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Storyteller
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Messages : 557
Date d'inscription : 26/05/2008
Age : 37
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Vous pouvez trouver la liste complète des Merits sur le site suivant:

http://wodindex.wikispaces.com/


Voici la liste des merits, utilisez-les à bon escient! Je l’ai copié rapidement et j’y ai laissé les fautes, mais c’est déjà mieux que rien.

Mental Merits

CommonSense ****
Effect: Your character is exceptionally grounded and pragmatic, and can usually be depended upon to make sound, straightforward decisions after a few moments thought.
The Storyteller can make a reflexive Wits + Composureroll once per chapter for your character if he is about to embark on a disastrous course of action, or if you find yourself at a point in the story where youre completely stumped for ideas. If the roll succeeds, the Storyteller may point out the risks of a particular course, or suggest possible actions that your character can take that might get events back on track. N ote: While youre free to ask the Storyteller for a Common Sense roll when youre out of ideas, he is under no obligation to comply. Its an aid, not a crutch. Available at character creation only.

DangerSense **
Effect: You gain a +2 modifier on reflexive Wits + Composure rolls for your character to detect an impending ambush. This kind of roll is typicall made prior to the first turn of a surprise attack.
Your character has a well-developed survival instinct that warns him of im pending danger. Perhaps hes adept at reading subtle clues in his environment or he possesses an uncanny sixth sense when it comes to avoiding trouble.

EideticMemory **
Effect: Your character has a near-photographic memory, being able to recall vast amounts of observed detail with astonishing accuracy. You do not normally need to make a roll for your character to remember an obscure fact or past experience, unless he is under stress (such as in combat). U nder stress, there is a +2 modifier on any Intelligence + Composure or other Skill based roll (say, Academics, to remember a fact) for memory recall. Available at character creation only.

Encyclopedic Knowledge ****
Effect: Your character is a veritable font of useful (and sometimes useless) information on a wide variety of topics. Chances are he can come up with an anecdote pertaining to any situation based on something hes read, witnessed or seen on TV.
You can make an Intelligence + Wits roll any time your character is confronted with a situation or phenomenon outside his normal realm of experience. If the roll is successful, he may recall a factoid that hes heard at some point that may shed light on matters.Available at character creation only. Your character has either been soaking up trivia all his life or he hasnt.

D ramatic Failure: Your character remembers something about the situation that is completely inaccurate.Wait! Wait! I saw something like this in a movie once!
The Storyteller might make Intelligence + Wits rolls on your behalf when a dramatic failure is possible.
Failure: Your character wracks his brain but comes up empty.
Success: Your character remembers a detail or fact that sheds some light on the situation. You said there was an almond odor? Seems to me I read somewhere thats a sign of cyanide poisoning.
Exceptional Success: Your character recalls a number of useful details that provide extensive insight. Hey, cool a little candy skull. They make these in Mexico for the Day of the Dead. Its an offering for a loved one whos died. And they say you cant learn anything on TV.

Holistic awareness ***
Effect: Your character is skilled in the arts of whole body healing, promoting health and recovery by keeping a persons entire physiology balanced and strong. The result is that he is able to treat sickness and some injurie (those not requiring surgery, and ones suffered to bashing or lethal damage but not aggravated) with a collection o natural remedies rather than resorting to a doctor or hospital.
Make an Intelligence + Medicine roll once per day when your character spends an hour treating a patient. If the roll is successful, the patients healing times that day are halved. The worst of a patients injuries must be treated first. So, if he has suffered a lethal wound and a successfu roll is made, the wound heals that day rather than in two days. If the patient has suffered nothing but bashing dam age, all wounds are healed in mere minutes (about eight each). See Chapter 7, p. 175, for healing times.

Dramatic Failure: Your character misdiagnoses or mistreats the problem, making it worse. The patient doe not heal more quickly (he maintains normal healing times). He does, however, suffer an additional point of bashing damage. Your character cannot try to heal the patient again for his current injuries.
Failure: The treatment has no effect and normal healing times apply to any bashing wounds or to a single lethal wound. If the Storyteller allows, your character can make a successive attempt to try again that day (see p. 132). If still no successes are gained to heal a single lethal wound or one or more bashing wounds, those must be allowed to heal naturally before another effort can be made. Thus, if no successes are rolled to heal one of a patients lethal wounds, that wound must heal naturally over two days before your character can try to heal another lethal wound.
Success: Your characters treatment is rewarding and the patients healing time that day is halved.
Exceptional Success: The patient responds remarkably well to treatment. You can skip tomorrows roll altogether. Its automatically assumed to succeed. In that case, two lethal wounds can be healed in two days.
Suggested Equipment: Holistic medicines (+1), healing-touch manuals (+1), body-purifying foods and liquids(+1)
Possible Penalties: Lack of remedies (-1 to -4), noisy environment (-1), imminent danger (-3), improvised facilities (-1)

Language (* ou special)
Effect:Your character knows an additional language besides his own. One dot in this Merit means that he read, write and speak an extra language with minimency. Two dots indicate that he is literate and contionally fluent. Three dots indicate that he can speak language like a native and is well-read in it. You must specify which language your character familiar with when purchasing this Merit.

MeditativeMind *
Effect: Your character can effortlessly enter a meditative state when she chooses, and can remain in it for as long as she wishes. All environmental penalties imposed to Wits + Composure rolls to meditate are ignored. Not even wound penalties apply to your characters efforts to focus. See the Meditation Attribute task in Chapter 2, p. 51.

UnseenSense ***
Prerequisite: Mortal (non-supernatural); Wits **
Effect: Your character has a sixth sense when it comes to the supernatural. Perhaps his hair stands on end, goose bumps race along his arms, or a shiver runs up his
spine. Regardless of the manner, his body reacts to the presence of unseen forces. He cant see or hear anything, and in fact he might not know at first what causes this reaction. It might be a response to a specific type of supernatural phenomenon such as ghosts or vampires, or it might be a general sense that something isnt right. Over time and with a little trial and error, he might be able to qualify what his body tries to tell him. The specific type of supernatural phenomenon to which your character is sensitive must be determined when this Merit is purchased. It can be something as vague as a creepy feeling when in the presence of ghosts, or something as specific as a sudden chill when a vampire is nearby. The Storyteller has final say on the exact nature and trigger of your characters sixth sense, and can keep its nature secret if desired, leaving you to figure it out during play. Only mortal, mundane characters can possess this Merit. The pivotal moment of becoming or being changed into a being with supernatural capabilities eliminates it.


Dernière édition par Storyteller le Sam 12 Oct - 19:42, édité 4 fois
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Physical merits

Ambidextrous ***
Effect: Your character does not suffer the -2 penalty
for using his off-hand in combat or to perform other ac-
tions.Available at character creation only.

Brawlingdodge *
Prerequisite: Strength ** and Brawl *
Effect: Whenever your character performs a dodge
(seeDodge, p. 156), you can choose to add his Brawl
Skill dots to his Defense instead of doubling his Defense.
He essentially draws on his training in blocking and evad-
ing attacks rather than relying on his raw ability alone.
While this might provide little benefit to a brawling nov-
ice, it can give the advanced fighter an edge.
Brawling Dodge applies against incoming Brawl- and
Weaponry-based attacks, against thrown-weapon attacks,
and against Firearms attacks made within close-combat
range. Your character can move up to his Speed and per-
form a Brawling Dodge maneuver in a turn.
A character can possess both the Brawling Dodge and
Weaponry Dodge Merits, but only one can be used per
turn.

DirectionSense *
Effect: Your character has an innate sense of direc-
tion that instinctively allows him to remain oriented. He
can enter unfamiliar territory and always retrace his steps
back to his starting point, and can orient himself to any
of the compass points (i.e., face north, face south) with-
out references.

Disarm **
Prerequisite: Dexterity *** and Weaponry **
Effect:Your character has refined his Weaponry Skill
to the extent that he can use a weapon to disarm oppo-
nents in close combat. When making a normal attack,
compare your successes to the opponents Dexterity. If you
get a number of successes equal to or greater than the
opponents Dexterity, you can choose to have your char-
acter disarm him instead of doing damage. A weapon lands
a number of yards away from the opponent equal to your
uccesses rolled.
Disarming is a different activity than specifically at-
acking or breaking weapons or items carried by oppo-
nents. See Equipment (p. 139) for rules on doing that.

Fast Reflexes * or **
Prerequisites: *** Dexterity
Effect: +1 Initiative per dot
Your characters mix of sharp reflexes and steady
nerves helps him get the drop on adversaries.

Fighting Finesse **
Prerequisite: Dexterity *** and Weaponry **
Effect: Your character prefers to fight with a chosen
weapon in a manner that favors agility over power. With
that one weapon (a rapier or katana, for example), yo
may substitute your characters Dexterity for Strength
when making attack rolls.
This Merit may be purchased multiple times to gain
agility with more weapons, one for each purchase.

Fighting Style boxing * to *****
Prerequisites:Strength ***, Stamina ** and Brawl **
Effect:Your character is trained in the art of boxing,
able to deliver swift, powerful punches, and to duck and
weave away from opponents attacks. He might have par-
ticipated in the sport in high school or college, or made a
go of it professionally. Or he might have taken some classes
at the local health club as a form of exercise.
Dots purchased in this Merit allow access to special
combat maneuvers. Each maneuver is a prerequisite for
the next. So, your character cant have Duck and Weave
until he has Body Blow. The maneuvers and their ef-
fects are described below, most of which are based on the
Brawl Skill.
Body Blow (*): Your character can deliver powerful
blows that leave opponents reeling and gasping for air. If
successes inflicted in a single Brawl attack equal or ex-
ceed a targets Size, the victim loses his next action.
Duck and W eave (**): Your character is trained to
instinctively duck and evade an opponents blows. Use
the higher of your characters Dexterity or Wits to deter-
mine his Defense when dealing with Brawl-based attacks
only (not against Weaponry attacks). If a combination of
Brawl- and Weaponry-based attacks is focused on your
character in the same turn, use his normal Defense against
both.
Combination Blows (***): Your characters train-
ing and experience allow him to devastate opponents with
a flurry of rapid blows. He can make two Brawl attacks
against the same target in a single action. The second at-
tack suffers a -1 penalty. Drawback: Your character can-
not use his Defense against any attack in the same turn in
which he intends to use this maneuver. If he uses Defense
against attacks that occur earlier in the Initiative roster,
before he can perform this maneuver, he
cannot perform the maneuver in the turn. He is too
busy bobbing and weaving out of the way of attacks.
Haymaker (****): Your character can deliver power-
ful, accurate blows capable of knocking an opponent un-
conscious with a single punch. A single Brawl attack that
equals or exceeds the targets Size in damage might knock
him unconscious. A Stamina roll is made for the victim.
If it succeeds, he is conscious but he still loses his next
action due to the Body Blow (see above). If it fails, he is
unconscious for a number of turns equal to the damage
done. Drawback: Your character cannot use his Defense
against any attack in the same turn in which he intends
to use this maneuver. If he uses Defense against attacks
that occur earlier in the Initiative roster, before he can
perform this maneuver, he cannot perform the maneuver
in the turn. He is too busy bobbing and weaving out of
the way of attacks.
Brutal Blow (*****): Your characters accuracy and
power are such that his fists are lethal weapons, able to
injure or kill opponents. A brutal blow inflicts lethal
instead of bashing damage. Drawback:
Spend one Willpower point per attack.
Note that this Willpower expenditure does
not add three dice to the attack.

Fighting Style Kun Fu * to *****
Prerequisites: Strength **, Dex-
Terity **, Stamina ** and Brawl **
Effect: Your character is trained
in one of the many forms of Kung Fu,
conditioning his mind and body for the
purposes of focus and self-defense. He
may have begun his training at an early
age, following in the footsteps of family
or friends, or he may have joined a school
as an adult for the purposes of exercise or
protection. Dots purchased in this
Merit allow access to special com-
bat maneuvers. Each maneuver is
a prerequisite for the next. So, your
character cant have Iron Skin
until he has Focused Attack. The
maneuvers and their effects are listed
below, most of which are based on the
Brawl Skill.

Focused Attack (*):Physical con-
ditioning and accuracy allow your char-
acter to deliver blows at vulnerable
spots on targets. Penalties to hit spe-
cific targets are reduced by one. SeeSpecified Targets, p. 165. Even when
a specific part of an opponent is not tar-
geted, armor penalties to your characters
Brawl attacks are reduced by one.
Iron Skin (**): Your character has hardened his body
to physical blows, allowing him to withstand repeated hits
with minimal effect. He has an effective armor trait of 1
against bashing attacks only.
Defensive Attack (***): Your character has mas-
tered the ability to fight defensively. When using this
maneuver, your character gains +2 to his Defense for the
turn, but any attack he makes suffers a -2 penalty. He can
move no more than his Speed while performing a De-
fense Attack maneuver in a turn.
Whirlwind Strike (****): Your character can un-
leash a storm of blows against an opponent. He can make
a number of extra Brawl attacks for each point of Dexter-
ity that he has above 2 in a single action. Each extra at-
tack is made at a cumulative -1 modifier. Thus, he can
perform a total of two attacks at Dexterity 3 (the second
of which is at -1), three attacks at Dexterity 4 (the third
of which is at -2), and four at Dexterity 5 (the fourth of
which is at -3). All attacks must be
on the same target.
Drawback:Your character cannot use his Defense against
any attack in the same turn in which he intends to use
this maneuver. If he uses Defense against attacks that oc-
cur earlier in the Initiative roster, before he can perform
this maneuver, he cannot perform the maneuver this turn.
He is too busy bobbing and weaving out of the way of
attacks.
Lethal Strike (*****): By focusing his might and
concentration, your character can kill or maim an oppo-
nent with a well-placed strike. A strike inflicts lethal in-
stead of bashing damage. Drawback:Spend one Willpower
point per attack. Note that this Willpower expenditure
does not add three dice to the attack.

Fighting Style Two Weapons * to ****
Prerequisites: Dexterity *** and Weaponry ***
Effect: Your character has trained to fight with a
weapon in both hands, allowing him to attack and dodge
or make two attacks in the same turn. Your character still
suffers the -2 offhand penalty when attacking with a
weapon in his secondary hand (unless you have also pur-
chased the Ambidextrous Merit).
Dots purchased in this Merit allow access to special
combat maneuvers. Each maneuver is a prerequisite for
the next. So, your character cant have Deflect and
Thrust until he has Whirling Blades. The maneuvers
and their effects are detailed below, all of which are based
on the Weaponry Skill.
Whirling Blades (*): Your characters Dodge trait
(Defense doubled; see p. 156) is not penalized by multiple
attacks staged against him in a turn until the number of
attacks exceeds his Weaponry dots, at which point each
attack thereafter reduces his Dodge by -1. So, if your char-
acter (with 2 Defense and 3 Weaponry) dodges attacks in
a turn, the first three incoming attacks suffer his full Dodge
trait as a penalty (-4). The fourth suffers a -3 penalty, the
fifth suffers a -2 penalty, and so on. Basically, your
characters weapons move so quickly all about him that
opponents in close combat have trouble reaching or as-
saulting him.
The Brawling Dodge Merit (see p. 110) cannot re-
place normal Dodge (Defense doubled) when this maneu-
ver is performed.
Deflect and Thrust (**): Your character can avoid
attacks and strike back in the same motion. When using
this maneuver, your character gains +2 to his Defense for
the turn, but any attack he makes suffers a -2 penalty. He
can move no more than his Speed while performing a
Deflect and Thrust maneuver in a turn.
Focused Attack (***): Your character can attack a
single target twice in one turn. The second attack suffers
a -1 penalty. Drawback: Your character cannot use his
Defense against any attack in the same turn in which he
intends to use this maneuver. If he uses Defense against
attacks that occur earlier in the Initiative roster, before
he can perform this maneuver, he cannot perform the
maneuver this turn. He is too busy bobbing and weaving
out of the way of attacks.
Fluid Attack (*****): Your character can make a
single attack on two different targets in one turn. The
targets cannot be a distance apart in excess of your
characters Speed trait. The second attack suffers a -1 pen-
alty. Drawback: Your character cannot use his Defense
against any attack in the same turn in which he intends
to use this maneuver. If he uses Defense against attacks
that occur earlier in the Initiative roster, before he can
perform this maneuver, he cannot perform the maneuver
this turn. He is too busy bobbing and weaving out of the
way of attacks.

Fleet of Foot * to ***
Prerequisites: ** Strength
Effect: +1 Speed per dot
Regardless of your characters physical build, he can
run quickly when he chooses to.

Fresh Start *
Prerequisites: Fast Reflexes **
Effect: Your character dedicates an action to alter-
ing his standing in the Initiative order in the following
turn and for all subsequent turns, choosing to insert him-
self at a new point in the roster, even if it means going
first when he went last before. For example, if your Initia-
tive roll (see p. 151) resulted in a 9, but a rival whom your
character wanted to waylay got a 12, your character can
forfeit an action in turn one to get a fresh start and then
act before that rival at 13 in turn two and afterward.
Drawback:A character must take an action to change
his Initiative ranking in subsequent turns. He can do noth-
ing else in that action except move up to his Speed.
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Giant ****
Effect: Your character is seven or more feet tall and
over 250 pounds. He is +1 Size (and thus +1 Health).
Available at character creation only.
Drawback: Your character needs to shop in big-and-
tall clothing stores or gets clothes custom tailored. He
might also be required to purchase two seats for air travel,
depending on the airline.

Gunslinger ***
Prerequisites: Dexterity *** and Firearms ***
Effect: Your characters capability and experience
with firearms is such that he can accurately fire two pis-
tols at the same time. Your character still suffers the -2
offhand penalty for shooting with his secondary hand (un-
less he also possesses the Ambidextrous Merit, above), but
he can shoot both pistols as a single action during a turn.
The second attack is also at a -1 penalty. Your character
may shoot at two different targets if he wishes, but the
amount of concentration required negates his Defense for
the turn.
The Merit can be used with pistols only.
Drawback: Your character cannot use his Defense
against any attack in the same turn in which he intends
to use this Merit on two separate targets in the same turn.
If he uses Defense against attacks that occur earlier in the
Initiative roster, before he can perform this maneuver, he
cannot perform the maneuver this turn. He is too busy
bobbing and weaving out of the way of attacks.

IronStamina * to ***
Prerequisites: Stamina *** or Resolve ***
Effect: Each dot eliminates a negative modifier (on
a one-for-one basis) when resisting the effects of fatigue
or injury. For example: A character with Iron Stamina
is able to ignore up to a -2 modifier brought on by fatigue.
SeeFatigue, p. 179. The Merit also counteracts the ef-
fects of wound penalties. So, if all of your characters Health
boxes are filled (which normally imposes a -3 penalty to
his actions) and he has Iron Stamina , those penalties
are reduced to -2. This Merit cannot be used to gain posi-
tive modifiers for actions, only to cancel out negative ones.
Your character can push his body well past the limits
of physical endurance when he has to, pressing on in the
face of mounting exhaustion or pain. Perhaps he trained
himself to go without sleep for days at a time in order to
get through college, or a lifetime of sports has taught your
character how to play through the pain no matter how
bad it gets.
Drawback: When your character does finally rest,
he sleeps like the dead. After staying awake for an ex-
tended period, your character is extremely difficult to wake
until hes slept for a minimum of 12 hours, regardless of
the situation.

IronStomach **
Prerequisites: Stamina **
Effect: Your character can eat almost anything, un-
der almost any conditions. Greasy bacon and runny eggs
on a raging hangover? No problem. The green meat in
the fridge? No problem. Milk two weeks past its expira-
tion date? No problem. He could be dropped in the middle
of the forest and could live off bugs and roots as long as
necessary in order to survive and with no ill effects.
Add two dice to appropriate Survival rolls. Add three to
Stamina to resist deprivation (see p. 175).

Natural Immunity *
Prerequisites: Stamina **
Effect:Your character gains a+2 modifier on Stamina
rolls to resist infection, sickness and disease. His immune
system is exceptionally effective at resisting infections,
viruses and bacteria. Your character can probably count
on one hand the number of times hes been seriously ill.

Quickdraw *
Prerequisites: Dexterity ***
Effect: Your character can draw a pistol and fire or
pull a melee weapon and attack without penalty as a single
action in a turn. If a weapon is hidden on your characters
person (under a coat or in a purse), it can be drawn and
used in the same turn without the normal loss of Defense.
A separate Quick Draw Merit must be acquired for use
with firearms and melee weapons.

QuickHealer ****
Prerequisite: Stamina ****
Effect: Your characters healing abilities are remark-
able, allowing him to bounce back quickly from injuries
that would leave most people bedridden for months.
Your character recovers from injuries in half the time
that others do. One point of bashing damage is healed in
eight minutes. One point of lethal damage is healed in
one day. One point of aggravated damage is healed in four
days.

Strongback *
Prerequisites: Strength **
Effect:Your character gains a +1 modifier to actions
involving lifting or carrying heavy weights. She can lift
and carry much more weight than her build and body type
suggests.

StrongLungs ***
Prerequisite: Athletics ***
Effect: Your character is practiced at holding his
breath for long periods of time. He might be a pearl diver
or escape artist, capable of staying underwater without aid
or longer than most people believe is possible.
When determining how long your character can hold
his breath, add two to Stamina when referencing the
Holding Breath chart on p. 49. For example, if your
characters Stamina is 2, he can hold his breath for four
minutes before you need to make a roll.

Stuntdriver ***
Prerequisites: Dexterity ***
Effects: Your character can drive a vehicle and per-
form an unrelated action (e.g., fire a gun, punch another
passenger) in the same turn. Drive rolls may still be nec-
essary for dangerous maneuvers or situations. See Ve-
hicles, p. 141.

Toxin Resistance **
Prerequisite: Stamina ***
Effect:Your character gains a +2 modifier to Stamina
rolls to resist the effects of drugs, poisons and toxins. His
body is capable of withstanding high levels of chemicals
without suffering any ill effects. Hes probably never had
a case of food poisoning, much less a hangover.
Drawbacks: Your characters body cant tell the dif-
ference between recreational toxins and intentional ones.
Its very difficult for him to become intoxicated, whether
from alcohol, nicotine or other drugs. Also, painkillers
and anesthetics are only half as effective as normal.

Weaponry dodge *
Prerequisite: Strength ** and Weaponry *
Effect: Whenever your character performs a dodge
(seeDodge, p. 156), you can choose to add his Weap-
onry Skill dots to his Defense instead of doubling his De-
fense. He essentially draws on his training in parrying and
evading attacks rather than relying on his raw ability alone.
While this might provide little benefit to a fencing nov-
ice, it can give the advanced fighter an edge.
Weaponry Dodge applies against incoming Brawl- and
Weaponry-based attacks, against thrown-weapon attacks,
and against Firearms attacks made within close-combat
range. Your character can move up to his Speed and per-
form a Weaponry Dodge maneuver in a turn.
A character can possess both the Brawling Dodge and
Weaponry Dodge Merits, but only one can be used per
turn.
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SocialMerits

Allies * to *****
Effect:Allies are people who are willing to help your
character from time to time. They may be associates,
friends of convenience or people who owe your character
a favor. Each acquisition of this Merit is dedicated to one
type of ally, whether in an organization, society or circle.
Examples include the police, City Hall, criminals, unions,
banks, university faculty and hospital staff. In order to have
alliances in more than one venue, you need to purchase
this Merit multiple times, each trait with its own dots.
Thus, your character might have Allies (Police) , Al-
lies (Criminals) and Allies (City Hall) , each ac-
quired separately at character creation or during play.
Each dot that your character has indicates how deep
his influence runs in that group. One dot might mean he
can ask for minor favors, such as being spared a parking
ticket if alliance is among police, or being allowed to see
an article before it goes to press if alliance is among re-
porters. Three dots garner considerable favors, such as a
building permit going missing at City Hall, or a strike
resolution being wrapped up early among union leaders.
Five dots allow for dangerous and even overtly criminal
favors, such as a stock being sabotaged on Wall Street or
the answers to an exam being shared by a university pro-
fessor.
The kinds of requests made of people in an organiza-
tion typically have to relate to their sphere of influence.
Asking a criminal to slow down the bureaucratic process
at City Hall makes no sense, but asking him to pass along
word of a drug buy does. Favors might be minor and within
the bounds of a persons job or role, such as processing
some paperwork more quickly than usual, or could be sig-
nificant or dangerous and outside whats allowed or even
legal, such as allowing a civilian access to the police evi-
dence locker.
The Storyteller has final say over what is an accept-
able request and what is not. If theres any doubt, the Sto-
ryteller could call for a Manipulation + Persuasion roll,
with a bonus equal to your characters Allies dots. Penal-
ties might also apply based on the importance or danger
of the request. Asking someone to do something already
in the bounds of their role imposes no modifier, while ask-
ing them to do something that could get them suspended
imposes a -3 penalty, and asking for something that could
get them jailed or killed is -5. Frequent favors asked of the
same group also imposes a penalty as group members grow
tired of being called upon.
Similarly, a roll of Manipulation + Persuasion + Al-
lies dots could determine how many police answer your
characters call for help, or how many longshoremen turn
up when your character needs a show of force (one per
success rolled).
Allies doesnt have to be defined in terms of specific
individuals over whom your character has sway. He could
simply know a variety of people among city reporters and
he can call upon them in general from time to time. You
should, however, explain why your character has influ-
ence in a particular body. Maybe he worked there himself
at one time and still has friends in the organization. Or he
has done a group a favor and its members still owe him.
Drawback: Allies are not automatons, waiting for
your character to ask for help. They have their own lives
and needs. An alliance is a two-way relationship. Calling
for favors makes your character indebted to his friends,
and they are sure to call such favors in when they need
help. The Storyteller can use such debts as inspiration for
future stories.

Barfly *
Effect: No matter what town or city your character
is in, he can find his way into the best nightspots with a
few quick words and a timely bribe. There isnt a velvet
rope made that can keep him out of a restaurant or club.

Contacts * to *****
Effect:Contacts provide your character information
in a particular area of awareness. Each dot in this Merit
represents one arena or circle in which your character has
a web of connections and from which he may draw infor-
mation. If he has Contacts , his dots might be as-
signed to computer hackers, couriers and big business, re-
spectively. Contacts can include individuals whom you
or the Storyteller defines, but more likely they comprise
an array of people from whom your character can draw
information with a phone call, email or face-to-face query.
Contacts is strictly information-gathering. Contacts do
not come perform services for your character or rush to
his aid. Those actions are the purview of other Merits such
as Allies and Retainer.
Gaining information from contacts requires a success-
ful Manipulation + Persuasion or Socialize roll, depend-
ing on the relationship between your character and the
people in question. Penalties might apply if the informa-
tion sought is little known (-1 to -3), confidential (-3), or
if sharing it could get people in trouble or harmed (-3 to -
5). Success doesnt guarantee exactly the information for
which your character looks. Contacts arent all-knowing,
and the Storyteller is perfectly justified in saying that a
particular contact simply doesnt know something.
Dramatic Failure: The contact doesnt tell your char-
acter the full extent of what he knows, or provides mis-
leading information. Perhaps hes holding out for money
or favors, or simply makes an honest mistake.
Failure: The contact doesnt have the information
your character needs.
Success: The contact is able to provide some infor-
mation thats helpful to your character.
Exceptional Success: The contact is able to provide
a wealth of information to your character, providing an-
swers to questions that arent even asked.
Suggested Equipment: Gift (+1), small bribe (+1),
large bribe (+2), an outstanding favor (+1 to +3)
Possible Penalties: Lack of bribe (-1), frequent and
recent requests (-1 to -2), information confidential (-1 to
-3), information scarce (-2), information obscure (-3)

Fame * to ***
Effect: Your character has a measure of recognition
in todays media-saturated society, possibly as a performer,
athlete, politician or other sort of public personality. Hes
frequently identified and can often get star treatment. On
the other hand, its difficult for your character to go places
without being recognized, and the media watches him
carefully.
Each dot adds a +1 modifier to your characters So-
cialize (or Persuasion, where applicable) rolls among those
who are impressed by his celebrity status.
Drawback: The more famous your character is, the
more easily he is recognized by the public. The Storyteller
should apply the same +1 modifier per dot to a general
Wits + Composure roll to see if he is recognized by any-
one on the street. An exceptional success indicates that
one or more people are loyal fans who approach him for
autographs, pictures and long conversations.

Inspiring ****
Prerequisite: Presence ****
Effect: Your character is able to rally others in times
of great distress, renewing their courage and determina-
tion in the face of adversity.
Once per game session, your character can exhort
those around him to redouble their efforts in the face of
great stress or danger. Make a Presence + Persuasion roll.
If the roll succeeds, any individuals who actively assist
your character and who are within earshot regain one spent
Willpower point (not to exceed their Willpower dots).
The character may not use this Merit on himself, and may
not use it on the same subjects more than once a day.

Mentor * to *****
Effect: This Merit gives your character a friend and
teacher who provides her with advice and guidance. Your
characters mentor acts on her behalf, although the Sto-
ryteller determines exactly how. A mentor usually offers
advice, allowing the Storyteller to use him to help guide
your character through tough situations. A mentor may
also use his influence or abilities to help your character
out, although he probably wants to see his charge do things
for herself. A mentor is likely to give up in disgust on a
pupil who constantly asks for aid. Mentors may also ask
for something in return for their assistance, which can
lead your character into some interesting situations.
The number of dots purchased in this Merit deter-
mines the relative power, knowledge and experience of
your characters teacher. One dot indicates a mentor with
one or more specialized Skills and a small amount of ex-
perience in your characters field of interest. Two dots in-
dicate a mentor with a wide range of capability and expe-
rience in your characters field of interest. Three dots in-
dicate a mentor possessing a broad range of Skills, years of
experience and significant influence in your characters
field of interest. Four dots indicate a mentor who not only
possesses a broad range of Skills and decades (or in some
cases,centuries) of experience, he is also a preeminent fig-
ure with major influence in your characters field of inter-
est. Five dots indicate a mentor with towering influence
and power in your characters field of interest. A five-dot
patron watches over your character and influences her life
in ways both obvious and subtle, and likely has an agenda
in which your character is pivotal.
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Messages : 557
Date d'inscription : 26/05/2008
Age : 37
Localisation : Citadelle impériale de St-Bruno

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Resources * to *****
Effects: This Merit measures your characters mate-
rial resources, both possessions and wealth. All characters
are assumed to have a job or a source of income (trust
fund, parents) that is sufficient to cover their basic needs:
food, shelter and transportation. Dots in this Merit repre-
sent disposable income wealth and assets that can be
liquidated for more money in case of emergency. The num-
ber of dots indicates your characters general level of
wealth. One dot suggests low disposable income: $500 a
month and approximately $1,000 worth of assets. Two dots
suggest moderate disposable income: $1,000 a month and
approximately $5000 worth of assets. Three dots suggest
significant disposable income: $2000 a month and maybe
$10,000 worth of assets. Four dots suggest substantial dis-
posable income: $10,000 a month and $500,000 worth of
assets. Five dots suggest significant wealth: $50,000 a
month and as much as $5,000,000 worth of assets.
Resources can be used to determine if your character
can reasonably afford a purchase or expenditure. Equip-
ment, weapons and items throughout these rules are as-
signed costs in dots. The Storyteller can assign cost dots
to other items during play based on whats here. If your
character has the same or more dots in Resources, he can
afford the item on his disposable income. That doesnt
mean he has a blank check with which to buy everything
he sees. He might be able to afford one or two items with
a cost equal to his Resources dots in a single month. Items
with lower costs can be acquired more often. The Story-
teller has final say on whats too much or whats too often.
Your characters Resources dots arent spent and dont
go away. They represent available cash at any given mo-
ment. The only means by which your characters Resource
dots might decrease is if story events conspire against them.
Perhaps your characters fortune is wiped out, he loses his
job or his company is subjected to a hostile takeover. The
Storyteller therefore influences how your characters dots
might decrease, and whether they can be salvaged.

Retainer * to *****
Effects: Your character
has an assistant, aide, inden-
tured servant or fanatical
follower on whom she can
rely. You need to establish
how this trusty companion
was acquired. He may be
paid exorbitant amounts of
money that buy his unwa-
vering loyalty. He might
owe his life to your charac-
ter (or to your characters
predecessors). Your charac-
ter might blackmail this per-
son or threaten his family
with harm if services are not
rendered. Or your character
might have a supernatural
hold over this poor person.
Regardless of the circum-
stances, this person is con-
stantly loyal and follows al-
most any order without
question.
A retainer can be
called upon to perform many duties without fail. A body-
guard might be willing to hurt other people on a mere
command. A dedicated street kid might hang on your
characters every word and get her information or con-
tacts without being asked. Unless your character has di-
rect control over a retainers mind, however, this person
cant be made to perform any task. He might not risk his
own life unduly or perform a task that violates his own
morals. You or the Storyteller should detail your retainer
with an identity, background and character sheet of his
own. The Storyteller usually plays your characters retainer.
Each acquisition of this Merit grants your character one
follower. Dots spent in the trait indicate the training, capa-
bility or flexibility of the aide. One dot suggests a child, an
automaton or a madman with limited capabilities and free-
dom of thought. Two dots indicate an ordinary person over
whom your character has sway. The servant is completely
mundane and has no particular training above the human
norm (he has two dots in all of his Attributes and Skills).
Three dots represent a capable employee with a range of
training at his disposal (three or four of his traits have three
dots). Four dots represent a valued and irreplaceable assis-
tant (someone with a handful of traits with four dots each).
Five dots indicate an extraordinary follower. He is excep-
tional in many ways (five dots in a couple traits, and four in
many others) or he may be capable of supernatural feats.
Retainer is different from Allies in that no roll is ever made
to get results from an aide. He performs the task requested, un-
less subjected to repeated abuse or an utterly intolerable assign-
ment (as decided by the Sto-
ryteller based on the assistants
personality).
Drawback: If your re-
tainer is ever hurt he may
be incapable of service
while recovering. If he is
killed, hes lost forever un-
less supernatural in origin.
A retainer who possesses
his own will and who is
forced to perform a duty
that offends his sensibilities
or defies his morals may
abandon your character,
temporarily or perma-
nently. Points spent to ac-
quire a retainer who is
killed or driven off are lost.

Status * to *****
Prerequisites: Varies
(see below)
Effects: Your character
has standing, credentials, au-
thority or respect within an
organization, group, com-
pany or social body. He might have an official position oritle, or might simply be revered and honored within the
group and therefore accorded a degree of authority. Your
character might be a company vice president, a police ser-
geant or lieutenant, an army corporal or a nurse at a hospi-al. Or he could be a lowly member of the group whom ev-
eryone likes or who has won some acclaim and is allowed
more standing than he is officially entitled.
Each acquisition of this Merit is dedicated to one type
of authority, whether in an organization, society or circle.
Examples include police, City Hall, criminals, unions, banks,
a university faculty and hospital staff. In order to have au-hority in more than one venue, you need to purchase this
Merit multiple times, each trait with its own dots. Thus,
your character might have Status (Police) , Status (Crimi-
nals) and Status (City Hall) , each acquired sepa-
rately at character creation or during play. You would need
to explain how he reconciles all this authority in the set-
ting. The aforementioned character might be a dirty police
sergeant who has paid his dues in civil elections and gained
some recognition among city officials.
Status represents the privileges and liberties that your
character is authorized to take within the confines and defini-
tions of his group. Increasing dots reflect increasing clout. A
cop with Status 1 can enter the suspect lockup and interro-
gation rooms, while a cop with Status 4 can enter the evi-
dence locker without supervision or get involved in a crime-
scene investigation without specifically being called in.
The phrase within the confines and definitions of his
group is emphasized above because Status operates exclu-
sively through official channels. A surgeon might have one
patient seen or operated on before another, because thats
within the official confines of his authority. Exceeding the
confines of authority or proper channels transcends the limits
of the Status Merit. Going above and beyond to ask for
favors rather than give orders or to requisition an official
request enters the realm of the Allies Merit. So, a police
detective who gets a lower-ranking officer to investigate a
case may do so with Status. That request is conducted
through proper channels. Meanwhile, a police detective who
asks another officer to overlook some evidence or to delay
an investigation does so with Allies. The favor is asked out-
side official channels.
While Status might allow your character to give or-
ders to underlings, the Merit doesnt automatically get re-
sults. Subordinates or co-workers might resent their as-
signments, dislike your character or have personal agen-
das that interfere with your characters needs. Efforts to
get things done through official channels still call for Ma-
nipulation + Intimidation, Persuasion or Socialize rolls,
whichever Skill is appropriate to the request, circum-
stances and your characters standing within the organi-
zation. Bonus dice equal your characters Status dots. Pen-
alties might apply if your character browbeats someone (-
1), uses threats (-2), skirts the limits of his authority (-2)
or exceeds his authority (-3 to -5).
Some sample organizations and the basic benefits,
perks and privileges of standing in them are listed below.
City Police: A patrol officer has legal powers of search,
seizure and arrest, is permitted to carry a firearm at all
times and has access to a wide range of local databases.
High-ranking officers (+) can initiate investigations,
coordinate with neighboring county or state police, and
call in urban-assault teams.
Clerical Standing: Your character is a licensed min-
ister, gaining access to people and places such as accused
criminals, hospital patients, crime and accident scenes,
and restricted areas in religious institutions. Prerequisite:
Academics Skill Specialty: Religion.
Corporate Executive: A low-level corporate execu-
tive has access to much of the companys resources, in-
cluding corporate credit cards, vehicles, cell phones and
computer equipment. Depending on the company, he can
also access sources of information and influence not avail-
able to the general public. Executives (+) have larger
salaries, expense accounts, and hiring and firing powers,
not to mention social perks and access to connected po-
litical figures and/or celebrities.
Diplomat:Your character is a registered diplomat for
a sovereign country. If he works in a foreign country he
has free lodging, access to his countrys embassy and im-
munity from foreign criminal prosecution. Prerequisites:
Politics and Persuasion .
Licensed Professional: Your character is licensed in a
recognized profession that affords him privileges unavail-
able to most civilians. He might be a private investigator
and authorized to carry a concealed weapon and to have
access to restricted databases and government files, or he
could be a building contractor and be authorized to own
and use explosives for professional applications. Prerequi-
site: Academics Skill Specialty: Law (private investigator),
Science Skill Specialty: Demolitions (building contractor).
Medical: Your character is licensed to practice medi-
cine. He can write prescriptions, access medical records
and gain access to restricted areas such as crime and acci-
dent scenes. Prerequisite: Medicine.
Military: An enlisted soldier has a monthly stipend,
is permitted to possess military-grade firearms and has ac-
cess to restricted sources of information and equipment.
If he is an active-duty soldier he receives free room and
board and medical care. High-ranking soldiers (+)
are officers who can command units, requisition military
equipment and perhaps even initiate foreign insurgencies.
R otary Club: A basic member in good standing has
access to the local meeting hall and a network of mem-
bers who can provide club-related information or perform
club-related duties. A basic member can also benefit from
the organizations emergency fund in times of need. High-
ranking members (+) have access to other clubs
around the country, and have sway over connected civic
groups and political figures.
Drawback: Your characters standing in a given or-
ganization is dependent on the fulfillment of his duties
and on abiding by the regulations required of members.

Striking Looks ** or ****
Effect: Your character is exceptionally attractive by
modern standards; heads turn and conversations stop when
she enters a room.
For two dots, your character gets a +1 modifier to all
Presence or Manipulation rolls when she attempts to use
her looks to entertain, persuade, distract or deceive others.
For four dots, your characters looks are angelic; she
gets a +2 modifier.
Drawback:The more attractive your character is, the
harder it is for her to avoid notice in public. Witnesses to
any criminal acts are much more likely to remember your
characters appearance, and easily recognize her in a lineup.
Your character is also likely to receive a great degree of
unwanted attention in social situations.
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Admin
Storyteller


Messages : 557
Date d'inscription : 26/05/2008
Age : 37
Localisation : Citadelle impériale de St-Bruno

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