New Merits

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Angel Blood 1-5

1. +1 dot to weaponry, academics, or, medicine.
Requirements: 15 Merit dots
2. One specialty in two of the following skills: Academics, Occult, Athletics, Weaponry, Medicine, Or Empathy.
Requirements: 30 Skill dots total
3. Gain a +1 die bonus to all Morality and derangement rolls.
Requirements: One 5 dot attribute
4. +1 die to any attribute
Requirements: 40 Skill dots
5. Transformation into a Nephalim or half-angel, +20 xp.
Requirements: Two 5 dot attributes

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Vampiric Lineage (1-5)

1. +1 dot to occult, persuasion, or brawl.
Requirements: 15 Merit dots
2. One specialty in two of the following skills: occult, politics, stealth, athletics, socialize, or subterfuge.
Requirements: 30 Skill dots
3. +3 permanent bonus to speed
Requirements: One 5 dot attribute
4. +1 die to an roll made at night
Requirements: 40 Skill dots
5. Bitten story, become Vampire, +20 xp.
Requirements: Two 5 dot attributes

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Child of the Moon (1-5)

1. +1 dot to crafts, athletics, or animal ken.
Requirements: 15 Merit dots
2. One Specialty in two of the following skills: medicine, occult, survival, brawl, intimidation, or streetwise.
Requirements: 30 Skill dots
3. +1 die to any roll made when the moon is visible.
Requirements: One 5 dot attribute
4. +2 permanent bonus to health.
Requirements: 40 Skill dots
5. First change, become werewolf, +20 xp.
Requirements: Two 5 dot attributes

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Fae Spark (1-5)

1. +1 dot in politics, stealth, or empathy.
Requirements: 15 Merit dots
2. One specialty in two of the following skills: science, investigation, survival, weaponry, expression, or subterfuge.
Requirements: 30 Skill dots
3. 5 Merit dots to spend.
Requirements: One 5 dot attribute
4. +1 die when in your favorite season.
Requirements: 40 Skill dots
5. Kidnap story, become a changeling, +20 xp.
Requirements: Two 5 dot attributes

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Body of the Damned (1-5)

1. +1 dot in investigation, survival, or streetwise.
Requirements: 15 Merit dots
2. One specialty in two of the following skills: crafts, science, athletics, brawl, expression, or animal ken.
Requirements: 30 Skill dots
3. Can see ghosts with perception successful perception roll.
Requirements: One 5 dot attribute
4. Can find hidden anchors with perception roll.
Requirements: 40 Skill dots
5. Death story, become Promethean, +20 xp.
Requirements: Two 5 dot attributes

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Of the Cloth (1-5)

1. Gain religion specialty in occult or academics.
Requirements: 15 Merit dots
2. Morality treated as 1 higher, up to 10, for spirit, ghost, and demon related checks.
Requirements: 30 Skill dots
3 May re-roll morality and derangement rolls once.
Requirements: One 5 dot attribute
4. Cannot be possessed or influenced by mind related powers.
Requirements: 40 Skill dots
5. Able to learn true spirit, ghost, or demon name with successful social check when interacting with them, +40 xp.
Requirements: Two 5 dot attributes

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Emissary of the Dead (1-5)

1. +1 dot in occult, survival, or subterfuge
Requirements: 15 Merit dots
2. One specialty in two of the following skills: investigation, science, larceny, stealth, empathy, or streetwise.
Requirements: 30 Skill dots
3. +1 die on rolls when interacting with spirits in a non-violent way.
Requirements: One 5 dot attribute
4. +1 die on rolls when working within a cemetery.
Requirements: 40 Skill dots
5. Death and connection story, become Geist, +20 xp.
Requirements: Two 5 dot attributes

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Sleeping Mind (1-5)

1. +1 dot in science, athletics, or socialize.
Requirements: 15 Merit dots
2. One specialty in two of the following skills: medicine, academics, weaponry, firearms, expression, or empathy.
Requirements: 30 Skill dots
3. Mental skill rolls that are untrained only incur a -1 penalty instead of -3.
Requirements: One 5 dot attribute
4. 1 free dot in 5 separate skills.
Requirements: 40 Skill dots
5. Awakening story, become a Mage, +20 xp
Requirements: Two 5 dot attributes

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Bound for Loss (1-5)

1. Have a ward of some sort, important person to the character, +1 dot in investigation, firearms, or subterfuge.
Requirements: 15 Merit dots
2. One specialty in two of the following skills: academics, occult, weaponry, larceny, streetwise, or persuasion.
Requirements: 30 Skill dots
3. +1 die when interacting with a brand new type of supernatural.
Requirements: One 5 dot attribute
4. +1 die when protecting humans.
Requirements: 40 Skill dots
5. Ward killed or turned, get into Hunter group, +40 xp
Requirements: Two 5 dot attributes

Allowed Hunter Groups

Division Six
Keepers of the Source
Promethean Brotherhood
Illuminated Brotherhood
Talbot Group
Barrett Commission
VASCU
The Hunt Club
Ashwood Abbey
Loyalists of Thule
Network Zero
Null Mysteris
Cherrion Group
Lucifuge

Special

You cannot have more than one of these new merits. If you take one dot in any of them the rest of them become unavailable and you may not lose or take away any of these merits once you have started in them.

New Merits

Vigil of the Cursed WhiteTiger484 WhiteTiger484