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Meritos3 0

The document outlines various vampire merits and abilities, detailing their effects, prerequisites, and drawbacks. These include enhanced sensory perception, social advantages within Kindred society, and unique feeding capabilities from supernatural creatures. Each merit has specific conditions for use and potential penalties for the character, emphasizing the complexities of vampire existence and interactions in their world.
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0% found this document useful (0 votes)
25 views41 pages

Meritos3 0

The document outlines various vampire merits and abilities, detailing their effects, prerequisites, and drawbacks. These include enhanced sensory perception, social advantages within Kindred society, and unique feeding capabilities from supernatural creatures. Each merit has specific conditions for use and potential penalties for the character, emphasizing the complexities of vampire existence and interactions in their world.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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☥ MERITS ☥ Gettin’ Up (•): Your character can read the signs

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 •

Effect: You have your finger on the pulse of the


Kindred underground. You’re adept with the codes and
cants that allow Kindred culture to flourish despite the
Masquerade. Each level of Cacophony Savvy builds on
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 feels blood sympathy more Haven (• to •••••)


keenly than most of her kind. Add +1 to all blood Prerequisites: Safe Place •
sympathy bonuses, and apply the 8-again quality to all
blood sympathy rolls. As well, treat all relations as one Effect:
step closer for the purposes of sympathy distances. A good haven is not only safe from the sun, but also
Drawback: familiar and comforting. The dot rating reflects your
When you feel sympathy, you feel it hard. Any time character’s affinity for his home and its defenses
you succeed on a blood sympathy roll, your character against the sun’s intrusion.
loses the ability to spend Willpower for bonus dice for A low rating might mean an unreliable apartment
the remainder of the scene, due to the distraction. with boarded windows. A high rating may mean an
ancestral home with no windows and an extensive
Dynasty Membership (• to •••) system of vaults.
Prerequisites: Clan Status • Add your Haven dots to any Humanity rolls to notice
danger while sleeping, and any Stamina + Resolve rolls
Effect: Your character claims membership to a long- to remain awake. As well, add it to any Kindred senses
standing dynasty of Kindred. Her clan and city know (see p. 90) rolls within.
her family’s exploits, and they often precede her. Each Drawback:
level of this Merit builds on the earlier abilities. Losing a Haven is a breaking point at Humanity 8,
Drawback: minus its dot rating. A Haven must be tied to a Safe
You must make your association known to take Place Merit (see p. 123). Like a Safe Place, a coterie
advantage of this Merit. Within certain crowds, may share a Haven Merit. Each member that wishes to
throwing around a lineage could be more trouble than benefit must invest Merit dots in both the Safe Place
it’s worth. The dynasty must have at least three and the Haven.
members.
New Kid (•): You’re recognized within the dynasty, Herd (• to •••••)
but not in an influential position. Once per chapter, you
may add the Clan Status of the dynasty’s most senior Effect: Your character cultivates cliques of mortals
member to a Social dice pool instead of your own. willing and eager for the Kiss. Each week, you can
Exemplar (••): You’re afforded sway and respect draw on a number of Vitae equal to twice the Merit’s
within the dynasty. Against any who would respect or dot rating. This requires no roll, only a quick interlude.
fear your dynasty, you may ignore the first Door in any Taking more than that amount requires normal hunting
Social engagement. rolls.
Drawback: Her combined dots in one type of Status (City, Clan,
Addicts need their fix. Sometimes, they demand or Covenant) cannot exceed five, and she may never
attention. If neglected, they’ll withdraw. Your character have as many dots in her affiliated group as she does to
must have at least minor interactions with her Herd the group to which she belongs.
before they’ll give blood freely.
Kiss of the Succubus (•)
Honey Trap (•) Prerequisites: Must be Toreador
Prerequisites: Non Tremere
Effect: All Kindred can evoke lustful, passionate
Effect: Your character’s blood not only bonds, but it reactions with a bite. The Daeva’s bite is downright
invigorates. When a vampire tastes your character’s addicting. Her Kiss causes the Addicted Condition in
Vitae for the first time in a night, she regains a point of mortals as well as the Swooning Condition (for
Willpower. If this results in a new bond, or steps up an Addicted, see Vampire 2E Requiem p. 301; for
existing bond, she also takes a Beat. Swooning, see p. 306).
Drawback:
Kindred Status This gift is a double-edged sword. On one hand, it
keeps blood dolls coming back. On the other, they
Within Kindred society, there exist three types of won’t stay away.
Status: City, Clan, and Covenant. Each functions as the
Status Merit on p. 123, within its purview. City Status Lineage (•)
allows its advantages within the scope of the assigned Prerequisites: Clan Status •
city. Clan Status only functions within its designated
clan, and Covenant Status similarly within the chosen Effect: You come from strong stock. Your sire’s well
covenant. known, and his influence bleeds onto your interactions.
City Status reflects a vampire’s sway in the city, Once per chapter, this Merit can represent a single dot
whether official or unofficial. There’s no specific dot
of one of the following Merits: Allies, Contacts,
rating tied to a given position. For instance, a Prince Mentor, Resources, or Status. The Merit must be one
may have three dots of City Status, if the city doesn’t your sire may have possessed.
respect his authority as much as the Sheriff with five Drawback:
dots. Calling on your sire’s reputation taxes his social
Clan Status reflects notoriety and recognition within capital. He may ask for repayment for using his name.
the clan. Typically, a character with high Clan Status is
iconic within the clan. A character with five dots of Pack Alpha (•)
Ventrue Status is whom most Kindred think of when
Prerequisites: Must be Gangrel
they speak of the clan Ventrue. Kindred recognize a
low-Status character as a frequent collaborator within
clan circles. A character may not gain Status in a clan to Effect: You’re pack-minded. Your blood draws to
which she does not belong. blood. You may designate a coterie of Kindred and
Covenant Status is generally tied to positions and ghouls as your pack. Every Gangrel has a different
direct authority within covenant structure. A character method for the designation. Some anoint with blood.
with five dots of Covenant Status is a regional leader Some have hazing rituals.
within the covenant, a character with one dot has minor When the pack takes teamwork actions, the
responsibilities to their organization of choice. supporting characters gain the 8-again quality on their
Additionally, each covenant has available Merits that rolls. The anchor character does not, but still adds dice
scale depending on Covenant Status dots. equal to the others’ successes. Removing a pack
A character could theoretically gain Status within member must be done by force. You must cause lethal
multiple covenants. Most of the covenants will allow damage in one of their last three Health boxes, then
members to dabble in other organizations, so long as exile them from your presence for at least a week.
they don’t share secrets. The Ordo Dracul, for example, Drawback:
will not stop a member from attending Sanctified mass. Drawback:
When a member of your pack defies you, you must
But the moment she shares her knowledge of the Coils,
make an example of them or lose a point of Willpower.
she’ll find her Requiem cut abruptly short.
Unnatural Affinity (• to •••••) Touchstone (• to •••••)
Effect: Your character has multiple Touchstones. Each
Effect: Your character can take nourishment from the
dot in the Touchstone Merit allows for an additional
*
blood of some of the stranger creatures of the World of
Touchstone. Look to the Touchstone chart for which P
Darkness. Each dot of this Merit allows your character
to gain sustenance from one type of supernatural Humanity dot each new Touchstone is applied to. For
creature. This may mean werewolves, ghosts, more on Touchstones, see p. 87. E
mummies, zombies, or stranger things still. This blood Drawback:
counts as Kindred Vitae for the purposes of feeding Losing attachment with Touchstones will speed the
loss of Humanity. As well, if your character’s last
restrictions.
Drawback: Touchstone dies or is destroyed, your character will feel *
This advantage does not inherently mean the the call of torpor. P
character is (more) able to feed from the chosen subject.
For example, ghosts exist in an ethereal state, and don’t Unsettling Gaze (•) E
have physical blood. Werewolves are notoriously Prerequisites: Must be Nosferatu
difficult to feed from for more practical reasons that
often end in Final Death. If you take this Merit, work Effect: All Haunts have an unsettling effect. Your
with your Storyteller to determine how your character character’s Beast oozes with terror. When she evokes *
might feed from these monsters. the monstrous Beast (see p. 91), she unsettles her target P
deeply and makes him question himself. Any time she
Swarm Form (••) infects a victim with the Bestial Condition and scores E
Prerequisites: Protean ••• an exceptional success, she also forces a breaking point
if the victim has a higher Humanity (or Integrity) than
Effect: When taking the Beast’s Skin, some Gangrel hers.
can instead become a swarm of small creatures: Size 0 Drawback:
or Size 1 animals. The character may perceive through Forcing a breaking point in another is also a breaking
any of the senses of any individual creature in the point for your character if her Humanity is 3 or higher.
swarm, but the swarm acts as a single entity.
The swarm may spread over five yards or meters per **** (• to ••• )****
dot of Blood Potency. Creatures beyond that range die Prerequisites: Wits •••
and rapidly decompose. The swarm moves at the
vampire’s Speed, modified for the creatures’ Size, in Effect:
any logical direction. Grid Benefit:
The swarm limits visibility and hearing, and causes Drawback:
panic in all those present. Everyone within the swarm’s
area suffers the persistent Distracted Condition (see **** (• to ••• )****
p.302) until they get away. With Storyteller discretion, a Prerequisites: Wits •••
swarm may have other features suited to the swarm
animal. For example, rats should be better at biting Effect:
through barricades. Grid Benefit:
The swarm resists most harm. Roll attacks against Drawback:
the swarm as normal, but after factoring armor and
other modifiers, the swarm only takes one point of **** (• to ••• )****
damage of the appropriate type at most, or two points of
Prerequisites: Wits •••
damage with an exceptional success. Fire, sunlight,
explosions, and other large-scale threats cause normal
Effect:
harm to the swarm, which is affected by banes as
Grid Benefit:
normal. To attack those within her swarm, roll Strength Drawback:
+ Brawl, ignoring Defense. Divide the damage however
you wish among those inside. Apply a victim’s armor to **** (• to ••• )****
the damage normally. The damage is lethal (bashing to
Kindred). Alternately, a success may instead allow the Prerequisites: Wits •••
vampire to take one Vitae from a victim.
Effect:
COVENANT SPECIFIC MERITS
However, Invictus vampires with this Merit have
Altar (•••) Retainers of a more thoroughly loyal breed. Each
Prerequisites: Circle of the Crone Status • Retainer gains any combination of the following Merit
dots equal to the vampire’s Invictus Status: Contacts,
Effect: Your character is attuned to a mystical, bloody Resources, or Safe Place. Drawback: While the Invictus
altar. She may have crafted it herself, or a covenmate may access these
may have designed it. In the presence of the altar, Drawback: While the Invictus may access these
Acolytes may use the teamwork rules (see p. 173) when Merits, it must be done through an intermediary. So it
using Crúac rituals. might take a bit of time, or require a bit of red tape
However, double the time necessary to make the roll, navigation to access. At very least it will require a few
and determine the time per roll by the lowest Crúac dots inconvenient phone calls.
of the collective group. This allows vampires
uninitiated in the secrets of Crúac to participate in Carthian Pull (•)
rituals. Characters do not need dots in Crúac to act as Prerequisites: Carthian Status •
supporting performers with the Altar Merit, but double
the time between rolls if any participants have no Crúac Effect:
dots whatsoever. Carthians know people. Being the covenant arguably
Drawback: Unlike most Merits, three or more most in touch with humanity, they tend to have the most
characters must purchase this Merit to gain its benefits. numerous connections. Membership in the Movement
Each character contributes a single Merit dot to the total can mean leveraging those connections. Each month,
cost. Additional characters may purchase dots in the you can access a number of dots of the Allies, Contacts,
Altar, but to use the teamwork advantages, they must Haven, and Herd Merits equal to your Carthian Status.
contribute. Drawback:
These Merits are not yours. They’re very temporary,
Anointed (••) very superficial. You don’t get a house from Haven
Prerequisites: Lancea et Sanctum Status • dots; you get crash space for a couple days. Each use is
a favor, and the Movement expects members to repay
Effect: Not all Sanctified are members of the clergy. their favors.
Most are lay members. Those anointed under the
damnation of Longinus 110 Vampire: the Requiem Friends in High Places •
wield his word like a firebrand. Prerequisites: Invictus Status •
Once per chapter, roll Presence + Expression when
preaching to a crowd. A small clique of listeners levies Effect: The Invictus have their fingers in a lot of
a –1 die penalty, a small crowd a –2, and a large crowd pies…but any one vampire only has so many fingers.
a –3. Listeners gain the Raptured Condition (see p. So the vampires of the First Estate do not just leverage
305). their personal connections — they leverage each
Drawback: The character may not use this Merit on other’s. An Invictus member can always do a little
herself. horse trading.
Each month, your character can automatically open a
Attaché (•••) number of Doors equal to her status dots. The person
Prerequisites: Invictus Status • being persuaded must be acting on behalf of an
organization.
Effect: Normally, Retainers (see p. 123) serve a couple You could persuade the fire chief not to investigate a
of functions, represented by dice pools. They don’t series of arsons at your rival’s havens, but couldn’t
normally allow a character to access other things convince him to give you a personal loan.
represented by Social Merits. Drawback:
The influence the character drew upon must come
from a specific Invictus member…and your character
now owes him a favor.
Information Network (•) Mother-Daughter Bond (•)
Prerequisites: Contacts •, Invictus Status •• Prerequisites: Circle of the Crone Status •

As a member of the Invictus, your character has support Effect: The Circle exists through tribulation and
to investigate, maintain, and motivate her connections. mentorship. Without tight-knit bonds, the Circle would
Effect: Every Contact your character counts as a never have survived its tumultuous early years. When a
Skill Specialty related to the information he provides. member of the Circle with this Merit purchases the
However, she may only use that Specialty when Mentor Merit, that Mentor is protected by the True
utilizing information gained from the Contact. If she Friend Merit (see p. 124). The vampire does not have to
loses the Contact for whatever reason, she also loses the purchase True Friend to take this advantage.
Specialty. Drawback:
Strong bonds go both ways. The mentor is likely to
Invested (•) have stronger requirements than most teachers, and will
require a substantial amount of the vampire’s time.
Prerequisites: Invictus Status • More importantly, she’ll demand loyalty, if not
monogamy.
Effect: In the Invictus, you get out what you put in.
Through doing favors and making herself noticed, your Night Doctor Surgery (•••)
character has gotten back plenty. Divide dots equal to
your Invictus status in the Herd, Mentor, Resources, Prerequisites: Carthian Status ••
and Retainers Merits. You may distribute them as you
like. These dots can be added to existing Merit dots, or Effect:
added upon later. If she loses dots of Status, the dots Carthians have adapted a bit of real-world surgery
granted by this Merit go away as well. and a little body horror into a series of morbid
Drawback: reconstruction techniques to help injured Kindred heal.
These advantages came from the covenant. They’re Night Doctor Surgery helps bones reset, and speeds the
not only known, but they’re a matter of covenant knitting of flesh. With an hour of treatment, roll
scrutiny. Rivals may call whether your character Intelligence + Medicine. Each success converts one
deserves them into question. point of lethal damage to bashing. Alternatively, three
successes can convert one point of aggravated damage
Lorekeeper (•) to lethal damage. Failure means the wounds remain;
dramatic failure upgrades three points of bashing to
Prerequisites: Lancea et Sanctum Status •
lethal, or two lethal to aggravated. With Storyteller
discretion, this Merit and Willpower expenditure may
Effect: The Spear is tasked with the acquisition and
be used over time to make changes to facial appearance.
maintenance of history and mystical secrets. Most Drawback:
devoted members of the covenant establish and Knowledge of Night Doctor Surgery affords a great
maintain libraries. Since most of this knowledge has to responsibility. If your identity is known, the Movement
pass through mortal hands, the Sanctum also tends to will call on your services frequently. For this reason,
attract those, likeminded, who wish to surround most Night Doctors use pseudonyms (usually a letter,
themselves with ancient secrets. When a member of the like Doctor H), performing their services while masked.
Lancea et Sanctum with this Merit buys the Library You cannot perform Night Doctor Surgery on yourself.
Merit (see p. 121), she also receives dots in the You may only make one attempt to treat a given injury.
Retainers and Herd Merits, divided however she
chooses.
Drawback:
The Retainers and Herd afforded by this Merit are
drawn in by the lure of forbidden knowledge. To
maintain these advantages, the vampire must be willing
to let slip at least some of that information to her mortal
retinue. Unfortunately, sometimes mortal librarians
aren’t quite as zealous about defending their secrets.
Sworn of the Mysteries are the guiding hands of the
Speaker for the Silent (•••) Order as a whole. They make sweeping decisions
Prerequisites: Dynasty Membership •, Invictus Status determining the Chapter Three: Laws of the Dead 115
• covenant’s political and social directions. They’re
expected to know the affairs of all local chapter houses.
Effect: Any Kindred may be part of a dynastic house, Drawback:
but the Invictus take dynasty membership very Being Sworn is no easy task. It means being tied
seriously. Some members receive training to channel inexorably to the covenant, with deep and time-
the minds of torpid dynasty members. With this Merit, demanding responsibilities. Your character cannot go
the character can choose to act as a medium for a torpid two full nights without devoting at least some time to
elder’s consciousness. covenant affairs, or she’ll be punished.
While possessed, the Speaker is aware of what
occurs around him, but the torpid Kindred has control I Know a Guy (•)
of his body, and can speak through him. The torpid Prerequisites: Carthian Status •
Kindred retains no access to her Disciplines while
possessing a Speaker. At any time, the Speaker can Effect: When Carthians make Allies (see p. 118), their
spend a point of Willpower to eject the torpid mind. The covenant acts as a sort of support network that bolsters
torpid Kindred can relinquish her control at will. the efficiency of those allies. Once per story, a Carthian
may access temporary Retainer dots equal to their
Secret Society Junkie (•) Allies. These Retainers act in the Carthian’s interest,
Prerequisites: Ordo Dracul Status • just like any other Retainers. (Since Allies gained with
Carthian Pull don’t really belong to the character as a
Effect: The Ordo Dracul exist within one of the most Merit, they don’t count for purposes of I Know A Guy.)
secret of secret societies. But many of its members Drawback:
participate in other such organizations in mortal (or These Retainers represent the Allies group in
other) spheres. Members of such secret societies tend to question, and will serve its interests first and foremost.
draw toward the Dragon, like a moths to a flame. When If the Carthian wants them to do something contrary to
the vampire takes Status or Mystery Cult Initiation (see the group’s interest, she’ll need to manipulate, threaten,
p. 121) reflecting non-Kindred organizations, she also or otherwise risk her relationship with her Allies.
gains Herd dots equal to the Merit.
Where the Bodies Are Buried
Sworn (•) (••)
Prerequisites: Ordo Dracul Status • Prerequisites: Invictus Status ••

Effect: Effect: Effect: The Conspiracy of Silence covers up a


Prerequisites: Effect: Your character is not only a lot of secrets… and your character’s been quietly
member of the Ordo Dracul, she’s sworn to serve one of keeping track. A number of times equal to your Invictus
its branches. When taking this Merit, choose to which Status per story, you can ask one of the following
faction she belongs (the Axe, the Dying Light, or questions about another vampire whose name and
Mysteries typically). She gains dots equal to her covenant affiliation you know:
Covenant Status to split between the Mentor and
Retainer Merits. These reflect teachers and wards Who would this vampire run to if he were in
within the faction. She can swap these Merits out trouble?
between chapters, as she receives new assignments. Who is this vampire’s most frequent vessel?
Sworn of the Axe must defend the sanctity of the What is this vampire’s main source of income?
Order’s secrets. They’re the soldiers and assassins Who is this vampire’s closest living family
expected to clean up any leaks. If a Dragon leaks member?
knowledge of the Coils, they can expect a visit from the Has this vampire covered up the murder of a
Sworn of the Axe. human?
Sworn of the Dying Light act as the research and
development wing of the Ordo Dracul. The Sworn Drawback:
Digging into this information attracts attention. At
dedicate themselves to learning, teaching, and creating
least one fellow member of the Invictus will know you
Coils.
were investigating the vampire.
Carthian Law
Carthian Law Merits stand as the Carthian Movement’s Drawback:
edge in Kindred society. Each affords the Carthian The Willpower dot (belonging to the vampire who
certain advantages pertaining to the recognized law of invoked the mandate) and Blood Potency (belonging to
the city. In many cases, this law did not come from the the victim) only come back if the victim flees the city
Carthians, but that doesn’t mean they can’t use it to or meets Final Death. If the Carthian meets Final Death,
their advantage. Carthian Law gives Kindred law a sort the victim immediately regains his lost Blood Potency.
of metaphysical weight which prevents a city’s A single vampire may only be victim to one instance of
residents from breaching protocol. Carthians have this Merit at a time.
learned to leverage that, making them valuable to even
cities without a Carthian government. Right of Return (••)
Prerequisites: Carthian Status ••, City Status •
Lex Terrae (••)
Prerequisites: Carthian Status ••, Feeding Ground • Effect: This somewhat rare Merit allows a Carthian to
work within another covenant without fear of her
Effect: Territory is bond. Feeding ground is sacrosanct. covenant’s ostracism. After all, Carthians aim for
Any blood poached from your character’s Feeding human solutions, and nothing is more human than the
Ground is tainted for Kindred she has not specifically ability to adapt and socialize. With this Merit, the
allowed. When next a poacher sleeps, the blood character’s Carthian Status does not count toward her
dissolves in his gullet. When he wakes, he violently normal limitations on multiple Covenant Status Merits.
retches, taking one bashing damage per Vitae lost. As She can have as many as five dots of the Covenant
well, his lips and mouth stain with black streaks that Status Merit, not counting her Carthian Status.
paint him as a poacher. These marks last for one week. While individual characters may oppose your
Drawback: character’s cosmopolitan membership practices, she’s
This Merit requires a clearly-defined and publicly adept at defending them. In any Social Maneuvering
announced feeding ground. with members of a covenant she claims Status in, treat
her impressions as one step better (see p. 173 for more
Mandate from the Masses on Social Actions).
(•••••) Drawback:
Kindred remain ever paranoid, particularly with a
Prerequisites: Carthian Status ••••• Carthian in their midst. Every step she takes receives
the utmost scrutiny. Your character loses the 10-again
Effect: Carthians wield consensus the way a cop quality on rolls to hide suspicious behavior from
wields a baton. With the power of the Movement members of her other covenants.
behind her, a ranking Carthian can call on the will of
her people to strike weakness into the Movement’s Strength of Resolution (•)
opposition. With her words and the mandate, she strips Prerequisites: Carthian Status •
a Kindred enemy’s blood down to nothingness.
To enact this law, your character must make a clear
Effect: A Carthian stands resolute in the face of that
and direct admonishment against one of the
which would force her to violate the law. Add her
Movement’s enemies. Cross a dot of Willpower off the
Carthian Status to any dice pool to contest a Discipline
Carthian’s sheet. She must also garner the support of
or other supernatural power which would coax her to
others of the Movement for a vote — from both
violate acknowledged city law.
Storyteller characters and players’ characters.
If the vote favors the admonishment, add the total
dots of Carthian Status in support (including the user’s
five). For every five dots, reduce the victim’s Blood
Potency by one dot. If this reduces him to zero dots, he
effectively becomes a revenant (see p. 94 for rules on
revenants).
Plausible Deniability (••••) Notary (••)
Prerequisites: Carthian Status ••• Prerequisites: Invictus Status •••

Effect: Carthians don’t break laws; they defy laws. Effect: The Invictus appointed your character a Notary,
Influential Carthians can throw law to the wind, then a scholar of Oaths. She presides over Oath agreements.
laugh it off with an argument about the definition of the Because of your standing as an arbiter of the status quo,
word “is.” Any attempt to use a Discipline or other Invictus may not use their Invictus Status in rolls
supernatural power to prove your character’s guilt in against you. As well, each Chapter Three: Laws of the
breach of city law or Tradition automatically fails. She Dead 117 month, you may request access to a single dot
cannot be forced to confess by any means, and attempts of Allies, Contacts, Herd, Mentor, or Resources,
to detect her honesty through mundane means suffer her granted by the covenant at large.
Carthian Status as a penalty. She exhibits no stains on Drawback: Invictus are deathly serious about the
her aura from diablerie. sanctity of Oaths. If you’re caught knowingly
Drawback: administering an unwilling Oath, or Oath a non-Invictus
It’s one thing to deny the truth. It’s another to deny as liege in an agreement, the Invictus will remove you
the truth to witnesses. You lose the ability to use your from the Estate. Usually, this removal comes through
City Status and Carthian Status dots in any Social rolls Final Death.
against anyone who knows for certain of your
character’s guilt, and opposes her. Oath of Action (••••)
Invictus Oaths Effect: With this Oath, a vassal swears to perform a
service to his liege. The service must be a difficult task
Invictus Oaths are the First Estate’s ace in the hole, its with definite criteria for accomplishment or failure. At
way of establishing and maintaining a rigid and the time of the swearing, both parties agree upon one of
effective hierarchy. An Invictus Notary officiates Oaths; the liege’s Disciplines. The vassal gains access to that
a character with the Notary Merit can preside over any Discipline. The liege’s Blood Potency increases by one.
Oath, so long as the participants meet the prerequisites This Oath stands as a rare exception to bloodline
for the Merit. Recognized and manumitted Invictus Disciplines: a vassal may temporarily access a liege’s
must have at least one active Oath. This is to say bloodline gift.
Invictus require the presence of a Notary for their If the vassal accomplishes the task, the Oath ends and
induction. the liege suffers aggravated damage equal to the
Each Oath is a two-way street, with two active Discipline dots granted. If the vassal fails the task or a
participants: the liege and vassal. The vassal must month passes, he suffers the damage instead. While not
purchase the Oath Merit to gain its advantages; the uncommon, some domains consider a liege’s
liege does not. When swearing an Oath, the participants interference in the task to be bad form. The liege does
must define terms in addition to the Oath’s effects. not lose access to the Disicpline.
Usually, they swear for a finite time, often a year and a Drawback:
day. Terms include conditions for violation, which end A character may be part of only one Oath of Action
the contract (and the Oath’s effects) immediately. at a time, as vassal or liege.
Unless otherwise noted, the vassal does not have to be
Invictus; in fact, most are not. In rare cases, ghouls or
other mortals enter Oaths. Most Notaries refuse to
preside over such agreements.
Typically, Oaths are temporary. Merit dots revert
when the Oath ends; see The Sanctity of Merits on p.
109.
Oath of Fealty (•)
Prerequisites: Invictus Status •

Effect: This most basic Oath establishes a foundation


of trust within the Invictus. The vassal may draw a
number of Vitae from his liege equal to his Invictus
Status in a given week. This Vitae transfers mystically
over any distance, and replenishes the vassal’s pool
without risk of Vitae addiction or blood bond. The liege
always knows if the vassal lies to her, in voice or in
writing.
Drawback:
A vassal may only owe fealty to one liege.

Oath of Penance (•••)


Effect: This Oath is a form of apology from a vassal to
an aggrieved liege. For the agreed-upon term, the liege
receives every tenth Vitae the vassal ingests. This Vitae
comes over any distance, without risk of blood bond or
addiction, and counts as Kindred Vitae.
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.

Oath of Serfdom (••)


Effect: This Oath is a contract between a landlord and
a tenant. In Invictus domains, Princes often use this
Oath as the go-to for granting territory. Young Invictus
refer to this practice as “castling.” Oath of Serfdom
agreements typically involve “red rent,” a certain blood
tithe given to the landlord regularly. While in her
granted land or when defending her liege, the vassal
gains access to a dot of Celerity, Resilience, or Vigor,
chosen at the swearing of the Oath.
She must still pay relevant activation costs. As well,
she instinctively knows when another creature with the
predatory aura enters her territory, and from what
direction. If she knows the trespasser, she can identify
him. The liege gains the vassal’s Feeding Ground Merit
dots in any rolls against her. As well, he becomes
immune to blood bonds from the vassal.
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.

Alternate Identity (•,••, or •••)


Effect: Your character has established an alternate
identity. The level of this Merit determines the amount
of scrutiny it can withstand. At one dot, the identity is
superficial and unofficial.
Barfly (••) Etiquette (• to •••••)
Prerequisites: Socialize ••• Prerequisites: Composure •••, Socialize ••

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.
Bless His Heart (•): Your character’s words are
Contacts (•) always wellconsidered. No matter how vile, the
things she says come off as defensible and
Effect: Contacts provide your character with respectful. When a character engages yours in a
information. This Merit can be taken multiple times;
Social interaction, you may opt to use your
each instance represents a sphere or organization with character’s Socialize score instead of the lower of
which the character can garner information. For her Resolve and Composure to determine her
example, a character with three dots of Contacts might starting Doors.
have Bloggers, Drug Dealers, and Vampire Hunters for Losing Your Religion (••): When your character
connections. Contacts do not provide services, only lets loose and insults someone, she leaves mouths
information. This may be face-to-face, by email or agape. When tearing down a target verbally, use 8-
telephone, or even by séance in some strange instances. again, and take a +2 die bonus to the roll.
Garnering information via Contacts might requirs a
Afterwards, move the interaction one step down on
roll of Manipulation + Social Skill roll, depending on
the impressions chart.
the method the character uses. The Storyteller should
In High Cotton (•••): Your character cultivates
give a bonus or penalty to the roll, depending on the
standing and respect, and carries it like a knight
following factors: how relevant the information is to
wears armor. You may apply one relevant Status or
that particular Contact, whether accessing the
Fame Merit to rolls to contest Social interactions.
information is dangerous, and whether the character has
Other Merits may apply with Storyteller permission.
maintained good relations with or done favors for the
Manipulation •••, Subterfuge •• Your character
Contact. These modifiers should range from a –3 die
is always prepared. On the other hand, others are
penalty to a +3 die bonus in most cases. If successful,
not. In a new Social interaction, if the impression is
the Contact provides the information.
good, excellent, or perfect, ignore the subject’s
One use of a Contact is to dig up dirt on another
Resolve and Composure on the first roll.
character. A Contact can find another character’s Social
Grace Under Fire (•••••): While your character
Merits and any relevant Conditions.
may not always win, she never looks bad. If a
If someone attempts to block Contacts with the Allies
character opens all her Doors, and you opt to offer
Merit, add up all Contacts dots to determine the
effective rating, to a maximum of five. an alternative, his player chooses three Conditions.
You choose which one your character receives.
Double Jointed (••) Fame (• to •••)
Prerequisites: Dexterity •••
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 ••+

Fast-Talking (• to •••••) Effect: Your character is part of a group of hobbyists


Prerequisites: Manipulation •••, Subterfuge •• that specializes in one area, as represented by a Skill. It
may be a book club, a coven, a political party, or any
Effect: Your character talks circles around listeners. other interest. Many Kindred choose to cultivate this
She speaks a mile a minute and often leaves her targets group as a Herd as well (see p. 112). When the group’s
reeling, but nodding in agreement. support is available, you benefit from the 9-again
quality on rolls involving the group’s chosen Skill. As
Always Be Closing (•): With the right leading well, the clique offers a +2 die bonus on any extended
phrases, your character can direct a mark to say actions involving that Skill.
what she wants, when she wants. This trips the mark Drawback:
into vulnerable positions. When a mark contests or This Merit requires upkeep. You must attend at least
resists your character’s Social interactions, apply a – monthly, informal meetings to maintain the benefits of
1 die penalty to his Resolve or Composure. Hobbyist Clique.
Jargon (••): Your character confuses her mark
using complex terminology. You may apply one Indomitable (••)
relevant Specialty to any Social roll you make, even Prerequisites: Resolve •••
if the Specialty isn’t tied to the Skill in use.
Devil’s Advocacy (•••): Your character often
Effect: Your character possesses an unyielding will.
poses arguments she doesn’t agree with in order to
The powers of the supernatural have little bearing on
challenge a mark’s position and keep him from
her behavior. She can stand up to Kindred Dominate, a
advancing discussion. You can reroll one failed
witch’s charms, or a ghost’s gifts of fright. Any time a
Subterfuge roll per scene.
supernatural creature uses a power to influence your
Salting (••••): Your character can position herself
character’s thoughts or emotions, add a +2 die bonus to
so a mark pursues a non-issue or something
the dice pool to contest it. If the roll is resisted, instead
unimportant to her. When your character opens a
subtract a –2 die penalty from the monster’s dice pool.
Door using conversation (Persuasion, Subterfuge,
Note that this only affects mental influence and
Empathy, etc.) you may spend a Willpower point to
manipulation from a supernatural origin.
immediately open another Door. A vampire with a remarkable Manipulation +
Patron’s Privilege (•••••): Your character can take Persuasion score is just as likely to convince your
advantage of her mark’s greed or zeal. When the character to do something using mundane tricks.
mark does particularly well, it’s because your
character was there to set him up and to Inspiring (•••)
subsequently tear him down. If a target regains
Willpower from his Vice or Dirge while your Prerequisites: Presence •••
character is present, you may immediately roll
Manipulation + Subterfuge to open a Door, Effect: Your character’s passion inspires those around
regardless of the interval or impression level. her to greatness. With a few words, she can redouble a
group’s confidence or move them to action.
Make a Presence + Expression roll. A small clique of
listeners levies a –1 die penalty, a small crowd a –2, and
Mentor (• to •••••)
a large crowd a –3. Listeners gain the Inspired Effect: This Merit gives your character a teacher who
Condition. The character may not use this Merit on provides advice and guidance. He acts on your
herself. character’s behalf, often in the background and
sometimes without your character’s knowledge. This
Interdisciplinary Specialty (•) may be a sire, a covenant leader, or other figure. While
Prerequisites: Skill at ••• or higher with a Specialty Mentors can be highly competent, they almost always
want something in return for their services. The dot
Effect: Choose a Specialty that your character rating determines the Mentor’s capabilities, and to what
possesses when you purchase this Merit. You can apply extent he’ll aid your character.
the +1 die bonus from that Specialty on any Skill with When establishing a Mentor, determine what the
at least one dot, provided it’s justifiable within the Mentor wants from your character. The dot rating
scope of the fiction. For example, a doctor with a chosen should reflect the importance of the objective to
Medicine Specialty in Anatomy may be able to use it him. A one-dot Mentor might be incapable of dealing
when targeting a specific body part with Weaponry, but with modern society and wants to live vicariously
could not with a general strike. through your character. This might mean coming to him
and telling stories of your character’s exploits. A five-
Iron Will (••) dot Mentor would want something beyond price, such
Prerequisites: Resolve •••• as an oath to procure an ancient, cursed artifact that
may or may not exist in order to prevent his
Effect: Your character’s resolve is unwavering. When prophesized death.
spending Willpower to contest or resist in a Social Choose three Skills the Mentor possesses. You can
substitute Resources for one of these Skills. Once per
interaction, you may use your character’s Resolve
session, the character may ask her Mentor for a favor.
instead of the usual Willpower bonus. If the roll is
contested, roll with 8-again. The favor must involve one of those Skills or be within
the scope of his Resources. The Mentor commits to the
Language (•) favor (often asking for a commensurate favor in return);
and if a roll is required on the Mentor’s part to secure
Effect: Your character is skilled with an additional the favor, he is automatically considered to have
language beyond her native tongue. Choose a language successes equal to his dot rating. Alternately, the player
each time you buy this Merit. Your character can speak, may ask the Storyteller to have the Mentor act on her
read, and write in that language. character’s behalf, without her character knowing or
initiating the request.
Library (• to •••)
Mystery Cult Initiation (• to
Effect: Your character has access to a plethora of •••••)
information about a given topic. When purchasing this
Merit, choose a Mental Skill. The Library covers that Effect: Cults are far more common than the people of
purview. On any extended roll involving the Skill in the World of Darkness would like to admit. Mystery
question, add the dots in this Merit. cult is the catch-all term for a phenomenon ranging
This Merit can be purchased multiple times to reflect from secret societies couched in fraternity houses and
different Skills. Its benefits can be shared by various scholarly cabals studying the magic of classical
characters with permission. symbolism to mystical suicide cults to the God-
Machine.
Mystery Cult Initiation reflects membership in one of
these esoteric groups. The dot rating dictates standing.
One dot is an initiate, two a respected member, three a
priest or organizer, four a decision-making leader, five a
high priest or founder. If you wish your character to
begin play in a cult, work with your Storyteller to
develop the details.
Designing a Mystery Cult requires three things, at bare Wall Run (•••): When climbing, your character
minimum. First is a Purpose. This is the defining reason can run upward for some distance before having to
the cult exists. Usually, it’s tied in with the cult’s history traditionally climb. Without rolling, your character
and recent background. Second is a Relic. This is an scales 3 meters + 1.5 meters per dot of Athletics as
item that grounds its members’ faith. For example, a an instant action, rather than the normal 3 meters.
piece of the God-Machine, an ancient text bound in Expert Traceur (••••): Parkour has become
human flesh, or the mummified flesh of a saint. The last second nature for your character. By spending a
is a Doctrine. Every cult is defined by its rules and Willpower point, you may designate one Athletics
traditions. roll to run, jump, or climb as a rote action (reroll all
In addition to standing, a Mystery Cult Initiation failed dice once). On any turn you use this ability,
Merit offers benefits at each level of influence. Develop you may not apply your character’s Defense to
these as well. The following are guidelines; use them to oncoming attacks.
craft your own cults: Freeflow (•••••): Your character’s Parkour is now
muscle memory. She can move without thinking in a
• A Skill Specialty or one-dot Merit pertaining to the
zen-like state. The character must run for at least a
lessons taught to initiates.
full minute in order to establish Freeflow. Once
•• A one-dot Merit.
established, your character is capable of taking
••• A Skill dot or a two-dot Merit (often a
Athletics actions reflexively once per turn. By
supernatural Merit).
spending a point of Willpower on an Athletics roll in
•••• A three-dot Merit, often supernatural in origin.
a foot chase, gain three successes instead of three
••••• A three-dot Merit or a major advantage not
dice.
reflected in game traits.

Parkour (Style, • to •••••) Resources (• to •••••)


Prerequisites: Dexterity •••, Athletics •• Effect: This Merit reflects your character’s disposable
income. She might live in an upscale condo, but if her
Effect: Your character is a trained and proficient free- income is tied up in the mortgage and child support
runner. Free-running is the art of moving fluidly payments, she might have little money to throw around.
through urban environments with complex leaps, Characters are assumed to have basic necessities
bounds, running tricks, and vaulting. This is the type of without Resources.
sport popularized in modern action films, where The dot rating determines the relative amount of
characters are unhindered by fences, walls, construction disposable funding the character has available,
equipment, cars, or anything else the city puts in their depending on your particular chronicle’s setting. The
ways. same amount of money means completely different
things in a game set in Silicon Valley compared to one
Flow (•): Your character reacts instinctively to any
set in the Detroit slums. One dot is a little spending
obstacles with leaps, jumps, and scaling techniques.
money here and there. Two is a comfortable, middle
When in a foot chase, subtract your Parkour from
class wage. Three is a nicer, upper middle class life.
the successes needed to pursue or evade. Ignore
Four is moderately wealthy. Five is filthy rich.
environmental penalties to Athletics rolls equal to Every item has an Availability rating. Once per
your Parkour rating.
chapter, your character can procure an item at her
Cat Leap (••): Your character falls with Resources level or lower without issue. An item one
outstanding grace. Normally, characters take one
Availability level above her Resources reduces her
level of bashing damage for every ten feet fallen.
effective Resources by one dot for a full month, since
Every success on a Dexterity + Athletics roll she has to rapidly liquidate funds. She can procure
reduces the effective height by ten feet or three
items two Availability levels below her Resources
meters. However, if the character would take lethal without limit (within reason). For example, a character
damage from the fall, the Dexterity + Athletics roll
with Resources 4 can procure as many Availability 2
will not reduce the damage. Parkour mitigates this
disposable cellphones as she needs.
limitation. Additionally, add your Parkour rating to
the threshold of damage that can be removed
through this roll. Parkour will not mitigate damage
from a terminal velocity fall.
Retainer (• to •••••) Sleight of Hand (••)
Prerequisites: Wits ••• Prerequisites: Larceny •••

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 Eidetic Memory (••)
target is using a power that specifically cloaks its
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.

Darkness Book Encyclopedic Knowledge (••)


Effect: Choose a Skill. Due to an immersion in
academia, pop culture, or a hobby obsession, your
character has collected limitless factoids about the
Mental Merits topic, even if she has no dots in the Skill.
You can make an Intelligence + Wits roll at any time
your character is dealing with her area of interest. On a
successful roll, the Storyteller must give a relevant fact
Common Sense (•••) or detail about the issue at hand. Your character knows
this fact, but you must explain within the scope of your
Effect: Your character has an exceptionally sound and
character’s background why she knows it. For example,
rational mind. With a moment’s thought, she can weigh
for Encyclopedic Knowledge: Medicine: “Do you
potential courses of action and outcomes.
remember that time on that show, when the doctor said
Once per chapter as an instant action, you may ask
it doesn’t manifest before puberty?”
the Storyteller one of the following questions about a
task at hand or course of action. Roll Wits +
Composure. If you succeed, the Storyteller must answer
Eye for the Strange (••)
to the best of her ability. If you fail, you get no answer. Prerequisites: Resolve ••, Occult •
With an exceptional success, you can ask an additional
question. Effect: While your character does not necessarily
possess a breadth of knowledge about the supernatural,
• What is the worst choice? she knows the otherworldly when she sees it. By
• What do I stand to lose here? perusing evidence, she can determine whether
• What’s the safest choice? something comes from natural or supernatural origins.
• Am I chasing a worthless lead? Roll Intelligence + Composure. With a success, the
Storyteller must tell you if the scene has a supernatural
Danger Sense (••) cause, and provide one piece of found information that
confirms the answer. With an exceptional success, she
Effect: You gain a +2 modifier on reflexive Wits + must give you a bit of supernatural folklore that
Composure rolls for your character to detect an suggests what type of creature caused the problem. If
impending ambush. the problem was mundane, an exceptional success gives
Your character’s reflexes are honed to the point an ongoing +2 to all rolls to investigate the event, due
where nothing’s shocking. to her redoubled certainty in its natural causation.
If you purchase the Language Merit for either of
Fast Reflexes (• to •••) these languages, replace the Multilingual language. For
Prerequisites: Wits ••• or Dexterity ••• example, if you have Multilingual (French, Italian), and
purchase Language: Italian, you may choose to take
Effect: +1 Initiative per dot Your character’s reflexes Multilingual (French, Portuguese).
impress and astound; she’s always fast to react.
Patient (•)
Good Time Management (•)
Prerequisites: Academics •• or Science •• Effect: Your character knows how to pace herself and
take the time to do the job right the first time. When
Effect: Your character has vast experience managing taking an extended action, you may make two
additional rolls, above what your Attribute + Skill
complex tasks, keeping schedules, and meeting
allows.
deadlines. When taking an extended action, halve the
time required between rolls.
Professional Training (• to
Holistic Awareness (•) •••••)
Prerequisites: Intelligence ••• , Composure •••
Your character is skilled at non-traditional healing
methods. While scientific minds might scoff, he can
Effect:
provide basic medical care with natural means. He Effect: Your character has extensive training in a
knows what herbs can stem an infection, and what particular profession, which offers distinct advantages
minerals will stave off a minor sickness. in a handful of fields. When choosing this Merit, talk to
Unless your patient suffers wound penalties from
your narrator to choose or create a Profession for your
lethal or aggravated wounds, you do not need
character (see the table bellow). Mark the two Asset
traditional medical equipment to stabilize and treat
Skills on your character sheet. The advantages of
injuries. With access to woodlands, a greenhouse, or
Professional Training relate directly to those Asset
other source of diverse flora, a Wits + Survival roll
Skills.
allows your character to gather all necessary supplies.
• Networking: At the first level of Professional
Meditative Mind (•, ••, or ••••) Training, your character builds connections within
her chosen field. Take two dots of Contacts relating
Effect: Your character’s meditation is far more to that field.
fulfilling than for other characters. With the one-dot •• Continuing Education: With the repeated
version of this Merit, the character does not suffer efforts in her field of choice, your character tends
environmental penalties to meditation (see p. 75), even toward greater successes. When making a roll with
from wound penalties. her Asset Skills, she benefits from the 9-again
With the two-dot version, when the character has quality.
successfully meditated, she gains a +3 bonus on any ••• Breadth of Knowledge: Due to her
Resolve + Composure rolls during the same day, as advancement in her field, she’s picked up a number
she’s steeled herself against the things in the world that of particular bits of information and skill unique to
would shake her foundation. her work. Choose a third Asset Skill, and take two
At the four-dot level, she only needs a single success Specialties in your character’s Asset Skills.
to gain the benefits of meditation for the day, instead of •••• On the Job Training: With the resources at
the normal four. her disposal, your character has access to extensive
educational tools and mentorship. Take a Skill dot in
Multilingual (•) an Asset Skill. Whenever you purchase a new Asset
Prerequisites: Intelligence ••• , Skill dot, take a Beat.
••••• The Routine: With such extensive experience
Effect: Your character has a strong affinity for in her field, her Asset Skills have been honed to a
language acquisition. Each time you purchase this fine edge, and she’s almost guaranteed at least a
Merit, choose two languages. Your character can speak marginal success. Before rolling, spend a Willpower
conversationally in those languages. With an point to apply the rote action quality to an Asset
Intelligence + Academics roll, he may also read enough Skill. This allows you to reroll all the failed dice on
of the language to understand context. the first roll.
Professions Here is a list of the most common
Professions, and their Asset Skills. Feel free to create
Automotive Genius (•)
your own to suit the needs of your characters and Prerequisites: Crafts •••, Drive •, Science •
stories. Also, you may adapt the Asset Skills as fit. For
example, your police officer might be more proficient Effect: Your character knows how to fine-tune a
with Politics and Intimidation than Firearms and vehicle to utter extremes. When determining how many
Streetwise. modifications she can add to a vehicle (see Chronicles
of Darkness p. 98), triple her Crafts dots instead of
doubling them. So, a character with Crafts •••• could
Profession Asset Skills support 12 combined modifications on a vehicle instead
Academic Academics, Science of eight. Additionally, any relevant Crafts Specialties
Artist Crafts, Expression add one more potential modification to the total.
Athlete Athletics, Medicine
Crack Driver (•• or •••)
Cop Streetwise, Firearms
Prerequisites: Drive •••
Criminal Larceny, Streetwise
Detective Empathy, Investigation Effect: Your character’s an ace at the wheel, and
Doctor Empathy, Medicine nothing shakes his concentration. So long as he’s not
Engineer Academics, Science taking any actions other than driving (and keeping the
car safe), add his Composure to any rolls to Drive. Any
Hacker Computer, Science
rolls to disable his vehicle suffer a penalty equal to his
Hit Man Firearms, Stealth Composure as well. With the three-dot version, once
Journalist Expression, Investigation per turn he may take a Drive action reflexively.
Occultist Investigation, Occult
Laborer Athletics, Craft
Demolisher (• to •••)
Politician Politics, Subterfuge Prerequisites: Strength ••• or Intelligence •••
Professional Academics, Science
Effect: Your character has an innate feel for the weak
Religious Leader Academics, Persuasion points in objects. When damaging an object, she
Scientist Investigation, Science ignores one point of the object’s Durability per dot with
Socialite Politics, Socialize this Merit.
Survivalist Animal Ken, Survival
Soldier Firearms, Survival
Giant (•••)
Technician Crafts, Investigation Effect:
Thug Brawl, Intimidation Effect: Your character is massive. She’s well over six
Vagrant Streetwise, Survival feet tall, and crowds part when she approaches. She’s
Size 6, and gains +1 Health.
Available only at character creation.
Drawback:

Physical Merits Buying clothing is a nightmare. Fitting in small


spaces is difficult at best.

Hardy (• to •••)
Ambidextrous (•••) Prerequisites: Prerequisite: Stamina •••

Effect: Effect: Your character’s body goes further than it


Effect: Your character does not suffer the -2 penalty rightfully should. Add the dots in this Merit to any rolls
for using his off hand in combat or to perform other to resist disease, poison, deprivation, unconsciousness,
actions. Available only at character creation. or suffocation.
Additionally, the opponent must make a successful
Greyhound (•) Wits + Composure roll, as if being ambushed, or your
Prerequisites: Athletics •••, Wits •••, Stamina ••• character does not have to account for her Speed or
Initiative when calculating needed successes in the first
Effect: Your character works best when chasing or turn.
being chased; the hunt is in his blood. When in a chase
(see Chronicles of Darkness p. 84), you receive the Small-Framed (••)
effects of an exceptional success on three successes
instead of five. Effect: Your character is diminutive. He’s not five feet,
and it’s easy to walk into him without noticing. He’s
Iron Stamina (• to •••) Size 4, and thus has one fewer Health box. He gains +2
Prerequisites: Stamina ••• or Resolve ••• to any rolls to hide or go unnoticed, and this bonus
might apply any time being smaller would be an
Effect: Each dot eliminates a negative modifier (on a advantage, such as crawling through smaller spaces.
Available only at character creation.
onefor- one basis) when resisting the effects of fatigue
Drawback:
or injury. For example: A character with Iron Stamina ••
In addition to the lower Health, your character might
is able to ignore up to a -2 modifier brought on by
be overlooked or not taken seriously by some people.
fatigue.
The Merit also counteracts the effects of wound
penalties. So, if all of your character’s Health boxes are
Stunt Driver (• to ••••; Style)
filled (which normally imposes a -3 penalty to his Prerequisites: Dexterity •••, Drive •••, Wits •••
actions) and he has Iron Stamina •, those penalties are
reduced to -2. This Merit cannot be used to gain Effect: Your character is an expert behind the wheel,
positive modifiers for actions, only to cancel out and can push a vehicle beyond normal limits. Each dot
negative ones. of this Merit grants access to another driving technique.
Defensive Driving (•): Your character knows how
Quick Draw (•) to protect herself and her vehicle while driving.
Prerequisites: Wits •••, a Specialty in the weapon or Subtract her Drive dots from any attempt to hit her
fighting style chosen vehicle while it’s mobile.
Speed Demon (••): Your character is an expert at
Effect: Choose a Specialty in Weaponry or Firearms pushing vehicles to their potential in no time flat.
when you purchase this Merit. Your character has Each success on rolls to accelerate a vehicle (see
trained in that weapon or style enough that pulling the Chronicles of Darkness p.98) raises the vehicle’s
weapon is his first reflex. Drawing or holstering that Speed by 10 instead of 5.
weapon is considered a reflexive action, and can be Drift (•••): Your character knows how to use her
done any time his Defense applies. vehicle’s momentum to efficiently turn at high
speeds. She never needs to make a maneuvering roll
Relentless (•) to turn at high speeds.
Prerequisites: Athletics ••, Stamina ••• Clipping (••••): Your character has experience
hitting things with her vehicle in such a way as to
Effect: Your character will not stop running, whether not hurt herself much. When voluntarily hitting
away from a pursuer or toward prey. In any chase (see another character or vehicle with hers, ignore
Chronicles of Darkness p. 84) your opponents must damage to her own vehicle equal to her Wits. This is
achieve two additional successes against yours to catch applied before Durability.
her or elude her.

Seizing the Edge (••)


Prerequisites: Prerequisites: Wits •••, Composure •••

Effect: Your character is always ready for a chase.


Whether to escape a threat or hunt down a rival, she’s
always geared and ready to go. She always has the
Edge in the first turn of a chase scene (see p. 84).
Table Turner (•)
Social Merits Prerequisites: Composure •••, Manipulation •••, Wits
•••

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.

Effect: Your character tempts and bribes as second


Untouchable (•)
nature. Any time a mark in a Social interaction accepts Prerequisites: Manipulation •••, Subterfuge ••
his soft leverage (see Chronicles of Darkness p. 82),
improve your Impression as if you’d satisfied his Vice Effect: Your character commits crimes, and is always a
as well as moving the impression up on the chart. step ahead of pursuers. Because of his methodical
planning, any roll to investigate him suffers the
Small Unit Tactics (••) Incomplete Clue tag (see p. 80) unless it achieves
exceptional success.
Prerequisites: Presence •••

Effect: Your character is a proficient leader in the field.


She can organize efforts and bark orders to remarkable
effect. Once per scene, when making a coordinated
Fighting Merits
action that was planned in advance, spend a point of Some Merits in this section have other Merits as
Willpower and an instant action. A number of prerequisites. These are refinements of form and
characters equal to your character’s Presence can additional areas of expertise. For example, Iron Skin
benefit from the +3 bonus gained from the Willpower requires Martial Arts ••. This means you must have two
expenditure. dots in Martial Arts before buying dots in Iron Skin.
Many Fighting Style Merits require a character to
Spin Doctor (•) sacrifice their Defense. Defense cannot be sacrificed
Prerequisites: Manipulation •••, Subterfuge •• multiple times in a turn; this prevents certain maneuvers
from being used together.
Effect: Your character can fast-talk and sell bullshit
stories as if they were completely flawless. When
Armed Defense (• to •••••;
suffering from Tainted Clues (see Chronicles of Style)
Darkness p. 80), your character does not ignore Prerequisites: Dexterity •••, Weaponry ••, Defensive
successes. Instead, apply a -1 penalty for each relevant Combat: Weaponry
Tainted Clue. Using a Tainted Clue only levies a total -2
penalty with this Merit, which includes the -1 taken in
lieu of ignoring successes.
Effect: You’re able to use a weapon to stop people who She fights dirty. Make a Dexterity + Subterfuge roll
are trying to kill you. Often deployed by police officers as a reflexive action. The opponent’s player contests
using riot shields or telescoping batons, it’s just as with Wits + Composure. If you score more successes,
effective while using a chair leg. the opponent loses his Defense against your next attack.
Each time a character uses this maneuver in a scene, it
Cover the Angles (•): Whenever you take a Dodge
levies a cumulative -2 penalty to further uses since the
action, reduce the Defense penalties for multiple
opposition gets used to the tricks.
attackers by 1. You can apply your full Defense
against the first two attacks, suffer a -1 penalty
against the third, and so on.
Choke Hold (••)
Weak Spot (••): You swing against your Prerequisites: Brawl ••
opponent’s arm, rather than his own weapon. Use
this ability when defending against an armed Effect: If you can get your hands on someone, they’re
attacker. If your Defense reduces his attack pool to putty in your hands. When grappling, your character
0, he’s disarmed. If you Dodge, you disarm your can use the Choke move:
opponent if your Defense roll reduces his attack Choke: If you rolled more successes than twice the
successes to 0. victim’s Stamina, he’s unconscious for (six -
Aggressive Defense (•••): Anyone dumb enough Stamina) minutes. You must first have succeeded at
to come near you is liable to get hurt. When you a Hold move. If you don’t score enough successes at
take a Dodge action, if you score more successes first, you can Choke on future turns and total your
than any attacker, you deal one point of lethal successes.
damage to the attacker per extra success. Your
weapon bonus doesn’t apply to this extra damage. Close Quarters Combat (• to
Drawback: You must spend a point of Willpower •••••; Style)
and declare that you are using Aggressive Defense at
Prerequisites: Wits •••, Athletics ••, Brawl •••
the start of the turn. You cannot combine this maneuver
with Press the Advantage or Weak Spot.
Effect: Your character knows that hitting someone in
Iron Guard (••••): You and your weapon are one. the face is an easy way to break the little bones in his
At the start of each turn, you can choose to reduce hand. To that end, he’s perfected the art of using the
your weapon bonus (down to a minimum of 0) to environment to hurt people.
increase your Defense by a like amount. If you take
Firing Lines (•): In some situations, your
a Dodge action, add your full weapon bonus to your
character’s best option is a tactical retreat —
Defense after doubling your pool.
especially if he’s inadvertently brought a knife to a
Press the Advantage (•••••): You create an
gunfight. He can run for cover as a reaction to a
opening with a block, and lash out with a fist or
ranged attack instead of dropping prone. You give
foot. When you’re taking a Dodge action, if your
up your action for the turn, but your character can
Defense roll reduces the attacker’s successes to 0,
get to any cover that’s within twice his Speed.
you can make an unarmed attack against that
Hard Surfaces (••): Bouncing someone’s head off
opponent at a -2 penalty. Your opponent applies
a urinal, computer monitor, or brick wall is a handy
Defense as normal.
way to increase the amount of hurt inflicted while
Drawback: Spend a point of Willpower to make the not breaking the aforementioned hand bones. When
attack. You can only make one attack per turn in this your character is grappling someone, he can bounce
way. them off a hard surface with a Damage move. He
deals lethal damage, then immediately ends the
Cheap Shot (••) grapple.
Prerequisites: Street Fighting •••, Subterfuge •• Armored Coffin (•••): The problem with
protection is simple: the very things that protect
Effect: Your character is a master at the bait and your opponents can be turned against them. That
holds true for body armor just as much as anything
switch. She can look off in an odd direction and prompt
else.
her opponent to do the same, or she might step on his
toes to distract him.
Sure, it blocks bullets and knives, but get in a clinch Firefight (• to •••; Style)
and your character’s opponent might as well be wearing
a straightjacket. Prerequisites: Composure •••, Dexterity •••, Athletics
When he grapples an opponent, add their general ••, Firearms ••
armor rating to your dice pool. When he uses a Damage
move, ignore his opponent’s armor. This technique Effect: Your character is comfortable with a gun. She’s
can’t be used in conjunction with Hard Surfaces. been trained in stressful situations, and knows how to
keep herself from being shot, while still shooting at her
Prep Work (••••): If your character has a second opponents. This Style is about moving, strafing, and
to look around, he can catch someone by surprise taking shots when you get them. It’s not a series of
almost anywhere. When launching a surprise attack, precision techniques; it’s for using a gun practically in a
your Dexterity + Stealth roll becomes a rote action. real-world situation.
Drawback: Your character can’t use this Merit to
set up sniper attacks — his ambush must use Brawl Shoot First (•): In a firefight, the person shot first
or Weaponry. is usually the loser. Your character has trained
Turnabout (•••••): If your character’s caught short herself to fire first in an altercation. If her gun is
in a fight, his opponent’s weapon suits him just fine. drawn, add her Firearms score to her Initiative. If
When he attempts to Disarm his opponent, step the she has Quick Draw, she can use Shoot First to draw
results up one level — on a failure, his opponent and fire with increased Initiative in the first turn of
drops the weapon. On a success, your character combat.
takes possession of his opponent’s weapon. On an Suppressive Fire (••): Sometimes, the purpose of
exceptional success, your character has the weapon a shot is to distract, not necessarily to hit. Your
and his opponent takes two points of bashing character is trained to fire off a handful of rounds
damage. with the intent to startle opponents and force
impulse reactions. When using the Covering Fire
Defensive Combat (•) maneuver (p. 90), her opponents cannot benefit
from aiming against her. She can apply her Defense
Prerequisites: Brawl • or Weaponry •; choose one
against incoming Firearms attacks, in addition to
when this Merit is selected
any cover bonuses. Additionally, her training allows
her to use Suppressive Fire with a semi-automatic
Effect: Your character is trained in avoiding damage in
weapon.
combat. Use her Brawl or Weaponry to calculate
Secondary Target (•••): Sometimes, shooting an
Defense, rather than Athletics. Your character can learn
opponent behind cover is all but impossible.
both versions of this Merit, allowing you to use any of
However, a bullet can knock objects off balance, or
the three Skills to calculate Defense. However, you
cause ricochets. By using Secondary Target, your
cannot use Weaponry to calculate Defense unless she
character opts not to hit her target, but instead strike
actually has a weapon in her hand.
them with any collateral objects that might be
nearby. She causes bashing damage instead of
Fighting Finesse (••) lethal, but ignores all cover penalties to the roll. The
Prerequisites: Dexterity •••, a Specialty in Weaponry weapon’s damage rating does not add to the damage
or Brawl in this case.

Effect: Choose a Specialty in Weaponry or Brawl Grappling (• to •••; Style)


when you purchase this Merit. Your character’s
Prerequisites: Stamina •••, Strength ••, Athletics ••,
extensive training in that particular weapon or style has
Brawl ••
allowed them to benefit more from their alacrity and
agility than their strength. You may substitute your
Effect: Your character has trained in wrestling, or one
character’s Dexterity for her Strength when making
of many grappling martial arts.
rolls with that Specialty. This Merit may be purchased
multiple times to gain its benefit with multiple Sprawl (•): Your character can adjust his weight to
Specialties. defend himself in a grapple. While in a grapple, the
character’s opponent cannot apply the Drop Prone
or Take Cover moves.
Takedown (••): Your character can take an Warding Stance (••••): Your character holds her
opponent to the ground rapidly. With a normal roll, weapon in such a way as to make attacks much
you may choose to render an opponent prone instead harder. If her weapon’s drawn, spend a point of
of establishing a grapple. Also, you may choose to Willpower reflexively to add her weapon’s damage
cause bashing damage equal to the successes rolled. rating as armor for the turn. This will not protect
Joint Lock (•••): You use joint locks and against firearms.
immobilizing tactics to limit your opponent’s Rending (•••••): Your character’s cuts leave
movement. You can use the Joint Lock move in a crippling, permanent wounds. By spending a
grapple. Next turn, your opponent suffers bashing Willpower point before making an attack roll, her
damage equal to your successes. You can use Joint successful attacks cause one level of aggravated
Lock as a lead-in to the Restrain move. In addition, damage in addition to her weapon’s damage rating.
any successful overpowering maneuvers your This Willpower point does not add to the attack roll.
character uses cause 1L damage in addition to their
normal effects. Improvised Weaponry (• to
Heavy Weapons (• to •••••; •••; Style)
Prerequisites: Wits •••, Weaponry •
Style)
Prerequisites: Stamina •••, Strength •••, Athletics ••, Effect: Most people don’t walk around armed. While
Weaponry •• someone pulling a knife or a gun can cool a hostile
situation down, it can also cause things to boil over —
Effect: Your character is trained with heavy weapons an argument that wouldn’t be more than harsh words
which require strength, wide range, and follow through suddenly ends up with three people in the morgue. If
more than direct speed and accuracy. This Style may be your character is on the receiving end of someone
used with a two-handed weapon such as a claymore, pulling a knife, it helps to have something in his hand
chainsaw, pike, or an uprooted street sign. as well.
Your character is good at making do with what he’s
Sure Strike (•): Your character doesn’t always hit got. Sometimes he’s lucky — if your character’s in a
the hardest or the most frequently, but she bar, he’s got a lot of glass bottles, or maybe a pool cue,
guarantees a deadly strike when she does hit. You to play with. However, he’s got something like a sixth
can reflexively remove three dice from any attack sense, and can find a weapon almost anywhere.
dice pool (to a minimum of zero) to add one to your
character’s weapon damage rating for the turn. Always Armed (•): Your character can always get
These dice must be removed after calculating any his hands on something dangerous, and he has an
penalties from the environment or the opponent’s instinctive understanding of how to put it to good —
Defense. and deadly — use. At the start of your turn, make a
Threat Range (••): Your character’s weapon is reflexive Wits + Weaponry roll to grab an object
immense and keeps opponents at bay. If you opt not suitable for use as a weapon in pretty much any
to move or Dodge during your turn, any character environment. (The player is encouraged to work
moving into your character’s proximity suffers one with the Storyteller to determine an appropriate item
lethal damage and a penalty to their Defense equal — a large, jagged rock in the wilderness, for
to your character’s weapon damage rating. This example, or a heavy glass ashtray with one sharp,
penalty only lasts for one turn. This cannot be used broken edge in a dive bar.) Regardless of what he
in a turn the character is Dodging. picks up, the weapon has a +0 weapon modifier, -1
Bring the Pain (•••): Your character’s strikes stun initiative penalty, Size 1, Durability 2, and Structure
and incapacitate as well as causing massive trauma 4. On an exceptional success, increase the weapon
to the body. Sacrifice your character’s Defense to modifier and Size by 1, but the initiative penalty
use Bring the Pain. Make a standard attack roll. Any increases to -2. Whatever your character grabs
damage you score with Bring the Pain counts as a doesn’t cause you to suffer the normal -1 penalty for
penalty to all actions the victim takes during their wielding an improvised weapon.
next turn. So, if you cause four lethal damage, the
opponent is at -4 on their next attack.
In Harm’s Way (••): Your character’s got a knack Effect: Your character is trained with small hand-
for putting his weapon in the way of an oncoming tohand weapons which favor finesse over raw power.
attack, no matter how small or inappropriate for These maneuvers may only be used with one-handed
blocking it might be. While he’s wielding an weapons with a damage rating of two or less.
improvised weapon acquired with Always Armed,
Rapidity (•): Your character moves with swiftness
you can treat the Structure of your character’s
to find just the right spot to strike. You can sacrifice
weapon as general armor against a single Brawl or
your character’s weapon damage rating to add his
Weaponry attack. Any damage he takes inflicts an
Weaponry score to his Initiative for the turn. The
equal amount of damage to the improvised weapon,
weapon becomes a zero damage weapon for the
bypassing Durability. Your character can use the
turn.
weapon to attack later in the same turn, but can only
Thrust (••): Your character knows when to defend
use this ability when applying his Defense to an
himself, and when to move in for the kill. At any
attack.
time, you can sacrifice points of Defense one-for-
Breaking Point (•••): One sure way to win a fight
one to add to attack pools. This cannot happen if
is to hit the other guy so hard that he doesn’t get
you’ve already used Defense in the same turn. If
back up, even if that means losing a weapon in the
you use this maneuver, you may not sacrifice your
process. When making an all-out attack with an
full Defense for any other reason. For example, you
improvised weapon acquired with Always Armed,
cannot use Thrust with an all-out attack.
you can reduce the weapon’s Structure by any
Feint (•••): With a flourish in one direction, your
amount down to a minimum of 0. Every 2 points of
character can distract an opponent for a cleaner,
Structure spent in this way adds 1 to the weapon
more effective follow-up strike. For example, if
modifier for that one single attack. Declare any
Feinting with a two damage weapon with three
Structure loss before making the attack; this
successes, the attack causes no damage. However,
Structure is reduced even if the attack does no
your next attack ignores five points of Defense, and
damage. If the weapon is reduced to 0 Structure, it is
causes three extra points of damage.
automatically destroyed after the attack. You can use
Flurry (••••): Your character moves quickly
this technique in conjunction with In Harm’s Way,
enough to stab opponents with numerous pricks and
allowing your character to parry an attack made on a
swipes in the blink of an eye. As long as your
higher Initiative and then go on the offensive,
character has his Defense available to him (if it’s not
provided that the weapon wasn’t destroyed.
been sacrificed for another maneuver, or denied
Iron Skin (•• or ••••) from surprise, for example), any character coming
into his immediate proximity takes one point of
Prerequisites: Martial Arts •• or Street Fighting ••, lethal damage. This damage continues once per turn
Stamina ••• as long as the enemy stays within range, and occurs
on the enemy’s turn. This can affect multiple
Effect: Through rigorous conditioning, or extensive opponents, and cannot be used in a turn where the
scarring, your character has grown resistant to harm. character is Dodging.
She can shrug off shots that would topple bigger Vital Shot (•••••): Your character can use his
fighters. She knows how to take a strike, and can even smaller weapon to get into an opponent’s defenses
move into a hit from a weapon to minimize harm. She and hit where it hurts most. Sacrifice your
gains armor against bashing attacks; one point of armor character’s Defense for the turn to use this
with ••, and two points of armor with ••••. By spending maneuver. If the attack roll succeeds, the attack
a point of Willpower when hit, she can downgrade causes one point of aggravated damage, in addition
some lethal damage from a successful attack into to the damage rating of the weapon.
bashing. Downgrade one damage at ••, two with ••••.

Light Weapons (• to •••••;


Style)
Prerequisites: Wits ••• or Fighting Finesse, Dexterity
•••, Athletics ••, Weaponry ••
Focused Attack (•): Your character has trained
Marksmanship (• to ••••; extensively in striking specific parts of an
Style) opponent’s body. Reduce penalties for hitting
specific targets by one. Additionally, you may
Prerequisites: Composure •••, Resolve •••, Firearms
ignore one point of armor on any opponent.
••
Defensive Strike (••): Your character excels in
defending herself while finding the best time to
Effect: When prepared and aimed, a gun is an ideal
strike. You can add 1 or 2 points to your character’s
killing machine. Your character has trained to take
Defense. For each Defense point you take, subtract a
advantage of the greatest features of a gun, usually a
die from any attacks you make. This can only be
rifle, but this Style can be used with any gun. Because
used in a turn in which your character intends to
of the discipline and patience required for
attack. It cannot be used with a Dodge.
Marksmanship, your character cannot use her Defense
Whirlwind Strike (•••): When engaged, your
during any turn in which she uses one of these
character becomes a storm of threatening kicks and
maneuvers. These maneuvers may only be used after
punches; nothing close is safe. As long as your
aiming for at least one turn.
character has her Defense available to her, and is not
Through the Crosshairs (•): Your character is a Dodging, any character coming into arm’s reach
competent sniper, able to sit in position and steel her takes one bashing damage. This damage continues
wits. Usually, the maximum bonus from aiming is once per turn as long as the enemy stays within
three dice. With Through the Crosshairs, it’s equal range, and occurs on the enemy’s turn. If you spend
to her Composure + Firearms. a point of Willpower, this damage becomes two
Precision Shot (••): With this level of training, bashing until your next turn.
your character knows how to effectively disable a The Hand As Weapon (••••): With this degree of
victim instead of focusing on the kill. When training, your character’s limbs are hardened to
attacking a specified target, you may reduce your cause massive trauma. Her unarmed strikes cause
weapon’s damage rating one-for-one to ignore lethal damage.
penalties for shooting a specified target (see p. 92). The Touch of Death (•••••): Your character’s
For example, if your character is using a sniper rifle mastery has brought with it the daunting power of
(four damage weapon), and attacking an arm (-2 to causing lethal injury with a touch. If she chooses,
hit), you could choose to use three damage for -1, or her unarmed strikes count as weapons with two
two damage to eliminate the penalty entirely. damage rating.
A Shot Rings Out (•••): A master sniper, your
character has no worries or lack of confidence. She Police Tactics
can fire into a crowd and strike a specific target Prerequisites: Brawl ••, Weaponry •
without penalty. If she misses, it’s because her shot
goes wide. She will never hit an unintended target. Effect: Your character is trained in restraint techniques,
Ghost (••••): Your character has trained to shoot often used by law enforcement officers. This may
unseen, and vanish without a trace. Her Firearms reflect formal training, or lessons from a skilled
score acts as a penalty on any roll to notice her practitioner.
vantage point, or any Investigation or Perception
roll to investigate the area from where she was Compliance Hold (•): Gain a +2 bonus to
shooting. overpowering rolls to disarm or immobilize an
opponent.
Martial Arts (• to •••••; Style) Weapon Retention (••): Opponents attempting to
disarm your character or turn his weapon against
Prerequisites: Resolve •••, Dexterity •••, Athletics ••,
Brawl •• him must exceed your character’s Weaponry score
in successes.
Speed Cuff (•••): Against an immobilized
Effect: Your character is trained in one or more formal
opponent, your character may apply handcuffs,
martial arts styles. This may have come from a personal
cable ties, or similar restraints as a reflexive action.
mentor, adojo, or a self-defense class. it may have been
for exercise, protection, show, or tradition. These
maneuvers may only be used unarmed, or with weapons
capable of using the Brawl Skill, such as a punch
dagger, or a weapon using the Shiv Merit (see below).
Last-Ditch Effort (•••••): In a street fight, every
Shiv (• or ••) second could mean the loss of your life. A proficient
Prerequisites: Street Fighting ••, Weaponry • street fighter is a remarkable survivalist. She bites,
headbutts, trips, or does whatever it takes to prevent
Effect: Your character carries small, concealable that last hit. Any time a character with this level of
weapons for use in a tussle. Rolls to detect the Street Fighting is about to take a hit or get
concealed weapon suffer your character’s Weaponry overpowered when she’s already suffering wound
score as a penalty. With the one-dot version, he can penalties, she can reflexively spend a Willpower
conceal a weapon with a zero damage rating. The two- point and sacrifice her Defense for the turn to make
dot version can conceal a one damage rating weapon. an attack against her would-be assailant. This can
Your character may use the Brawl Skill to use this occur even if she’s already acted in a turn, so long as
weapon. she’s not already spent Willpower. Resolve this
attack before the opponent’s action.
Street Fighting (• to •••••;
Style) Unarmed Defense (• to •••••;
Prerequisites: Stamina •••, Composure •••, Brawl ••, Style)
Streetwise •• Prerequisites: Dexterity •••, Brawl ••, Defensive
Combat: Brawl
Effect: Your character learned to fight on the mean
streets. She may have had some degree of formal Effect: Your character is better at stopping people from
training, but the methodology came from the real world, hurting them than they are at hurting other people.
in dangerous circumstances. Street Fighting isn’t about Maybe they practice a martial art that redirects an
form and grace, it’s about staying alive. These opponent’s blows, or are just very good at not being
maneuvers may only be used unarmed, or with weapons where their opponent wants them to be.
capable of using the Brawl Skill, such as punch
daggers, or weapons concealed with the Shiv Merit Like a Book (•): Your character can read his
(above). opponents, knowing where they’re likely to strike.
When facing an unarmed opponent and not
Duck and Weave (•): Your character has been Dodging, increase your character’s Defense by half
beaten all to hell more than a few times. Now she of his Brawl (round down).
dodges on instinct, not on skill. You can reflexively Studied Style (••): Your character focuses on
take a one-die penalty to any actions this turn to use reading one opponent, avoiding his attacks and
the higher of her Wits or Dexterity to calculate frustrating him. Attacks from that opponent do not
Defense. If you’ve already made a roll without reduce your character’s Defense. If your character’s
penalty this turn, you cannot use Duck and Weave. Defense reduces his opponent’s attack pool to zero,
Knocking the Wind Out (••): Shots to the center his further attacks against you lose the 10-again
mass can shake an opponent, and your character quality.
knows this well. When your character makes a Redirect (•••): When your character is being
successful unarmed attack, the opponent suffers a -1 attacked by multiple opponents, he can direct their
to his next roll. blows against one another. When he Dodges, if his
Kick ‘Em While They’re Down (•••): The best Defense roll reduces an attack’s successes to zero,
enemy is one on the ground. Your character topples his attacker rolls the same attack against another
opponents, and keeps them down. Any time your attacker of your choice.
successes on an attack roll exceed an opponent’s
Stamina, you may choose to apply the Knocked Drawback: Your character may only redirect one
Down Tilt (Chronicles of Darkness p. 285). Also, attack in a turn. He cannot redirect an attack against the
any time your character is in melee range when an same attacker.
opponent attempts to get up from a prone position,
she can reflexively cause two bashing damage.
One-Two Punch (••••): Your character hits fast,
and she follows through with every hit. Whenever
she makes a successful attack, you can spend a point
of Willpower to cause two extra points of bashing
damage.
Joint Strike (••••): Your character waits until the Play Dead (••••): When your character wants to
last possible second, then lashes out at his bow out of a combat she makes even the most
opponent’s elbow or wrist as he attacks, hoping to superficial wounds look fatal. After any attack your
cripple his limbs. Roll Strength + Brawl instead of character sustained lethal damage from, roll
Defense. If you score more successes than your Manipulation + Subterfuge. Opponents require a
attacker, you deal one point of bashing damage per contested Wits + Composure roll to notice that she’s
extra success, and inflict either the Arm Wrack or still alive.
Leg Wrack Tilt (your choice).

Drawback: Spend a point of Willpower to use this


Berserker (Style; • to •••)
maneuver. Prerequisites: Strength •••, Iron Stamina •••

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.

Prerequisites: Staff Fighting ••• Ground Fighter (•••)


Effect: Your character knows how to use a pole with a Prerequisites: Wits •••, Dexterity •••, Brawl ••
hook or noose on the end of it to restrain animal and
human targets. Using a suitable weapon, such as a catch Effect: Your character knows how to fight from her
pole or shepherd’s crook, your character can grapple back. Many mixed martial arts styles emphasize being
and immediately apply the Hold maneuver on success. able to fight from the ground. Brawl and weaponry
During subsequent turns her opponent’s grapple rolls attacks do not gain the +2 bonus to attack your
are penalized by the weapon’s damage rating. character when prone. She can perform the Stand Up
maneuver.
Boot Party (••) Stand Up): When grappling an opponent from the
Prerequisites: Brawl •• prone position you can stand up without having to
Break Free of the grapple.
Effect: Your character understands the effectiveness of
grinding her heel into a delicate part of a downed Headbutt (•)
opponent’s anatomy. When attacking an opponent in the Prerequisites: Brawl ••
prone position, she may make an unarmed attack at a –3
penalty in addition to normal modifiers. Any damage Effect: Your character has found few arguments she
inflicted is lethal. can’t end by ramming her skull into a softer part of the
human anatomy. This Merit allows for a new grappling
Clinch Strike (•) maneuver:
Prerequisites: Brawl ••
Headbutt: Your character inflicts the Stunned Tilt on
her opponent. Each use of this maneuver in a scene
Effect: Most people will instinctively grab anyone they
imposes a –2 penalty as the shock and surprise of
want to hit, but your character has trained to hit hard
this tactic wears off.
and accurately from a clinch position, using short
punches, elbows, and knees. She inflicts standard Brawl
damage when initiating a grapple instead of sacrificing
Iron Chin (•• or ••••)
the opportunity to damage someone in order to grab.` Prerequisites: Resolve •••, Stamina •••

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: By wrapping arms or legs around an


opponent’s torso, your character can practically crush
the life out of him. While grappling, your character can
use the Trunk Squeeze maneuver.
Trunk Squeeze: Using a bear hug or leg scissors,
your character crushes the opponent’s torso, making
it increasingly difficult to breathe. This maneuver
inflicts one point of bashing damage and imposes a
cumulative –1 to the opponent’s grappling rolls for
each round she maintains it. The penalty persists
until after your character attempts another
maneuver, or until the target Breaks Free. This
maneuver doesn’t work on anyone who doesn’t need
to breathe, or victims with a Size at least 2 higher
than the attacker’s.
Grin and Bear It (••••): Your character stops
Merits from V20 and caring about her own safety in order to take down
her opponents, and this single-minded lethality
other books helps her to shrug off blows that might cripple
others less ferocious. Any time she makes an all-out
attack, she gains 1/1 armor against all attacks for the
turn. This combines with any other armor she may
CALL OUT (••) benefit from.
Prerequisites: Intimidation •••, Composure ••• The Warpath (•••••): Your character kills, but this
does not stop her assault. Any time she fills an
Effect: Your character fights with honor and dignity. opponent’s last health box with lethal or aggravated
When he calls out his opponent, it must abide by his damage, she may immediately make an additional
challenge. When he uses an instant action to call out a attack against any other character within her reach.
potential combatant, that opponent suffers your If her second attack deals damage, she immediately
character’s Intimidation as a penalty to attack anyone enters in frenzy without a chance to resist.
else. If the opponent does attack someone else, you can
add your character’s Intimidation to any attacks against Early Riser (•)
him.
Drawback: If anyone else attacks your chosen Effect: No one can explain it, but you seem to have the
opponent, it breaks the challenge. When that happens, ability to work on less rest than your fellow vampires.
your opponent gains your character’s Intimidation as a You always seem to be the first to rise and the last to go
bonus to dice pools against your character for the to bed even if you’re been out until dawn. Vampires
remainder of the scene. with this Merit cannot take the Deep Sleeper Flaw.
This merit can only be bought during
RELENTLESS ASSAULT character creation.
(STYLE, • TO •••••) Eat Food (•)
Prerequisites: Strength ••••, Stamina •••, Brawl ••
Effect: You have the capacity to eat food and even
Effect: Your character fights with complete abandon. savor its taste. While you cannot derive any
She throws herself at her opponents without thought or nourishment from eating regular foods, this ability will
hesitation, turning herself into a ruthless killing serve you well in pretending to be human. Of course,
machine. She’s the first into the fight, and the last out of you can’t digest what you eat, and there will be some
a fight. point during the evening when you have to heave it
Drop of a Hat (•): Your character goes from zero back up.
to ballistic at the start of a fight. She always goes to This merit can only be bought during
strike first. In the first turn of a fight, your character character creation.
gets +3 to her Initiative score so long as she
commits to makes an all-out attack. After the first
Blush of Health (••)
turn, this bonus goes away.
Effect: You look more hale and healthy in appearance
Eye of the Tiger (••): Your character can focus on
than other vampires, allowing you to blend with human
a single target to the exclusion of all others. This
society much more easily (no dice penalty to interact
tunnel vision makes her fearsome against her
with humans and Hunters that see you, won't start an
primary target, but vulnerable to others. Choose one
investigation just based on your looks. You still retain
target per combat. When making an all-out attack
the color of a living mortal, and your skin does not feel
against that target, your character retains her
cool to the touch.
Defense against him.
This merit can only be bought during
Dig Deep (•••): Your character doesn’t strike for
character creation.
her enemy’s skin; she strikes for a spot a few feet
behind it. To her, overkill is the only acceptable kill.
You can choose to remove one die from your dice
pool before rolling an attack. If you do, increase
your character’s claws or teeth weapon modifier by
+1.
Daredevil (•••) Rising Star (•••) *
P
Effect: You are good at taking risks, and even better at Effect: You’re one of the up-and-comers in the city, a
surviving them. When attempting exceptionally risky rising star in your Sect. Everyone wants to know you E
non-combat actions (such as leaping from one moving and be your friend, even as those in power groom you
car to another), characters with this Merit add an for positions of greater responsibility. You have +2 *
additional three dice to their rolls, and the quality 8- dices on all Social rolls against any vampires in your
P
Again. Sect who aren’t actively opposing your ascent. And you
will be approached by several of them during a season.
E
Efficient Digestion (••••) This merit can only be bought during
character creation.
Effect: You are able to draw more than the usual
*
amount of nourishment from blood. When feeding, you Magic Resistance (••) P
gain an additional point to your blood pool for every
two points of blood you consume. This does not allow Effect: You have an inherent resistance to the rituals of E
you to exceed your blood pool maximum. the Tremere and the spells of the mages of other Clans
This merit can only be bought during and covenants. The difficulty of all such magic, both *
character creation. malicious and beneficent, makes so they have -2 dice P
when targeting you with spells/ritua;s. You may never
Concentration (•) learn magical Disciplines such as Thaumaturgy, E
Necromancy, Cruac and Theban Sorcery.
Effect: You have the ability to focus your mind and This merit can only be bought during *
shut out any distractions or annoyances. Characters character creation.
P
with this Merit are unaffected by any penalties
stemming from distracting circumstances (e.g., loud Lucky (•••)
noises, strobe lights, or hanging upside down). E
Effect: You were born lucky — or else the Devil looks
Useful Knowledge (•) after his own. Either way, you may repeat any three *
failed rolls per season, including botches, but you may P
Effect: You have expertise in a specific field that try only once per failed roll.
makes your conversation intriguing to an older Kindred. This merit can only be bought during E
So long as your knowledge holds the other vampire’s character creation.
attention, he has a vested interest in keeping you *
around. Then again, once he’s pumped you for every **** (• to ••• )**** P
iota of information you possess, that patronage may Prerequisites: Wits •••
suddenly vanish. (Note: This Merit should be played E
like a 1-dot Mentor with a specific interest. However, Effect:
unlike a Mentor, Useful Knowledge does not imply a
permanent relationship.) **** (• to ••• )****
This merit can only be bought during
Prerequisites: Wits •••
character creation.

Precocious (••) Effect:

Effect: (3pt. Merit) You learn quickly. The time for **** (• to ••• )****
you to pick up a particular Ability (devotions, rituals, Prerequisites: Wits •••
coils, blood sorcery, etcz) is cut in half.
This merit can only be bought during Effect:
character creation.
**** (• to ••• )****
Prerequisites: Wits •••

Effect:

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