Merits

WoD&D uses its own selection of Merits, with some from the core WoD book, and some unique. Info on these will be forthcoming. If a merit that is granted by race for free has pre-requisites that the character does not meet at creation, the character still gets the merit.


Merits Allowed from the core World of Darkness Book


Mental Merits
Common Sense
Danger Sense
Eidetic Memory
Encyclopedic Knowledge
Holistic Awareness
Languages
Meditative Mind

Physical Merits
Ambidextrous
Direction Sense (Cost OOO instead)
Disarm
Fast Reflexes
Fighting Finesse
Fleet of Foot
Fresh Start
Giant
Iron Stamina
Iron Stomach
Natural Immunity
Quick Draw
Quick Healer
Strong Back
Strong Lungs
Toxin Resistance
Weaponry Dodge

Social Merits
Barfly
Contacts
Fame
Inspiring
Mentor
Retainer
Status
Striking Looks


Merits NOT Allowed from the core World of Darkness Book


Mental Merits
Unseen Sense

Physical Merits
Fighting Styles
Stunt Driver
Gunslinger

Social Merits
Allies
Resources


New Merits


These are some of the new merits available in WoD&D.

Inheritance O - OOO
For each dot of Inheritance, your character starts with an additional 50 gold. This can only be taken at character creation.

Skilled Summoner OO
Creatures summoned by the character have a +1 bonus to all of their die pools.

Combat Casting OO
Penalties due to distraction while casting are reduced by 2.

Combat Expertise OO
Requirements: Dexterity 3 and Brawl or Weaponry 2
You can subtract a number of dice from your attack pool to add double that number to your defense for this turn.

Improved Combat Maneuver OOO
Requirements: Intellegence 3 and Brawl or Weaponry 3 and Combat Expertise
You gain a number of bonus dice equal to twice your Soul to perform maneuvers of your choice, whether that is tripping, disarming, bull rushing or something else.

Evasion OOO
Requirements: Dexterity OOO, Wits OO, light or no armor
The character has the ability to dodge magical attacks, by rolling Wits + Dexterity. If you get more successes than youe attacker you take no damage. Note that only Area spells can be dodged in this way.

Improved Evasion OOOOO
Requirements: Dexterity OOOO, Wits OOO, light or no armor, Soul 2, Evasion
The character is even better at dodging magical attacks. Roll Wits + Dexterity as normal, but if you fail you can subtract your successes from the enemy's attack.

Two Weapon Defense OO
Requirements: Dexterity 3 & Weaponry 3
You can fight defensively with 2 weapons, subtracting a number of dice to attack and gaining that number to your defense equal to your weaponry score.

Two Weapon Attack OOOO
Requirements: Dexterity 3, Weaponry 4, Two Weapon Defense
You have learned how to strike offensively with two weapons, making two attacks, either one on a single target or two on the same target with the second strike having -1 die, in exchange for your defense being 0 for the round.

Craft Magic Items OOOO
Requirements: Craft OOOO, Arcana OOO, Soul 3
The character has the ability to channel their mana to craft magic items.

Craft Artifact OOOOO
Requirements: Craft OOOOO, Arcana OOOO, Soul 4
The character has the ability to channel their mana to craft artifacts.

Far Shot OO
Requirements: Strength OOO, Archery OOO
The character's range with ranged weapons is extended by 50%.

Precise Shot OO
Requirements: Dexterity OOO, Archery OOO
Penalties for called shots with ranged weapons are reduced by 1.

Many Shot OOOO
Requirements: Dexterity OOOO, Archery OOOO, Precise Shot
The character can split their archery dice between multiple targets.

Improved Turning OO
Requirements: Presence OOO, Religion OOO
When turning undead, the character gains a +2 bonus.

Natural Spell OOO
Requirements: Nature Ken OOO, Presence OOO, Soul 5
The character can still cast while they are fully Polymorphed.

Scribe Scroll OO
Requirements: Intellegence OO, Arcana OOO
The character can scribe their spells onto scrolls.

Low-Light Vision OO
Requirements: Wits OOO
The character ignores penalties to see in low light. They can see as clearly in low light as they can in daylight.

Darkvision OOOO
Requirements: Wits OOO, Low-Light Vision
The character ignores penalties to see in complete darkness. They can see in the dark as clearly as they can during the day.


Metamagic Merits


Enlarge Spell OO
Requirements: Intellegence OOO
Pay one extra mana to double the range of a spell. This has no effect on a touch spell. The spell must be of a level equal to or less than your soul.

Extend Spell OOO
Requirements: Resolve OOO
Pay one extra mana to double the duration of a spell. The spell must be of a level equal to or less than your soul.

Quicken Spell OOOO
Requirements: Wits OOOO, Intellegence OOO
Spend three extra mana to cast a spell as an instant action during your turn. The spell must be of a level equal to or less than your soul.

Silent Spell OO
Requirements: Intellegence OOO
Spend an extra mana to cast a spell silently. The spell must be of a level equal to or less than your soul.

Still Spell OO
Requirements: Intellegence OOO
Spend an extra mana to cast a spell without somatic components. The spell must be of a level equal to or less than your soul.


Weapon Group Merits


Weapon Group Feats
Following are the Weapon Group proficiency merits available to characters.

Weapon Group (Axes) OOO
You understand how to use axes and axelike weapons. You are proficent with the handaxe, great axe and halberd.

Weapon Group (Basic Weapons) O
You understand how to use a few basic weapons. You can use the Knife, Gauntlet, Mace and Quarterstaff.

Weapon Group (Bows) OOO
You understand how to use normal and composite short and long bows.

Weapon Group (Crossbows) ) OO
You understand how to use light and heavy crossbows.

Weapon Group (Exotic Weapons) OOOO
You understand how to use the exotic weapons associated with the weapon groups that you have mastered.
Prerequisite
Archery, Brawl or Weaponry 3
Benefit
When you take this feat, you gain proficiency in the exotic weapon associated with the weapon groups that you already know how to use if any exist.

Weapon Group (Flails and Chains) OOO
You understand how to use flails and chain weapons. You can use the morningstar, flail, and spiked chain.

Weapon Group (Heavy Blades) OOO
You understand how to use large bladed weapons, such as the long sword, bastard sword, great sword and zweihander.

Weapon Group (Light Blades) OO
You understand how to use light bladed weapons. You can use short swords and rapiers.

Weapon Group (Hammers) OOO
You understand how to use maces and clubs such as the warhammer and maul.

Weapon Group (Polearms and Spears) OO
You understand how to use polearms. You can fight with shortspears, longspears, glaves, and halberds.

Weapon Group (Slings and Darts) O
You understand how to use slings and darts.

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