiar (• to •••)—Story Magic pet
  26. This Merit may be re-purchased as many times as desired
  27.  
  28. Fast Reflexes (•••)—Purchased +1 die to join battle rolls
  29. Prerequisite: Wits •••
  30.  
  31. Fleet of Foot (••••)—Purchased +1 die to all go fast rolls
  32. Prerequisite: Dexterity •••
  33.  
  34. Followers (• to •••)—Story Small group of specific type of mortal followers
  35. This Merit may be re-purchased as many times as desired
  36.  
  37. Giant (••••)—Innate LARG
  38. Prerequisite: Stamina •••
  39.  
  40. Hearthstone (•• or ••••)—Story Have a magic rock that does things
  41. This Merit may be re-purchased as many times as desired.
  42.  
  43. Hideous (0 dots)—Innate Apperence is now used on intimidate/terrifying people
  44. This Merit has no cost, and may be taken for free.
  45.  
  46. Iron Stomach (•)—Purchased -2 on forage rolls
  47. Prerequisite: Stamina or Resistance •••
  48.  
  49. Language (•)—Purchased Know languages
  50. This Merit may be re-purchased as many times as desired.
  51.  
  52. Manse (••• or •••••)—Story Owns a magical building. Also gives Demanse and Hearthstone
  53. This Merit may be re-purchased as many times as desired
  54.  
  55. Mentor (• to •••)—Story Teacher what teaches you
  56.  
  57. Mighty Thew (• to •••)—Purchased Adds this rating to lift things rolls
  58. Prerequisite: Strength •••
  59.  
  60. Natural Immunity (••)—Innate -2 to all resist disease difficulties
  61. Prerequisite: Stamina •••
  62.  
  63. Pain Tolerance (••••)—Purchased Knocks one point off wound penelties
  64. Prerequisite: Resistance ••••
  65.  
  66. Quick Draw (• or ••••)—Purchased Either no defense penelty to draw weapon, or that and -1 instead of -3 to flurry draw and attack
  67. Prerequisite: Archery, Brawl, Melee, Martial Arts, or
  68. Thrown •••
  69.  
  70. Retainers (•• or ••••)—Story One really good servent!
  71. This Merit may be re-purchased as many times as desired.
  72.  
  73. Resources (• to •••••)—Story Money
  74.  
  75. Strong Lungs (•)—Purchased
  76. Prerequisite: Athletics •••
  77.  
  78. DONT TAKE THIS KARRDE ROBOTS DONT BREATHE
  79.  
  80. Tempered by the Elements (••)—Purchased Can cross one type of terrain at normal speed
  81.  
  82. Toxin Resistance (•••)—Purchased +2 dice to resist poisoning
  83. Prerequisite: Stamina or Resistance •••
  84.  
  85. Chameleon (•••)—Innate +2 to stealth and survival (hunting) rolls
  86.  
  87. Claws/Fangs/Hooves/Horns (• or ••••)—Innate 1 dot, punches/ kicks deal lethal instead of bashing. 4 dots, your hands or feet count as medium weapons
  88.  
  89. Enhanced Sense (•••)—Innate +2 dice on rolls using this sense
  90.  
  91. Exalted Healing (•••••)—Innate You have this already being Exalted
  92.  
  93. Extra Limbs (•••)—Innate -1 instead of -3 to flurry
  94.  
  95. Gills (0 or •••)—Innate The three dot version lets you also have lungs.
  96.  
  97. Poisoned Body (•, ••, or •••••)—Innate 1 dot poison blood. 2 dots poison fluids. 5 dots all is poison on touch forever
  98.  
  99. Quills (•••••)—Innate Unarmed attacks are now lethal and are a medium weapon
  100.  
  101. Subtlety (••)—Innate Hides another merit from being obvious when not in use
  102. Prerequisite: Another physically obvious Supernatural
  103. Merit, such as claws, quills, or extra limbs.
  104.  
  105. Tail (• to ••)—Innate 1 dot +2 to maintain balance, 2 dots, a limb (-1 off hand penelty)
  106.  
  107. Thaumaturgist (••••)—Innate Have a small magic
  108.  
  109. Unusual Hide (• to •••••)—Innate gain merit value in soak
  110.  
  111. Venomous (••• or ••••)—Innate Gain poison attacks
  112.  
  113. Wall Walking (••••)—Innate Can climb on things
  114.  
  115. Wings (••• or •••••)—Innate 3 dots glide 5 dots fly
  116.  
  117. ENVIRONMENTAL ADAPTATION (•••••) INNATE Immune to one type of elemental damage
  118.  
  119. NATURAL MISSILE (•••••••) Launchable natural attack
  120. INNATE
  121.  
  122. PENETRATING STRIKE (•••) INNATE Natural attack pierces
  123.  
  124. PROGRAMMED IMPERATIVE (•) INNATE One permenent intamacy that cannot ever be changed
  125.  
  126. SPINNERETS (••-•••) 2 is for traps, 3 is for spider man
  127. INNATE
  128.  
  129.  
  130. Influence (• to •••••)—Story Your pull in society
  131. This Merit may be re-purchased as many times as desired
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