Merits4 5
Merits4 5
Acute Senses (• to ••• ) when she sees them. With an Intelligence + Streetwise
roll, she can identify the intended message. She can
Effect: The vampire can see, smell, and hear at twice identify further details, including the messenger’s clan,
the distance and with twice the accuracy of an average, covenant, favored herd, and city of origin by taking a –
healthy mortal. The vampire’s senses of taste and touch 1 die penalty for every detail she wishes to discern.
are also twice as sensitive as those of the same
Additional details come at Storyteller discretion.
hypothetical person. The vampire can see in pitch dark. If the area surveyed is part of someone’s Feeding
Dots beyond the first only increases the distance your
Grounds Merit, you can add their dot rating to your roll,
vampire can see in the darkness. and discern things the owner didn’t mean to
The vampire can perfectly identify any sensory
communicate. For example, particularly pale junkies in
stimulus she has experienced before; for example, the
the neighborhood might suggest that the owner feeds
smell of a lover’s sweat, the texture of a rare fabric, or
from addicts.
the sound of an individual’s scream. Backpacker (••): Your character is privy to all the
Add her Blood Potency to any roll to use her senses.
personal ads, magazine codes, tracts, and tagging
This includes any rolls to remember and identify
locations to find the latest Kindred news. Any time new
sensory details.
Kindred come to town, your character knows their
Grid Benefit: Your character gains 3 extra meters
favored feeding grounds and their common aliases
of Darkvision per dot, up to 18 meters (The standard
within a week. Using Gettin’ Up, she can discern more
darkvision for kindred is 9 meters)
personal information about them from the grapevine.
Drawback: Her senses sometimes overwhelm her.
Wearing a Hat (•••): Your character embodies
Any time you roll an exceptional success on a roll
honor among thieves. She’s a highly respected part of
relating to her senses, she gains the Obsession
the Cacophony, and as a result, nothing happens
Condition for the stimulus, but instead of being
without her knowledge. She’s a hub of local culture,
Persistent, it lasts for a number of nights equal to your
and the first line of defense against vampire hunters by
successes.
extension. Once per chapter, roll Wits + Politics. For
Bloodhound (••) each success, you can ask the Storyteller one of the
following questions about the current state of affairs:
Prerequisites: Wits •••
Who is on the way up?
Effect: Your character can discern the intricacies of Who is on the way out?
blood by smelling it, as if he had tasted it. When using Where in the city is the Masquerade thinnest?
his Kindred senses to detect blood, to track by blood, or What mortal is closest to uncovering Kindred?
to pick out the details of blood, he only needs to smell a Where’s the best feeding in town?
blood source.
When acting on the answer, consider all rolls
exceptional successes on three successes instead of five.
Cacophony Savvy (• to ••• )
Prerequisites: City Status • Computer Aptitude (•)
Effect: You have your finger on the pulse of the Effect: You are familiar with and talented in the uses
Kindred underground. You’re adept with the codes and of computer equipment. Other Kindred may not
cants that allow Kindred culture to flourish despite the understand computers, but to you they are intuitive. You
Masquerade. Each level of Cacophony Savvy builds on have +2 on All rolls involving computers.
the previous. This Merit assumes the character can read
and deliver Cacophony messages.
Drawback:
The Cacophony is not a spectator sport. You can’t
just consume; you must create. If your character does
not regularly contribute news and gossip to the
Cacophony, she falls out of touch. To become an active
part of the Cacophony again, she must add something
of value.
Patriarch/Matriarch (•••): You’re acknowledged
Claws of the Unholy (•) as a head of your dynasty. Once per chapter, you may
Prerequisites: Protean •••• make a demand of a dynasty member. They gain the
Tasked Condition. If they fulfill the demand, gain a
Effect: A Gangrel’s claws are deadly and bestial; yours Beat. The task must be something that would take a full
are downright unnatural. The vampire allows the Beast night’s work, or put the recipient in danger.
out of its cage and lets it punish all those around her.
When wielding claws borne of Unnatural Aspect while Feeding Grounds (• to •••••)
in frenzy, this Merit takes effect. The weapon modifier
for the claws becomes +0 aggravated. These claws Effect: Your character has fertile feeding grounds,
ignore all armor not generated by Resilience. whether officially granted or not. Dots in this Merit
Drawback: represent the ease of hunting in that territory. Add the
You may only use Claws of the Unholy while in dot rating to any hunting rolls, and to starting Vitae rolls
frenzy or riding the wave. Once purchased, this (see p. 95). In addition, add the dot rating to any
modification is not optional; the character manifests predatory aura conflicts on her territory.
Claws of the Unholy any time she’s frenzied. Drawback:
Territory doesn’t maintain itself. Trespassers must
Close Family (•) not go uncontested, or your hold on the area falters.
Effect: Your character’s Crúac is attuned to a force of Effect: Your character’s affinity for the Void shows in
primal creation. When she casts her rituals, life blooms her magic; when she casts Crúac, she opens a tiny gate
rampant around her. Plants multiply in size. Infertile to somewhere unknown. This allows the Acolyte to
characters become remarkably fertile. Animals grow. birth a familiar of sorts.
When activating Crúac, all plants within her Crúac When activating Crúac, your character summons
dots in yards (meters) rapidly grow in size, gaining an forth a creature of unknown origins. It appears as a
additional Size level for each level of Magnitude. Any strange conglomeration of darkness and animal parts;
plant, animal, or person that’s likely to bear offspring in the Acolyte can force it into a humanoid or animal
the next year will bear twice the normal amount, or shape with a Size equal to Magnitude. Make the
three times at Magnitude 4 or 5. creature using the Retainer rules (see Vampire: The
A particular plant, animal, or person can only be Requiem, p. 123). Its effective dot rating is equal to the
subject to one Primal Creation at a time. With a point of Magnitude. It has Health levels equal to two plus the
Willpower, the Style forces immediate, violent, rapid vampire’s Crúac dots.
cloning. Any living creatures of Size equal to or lower The creature will follow basic commands blindly, but
than the Magnitude begin growing additional limbs and will attempt minor rebellions to make the vampire’s
features. Within one minute’s time, they forcibly divide life… interesting. It fades from existence after one hour
into two distinct creatures. Both are near-identical per dot of the ritual used, and only one such monster
copies, losing one dot of each Mental and Social will be present at a given time; no matter how many
Attribute, to a minimum zero. This halves the normal times the vampire uses Crúac.
expected lifespan of each creature. However, the vampire may buy the monster as a
Retainer, rendering it permanently earthbound. This
adds one dot of a Discipline per dot in the Retainer
Merit. The monster may learn the vampire’s
Disciplines, and Celerity, Resilience, and Vigor.
Creatures purchased with the Retainer Merit do not
count as the one creature allowed at a given time.
With a point of Willpower, the gateway, which
allows the oddity through, can also absorb others and
drag them into a dark place of no return. This only
works on living things; the other world doesn’t want for
Kindred blood. Choose a victim when using this ability.
The victim feels the pull of the unearthly, and must
resist or be obliterated. The victim rolls Resolve +
Composure as an extended action. Each roll requires a
point of Willpower. The required number of successes
is equal to the Magnitude. While fighting this
otherworldly absorption, the character suffers
Magnitude as a penalty to all other actions.
Army of One (• to •••••) **** (• to ••• )****
Prerequisites: Carthian Status at equal or higher level Prerequisites: Wits •••
Effect: Effect:
Grid Benefit:
Army of One (• to •••••) Drawback:
Effect: Effect:
Grid Benefit:
Army of One (• to •••••) Drawback:
Prerequisites: Carthian Status at equal or higher level
Effect:
Effect:
Grid Benefit:
Drawback:
Effect:
Grid Benefit:
Drawback:
Effect:
Grid Benefit:
Drawback:
Invictus Where the Bodies Are Buried
(••)
Information Network (•) Prerequisites: Invictus Status ••
Prerequisites: Contacts •, Invictus Status ••
Effect: Effect: The Conspiracy of Silence covers up a
As a member of the Invictus, your character has support lot of secrets… and your character’s been quietly
to investigate, maintain, and motivate her connections. keeping track. A number of times equal to your Invictus
Effect: Every Contact your character counts as a Status per story, you can ask one of the following
Skill Specialty related to the information he provides. questions about another vampire whose name and
However, she may only use that Specialty when covenant affiliation you know:
utilizing information gained from the Contact. If she
loses the Contact for whatever reason, she also loses the Who would this vampire run to if he were in
Specialty. trouble?
Who is this vampire’s most frequent vessel?
Invested (•) What is this vampire’s main source of income?
Who is this vampire’s closest living family
Prerequisites: Invictus Status • member?
Has this vampire covered up the murder of a
Effect: In the Invictus, you get out what you put in. human?
Through doing favors and making herself noticed, your
character has gotten back plenty. Divide dots equal to Drawback:
your Invictus status in the Herd, Mentor, Resources, Digging into this information attracts attention. At
and Retainers Merits. You may distribute them as you least one fellow member of the Invictus will know you
like. These dots can be added to existing Merit dots, or were investigating the vampire.
added upon later. If she loses dots of Status, the dots
granted by this Merit go away as well. Attaché (•••)
Drawback: Prerequisites: Invictus Status •
These advantages came from the covenant. They’re
not only known, but they’re a matter of covenant Effect: Normally, Retainers (see p. 123) serve a couple
scrutiny. Rivals may call whether your character of functions, represented by dice pools. They don’t
deserves them into question. normally allow a character to access other things
represented by Social Merits.
Speaker for the Silent (•••) However, Invictus vampires with this Merit have
Prerequisites: Dynasty Membership •, Invictus Status Retainers of a more thoroughly loyal breed. Each
• Retainer gains any combination of the following Merit
dots equal to the vampire’s Invictus Status: Contacts,
Effect: Any Kindred may be part of a dynastic house, Resources, or Safe Place. Drawback: While the Invictus
but the Invictus take dynasty membership very may access these
seriously. Some members receive training to channel Drawback: While the Invictus may access these
the minds of torpid dynasty members. With this Merit, Merits, it must be done through an intermediary. So it
the character can choose to act as a medium for a torpid might take a bit of time, or require a bit of red tape
elder’s consciousness. navigation to access. At very least it will require a few
While possessed, the Speaker is aware of what inconvenient phone calls.
occurs around him, but the torpid Kindred has control
of his body, and can speak through him. The torpid Friends in High Places •
Kindred retains no access to her Disciplines while Prerequisites: Invictus Status •
possessing a Speaker. At any time, the Speaker can
spend a point of Willpower to eject the torpid mind. The Effect: The Invictus have their fingers in a lot of
torpid Kindred can relinquish her control at will. pies…but any one vampire only has so many fingers.
So the vampires of the First Estate do not just leverage
their personal connections — they leverage each
other’s. An Invictus member can always do a little
horse trading.
Each month, your character can automatically open a Demanding Attention (•••): With mastery of
number of Doors equal to her status dots. The person Courtoisie, your character can insist an opponent
being persuaded must be acting on behalf of an engage, to the exclusion of other concerns. So long
organization. as he’s not threatened by outside attacks, he must
You could persuade the fire chief not to investigate a engage your character. Your character’s stance
series of arsons at your rival’s havens, but couldn’t guarantees his injury if he does not. If he flees,
convince him to give you a personal loan. attacks another character, or otherwise disengages
Drawback: from the duel, Demanding Attention takes effect. He
The influence the character drew upon must come immediately takes lethal damage equal to your
from a specific Invictus member…and your character character’s Socialize, and is knocked to the ground.
now owes him a favor. If he does not spend an instant action standing, his
physical actions are at -2 dice, and his Defense is at
Courtoisie (• to •••, Style) -2.
Prerequisites: Composure •••, Socialize ••, Weaponry
•• Crowdsourcing (• to •••)
Prerequisites: Contacts •, Resources •••
Effect: Your character specializes in the “polite duel,” Your character is an expert at networking, and
as polite as stabbing another person into torpor can be. gathering together resources for the covenant’s
With Courtoisie, your character can demand a foe’s consumption. In times of need, the First Estate bands
attention, and guarantee the fight occurs within bounds together to achieve great things and your character is at
of honorable protocol. Duels with Courtoisie tend to be the heart of that majestic storm. She knows just the
social affairs as much as physical, as participants taunt right numbers to call and just the right accounts to make
and threaten their opponents into fatal mistakes. Effect: magic happen.
Courtoisie may only be used with hand-to-hand Effect: Your character can act as a hub for Invictus
weaponry. Your character gains access to the following resources. With an hour’s effort and a point of
abilities at each level: Willpower, you may make a Manipulation + Academics
roll. Every success allows one Invictus character to
Establish the Duel (•): The foundation of
transfer a dot of one of the below Merits to another.
Courtoisie establishes the duel. Choose an
This can increase a character’s effective Merit level
opponent. If the opponent engages your character by
above five, by a number of dots equal to your
attacking, the duel is established. Your character is
character’s Crowdsourcing level. For example, with
trained to fend off other opponents with rapid,
Crowdsourcing ••, characters may increase their
shallow swipes. Any other character coming within
Resources to seven dots temporarily. These
hand-to-hand combat range suffers one level of
monumental levels of influence allows for one massive
lethal damage from your character’s defensive
effort. Shifts from Crowdsourcing last for one action.
strikes. Add her Weaponry to her Defense against
Then, those Merits are lost. The original owner loses
characters other than the chosen contender. Your
access to them for the remainder of the story.
character loses this benefit if she attacks another
Crowdsourcing can shift dots of Allies, Contacts,
character.
Haven, Herd, Resources, and Retainer.
Value of the Spoken Word (••): Your character
can leverage taunts, teasing, goading, threatening,
and otherwise speaking to create openings to harm
Moderator (• to •••••)
her opponent. If she engages her opponent socially, Prerequisites: Computer •••, Contacts • (Online),
she may substitute her Expression, Intimidation, Invictus Status ••
Socialize, or Subterfuge Skills for either her Your character moderates part of an Internet
Athletics or Weaponry in combat, or her Presence communications network for the First Estate. This
for her Strength, her Manipulation for her Dexterity. carries with it access, privileges, and worldwide
connections.
Effect: Your character has advanced access to the
network. She can access information, telecommuted
assistance, and investigative aid worldwide. Once per
story, she can use a dot in this Merit as a dot in Allies,
Contacts, or Library. The utilized Merit cannot be local,
and is limited by its Internet-based access.
• A +1 bonus to a Social roll against the victim, or -1
Noblesse Oblige (•••) on one of their Social rolls. Another character can
Prerequisites: City Status ••• access the bonus or take advantage of the penalty if
Some Invictus lead because they’re power hungry. the information is shared.
Your character leads because she feels it’s her inherent • Knowledge of a weakness, including Banes,
responsibility to do so, as the superior Kindred. The one Conditions, or other issues at Storyteller discretion.
most suited to lead must bear that responsibility, she
believes. This sense of responsibility reaffirms her A character may only be subject to one Social
sense of identity. She believes herself less a vampire, Engineering effort in a given story. The victim’s Safe
more an embodiment, and a personification of Place and Anonymity Merits penalize the roll to use
leadership. Social Engineering.
Effect: This Merit must be tied to an official
position within her domain. Your character may shed a Notary (••)
Touchstone of your choice. Replace that Touchstone Prerequisites: Invictus Status •••
with the character’s political position for all intents and
purposes. Losing the position would be identical to the Effect: The Invictus appointed your character a Notary,
death of a Touchstone. a scholar of Oaths. She presides over Oath agreements.
Because of your standing as an arbiter of the status quo,
Prestigious Sire (•) Invictus may not use their Invictus Status in rolls
Prerequisites: Mentor •••• against you. As well, each month, you may request
Invictus favor merit, but often, the concept of merit access to a single dot of Allies, Contacts, Herd, Mentor,
flows from sire to childe; a prestigious sire would or Resources, granted by the covenant at large.
clearly choose only the best childer. Your character’s Drawback: Invictus are deathly serious about the
sire is such a paragon. This affords her certain benefits sanctity of Oaths. If you’re caught knowingly
other neonates might not receive. When she speaks, all administering an unwilling Oath, or Oath a non-Invictus
but the ignorant listen. as liege in an agreement, the Invictus will remove you
Effect: When your character speaks, she speaks with from the Estate. Usually, this removal comes through
the weight of her sire’s words. When taking Social Final Death.
action with an appropriate character, she may add her
sire’s City, Clan, or Covenant Status Merit dots to her
dice pool instead of her own. However, if she fails in
Invictus Oaths
the action, she loses this Merit (Sanctity of Merits Invictus Oaths are the First Estate’s ace in the hole, its
applies). She may not repurchase the Merit during the way of establishing and maintaining a rigid and
same story, and then only after a major success outside effective hierarchy. An Invictus Notary officiates Oaths;
her sire’s shadow. a character with the Notary Merit can preside over any
Oath, so long as the participants meet the prerequisites
Social Engineering (••••) for the Merit. Recognized and manumitted Invictus
must have at least one active Oath. This is to say
Prerequisites: Investigation ••, Manipulation •••,
Invictus require the presence of a Notary for their
Subterfuge ••, Wits •••
Your character is a master of digging up little private induction.
Each Oath is a two-way street, with two active
bits and personal information through manipulating
participants: the liege and vassal. The vassal must
associates, piecing together context, or baiting
purchase the Oath Merit to gain its advantages; the
unintentional confessions. Effect: With an hour’s work,
liege does not. When swearing an Oath, the participants
a point of Willpower, and a Manipulation +
must define terms in addition to the Oath’s effects.
Investigation roll, your character can machinate a social
Usually, they swear for a finite time, often a year and a
engineering effort that reveals extensive, damaging
day. Terms include conditions for violation, which end
information about a victim. Every success offers one of
the contract (and the Oath’s effects) immediately.
the following:
Unless otherwise noted, the vassal does not have to be
• A ten-minute window of unpenalized, safe access Invictus; in fact, most are not. In rare cases, ghouls or
to the victim’s Safe Place. other mortals enter Oaths. Most Notaries refuse to
• A damning piece of information that, when used, preside over such agreements.
removes a dot from the character’s Allies, Contacts, Typically, Oaths are temporary. Merit dots revert
Feeding Grounds, Herd, or Status. The Merit is when the Oath ends; see The Sanctity of Merits on p.
eligible for Sanctity of Merits. 109.
Oath of Action (••••) Oath of Serfdom (••)
Effect: With this Oath, a vassal swears to perform a Effect: This Oath is a contract between a landlord and
service to his liege. The service must be a difficult task a tenant. In Invictus domains, Princes often use this
with definite criteria for accomplishment or failure. At Oath as the go-to for granting territory. Young Invictus
the time of the swearing, both parties agree upon one of refer to this practice as “castling.” Oath of Serfdom
the liege’s Disciplines. The vassal gains access to that agreements typically involve “red rent,” a certain blood
Discipline. The liege’s Blood Potency increases by one. tithe given to the landlord regularly. While in her
This Oath stands as a rare exception to bloodline granted land or when defending her liege, the vassal
Disciplines: a vassal may temporarily access a liege’s gains access to a dot of Celerity, Resilience, or Vigor,
bloodline gift. chosen at the swearing of the Oath.
If the vassal accomplishes the task, the Oath ends and She must still pay relevant activation costs. As well,
the liege suffers aggravated damage equal to the she instinctively knows when another creature with the
Discipline dots granted. If the vassal fails the task or a predatory aura enters her territory, and from what
month passes, he suffers the damage instead. While not direction. If she knows the trespasser, she can identify
uncommon, some domains consider a liege’s him. The liege gains the vassal’s Feeding Ground Merit
interference in the task to be bad form. The liege does dots in any rolls against her. As well, he becomes
not lose access to the Disicpline. immune to blood bonds from the vassal.
Drawback:
A character may be part of only one Oath of Action Oath of Abstinence (•••••)
at a time, as vassal or liege.
This rare Oath is considered anathema to many
Oath of Fealty (•) Invictus, particularly those with strong ties to the
Prerequisites: Invictus Status • Lancea et Sanctum. Functionally, it spits in the face of
the Curse, and denies the vampire’s predation. The
Effect: This most basic Oath establishes a foundation vampire swears to abstain from feeding, and so long as
of trust within the Invictus. The vassal may draw a she maintains her Oath, she does not need to feed.
number of Vitae from his liege equal to his Invictus However, this has kept ancient Invictus awake far
Status in a given week. This Vitae transfers mystically beyond their years, as they can defy their need to feed
over any distance, and replenishes the vassal’s pool from Kindred Vitae. This Oath is a rare example of an
without risk of Vitae addiction or blood bond. The liege Oath only sworn by a single character. Rumor is, it can
always knows if the vassal lies to her, in voice or in be sworn without a Notary. The character benefiting
writing. from the Oath must purchase the Merit dots.
Drawback: Effect: Swearing this Oath requires half the
A vassal may only owe fealty to one liege. vampire’s maximum Vitae, rounded up. Additionally, it
costs one Willpower point per dot of the vampire’s
Oath of Penance (•••) Blood Potency. The Willpower can be spent over the
course of a full week. For example, a Blood Potency 4
Effect: This Oath is a form of apology from a vassal to Kindred would need spend seven Vitae and four
an aggrieved liege. For the agreed-upon term, the liege Willpower to enact the Oath. Once the Oath is sworn,
receives every tenth Vitae the vassal ingests. This Vitae the character no longer needs expend Vitae to wake.
comes over any distance, without risk of blood bond or She still spends Vitae normally, otherwise. However, if
addiction, and counts as Kindred Vitae. she imbibes a single point of Vitae, the Oath ends.
Some ancient Invictus use this Oath to skirt their
need for Kindred blood, by establishing massive
networks of “punished” vassals. During the same
period, the vassal becomes immune to the liege’s
Discipline effects.
Drawback:
While a vassal is paying penance, she may not gain
the benefits of any other Oath. She retains their
drawbacks.
Compare both characters’ Social Merits. If one
Oath of the Handshake (•) character possesses more of a given Merit, the other
receives a free dot in that Merit if possible. If the
This simple Oath features as a foundation for many Merit does not exist in a single-dot variety, the
Invictus interactions. As the name suggests, it solidifies character receives the full rating. This ignores the
a handshake deal. Both participants offer a service or normal limitation for Status in multiple covenants
swear a prohibition. Both offer a collateral penalty for (see Vampire: The Requiem, p. 113). If both
noncompliance. If they agree, the Oath takes effect. As characters have the same Merit at its highest rating,
it can undermine social structures through the peculiars refund one character’s. If multiple such Merits exist,
of its social collateral, some Invictus use this Oath to divide the refunded levels as evenly as possible.
curry favor or infiltrate other covenants. If one character has a superior Blood Potency to the
Effect: The Handshake Deal is binding. Both
other’s, the lesser gains a dot of Blood Potency. If
participants must purchase this Oath, which can be
the superior character wishes, he can sacrifice
taught to non-Invictus. One participant must be
additional points to “gift” the lesser additional dots.
Invictus, however. Each participant swears to a service,
These are not refunded so long as the gift remains.
or swears to not commit a certain act. Each also offers
Compare the characters’ Discipline ratings. If one
up collateral, as represented by a Social Merit. If one
character possesses more of a given Discipline, the
character breaks the Oath, the collateral shifts to the
other receives one dot in that Discipline. This allows
other character. Mark Merit gains in this way with a
a character to potentially possess a Discipline for a
half dot, as they are not eligible for the Sanctity of
bloodline to which she does not belong.
Merits rule. The Merit shifts for an agreed-upon time,
Both characters are considered family, with blood
usually a month or a year, but sometimes permanently.
sympathy at one-step removed (see Vampire: The
In the narrative, circumstances shift to suit the
Requiem, p. 98).
transfer. Contacts make connection with the new
Both characters are considered under the effects of a
vampire. Allies welcome her into their doors. The
third stage blood bond (see Vampire: The Requiem,
offering of collateral has to make sense in terms of the
p. 100). This abolishes any other bonds, no matter
deal; for example, one character might give the other a
the stage at the time the Oath was sworn. It prevents
sealed letter to a Contact. If the recipient has the
any other bonds from taking place.
relevant prerequisites, she may purchase the Merit
As characters increase in traits through play,
permanently while she has it; this doesn’t prevent it
reassess the couple’s ratings, and adjust accordingly.
from returning to the other character at the end of the
terms, but it allows both characters to maintain the If one character breaks the terms of the Oath, he
Merit. loses access to any traits affected by this Oath (from
either side). His Blood Potency becomes 1. Any
Oath of Matrimony (•••••) affected Disciplines fade entirely. Merits fade as well.
The partner’s traits do not fade, however; indeed, with
This Oath binds two Kindred together in a powerful Experience, they may be made permanent. He loses all
union, where their collective capabilities are shared, but Willpower points, and cannot regain them until the
they must maintain loyalty to one another or suffer partner has forgiven his transgression.
grave consequences. Many Lancea et Sanctum see this This Oath can only end by way of a Notary, and both
Oath as a mockery of God’s will. Invictus will often parties’ consent. Or, in more common cases, by death
rebut that such a marriage is purely a political vehicle, do they part. If the Oath ends, all traits return to their
and has no bearing on religious doctrine. original levels.
Effect: Two characters must purchase this Merit. Dots added by this Oath should be filled in with half-
One must be a member of the Invictus; the other does dots on the character sheet, to denote their source, and
not. As part of the Oath, both characters must swear that they’re ineligible for Sanctity of Merits. Dots lost
upon certain terms, both promising certain actions, and by this Oath should be refunded via Sanctity of Merits,
promising certain prohibitions. This is generally and may only return at a rate of one dot per story.
dictated by the terms of the political climate at hand;
often, a ceasefire or other truce is part of the
arrangement. Upon swearing this Oath, both characters
enjoy a series of benefits.
Oath of the Safe Word (••)
With this Oath, two Kindred enter into a trust
agreement. While mutually beneficial, either party can
end the agreement in a remarkable, crippling fashion. If
a power differential exists between the characters, the
risks are higher for the more powerful Invictus, so this
Oath is often used as a way to show trust to a slighted
inferior. Some Invictus have other names for this Oath,
such as The Oath of Mutual Vulnerability.
Effect: Two characters must enter into this Oath
willingly. Both characters must purchase this Oath. As
part of the Oath, both characters offer up a single Social
Merit they possess, of any dot rating. The other
character receives that Merit; the original character
retains use of it. Mark these Merits with halfdots on
your character sheet, so they’re known to not apply to
the Sanctity of Merits rule. Additionally, either
character can access the other character’s Willpower
pool at any time as if it were an extension of her own.
At any time, a character may end this agreement. The
other character is immediately paralyzed, losing access
to their Defense and actions for a turn. By spending
Willpower, the initiating character may extend this for a
turn per point. Note that since the agreement ended, she
cannot use the partner’s Willpower points for this
purpose.
A character can only be part of one instance of this
Oath at a time.
Temple of Damnation (• to
•••••)
**Prerequisites:**Safe Place (equal or greater level)
Effect: The Ordo Dracul exist within one of the most The Impaled are a warrior subsect of the Ordo Dracul
secret of secret societies. But many of its members that prioritizes pushing the Kindred bodies to extremes
participate in other such organizations in mortal (or in order to become something greater. As their name
other) spheres. Members of such secret societies tend to suggests, this often takes the form of impaling oneself.
draw toward the Dragon, like a moths to a flame. When Ordo Dracul with this Style ignore many of the
the vampire takes Status or Mystery Cult Initiation (see limitations experienced by other Kindred.
p. 121) reflecting non-Kindred organizations, she also Effect: Your character gains the following
gains Herd dots equal to the Merit. advantages at each level:
The Coil of Zirnitra At this level, failures with Supernatural Merits are
considered failures, not dramatic failures.
This ancient Coil is named after a Slavic dragon god of The Dragon’s Breath (•••••) Your character may
sorcery. Zirnitra’s Coil is nearly extinct; to most Order push herself to extremes in the invocation of her
sensibilities, it offers limited rewards and great risk. forbidden arts. By suffering a level of unavoidable
Functionally, it removes an oft-overlooked weakness of aggravated damage (Resilience does not assist), she
the Kindred condition: the penchant for developing can roll a Supernatural Merit activation as a rote
mortal magics and psychic phenomena. action.
Some Dragons have developed this Coil to regain the
lost gifts granted to them by their heritage as part of a Additionally, your character is no longer limited in
werewolf family. Some use it to recover the magics tied the number of Supernatural Merits she may possess.
to their mortal bloodlines. Merits must still be
purchased; this Coil allows that purchase. Below, we’ve
provided a couple of examples of such phenomena.
Scales of Zirnitra
However, you can find other Supernatural Merits in Dragons learning the Coil of Zirnitra may pursue the
other World of Darkness books. following Scales.
It’s worth noting that this can cause
unintended complications for a chronicle. Not Grafting Unholy Flesh
every human Supernatural Merit will work well Prerequisite Coil : The Dragon’s Breath
within a Vampire chronicle. Use firm discretion, Procedure: The Dragon must take a body part from
and discuss each given purchase with your GM. another Kindred, psychic, or other supernatural
creature. He must work quickly, and graft the body part
Opening the Third Eye (•) At this basic level, the
onto his own form, letting his Vitae vitalize the tissue
Dragon develops the ability to learn mortal magics
before it completely decomposes. The Dragon must
and psychic abilities. For every dot in the Coil of
know of a supernatural ability possessed by the subject,
Zirnitra, your character may learn a single
and choose a body part symbolic of that skill. This
Supernatural Merit reserved for mortal characters.
procedure may only take place on a Wyrm’s Nest.
However, in addition to any Willpower or other
Outcome: The Dragon must spend a point of Vitae
costs, every such power’s activation requires a
in order to fuse the body part with his own form. So
single point of Vitae. Any failures with Supernatural long as the Dragon keeps the body part animate as part
Merits are automatically considered dramatic.
of his body, he gains access to the ability. Any costs
Unleash the Mind (••) Your character may spend aside from Vitae and Willpower costs must be paid with
Willpower to activate Supernatural Merits without both one Vitae and Willpower per point of its normal
the normal limitation of Willpower in a turn. She
cost. If the victim survives the surgery, she loses access
can spend a point to activate a Merit, and spend to the ability so long as the body part remains detached.
Willpower to increase a dice pool. Now, drawbacks
She similarly loses any ability to regenerate that part.
do not always occur when using Supernatural Merits The body part has Health Levels equal to its Size,
granted by this Coil. However, all failures are still separate the vampire’s. If it loses all its Health Levels, it
considered dramatic failures.
becomes worthless to the vampire. He may use this to
Embolden Potential (•••) Your character’s blood affix a body part to another Kindred or ghoul.
attunes to her supernatural gifts, as they become
more a part of her. She may spend Vitae to increase Psychic Lobotomy
dice pools for Supernatural Merits, as if they were
Physical Attribute. Upon taking this Coil, Prerequisite Coil: Opening the Third Eye
Supernatural Merits cost one Experience less, to a Procedure: The Dragon conducts surgery to remove a
minimum of a single Experience. This counts tiny part of the subject’s brain, this being the part most
retroactively. prone to psychic phenomena. While this causes
measurable damage to the person’s identity, it protects
At this level, Supernatural Merits gained through him from supernatural influence of his mind
Coil of Zirnitra no longer require additional Vitae
expenditure
Outcome: The surgery causes the subject to lose a dot Shedding the Beast’s Skin (•••••) The final spiral
of a Mental or Social Attribute of his player’s choice. in Ziva’s Coil has the Dragon literally shed her
The character loses access to all Supernatural Merits as flesh, and with it, her vampiric nature. She spends
well. Any power which would affect, influence, or read three Willpower points to activate Shedding the
his mind suffer the Dragon’s Coil of Zirnitra dots as a Beast’s Skin. Shedding the skin takes five turns.
penalty to their dice rolls, and he adds those dots in any
contested rolls he makes. This includes many Shedding the Beast’s Skin lasts for eleven hours,
applications of Auspex, Majesty, Dominate, or many minus one for each dot of the Dragon’s Blood Potency.
psychic Merits. A vampire or other regenerating During this time, she becomes effectively human. Her
creature may heal this surgery as an aggravated wound. heart beats. Her skin sweats. She can get hungry, and
she can eat. Her sexual tissues may engorge if aroused,
and may orgasm if pushed to that height. No doctor in
The Coil of Ziva the world could see her as anything but human. This
comes with it a loss of her vampiric Disciplines, her
This heretical Coil is named after a Slavic goddess of ability to ingest, store, and expend Vitae, and her
fertility, health, and life. The Dragon with Coil of Ziva immortality. She no longer suffers a clan bane, or
rejects the things that make her a vampire, and clings experiences blood sympathy.
hard to her Humanity. Most Dragons see this as a At the end of the period, she becomes Kindred again.
rejection of the Order, and the Brides’ struggle to rise For nearly a half an hour, she undergoes the sensations
above. Some domains consider Ziva’s Coil apostasy and transformations of the Embrace again. This leaves
against the Order under the rationale of a sort of her functionally incapacitated during this time. She can
devolution to a primitive form, and execute known hold off the transformation for one minute for an
followers. Some domains simply do not speak of it. additional point of Willpower. Once she’s changed
back, she possesses Vitae equal to her remaining Health
Denying the Bane (•) At this initial level, the
character may shrug off some of the more heinous Levels, or her previous Vitae, whichever is lower.
effects of her degeneration. Add her Coil dots to her
Humanity for the purpose of determining the effects Scales of Ziva
of her Banes. This includes her clan Bane. If this
A character with Coil of Ziva may learn these Scales.
increases her effective Humanity to 10, such Banes
do not affect her. This does not, however, affect the
vampire’s weaknesses to fire or sunlight. This
Bleed the Sin
doesn’t affect the Ventrue clan Bane, however, Prerequisite Coil: Buttress the Soul
Ventrue find particular benefits in the Coil of Ziva Procedure: With this procedure, the Dragon bleeds
due to their challenging relationship with Humanity. a subject of all their blood or Vitae. With human
Buttress the Soul (••) The vampire is able to subjects, this generally requires a dialysis machine or
thrust forth some of the stolen life in her Vitae in other technological assistance to keep the subject alive.
order to defend against the ravages of the soul. This flow of blood carries with it the weight of their sin.
When facing Detachment, she may spend Vitae, up Outcome: The subject must remain effectively
to her normal per-turn limit. Every Vitae spent adds bloodless for at least ten minutes in order for this Scale
one die to resist Detachment. to take effect. Reduce the subject’s next Humanity,
Enliven the Anima (•••) With this Coil, your Integrity, or similar trait purchase by one Experience
character becomes resistant to the psychological per dot of the vampire’s Coil of Ziva.
stains of Humanity loss. She finds her soul’s trials
invigorating. Any time she’d suffer a Condition for
Siphon the Soul
Detachment, you may choose to spend a Willpower Prerequisite Coil: Enliven the Anima
point to take Raptured instead. Procedure: This ability acts as a sort of pseudo-
Embracing the Banes (••••) With this Coil, the Amaranth. The vampire drains a Kindred victim
very essence of the vampire’s immortality clutches completely, and then continues to do so further. She
onto the threads that keep her from the Beast. Those spends Willpower and rolls Strength + Resolve as she
claws shield those threads from that which would normally would.
destroy them. Your character can sustain a number Outcome: Once the vampire has achieved a number
of Banes equal to her Willpower dots, not three. of successes equal to the victim’s current Humanity, she
steals one dot of Humanity from her victim. She may
only ever strip one such dot from a given victim. The
victim only reaches torpor as result of this.
Kindred Fighting Merits
Kindred Dueling (Style, • to Riding the Wave (Style, • to
•••••) •••••)
Prerequisites: Composure •••, Weaponry •• Prerequisites: Composure •••, Resolve •••
Effect: Your character is not only a competent fighter, Effect: Your character runs with her Beast, and knows
but also one trained specifically to take advantage of how to use it to her advantage. She’s turned riding the
Kindred variables in a fight. Use of Kindred dueling wave into a raw, primal art.
requires an edged weapon. While humans could These maneuvers may only be used while riding the
theoretically learn some of these tricks, the practical wave. They cannot be used in a normal frenzy, or
experience required could prove deadly. outside of frenzy.
Note that Kindred Dueling abilities may not be used Ravage (•): Due to your character’s connection to
together. If you’re using Hamstring, you cannot benefit her Beast, her fangs become horrendous weapons.
from Carving as well. They look no different, but her Beast knows how to
Hamstring (•): With a well-placed tendon strike, use them with the utmost efficiency. While riding
you can briefly cripple a vampire’s ability to the wave, they become 1L weapons when used in a
augment their physical prowess with Vitae. By bite attack.
targeting a limb (and taking the penalty to do so), Primal Strength (••): Your character’s Beast
your successful strike can deny that limb from the blasts outward in short bursts, in order to
benefits of Physical Intensity (see p. 91) for a turn. accomplish quick feats of strength. When lifting,
The rest of the body may still use those advantages. jumping, or destroying objects as an instant action,
Taunt (••): You know the way the Beast works, and double the Strength bonus aquired while in frenzy.
how to taunt it with short, shallow swipes. Before In the Zone (•••): When attempting to leash the
you roll, remove a number of dice from your pool Beast and ride the wave, your character still
no greater than your Weaponry dots. Make your roll. operates at peak efficiency. She still has to spend
If the attack succeeds, the victim must roll to resist Willpower points in order to make rolls to ride the
frenzy, with a penalty equal to the number of dice wave, but those Willpower points also give a +3 die
you removed. bonus to any action taken in the turn.
Carving (•••): When you strike, you curve the Unyielding (••••): Your character rides the wave
blade hard and strike to pull the flesh apart, making frequently; it ceases to be taxing on her mental
it harder to heal in the heat of the moment. When reserves. After a scene where she successfully rides
Carving, your weapon’s damage rating deals lethal the wave, she recovers any Willpower spent to
damage to Kindred instead of bashing. initiate and during the ride.
Pincushion (••••): You hit deep, intending to lodge Animal Grace (•••••): Your character dodges and
your weapon in its victim. If you choose to leave strikes as fluidly as an animal, with confidence and
your weapon in the victim on a successful strike, the awareness. When spending Willpower to attack or
victim cannot heal the wound with Vitae. You may defend, gain both benefits. Add a +2 die bonus to
remove the weapon as a reflexive action. If anyone Defense, and a +3 die bonus to attack rolls.
else wishes to remove it, he can attempt a Strength +
Stamina roll, minus the damage caused, as an instant
action.
Spray (•••••): You cut to remove mass from the
body, and by extension, blood. Sacrifice your
Defense for the turn to use this maneuver. On a
successful attack roll, you can choose to remove
Vitae from your opponent instead of Health levels.
You can divide Health levels of damage and Vitae in
any combination after the roll.
Human Merits
For example, your character uses an alias with a
Allies(• to •••••) simple costume and adopts an accent. She hasn’t
established the necessary paperwork to even approach a
Effect: Allies help your character. They might be bureaucratic background check, let alone pass. At two
friends, employees, associates, or people your character dots, she’s supported her identity with paperwork and
has blackmailed. Each instance of this Merit represents identification. It’s not liable to stand up to extensive
one type of ally. This could be an individual, or the
research, but it’ll turn away private investigators and
members of an organization, society, or clique. internet hobbyists.
Examples include a covenant, the police, a secret At three dots, the identity can pass thorough
society, organized crime, unions, local politics, and the inspection. The identity has been deeply entrenched in
academic community. Each purchase has its own rating. relevant databases, with subtle flourishes and details to
Your character might have Allies (Masons) ••, Allies make it seem real even to trained professionals. The
(Carter Crime Family) •••, Allies (Carthian Movement) Merit also reflects time the character has spent honing
••••, and Allies (Catholic Church) •. Each dot represents the persona.
a layer of influence in the group. At one or two dots, she gains a +1 die bonus to all
One dot would constitute small favors and passing Subterfuge rolls to defend the identity. At three dots,
influence. Three could offer considerable influence, she gains a +2 die bonus. This Merit can be purchased
such as the overlooking of a misdemeanor charge by the multiple times, each time representing an additional
police. Five dots allows favors that stretch the limits of identity.
the organization’s influence, as its leaders put their own
influence on the line for the character. This could Anonymity (• to •••••)
include things such as ignoring massive insider trading
Prerequisites: Cannot have Fame
or fouling up a felony investigation.
No matter the request, it has to be something that
organization could accomplish. The Storyteller assigns Effect: Your character lives off the grid. She could
a rating between one and five to any favor asked. A have been dead for decades, making new identification
character can ask for favors that add up to her Allies difficult. This means purchases must be made with cash
rating without penalty in one chapter. or falsified credit cards. She avoids any official
If she extends her influence beyond that, her player authoritative influence in her affairs. Any attempts to
must roll ( Manipulation ++ Persuasion + Allies, with a find her by paper trail suffer a –1 die penalty per dot
penalty equal to the favor’s rating. If the roll is purchased in this Merit.
successful, the group does as requested. Whether the Drawback:
roll fails or succeeds, the character loses a dot of Allies. Your character cannot purchase the Fame Merit. This
This dot may return at the end of the chapter. On a also may limit Status purchases, if the character cannot
dramatic failure, the organization resents her and seeks provide sufficient identification for the roles she wishes
retribution. On an exceptional success, she doesn’t lose to take.
the dot even temporarily.
One additional favor a character can ask of her Allies Area of Expertise (•)
is to block another character’s Allies, Contacts, Mentor, Prerequisites: Resolve •• and one Skill Specialty
Retainer, or Status (if she knows the character possesses
the relevant Merit). The rating is equal to the Merit dots Effect: Your character is uncommonly specialized in
blocked. As before, no roll is necessary unless the one area. Choose a Specialty to assign to this Merit.
target’s Merit exceeds the character’s Allies. If the Forgo the +1 die bonus afforded by a Specialty in
block succeeds, the blocked character cannot use the exchange for a +2 die bonus.
Merit during the same chapter.
Effect: Your character is a natural in the Rack and can Effect: Your character knows her way around society,
procure an open invitation wherever she wishes. customs, and traditions. More importantly, she can use
Whereas most characters would require rolls to blend this talent to make or break reputations. This Merit
into social functions they don’t belong in, she doesn’t; applies to any social interactions where etiquette, style,
she belongs. Subtract her Socialize from any rolls to poise, and reputation carry weight, and uses the Social
identify her as an outsider. Maneuvering rules on p. 173.
Contacts (•) Bless His Heart (•): Your character’s words are
always wellconsidered. No matter how vile, the
Effect: Contacts provide your character with things she says come off as defensible and
information. This Merit can be taken multiple times; respectful. When a character engages yours in a
each instance represents a sphere or organization with Social interaction, you may opt to use your
which the character can garner information. For character’s Socialize score instead of the lower of
example, a character with three dots of Contacts might her Resolve and Composure to determine her
have Bloggers, Drug Dealers, and Vampire Hunters for starting Doors.
connections. Contacts do not provide services, only Losing Your Religion (••): When your character
information. This may be face-to-face, by email or lets loose and insults someone, she leaves mouths
telephone, or even by séance in some strange instances. agape. When tearing down a target verbally, use 8-
Garnering information via Contacts might requirs a again, and take a +2 die bonus to the roll.
roll of Manipulation + Social Skill roll, depending on Afterwards, move the interaction one step down on
the method the character uses. The Storyteller should the impressions chart.
give a bonus or penalty to the roll, depending on the In High Cotton (•••): Your character cultivates
following factors: how relevant the information is to standing and respect, and carries it like a knight
that particular Contact, whether accessing the wears armor. You may apply one relevant Status or
information is dangerous, and whether the character has Fame Merit to rolls to contest Social interactions.
maintained good relations with or done favors for the Other Merits may apply with Storyteller permission.
Contact. These modifiers should range from a –3 die Manipulation •••, Subterfuge •• Your character
penalty to a +3 die bonus in most cases. If successful, is always prepared. On the other hand, others are
the Contact provides the information. not. In a new Social interaction, if the impression is
One use of a Contact is to dig up dirt on another good, excellent, or perfect, ignore the subject’s
character. A Contact can find another character’s Social Resolve and Composure on the first roll.
Merits and any relevant Conditions. Grace Under Fire (•••••): While your character
If someone attempts to block Contacts with the Allies may not always win, she never looks bad. If a
Merit, add up all Contacts dots to determine the character opens all her Doors, and you opt to offer
effective rating, to a maximum of five. an alternative, his player chooses three Conditions.
You choose which one your character receives.
Double Jointed (••)
Prerequisites: Dexterity •••
Fame (• to •••)
Effect: Your character is recognized within a certain
Effect: Your character might have been a contortionist
sphere for a certain skill, or because of some past
or spent time practicing yoga. She can dislodge joints
action, or just a stroke of luck. This can mean favors
when need be. She automatically escapes from any
and attention, but it can also mean negative attention
mundane bonds without a roll. When grappled, subtract
and scrutiny.
her Dexterity from any rolls to overpower her as long as
she’s not taking any aggressive actions.
This can tax the Masquerade if one’s not careful. When Fleet of Foot (• to •••••)
choosing the Merit, define what your character is
known for. One dot reflects local recognition or Prerequisites: Prerequisite: Athletics ••
reputation within a confined subculture. Two dots
means regional recognition by a wide swath of people. Effect: Your character is remarkably quick and runs far
Three dots means worldwide recognition to anyone faster than her frame suggests. She gains +1 Speed per
who might have been exposed to the source of the dot; anyone pursuing her suffers a –1 die penalty per
fame. Each dot adds a die to any Social rolls among dot to any foot chase rolls.
those who are impressed by your character’s celebrity. Grid Benefit: Each 2 points of Speed allows you to
Drawback: move 1 more Hex on the grid
Any rolls to find or identify the character enjoy a +1
die bonus per dot of the Merit. If the character has Hobbyist Clique (••)
Alternate Identity, she can mitigate this drawback. A Prerequisites: Membership in a clique. All members
character with Fame cannot have the Anonymity Merit. must possess this Merit and the chosen Skill at ••+
Effect: Your character has an assistant, sycophant, Effect: Your character can pick locks and pockets
servant, or follower on whom she can rely. Establish without even thinking about it. She can take one
who this companion is and how he was acquired. It may Larceny-based instant action reflexively in a given turn.
be as simple as a paycheck. He might owe your Her Larceny actions go unnoticed unless someone is
character his life. However it happened, your character trying specifically to catch her.
has a hold on him.
A Retainer is more reliable than a Mentor and more Staff (• to •••••)
loyal than an Ally. On the other hand, a Retainer is a
lone person, less capable and influential than the Effect: Your character has a crew of workers or
broader Merits. The Merit’s dot rating determines the assistants at her disposal. They may be housekeepers,
relative competency of the Retainer. A one-dot Retainer designers, research assistants, animators, ghouls, cheap
is barely able to do anything of use, such as a pet that thugs, or whatever else makes sense. For every dot in
knows one useful trick or a homeless old man who does this Merit, choose one type of assistant, and one Skill.
minor errands for food. A three-dot Retainer is a At any reasonable time, her staff can take actions
professional in his field, someone capable in his line of using that Skill. These actions automatically garner a
work. A five-dot Retainer is one of the best in his class. single success. While not useful in contested actions,
If he needs to make a roll within his field, double the this guarantees success on minor, mundane activities.
Retainer dot rating and use it as a dice pool. For Note that you may have employees without requiring
anything else use the dot rating as a dice pool. the Staff Merit. Staff simply adds a mechanical
This Merit can be purchased multiple times to advantage for those groups.
represent multiple Retainers.
Status (• to •••••)
Safe Place (• to •••••) Prerequisites: Wits •••
Effect: Your character has somewhere she can go Effect: Your character has standing, membership,
where she can feel secure. While she may have enemies authority, control over, or respect from a group or
that could attack her there, she’s prepared and has the organization. This may reflect official standing or
upper hand. The dot rating reflects the security of the informal respect. No matter the source, your character
place. The actual location, the luxury, and the size are enjoys certain privileges within that structure.
represented by equipment. A one-dot Safe Place might Each instance of this Merit reflects standing in a
be equipped with basic security systems or a booby trap different group or organization. Your character may
at the windows and door. A five-dot could have a have Status (The Luck Gang) 3, Status (Drag Racing
security crew, infrared scanners at every entrance, or Circuit) 2, and Status (Police) 1. Each affords its own
trained dogs. Each place could be an apartment, a unique benefits. As you increase dot ratings, your
mansion or a hidey-hole. character rises in prominence in the relevant group.
Unlike most Merits, multiple characters can Status only allows advantages within the confines of the
contribute dots to a single Safe Place, combining their group reflected in the Merit. Status (Organized Crime)
points into something greater. A Safe Place gives an won’t help if your character wants an official concealed
Initiative bonus equal to the Merit dots. This only carry firearms permit, for example. Status provides a
applies to a character with dots invested in the Safe number of advantages. First, your character can apply
Place. her Status to any Social roll with those over which she
Any efforts to breach the Safe Place suffer a penalty has authority or sway.
equal to the Merit dots invested. If the character desires, Second, she has access to group facilities, resources,
the Safe Place can include traps that cause intruders and funding. Dependent on the group, this could be
lethal damage equal to a maximum of the Merit rating limited by red tape and requisitioning processes. It’s
(player’s choice as to how much damage a given trap also dependent on the resources the particular group has
inflicts). This requires that the character has at least a available.
dot in Crafts. The traps may be avoided with a
Dexterity + Larceny roll, penalized by the Safe Place
dots.
Third, she has pull. If your character knows another Not only does this give her an eye for detail, it makes
character’s Mentor, Resources, Retainer, Contacts, or her a center of attention in critical circles. She can
Allies, she can block their usage. Once per chapter, she appraise items within her area of expertise. With a Wits
can stop a single Merit from being used if it’s of a lower + Skill roll, depending on the creation in question
dot rating than her Status and if it makes sense for her (Expression for poetry, Crafts for architecture, for
organization to obstruct that type of person’s behavior. example), your character can pick out obscure details
In our Organized Crime example, if your character about the item that other, less discerning minds would
knows that the chief of police has Contacts (Criminal not. For each success, ask one of the following
Informant), you may opt to block usage by threatening questions, or take a +1 die bonus to any Social rolls
the informant into silence. pertaining to groups interested in the art assessed for
Drawback: the remainder of the scene.
Status requires upkeep and often regular duties. If
these duties are not upheld, Status may be lost. The dots • What is the hidden meaning in this?
will not be accessible until the character re-establishes • What was the creator feeling during its creation?
her standing. In our Organized Crime example, your • What’s its weakest point?
character may be expected to pay protection money, • What other witness is most moved by this piece?
offer tribute to a higher authority, or undertake • How should one best appreciate this piece?
felonious activities.
Trained Observer (• or •••)
Striking Looks (• or ••) Prerequisites: Wits ••• or Composure •••
Effect: Your character is stunning, alarming, Effect: Your character has spent years in the field,
commanding, repulsing, threatening, charming, or catching tiny details and digging for secrets. She might
otherwise worthy of attention. Determine how your not have a better chance of finding things, but she has a
character looks and how people react to that. better chance of finding important things. Any time you
For one dot, your character gets a +1 die bonus on make a Perception roll (usually Wits + Composure),
any Social rolls that would be influenced by his looks. you benefit from the 9-again quality. With the three-dot
For two dots, the benefit increases to +2. Depending on version, you get 8-again.
the particulars, this might influence Expression,
Intimidation, Persuasion, Subterfuge, or other rolls. True Friend (•••)
Drawback:
Attention is a double-edged sword. Any rolls to spot, Effect: Your character has a true friend. While that
notice, or remember your character gain the same die friend may have specific functions covered by other
bonus. Sometimes, your character will draw unwanted Merits (Allies, Contacts, Retainer, Mentor, et cetera),
attention in social situations. This could cause further True Friend represents a deeper, truly trusting
complications. relationship that cannot be breached. Unless your
character does something egregious to cause it, her True
Sympathetic (••) Friend will not betray him.
The Storyteller cannot kill a True Friend as part of a
Effect: Your character is very good at letting others get plot without your express permission. Any rolls to
close. This gives him an edge in getting what he wants. influence a True Friend against your character will
At the beginning of a social maneuvering attempt, you suffer a –5 die penalty. In addition, once per chapter
may choose to accept a Condition such as Leveraged or your character can regain one spent Willpower by
Swooning in order to immediately eliminate two of the having a meaningful interaction with her True Friend.
subject’s Doors.
Unseen Sense (••)
Taste (•)
Prerequisites: Human character (not Kindred)
Prerequisites: Crafts •• and a Specialty in Crafts or
Expression Effect: Your character has a “sixth sense” for a type of
supernatural creature, chosen when you buy the Merit.
Effect: Your character has refined tastes and can For example, you may choose Unseen Sense: Vampires,
identify minor details in fashion, food, architecture, and or Unseen Sense: Fairies. The sense manifests
other forms of artistry and craftsmanship. differently for everyone.
A character’s hair stands on end, she becomes Direction Sense (•)
physically ill, or perhaps she has a cold chill.
Regardless, she knows that something isn’t right when Effect: Your character has an innate sense of direction,
she is in the immediate proximity of the appropriate and is always aware of her location in space. She
supernatural being. always knows which direction she faces, and never
Once per chapter, the player can accept the Spooked
suffers penalties to navigate or find her way.
Condition (p. 305) in exchange for which the character
can pinpoint where the feeling is coming from. If the
target is using a power that specifically cloaks its
Eidetic Memory (••)
supernatural nature, however, this does not work Effect: Your character recalls events and details with
(though the Condition remains until resolved as usual). pinpoint accuracy. You do not have to make rolls for
your character to remember past experiences. When
Merits from the making Intelligence + Composure (or relevant Skill)
rolls to recall minute facts from swaths of information,
Chronicles of take a +2 bonus.
Closed Book (• to •••••) Effect: Your character can turn any attempt to leverage
Prerequisites: Manipulation •••, Resolve ••• her into an opportunity. Any time a character initiates a
Social Maneuvering action against yours (see
Effect: Your character is particularly tough to crack. Chronicles of Darkness p. 81), you may spend a
When a character uses Social Maneuvering (see p. 81) Willpower point to preempt that attempt with one of
against her, add her dots in this Merit as additional your own, or another Social action.
Doors. In other Social actions to uncover her true
feelings, motives, and position, add her Merit dots to Takes One to Know One (•)
any contested rolls for her.
This will also apply to supernatural effects used Effect: Normally, when Uncovering a Clue (see p. 79),
against your character. For example, it might allow her your character suffers a -2 penalty if the crime aligns
to resist a power that forces her to speak the truth, since with his Vice. However, it takes a criminal to know a
she can manipulate the wording. However, it wouldn’t criminal, and your character has a deep-seated
affect someone looking at her aura, since she cannot understanding of his particular weakness. Instead, take
manipulate her spiritual resonance. a +2 and the 9-again quality on any investigation rolls
when the crime aligns with your character’s particular
Pusher (•) Vice. The successful investigation is considered
Prerequisites: Persuasion •• fulfilling his Vice.
Like the Breeze (•••••): Your characters steps to Effect: Your character enters a controlled madness in
one side as his opponent attacks, and gives her combat. Whether a believer in the throes of ecstatic
enough of a push to send her flying past him. When fervor or a warrior emulating the Norse berserks, this
dodging, if your Defense roll reduces an opponent’s Style is not about technique but about achieving the
attack successes to zero, you can inflict the Knocked right state of mind.
Down Tilt.
The Red Mist (•): Your character focuses inward,
Drawback: Declare that you’re using this maneuver seeking out her source of rage within. By spending a
at the start of the turn before taking any other attacks. point of Willpower, until the end of the scene, she
gets a +1 bonus on all attack rolls, a +3 bonus on
Avoidance (Style; • to ••••) any defense against mental attacks, but will be the
Prerequisites: Manipulation •••, Athletics ••, Stealth •• last person to act every turn from now on, and can't
spend willpower until the end of the scene.
Effect: Your character’s only goal in a fight is not to War Cry (••): Your character chills an opponent’s
get hurt. She tries to create situations where opponents blood with her mad howl. Instead of attacking, roll a
hurt themselves or target her big mean friends instead. contested Strength + Intimidation versus opponent’s
There is no formal training for this Style; it’s a mixture Resolve + Composure. If your character gets the
of ingenuity and a person’s innate desire to avoid pain. most successes, her opponent suffers a penalty equal
to your successes to any action other than Dodging
Insignificance (•): When a fight starts you ease for the next turn. (If two or more characters use this
out of sight and try to become a part of the scenery. power, they will be the last characters to act every
Make a roll of Manipulation + Stealth – the highest turn, order them by their initiaves.)
Composure in the room. If successful, your Manic Brutality (•••): Your character lashes out
character comes across as very nonthreatening. with a singleminded determination to destroy. Her
Unless an opponent perceives no other threats all-out unarmed attacks have a +1 bonus to hit
around him whatsoever she cannot be the direct specified targets. If she’s using a weapon then she
target of his attacks. This effect ends if she attacks may substitute its Durability for its weapon bonus.
or takes any threatening actions during the scene.
Coattails (••): Your character’s reaction to being Drawback: If she’s using a weapon, then all
attacked is to dive behind her bigger friend and let damage taken by her opponent is also applied directly
him take care of it. When taking a Dodge action she to the weapon’s Structure.
can designate an ally in close range whose hasn’t
attacked yet that turn. Go Prone. If hit by an Bowmanship (Style; • to ••••)
opponent’s attack, her ally can choose to take the Prerequisites: Dexterity •••, Firearms ••, Trained
damage. Observer •
Whack-a-Mole (•••): Your character makes
herself into a tempting target and unsuspecting Effect: Your character is a patient hunter with a bow.
opponents end up doing more damage to themselves She fires precision shots across long distances to take
than her. Once per turn you may make a contested out targets that had no idea she was even there. This
roll of Manipulation + Persuasion + Avoidance Style focuses on a character’s ability to aim by judging
against an opponent’s unarmed or melee attack roll. distance and trajectory. It uses a dice pool of Dexterity
If the character gets the most successes the attack + Firearms for its attacks.
does no damage, and instead inflicts the Arm Wrack
Tilt on the opponent.
Arcing Fire (•): Your character knows how to tilt Knockout Artist (•••): Your character knows how
her aim to make a shot hit true even from afar. Her to knock someone out. She now treats the target’s
range increments for using a bow are doubled. Size as 1 lower at all times for the purposes of
Bullseye (••): Your character places her shots to hit inflicting the Stunned Tilt, reflecting her ability to
deep into an opponent’s weak spots. When attacking casually hit someone in the head. If you suffer a
a specified target you may lower your bow’s penalty to target the head as a true specified target,
damage rating to any amount (0 or greater) to add treat the target’s Size as 2 lower for the purpose of
+1 and the 8-again quality to the attack roll. inflicting the Tilt.
Out of Nowhere (•••): Your character fires her Combination (••••): Your character learns to fire
arrows and then ducks out of sight, leaving her off several blows in rapid succession, so that if one
enemies bleeding and confused. Roll Dexterity + hits, the others often follow. If your character’s
Stealth as a reflexive action after attacking a target Brawl strike succeeds, roll her Dexterity dots as dice
that is unaware of her presence. Her target must roll and add successes to damage to reflect other blows
Wits + Composure – her successes, where failure striking home.
applies the Shaken Condition to the target. Out for the Count (•••••): When your character
Death from Above (••••): Your character looses knocks someone out they don’t get back up any time
vertical shots that reach opponents even behind soon. When she inflicts the Stunned Tilt it not only
cover. She reduces an opponent’s Concealment lasts for a number of turns equal to the damage she
rating by adding 10 yards (9 meters) per point to the inflicted, but it produces true unconsciousness for
range of her shot. If his cover provides vertical that period unless the victim spends a point of
protection then subtract Durability from damage as Willpower.
normal.
Chain Weapons (Style; • to ••)
Boxing (Style, • to •••••) Prerequisites: Strength •••, Dexterity •••, Athletics ••,
Prerequisites: Strength ••, Dexterity ••, Stamina ••, Weaponry ••
Brawl ••, Athletics ••
Effect: Your character knows how to use a length of
Effect: Trading blows with the hands dates back to chain as a weapon. These maneuvers require at least a
Classical times, and probably earlier — some biologists yard’s (or meter’s) worth of chain and can be any
believe our hands have been optimized to deliver design from a martial artist’s chain whip to one ripped
blows. There are hundreds of folk styles of boxing, off the sprocket of a motorcycle. The Style is taught
from West Africa’s Dambe to the Filipino method among traditional Chinese weapon styles but is also
known as Suntukan or Panantukan. This style favored among everyday street gangs.
concentrates on the modern combat sport, which
Imposing Defense (•): Your character spins her
combines European methods with innovations
chain around, creating a whirling metal barrier
developed by trainers or borrowed from other cultures.
between her and her opponent. Sacrificing her
Your character is trained in modern boxing, or a similar
Defense, and she inflicts her weapon damage rating
traditional style.
+ 1 in bashing damage to any opponent who
Head Protection (•): The head is the primary attempts an unarmed or melee attack against her that
target for most boxers, so your character has learned turn.
to protect it by bobbing, weaving, and angling away Bring Down the House (••): Handy in rooms
from blows. Your character’s Defense increases by 1 with chandeliers or dodgy support beams, your
against unarmed strikes or weapons that use the character lashes her chain around some part of the
Brawl Skill, and attackers suffer an additional –1 environment over an opponent’s head and then gives
penalty to target her head. it a good yank. She makes an attack against an
Defensive Jab (••): Your character interrupts object with a penalty for the object’s Size (use the
attacks with well-timed punches from the lead hand. specified target chart in the Chronicles of Darkness
Any time an opponent misses with a Brawl or Rulebook, p. 92 as a guideline). If successful, she
Weaponry attack, your character inflicts one point of inflicts bashing damage equal to the object’s
bashing damage which ignores armor. If your Structure on all characters within range. Characters
character Dodges, change this to one point of with their turn still available can Dodge, with
bashing damage per two successes that exceed the successes removing damage.
opponent’s attack successes (a minimum of one, but
round fractions down).
Combat Archery (Style; • to Falconry (Style; • to ••••)
•••••) Prerequisites: This Merit works in conjunction with
any predatory bird of at least Size 2. The character must
Prerequisites: Strength •••, Athletics ••, Quick Draw possess Wits •••, Animal Ken •••, and share the Bonded
(Bow) • Condition with the bird.
Effect: Your character uses a bow for rapid draws that Effect: Your bird performs incredible feats at your
riddle opponents with arrows. She knows how to move command. You purchase this Merit for your character,
across the battlefield while firing from any angle. This who may apply it to any bird she shares the Bonded
Style is about trick shots and using archery in the thick Condition with after a reasonable amount of time
of a fight. It uses a dice pool of Dexterity + Athletics training together. Used for both hunting and sport, this
for its attacks. practice has roots going back into antiquity and among
Rapid Nock (•): Your character has trained herself numerous cultures. While not as widespread now as in
to have another arrow set and her bow drawn within the past, finding a trainer for this style is still relatively
a heartbeat of her last shot. As long as there is a easy. Unless otherwise noted, these Merits constitute
supply of arrows in reach she can make an attack actions the bird takes independently, with only a simple,
every turn without taking an action to position them one-word or gesture command. Thus, your character
on the string. Also, ignore the bow’s Initiative does not have to dedicate an action to make them
penalty. happen. Additionally, possession of this Merit allows
Reflex Aiming (••): Your character knows how to your character to spend Willpower to benefit the bird’s
time her shots to hit her opponents and not her actions in her presence.
allies. Ignore penalties for firing a bow into close Predator’s Vigil (•): The presence of your bird
combat. instinctively wards off prey animals. Even a flock of
Parthian Shot (•••): Your character feints retreat pigeons or swarm of rats won’t come too close
to lure an opponent in for a close-range shot. The when a natural predator circles the skies. Any
first time in a turn an opponent attempts a close- creature of equal or smaller Size than your bird in
range attack, you may choose to Dodge as normal. his immediate vicinity has the Shaken Condition
However, any successes in excess of your applied to them for any action other than hiding or
opponent’s are applied as attack successes with your fleeing the area.
bow against him. Flyby (••): Your character commands her bird to
Rain of Arrows (••••): Your character fires a dive past an enemy at high speed, creating a
group of shots at multiple opponents in the blink of distraction. Roll Presence + Intimidation against an
an eye. She can attack with a bow as an autofire opponent’s Resolve + Composure as an attack
medium burst with three arrows hitting up to three action for the bird. If successful, the opponent takes
different targets. Drawback: This maneuver a –3 penalty to his next action.
sacrifices distance for speed. Triple all range Retrieve Item (•••): Your bird knows how to grab
penalties for medium and long distance. small items and bring them back to you, even
Trick Shot (•••••): Your character rolls, leaps, and snatching them from someone’s hand. On your
runs along walls while firing arrows in any character’s turn she can designate any object of the
direction. Your character can fire her bow bird’s Size or smaller within her and her bird’s field
simultaneously while taking an Athletics action, of vision that the bird will retrieve. An opponent
including maneuvers from Movement Styles. This actively holding onto an item treats this as a Disarm
imposes a –2 penalty to both rolls. maneuver, but if successful the bird’s roll is
automatically considered an exceptional success.
This generally requires the bird make an all-out
attack.
Rake the Eyes (••••): Your character commands
her bird to claw at an opponent’s eyes. Take a –1
penalty to attack. A successful attack applies the
Blinded Tilt.
Positional Dominance (•••••): Your character
Grappling (Style, • to •••••) knows how to hurt and tire an opponent from any
Prerequisites: Stamina •••, Strength ••, Athletics ••, position, crushing the life out of him. No matter
Brawl •• which maneuver you choose on a successful
grapple, your character inflicts one point of bashing
Effect: Grappling’s first three dots are covered in the damage per two successes scored, rounding down,
Chronicles of Darkness Rulebook. This section presents but always inflicting at least one point. If your
additional Grappling maneuvers. character chooses a damaging maneuver, add this to
the damage inflicted. You may choose not to inflict
Standing Throw (•): Your character knows how to this damage.
toss someone over his hip, trip, or sweep her while
keeping his footing. He may inflict the Knocked
Down Tilt as a grappling maneuver, but if he
K-9 (Style, • to ••••)
remains standing his opponent automatically breaks Prerequisites: This Merit works in conjunction with a
free. dog of least Size 3. The character must possess Wits •••,
Small Joint Manipulation (••): By accepting a – Animal Ken •••, and share the Bonded Condition with
2 penalty to the attack roll, your character may the dog.
immediately dislocate or otherwise bend the
opponent’s fingers in one hand (or toes in one foot, Effect: You purchase this Merit for your character, who
in some circumstances) the wrong way. This occurs may apply it to any dog she shares the Bonded
instead of any other maneuver, inflicting one point Condition with after a reasonable amount of training
of bashing damage per two successes (round down, time together. Each maneuver includes the special
but always at least one) and the Agony Tilt. If the ability to never require an Animal Ken roll to order its
attack targets a hand, it can no longer hold objects use. Your character’s dog obeys without a second’s
until the associated damage heals. Optionally, you pause.
may assign the Tactical (Street) Style Tag to this Detection (•): Your character’s dog has been
maneuver to represent a form of “underhanded” trained to detect a certain class of substances by
fighting. smell and indicate its location. Choose from one of
Ippon (•••): Additional Prerequisite: Takedown the following: Drugs, Explosives, Tracks, People,
Maneuver. While using Drop Prone with the and Corpses. When your character works with his
Takedown Maneuver, your character hurls his dog it gains the Rote benefit (re-roll failed dice) on
opponent to the ground with exceptional force. Wits + Survival rolls to detect the target substances.
Double the damage of the takedown for the purpose You may purchase this Merit multiple times for
of inflicting the Stunned Tilt, but not as actual different categories.
damage. Dynamic Guard (••••): While prone, your Targeted Bite (••): Your character may command
character uses his body to shake and redirect his his dog to target specific body parts. Reduce
enemy. Reduce the opponent’s dice pool to grapple penalties to attack specific targets by –2.
by your character’s Dexterity. Unfortunately, your Tactical Positioning (•••): When acting side by
character can’t get up from prone while using this side against an opponent, one of the pair gains +1 to
maneuver. Defense against that opponent, and the other
Lock Flow (••••): Additional Prerequisite: Joint benefits from +2 to attack rolls targeting the
Lock Maneuver. When your character’s opponent opponent. Your character decides which participant
slips out of one lock you know how to go with the gets the offensive or defensive bonus at the
motion and trap her in another. You gain +2 to beginning of each turn. Finally, you never take a
grapple rolls when you declare ahead of time that penalty to ranged combat rolls to avoid shooting the
you’re attempting a joint lock. dog, because he avoids your line of fire.
Tap or Snap (•••••): Additional Prerequisite: Takedown Bite (••••): At your character’s
Joint Lock Maneuver. If your character succeeds in command, his dog may inflict a Drop Prone or Hold
a grapple in the turn after applying the Joint Lock grappling maneuver on a target if it hits with a
maneuver, he may allow the opponent to choose successful bite attack. The target may be no more
between accepting the Beaten Down Condition, or the double the dog’s Size, however. This
suffering an Arm or Leg Wrack (attacker’s choice) immediately initiates a grapple. Dogs may employ
and lethal damage equal to the successes scored, as the above maneuvers along with Break Free,
your character breaks or dislocates the relevant Control (opponent’s) Weapon, and Damage.
limb.
Effect: The Martial Arts Style in the Chronicles of
Kino Mutai (Style, • to ••••) Darkness Rulebook represents a generic unarmed
Prerequisites: Dexterity ••, Resolve •••, Brawl •• striking style. The following maneuvers are alternatives
to those listed. Using the options for purchasing
Effect: Your character learns to bite opponents, tear at maneuvers on p. 44, characters may acquire these
soft tissues and gouge eyes with special skills. This is maneuvers alongside or instead of the others with the
sometimes called “Kino Mutai” in Filipino martial arts, same dot ranking.
but it can be learned by anyone uninhibited enough to
Leg Kick (•): Your character knows how to kick an
use these unconventional methods to the greatest extent
opponent’s legs out from under him. She might use
possible for humans. Thus, this Fighting Style only
a Thai-style round kick or drive her heel into his
works for beings with a human body plan and a decent
kneecap. If she reduces her Defense by 1 while
set of teeth.
concentrating on low kicks, she’ll cause the Leg
Trained Bite (•): If your character is a human and Wrack Tilt if her Brawl attack inflicts at least one
prevails in a grapple she may bite harder than damage that turn. She doesn’t suffer the usual
normal, targeting sensitive parts of an opponent’s penalty for targeting a leg. Note that trying to hit the
anatomy. This acts as the Damage maneuver, but other leg for a knockdown doesn’t use this
inflicts an additional two points of bashing damage. maneuver, but the normal rules. However, using Leg
Vampires, werewolves in humanoid form, and other Kick on subsequent attacks lengthens the duration
monsters with particularly potent bite attacks cause of the Leg Wrack by attaching the Tilt to additional
one additional damage of the same type (potentially damage.
lethal) when using this maneuver. Cutting Elbow (••): When striking with an elbow,
Ripping (••): Your character overcomes your character targets thin skin in the opponent’s
squeamishness and distractions to grab and tear scalp with the aim of ripping it open. She only
earlobes, eyelids, and other soft, loose parts. She suffers a –2 penalty to attack when she wishes to
doesn’t pause before ripping out hair by the scalp. inflict the Blinded Condition on an opponent with
None of these injuries are life-threatening, but they human-like anatomy because when she hits and
inflict pain. If you win a grappling roll with more inflicts at least one point of bashing damage, blood
successes than the opponent’s Resolve, she may use from the scalp wound washes over the opponent’s
the Ripping maneuver, which inflicts the Agony Tilt eyes. This maneuver may also be purchased through
on the opponent but only inflicts one point of the Tactics (Street) Style Tag.
bashing damage. Trapping (•••): This maneuver has a lot of names,
Trained Gouge (•••): While grappling, your including “sticking hands” or “scissors.” Using it,
character can drive her fingers into an enemy’s eyes your character knows how to control her opponent’s
with exceptional force and persistence. If you win a limbs so they can’t be used to block incoming
grappling roll and score at least three successes, you strikes. By making limb-to-limb physical contact,
may opt for the Gouge maneuver. This inflicts the she can sense and counter her opponent’s reactions.
Blinded Tilt, but unlike typical cases your character If she hits with a Brawl attack, she may set aside as
maintains this Tilt until the opponent Breaks Free, many successes as her Brawl Skill and add these to
Restrains your character, or renders the arm unable her Brawl attack next turn. If she sets aside all
to function. successes, the first attack inflicts no damage, but
Continuous Bite (••••): Your character knows makes contact for the follow up. She loses this
how to apply pressure, rip flesh, and use the rest of advantage if the opponent leaves hand-to-hand
her body’s musculature to enhance a bite. In a range and she can’t or won’t follow.
grapple, she may inflict lethal damage with the Inch Force (••••): Your character knows how to
Damage maneuver by tearing off strips of her swiftly strike across extremely short distances. She
opponent’s flesh. can hit hard with an inch of movement, or smash
with a shoulder, hip, or head butt. When an
Martial Arts (Style, • to •••••) opponent tries to grab your character she’s entitled
Prerequisites: Resolve •••, Dexterity •••, Athletics ••, to one immediate counterattack per turn as an
Brawl •• additional reflexive action (multiple grab attempts
during the turn don’t entitle her to additional
counterattacks). Roll Strength
Intercept Shot (••): Your character can shoot a
Mounted Combat (Style; • to projectile out of the air with her own. This
••••) maneuver is not capable of stopping bullets, though
it could be used to deflect a grenade if you’re
Prerequisites: Dexterity •••, Athletics ••, Animal Ken
feeling lucky. Any turn your character spends
••
aiming she can make an attack against a thrown
object with a –2 penalty (in addition to the normal
Effect: Your character fights from horseback using the
penalties for attacking a small object). A successful
animal’s size and maneuverability to make her attacks
hit deflects it a number of meters (or yards) equal to
more effective. While trained cavalry regiments are
damage in a random direction.
largely a thing of the past, many police departments
Penetration (•••): Your character knows how to
around the world still have officers who use techniques
best exploit the weaknesses in a target’s armor. She
like these in the modern day.
can add +2 to her weapon’s armor piercing rating
Steady Saddle (•): Your character knows how to for her next attack. Drawback: This shot requires
position herself in the saddle to attack an opponent intense concentration. Your character loses her
without risking being dismounted or hurting her Defense any turn she uses this maneuver.
horse. Your character gains a +3 bonus to any rolls Skewer (••••): Your character uses her projectiles
for staying mounted during combat. to impale parts of an opponent’s anatomy. When
Fixed Charge (••): Your character and her horse attacking a specified target, reduce the penalty by –
charge headlong at her opponent. She gains the 2, and any inflicted Tilts require the victim to roll
benefits from both charging (though you move up to Stamina + Strength – damage inflicted to remove a
twice your horse’s Speed rather than your projectile before it’s resolved.
character’s) and an all-out attack. Both she and her
horse lose Defense for the rest of the turn. Spear and Bayonet (Style; • to
Skirmishing (•••): Your character’s attacks are
designed to harass her opponents, moving in range
•••)
to strike and then out again before the counterattack. Prerequisites: Strength •••, Dexterity ••, Weaponry ••
Her horse can travel half its Speed before her attack
and the rest after as one move. She suffers a –2 Effect: Your character is trained with long weapons
penalty to her attack for the turn but both her and that end in a point. This could be anything from a
her mount gain +2 to Defense. traditional spear to a fixed bayonet on a modern rifle.
Rearing Beast (••••): Your character has trained Firm Footing (•): You brace yourself with your
her horse to be an intimidating and dangerous weapon to skewer a charging opponent. Any
opponent in the thick of combat. Instead of opponent attempting an all-out or charge attack
attacking, roll Wits + Animal Ken and add successes against your character takes her weapon’s damage
to attack rolls made by her horse. automatically before he makes his attack roll. Armor
subtracts from this, but then will not apply to any
Powered Projectile (Style; • to attacks your character makes in the same turn.
••••) Keep at Bay (••): Your character can threaten an
opponent with her weapon to prevent maneuvering.
Prerequisites: Dexterity •••, Athletics ••, Firearms ••
Choose an opponent; if he takes any action other
than backing away or Dodging he loses his Defense
Effect: Your character is comfortable using premodern
against your next attack. Drawback: Spend a point
ranged weapons like crossbows, slingshots, and
of Willpower to activate this maneuver.
blowguns. Though long ago replaced by firearms, these
Strike and Develop (•••): You stab an opponent
weapons remain popular for hunting and are widely
with your weapon turning the blade before
available in some countries.
removing it, leaving a grisly wound. Attacks made
Quick Reload (•): Your character has trained with the weapon that inflict lethal damage causes
herself on the steps to reload her weapon to the the victim to bleed out, causing one point of lethal
point it’s ingrained in her muscle memory. She damage for a number of turns equal to her successes
reloads one turn faster than normal (to a minimum on the attack roll. Subsequent attacks can add to the
of a reflexive action). total number of turns but never cause more than one
point of lethal damage per turn in bleeding to the
victim. You lose Defense when using this maneuver.
Lifting (••): When attempting a feat of strength
Staff Fighting (Style; • to ••••) that requires a Strength + Stamina roll, you gain the
Prerequisites: Strength ••, Dexterity •••, Weaponry •• Rote benefit — re-roll failed dice. This does not aid
running, jumping, or combat rolls, but does aid in
Effect: Your character uses a staff as her weapon of attempts to damage relatively immobile, inanimate
choice. These maneuvers are usually performed with a objects. In that case your character gains the Rote
quarterstaff or bo staff, but anything of a suitable length benefit on a combat dice pool no larger than his
and shape like a walking stick or a heavy curtain rod Strength + Stamina.
will work as well. Push/Pull (•••): Have you ever seen someone pull
a tractor trailer or airplane with their teeth? Your
Short Grip (•): Your character moves her grip to
character’s all over that. If your character’s goal is
the end of the staff, maximizing reach but losing
to move an object laterally, double her effective
speed. She gains a +1 to attack at the cost of her
Strength. If the object is on wheels or friction has
staff’s +1 bonus to Defense. You can change your
otherwise been minimized, multiply her Strength by
character’s grip once per turn reflexively before
5. Practical considerations may require equipment
taking an action.
such as ropes and a harness, and the quality of this
Thwack Weapon (••): Your character slaps away
equipment may provide a bonus to the roll.
an opponent’s weapon with the tip of her staff. She Stronger Than You (••••): If your character
can Disarm with a roll of Strength + Weaponry
succeeds at Strength-based tasks, he does so with an
contested by an opponent’s Strength + Athletics. If
increased level of performance. You don’t gain
successful, the opponent drops his weapon at his
bonus dice for Strength-related rolls but if you roll
feet. On an exceptional success, your character
at least one success, add +1 success to the total. This
knocks the weapon a number of meters (or yards) does apply to combat, making this character capable
away equal to her successes rolled.
of bone-cracking blows and grips.
Vaulting Defense (•••): Your character knows
how to use her staff to rapidly reposition herself in a
fight. Spend a point of Willpower; your character
Systema (Style, • to •••)
can add her dots in Melee to her Defense against Prerequisites: Dexterity •••, Athletics •••, Wits ••
one attack per turn.
Tornado Strike (••••): Your character spins her Effect: Your character learns to move with exceptional
staff rapidly in a circle, hitting opponents all around suppleness, rolling with blows and obstacles. She
her. She treats her staff attack as an autofire medium redirects incoming force not as a technique, but an
burst against up to three targets of her choice within instinct. These abilities are often taught within Systema,
range. a Russian martial art developed for intelligence services
and special operations. It can also reflect the advanced
Strength Performance (Style, body skills taught by “soft” martial arts such as Tai Chi
or Aikido.
• to ••••)
Prerequisites: Strength •••, Stamina ••, Athletics •• Rolling (•): When knocked prone, your character
relaxes, tucks, and rolls with the momentum. She
easily spins to face any direction she wishes. She
Effect: While the Strength Attribute covers all forms of
doesn’t suffer that usual –2 penalty to attacks while
issuing bodily force, your character has specifically
Knocked Down or otherwise prone. If she suffers
trained in lifting, pushing, and pulling enormous
any damage for falling or impacting against an
weights. He learned this as an Olympic-style
unyielding surface like the hood of a car, roll her
weightlifter, strongman competitor, or performer. This
Dexterity; each success removes one point of
doesn’t help your character hit things, but if he does,
bashing damage (this is not effective against sources
anything at the other end is going to break and hurt.
of lethal damage — you can’t roll with
Strength Tricks (•): Your character combines impalement). She benefits from this in addition to
trained strength with a practical knowledge of any other action she might take to mitigate damage.
physics to perform impressive feats of strength. He Balance (••): Your character instinctively aligns
can rip phone books in half, bend rebar, and smash her posture and bends with incoming force to keep
bricks with his bare hands. The character benefits her balance. Attempts to inflict the Knocked Down
from a +2 bonus to Performance and Intimidation Tilt or Drop Prone grappling maneuver must
rolls where he can demonstrate his talents, and an achieve two additional successes.
additional +1 to other non-combat feats of Strength.
Combat Posture (•••): Your character’s posture Balanced Grip (•): Your character knows how to
and sensitivity are strong enough to knock down use her weapons so they’re not awkward to hold.
anyone who tests his balance against yours. Your Your character does not count her weapons’
character’s Brawl and Weaponry attacks inflict the Initiative penalties as long as her off-hand weapon’s
Knocked Down Tilt whenever they score successes rating is the same or the lower of the two.
that equal or exceed the victim’s Strength. If an Protective Striking (••): Your character uses her
attack would have already delivered this result (such off-hand weapon to deflect attacks. She adds her
as with a weapon that inflicts the Knockdown off-hand weapon’s bonus to her Defense for the first
effect) it does so with particular force, inflicting an attack made against her in a turn. If her off-hand
additional point of damage. weapon has no bonus then add +1 instead.
Dual Swipe (•••): Your character attacks with both
Thrown Weapons (Style; • to of her weapons simultaneously against one target.
As part of an all-out melee attack, add her off-hand
••) weapon’s bonus to her attack roll and reduce her
Prerequisites: Dexterity •••, Athletics ••, Quick Draw target’s Defense by 1. If her off-hand weapon has no
with a thrown weapon Specialty • bonus then add +1 instead.
Double Strike (••••): Your character attacks two
Effect: Knives, darts, throwing stars, and tomahawks different targets simultaneously. Spend a point of
are all weapons your character can send flying in her Willpower and designate two targets in close range
enemy’s direction. Many warrior cultures have used of your character. Take the highest Defense and –1
thrown projectiles in wartime or for hunting purposes to the dice pool. Choose which weapon’s damage
and may teach this Style. Also, similar techniques are applies to which target. This maneuver cannot be
found among circus and sideshow acts. These used with Dual Swipe. For example, if you’re up
maneuvers may only be performed with edged weapons against two opponents with 4 and 6 Defense, and
Size 1 or smaller. you have a 2L and 1L weapon, you would take –7 to
Double Strike (the 6 Defense, with an additional –
Practiced Toss (•): Your character knows how to
throw her weapon with a quick and fluid motion. 1). If you rolled three successes, one opponent
would take five points of lethal damage, and the
Add her Athletics score to Initiative when using a
other four points of lethal damage — your choice
thrown weapon.
Impalement Arts (••): A well-placed throw which.
staples an opponent’s limbs to the environment. If
your character succeeds in damaging a specified Weapon and Shield (Style; •
target arm, leg, or hand with a thrown weapon, she to ••••)
inflicts the Impaled Tilt. Drawback: The heft needed Prerequisites: Strength •••, Stamina •••, Weaponry ••
to make her throw penetrate leaves your character
vulnerable. She loses her Defense any turn she uses
Effect: Your character knows how to fight from behind
this maneuver.
a shield with a one-handed weapon. These maneuvers
strike a balance between protection and offense and are
Two Weapon Fighting (Style; used in tandem with others, such as in a Viking shield
• to ••••) wall or riot police formation.
Prerequisites: Wits •••, Fighting Finesse ••, Weaponry Shield Bash (•): Your character slams her shield
••• into an oncoming opponent, disrupting his attack.
When Dodging add her shield’s Size to her pool. If
Effect: Your character fights with a weapon in each she reduces an opponent’s attack successes to 0 then
hand. She can amplify her attacks by using them any additional successes inflict bashing damage.
together or balance between attack and defense by Boar’s Snout (••): Your character throws
using one weapon for each. Unless your character everything into a forward charge, trusting in her
possesses the Ambidextrous Merit she takes the usual – shield to protect her. Using a weapon and shield,
2 penalty for using a weapon in her off-hand. Neither your character can all-out attack and retain her
weapon can be above Size 2 for performing these shield’s Size bonus to Defense for the turn. If this
maneuvers. maneuver is used the same turn by other allies with
shields, then add an additional +1 to Defense for
each.
Pin Weapon (•••): Your character uses her shield
to trap an opponent’s weapon. If an opponent misses
Ground and Pound (•••)
a melee attack against your character he is Prerequisites: Brawl ••
automatically disarmed.
Tortoise Shell (••••): Your character knows how to Effect: Your character skillfully uses gravity to drop a
position herself so that she’s completely protected fist, elbow, knee, or other strike on a prone opponent.
by her shield. When using a shield she is considered When using Brawl to strike or inflict the Damage
behind cover with Durability equal to the shield’s grappling maneuver on a prone opponent, you may
size plus one for each shield-wielding ally in her declare your character uses this maneuver. You gain the
immediate vicinity. rote benefit (re-roll failed dice) to your attack, but
automatically fall prone; and if grappled, your opponent
Armed Restraint (••) automatically breaks free.
Covert Operative (•) Effect: Your character’s taken her share of beatings
Prerequisites: Wits •••, Dexterity •••, Stealth •• and can’t be scared by pain or the sight of her own
blood. This Merit comes in two levels. At •• dots, she
Effect: Your character is trained in getting the jump on no longer suffers the Beaten Down Tilt from any
her opponents. She creeps up on unsuspecting enemies amount of bashing damage.
At •••• dots, she never suffers Beaten Down, period.
from the shadows and neutralizes them before anyone
This is probably more foolhardy than brave. If your
realizes anything’s happening. When your character
chronicle doesn’t feature conflicts where Beaten Down
ambushes an opponent, the victim loses the 10-again
features prominently, don’t use this Merit.
quality on his roll to notice the attack. Even if he
successfully notices your character, your character acts
at +3 Initiative in the first turn.
Phalanx Fighter (••) Retain Weapon (••)
Prerequisites: Weapon and Shield ••, Spear and Prerequisites: Wits ••, Brawl ••
Bayonet •
Effect: Your character has trained to resist being
Effect: Your character is trained to wield a spear disarmed. Police and military forces often teach this,
alongside a shield. She does not increase her spear’s but your character might learn this as part of a
Strength requirement for using it one-handed as long as traditional martial art, as part of a shooting course, or as
she’s also using a shield. She can use a spear for any a member of a private security service. When an
Weapon and Shield maneuvers. attacker attempts to use the Control Weapon or Disarm
grappling maneuvers to take his weapon, or otherwise
Transfer Maneuver (Same take it away in combat, reduce successes by your
character’s Brawl dots.
Cost as Original Maneuver;
see below) Roadkill (•••)
Prerequisites: Intelligence ••, Wits •••. Your character Prerequisites: Aggressive Driving ••
must also possess at least ••• dots in both the original
and new Skill that the maneuver applies to. Effect: Your character has a knack for running down
living creatures with her vehicle. When using with a
Effect: Many styles teach unarmed methods as a vehicle to hit a human-sized target she adds two
prerequisite for armed methods, and vice versa. This additional successes per 20 miles per hour (32
maneuver allows your character to transfer a maneuver kilometers per hour) her vehicle is moving instead of
from a Brawlbased Fighting Style to a Weaponry-based one. She also inflicts the Knocked Down Tilt on her
Style, or vice versa. The maneuver must not depend on target even if she misses.
the physical presence of a weapon, in that it can be
applied with empty hands. The Storyteller decides **** (• to ••• )****
which maneuvers are appropriate, though this can only Prerequisites: Wits •••
be used on maneuvers worth no more than ••• dots —
after that, they’re too specific to the original fighting Effect:
method. Your character must know the maneuver in its
original form, and you must purchase it again, at the **** (• to ••• )****
same cost in dots and Experience.
Prerequisites: Wits •••
Trunk Squeeze (••) Effect:
Prerequisites: Brawl ••
Effect:
Effect:
Effect:
Effect: