Master Merit List (Pending Review)
Merit Levels Prerequisites Page Sphere Notes
Mental Merits
Danger Sense •• Core, p. 108 Sin-Eater, Mortal/Mortal+
Eidetic Memory •• CG Only Core, p. 108 Sin-Eater, Mortal/Mortal+
Encyclopedic Knowledge •••• CG Only Core, p. 108 Sin-Eater, Mortal/Mortal+
Holistic Awareness ••• CG Only Core, p. 108 Sin-Eater, Mortal/Mortal+
Language • to ••• Core, p. 109 Sin-Eater, Mortal/Mortal+
Unseen Sense: Sin-Eater ••• Mortal (non-supernatural); Wits •• Core, p. 109 Mortal
Unseen Sense: Ghosts ••• Mortal (non-supernatural); Wits •• Core, p. 109 Mortal
Unseen Sense: Otherworldly ••• Mortal (non-supernatural); Wits •• Core, p. 109 Mortal
Physical Merits
Ambidextrous ••• CG Only Core, p. 110 Sin-Eater, Mortal/Mortal+
Brawling Dodge Strength •• and Brawl • Core, p. 110 Sin-Eater, Mortal/Mortal+
Direction Sense Core, p. 110 Sin-Eater, Mortal/Mortal+
Disarm •• Dexterity ••• and Weaponry •• Core, p. 110 Sin-Eater, Mortal/Mortal+
Fast Reflexes • or •• Dexterity ••• Core, p. 110 Sin-Eater, Mortal/Mortal+
Fighting Finesse •• Dexterity ••• and Weaponry •• Core, p. 111 Sin-Eater, Mortal/Mortal+
Fleet of Foot • to ••• Strength •• Core, p. 111 Sin-Eater, Mortal/Mortal+
Giant •••• CG Only Core, p. 111 Sin-Eater, Mortal/Mortal+ +1 Size (and thus +1 Health)
Gunslinger ••• Dexterity ••• and Firearms ••• Core, p. 111 Sin-Eater, Mortal/Mortal+
Iron Stamina • to ••• Mortal/Mortal+ Only; Stamina ••• or Resolve ••• Core, p. 111 Mortal/Mortal+
Iron Stomach •• Stamina •• Core, p. 111 Mortal/Mortal+
Natural Immunity Stamina •• Core, p. 113 Mortal/Mortal+
Quick Draw Dexterity ••• Core, p. 113 Sin-Eater, Mortal/Mortal+
Quick Healer •••• Mortal/Mortal+ Only; Stamina •••• Core, p. 113 Mortal/Mortal+
Strong Back Strength •• Core, p. 113 Sin-Eater, Mortal/Mortal+
Strong Lungs ••• Athletics ••• Core, p. 113 Sin-Eater, Mortal/Mortal+
Stunt Driver ••• Dexterity ••• Core, p. 113 Sin-Eater, Mortal/Mortal+
Toxin Resistance •• Stamina ••• Core, p. 113 Mortal/Mortal+
Weaponry Dodge Strength •• and Weaponry • Core, p. 113 Sin-Eater, Mortal/Mortal+
Social Merits
Allies
Allies:_Academic • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Business • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Crime • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Faith • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Government • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_High_Society • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Internet • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Law • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Media • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Medicine • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Military • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Professional • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Science • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Allies:_Supernatural • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Barfly Age 21+ Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts
Contacts:_Academic • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Business • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Crime • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Faith • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Government • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_High_Society • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Internet • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Law • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Media • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Medicine • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Military • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Professional • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Science • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Contacts:_Supernatural • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Fame • to ••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Mentor • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Resources • to ••••• Core, p. 114 Sin-Eater, Mortal/Mortal+
Retainer • to ••••• Core, p. 115 Sin-Eater, Mortal/Mortal+
Status • to ••••• Varies (see book) Core, p. 116 Sin-Eater, Mortal/Mortal+
Striking Looks •• or •••• Core, p. 116 Sin-Eater, Mortal/Mortal+
Supernatural
Ceremonies • to ••••• CGen only Geist Core, p. 87 Sin-Eater
Haunt Fluidity • to ••••• Geist Core, p. 87 Sin-Eater Each dot of Haunt Fluidity grants a +1 bonus to all attempts to cross into (or out of) the Underworld at its location, and an additional die toward any ceremonies performed within its boundaries. This bonus does stack with the benefit granted by using mementos while crossing into the Underworld (see p. 265).
Haunt Residue • to ••••• Geist Core, p. 87 Sin-Eater Each dot of Haunt Residue indicates one point of plasm that the cenote generates each night.
Haunt Utility • to ••••• Geist Core, p. 87 Sin-Eater House rule
Lucid Dreamer Second Sight, page 67 Sin-Eater, Mortal/Mortal+
Memento
Charm Geist Core, p. 202 Sin-Eater Using the Dedicate Charm ceremony, a Charm can be assigned to a key which cannot be changed. Sin-­Eaters gain a+1 bonus to Manifestation rolls with that Key. Sin-­Eaters that display a large number of Charms can gain up to a +3 bonus on Social rolls when dealing with other Sin-Eaters.
Vanitas •• Geist Core, p. 202 Sin-Eater A Sin-Eater can, once per game session. Roll the character’s Wits + Resolve. For every success on this roll, the character regains one lost Willpower point. She must spend a full scene on this meditation. Each vanitas must have the character’s own Threshold & do not have Keys associated with them. A character may not have more than one vanitas memento. Destroying one allows that Sin-Eater to fill up his Willpower pool to its maximum with no roll (beyond any rolls necessary to destroy the memento).
Fetter ••• Geist Core, p. 203 Sin-Eater Fetters have a Threshold and one Key that relate to the character of the ghost bound within. Sin-Eaters gain a +2 bonus to Manifestation rolls with a Key that coincides with that of the fetter, or if their Threshold coincides with the fetter’s. This bonus does not stack. The presence of a fetter may instinctively anger ghosts imposing a penalty to Social rolls. Each fetter has a single Numen associated with it that may be channeled by a Sin-Eater.
Deathmask •••• Geist Core, p. 203 Sin-Eater Deathmasks have a Threshold and one Key that relate to the geist of which they were a part. A deathmask offers a +1 bonus to associated Skill rolls, a +1 bonus to ceremonies that contain elements related to the Deathmask’s Threshold and a +2 bonus to corresponding Manifestations. Deathmasks retain the memory of the Key lost during its transition from keystone to deathmask, giving it the ability to manifest a Numen related to that Key. Deathmasks hold five plasm points, which can be accessed by the owner in place of expending internal stores of plasm. Spent plasm regenerates at a rate of one plasm each day, at dusk. A Sin-Eater may only carry a number of deathmasks at any one time equal to half her Psyche rating (round down).
Memorabilia ••••• Geist Core, p. 89 Sin-Eater The character gains +1 to all Manifestation rolls utilizing the Key bound to the item. The character gains +3 Social bonus to dealing with other Sin-Eaters. Rolls using memorabilia gain the 9-again feature, as well. If the item is a piece of equipment it has a +5 equipment bonus (see book for details). If the item is not a piece of equipment then the Sin-Eater must choose a single Skill with which the memorabilia “bonds” upon purchasing this memento. When the character uses that Skill, he can choose to spend a single turn concentrating. On the next turn, the character’s action gains a +3 bonus as he gains a measure of focus and power from the death energies resonating from the memento. The death energies they radiate can disturb "normal" people. It doesn’t matter if they can see the memento or not — as long as it’s within 50 yards, it unsettles those nearby.
Dead Reckoning Book of the Dead p. 91 Sin-Eaters, Mortal & Mortal+ Needs coding
Mythologist ••• Book of the Dead p. 91 Sin-Eaters, Mortal & Mortal+ The details your character can recall from mythology can sometimes come in very handy, offering a +3 bonus to dice rolls made to decipher the enigmas of the Underworld.
Beacon of Life ••• Mortal (non-supernatural); Occult ••; CG Only Book of the Dead p. 91 Mortal Only
Spelunker • to ••••• Prerequisite: Dexterity ••• and Athletics ••• Book of the Dead p. 93 Sin-Eater, Mortal/Mortal+
Death-Touched •• or •••• Sin-Eater Only Book of the Dead p. 93 Sin-Eater
Medium ••• or ••••• Mortal (non-supernatural); Resolve •• Book of the Dead p. 93 Mortal
Cursed Item • to ••••• Book of the Spirits p. 108 Sin-Eaters, Mortal/Mortal+
Difficult to Ride: Spirits •••• Composure and Resolve ••• Book of the Dead p. 108 Sin-Eaters, Mortal/Mortal+
Difficult to Ride: Ghosts •••• Composure and Resolve ••• Book of the Dead p. 108 Sin-Eaters, Mortal/Mortal+
Easy Ride •• Wits ••• Book of the Dead p. 108 Sin-Eaters, Mortal/Mortal+
Hollow Soul •• Easy Ride Book of the Dead p. 109 Sin-Eaters, Mortal/Mortal+
Pleasing Aura ••• Book of the Dead p. 109 Sin-Eaters, Mortal/Mortal+
Sin-Eater ••• Mortal, Resolve •••, Composure ••, Occult •, Occult Specialty: Sin-Eater Mythologies p. 59 Mortal These are NOT the splat 'Sin-Eaters'.

Geist Merits

Krewe Merits
Krewe Fate (• to •••••) Krewe Founder Geist, p. 184 Sin-Eater
Mythic Aspect (••••) Geist, p. 185 Krewe Founder Sin-Eater
Flesh Fair (• to •••) Geist, p. 185 Krewe Founder Sin-Eater
Deathsoul Initiation (••• to •••••) Varies Geist, p. 185 Sin-Eater Prerequisites: First Rank (•••; minimum Psyche •••), Second Rank (••••; minimum Psyche •••••), Third Rank: (•••••; minimum Psyche •••••••)
Ethos Commitment (Opt-In Benefit) Krewe Member Geist, p. 185 Sin-Eater Free opt-in merit benefit for krewe members
Pooled Merits (Automatic Benefit) Krewe Member Geist, p. 186 Sin-Eater Free automatic merit benefit for krewe members
Mythic Avatar (•••••) Founder of a Tier Two Krewe, Mythic Aspect, Psyche 5 Geist, p. 186 Sin-Eater
Sending Forth the Aspect (•••••) Founder of a Tier Two Krewe Geist, p. 187 Sin-Eater
Death Rite (•••••) Founder of a Tier Two Krewe, Flesh Fair Merit Geist, p. 187 Sin-Eater
Key Initiation (•••••) Ceremonially-invested member of a Tier Two Krewe Geist, p. 187 Sin-Eater Opt-In. Select one Key per krewe. This Key must belong to one of the krewe’s founders. No Sin-Eater can learn this benefit multiple times for multiple Keys.
Krewe Status (• to •••••) Krewe member or ally Geist, p. 188 Sin-Eater
Enhanced Merit (Automatic) Krewe status •• Geist, p. 188 Sin-Eater Pick one Merit from the following: Allies, Contacts, Mentor, Resources, and Status (in a normal, human organizations) only. The choice applies to the entire krewe. If you purchase at least one dot on this Merit, the Sin-Eater earns a number of bonus dots equal to half of her Krewe Status, rounded up: one bonus dot at Krewe Status •, two at Krewe Status •• and three bonus dots at Krewe Status •••••
Forge Key (Opt-In) Psyche 6, two Manifestations at •••••, founder of a Tier Three krewe Geist, p. 189 Sin-Eater
Revenance (•••••) Psyche 6, founder of a Tier Three krewe Geist, p. 189 Sin-Eater
Mythic Aspect (••••) Ceremonially-inducted member of a Tier Three krewe Geist, p. 189 Sin-Eater Aspect must belong to one of the founders. It can’t be a unique Aspect
Mythic Factors (• to •••••) Ceremonially inducted member of a Tier Three krewe Geist, p. 189 Sin-Eater
Merit Mastery (Automatic) Krewe Status • in a Tier Three krewe Geist, p. 190 Sin-Eater Choose three Merits from the following: Allies, Contacts, Mentor, Resources, Retainer, and Status (in mundane organizations). All members of the krewe may purchase these Merits at half the standard experience point cost. This benefit does not apply to Merit dots used in character creation.
Codex (••• to •••••) Ceremonially-inducted krewe member Geist, p. 191 Sin-Eater

Thaum Merits

Non-Ritual Merits
Altered State (• to •••••) Second Sight, page 106 Note: This merit has been renamed from the original name, "Dream".
Library (• to •••, Special) Second Sight, page 113
Magical Nexus (• or ••) Second Sight, page 115
Rituals
Alchemy (External) (•• or ••••) Second Sight, page 102 Prerequisites: Occult •• or Science ••
Alchemy (Internal) (•• to ••••) Second Sight, page 103 Prerequisites: Occult •• & Medicine •
Communion (•• or ••••) Second Sight, page 104
Countermagic (•• or ••••) Second Sight, page 105 Prerequisites: Wits ••
Curse of Ill Fortune (•••) Second Sight, page 106 Prerequisites: Luck Magic (•• or ••••) & Persuasion •
Divination (•••) Second Sight, page 106 [Optional Focuses]
Dream Travel (•••) Second Sight, page 107 Prerequisites: Visionary Trances •• or ••••
Enchantment (•• or ••••) Second Sight, page 107
Evocation (•• or ••••) Second Sight, page 108
Embodied Familiar (••• or ••••) Second Sight, page 109 Prerequisites: Hedge Witch Only, Enchantment (••••)
Twilight Familiar (••• or ••••) Second Sight, page 109 Prerequisites: Shamans require Visionary Trances (••••), Apostles require Communion (••••)
Favorable Fortune (•••) Second Sight, page 110 Prerequisites: Luck Magic (••••)
Geomancy (•••) Second Sight, page 111 Prerequisites: Intelligence •• & Crafts •
Healing (••••) Second Sight, page 111 Prerequisites: Composure •• & Medicine •
Invocation (•• or ••••) Second Sight, page 112
Longevity (•••••) Second Sight, page 113 Prerequisites: Medicine ••• & Alchemy (Internal) •••• and/or Alchemy (External) ••••
Luck Magic (•• or ••••) Second Sight, page 114
Psychic Projection (••••) Second Sight, page 115 Prerequisites: Visionary Trances (••••)
Sacrifice (Ghost) (•) Second Sight, page 115 Prerequisites: Vodoun Only
Sacrifice (Spirit) (•) Second Sight, page 115 Prerequisites: Apostles, Shaman Only
Scrying (•••) Second Sight, page 116 Prerequisites: Wits •• & Occult •
Second Sight (•••) Second Sight, page 116 Prerequisites: Wits ••
See Auras (••) Second Sight, page 116 Prerequisites: Empathy ••
See Spirits (••) Second Sight, page 117 Prerequisites: Visionary Trances
Soul Jar (•• or ••••) Second Sight, page 118 Prerequisites: Second Sight
Visionary Trances (•• or ••••) Second Sight, page 119 Prerequisites: Resolve ••
Warding (•••) Second Sight, page 120 Prerequisites: Resolve •• & Occult •
Weather Control (••••) Second Sight, page 120

Psychic Merits

ESP Merits
Merit Cost Reference Prerequisites Notes
Astral Projection ••• Second Sight, page 36 Clairvoyance PCs with “Uncontrolled Clairvoyance” option cannot learn Astral Projection
Clairvoyance ••• Second Sight, page 36
Optional Versions: Crystal Gazer, Eyes of Another, One Sense Only, Trance Only, Uncontrolled
Dowsing Second Sight, page 38 Cayce Channeling or Spirit Channeling
Postcognition • or ••• Second Sight, page 40 Precognition for the • version. None for the ••• version.
Precognition •••• Second Sight, page 41
Optional Versions: Precognitive Dreams, Required Foci, Touch Precognition, Uncontrolled Precognition
Psychometry ••• or •••• Second Sight, page 41
Mediumist Merits
Merit Cost Reference Prerequisites Notes
Automatic Writing •• Second Sight, page 42
Cayce Channeling ••• Second Sight, page 44
Spirit Channeling ••• Second Sight, page 44 Ghost Calling Question
Death Sight •••• Second Sight, page 44 A character who possesses the Ghost Ally Merit can acquire a limited version of Death Sight capable of letting her see and communicate with his ally by increasing the normal cost of the Ghost Ally Merit. (See “Ghost Ally,” p. 65.)
Optional Versions: Permanent Death Sight
Ghost-Calling ••• Second Sight, page 46
Optional Versions: Spiritualist Medium
Psychokinetic Merits
Merit Cost Reference Prerequisites Notes
Biokinesis • to ••••• Second Sight, page 46
Cryokinesis • to ••••• Second Sight, page 47 Dots in this Merit cannot be higher than the lesser of Resolve or Stamina.
Optional Versions: Emotional Cryokinesis
Plant Empathy Second Sight, page 49 Biokinesis •
Psychic Healing ••••• Second Sight, page 49 Biokinesis •••••
Optional Versions: Empathic Healing, Faith Healer, New Age Healing
Psychic Vampirism ••••• Second Sight, page 49 Biokinesis •••••
Pyrokinesis ••••• Second Sight, page 50
Optional Versions: Emotional Pyrokinesis
Pyrokinetic Immunity •• or •••• Second Sight, page 50 Pyrokinesis
Pyrokinetic Shaping ••••• Second Sight, page 50 Pyrokinesis and Pyrokinetic Immunity ••••
Telekinesis • to ••••• Second Sight, page 52 Cannot use more dots in the Merit at one time than they have Resolve.
Optional Versions: Limited Telekinesis
Thermokinesis • to ••••• Second Sight, page 54 Dots in the Merit cannot exceed the lesser of Resolve or Stamina
Optional Versions: Emotional Thermokinesis
Telepathic Merits
Merit Cost Reference Prerequisites Notes
Animal Empathy •• or •••• Second Sight, page 55
Animal Possession •••• Second Sight, page 56 Animal Empathy •• or ••••
Animal Rapport ••• to ••••• Second Sight, page 57 Animal Ken ••
Aura Reading •• or ••••• Second Sight, page 57
Mental Blast ••••• Second Sight, page 58 Thought Projection ••••
Mind Breaker ••••• Second Sight, page 58 Thought Projection ••••
Mind Control ••••• Second Sight, page 59
Mind Reading ••• to ••••• Second Sight, page 60
Psychic Empathy •••• or ••••• Second Sight, page 60 Aura Reading ••• and Thought Projection (either version)
Optional Versions: Limited Empath, Touch Only, Uncontrolled
Psychic Illusions ••••• Second Sight, page 61 Mind Control and Thought Projection (either version)
Psychic Invisibility ••••• Second Sight, page 62 Mind Control ••••• and Thought Projection (either version)
Telepathic Communication •••• Second Sight, page 63 Thought Projection ••••
Telepathic Rapport ••• Second Sight, page 63 Telepathic Communication ••••
Thought Projection ••• or •••• Second Sight, page 64 Mind Reading •••••
Other Psychic Merits
Merit Cost Reference Prerequisites Notes
Anti-Psi ••••• Second Sight, page 64 May Possess No Additional Powers
Believers • to ••••• Second Sight, page 64 Must possess a Psychic Power, May not take Anti-Psy/Doubting Thomas
Doubting Thomas Second Sight, page 65 May Possess No Additional Powers A Doubting Thomas also suffers from a mild derangement triggered by assertions of psychic phenomena. Select from: Fixation, Suspicion and Irrationality
Ghost Ally ••• to ••••• Second Sight, page 65
Hypnotic Voice •••• Second Sight, page 65 Specialty in Hypnotherapy (or related field) & Persuasion ••• or Science •••
Lucid Dreamer Second Sight, page 67
Psychic Resistance • to ••• Second Sight, page 67
  • See HERE for notes.

Discussion & Comments

  • We had the following Homebrew merit for Sin-Eaters only. It stands discussion on if we want to keep it. ~ Arch
    • Longtime Bound, •••, Prerequisites: CGen only - Gives the Sin-Eater an additional 15xp to be spent upon CGen completion. ~ Arch
  • Added Lucid Dreamer to the list. It is available to all (SE, M+ and M) ~ Arch
  • We had the following merit: Natural Medium, ••• or •••••, BotD, page 93, for Mortals only (vanilla mortals) ~ Arch
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