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Armor (1 to 4 point Merit)
The character’s body has been  supernaturally reinforced. Be it through a magical spell or a supernatural  birthright or even a contract with a “Dark Spirit”. This could also represent  an unusual skin, such as a leathery hide, scales or even an insect-like  carapace. Each dot acts as additional armor against all damage.
    This “natural armor” acts as the  standard Armor Equipment bonus( -1 die per dot). This protection applies to  Bashing & Lethal damage & it applies to Aggravated Damage, at the  Storyteller’s discretion.
    If the storyteller’s allows, an  attack can be made with a -4 to the die pool that, if successful, bypasses the  armor and strikes a weak point.
  Prerequisite: Supernatural Origin & Storyteller’s permission.
Venom (1 to 5 Point Merit)
The character can deliver venom  through a tooth claw or perhaps even a “spitting” attack. This may be a natural  ability, due to a mysterious, supernatural birth or a curse placed upon the  character. The Venom has a toxicity rating equal to 1 + the number of dots in  this Merit. In order to deliver the poison, the character must make a  successful attack that causes at least one health level of damage. If the  poison can be “spit”, the character must roll Dexterity + Firearms to hit the target. 
    Immediately following the  successful attack and on every turn following, the victim must make a reflexive  and contested Stamina + Resolve roll. If the roll fails to score a number of  successes equal to or greater than the number of dots in this Merit, he  automatically suffers a number of health levels of damage equal to the dots in  this Merit. If the victim scores enough successes, he receives no damage. If  the victim scores enough successes to resist all damage two rounds in a row,  the venom has been purged from his system and no additional damage is suffered.
    The character can deliver a number  of “doses” equal to its Stamina score +1, per day. If the character has a  supernatural advantage, such a Essence or Vitae, the character may spend 3  points of this to generate another “dose” of venom. Spitting the Venom uses two  “doses”.
  Prerequisite: Supernatural Origin & Storyteller’s permission
Lucky (4 point Merit)
The character is exceptionally lucky and fortune seems to shine upon him, that or the devil looks after his own... The character may ignore 2 negative modifiers, up to 3 times during a single story. Once used, the Merit cannot be used again until the next story begins. Note that this Merit cannot give a bonus to die pools, only counter negative modifiers.
Night Sight (1 point Merit)
The character can see exceptionally well in darkness. This Merit counters up to 3 negative modifiers due to darkness or poor lighting. Note that this Merit cannot give a bonus to Perception checks, only counter negative modifiers.
    
  
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