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setting:werewolf_merits

Alcohol Tolerance (1pt.) ==== With a successful Stamina roll (difficulty 7), you can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a drunken fighter. This Merit works against all natural intoxicants, even if processed (such as cocaine), though not against poisons or entirely man-made chemical drugs (such as meth).

Ancestor Ally (1pt.) ==== One of your ancestor spirits is particularly close to you. You have –2 to your difficulty to contact this ancestor via your Ancestors Background. Flesh out your special ancestor with a name, personality characteristics, significant abilities or powers, details about her life, and her reputation among Garou. To purchase this Merit, you must have Ancestors as a Background.

Bad Taste (2pt.) ==== You are gamey to the palate and revolting to the taste buds; plainly put, you taste nasty. Anyone who bites you (vampires, Garou, fomori, Wyrm monsters) is immediately nauseated. The biter must spend a Willpower point or retch uncontrollably for a scene. There is a drawback, however: lupus Garou and wolves are unlikely to lick or groom you, and even affectionate nibbles are affected by your foul flavor.

Berserker (2pt.) ==== You have uncanny control over your inner anger, and can use your Rage as most Garou cannot. You can enter a berserk frenzy at will, ignoring your wound penalties. You still suffer the consequences of any actions committed in the throes of frenzy. When circumstances might cause you to frenzy, you must make a standard roll to see if you do so or not.

Calm Heart (3pt.) ==== You remain calm and collected even in the most trying of circumstances. You receive two extra dice when attempting a Willpower roll to resist frenzy.

Camp Goodwill (1pt.) ==== You have earned the attention and favor of a particular Garou tribal camp. Perhaps you’ve done them a favor, or maybe they’re trying to recruit you. Regardless, all Social rolls when interacting with that camp are made at –1 difficulty. You may not be a member of this camp when you first take this Merit, although you can become recruited into the camp during play at the Storyteller’s discretion. You may take this Merit multiple times for different camps, and may take it for tribal camps other than your own tribe, each with the Storyteller’s approval.

Fair Glabro (2pt.) ==== You have a Glabro form that can pass for human, though it’s still larger than normal people. You have no penalties to Social Attributes in Glabro form.

Favor (1-3pt.) ==== You have earned the favor of someone more powerful than yourself because of something you did in the past. Work out with your Storyteller who exactly owes you the favor — perhaps an elder of your sept, an influential member of your tribe, or even a powerful pack of Garou. A 1-point Merit indicates that you provided a minor service; a 2-point Merit means that you have done something significant for them; a 3-point Merit probably means that you saved their life (or the life of someone important to them). You can ask for (and expect to receive) a similar level of favor in return. You can only call in this favor once; after that, your previous service holds no particular sway. While it stands, however, other Garou may know that someone important is indebted to you and react to you accordingly.

Feral Appearance (1pt.) ==== Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou.

Fetish (5-7pt.) ==== You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. Five points equals a Level One fetish, six points a Level Two fetish, and seven points a Level Three fetish. If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it.

Gall (2pt.) ==== Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone.

Gnosis (5-7pt.) ==== More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis.

Good Old Boy (or Girl) (2pt.) ==== You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk.

Immune to Wyrm Emanations (6pt.) ==== Gaia has blessed you with a powerful resistance to the poisons of the Wyrm. Although you still take damage from balefire, supernaturally-caused radiation, Wyrm elementals, or other forms of Wyrm toxins, you do not suffer any dice pool penalties from them. Banes cannot possess you.

Lack of Scent (2pt.) ==== You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.

Metamorph (7pt.) ==== Shapechanging for you is as easy as breathing. You do not need to roll to change forms, nor is it necessary to spend a Rage point for an instantaneous shift. You make your changes as if you scored five successes on your roll to shift forms. If you lose consciousness from wounds or for some other reason, you may roll Wits + Primal Urge (difficulty 8) to choose which form you assume rather than reverting to breed form.

Mixed-morph (1-5pt.) ==== You find the art of partial transformation relatively easy, and make the required Dexterity + Primal Urge roll at difficulty 6 rather than difficulty 9. The five-point version of this Merit eliminates the need for a Willpower point; you can achieve partial transformation almost at will.

Moon-Bound (1pt.) ==== You are more in tune with your auspice than most Garou. When Luna waxes in your auspice, you receive one extra die to each of your rolls. Correspondingly, when Luna wanes in your auspice, you receive one less die to every roll.

Natural Channel (3pt.) ==== You find crossing the Gauntlet easier than many of your fellow Garou. The difficulty for stepping sideways is one less for you.

Natural Weapons (3-4pt.) ==== You are greatly in tune with your wolf physique. Your balance and physical acuity in Lupus form are greater than in Homid form. Add one to the accuracy of any attack roll with an innate natural weapon (e.g., claw, bite, kick, etc.) when in Lupus form. However, subtract one from the accuracy of any such attacks made while in Homid form. There is no change to your attack rolls in other forms. This Merit costs 3 points for lupus or metis characters, and 4 points for homid Garou.

Notable Heritage (2pt.) ==== Your direct family line is particularly renowned, either in Garou society or in the human world. You must choose (with your Storyteller’s approval) which world your heritage relates to, and detail your family line accordingly. You are at –1 difficulty to all Social rolls when working in the appropriate society (with Garou and Kinfolk who are aware of werewolf society, or when dealing with humans who are aware of your heritage). You are expected to live up to your lineage’s reputation. If you fail to do so, you may find the Merit dwindling over time as stories of your own failings begin to outweigh the high regard your family receives. This Merit may not be taken by Bone Gnawers.

Noted Messenger (3pt.) ==== Legends and Elders have used your services to deliver their important words. You may have even been called upon to carry messages of peace (or war) between the Nation and outside forces. Because of your reputation as a reliable messenger, you can pass through other Garou territories without your presence causing offense, and you may be allowed into any sept (or other locale where your reputation is respected, such as spirit courts or Fera holdings) unchallenged, as long as you carry a message for someone residing there. However, you are expected to behave in accordance with your reputation; if you take offensive actions, act indiscreetly, or speak rudely while in the line of duty, it may affect how you are treated (and may cause the Storyteller to deem that you lose this Merit).

Pitiable (1pt.) ==== Something about you makes others look at you as if you are deserving of their pity. Perhaps they see you as still a cub, despite your age or experience. You gain one die on Social rolls when actively playing up your pitiable nature. Wheedling someone into helping you would be appropriate; intimidating them into submission would not. Final word rests with the Storyteller in regards to when this Merit’s benefit may be used.

Recognize Garou (3pt.) ==== Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty.

Silver Tolerance (7pt.) ==== You are blessed with an extremely unusual tolerance toward silver. You may soak silver damage in any form at difficulty 8, although this does not change the type of damage that silver does.

Spirit Magnet (1pt.) ==== You naturally attract the attention of the spirits whenever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you’re doing in their “neck of the woods.” Occasionally you attract more than you bargained for — Banes are also likely to come calling. None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way.

Untamable (5pt.) ==== You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery.

Wolf-sense (1pt.) ==== This Merit is a blend of folk wisdom, practical sense, and animal instinct. If you have Wolf-sense and make a successful Wits roll, the Storyteller can opt to give you advice on whether you’re about to do something foolish in the eyes of wolf or Garou culture. It doesn’t mean she’ll tell you what you should or shouldn’t do, but at least you’ll have some warning.

Wolf Sight (1pt.) ==== In all your forms, you see colors and intensities of light as a wolf does. Your color vision is slightly less distinct than that of humans, though you embrace the full spectrum of colors. Your night vision, however, far surpasses human nocturnal vision. You also notice movement more readily. You gain an extra die to all visually-based Perception rolls that involve movement or take place at night.

New General Merits

Affinity merits

Weaver affinity (4Pt) - instead of the normal chart to regain gnosis or cross over you use the following instead. Area:

Science lab -3

Inner city 4

Mini-mall-5

Open highway 6

Rural countryside 7

Lonely train track 8

Untouched wilderness 9

The exception is the sept areas still at the same diff. As well, if you spend 1 gnosis and touch a machine, that machine energy will not run out for the next hour, runs normally, and makes no pollution. If a supernatural were to disrupt, disable, or hamper technology affected by this ability you can make a wp roll dc 7 to try to counter it. This doesn’t affect if it’s trying to do direct damage to the machine. Those with this can’t take or use abilities that make it harder for them to resist weaver taint and influence. Those with this merit get a + 1 diff to resisting the call of the weaver. Nor can they take the wyld affinity merit.

Wyld affinity (4 PT) -

You gain -2 diff to cross over or regain gnosis in wyld areas but + 2 in weaver areas. You get a + 2 dice on gnosis rolls. As well, when activating gifts, you can spend a gnosis instead of a WP to get an auto success. You also gain a -1 diff to shifting forms and partial shifting. Those with this can’t take or use abilities that make it harder for them to resist wyld taint and influence. Those with this merit get a + 1 diff to resisting the call of the wyld. Nor can they take the weaver affinity merit.

New Tribal Merits

These are merits of each individual tribe; with some exceptions these have to be earned in game through your tribe and tasks of your tribe.

Merits (Tribe)

Black fury

Sisters in Arms (1 point merit)- Black Furies thrive among their own, taking strength from their common goals. They are blood kin under Luna, sharing their strengths, even if they fight among themselves. Their will as family is ironclad, and their blood runs hot. When you are among one or more other Black Furies, you may substitute the highest Willpower total from any one present allied Black Fury in place of your own when calculating your defensive test pools. Additionally, when you witness an injustice that infringes upon the rights of others, such as a violent crime, or an attack against another Black Fury, you begin combat with an additional rage.

Arrows of Artemis (2-point merit)- Rage flows thick in the spirits of those who serve as Artemis’s avengers; they can pull this weapon from their very blood. You carry a special connection to the goddess of the hunt and are able to channel your Rage in ways beyond simple hand-to-hand combat. When using ranged weapons, such as guns, bows, or spears, or any thrown weapon, you can spend rage to add +2 dice to range attacks and damage. As well you can ignore one 1 on die for damage for range damage.

Crone’s Wisdom (3-point merit)- You have the Crone’s ability to dispense truth and wisdom from a place of personal strength and clarity. Your knowledge is well-known and brings students from all corners of the world. People listen when you speak. Any time you give advice, and the person follows it, or whenever you admonish a wrong doer, so they see the error of their ways, both you and your target replenish your Willpower pools to maximum. You can only use this ability once per hour. In addition, once per game session, you can spend a Wisdom Renown to be treated as though you possess 1 additional dot of the Rank background when discussing and deciding a matter.

Bone Gnawer

Struggling (1 point)- Page 79-80 bone gnawer revised tribe book

Shame (2 point)-Page 80 bone gnawer revised tribe book

Ratkin buddies (3 point)- Page 80-81 bone gnawer revised tribe book

Child of gaia

Distant Relative (1 point)-Page 75-76 Coggie revised tribe book

Supporter (2 point)- Page 76 Coggie revised tribe book

Grandmother’s Touch (3-point merit)- You are a gifted healer, with an exceptionally powerful ability to soothe pain and mend wounds. Whenever you use a healing gift you have a -1 dc. You can spend a gnosis to increase your test pool by 2, and you heal your target for 1 additional point of damage.

Fianna

Essence of Stag (1 point merit)- Fianna are known as a tribe for two notable traits: their legendary stamina, and their willingness to jump into a fight. Blessed by the essence of the Stag, you epitomize these qualities and gain -1 dc to stamina test. Furthermore, when you are the one to initiate a combat by successfully making a Physical attack, you may choose to immediately gain 1 point of Rage.

Seldom Sleep (2-point page)- Page 83 Fianna Tribe book

Child of Tir na nog (3-point merit)- Fae blood runs through your lineage. Though only traces may remain, it has imbued you with the Spriggans’ gift. By expending your standard action to draw upon this power, you can alter your physical size. You may grow to up to triple your normal height, granting you 3 additional health levels. However, you can’t use melee nor Firearms as you are too big and have a -3-test pool to stealth. Damage to these health levels remains when you return to normal size; a careless Fianna can find herself incapacitated or worse after returning to her normal size. Conversely, you may choose to shrink yourself down to one-third of your normal height. When you decrease your size by at least half, you gain a +3 wild card bonus to any challenges using your Stealth skill but have -2 to your Stamina rolls.

Get of Fenris

Skaldi’s Resolve (1 point merit)- Fear and pain are sicknesses of the soul. The Fenrir train their Cubs to purify these weaknesses. You have mastered your fear and pain by smothering them with rage. You are Get a -2 dc to resist fear bases powers. When driven into fox frenzy, you may choose to enter anger frenzy instead. However, Skaldi’s Resolve does not make you immune to the social rituals of Garou nor mundane means of fear. If you have this and Child of Ratatosk flaw, if the Flaw is active, it overrides this merit. This can’t be taken with flaws that increase dc to resist fear-based powers.

The Vigil (2-point merit)- Spend 1 point of Gnosis and use your standard action to declare an oath invoking the name of Heimdallr. As long as you remain awake and stay within 15 steps of the spot where you activated The Vigil, you automatically detect intruders or active threats that come within 10 steps of you. The Vigil does not allow you to see the appearance of someone who is supernaturally concealed, but you know that someone is present, and you can attack her without using the Blind Fighting combat maneuver, even if you cannot see her.

Fenrir’s Bite (3-point merit)- As Tyr learned long ago, the bite of Fenris is savage. You have the spirit of your tribe’s patron in your blood and have inherited his crushing bite. Should you manage to lock jaws around one of your enemy’s limbs, you can render it weaker. Whenever you bite your opponent, you may choose to weaken a limb. If you choose an arm, your target receives a -3 penalty to all Brawl and Melee attacks, and she cannot use two-handed weapons so long as she is afflicted. If you choose a leg, she can move as if she is 1 damage level higher on the table. This effect lasts until she has healed the damage from your attack. You must be in Crinos, Hispo or lupus to use this. A target can only suffer from the effects of one application of Fenris’s Bite at a single time, no matter how many limbs have been incapacitated.

Glasswalker

Pulse of the City (1 point merit)- You know everything that happens in your city, and your clout extends much further than most. You receive a second specialization for every dot of the Allies and Influence backgrounds you purchase. In addition, you have gained control of an influence network that has proven to be particularly adroit and capable. Each week, you regain one spent influence action of your choice.

Technologically advanced (2-point merit)- Glass walkers are more adept to the weaver then most and know how to use it to make a better future using its technology. Choose one of the following, to science, academics, Craft, Technology, Computers or another knowledge that is weaver. You get a +2 dice to that roll and when you gain a spec, you may get a second spec, you can also spend a gnosis and for a roll you can remove one -1 botch die to the roll. This can be purchased more than once.

Shadowlord

Storm crow (1-point merit)- Shadowlord’s are connected to storms and also crows, being just as dark as them. By making a wit + occult dc 7, you can summon a crow for an hour. It lasts an hour, and its dice pool is equal to half the number of successes rounded up, it gains a +2 dice to stealth, primal urge, investigation, flight and athletics. It will follow your orders but will not attack nor defend you or others if attacked. It will also not do something that will destroy itself. You can spend a gnosis and make a dc 7 gnosis, for a number of minutes equal to success on gnosis roll, you can see through its eyes and ears and direct the crow, however it still won’t attack or do something that’ll destroy itself. Any test made use your test pool. While this is active you can’t move, nor see nor hear where your physical body is, you automatically fail any dodge test to your body.

Loophole (2-point merit)- Rules are for suckers too dim to avoid being caught. You’ve learned how to temporarily escape the limits of a supernatural compulsion that governs your free will. You may slip these supernatural shackles for a single turn per point of Gnosis spent. The metaphysical restraints immediately return after you stop spending Gnosis. This doesn’t prevent mundane manipulation.

Thunder’s child (3-point merit)- Page 82 of shadowlord book, reduced from 5 to 3.

Silver Fang

Noble heritage (1 point)- Page 85 Silverfang revised tribe book

House connected (2 point))-Silver fangs are connected deeply to their house, just as much as their tribe. Instead of having their personal totem being Falcon, there personal totem may instead be their house totem, showing deeper connections to their house. This may make it easier to do things within your house, but harder to do things to/with other silver fangs not a part of your house.

A Hero’s Return (3-point merit)-Phoenix is revered by the Silver Fangs. This totem has taken a special interest in your heroic deeds and will grant you a one-time favor. If you are wounded to the point of death while acting in a heroic manner, you are immediately resurrected at full health in a grand flourish of silver flame. For the next five turns, you receive a -2 dc to all test pools.

Before the end of that time, you must kill all of your enemies present, or you must complete a heroic deed worthy of song and the admiration of the Garou Nation. (The interpretation of said heroic deed and its worth is solely at the discretion of the Storyteller.) If you fail to achieve either goal in the allotted time, you meet your death permanently and irrevocably, regardless of health or any other supernatural power. Your body simply fades into silver light and then disappears. The exception to this is if you use your one Get out of jail free card. You cannot use this merit if your initial death resulted from something other than taking damage or is a result of lawful punishment. Phoenix will only intervene if it is a battle worthy of her notice. This merit can only be used once before it must be struck from your character’s sheet without a refund of XP. Once lost you cannot regain this merit.

Stargazer

Mewa Birthmarks (1 point)- Stargazers’ tribe rev Page (80)

Wisdom of the Ages (2-point merit)- As your soul has traveled through the Wheel, you have maintained a spark of knowledge from ages past. Through this spark, you retain a unique connection with your ancestors, carefully cultivated through the ages. This spark also grants you a deeper awareness of the universe around you. With this merit, you may purchase the Ancestors background at a reduced cost, decreased to 3 exp for initial and 2 x CR instead of the standard 4 exp for initial and 3 x CR Additionally, raise your character’s potential maximum number of dots in that background by 1. You must still spend XP at a rate of 2 x CR purchase that background to its maximum level.

Mewa Birthmarks (3 point)-Tranquil soul rev Page (80)

Uktena

Keeper of the Old Ways (1 point merit)- You’ve been entrusted with some of the most important secrets of your tribe. The Uktena Bane Tenders once leveraged ancient rites and lore to trap powerful banes in the great Mesoamerican pyramids. Umbral storms and other changes to the spiritual landscape have lessened the potency of these spiritual prisons, but you’ve learned to jail these creatures in such a way as to protect your territory and master their mysteries. Your secret knowledge protects you from bane attacks, causing any damage dealt to you from a bane to be reduced by 2 unless its agg in which its 1. The banes you have imprisoned continually beg for their release, whispering tantalizing secrets and sharing long-lost tales. You also gain a -1 dc to Wyrm lore and Cosmology.

Fera Friendship (2-point merit)- The Uktena share both friendship and kinfolk with a number of the Fera and have earned a measure of their goodwill. Choose two level 1 gifts that are normally restricted toa type of Fera that isn’t extinct or banned. You can purchase these gifts as out-of-affinity gifts. These purchases don’t require a teacher to learn. This isan exception to the rule preventing Garou from learning you may activate them by spending Gnosis instead of Blood.

Shedding the Snake’s Skin (3-point merit)- Uktena has taught you the secret of shedding your skin to be reborn anew. Expend a standard action to rip the outer layer of skin from your face. Afterwards, your body renews, and you automatically heal 3 levels of damage. The caster of any powers currently active knows that her hold over you has been rebuked by Uktena. Just as a snake infrequently sheds its skin, you are likewise limited to using this power only once per game session, and afterwards your maximum Willpower pool is reduced by 1 for 30. This doesn’t prevent deals such as blood contract, infernalism or extreme cases like blood bonds.

Wendigo

Bonds of Spirit (1 point merit)- Great Wendigo, the cannibal spirit of wind and ice, is the patron of the Wendigo tribe. As his devotee, you are able to call upon the power of the legendary hunter. With only a taste of the blood of your enemy or prey, you gain -1 to dc to tracking. In addition, the ancestor spirits of the tribe can speak through you more readily, granting you an additional +1 dice to the skill granted by the Ancestors background when you call on them. Furthermore, natural wind and cold cannot harm you, and even damage you take from magical cold, such as from an ice spirit, is reduced by 2 unless its agg then 1.

Camouflage (2 point)- Wendigo revised pg 82

Avatar of Wendigo (3-point merit)- Your Crinos form is infused with the cannibal spirit of vengeance. When in this form, you are covered in a thin sheet of living ice and radiate extreme cold. This coating does not impede your movement in any way, is weightless, and does not damage any armor you may be wearing or items you are carrying. However, any living creature who touches you suffers 1 point of unsoakable aggravated damage from severe cold. This damage applies when you are successfully struck by a Brawl attack from an opponent. If you grapple an opponent, she takes 1 point of unsoakable aggravated damage at the end of the Everyman round during every turn that she remains grappled.

setting/werewolf_merits.txt · Last modified: 2023/Dec/19 16:38 by jpizzo22