Merit | Rating | Prerequisites | Description | Book |
---|
Advanced Danger Sense | •• | Danger Sense |
In the first turn of combat, Defense gains +2 and can be applied
universally unless sacrificed. If someone attempts and fails to ambush
you, set your initiative to one higher than the fastest ambusher.
| BTP 113 |
Advanced Direction Sense | •• | Direction Sense | You can intuit the direction to anything you've directly sensed. | BTP 114 |
Epic Direction Sense | •• | Advanced Direction Sense |
You can sense backwards across time, locating since-destroyed objects or
spending Willpower to glimpse the past.
| BTP 114 |
Direct Dial | • | Advanced Direction Sense, Computer ••, Occult •• |
Spend 1 Willpower (or none, if you try to speak to a broodmate) to begin
a phonecall with a target you could have tracked with Advanced Direction
Sense, through the nearest phone or computer.
| BPG 99 |
Advanced Double Jointed | • | Double Jointed |
You can fit your entire body through anything that can accommodate your
head. Apply Double Jointed's grappling penalty even when you act
aggressively.
| BTP 114 |
Advanced Eidetic Memory | • | Eidetic Memory |
Rolled recollection achieves exceptional success on a threshold of three
instead of five. You can perform retroactive Mental or Social analyses.
| BTP 114 |
Epic Potential | • | |
Choose one Attribute and raise its trait maximum by one dot. You may
not purchase this Merit multiple times for different Attributes.
| BTP 114 |
Advanced Fame | • to ••• | Fame |
Your Horror has archetypal resonance. Apply your Advanced Fame dots like
regular Fame dots, but to all of humanity (including stalking Heroes).
Choose a reputation and a corresponding Condition. By acting out your
reputation, you can inflict the Condition on human witnesses a number of
times per session equal to dots in this Merit.
| BTP 115 |
Advanced Fast Reflexes | • | Fast Reflexes ••• | Roll Initiative twice and keep your choice of result. | BTP 115 |
Fist of Nightmares | •• | Brawl ••, Occult •• |
Spend Willpower and roll a Nightmare to hold it in store up to a scene.
Release it by touch, subtracting a success from your roll for every two
dots in the victim's relevant Resistance trait.
| BTP 115 |
Advanced Giant | •• | Giant |
You gain density proportionally with your Satiety. Deal it in Structure
damage to objects that crash into you, and as a penalty to lift you or
knock you down.
| BTP 116 |
Guilty Pleasure | • | |
Choose an embarrassing indulgence that can apply when feeding your
Hunger. Doing so yields another point of Satiety, a point of Willpower,
and the Guilty Condition.
| BTP 116 |
Hunger Management | • to ••• | Resolve ••• |
For each dot in this Merit, you can choose to add or subtract a die when
rolling to gain Satiety.
| BTP 116 |
Iron Skin | • to •• | Brawl ••, Stamina ••• |
Add general Armor equal to your dots in this Merit against bashing
attacks. You can spend a point of Willpower to downgrade lethal damage
to bashing equal to your dots in this merit.
| BTP 117 |
Advanced Iron Skin | • to •• | Iron Skin, Stamina •••• |
Add general Armor equal to your dots in this Merit against bashing and
lethal attacks. With two dots, when you take aggravated damage from a
source other than Anathema, spend Willpower to downgrade one point to
lethal.
| BTP 117 |
Epic Iron Skin | •• | Advanced Iron Skin, Stamina ••••• |
Whenever you take damage from any source other than Anathema, ignore one
point.
| BTP 117 |
Advanced Killer Instinct | • to ••• | Killer Instinct ••• |
You can apply your basic Killer Instinct against any target with no
preparation. If you do prepare your Killer Instinct normally, when you
attack the target, you may spend each dot in this Merit to either
convert a point of lethal damage to aggravated, temporarily ruin 1/1
nonmagical Armor, or ignore two points of Defense and one die of called
shot penalties.
| BTP 117 |
Spoor | • to ••••• | No Fame |
Each dot of this Merit can be spent once per story, when a Hero pursues
you, to either negate a turn of direct pursuit, reduce the Hero's
maximum rolls on an extended investigation, or penalize Heroic Tracking
by a die.
| BTP 120 |
Advanced Striking Looks | •• | Striking Looks •• | Add the rote quality whenever you benefit from Striking Looks. | BTP 121 |
Horrorspawn | • to ••••• | |
Your character has created a permanent Horrorspawn. The Horrorspawn can
feed for her, fight for her, and carry out basic tasks.This Merit can be
purchased multiple times to reflect multiple Horrorspawn.
| BPG 99 |
Infernal Machine | •• | |
Your character has a vehicle that she has customized for pursuit. Add
two to the vehicle’s Durability, five to its Structure, 10 to its
Acceleration and Safe Speed, 20 to its Maximum Speed, and one to its
Handling. Only the Durability and Structure bonuses apply if someone
other than she is driving her vehicle.
| BPG |
Legendary Horror | • to ••••• | ≤ Lair - 3 |
Your Horror gains an Essence pool of 10, which increases by five for
each additional dot purchased and. Your Horror also gains one dot of
Influence and two Numina for each dot you have in this Merit.
| BPG 99 |
Obcasus Initiate | •• | Guidance (BPG 104) |
You gain the capacity to lead an Obcasus rite. You immediately learn the
Consecrate rite. You may learn a maximum number of rites equal to your
Intelligence + Lair.
| BPG 100 |
Primordial Cult | ••+ | Occult •• or Politics •• |
You have gathered followers into a cult. You can only have one cult at a
time. Dots in this Merit in excess of two are used to purchase
additional benefits.
| PBG 100 |
Cult Merits |
---|
Deceptive | • | Primordial Cult •• |
Once per chapter you can use your followers to run interference on
enemies and spies, inflicting the Distracted Condition on anyone
investigating the aftermath of your feeding. If you have the Anonymity
Merit, your followers benefit from it as well.
| BPG 100 |
Edible | • to ••• | Primordial Cult •• |
You can feed by reaping your followers with Nightmares, making a Satiety
roll with base potential equal to dots in Edible.
| BPG 100 |
Influential | • | Primordial Cult •• |
Choose a narrow sphere of influence (bookies, librarians, street kids,
etc.). Once per chapter, subtract two from the Availability rating of
any service or equipment that would fall under that purview, to a
minimum of one. This influence also counts as a dot of Contacts. You can
purchase this benefit five times.
| BPG 100 |
Mystic | •• or ••• | Primordial Cult •• |
Choose a type (clairvoyants, mediums, tele-paths, etc.); you can access
their abilities through the Elect benefit. For two dots, their wisdom
grants you the 9-again quality on Occult rolls, or 8-again if you
already have that benefit. For three dots, once per chapter you can also
use them as a 3-die “equipment bonus” on any roll that would reasonably
relate to their wheelhouse, achieving an exceptional success on three
successes.
| BPG 100 |
Resonant | ••• | Primordial Cult •• |
Once per chapter, if your cult performs a short ritual they can increase
an area’s similarity to one of your Chambers by two steps for a scene
(see Beast: The Primordial, p. 101). Forgo the Willpower cost to impose
a Lair Trait or open a Primordial Pathway.
| BPG 100 |
Doctrinal | ••• | Primordial Cult •• |
The cult gains a +2 modifier on breaking points in-curred from actions
they take to feed you. In addition, once per session you or your
followers can remove two Doors in Social maneuvers meant to proselytize
or recruit allies.
| BPG 100 |
Lair Merits |
---|
Connected Lair | •• | |
The lair has access to the information systems of the mundane world (
Internet, radio, TV ).
| BPG 100 |
Connected Lair | •• | |
When opening a Primordial Pathway you may choose to spend a point of
Satiety. If she does the duration of the pathway is extended. Characters
may enter the area normally but if they attempt to leave they end up in
the Beast’s Lair.
| BPG 101 |
Vast Lair | • or ••• | |
The Chambers of the Lair are larger than normal and require at least 10
minutes per dot in this Merit to traverse.
| BPG 101 |
Well-Stocked Lair | • to ••••• | |
Each dot allows to select two dots worth of Merits that represent the
material goods and inhabitants available in the Lair.
| BPG 101 |