General Merits
From Edge of Darkness Wiki
Mental Merits
A Little Knowledge • Area of Expertise • Barrister • Combat Awareness • Common Sense • Crafter’s Sense • Danger Sense • Dead Reckoning • Difficult to Ride • Dream Visions • Driver’s Charm • EOD • Easy Ride • Eidetic Memory • Emotional Detachment • Encyclopedic Knowledge • Entheogenic Synesthesia • Good Time Management • Higher Calling • Holistic Awareness • Hollow Soul • Hypnosis • Informative • Interdisciplinary Specialty • Language • Locus-Drinker • Make Do • Meditative Mind • Multi-Lingual • Mythologist • Prophet’s Voice • Rational Explanation • Residual Spirit Energy • Scientist’s Sense • Spirit Tongue • Steady Driver • Technophile • Trained Memory • Trained Observer • Trip Sitter • Unseen Sense • Vision • Well-Traveled • Whispers
Physical Merits
Aikido • Ambidextrous • Archery • Armored Fighting • Atavism • Athletics Dodge • Beacon of Life • Berserker • Boxing • Brawling Dodge • Brute Force • Chain Weapons • Combat Art • Combat Marksmanship • Combatant • Direction Sense • Dirty Fighting • Disarm • Entering Strike • Equipped Grappling • Fast Reflexes • Fencing • Fighting Finesse • Filipino Martial Arts • Fleet of Foot • Formation Tactics • Fresh Start • Giant • Gladiatorial • Grappling • Ground and Pound • Gunslinger • Heavy Hands • High Performance Driving • Hooligan • Iaido • Improvised Weaponry • Iron Stamina • Iron Stomach • Kendo • Krav Maga • Kung Fu • Langschwert • MAC • Muay Thai • Natural Immunity • Outdoorsman • Parkour • Police Defensive Tactics • Police Tactics … further results
Social Merits
Allies • Animal Affinity • Armory • Barfly • Bureaucratic Navigator • Contacts • Cultural Language • Decorated • Fame • Inspiring • Medium • Mentor • New Identity • Resources • Retainer • Sites • Status • Striking Looks
Fighting Styles
Aikido • Archery • Berserker • Boxing • Brute Force • Chain Weapons • Combat Art • Combat Marksmanship • Dirty Fighting • Fencing • Filipino Martial Arts • Formation Tactics • Gladiatorial • Grappling • Hooligan • Iaido • Improvised Weaponry • Kendo • Krav Maga • Kung Fu • Langschwert • MAC • Muay Thai • Police Tactics • Qinna • Sniping • Sojutsu • Spetsnaz Knife Fighting • Staff Fighting • Sword and Shield • Thrown Weapons • Two Weapons • War Fan
Vampire Merits
Bad Breeding • Good Breeding • Haunted Channel • Haven • Inherited Resistance • Lordly Palette
Changeling Merits
Enchanting Performance • Harvest • Mantle • Perfect Stillness
Werewolf Merits
Other Merits
Animal Companion • Beast-Kin • Den
WoD: Armory
- EOD (••••): Requires Wits ••• or Dexterity •••, Crafts •••, Specialty: Demolitions in Crafts Character is trained in dealing with explosives and disarming them.
- Technophile (• to ••): Character has knowledge regarding a narrow or broad topic; functions as a specific Encyclopedic Knowledge.
WoD: Asylum
- Emotional Detachment (•): 'Requires Resolve •• Character can distance himself from pain, grief and suffering of others in order to accomplish his goals; may ignore penalties that come from such stressful situations.
- Good Time Management (••): 'Requires Academics, Medicine or Science •• Character may reduce the time requirement on extended rolls by one quarter per roll.
WoD: Chicago
- Tunnel Rat (• to •••): Character knows his way through the mazes beneath a given urban sprawl or another subterranean system. Must be purchased separately for each such network.
WoD: Dogs of War
- Trained Observer (• or •••): Requires Wits ••• or Composure ••• Character is a skilled observer, trained to miss nothing in his field of perception.
WoD: Midnight Roads
- Driver's Charm (• to •••••): Character has a good luck charm in his car that does indeed bring some kind of benefit to his driving.
- Outdoorsman (••): Requires Survival ••• Character is skilled at making his way through the wilderness.
- Steady Driver (•): Requires Drive •• Character is a calm and collected driver, using Resolve instead of Dexterity when making Drive rolls.
WoD: Reliquary
- Multi-Lingual (• to •••••): Character has a knack for languages, able to communicate basically in two languages per dot.
- Well-Traveled (•): Character has traveled extensively and gains benefits for Social rolls in dealing with foreign cultures and for Mental rolls to remember specifics about that culture.
WoD: Second Sight
- Lucid Dreamer (•): Character has the ability to manipulate the content of his own dreams at will.
Physical Merits
WoD: Armory
- Fighting Style: Archery (• to ••••): Requires Strength ••, Dexterity ••, Athletics •• Character is trained in a number of specialized techniques while using a bow.
- Fighting Style: Chain Weapons (• to ••••): Requires Strength ••, Dexterity •••, Weaponry ••• Character is trained in the use of a chain and other flexible weapons.
- Fighting Style: Combat Marksmanship (• to •••••): Requires Strength ••, Dexterity ••, Composure •••, Firearms •• Character is trained in the use of a firearm in the middle of high-stress situations; usually due to police or military training.
- Fighting Style: Fencing (• to ••••): Requires Dexterity •••, Weaponry ••• Character is trained in the art of fencing.
- Fighting Style: Filipino Martial Arts (• to ••••): Requires Dexterity •••, Weaponry ••• Character is trained in the escrima stick-fighting and unarmed techniques of Filipino martial arts.
- Fighting Style: Kendo (• to ••••): Requires Dexterity •••, Weaponry ••• Character is trained in the art of Japanese swordsmanship.
- Fighting Style: Sniping (• to •••••): Requires Dexterity •••, Resolve •••, Firearms •••, Stealth •• Character is trained in the methods of sniping using high-powered rifles, usually through police or military training.
- Fighting Style: Sptsnaz Knife Fighting (• to ••••): Requires Dexterity •••, Weaponry •• Character is trained in the knife-fighting techniques used by Special Forces all over the world.
- Fighting Style: Staff Fighting (• to •••): Requires Strength •••, Dexterity ••, Weaponry •• Character is trained in quarterstaff fighting techniques.
WoD: Asylum
- Tolerance for Biology (•): Requires Resolve, Stamina or Composure •• Character never feels disturbed or nauseated by unpleasant things of a biological nature, including gory scenes of violence.
WoD: Dogs of War
- Athletics Dodge (•): Character may add Athletics to Defense instead of doubling Defense when using Dodge Action.
- Fighting Style: Modern Army Combatives (• to •••••): Strength ••, Dexterity ••, Stamina ••, Brawl •• Character is trained in the fighting style taught to modern military units.
WoD: Midnight Roads
- Driving Style: High Performance Driving (• to ••••): Requires Dexterity •••, Resolve ••, Drive •• Character is trained in advanced driving techniques, most likely due to training for a job involving such work, such as law enforcement, military or stunt work.
- Fighting Style: Improvised Weaponry (• to •••): Requires Wits •••, Weaponry • Character is skilled in plucking weapons from her environment and using them.
- Wheelman (••): Requires Dexterity ••, Drive •• Character drives as though she were born to do so.
WoD: Tales from the 13th Precinct
- Fighting Style: Police Tactics (• to •••): Requires Strength ••, Dexterity ••, Stamina ••, Brawl ••, Weaponry •• Character is trained in police take-down and restraint techniques.
Social Merits
World of Darkness Corebook
- Allies (• to •••••): Character has a group of people who he can call on for help. Each category of Allies is a separate Merit.
- Barfly (•): Character can get into any bar or club.
- Contacts (• to •••••): Each dot in this Merit is a separate source the character can call on for information.
- Fame (• to •••): Character has a measure of recognition in mortal society.
- Inspiring (••••): Requires Presence •••• Character can give a speech that inspires and renews those to whom it is directed.
- Mentor (• to •••••): A learned individual who spends time and effort training the character in a number of certain subjects or fields.
- Resources (• to •••••): Measures the character's wealth and lifestyle.
- Retainer (•••••): A servant or other sort of assistant, who is more competent with higher ratings. Each retainer is a different Merit.
- Status (• to •••••): Character has standing in some organization; each organization has a different Merit.
- Striking Looks (•• or ••••): Character is incredible attractive, granting benefits in social situations.
WoD: Asylum
- Bureaucratic Navigator (••): Character is adept at navigating bureaucratic systems, gaining a bonus to Social and Mental rolls to do so.
WoD: Dogs of War
- Decorated (• to •••••): Character has received some kind of award for meritorious conduct while in military service.
- Small Unit Tactics (•••): Manipulation •••, Persuasion •••, Specialty: Leadership in Persuasion Character has skill and experience in leading soldiers in small unit engagements.
WoD: Midnight Roads
- Ingratiating Wanderer (••): Requires Manipulation ••• Character instinctually knows how to find important people in a new place, and how best to approach them.
WoD: Second Sight
- Hypnotic Voice (••••): Persuasion ••• or Science ••• with Hypnotherapy specialty) Character has the ability to drop a subject into a hypnotic trance through a specific procedure.
WoD: Skinchangers
- Animal Affinity (• to •••): Character gains a +1 per dot in Merit to all Social rolls involving one given kind of animal.
- Den (•••): Character has access to a hidden-away place that is near her normal haunts and easily accessible to her, but not easily found.
- Predator's Bearing (••): Character reminds others of predators and being hunted, granting a +1 to Social rolls that might benefit from that unease, but a -1 to Social rolls that might be limited by it.
- Socially Small (••): Character is easy to miss and ignore, granting a +1 bonus to Subterfuge and Stealth rolls, but a -1 to Expression, Intimidation or Socialize rolls.
WoD: Tales from the 13th Precinct
- Sworn Officer (• to ••••): Requires Status (Law Enforcement) Character is a sworn officer, duly trained and registered to make arrests and carry weapons legally.
Changeling Merits
Changeling: the Lost Rulebook
- Court Goodwill (• to •••••): Reflects respect and friendship with a court other than the changeling's own. May not be taken at Character Creation.
- Harvest (• to •••••): Reflects increased aptitude and opportunities for gaining Glamour; must choose one of four categories - Emotions, Pledges, Dreams and Hedge Bounty.
- Hollow (• to •••••; special): Indicates a "secret world" in the Hedge that the changeling has claimed; points are divided among Size, Amenities, Doors and Wards. The Hollow Merit dots can be combined between multiple changelings to create more luxurious Hollows.
- Mantle (• to •••••): Reflects level of mystic connection and status with a Court. May not be taken at Character Creation.
- New Identity (•, •• or ••••): Indicates the character (or someone on his behalf) has taken steps to create a false identity in the mundane world.
- Token (•+): Magical items plucked from Arcadia, the Hedge or elsewhere.
Autumn Nightmares
- Hedge Beast Companion (• to •••): Reflects a relationship between the changeling and a Hedge-born creature of some kind.
Rites of Spring
- Arcadian Body (••••): Character Creation only. Reflects a change to the changeling's body wrought by his Keeper, allowing the increase of an Attribute to six dots.
- Arcadian Metabolism (•••): Character gains additional healing benefit from goblin fruits, but his body also requires the regular consumption of goblin fruit to remain healthy.
- Archive (• to •••••): Character maintains a library of information and fairy lore in his Hollow. This can be shared like the Hollow Merit. Requires the Hollow Merit.
- Brownie's Boon (•): May spend 1 Glamour to perform mundane tasks in half the time, or more Glamour to reduce it even further.
- Charmed Life (••): Character shares in some of the enchantments the True Fae use to defend their existences; may force rerolls of damage rolls that would kill him by spending 1 Willpower.
- Dual Kith (•• or •••): Character Creation only. Allows the character to have two kiths from his Seeming, or even an extra kith from outside of his Seeming for three dots.
- Enchanting Performance (••••): Requires Expression ••. Character may spend Glamour to reduce penalties to Expression or Persuasion rolls, and all performances are emotionally moving, spending 1 Glamour to gain the Rote quality.
- Fae Mount (•, ••, ••• or •••••): Character may summon a mount through the Hedge upon entering the Hedge.
- Faerie Favor (•••): One of the Gentry owes the character a single favor.
- Faerie Healing (••): The character gains the ability to use goblin fruits to heal others, including mortals and animals.
- Fighting Style: Dream Combat (• to •••••): Requires Wyrd •••, Empathy •••. The character knows special combat maneuvers of use while in oneiromachy (dream-battle).
- Fighting Style: Hedge Duelist (• to •••••): Requires Wyrd •••. The character knows special combat maneuvers that take advantage of the strange nature of the Hedge to aid him in battle.
- Gentrified Bearing (••••): Requires Wyrd •••. Hobgoblins and True Fae may mistake the character as being one of the Gentry.
- Goblin Vow (• to •••••): Allows a changeling a connection to some "theme" or "subject" in the Wyrd, allowing them to craft pledges with that subject.
- Hedge Gate Sense (•): Character has the ability to sense nearby gateways in or out of the Hedge.
- Hidden Life (• to •••): Must have no Fame Merit, and rating in Wyrd must equal Merit. Changeling's existence is hidden by the Wyrd, protecting him from official mundane scrutiny and tracking.
- Hob Kin (••): Requires Hollow. Hobs treat character as one of them, and they perform functions around character's Hollow.
- Hobgoblin Trainer (••): Character knows the secrets for training hobgoblins and other Hedge critters.
- Lethal Mien (••): Wyrd •••. Some aspect of the changeling's Mien is dangerous and inflicts damage.
- Long of Days (••): The changeling shares some of the ageless nature of the True Fae; longevity and infirmity bonuses are calculated as though changeling had a Wyrd of 4 dots higher than current rating.
- Market Sense (•): Changeling has an innate sense of what things are worth on the goblin market.
- Perfect Stillness (•): Requires Stealth •. Changeling is capable of mustering statue-like stillness, making it harder to spot her when she is hiding.
- Pledgesmith (• to •••): Character is known as a skill pledge-smith, gaining social benefits.
- Prophet Circle (• to •••••): This Merit indicates the ensorcellment of a group of mortals who frequently experience prophetic dreams, granting the changeling a source for foretellings and insight.
- Rigid Mask (••): Requires Subterfuge ••. Character is a truly adept liar and skilled at hiding his emotions from others.
- Ritual Doorway (•••): Requires Hollow Doors •••••. A Hollow with this Merit can be entered from anywhere in the mortal world as long as a certain ritual is performed.
- Siren Song (•••): Changeling's voice has a distracting, impelling nature to it, inflicting penalties to actions other than listening to her while she is speaking.
- Soul Sense (••): Must have a living Fetch. Changeling has a strong connection to his Fetch, able to sense its direction and distance at will, as well as its emotions. However, he can become weakened by injury to the Fetch.
- Token Maker (•••): Changeling has the knowledge and skills necessary to craft magical Tokens while in the Hedge.
- Visionary Dreams (••): Requires Wyrd •••. Changeling experiences prophetic dreams and visions.
- Wisdom of Dreams (•••): Requires Wyrd ••. Changeling may meditate and mine the collective unconscious for specialized knowledge, gaining a Specialty or Language that is known to at least one living person until he next sleeps.
- Workshop (• to •••••): Requires Hollow, of Size at least equal to Workshop rating. Hollow houses a crafts shop, which provides one Crafts specialty per dot, and may be used to reduce the time to craft Tokens.
Equinox Road
- No Seeming (••): Character Creation only. The changeling has neither kith nor seeming, and is much closer to his original human form.
Merits of Mask and Mien
- Devotee (• to •••••): Wyrd 7. Glimpses of the changeling's powerful mien have lured somewhat maddened mortals into near-worshipful service of the changeling.
- Manymask (• to •••••): Wyrd 7. For each dot, may project one additional Mask of the changeling's own choosing.
- Sublime (•••••): Wyrd 9. Changeling's nature becomes nearly transcendant, and causes mortals to regard her with near-worship and fear, and even other changelings must make a roll to attack her. Gentry regard her nearly as an equal.
- Tokenmaster (•••): Wyrd 7. Changeling's Wyrd occasionally transforms items of importance or simply regular exposure to character into Tokens.
- Wyrdskill (•••••): Wyrd 6. Changeling gains additional Specialties to a specific Skill with each dot of Wyrd.
Grim Fears
- Age Reversal (•): Requires Wyrd ••••. Character ages backwards, growing younger as time passes.
- Fighting Style: Social Maneuvers (• to ••••): Requires Presence ••, Manipulation •••, one Social Skill ••••. The character knows techniques and tricks to use during social encounters.