Merits, Locations - Codex of Darkness Wiki

Merits, Locations

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A large dot (●) in the second column denotes a Merit that can be shared by multiple characters.

Merit Rating Prerequisites Description Book
Safe Place • to ••••• You've secured a place from intrusion. Apply your Safe Place rating as an Initiative bonus while there, and a penalty to break in. With Crafts you can install traps, forcing intruders to roll Dexterity + Larceny - Safe Place to avoid up to your Safe Place in lethal damage. CofD 54
Safehouse Cache Safe Place You've prepared a hidden Size 5 cache of equipment, which imposes a -5 penalty to intruding would-be raiders. This Merit can be taken multiple times, whether for multiple caches or larger caches. HMR 158, HTV 70
Safehouse Secrecy • to ••••• Safe Place You've gone to pains to claim a space anonymously. Penalize attempts to draw a connection between you and your Safe Place by dots in this Merit. HMR 158, HTV 71
Vampire Merits
Burrow • to ••••• Revenant, Safe Place, must be shared Replaces Haven. You share a hideout with other revenants. Add Burrow as bonus dice to stir from daysleep and stay awake in the daytime. In combat, intruders and unfamiliar guests are Distracted for one turn per dot of Burrow. HD 80
Haven • to ••••• Safe Place You've sunproofed your residence and made it a home. Add Haven as bonus dice to stir from daysleep and stay awake in the daytime, and to use Kindred Senses within your home. VTR 2e 112
Mandragora Garden • to ••••• Crúac •, Crone Status, ≤ Safe Place Your Safe Place grows ghouled plants, which you must feed Vitae equal to your Merit dots each month, but which produce twice that quantity in Vitae's worth of sap and nectar. Their magical sympathy empowers Crúac cast there and receives it from afar, but can rile the Beast when attacked. SotC 181
Nest Guardian • to ••••• Ordo Status You are the custodian of a Wyrm's Nest, host to a supernatural phenomenon proportional to dots in this Merit. You may purchase additional features separately, listed below. SotC 197
Temple of Damnation • to ••••• Lancea Status, ≤ Safe Place You've secured and consecrated a gathering place to a particular Sanctified virtue. Apply dots in this Merit as a bonus to actions in service of that virtue while within the temple, or after attending rites there. SotC 194
Werewolf Merits
Dedicated Locus • to ••••• Safe Place You've personally attuned a locus to your pack. The locus has a rating equal to dots in this Merit, and provides the pack the ability to spend a point of Essence above their per-turn cap, a number of times per day equal to Dedicated Locus dots. WTF 2e 106
Lodge Stronghold •• or •••• Lodge As a five-dot Safe Place. With four dots, it boasts lines of supernatural defenses or spirit wards. Pack 81
Residential Area • to ••••• Your pack has integrated into an inhabited territory. Every session, by canvassing for help, you can redistribute your dots in this Merit among effective dots of Allies, Contacts and Retainers. WTF 2e 107
Mage Merits
Demesne ••• Sanctum Your Sanctum has been prepared as a Demesne, providing a +2 Yantra bonus to appropriate spells, and shielding them from the risk of Paradoxes so long as they're not exposed to Sleepers. MTA 2e 104, 242
Hallow • to ••••• You've secured a geomantic wellspring of Mana. You can draw out up to your dots in this Merit in points of Mana each day, and the Hallow can store up to three times as many unharvested points as some form of tass. MTA 2e 101
Sanctum • to ••••• Safe Place Your secure place is secreted away well enough to insulate your sorcery. Increase your spell control when casting there by your dots in this Merit. You can maintain spells cast beyond your normal spell control this way after leaving the Sanctum. MTA 2e 104
Promethean Merits
Hovel • to ••••• Safe Place You've crafted a space to acclimate it to your Azoth. Time spent in your Hovel doesn't contribute to Wastelands. You can store a dot of Azoth per dot in this Merit in an item aligned with your element in the Hovel, leaving you with reduced Azoth until you retrieve it from the item. PTC 2e 115
Changeling Merits
Hollow • to ••••• You've secured a residence within the Hedge, impregnable to outsiders with lesser Wyrd. While in your Hollow, penalize attempts to investigate, track or pursue you by dots in this Merit. Dots of Hollow are also distributed among extra features, listed below. CTL 2e 116
Stable Trod • to ••••• You've secured a local trod of equal rating. A number of Hollows along the trod up to dots in Stable Trod share an extra one-dot Hollow feature. You may roll Stable Trod as a dice pool once a story to farm extra Glamour goblin fruit from it. CTL 2e 119
Workshop • to ••••• Hollow Your Hollow contains space and equipment for an appropriate Crafts Specialty for each dot in this Merit. Apply Workshop as bonus dice to relevant Crafts rolls. CTL 2e 120
Demon Merits
Bolthole • to ••••• You have a tiny extradimensional realm where time doesn't progress. It's warded against angels, and rolls to find the access point are penalized by dots in this Merit. Dots of Bolthole are also distributed among extra features, listed below. DTD 120

Wyrm's Nest Features

Feature Rating Prerequisites Description Book
Chapterhouse • to ••••• Ordo Status ••• Vampires in the Nest add dots in this Merit as a bonus to resist violence, and as a penalty to lash out with the Predatory Aura. SotC 199
Crucible ••• Occult •••• Vampires may advance study of the Mysteries of the Dragon in the Nest at an experience discount. SotC 199
Feng Shui • to ••••• Academics ••, Occult ••• Choose a Skill. Vampires in the Nest may add dots in this Merit as bonus dice when rolling that Skill. SotC 199
Perilous Nest • to ••••• Occult ••• You've harnessed a hazard native to the Nest to attack certain unwelcome types. It uses a dice pool equal to twice your dots in this Merit. SotC 199

Hollow Features

Feature Rating Prerequisites Description Book
Easy Access ••• The Hollow has no fixed entrance, and is instead entered (and later exited) through any unlocked door with Glamour and a small ritual. CTL 2e 117
Escape Route • or •• The Hollow has a secondary exit into the material realm, which with two dots may be accessed from anywhere in the Hollow. CTL 2e 116
Hidden Entry •• Penalize rolls to find the Hollow's entrance by -2. When all characters sharing the Hollow are within, the entrance disappears. CTL 2e 117
Hob Alarm Hob Kin Each story, take one Goblin Debt to preserve a domestic guard of friendly hobs. Ambush in the Hollow does not strip Defense and applies Hollow as bonus dice to actions in the first turn of combat. CTL 2e 116
Home Turf ••• Apply Hollow as a bonus to Initiative and Defense against intruders. CTL 2e 117
Luxury Goods Once a session, roll Hollow as a dice pool and distribute successes among amenities by Availability or Hedgespun items by rating. CTL 2e 116
Phantom Phone Booth A magical fixture can make outgoing calls to publically listed numbers outside the Hedge. CTL 2e 116
Route Zero A one-dot trod passes through the Hollow. It may link allied Hollows, or once a day, may be traversed with a Hedge navigation roll to recover Willpower. CTL 2e 116
Shadow Garden A plot of soil infinitely replenishes copies of goblin fruit without their magical properties, which only temporarily stave off hunger. CTL 2e 116
Size Matters • or •• The Hollow is large enough to sustain up to six residents, or with two dots, the size of a small town. CTL 2e 116

Bolthole Features

Feature Rating Description Book
Arsenal • to ••••• Once per session, your bolthole can supply one weapon with a rating equal to your Arsenal dots, two weapons with a rating one less than your Arsenal dots, and any number of weapons with a rating less than that. DTD 120
Cover-Linked •• Choose one Cover identity. The bolthole only exists while you are in that Cover's form. Anything in the bolthole not provided by these features is lost forever when the bolthole stops existing. DTD 120
Easy Access ••• You can reassign the bolthole's entrance by touching a door and spending Aether. Characters still exit the bolthole the way they came in. DTD 121
No Twilight Ephemeral beings that enter the bolthole manifest physically. DTD 120
Self-Destruct You can implode your bolthole. Anyone inside takes lethal damage equal to your dots in Bolthole and has one turn to leave before the exit to reality is lost. DTD 120
Trap Door •• The entrance from the physical realm into the bolthole only exists when you're outside it, although those capable can still enter from Twilight. DTD 121
Notation Legend
Dot of a Trait Rating (Skills, Merits)
Power Trait Point (Vitae, Mana)
Willpower Point
Alternate Costs ●/●●●
Costs per Item ●/item
Optional Costs (●)
Cost Ranges ● to ●●●
●●+
Combined Notation ●(○)
○, ●/item