Post by Admin on Jan 20, 2018 17:02:30 GMT
Aetherial Merits
Celestial Guidance: (1 Trait) You are at home in the Aetherial Realm and can intuit the direction you need to go by a simple act of concentration. If you concentrate on your destination and make a successful Willpower roll (difficulty 6), you can sense the nearest appropriate 'step' towards your destination, whether a moon path, anchorhead or even the realm of a potential guide. Even if an Umbral event throws your off course, you can eventually find your way back to familiar territory.
Celestial Sensitivity: (2 Traits) You are attuned to the Aetherial Realm, a condition which allows you to feel when something isn't right around you. This makes it easy for you to avoid being in the wrong place at the wrong time. The Storyteller determines when you receive warning, and whether or not you can determine whether the sense of wrongness comes from some sort of astrological phenomenon, celestial event or disturbance of the local spirits.
Mental Merits
Code of Honour (1 Trait)
A specific code of honour or chivalry guides your actions, separate from your pack or sept rules. This code is very personal, shaped by your experiences. You should work with your Storyteller to create an appropriate code (one with hindrances and restricted activities along with beliefs and passions). You gain a free retest in Mental and Social challenges against supernatural persuasion (Mind magic, Dominate, etc.) that would force you to violate your code.
Common sense (1 Trait)
You still have a lot of gut insight and everyday practicality. Whenever you’re about to do something that runs counter to common sense, the Storyteller or Narrator can make suggestions about the action. This Merit is excellent for new players who are not familiar with the intricacies of the game.
Concentration (1 Trait)
You shut out all noises and interruptions that would hinder most other people. You take no penalty for sudden distractions.
Fast Reader (1 Trait)
It takes longer to wash the ink off your hands than to actually read the paper, and you read War 8 Peace in the time it takes most people to commute to work and back. OK, those may be slight exaggerations, but you still read amazingly quickly, and retain what you have read as well. It takes you half the time to perform any actions that primarily involve reading, making you a valuable researcher and investigator.
Good Map Reader (1 Trait)
Given a map of some kind and the barest of directions, you can find your way to just about anywhere you need to be with a minimum of detour or delay. You have an innate sense of direction, and when traveling to a familiar location or when given time to prepare a route to an unfamiliar one, you can shave travel time between locations by a third, reflecting your knack for taking just the right path for maximum efficiency.
Time sense (1 Trait)
You can estimate time accurately to the nearest one or two minutes without the use of a watch or clock.
Berserker (2 Trait)
You are in total control of your Rage. You may enter frenzy at will, during which time you do not suffer any wound penalties; however, you must still make frenzy tests when the need arises.
Dual Nature (2 Trait)
This merit does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. The Natures must compliment each other. You must still choose a Demeanor, and it can be as different from the character' Natures as the player desires. You may not purchase the Dual Demeanor merit.
Dual Demeanour (2 Traits)
This merit does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Demeanours. You must still choose a Nature, and it can be as different from the character' Demeanours as the player desires. You may not purchase the Dual Nature merit.
Eidetic Memory (2 Traits)
Your memory is nearly perfect, and you recall almost everything you experience with incredible clarity. A single turn of attention is sufficient to commit a page, picture or short conversation to memory. If you are involved in combat or otherwise distracted, you must make a Static Mental Challenge, difficulty of six Traits, to successfully memorize the contents of your subject of scrutiny. You should keep a “cheat sheet” of your memories to aid you and the Storyteller in “recollection.”
Natural Linguist (2 Traits)
You have a remarkable grasp with any languages that you speak or write (as per your Linguistics Ability). You gain three Bonus Traits on all challenges related to language.
Calm Heart (3 Traits)
You are naturally calm, and find it easier to resist your Rage. You are one Trait up to resist frenzy, no matter how the incident is provoked.
Iron Will (5 Traits)
You are a rock of stubborn resolve. Very little can sway you once your mind is made up. You may resist mind-altering effects (vampiric Dominate, or mind attacks by other supernatural creatures) by spending a Willpower Trait. This Merit has no effect on powers that affect the emotions (such as Presence).
Jack-of-All-Trades (5 Traits)
You possess a breadth of knowledge that covers a number of miscellaneous talents and skills, which you have acquired through your travels and experiences. You may utilize Abilities that you do not possess: The cost for doing so is risking an additional Trait appropriate to the challenge or task. For example, you could expend a Mental Trait to pick a lock with Security even if you don’t possess that Ability -you must still make any required tests (such as a Static Challenge to actually pick the lock) as normal.
Physical Merits
Acute sense (1 Traits)
You have a particularly sharp sense (specify which one). In all tests with that sense, you are two Traits up on challenge-resolution. You may have multiple Acute Senses, but you may only take this Merit once for each sense.
Ambidextrous (1 Traits)
You have a high degree of coordination, and you can use both of your hands equally well. Normally, you suffer a two-Trait penalty for performing tasks with your “off” hand. With this Merit, you have no penalty for using either hand. Of course, if you use both hands, you still suffer the coordination penalty for both (see “Two-Weapon Combat” )
Bad Taste (2 Traits)
You are gamey to the palate and revolting on the taste buds; plainly put, you taste nasty. Your sweat is oily, though not foul-smelling, and causes victims successfully biting you to spend a Willpower Trait or retch uncontrollably for a scene. Since you taste bad to everyone, very few lupus or wolves will lick you.
Catlike Balance (1 Traits)
You almost never slip, stumble, fall or even get dizzy. Your sense of balance is so well-developed that you can walk with ease even on a narrow ledge or wire. You are two Traits up on resolution of challenges where your balance is a deciding factor.
Double-Jointed (1 Traits)
You are unusually supple. You are one Trait up on all Physical Challenges that require body flexibility, such as escaping from handcuffs or climbing up a wall to escape pursuing zombies.
Enchanting Voice (2 Traits)
Your voice is naturally resonant and commanding. All uses of your voice grant you two Bonus Traits; you can seduce, intimidate and cajole with just a few well-chosen words.
Fair Glabro (2 Traits)
Your Glabro form can pass for Homid, although a somewhat large and bulky one, and therefore you do not suffer the Negative Social penalty while in this form.
Good Right/Left Hook (1 Trait)
Whether due to esoteric martial arts training or just a lot time spent pounding on people, your unarmed attacks are particularly vicious. Upon making a successful Brawl test to injure a target, you may immediately make a Simple Test -on a win, you inflict an additional level of damage.
Lack of Scent (2 Traits)
Your body produces no defining scent, making it near impossible for you to be tracked solely by smell. Anyone attempting to track you in this manner suffers a two- Trait penalty to these tests.
Phantom Mask: (2 Traits)
Your Metis deformity is concealable with some work. For example, you may be able to hide your third eye under a scarf, or perhaps you have a charm from a fae or wizard that hides your deformity. This serves you just fine, unless the other werewolves find out. They'll hate you for being a coward in addition to whatever prejudices they have against Metis, and you'll be the object of particular scorn by other Metis.
Robust Health (1 Trait)
You shrug off most illnesses with ease, and even serious afflictions or mild poisoning doesn’t slow you down much. Any time you must make a test to resist the
effects of poison or illness, you are two Traits up. You must have at least five Physical Traits to purchase this Merit.
Sea Legs (1 Trait)
Accustomed to life on ocean vessels of all kinds, you are immune to seasickness even in the roughest weather, and ignore all movement or action penalties due to rough seas or unexpected ship movements.
Bundle of Energy (2 Traits)
A naturally vibrant and energetic person, you need only five to six hours of sleep per night to count as fully rested, and thus can work long hours without much difficulty. Needless to say, requiring less rest can be areal boon in maintaining a double life or stalking monsters for extended periods of time.
Cat Napper (2 Traits)
Although you might still require the standard eight hours of sleep per night to remain rested, you need not get them all at once - so long as the numbers of hours you sleep in one 24-hour period totals what you normally require to be rested, you’re fine. Additionally, you have little trouble falling asleep just about anywhere if you want to, though once asleep you’re just as difficult to rouse as anyone else unless you purchase additional Traits that dictate otherwise.
Daredevil (3 Traits)
Not only do you take outrageous risks, you survive them. Whenever you take a risky (some would say foolhardy) course of action — one with a Static difficulty of at least eight Traits or a potentially harmful outcome — you get one
Bonus Trait on the attempt. This bonus applies only to combats where you are outnumbered or sorely outclassed (Narrator’s discretion).
Poisonous Blood (3 Traits)
For reasons that might be unknown to you, your blood is toxic to vampires. Although you suffer injury and the other effects of the vampire’s Kiss when a vampire drinks your blood, the vampire gains no nourishment from the fluid and suffers one health level of lethal damage for each Trait of your blood she consumes. Unfortunately, vampires can’t tell that your blood is poisonous until they taste it, which means that while this Merit won’t protect you from initial attack, it may well discourage the same vampire from trying to feed on you later.
Huge Size ( 4 Traits)
You are abnormally large, possibly over seven feet tall and weighing over 300 pounds. You gain an extra Bruised health level.
Metamorph (6 Traits)
Shifting between forms is second nature to the point that you can do it in your sleep. Not only are you not required to make a test to change forms, you do not need to spend a Rage Trait to instantly shift to a specific form. If knocked unconscious, you may make a Simple Test to shift to whatever form you like, instead of your breed form.
Social Merits
Approachable (1 Trait)
People from all walks of life find it easy to talk to you, and getting even traumatized or suspicious folks to open up to you doesn’t take much effort. You are two Traits up on all such Social Challenges involving anyone.
Favour (1 or 3 Trait Merit)
An elder owes you a debt of gratitude for a deed you performed at one time or another. Garou society is very strict about repaying debts, for making good on debts is always good for Renown. One Trait indicates that you are owed a minor favour, where three Traits indicate a major favour. Work with the Storyteller to come up with the specific details of the favour.
Funny (1 Trait)
Good comedic timing is rare, but you have it in spades; not only does this get you more than your share of party invitations, but your knack for getting a laugh also means that you know what type of humour to use in a given situation. You’re invaluable at keeping up morale, and are two Traits up on any Social Challenge to bolster morale or lighten someone’s mood in a helpful fashion.
Good Listener (1 Trait)
Most people just wait for their turn to speak, but you genuinely listen to what other people are saying, and this willingness to entertain their thoughts without interjecting your own opinion means that people tend to tell you more than they expect to. In any apparently friendly situation that involves someone else talking to you more than you talk back, you are two Traits up on any Social Challenge to get information from them as your receptiveness encourages them to say more than they might otherwise would about a subject.
Natural Leader (1 Trait)
Natural magnetism and leadership capabilities spring from your actions and words. Others want to follow you, and you easily take charge. You gain two Bonus Traits on tests of leadership. You must have at least six Social Traits to take this Merit.
Natural Politician (1 Trait)
Machiavelli was pretty bright, but a few more years in the game and you just might be able to give the old boy a few tips yourself. You understand how power flows in organizations, and whether or not you have actual Politics Ability or Influence, the arts of deal-making and power-brokering come naturally to you. You are two Traits up on all Social Challenges in situations where politics is a factor, whether it’s an international summit or a meeting of the neighbourhood watch. You must have at least six Social Traits to take this Merit.
Punctual (1 Trait)
Punctuality is nearly a lost art in these hectic times, but not for you. If the boss wants you in a meeting at 9,you’re waiting patiently outside his office at 859.This may not seem like that much of a boon, but being on time (and scheduling your activities accordingly) is so second nature to you that barring some disaster or deliberate outside interference, you are assumed to make all meetings and other appointments that you have on a given day, in addition to your hunting activities. Needless to say, this can be a wonderful aid in maintaining a double life without losing your job, or even just making sure that you make it home from zombie-slaying in time to cook dinner for the kids. (Narrators should use common sense if a character begins trying to abuse this Merit and devotes too much time to possibly make it to all of their regular obligations as well.)
Way With Words (1 Trait)
You have a natural flair for choosing the right words to express exactly what you mean, whether communicating your emotions to another person or crafting a work of art. You are two Traits up on all Expression - or Performance-related Challenges primarily involving words and wordplay.
Flirt (2 Traits)
Not everyone is necessarily very attracted to you on sight, but when you decide to make someone the object of your affection, most people find it hard to resist. You simply have a talent for understanding the subtle give-and-take of flirting and teasing; you’re two Traits up on any Social Challenges involving such activity with members of the opposite sex (or the same sex who find you attractive).
Human Tribal Status (2 or 4 Trait Merit)
You maintain an active part in the human community you came from, even attaining a position of some standing, such as council elder or healer. At two Traits, you might act as shamanic healer for your Kinfolk or perhaps you’re the go-between for them and the Garou while four Traits means you hold a seat on a tribal council or perhaps act as spokesman for your group to the human community at large. You must come from either a Native American or distinctly ethnic community to take this Merit. Lupus and metis characters may not take this Merit.
Supernatural Merits
Ancestral Mentor (1 Trait)
A friend or relative from your past, perhaps a friend of an ancestor, guides you on your path. The Storyteller decides the exact powers. If it really exerts itself, it can materialize in the real world, however it usually contents itself to providing advice and company.
Shivers (1 Trait)
Although you can’t actually see or hear ghosts, you get a creepy feeling whenever they are around. Whenever a wraith enters the room or immediate area, you may automatically make a Static Mental Challenge with a difficulty of six Traits (although none of your Traits are risked). If you succeed, you are aware of the presence of ghosts.
True Love (1 Trait)
Even with all of the pain and suffering you see on a daily basis, you have found a true love that gives you strength to persevere. When the need arises you gain an extra Willpower Trait, known as a True Love Trait once per session. (These Traits are not cumulative and cannot be saved for use at a later date). However, your True Love may well need rescuing or help from time to time.
Danger Sense (2 Traits)
You have a sixth sense that warns you of danger. When you are in a potentially dangerous situation where you could possibly be surprised, you gain two extra seconds in which to react (for a total of four seconds; normal mortals get only two).
Medium (2 Traits)
You do, in fact, hear dead people from across the Shroud. Ghosts follow you wherever you go and you can feel their presence at all times. So long as you are willing to barter with them, these Restless Dead will communicate with you for favours and information.
Moon-Bound (2 Traits)
You share a special tie to your auspice and benefit even more than usual when it is in its moon phase. When your moon is in the waxing phase, you receive a bonus Trait to all ties, though you are down one Trait during its waning phase (either determined by the Storyteller or the real world moon).
Occult Library (2 Traits)
You own a collection of rare and occult books. These precious volumes contain bits of accurate knowledge concerning the supernatural. You are not necessarily familiar with the contents of these volumes (for that you need the Occult Ability), but your library can be an invaluable aid in research.
Luck (3 Traits)
Maybe Gaia has someone looking after you; maybe you’re just that dam lucky. Whatever it is, you can make one retest per session on a failed challenge by bidding the Trait Lucky. The results of the second challenge always stand.
Natural Channel (3 Traits)
For some reason, you find it easier to step sideways. You gain one free retest per session on stepping sideways. Further, spirits react more favourably to you because you’re so attuned to the Umbra. It doesn’t mean you can get away with murder, but the spirits are less likely to jump you the minute you step into the Umbra and more inclined to listen to you.
Oracular Ability (3 Traits)
The signs and portents of everyday life are clear to you, offering up the course of the future. Once per session, you may attempt to read a particular omen by making a Static Mental Challenge with a difficulty of eight or more Traits (Narrator’s discretion). If you succeed, you receive some insight into the current situation, allowing you to claim one retest at some point during the night as you draw on the visions that you interpreted.
Supernatural Companion (3 Traits)
You have a friend who’s not like the other kids - he happens to be a vampire, a wraith, a changeling or some other supernatural creature. You can call on him for aid, just as he will call on you (you are friends, right?). However, neither your sept nor his elders will appreciate this if you’re found out (and slumming with a Leech is very bad news), and you can expect punishment if you’re caught. The Storyteller will create your friend.
Psychic/Sorcerous Awareness (3 or 4 Traits)
You are automatically aware whenever magic or psychic power is used within 10 feet of you. The use of Garou Gifts, vampiric Disciplines or even hedge magic causes a distinct tingle to run up your spine if you have Sorcerous Awareness. With Psychic Awareness, you notice various phenomena and powers that mimic psychic abilities, such as a vampire’s Auspex. You may make a Static Mental Challenge against a difficulty of eight Traits in order to discern the source of the effect and exactly what it was (although you must have sufficient levels of the appropriate Lore to differentiate between a vampire Discipline and a changeling Art, for example).
Symbol Independence (3 Traits)
Typically, one must present a holy symbol in order to use True Faith effectively against a supernatural opponent. You, however, are free from this restriction. Must have True Faith to take this Merit.
Destiny (4 Traits)
A great destiny lies before you, though you may not yet realize it. Your destiny becomes manifest over the course of the chronicle. The Storyteller decides the exact nature of your destiny, though you should provide her with input and suggestions. Because this Merit tends to transform a character into the central figure in the chronicle, you must have your Storyteller’s approval before choosing it.
Prophecy (4 Traits)
Gaia speaks to you in visions and signs. These visions strike you according to some greater will: You cannot make them come to you. Your Storyteller will describe to you the exact nature of each vision, but you can be sure that the meanings of most of these signs and portents will be obscure or cryptic. It’s up to you to figure out if a particular vision is a warning, a command or perhaps merely symbolic. Such experiences are often accompanied by dramatic physical sensations and devastating headaches.
Clear Sighted (5 Traits)
You are unusually sensitive to the use of supernatural powers of illusion, trickery and disguise, and you can see through them to the heart of the matter. With a successful Mental Challenge, you can see through Unseen Presence, Mask of 1,000 Faces, Blur of the Milky Eye, Blissful Ignorance, Chimerstry and the like. When engaging multiple opponents simultaneously, you need risk only one Mental Trait to attempt to perceive all of them; make a single test against everyone simultaneously, resolving ties as normal. If you lose any of the challenges, you lose only the one Mental Trait that you bid.
Lifegiver (5 Traits)
Your life force is particularly strong and resilient to harm. You heal rapidly and can even extend your regenerative powers to others. Whenever you suffer nonaggravated damage, you heal it in half the required time. Anyone under your care gains this benefit as well, provided that you are uninjured. You automatically gain the Flaw Potent Blood, but gain no additional Free Traits for it.
Speaker With the Dead (5 Traits)
Your sight extends beyond the Shroud of the spirit world and into the lands of the dead. You see and hear the Underworld at all times. To you, life is an existence of stumbling through two half-worlds simultaneously- one world of solid, bright matter, and the other of decaying, gray detritus. You can also see and hear wraiths and other beings that inhabit theUndenvorld, and you area target for suchcreatures that may wish
to contact the living. Malevolent spectres may hound you in an attempt to drive you insane. You may gain Wraith Lore without the benefit of a mentor, and you are up one Trait when using sorcery or psychic phenomena to interact with the dead.
Nine Lives (6 Traits)
You have nine chances to cheat death. Your Storyteller should keep a tally of your lives (you can also mark them on your character sheet). Any time that a lost
challenge would result in your death, you get a retest. You can keep retesting, even on the same challenge, until you survive or until you use up all of your Nine Lives.
Resistant to Wyrm Emanations (6 Traits)
Gaia grants you a hardiness against contaminations from the Wyrm. You get a free retest in challenges where Wyrm-taint is involved. This Merit also protects you from balefire, radiation and possession by Banes. It is very likely that you will be thrust to the front lines, and otherwise expected to use your Gift “for the good of Gaia.” Don’t let the Bane bugs bite.
Silver Tolerance (7 Traits)
Gaia has blessed you with the immunity to the inherent bane of Garou existence. Although the damage from silver weapons is still aggravated, you may test and, on a win or tie, have the ability to soak it with your regenerative facilities. Also, it takes a pair of silver items carried to cause you to lose one Gnosis.
True Faith (7 Traits)
You have a deep-seated faith and love for Gaia, God, Allah, the Buddha or whatever you consider the Almighty. You begin the game with one Trait of Faith (which ranges from 1-10).Your Faith may also have supernatural effects (at Storyteller discretion), which vary from person to person, although you may use it to repel vampires by declaring, “In the name of. ..” and brandishing a holy symbol, making a Social Challenge against the vampire’s Willpower. With success, the vampire must flee, and even if you lose, the vampire cannot approach closer than 10 feet unless he overbids you in a contest of Willpower.
True Faith is a rarity in this day and age; obviously you should have a very good explanation for this. No one may start the game with more than one Trait of Faith, and the Storyteller will award more Faith based on appropriate actions. For more about Faith, see Laws of the Hunt.
Zodiacal Merits
Nerigal — Battle Prowess: (3 Traits) Combat with weapons comes naturally to you. Swords, knives, klaives, quarterstaves and various other implements of hand-to-hand warfare seem almost second nature. You enjoy an 2 extra trait advantage when tied with opponent., while using a hand to hand weapon.
Eshtarra — Eyes of Eshtarra: (4 Traits) You can use your Kailindo Skill to heighten your senses to their maximum,allowing you to feel, smell and hear where things and people are. If blinded or placed in a situation where you cannot see, you can use this ability to substitute for your lack of sight. Information comes to you in a manner similar to a bat's sonar. In order to take this merit you must have at least one level of Kailindo. This Merit negates penalties caused by blindness or darkness. You cannot take this Merit if you have the Blind Flaw.
Mitanu — Mitanu's Tongue: (2 Traits) You have the ability to talk your way out of most things when dealing with reasoning creatures, including most spirits. You gain two extra social traits on rolls involving Subterfuge (or related specialities) when attempting to evade the issue, avoid blame or otherwise escape an awkward situation.
Sokhta — Inner Sight: (2 Traits) The solutions to puzzles and mysteries come to you with relative ease. You enjoy a good mystery and look forward to the opportunity to test your intuition against some of life's confusing situations. You gain two extra mental traits on all tests involving the Enigmas ability.
Katanka-Sonnak — The Fire Within: (2 Traits) The fires of Katanka-Sonnak warm you from within, making you extra resilient against cold weather or damage caused by the cold. You gain two extra Survival abilities involving cold weather hazards, such as swimming to shore in an icy river or digging your way out of an avalanche. You also take one less level of damage from frostbite or other cold-related hazards.
Hakahe —Friend of Sorcery: (5 Traits) Magic fascinates you in all its forms. You have access to three extra Occult abilities.. In addition, you grasp the principles of Theurge Gifts more easily.Even if your auspice is something other than Theurge, you can learn the Gifts of the crescent moon at the same experience cost as those of your own auspice. If you are a Theurge, you spend one less experience point to acquire a new Theurge Gift (although you must still abide by the restrictions of your Rank).
Tambiyah — Mother's Insight: (4 Traits) You have an uncanny ability to see into the heart of a situation. You make all Wits-related Mental challenges at +1 mental trait.. Additionally, in situations where you are engaged in static/extended challenges you need one less success to accomplish your task.
Meros — Luck of The Road : (2 Traits) You enjoy traveling for its own sake and take any opportunity to do so. The road also seems to have an affinity for you and you find most journeys pleasurable experiences. You make Survival tests involving travel-related actions at -2 difficulty –– including finding places to stay along your route, locating convenient short cuts and avoiding obstacles such as traffic tie-ups (in urban areas) or rockslides and flooded rivers (in the wilderness). Your affinity extends to your companions as well, giving them a -1 to similar rolls when traveling with you.
Zarok — Born Leader: (1 Traits) Others respond to your inherent authority and tend to follow your orders or suggestions. Even if you do not hold a position of leadership, those around you treat you as if you did. You make all rolls involving the Leadership Talent at -1 to your difficulty.
Lu-Bat— Resigned Spirit: (2 Traits) You accept defeat and setbacks with a calmness uncommon in most Garou. Others find it difficult to provoke you to anger by taunts or insults and you do not get overly disappointed when you fail. You gain a +2 to your difficulty to frenzy from trivial matters such as personal frustration or the goading of others. When a true occasion for frenzy presents itself –– such as the sight of a place ravaged by Wyrm-taint –– your chance for frenzy is normal.
Rautma — Hidden Talent: (3 Traits) You have a knack for keeping secrets and for concealing objects so that others have a difficult time locating them. This makes you a natural recipient for sensitive information. Others have a +2 to their difficulty for attempting to overhear your private conversations. If you hide an object, others suffer a +2 to their difficulty to locate it.
Shantar — Adaptable Nature: (2 Traits) You accept change easily and adapt quickly to unfamiliar situations or alien circumstances. The most bizarre Umbral landscapes do not phase you, nor does it bother you to make sudden changes in plans or battle tactics. You can avoid any penalties associated with exposure to alien environments or drastic changes.
Rorg — Good Instincts: (3 Traits) You have an uncanny ability to intuit the best course of action in situations involving instinctive responses rather than logic or rational thought. This Merit makes you an ideal companion in the wilderness, where action takes precedence over thought. You have an extra +2 traits to Primal Urge or Survival Abilities(not both).
Restricted Merits
Distant Sire (1 Trait) COG ONLY! - Social –
The Children of Gaia adopt so many pups that some Children maintain family ties with Garou parents in other tribes. This Merit simply means that you know of a parent who is Garou (not Kin) in another tribe. (Male Children may claim sire-right among the Black Furies). The tribe needs to be specified and the Storyteller needs to give permission for you to choose the tribe that you specify. In some cases he may refuse.
The Storyteller will create your parent, but will not reveal everything about them to you. In general, this Merit functions as a dot of Allies within another tribe, although it will also tend to spawn its own subplots.
Shame (2 Trait) – BG Only! - Social – Must have Background to support
Your distant Garou ancestors weren’t Bone Gnawers. Somewhere along the way, one of your ancestors shamed himself in some way. As a result, his descendants were so infamous or reviled that only the Bone Gnawer tribe would take them in. his reputation precedes you, as well.
The good news is that you can still draw upon the strength of a few of your more esteemed ancestors. Treat this like one Trait of the Ancestors Background. None of these ancestors were Bone Gnawers (of course) and none of them were more recent than at least three centuries ago. This is the closest a Bone Gnawer can ever get to the Ancestors Background. Unfortunately, your infamous pedigree can get you into trouble. You effectively have the Negative Social Trait: Shamed only when dealing with Garou. Any elder Garou who uses the Politics ability to try to sniff out your place in Garou society will immediately realize your shameful lineage and Negative Trait if he wins in a Social Challenge against you.
Political Mentor: (2 Trait) — Shadow Lord ONLY! — Social
Although Shadow Lords cannot take the Mentor Background, some politically talented Lords are mentored in the arts of their craft. A political mentor can give general advice, but will not intervene in your personal affairs. He will not take responsibility for your actions, but can be a valuable aid in figuring out the political intricacies of a sept. Storytellers who wish to build the political dimension of their campaign will find it easier if one of the characters has this advantage.
Noted Messenger: (3 pt Merit) Silent Strider ONLY!!! - Your reputation and a reliable and incorruptible messenger precedes you. You can enter most septs unchallenged, as long as you have a message for someone residing there. In addition, few Garou will attempt to hinder you in your duties, and most will let you cross their territories unmolested.
However, the mere word of your presence will sometimes stir up rumour and intrigue, as the locals wonder what message it is you carry.
Notable Heritage (2 Trait Merit) – SF ONLY! - Social –
This merit can represent one of two things. It may mean that the character is from a family that is particularly renowned among the Garou for its deeds down through the centuries. This is not the same thing as Pure Breed, which represents the relative perfection of the Garou line as expressed in the individual. This Merit represents the general fame accorded to the family for the deeds of Garou and Kinfolk alike. This merit does carry with it the expectation that the werewolf live up to the family name.
Alternatively, the Merit may represent membership of a family famous in human circles: a royal family or a political dynasty. While the Merit does not convey any property or financial gain, it may well carry a title in a monarchy.
Garou with this Merit are one Trait up on all Social tests with other Garou and any Kinfolk aware of werewolf society; this benefit is cumulative to any gained from the Pure Breed background as well. Characters with a famous human name receive the same benefit with humans and any Garou who pay special attention to the movers and shakers of human society, such as Glass Walkers, Silver Fangs or Shadow Lords.
Kinfolk with the merit are allowed to take one renown from any of the three categories and apply it to their sheet. Garou will wonder and, at times, challenge you how you got the renown, but you did earn it, and you should not let them take that from you.
Diplomatic Immunity: (3 pt Merit) - SL ONLY! - Social- The Garou Nation holds you in esteem as a mediator. You may travel where you please in the furtherance of your duties. No one may search you, and you are welcome at any moot. Of course, should you abuse these privileges, word will spread. The Shadow Lords have worked hard to build up the few Garou entitled to this privilege, and if an elder of your tribe has found out that you have abused this right, you will be cast out of the tribe. (In other words, whatever you do, don't get caught.)
Thunder’s Child (5 Trait Merit) – SL GAROU ONLY! - Supernatural –
You are especially close to Grandfather Thunder, to the point where even the Theurges of your sept look on you with envy. If you are exposed to a thunderstorm, you gain a bonus Gnosis Trait, which can be spent normally. If you leave the storm or it finishes before the Gnosis is used, it simply goes away. Storm- or electrical-based damage inflicts one less level of damage than normal. You also gain a bonus Trait when in Social Challenges with Grandfather Thunder’s brood or storm-spirits.
Faerie Blood (1 - 5 Trait Merit) — Fianna Kinfolk Only!! -- Supernatural
Your blood carries a strong legacy of the fae, which affords you some oftheir powers. For each Trait in this Merit, you may take one Merit or Flaw normally reserved for changelings. Additionally, you also possess one Trait of Glamour and have the capacity to gain more, just like a changeling. Each additional permanent Trait of Glamour costs you three Free or Experience Traits, though you can never have more permanent Traits of Glamour than the number of Traits in this Merit. Although you may use your Glamour like a fae, you can only replenish it by creating art or receiving a token from a changeling. You may learn the Basic Arts and Realms of fae magic, giving you the ability to cast minor enchantments. Arts cost six Traits to learn, and Realms cost four. You also add the number of Traits in this Merit to the number of days that an enchantment lasts on you. With one Trait in this Merit, you can be enchanted for eight days at a cost of only one Glamour Trait (seven days for being kinain, plus one extra day for one level in this Merit). You must take the Merit Kinain before you take this Merit. See The Shining Host Players Guide for more information about kinain.
Kinain (3 Trait Merit) — Fianna Kinfolk Only!! - Supernatural
The blood of the fae runs in your veins, literally. Though you are not a changeling, being kinain makes it easier for you walk in the Dream as if you were. While this product of your heritage may expose you to chimerical attack, it also opens up to you a new and wondrous world. You do not necessarily have access to the powers of the fae, but you are in tune with their world and they find it easier to affect you. Unlike a normal mortal, you are more likely to remember your encounters with the changelings. Kinain have Trait maximums that are presented in the chart on page 1 19. You are related to one of the fae races, and you might even share some of their abilities. You are more easily accepted in fae society than ordinary humans, and you might even be able to use some of the changeling’s arts if you also have the Merit Faerie Blood. You possess only five Banality Traits, which permits you to explore the fae’s society, since your presence is less likely to afflict them negatively and because you are less susceptible to the amnesiac affects of the Mists. Similarly, you are easily enchanted: Any changeling can enchant you by simply expending a Trait of Glamour (without the need for a token), and you remain enchanted for a full week.
Fist of God (7 Trait Merit) — Kinfolk Only!! - Supernatural
You have developed a supernatural ability to strike and injure paranormal creatures. Perhaps you gained this power through intense training or constant devotion to your beliefs, or maybe your crossbow was once blessed by an extremely devout monk. Whatever the reason, your “Witch Hammer” strike inflicts aggravated damage against supernatural creatures. However, the Fist functions only with one particular weapon, be it your firearm, sword, body, etc. This Merit functions only if you maintain a Humanity of four or higher (though it cannot be permanently lost).
Gnosis (5 - 7 Trait Merit) — Kinfolk Only!!! - Supernatural
You are tied to the powers of life and Gaia much like the Garou who are your kin. You possess a degree of their supernatural awareness, the strength of which is reflected by the number of Traits you have in this Merit. You have one to three Gnosis Traits: one Gnosis for five Traits in this Merit; two for six Traits and three for seven Traits. You may use your GnosisTraits to employ werewolf Gifts and assist in Rites, just like a Garou. Having this Merit allows you to learn a greater selection of Gifts and accords you a great deal of respect among the shapechangers. Furthermore, if a vampire attempts to Embrace you, you may make on Simple Test for each Trait of Gnosis you possess. If you
succeed in any of the tests, you die quickly and peacefully without becoming a vampire. If you tie any of the tests without any wins, you die slowly and painfully, but still do not become a vampire. Only if you lose all the tests do you join the ranks of the undead. You may not raise your Gnosis with Experience Traits: Any Gnosis that you possess during character creation is the limit of your spiritual capacity forever. However, if you expend a permanent Gnosis Trait in the course of a Gift or ritual, you may use Experience Traits to regain that lost Gnosis Trait later.
Celestial Guidance: (1 Trait) You are at home in the Aetherial Realm and can intuit the direction you need to go by a simple act of concentration. If you concentrate on your destination and make a successful Willpower roll (difficulty 6), you can sense the nearest appropriate 'step' towards your destination, whether a moon path, anchorhead or even the realm of a potential guide. Even if an Umbral event throws your off course, you can eventually find your way back to familiar territory.
Celestial Sensitivity: (2 Traits) You are attuned to the Aetherial Realm, a condition which allows you to feel when something isn't right around you. This makes it easy for you to avoid being in the wrong place at the wrong time. The Storyteller determines when you receive warning, and whether or not you can determine whether the sense of wrongness comes from some sort of astrological phenomenon, celestial event or disturbance of the local spirits.
Mental Merits
Code of Honour (1 Trait)
A specific code of honour or chivalry guides your actions, separate from your pack or sept rules. This code is very personal, shaped by your experiences. You should work with your Storyteller to create an appropriate code (one with hindrances and restricted activities along with beliefs and passions). You gain a free retest in Mental and Social challenges against supernatural persuasion (Mind magic, Dominate, etc.) that would force you to violate your code.
Common sense (1 Trait)
You still have a lot of gut insight and everyday practicality. Whenever you’re about to do something that runs counter to common sense, the Storyteller or Narrator can make suggestions about the action. This Merit is excellent for new players who are not familiar with the intricacies of the game.
Concentration (1 Trait)
You shut out all noises and interruptions that would hinder most other people. You take no penalty for sudden distractions.
Fast Reader (1 Trait)
It takes longer to wash the ink off your hands than to actually read the paper, and you read War 8 Peace in the time it takes most people to commute to work and back. OK, those may be slight exaggerations, but you still read amazingly quickly, and retain what you have read as well. It takes you half the time to perform any actions that primarily involve reading, making you a valuable researcher and investigator.
Good Map Reader (1 Trait)
Given a map of some kind and the barest of directions, you can find your way to just about anywhere you need to be with a minimum of detour or delay. You have an innate sense of direction, and when traveling to a familiar location or when given time to prepare a route to an unfamiliar one, you can shave travel time between locations by a third, reflecting your knack for taking just the right path for maximum efficiency.
Time sense (1 Trait)
You can estimate time accurately to the nearest one or two minutes without the use of a watch or clock.
Berserker (2 Trait)
You are in total control of your Rage. You may enter frenzy at will, during which time you do not suffer any wound penalties; however, you must still make frenzy tests when the need arises.
Dual Nature (2 Trait)
This merit does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. The Natures must compliment each other. You must still choose a Demeanor, and it can be as different from the character' Natures as the player desires. You may not purchase the Dual Demeanor merit.
Dual Demeanour (2 Traits)
This merit does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Demeanours. You must still choose a Nature, and it can be as different from the character' Demeanours as the player desires. You may not purchase the Dual Nature merit.
Eidetic Memory (2 Traits)
Your memory is nearly perfect, and you recall almost everything you experience with incredible clarity. A single turn of attention is sufficient to commit a page, picture or short conversation to memory. If you are involved in combat or otherwise distracted, you must make a Static Mental Challenge, difficulty of six Traits, to successfully memorize the contents of your subject of scrutiny. You should keep a “cheat sheet” of your memories to aid you and the Storyteller in “recollection.”
Natural Linguist (2 Traits)
You have a remarkable grasp with any languages that you speak or write (as per your Linguistics Ability). You gain three Bonus Traits on all challenges related to language.
Calm Heart (3 Traits)
You are naturally calm, and find it easier to resist your Rage. You are one Trait up to resist frenzy, no matter how the incident is provoked.
Iron Will (5 Traits)
You are a rock of stubborn resolve. Very little can sway you once your mind is made up. You may resist mind-altering effects (vampiric Dominate, or mind attacks by other supernatural creatures) by spending a Willpower Trait. This Merit has no effect on powers that affect the emotions (such as Presence).
Jack-of-All-Trades (5 Traits)
You possess a breadth of knowledge that covers a number of miscellaneous talents and skills, which you have acquired through your travels and experiences. You may utilize Abilities that you do not possess: The cost for doing so is risking an additional Trait appropriate to the challenge or task. For example, you could expend a Mental Trait to pick a lock with Security even if you don’t possess that Ability -you must still make any required tests (such as a Static Challenge to actually pick the lock) as normal.
Physical Merits
Acute sense (1 Traits)
You have a particularly sharp sense (specify which one). In all tests with that sense, you are two Traits up on challenge-resolution. You may have multiple Acute Senses, but you may only take this Merit once for each sense.
Ambidextrous (1 Traits)
You have a high degree of coordination, and you can use both of your hands equally well. Normally, you suffer a two-Trait penalty for performing tasks with your “off” hand. With this Merit, you have no penalty for using either hand. Of course, if you use both hands, you still suffer the coordination penalty for both (see “Two-Weapon Combat” )
Bad Taste (2 Traits)
You are gamey to the palate and revolting on the taste buds; plainly put, you taste nasty. Your sweat is oily, though not foul-smelling, and causes victims successfully biting you to spend a Willpower Trait or retch uncontrollably for a scene. Since you taste bad to everyone, very few lupus or wolves will lick you.
Catlike Balance (1 Traits)
You almost never slip, stumble, fall or even get dizzy. Your sense of balance is so well-developed that you can walk with ease even on a narrow ledge or wire. You are two Traits up on resolution of challenges where your balance is a deciding factor.
Double-Jointed (1 Traits)
You are unusually supple. You are one Trait up on all Physical Challenges that require body flexibility, such as escaping from handcuffs or climbing up a wall to escape pursuing zombies.
Enchanting Voice (2 Traits)
Your voice is naturally resonant and commanding. All uses of your voice grant you two Bonus Traits; you can seduce, intimidate and cajole with just a few well-chosen words.
Fair Glabro (2 Traits)
Your Glabro form can pass for Homid, although a somewhat large and bulky one, and therefore you do not suffer the Negative Social penalty while in this form.
Good Right/Left Hook (1 Trait)
Whether due to esoteric martial arts training or just a lot time spent pounding on people, your unarmed attacks are particularly vicious. Upon making a successful Brawl test to injure a target, you may immediately make a Simple Test -on a win, you inflict an additional level of damage.
Lack of Scent (2 Traits)
Your body produces no defining scent, making it near impossible for you to be tracked solely by smell. Anyone attempting to track you in this manner suffers a two- Trait penalty to these tests.
Phantom Mask: (2 Traits)
Your Metis deformity is concealable with some work. For example, you may be able to hide your third eye under a scarf, or perhaps you have a charm from a fae or wizard that hides your deformity. This serves you just fine, unless the other werewolves find out. They'll hate you for being a coward in addition to whatever prejudices they have against Metis, and you'll be the object of particular scorn by other Metis.
Robust Health (1 Trait)
You shrug off most illnesses with ease, and even serious afflictions or mild poisoning doesn’t slow you down much. Any time you must make a test to resist the
effects of poison or illness, you are two Traits up. You must have at least five Physical Traits to purchase this Merit.
Sea Legs (1 Trait)
Accustomed to life on ocean vessels of all kinds, you are immune to seasickness even in the roughest weather, and ignore all movement or action penalties due to rough seas or unexpected ship movements.
Bundle of Energy (2 Traits)
A naturally vibrant and energetic person, you need only five to six hours of sleep per night to count as fully rested, and thus can work long hours without much difficulty. Needless to say, requiring less rest can be areal boon in maintaining a double life or stalking monsters for extended periods of time.
Cat Napper (2 Traits)
Although you might still require the standard eight hours of sleep per night to remain rested, you need not get them all at once - so long as the numbers of hours you sleep in one 24-hour period totals what you normally require to be rested, you’re fine. Additionally, you have little trouble falling asleep just about anywhere if you want to, though once asleep you’re just as difficult to rouse as anyone else unless you purchase additional Traits that dictate otherwise.
Daredevil (3 Traits)
Not only do you take outrageous risks, you survive them. Whenever you take a risky (some would say foolhardy) course of action — one with a Static difficulty of at least eight Traits or a potentially harmful outcome — you get one
Bonus Trait on the attempt. This bonus applies only to combats where you are outnumbered or sorely outclassed (Narrator’s discretion).
Poisonous Blood (3 Traits)
For reasons that might be unknown to you, your blood is toxic to vampires. Although you suffer injury and the other effects of the vampire’s Kiss when a vampire drinks your blood, the vampire gains no nourishment from the fluid and suffers one health level of lethal damage for each Trait of your blood she consumes. Unfortunately, vampires can’t tell that your blood is poisonous until they taste it, which means that while this Merit won’t protect you from initial attack, it may well discourage the same vampire from trying to feed on you later.
Huge Size ( 4 Traits)
You are abnormally large, possibly over seven feet tall and weighing over 300 pounds. You gain an extra Bruised health level.
Metamorph (6 Traits)
Shifting between forms is second nature to the point that you can do it in your sleep. Not only are you not required to make a test to change forms, you do not need to spend a Rage Trait to instantly shift to a specific form. If knocked unconscious, you may make a Simple Test to shift to whatever form you like, instead of your breed form.
Social Merits
Approachable (1 Trait)
People from all walks of life find it easy to talk to you, and getting even traumatized or suspicious folks to open up to you doesn’t take much effort. You are two Traits up on all such Social Challenges involving anyone.
Favour (1 or 3 Trait Merit)
An elder owes you a debt of gratitude for a deed you performed at one time or another. Garou society is very strict about repaying debts, for making good on debts is always good for Renown. One Trait indicates that you are owed a minor favour, where three Traits indicate a major favour. Work with the Storyteller to come up with the specific details of the favour.
Funny (1 Trait)
Good comedic timing is rare, but you have it in spades; not only does this get you more than your share of party invitations, but your knack for getting a laugh also means that you know what type of humour to use in a given situation. You’re invaluable at keeping up morale, and are two Traits up on any Social Challenge to bolster morale or lighten someone’s mood in a helpful fashion.
Good Listener (1 Trait)
Most people just wait for their turn to speak, but you genuinely listen to what other people are saying, and this willingness to entertain their thoughts without interjecting your own opinion means that people tend to tell you more than they expect to. In any apparently friendly situation that involves someone else talking to you more than you talk back, you are two Traits up on any Social Challenge to get information from them as your receptiveness encourages them to say more than they might otherwise would about a subject.
Natural Leader (1 Trait)
Natural magnetism and leadership capabilities spring from your actions and words. Others want to follow you, and you easily take charge. You gain two Bonus Traits on tests of leadership. You must have at least six Social Traits to take this Merit.
Natural Politician (1 Trait)
Machiavelli was pretty bright, but a few more years in the game and you just might be able to give the old boy a few tips yourself. You understand how power flows in organizations, and whether or not you have actual Politics Ability or Influence, the arts of deal-making and power-brokering come naturally to you. You are two Traits up on all Social Challenges in situations where politics is a factor, whether it’s an international summit or a meeting of the neighbourhood watch. You must have at least six Social Traits to take this Merit.
Punctual (1 Trait)
Punctuality is nearly a lost art in these hectic times, but not for you. If the boss wants you in a meeting at 9,you’re waiting patiently outside his office at 859.This may not seem like that much of a boon, but being on time (and scheduling your activities accordingly) is so second nature to you that barring some disaster or deliberate outside interference, you are assumed to make all meetings and other appointments that you have on a given day, in addition to your hunting activities. Needless to say, this can be a wonderful aid in maintaining a double life without losing your job, or even just making sure that you make it home from zombie-slaying in time to cook dinner for the kids. (Narrators should use common sense if a character begins trying to abuse this Merit and devotes too much time to possibly make it to all of their regular obligations as well.)
Way With Words (1 Trait)
You have a natural flair for choosing the right words to express exactly what you mean, whether communicating your emotions to another person or crafting a work of art. You are two Traits up on all Expression - or Performance-related Challenges primarily involving words and wordplay.
Flirt (2 Traits)
Not everyone is necessarily very attracted to you on sight, but when you decide to make someone the object of your affection, most people find it hard to resist. You simply have a talent for understanding the subtle give-and-take of flirting and teasing; you’re two Traits up on any Social Challenges involving such activity with members of the opposite sex (or the same sex who find you attractive).
Human Tribal Status (2 or 4 Trait Merit)
You maintain an active part in the human community you came from, even attaining a position of some standing, such as council elder or healer. At two Traits, you might act as shamanic healer for your Kinfolk or perhaps you’re the go-between for them and the Garou while four Traits means you hold a seat on a tribal council or perhaps act as spokesman for your group to the human community at large. You must come from either a Native American or distinctly ethnic community to take this Merit. Lupus and metis characters may not take this Merit.
Supernatural Merits
Ancestral Mentor (1 Trait)
A friend or relative from your past, perhaps a friend of an ancestor, guides you on your path. The Storyteller decides the exact powers. If it really exerts itself, it can materialize in the real world, however it usually contents itself to providing advice and company.
Shivers (1 Trait)
Although you can’t actually see or hear ghosts, you get a creepy feeling whenever they are around. Whenever a wraith enters the room or immediate area, you may automatically make a Static Mental Challenge with a difficulty of six Traits (although none of your Traits are risked). If you succeed, you are aware of the presence of ghosts.
True Love (1 Trait)
Even with all of the pain and suffering you see on a daily basis, you have found a true love that gives you strength to persevere. When the need arises you gain an extra Willpower Trait, known as a True Love Trait once per session. (These Traits are not cumulative and cannot be saved for use at a later date). However, your True Love may well need rescuing or help from time to time.
Danger Sense (2 Traits)
You have a sixth sense that warns you of danger. When you are in a potentially dangerous situation where you could possibly be surprised, you gain two extra seconds in which to react (for a total of four seconds; normal mortals get only two).
Medium (2 Traits)
You do, in fact, hear dead people from across the Shroud. Ghosts follow you wherever you go and you can feel their presence at all times. So long as you are willing to barter with them, these Restless Dead will communicate with you for favours and information.
Moon-Bound (2 Traits)
You share a special tie to your auspice and benefit even more than usual when it is in its moon phase. When your moon is in the waxing phase, you receive a bonus Trait to all ties, though you are down one Trait during its waning phase (either determined by the Storyteller or the real world moon).
Occult Library (2 Traits)
You own a collection of rare and occult books. These precious volumes contain bits of accurate knowledge concerning the supernatural. You are not necessarily familiar with the contents of these volumes (for that you need the Occult Ability), but your library can be an invaluable aid in research.
Luck (3 Traits)
Maybe Gaia has someone looking after you; maybe you’re just that dam lucky. Whatever it is, you can make one retest per session on a failed challenge by bidding the Trait Lucky. The results of the second challenge always stand.
Natural Channel (3 Traits)
For some reason, you find it easier to step sideways. You gain one free retest per session on stepping sideways. Further, spirits react more favourably to you because you’re so attuned to the Umbra. It doesn’t mean you can get away with murder, but the spirits are less likely to jump you the minute you step into the Umbra and more inclined to listen to you.
Oracular Ability (3 Traits)
The signs and portents of everyday life are clear to you, offering up the course of the future. Once per session, you may attempt to read a particular omen by making a Static Mental Challenge with a difficulty of eight or more Traits (Narrator’s discretion). If you succeed, you receive some insight into the current situation, allowing you to claim one retest at some point during the night as you draw on the visions that you interpreted.
Supernatural Companion (3 Traits)
You have a friend who’s not like the other kids - he happens to be a vampire, a wraith, a changeling or some other supernatural creature. You can call on him for aid, just as he will call on you (you are friends, right?). However, neither your sept nor his elders will appreciate this if you’re found out (and slumming with a Leech is very bad news), and you can expect punishment if you’re caught. The Storyteller will create your friend.
Psychic/Sorcerous Awareness (3 or 4 Traits)
You are automatically aware whenever magic or psychic power is used within 10 feet of you. The use of Garou Gifts, vampiric Disciplines or even hedge magic causes a distinct tingle to run up your spine if you have Sorcerous Awareness. With Psychic Awareness, you notice various phenomena and powers that mimic psychic abilities, such as a vampire’s Auspex. You may make a Static Mental Challenge against a difficulty of eight Traits in order to discern the source of the effect and exactly what it was (although you must have sufficient levels of the appropriate Lore to differentiate between a vampire Discipline and a changeling Art, for example).
Symbol Independence (3 Traits)
Typically, one must present a holy symbol in order to use True Faith effectively against a supernatural opponent. You, however, are free from this restriction. Must have True Faith to take this Merit.
Destiny (4 Traits)
A great destiny lies before you, though you may not yet realize it. Your destiny becomes manifest over the course of the chronicle. The Storyteller decides the exact nature of your destiny, though you should provide her with input and suggestions. Because this Merit tends to transform a character into the central figure in the chronicle, you must have your Storyteller’s approval before choosing it.
Prophecy (4 Traits)
Gaia speaks to you in visions and signs. These visions strike you according to some greater will: You cannot make them come to you. Your Storyteller will describe to you the exact nature of each vision, but you can be sure that the meanings of most of these signs and portents will be obscure or cryptic. It’s up to you to figure out if a particular vision is a warning, a command or perhaps merely symbolic. Such experiences are often accompanied by dramatic physical sensations and devastating headaches.
Clear Sighted (5 Traits)
You are unusually sensitive to the use of supernatural powers of illusion, trickery and disguise, and you can see through them to the heart of the matter. With a successful Mental Challenge, you can see through Unseen Presence, Mask of 1,000 Faces, Blur of the Milky Eye, Blissful Ignorance, Chimerstry and the like. When engaging multiple opponents simultaneously, you need risk only one Mental Trait to attempt to perceive all of them; make a single test against everyone simultaneously, resolving ties as normal. If you lose any of the challenges, you lose only the one Mental Trait that you bid.
Lifegiver (5 Traits)
Your life force is particularly strong and resilient to harm. You heal rapidly and can even extend your regenerative powers to others. Whenever you suffer nonaggravated damage, you heal it in half the required time. Anyone under your care gains this benefit as well, provided that you are uninjured. You automatically gain the Flaw Potent Blood, but gain no additional Free Traits for it.
Speaker With the Dead (5 Traits)
Your sight extends beyond the Shroud of the spirit world and into the lands of the dead. You see and hear the Underworld at all times. To you, life is an existence of stumbling through two half-worlds simultaneously- one world of solid, bright matter, and the other of decaying, gray detritus. You can also see and hear wraiths and other beings that inhabit theUndenvorld, and you area target for suchcreatures that may wish
to contact the living. Malevolent spectres may hound you in an attempt to drive you insane. You may gain Wraith Lore without the benefit of a mentor, and you are up one Trait when using sorcery or psychic phenomena to interact with the dead.
Nine Lives (6 Traits)
You have nine chances to cheat death. Your Storyteller should keep a tally of your lives (you can also mark them on your character sheet). Any time that a lost
challenge would result in your death, you get a retest. You can keep retesting, even on the same challenge, until you survive or until you use up all of your Nine Lives.
Resistant to Wyrm Emanations (6 Traits)
Gaia grants you a hardiness against contaminations from the Wyrm. You get a free retest in challenges where Wyrm-taint is involved. This Merit also protects you from balefire, radiation and possession by Banes. It is very likely that you will be thrust to the front lines, and otherwise expected to use your Gift “for the good of Gaia.” Don’t let the Bane bugs bite.
Silver Tolerance (7 Traits)
Gaia has blessed you with the immunity to the inherent bane of Garou existence. Although the damage from silver weapons is still aggravated, you may test and, on a win or tie, have the ability to soak it with your regenerative facilities. Also, it takes a pair of silver items carried to cause you to lose one Gnosis.
True Faith (7 Traits)
You have a deep-seated faith and love for Gaia, God, Allah, the Buddha or whatever you consider the Almighty. You begin the game with one Trait of Faith (which ranges from 1-10).Your Faith may also have supernatural effects (at Storyteller discretion), which vary from person to person, although you may use it to repel vampires by declaring, “In the name of. ..” and brandishing a holy symbol, making a Social Challenge against the vampire’s Willpower. With success, the vampire must flee, and even if you lose, the vampire cannot approach closer than 10 feet unless he overbids you in a contest of Willpower.
True Faith is a rarity in this day and age; obviously you should have a very good explanation for this. No one may start the game with more than one Trait of Faith, and the Storyteller will award more Faith based on appropriate actions. For more about Faith, see Laws of the Hunt.
Zodiacal Merits
Nerigal — Battle Prowess: (3 Traits) Combat with weapons comes naturally to you. Swords, knives, klaives, quarterstaves and various other implements of hand-to-hand warfare seem almost second nature. You enjoy an 2 extra trait advantage when tied with opponent., while using a hand to hand weapon.
Eshtarra — Eyes of Eshtarra: (4 Traits) You can use your Kailindo Skill to heighten your senses to their maximum,allowing you to feel, smell and hear where things and people are. If blinded or placed in a situation where you cannot see, you can use this ability to substitute for your lack of sight. Information comes to you in a manner similar to a bat's sonar. In order to take this merit you must have at least one level of Kailindo. This Merit negates penalties caused by blindness or darkness. You cannot take this Merit if you have the Blind Flaw.
Mitanu — Mitanu's Tongue: (2 Traits) You have the ability to talk your way out of most things when dealing with reasoning creatures, including most spirits. You gain two extra social traits on rolls involving Subterfuge (or related specialities) when attempting to evade the issue, avoid blame or otherwise escape an awkward situation.
Sokhta — Inner Sight: (2 Traits) The solutions to puzzles and mysteries come to you with relative ease. You enjoy a good mystery and look forward to the opportunity to test your intuition against some of life's confusing situations. You gain two extra mental traits on all tests involving the Enigmas ability.
Katanka-Sonnak — The Fire Within: (2 Traits) The fires of Katanka-Sonnak warm you from within, making you extra resilient against cold weather or damage caused by the cold. You gain two extra Survival abilities involving cold weather hazards, such as swimming to shore in an icy river or digging your way out of an avalanche. You also take one less level of damage from frostbite or other cold-related hazards.
Hakahe —Friend of Sorcery: (5 Traits) Magic fascinates you in all its forms. You have access to three extra Occult abilities.. In addition, you grasp the principles of Theurge Gifts more easily.Even if your auspice is something other than Theurge, you can learn the Gifts of the crescent moon at the same experience cost as those of your own auspice. If you are a Theurge, you spend one less experience point to acquire a new Theurge Gift (although you must still abide by the restrictions of your Rank).
Tambiyah — Mother's Insight: (4 Traits) You have an uncanny ability to see into the heart of a situation. You make all Wits-related Mental challenges at +1 mental trait.. Additionally, in situations where you are engaged in static/extended challenges you need one less success to accomplish your task.
Meros — Luck of The Road : (2 Traits) You enjoy traveling for its own sake and take any opportunity to do so. The road also seems to have an affinity for you and you find most journeys pleasurable experiences. You make Survival tests involving travel-related actions at -2 difficulty –– including finding places to stay along your route, locating convenient short cuts and avoiding obstacles such as traffic tie-ups (in urban areas) or rockslides and flooded rivers (in the wilderness). Your affinity extends to your companions as well, giving them a -1 to similar rolls when traveling with you.
Zarok — Born Leader: (1 Traits) Others respond to your inherent authority and tend to follow your orders or suggestions. Even if you do not hold a position of leadership, those around you treat you as if you did. You make all rolls involving the Leadership Talent at -1 to your difficulty.
Lu-Bat— Resigned Spirit: (2 Traits) You accept defeat and setbacks with a calmness uncommon in most Garou. Others find it difficult to provoke you to anger by taunts or insults and you do not get overly disappointed when you fail. You gain a +2 to your difficulty to frenzy from trivial matters such as personal frustration or the goading of others. When a true occasion for frenzy presents itself –– such as the sight of a place ravaged by Wyrm-taint –– your chance for frenzy is normal.
Rautma — Hidden Talent: (3 Traits) You have a knack for keeping secrets and for concealing objects so that others have a difficult time locating them. This makes you a natural recipient for sensitive information. Others have a +2 to their difficulty for attempting to overhear your private conversations. If you hide an object, others suffer a +2 to their difficulty to locate it.
Shantar — Adaptable Nature: (2 Traits) You accept change easily and adapt quickly to unfamiliar situations or alien circumstances. The most bizarre Umbral landscapes do not phase you, nor does it bother you to make sudden changes in plans or battle tactics. You can avoid any penalties associated with exposure to alien environments or drastic changes.
Rorg — Good Instincts: (3 Traits) You have an uncanny ability to intuit the best course of action in situations involving instinctive responses rather than logic or rational thought. This Merit makes you an ideal companion in the wilderness, where action takes precedence over thought. You have an extra +2 traits to Primal Urge or Survival Abilities(not both).
Restricted Merits
Distant Sire (1 Trait) COG ONLY! - Social –
The Children of Gaia adopt so many pups that some Children maintain family ties with Garou parents in other tribes. This Merit simply means that you know of a parent who is Garou (not Kin) in another tribe. (Male Children may claim sire-right among the Black Furies). The tribe needs to be specified and the Storyteller needs to give permission for you to choose the tribe that you specify. In some cases he may refuse.
The Storyteller will create your parent, but will not reveal everything about them to you. In general, this Merit functions as a dot of Allies within another tribe, although it will also tend to spawn its own subplots.
Shame (2 Trait) – BG Only! - Social – Must have Background to support
Your distant Garou ancestors weren’t Bone Gnawers. Somewhere along the way, one of your ancestors shamed himself in some way. As a result, his descendants were so infamous or reviled that only the Bone Gnawer tribe would take them in. his reputation precedes you, as well.
The good news is that you can still draw upon the strength of a few of your more esteemed ancestors. Treat this like one Trait of the Ancestors Background. None of these ancestors were Bone Gnawers (of course) and none of them were more recent than at least three centuries ago. This is the closest a Bone Gnawer can ever get to the Ancestors Background. Unfortunately, your infamous pedigree can get you into trouble. You effectively have the Negative Social Trait: Shamed only when dealing with Garou. Any elder Garou who uses the Politics ability to try to sniff out your place in Garou society will immediately realize your shameful lineage and Negative Trait if he wins in a Social Challenge against you.
Political Mentor: (2 Trait) — Shadow Lord ONLY! — Social
Although Shadow Lords cannot take the Mentor Background, some politically talented Lords are mentored in the arts of their craft. A political mentor can give general advice, but will not intervene in your personal affairs. He will not take responsibility for your actions, but can be a valuable aid in figuring out the political intricacies of a sept. Storytellers who wish to build the political dimension of their campaign will find it easier if one of the characters has this advantage.
Noted Messenger: (3 pt Merit) Silent Strider ONLY!!! - Your reputation and a reliable and incorruptible messenger precedes you. You can enter most septs unchallenged, as long as you have a message for someone residing there. In addition, few Garou will attempt to hinder you in your duties, and most will let you cross their territories unmolested.
However, the mere word of your presence will sometimes stir up rumour and intrigue, as the locals wonder what message it is you carry.
Notable Heritage (2 Trait Merit) – SF ONLY! - Social –
This merit can represent one of two things. It may mean that the character is from a family that is particularly renowned among the Garou for its deeds down through the centuries. This is not the same thing as Pure Breed, which represents the relative perfection of the Garou line as expressed in the individual. This Merit represents the general fame accorded to the family for the deeds of Garou and Kinfolk alike. This merit does carry with it the expectation that the werewolf live up to the family name.
Alternatively, the Merit may represent membership of a family famous in human circles: a royal family or a political dynasty. While the Merit does not convey any property or financial gain, it may well carry a title in a monarchy.
Garou with this Merit are one Trait up on all Social tests with other Garou and any Kinfolk aware of werewolf society; this benefit is cumulative to any gained from the Pure Breed background as well. Characters with a famous human name receive the same benefit with humans and any Garou who pay special attention to the movers and shakers of human society, such as Glass Walkers, Silver Fangs or Shadow Lords.
Kinfolk with the merit are allowed to take one renown from any of the three categories and apply it to their sheet. Garou will wonder and, at times, challenge you how you got the renown, but you did earn it, and you should not let them take that from you.
Diplomatic Immunity: (3 pt Merit) - SL ONLY! - Social- The Garou Nation holds you in esteem as a mediator. You may travel where you please in the furtherance of your duties. No one may search you, and you are welcome at any moot. Of course, should you abuse these privileges, word will spread. The Shadow Lords have worked hard to build up the few Garou entitled to this privilege, and if an elder of your tribe has found out that you have abused this right, you will be cast out of the tribe. (In other words, whatever you do, don't get caught.)
Thunder’s Child (5 Trait Merit) – SL GAROU ONLY! - Supernatural –
You are especially close to Grandfather Thunder, to the point where even the Theurges of your sept look on you with envy. If you are exposed to a thunderstorm, you gain a bonus Gnosis Trait, which can be spent normally. If you leave the storm or it finishes before the Gnosis is used, it simply goes away. Storm- or electrical-based damage inflicts one less level of damage than normal. You also gain a bonus Trait when in Social Challenges with Grandfather Thunder’s brood or storm-spirits.
Faerie Blood (1 - 5 Trait Merit) — Fianna Kinfolk Only!! -- Supernatural
Your blood carries a strong legacy of the fae, which affords you some oftheir powers. For each Trait in this Merit, you may take one Merit or Flaw normally reserved for changelings. Additionally, you also possess one Trait of Glamour and have the capacity to gain more, just like a changeling. Each additional permanent Trait of Glamour costs you three Free or Experience Traits, though you can never have more permanent Traits of Glamour than the number of Traits in this Merit. Although you may use your Glamour like a fae, you can only replenish it by creating art or receiving a token from a changeling. You may learn the Basic Arts and Realms of fae magic, giving you the ability to cast minor enchantments. Arts cost six Traits to learn, and Realms cost four. You also add the number of Traits in this Merit to the number of days that an enchantment lasts on you. With one Trait in this Merit, you can be enchanted for eight days at a cost of only one Glamour Trait (seven days for being kinain, plus one extra day for one level in this Merit). You must take the Merit Kinain before you take this Merit. See The Shining Host Players Guide for more information about kinain.
Kinain (3 Trait Merit) — Fianna Kinfolk Only!! - Supernatural
The blood of the fae runs in your veins, literally. Though you are not a changeling, being kinain makes it easier for you walk in the Dream as if you were. While this product of your heritage may expose you to chimerical attack, it also opens up to you a new and wondrous world. You do not necessarily have access to the powers of the fae, but you are in tune with their world and they find it easier to affect you. Unlike a normal mortal, you are more likely to remember your encounters with the changelings. Kinain have Trait maximums that are presented in the chart on page 1 19. You are related to one of the fae races, and you might even share some of their abilities. You are more easily accepted in fae society than ordinary humans, and you might even be able to use some of the changeling’s arts if you also have the Merit Faerie Blood. You possess only five Banality Traits, which permits you to explore the fae’s society, since your presence is less likely to afflict them negatively and because you are less susceptible to the amnesiac affects of the Mists. Similarly, you are easily enchanted: Any changeling can enchant you by simply expending a Trait of Glamour (without the need for a token), and you remain enchanted for a full week.
Fist of God (7 Trait Merit) — Kinfolk Only!! - Supernatural
You have developed a supernatural ability to strike and injure paranormal creatures. Perhaps you gained this power through intense training or constant devotion to your beliefs, or maybe your crossbow was once blessed by an extremely devout monk. Whatever the reason, your “Witch Hammer” strike inflicts aggravated damage against supernatural creatures. However, the Fist functions only with one particular weapon, be it your firearm, sword, body, etc. This Merit functions only if you maintain a Humanity of four or higher (though it cannot be permanently lost).
Gnosis (5 - 7 Trait Merit) — Kinfolk Only!!! - Supernatural
You are tied to the powers of life and Gaia much like the Garou who are your kin. You possess a degree of their supernatural awareness, the strength of which is reflected by the number of Traits you have in this Merit. You have one to three Gnosis Traits: one Gnosis for five Traits in this Merit; two for six Traits and three for seven Traits. You may use your GnosisTraits to employ werewolf Gifts and assist in Rites, just like a Garou. Having this Merit allows you to learn a greater selection of Gifts and accords you a great deal of respect among the shapechangers. Furthermore, if a vampire attempts to Embrace you, you may make on Simple Test for each Trait of Gnosis you possess. If you
succeed in any of the tests, you die quickly and peacefully without becoming a vampire. If you tie any of the tests without any wins, you die slowly and painfully, but still do not become a vampire. Only if you lose all the tests do you join the ranks of the undead. You may not raise your Gnosis with Experience Traits: Any Gnosis that you possess during character creation is the limit of your spiritual capacity forever. However, if you expend a permanent Gnosis Trait in the course of a Gift or ritual, you may use Experience Traits to regain that lost Gnosis Trait later.