NWoD Fantasy:merits

From RPGnet
Revision as of 12:23, 6 October 2009 by 67.183.65.115 (talk)
Jump to navigation Jump to search

General Merits

General merits expand the existing list of merits available in the core rulebook. The merits are listed and described below:

Name

Effect

Cost

Arcane Training

Allows the use of Arcane order merits and powers

Armor Proficiency

Lower armor speed penalty by 3 and defense penalty by 1

●●●

Block Recovery

Don't forfeit attack action after blocking

●●

Clever Disarm

Disarm with brawl instead of weaponry

●●

Endurance

You do not tire easily

Die Hard

+2 to stamina rolls for going unconscious

●●

Exotic Proficiency

Allows the use of an exotic weapon or shield

●●

Fast Reload

Reduces reload action one step. Full>Instant>Move>Free

●●

Hafting

No penalty for using reach weapons at close range

●●

Scorpion Strike

Free attack on those entering your reach range

●●●●

Improved Shield bash

Retain blocking ability when initiating a shield attack

●●●●

Martial Training

Allows the use of Martial order merits and powers

Mounted Combat

Enables additional actions while mounted

●●●

Charge

Automatic 2 damage on a successful charge

●●●●

Ride-by-Attack

Move before and after an attack action

●●

Offhanded block

Use block with offhanded weapon instead of a shield

●●●●

Power attack

+1 dice on all-out attacks

●●

Improved grapple

+2 on all grappling checks

●●

Sunder

+2 dice on weapon and armor attacks

●●

Improved Sunder

9 again on weapon and armor attacks

●●●

Point blank shot

+1 ranged damage when firing at short range

●●●●

Longshot

Range on bows, crossbows, or throwing increased by 1.5x

●●

Precise Shot

Lower target's cover by 1 step

●●

Shot on the Run

Split your move over a ranged attack action

●●

Run

Move at x2 speed as a single action

●●●●

Two Weapon Defense

+1 defense when fighting with two weapons

●●●

Weapon Specialty

Chosen weapon type gains +1 bonus damage

●●●


Arcane Training (●)

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 (●●●)

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 (●●)

Effect: When initiating a blocking maneuver, you no longer lose your next attack action.


Clever Disarm (●●●)

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 (●)

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 (●●)

Prerequisite: Endurance

Effect: This merit grants a +2 die bonus for saving against unconsciousness.


Exotic Proficiency (●●)

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 (●●)

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 (●●)

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 (●●●●●)

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 (●●●●)

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 (●)

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 (●●●)

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 (●●●●)

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 (●●)

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 (●●●●)

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 bonus.


Power Attack (●●)

Effect: When performing an all out attack, add 3 dice to the attack pool instead of 2.


Improved Grapple (●●)

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 (●●)

Prerequisite: Power attack

Effect: This merit awards 2 bonus dice to attack rolls made on weapons and armor.


Improved Sunder (●●●)

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 (●●●●)

Effect: When using a ranged weapon at short range, gain 1 additional bonus dice to damage.


Long Shot (●●)

Prerequisite: Point blank shot

Effect: Range on bows, crossbows and thrown weapons is increased by 1.5x original amount.


Precise Shot (●●)

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 (●●)

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 (●●●●)

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 (●●●)

Prerequisite: Fighting style: Two-weapons

Effect: This merit grants a +1 to defense when holding a weapon in each hand.


Weapon Specialty (●●●)

Effect: This merit grants +1 bonus damage with a specific weapon selected when this merit is bought.