NWoD Fantasy:merits
General Merits[edit]
General merits expand the existing list of merits available in the core rulebook. The merits are listed and described below:
Name |
Effect |
Cost |
Allows the use of Arcane order merits and powers |
● |
|
Lower armor speed penalty by 3 and defense penalty by 1 |
●●● |
|
Don't forfeit attack action after blocking |
●● |
|
Disarm with brawl instead of weaponry |
●● |
|
You do not tire easily |
● |
|
+2 to stamina rolls for going unconscious |
●● |
|
Allows the use of an exotic weapon or shield |
●● |
|
Reduces reload action one step. Full>Instant>Move>Free |
●● |
|
No penalty for using reach weapons at close range |
●● |
|
Free attack on those entering your reach range |
●●●● |
|
Retain blocking ability when initiating a shield attack |
●●●● |
|
Allows the use of Martial order merits and powers |
● |
|
Enables additional actions while mounted |
●●● |
|
Automatic 2 damage on a successful charge |
●●●● |
|
Move before and after an attack action |
●● |
|
Use block with offhanded weapon instead of a shield |
●●●● |
|
+1 dice on all-out attacks |
●● |
|
+2 on all grappling checks |
●● |
|
+2 dice on weapon and armor attacks |
●● |
|
9 again on weapon and armor attacks |
●●● |
|
+1 ranged damage when firing at short range |
●●●● |
|
Range on bows, crossbows, or throwing increased by 1.5x |
●● |
|
Lower target's cover by 1 step |
●● |
|
Split your move over a ranged attack action |
●● |
|
Move at x2 speed as a single action |
●●●● |
|
+1 defense when fighting with two weapons |
●●● |
|
Chosen weapon type gains +1 bonus damage |
●●● |
Arcane Training (●)[edit]
Effect: This merit allows the use of Arcane order specific merits and spells. This merit must be gained before any of said merits and spells are gained.
Armor Proficiency (●●●)[edit]
Effect: Taking this merit lowers the speed and defense penalty's for all armor, but not shields. The speed penalty of armor is lowered by 3 while the defense penalty is lowered by 1. This merit can lower penalty's to 0 but doesn't give a bonus to speed nor defense.
Block Recovery (●●)[edit]
Effect: When initiating a blocking maneuver, you no longer lose your next attack action.
Clever Disarm (●●●)[edit]
Effect: The clever disarm merit functions the same as disarm merit (pg. 110) in the nwod core rulebook but brawl is used instead of weaponry for disarming. Additionally, on a successful disarm the attacker can choose to take the weapon into her own hands.
Endurance (●)[edit]
Effect: This merit enables your character to withstand tiring feats of stamina. A character with this merit doesn't tire when running or walking extended distances and can outlast most mortals who don't have a similar resolve. Exact use and benefit of this merit falls under the ST's discretion.
Die Hard (●●)[edit]
Prerequisite: Endurance
Effect: This merit grants a +2 die bonus for saving against unconsciousness.
Exotic Proficiency (●●)[edit]
Effect: This merit provides the necessary training needed to wield an exotic weapon or shield. This merit may be taken multiple times, each time providing proficiency for a different weapon or shield.
Fast Reload (●●)[edit]
Effect: This merit allows a faster reload time with crossbows or otherwise. The merit lowers the action time of reloading by one step. The steps are from Full>Instant>Move>Free. For instance, a crossbow requires a move action to reload, and the merit would then lower the action to a free action.
Hafting (●●)[edit]
Effect: This merit allows the use of a reach weapon at close range without penalty. However, the defense bonus loss from reach weapons still applies at close range.
Scorpion Strike (●●●●●)[edit]
Prerequisite: Hafting
Effect: With this merit, whenever a enemy enters the range of your reach weapon you can score a free attack on them. This attack must be immediately used and cannot perform as an all-out-attack nor as any other combat action (like trip) other than a melee attack.
Improved Shield Bash (●●●●)[edit]
Effect: When making an attack with a shield, you retain your ability to block an incoming attack for that round. Additionally, add 1 to your die pool while using a shield to make a melee attack.
Martial Training (●)[edit]
Effect: This merit allows the use of Martial order specific Merits or 'Techniques'. This merit must be gained before any of said Merits are gained.
Mounted Combat (●●●)[edit]
Effect: Your character can ride a mount and perform an unrelated action (e.g., use a weapon, punch another passenger) in the same turn. Ride rolls may still be necessary for dangerous maneuvers or situations.
Charge (●●●●)[edit]
Prerequisite: Mounted Combat
Effect: When using a mount to charge an enemy, add 2 lethal damage to a successful attack while doing so. This damage is added in addition to the normal attack pool.
Ride-by-Attack (●●)[edit]
Prerequisite: Mounted Combat
Effect: This merit allows you to move both before and after a mounted melee attack. Total movement for the round can't exceed double your mounted movement.
Offhanded Block (●●●●)[edit]
Prerequisite: Fighting style: Two-weapons
Effect: This merit enables the use of block (as if with a shield) with a offhanded weapon. The effective “block” rating is equal to the offhanded weapon's damage rating.
Power Attack (●●)[edit]
Effect: When performing an all out attack, add 3 dice to the attack pool instead of 2.
Improved Grapple (●●)[edit]
Prerequisite: Power attack
Effect: This merit adds 2 to the die pool of brawl checks made when initiating, maintaining or trying to perform maneuvers in a grapple.
Sunder (●●)[edit]
Prerequisite: Power attack
Effect: This merit awards 2 bonus dice to attack rolls made on weapons and armor.
Improved Sunder (●●●)[edit]
Prerequisite: Power attack, Sunder
Effect: Weapon attacks on weapons and armor gain the 9 again trait. Sundering weapons (such as the sword breaker) gain the 8 again trait instead.
Point Blank Shot (●●●●)[edit]
Effect: When using a ranged weapon at short range, gain 1 additional bonus dice to damage.
Long Shot (●●)[edit]
Prerequisite: Point blank shot
Effect: Range on bows, crossbows and thrown weapons is increased by 1.5x original amount.
Precise Shot (●●)[edit]
Prerequisite: Point blank shot
Effect: When firing at a target with cover, lower the cover level by 1 step. Complete> Substantial> Partial> Bare. (See cover pg. 162)
Shot on the Run (●●)[edit]
Prerequisite: Point blank shot
Effect: This merit allows you to move both before and after a ranged attack. Total movement cannot exceed your speed.
Run (●●●●)[edit]
Effect: This merit allows you to travel up to twice your speed as a single action or three-times your speed as a full action.
Two-weapon Defense (●●●)[edit]
Prerequisite: Fighting style: Two-weapons
Effect: This merit grants a +1 to defense when holding a weapon in each hand.
Weapon Specialty (●●●)[edit]
Effect: This merit grants +1 bonus damage with a specific weapon selected when this merit is bought.