Difference between revisions of "Draft expanded renown"
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''Book Ref:'' Kinfolk Unsung Heroes, page #52 | ''Book Ref:'' Kinfolk Unsung Heroes, page #52 | ||
|- | |- | ||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Fera== | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Ananasi'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Crawlerling Alteration''' | ||
+ | | 4 | ||
+ | | Ananasi Physical | ||
+ | | WW3082 | ||
+ | | ''Synopsis:'' You can choose not only the size of the Crawlerlings you break into, but also the breed of spider you become. As long as you have consumed at least a few of the spiders in question, you can become any type of spider you so desire, or as many breeds as you so desire for that matter. | ||
+ | <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Breedbook: Ananasi, page #83 | ||
+ | |- | ||
+ | | '''Good Reputation''' | ||
+ | | 5 | ||
+ | | Ananasi Social | ||
+ | | WW3082 | ||
+ | | ''Synopsis:'' For whatever reason, the other Ovid in your area accept you as a kindred spirit; perhaps their spirit allies speak well of you. They may not like the Ananasi as a whole - and most of them don't - but they accept you as an equal. <br> | ||
+ | ''System:'' Your Rank among your own kind carries over to all other Ovid who follow the same aspect of the Triat as you.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Breedbook: Ananasi, page #83 | ||
+ | |- | ||
+ | | '''Hivemind''' | ||
+ | | 7 | ||
+ | | Ananasi Mental | ||
+ | | WW3082 | ||
+ | | ''Synopsis:'' You truly have a hive mind. Unlike most of the Ananasi, you do not need to choose leaders and drones when you break into the Crawlerling form. <br> | ||
+ | ''System:'' You retain your full consciousness while in this state, throughout all of your individual spiders. The only way to truly destroy you would be to obliterate every single spider that is a part of your form. If even one survives, you retain all of your memories. This isn't a perfect situation, however: Any spiders leaving your immediate area (a hundred foot radius) "revert" back into regular spiders, and no longer keep your memories.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Breedbook: Ananasi, page #83 | ||
+ | |- | ||
+ | | '''Human Form''' | ||
+ | | 3 | ||
+ | | Ananasi Physical | ||
+ | | WW3082 | ||
+ | | ''Synopsis:'' Unlike most Ananasi, you appear completely human when in Homid.<br> | ||
+ | ''System:'' There are no telltale signs that a part of your genetic makeup involves members of the arachnid species. You still have pedipalps, but they can hide away completely, not even showing up on dental x-rays. Your blood, if examined, appears complete human, with no trace of foreign antigens in it. Any medical test, no matter how rigorous, would still prove you "human".<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Breedbook: Ananasi, page #83 | ||
+ | |- | ||
+ | | '''Lilian Alteration''' | ||
+ | | 6 | ||
+ | | Ananasi Physical | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' An Ananasi's Lilian form is determined unconsciously; after the Metamorphosis, it seldom changes. However, you have a special talent for altering your Lilian form. You're better suited to face new terrain, as you can adjust your body to suit the territory - not only in how you can camouflage yourself against the land, but also in how you can maneuver over the landscape. There are also serious psychological advantages, as you can alter yourself to look more or less menacing, as necessary. You can even fabricate a seemingly completely human form from the waist up, making others believe you are defenseless, even when you are ready to destroy them. | ||
+ | <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Ananasi, page #83 | ||
+ | |- | ||
+ | | '''Organized''' | ||
+ | | 1 | ||
+ | | Ananasi Mental | ||
+ | | WW3082 | ||
+ | | ''Synopsis:'' All Ananasi are ordered and structured, but you take it to a new level. If someone needs to have a big bag of rice sorted by size and shape, you're the one to do it. Many of the organizational tasks that others would consider mind-numbingly boring come as second nature to you, and you can achieve them in half the time that it would take anyone else. You would make a perfect accountant or comptroller for a company, and they would gladly pay extra to have you on their staff. | ||
+ | <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Breedbook: Ananasi, page #83 | ||
+ | |- | ||
+ | | '''Venomous''' | ||
+ | | 3 | ||
+ | | Ananasi Physical | ||
+ | | WW3082 | ||
+ | | ''Synopsis:'' Unlike most of your brethren, you retain your venom sacs even when in the Homid form. <br> | ||
+ | ''System:'' In this form, you can still use any Gifts involving venom that could normally only be used in Pithus or Lilian. This Merit cannot be taken with the Human Form Merit.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Breedbook: Ananasi, page #83 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Bastet'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Friend Of Sorcery''' | ||
+ | | 5 | ||
+ | | Planetary Swara | ||
+ | | WW3110 | ||
+ | | ''Synopsis:'' ''(Hakahe)'' Magic fascinates you in all its forms.<br> | ||
+ | ''System:'' You make all Gift related or Knowledge related Occult rolls at -1 to your difficulty. 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 point 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).<br> | ||
+ | ''Notes:'' Restricted to the Swara Tribe, who count Garou Theurge Gifts as 'in-tribe'.<br> | ||
+ | ''Book Ref:'' Rage Across the Heavens, page #128 | ||
+ | |- | ||
+ | | '''Gift Of Seline''' | ||
+ | | 5 | ||
+ | | Bastet Supernatural | ||
+ | | WW3037 | ||
+ | | ''Synopsis:'' The Moon Mother loves you, and has given you some special blessings when she's at full power. Therefore, you have special boosts or talents on nights when the Moon is full. These might include:<br> | ||
+ | {{tab}}*You become exceptionally fierce (+2 Rage).<br> | ||
+ | {{tab}}*The moon makes you stronger (+1 dot of Strength or Stamina).<br> | ||
+ | {{tab}}*You shine with her beauty (an extra die to all Social dice pools).<br> | ||
+ | {{tab}}*Her light reveals things to you (-1 to all Perception difficulties).<br> | ||
+ | {{tab}}*She smiles upon your magics (+2 Gnosis).<br> | ||
+ | {{tab}}*Her fullness lends you purpose (+2 Willpower).<br> | ||
+ | ''System:'' These effects occur only at night; when Seline is sleeping, her blessing slumber, too. From dusk till dawn, however, you bask in her favor. Each time the Moon is full, the Storyteller can either roll to see which talent you manifoest, or decide which favor Seline grants this time around. This Merit allows only one gift to come forth at a time, and the moon - a.k.a. the Storyteller - decides which one it is. This moon-favor lasts all night, and is gone by morning.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Bastet, page #87 | ||
+ | |- | ||
+ | | '''Graceful''' | ||
+ | | 2 | ||
+ | | Bastet Social | ||
+ | | WW3037 | ||
+ | | ''Synopsis:'' You've got a natural flair, even among werecats. Your movements hypnotize and your words charm, harsh though they may be. It's almost impossible for you to look awkward, even when you screw up royally. Most people respect this talent, and even jealous folks have to at least admit you've got style.<br> | ||
+ | ''System:'' Reduce the difficulty of all Social rolls by 2 whenever there's a chance to make a really good impression. This doesn't apply to threats of brute force, although grace may be intimidating in its own way, and may offer a small bonus to Cleverness or Honor Renown.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Bastet, page #86 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Corax'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Birdseye''' <br> aka '''Bird's Eye''' | ||
+ | | 4 | ||
+ | | Corax Awareness | ||
+ | | WW3077 | ||
+ | | ''Synopsis:'' A Corax with this Merit has the knack for automatically picking the right target to follow out of a crowd.<br> | ||
+ | ''System:'' Even if there are 60 Garou at a moot, a Corax with this Merit has merely to make a successful Wits+Awareness roll (difficulty 7) to pick out the proper (read: most interesting; this can be translated as "most important to the ongoing plot") target to follow. A botch on this roll sends the Corax in the entirely wrong direction, which can also have interesting consequences.<br> | ||
+ | ''Book Ref:'' Corax, page #73 | ||
+ | |- | ||
+ | | '''Double Draught''' | ||
+ | | 2 | ||
+ | | Corax Supernatural | ||
+ | | WW3077 | ||
+ | | ''Synopsis:'' Most Corax can only drink from one of any given dead man's eyes. You have the unique knack of drinking from both, allowing you to see details more mainstream Corax might miss. You get the best and the worst of the corpse's death, and can integrate the two to form a coherent picture, rather than being forced to rely on one viewpoint or the other.<br> | ||
+ | ''Book Ref:'' Corax, page #74 | ||
+ | |- | ||
+ | | '''Strong Claws''' | ||
+ | | 4 | ||
+ | | Corax Physical | ||
+ | | WW3077 | ||
+ | | ''Synopsis:'' Birds' claws contract automatically when they sleep, allowing them to keep a grip all night long on whatever perch they've achieved. You can apply that sort of grip whenever you want, making it nigh-impossible to pull something from your grasp if you really want to hang on to it.<br> | ||
+ | ''System:'' If you decide that you absolutely need to keep something in your grasp, you get an extra 3 dice of Strength to use if anyone tries to take the item away from you. This Gift can also be used when hanging onto window ledges, cliffs, tree branches, and so on for dear life, or when trying to haul dangling victims back to safety from such perilous locales.<br> | ||
+ | ''Book Ref:'' Corax, page #74 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Gurahl'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Early Maturation''' | ||
+ | | 3 | ||
+ | | Gurahl Supernatural | ||
+ | | WW3079 | ||
+ | | ''Synopsis:'' Circumstances occurring before your First Change have caused you to emerge as an Auspice other than Arcas. Perhaps your transformation came late in life, striking you after you had attained fill adulthood. Maybe your early years contained so much strife or upheavals that your change catapulted you directly into another Auspice, skipping the "playful" stage of your development as a Gurahl.<br> | ||
+ | ''System:'' Whatever the details, your character begins as either an Uzmati, a Kojubat, a Kieh, or a Rishi. This Merit differs from the Merit: Rip Van Winkle since the Gurahl character is not one of the newly awakened old ones but is, in fact, a recent addition to the ranks of werebears. In addition, the character must choose her beginning Auspice Gift from the auspice she begins play with. (For example, a beginning Kojubat Gurahl with the Merit: Early Maturation must start play with a Level 1 Kojubat Auspice gift rather than Level 1 Gifts available to Arcas or Uzmati.)<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Gurahl, page #88 | ||
+ | |- | ||
+ | | '''Rip Van Winkle''' | ||
+ | | 3-6 | ||
+ | | Gurahl Supernatural | ||
+ | | WW3079 | ||
+ | | ''Synopsis:'' You woke up from a long slumber, and now the whole world is new to you. On the down side, you have lost many of your memories about who you were and what you knew. You know you are a Gurahl, and you remember some of the Gifts and rites you used to know, but the rest lies buried in the fog of time. On the up side, there's a strange and wonderful world outside just waiting for you to tackle it head on. It's like a second cubhood in many ways. Maybe this time, you can get it right (whatever "it" is). | ||
+ | ''System:'' "Beginning the game with this Merit allows the player to create a beginning Gurahl with an auspice other than Arcas. It also gives the new character a wider choice of beginning Auspice Gifts (though she is still limited in the number of Gifts she can begin play with).<br> | ||
+ | This Merit requires particular permission from your Storyteller to purchase, for although the roleplaying possibilities of playing a werebear born in the 19th century - or even the Middle Ages! - are obviously fascinating, it can be extra trouble for your Storyteller. In any event, pay particular attention to choosing Abilities when creating a character of this type. Almost no late slumberers of this nature have any skill in Computer, for instance.<br> | ||
+ | The number of points spent in purchasing the Merit determines what auspice your beginning Gurahl has, and the Gift choices available to her.<br> | ||
+ | {{tab}}3 pts Your Gurahl begins as an Uzmati, and she can choose her beginning Auspice Gift from either the Arcas or Uzmati categories.<br> | ||
+ | {{tab}}4 pts Your Gurahl begins as a Kojubat, and she can choose her beginning Auspice Gift from among the Arcas, Uzmati, and Kojubat categories.<br> | ||
+ | {{tab}}5 pts Your Gurahl begins as Kieh, and she can choose her beginning Auspice Gift from the Arcas, Uzmati, Kojubat, or Kieh categories.<br> | ||
+ | {{tab}}6 pts Your Gurahl begins as a Rishi, and she can choose her beginning Auspice Gift from any category.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Gurahl, page #89 | ||
+ | |- | ||
+ | | '''Umbral Affinity''' | ||
+ | | 3 | ||
+ | | Gurahl Supernatural | ||
+ | | WW3079 | ||
+ | | ''Synopsis:'' Unlike most Gurahl, you do not have to physically rend the Gauntlet to enter the Umbra. Like the Garou, you are able to step sideways without having to rely on the use of a rite.<br> | ||
+ | ''System:'' You need only concentrate on a reflective surface in order to pass through the Gauntlet.<br> | ||
+ | ''Book Ref:'' Gurahl, page #89 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Mokole'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Bird-spirit Companion''' | ||
+ | | 1 | ||
+ | | Mokole Social | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' A particular Bird-spirit has taken a liking to you, and will sometimes materialize after you have fed (in Suchid or Archid form) to pick your teeth. <br> | ||
+ | ''System:'' It may bring you news, rumors, hints or the like, but these tidbits of information aren't guaranteed to be reliable at all.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #70 | ||
+ | |- | ||
+ | | '''Bite Of The Monitor''' | ||
+ | | 1-5 | ||
+ | | Mokole Physical | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' This merit is common among Mokole of the Ora varna. It makes the Mokole's bite more dangerous. <br> | ||
+ | ''System:'' Any bite inflicted by the Mokole can be healed as usual as the aggravated damage it usually is. However, after time the wound reopens. When this happens, the victim loses the same number of health levels they lost with the initial bite after soaking. The frequency in which the bite reopens depends on the strength of this merit:<br> | ||
+ | {{tab}}*Once a year (1 point)<br> | ||
+ | {{tab}}*Once a season (2 points)<br> | ||
+ | {{tab}}*Once a month (3 points)<br> | ||
+ | {{tab}}*Once a week (4 points)<br> | ||
+ | {{tab}}*Once a day (5 points)<br> | ||
+ | The bite will open a number of times equal to the Mokole's Gnosis, and after that will not reopen. It is up to the Storyteller exactly when the bite reopens. A being can suffer from only one "infected" bite at a time.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #70 | ||
+ | |- | ||
+ | | '''Eidetic Memory''' | ||
+ | | 4 | ||
+ | | Mokole Mental | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' You forget nothing and can "photograph" scenes and texts into your memory with the appropriate effort. This Merit costs a lot more for Mokole than for any other creature, for obvious reasons. Once any fact or scene has been recalled through Mnesis, the Mokole can call it to mind again, although every single detail of an ancestor's life isn't available to him unless the ancestor also had eidetic memory. <br> | ||
+ | ''System:'' The player may ask the Storyteller for any fact or event that his character witnessed. The merit makes learning anything memory-related cost half the usual experience points (although things that have to be practiced are costly as usual). The merit also brings respect, as other Mokole appeal to the character to settle disputes and the like.<br> | ||
+ | ''Notes:'' Mokole characters must choose this 4 point version, not the Any-Race 2 point version.<br> | ||
+ | ''Book Ref:'' Mokole, page #71 | ||
+ | |- | ||
+ | | '''Manshape''' | ||
+ | | 1 | ||
+ | | Mokole Physical | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' Your Archid form resembles that of humanity. You are essentially a "lizard person" - a human shape with a reptile head, roughly the size of a Crinos Garou. <br> | ||
+ | ''System:'' You will need to buy Bipedal and Grasping Hands for your Archid form to take this merit, but this merit allows you to use a greater variety of tools and fit in places you might not otherwise fit.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #70 | ||
+ | |- | ||
+ | | '''Mnesis Of The Lost Ones''' | ||
+ | | 1 | ||
+ | | Mokole Supernatural | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' You belong to a Mnesis lineage that, through crossbreeding, sharing of mates, or the Rite of Anamnesis being performed in the distant past, has some memories from an extinct Changing Breed, such as the Camazotz (werebats), the Khara (sabertoothed Bastet) or the Grondr (boar-skins).<br> | ||
+ | ''System:'' This Mnesis will be fragmented, imperfect and difficult for you to understand. The Storyteller will convey to you what this memory contains, although you will not be able to use it as easily as Mokole memories.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #70 | ||
+ | |- | ||
+ | | '''Silver Tolerance''' | ||
+ | | 7 | ||
+ | | Mokole Physical | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' This is an extremely powerful Merit and is not to be taken lightly; there must be some explanation for your immunity, such as a pact or supernatural intervention. <br> | ||
+ | ''System:'' You can soak silver, although it still does aggravated damage to you, and you only lose half the usual amount of Gnosis for carrying silver items. This merit cannot under any circumstances be taken along with Gold Tolerance.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #71 | ||
+ | |- | ||
+ | | '''Step Sideways (merit)''' | ||
+ | | 7 | ||
+ | | Mokole Supernatural | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' This merit is rare in the extreme and is dangerous to use, as it alerts Umbral beings who may be hostile to you.<br> | ||
+ | ''System:'' You can enter the Umbra without a Gift, just as the Garou do. You may step sideways as per the Werewolf rulebook. You should present the Storyteller with a convincing reason as to why you have this merit, and it remains wholly her discretion whether you are allowed to purchase it or not.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #72 | ||
+ | |- | ||
+ | | '''Supernatural Companion''' | ||
+ | | 4 | ||
+ | | Mokole Social | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' You have a friend and ally who happens to be some kind of supernatural creature: another shapeshifter, a mage, or perhaps a changeling. Your clutch does not know about this person, and might be upset if they found out about your friendship. If the ally is Garou, they will be extremely angry. The Storyteller will create this ally, but will not reveal all the details to you.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #71 | ||
+ | |- | ||
+ | | '''Temperature Control''' | ||
+ | | 2 | ||
+ | | Mokole Physical | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' You can control your body temperature. <br> | ||
+ | ''System:'' You will never suffer from fever, heat exhaustion, heatstroke or hypothermia, save in the most extreme conditions. In addition, if you concentrate intensely enough, you can avoid being spotted by heat sensors. Your body temperature cannot usually go over 110 degrees or under 65 degrees Fahrenheit, however.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #71 | ||
+ | |- | ||
+ | | '''Terrible Footsteps''' | ||
+ | | 1 | ||
+ | | Mokole Social | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' When shapeshifting, the Mokole can invoke this merit by spending one Gnosis. The ground trembles, the trees sway and the birds and animals fee. This is not connected to Delirium and the Veil, but is a function of Mnesis. The Mokole is remembering the mighty tread of the Kings. | ||
+ | <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #71 | ||
+ | |- | ||
+ | | '''Veiled To Garou''' | ||
+ | | 7 | ||
+ | | Mokole Supernatural | ||
+ | | WW3081 | ||
+ | | ''Synopsis:'' ): This is an extremely powerful merit, available only to Mokole. The Mokole and the Kings hunted and slew the Garou and their mammalian ancestors for ages. There are a few Mokole who retain that ancient aura of mind-shattering terror. <br> | ||
+ | ''System:'' The Mokole with this advantage causes the Delirium in Garou, although not in other Awakened creatures. Garou react as per the Delirium chart according to their Willpower or Rage, whichever is higher. Garou, too, can make a Wits + Occult roll to move up the chart at the Storytellers option.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, page #72 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Nuwisha'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Large''' | ||
+ | | 1 | ||
+ | | Nuwisha Physical | ||
+ | | WW3076 | ||
+ | | ''Synopsis:'' A Nuwisha with this Merit is substantially larger than most of her breed, and is easily mistaken for a Garou when in Manabozho form.<br> | ||
+ | ''System:'' This size increase gives no physical bonuses, but adds 1 die to all Social dice pools when dealing with Garou.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Nuwisha, page #48 | ||
+ | |- | ||
+ | | '''Umbral Affinity''' | ||
+ | | 2 - 3 | ||
+ | | Nuwisha Supernatural | ||
+ | | WW3076 | ||
+ | | ''Synopsis:'' Nuwisha with this Merit have a strong connection to the Umbra.<br> | ||
+ | ''System:'' All difficulties for passing through the Gauntlet are reduced by 2, to a minimum of 3. With the 3 point Merit, the Nuwisha does not need to stare into a reflection of any sort in order to enter the Umbra.<br> | ||
+ | ''Book Ref:'' Nuwisha, page #48 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Ratkin'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Cagebound''' | ||
+ | | 3 | ||
+ | | Ratkin Psychological | ||
+ | | WW3080 | ||
+ | | ''Synopsis:'' You were born in a cage and raised by humans. Months of handling and affection have made you well-tempered, patient and sweet. Then the Birthing plague changed everything. The call of the Rat God was irresistible, and you had to leave behind the human with whom you bonded. Fortunately, your tragic story has a happy ending.<br> | ||
+ | ''System:'' Your peaceful upbringing helps you enter Rapture, use Blood Memory, and gain Gnosis through meditation: You get a -1 difficulty on all of these rolls. You are also highly knowledgeable about human society, though this knowledge is limited to what you saw in the room where you lived.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Ratkin, page #75 | ||
+ | |- | ||
+ | | '''Caged Folk''' | ||
+ | | 2 | ||
+ | | Ratkin Social | ||
+ | | WW3080 | ||
+ | | ''Synopsis:'' If the Storyteller is willing to admit to the existence of the Caged Folk, you may purchase this Merit with her permission. You may select highly intelligent rats as your Kinfolk or Contacts. They generate their status just like any other Kinfolk character, and can solve problems as efficiently as any human. Not surprisingly, they see all of human society through rodent eyes, misinterpreting the reasons humans do things. They are also fanatic about concealing their true intelligence, forever wary that men in white lab coats will find them and take them away.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' For more details on Caged Folk, see the sidebar on page 62 of the Ratkin Breedbook.<br> | ||
+ | ''Book Ref:'' Ratkin, page #75 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Rokea'''</font>|padding=20px|bg=lightblue}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | |style="background-color:lightblue" | '''Fin Blades''' | ||
+ | |style="background-color:lightblue" | 3 | ||
+ | |style="background-color:lightblue" | Rokea Physical | ||
+ | |style="background-color:lightblue" | WW3083 | ||
+ | |style="background-color:lightblue" | ''Synopsis:'' In Standing Jaws form, the fins on your arms, legs, and back are just as sharp as your talons.<br> | ||
+ | ''System:'' You may attack with these blades for Strength +1 aggravated damage.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Rokea, page #83 | ||
+ | |- | ||
+ | |style="background-color:lightblue" | '''Good Looking''' | ||
+ | |style="background-color:lightblue" | 2 | ||
+ | |style="background-color:lightblue" | Rokea Social | ||
+ | |style="background-color:lightblue" | WW3083 | ||
+ | |style="background-color:lightblue" | ''Synopsis:'' Unlike most Rokea, who are (politely put) rough-looking in Homid form, you look completely human. This is a real plus if you hunt betweeners (or if you are one).<br> | ||
+ | ''System:'' The character's Appearance score may start out at whatever level the player chooses.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Rokea, page #82 | ||
+ | |- | ||
+ | |style="background-color:lightblue" | '''Swim Sideways''' | ||
+ | |style="background-color:lightblue" | 6 | ||
+ | |style="background-color:lightblue" | Rokea Supernatural | ||
+ | |style="background-color:lightblue" | WW3083 | ||
+ | |style="background-color:lightblue" | ''Synopsis:'' Unlike most Rokea, who cannot enter the Umbra without a Gift or aid from Sea, you can do so at will. <br> | ||
+ | ''System:'' The character can reach the Umbra, in the sea or on land, in the same way as a Garou. <br> | ||
+ | ''Notes:'' This does not protect the character from the harsh rigors of Sea's Soul, so swimming sideways is safer closer to the surface.<br> | ||
+ | ''Book Ref:'' Rokea, page #83 | ||
+ | |- | ||
+ | |style="background-color:lightblue" | '''Venerable''' | ||
+ | |style="background-color:lightblue" | 2 | ||
+ | |style="background-color:lightblue" | Rokea Social | ||
+ | |style="background-color:lightblue" | WW3083 | ||
+ | |style="background-color:lightblue" | ''Synopsis:'' You've been swimming the seas for a long time. You haven't garnered any Renown because you haven't really done much, but for whatever reason, you've decided to take a more active role in Rokea society.<br> | ||
+ | ''System:'' You may begin play with dots in Linguistics, Occult, Seafaring, Etiquette, or Politics (no more than 2 dots in any of these Abilities, and probably not all five). While you begin with the same amount of Renown as other Rokea, your age gives you some respect (-1 Social difficulties with younger Rokea)<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Rokea, page #83 | ||
+ | |- | ||
+ | |||
+ | |} | ||
+ | {{collapse bottom}} | ||
+ | |||
+ | ==Garou== | ||
+ | {{collapse top|title=<font style="font-size: 12pt;">'''Garou'''</font>|padding=20px|bg=#7FFFD4}} | ||
+ | {| class="wikitable sortable" border="1" | ||
+ | |- | ||
+ | ! Merit | ||
+ | ! Cost | ||
+ | ! Type | ||
+ | ! Source | ||
+ | ! Details | ||
+ | |- | ||
+ | | '''Alcohol Tolerance''' | ||
+ | | 1 | ||
+ | | Get of Fenris Physical | ||
+ | | WW3855 | ||
+ | | ''Synopsis:'' The Fianna pride themselves on their brewing, but the Get are still able to show the Fianna a thing or two about drinking. <br> | ||
+ | ''System:'' With a successful Stamina roll (difficulty 7), a Garou with this Merit 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, though not against poisons. Naturally, a werewolf with this level of tolerance has a much more difficult time getting drunk, which may spoil her fun a bit.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Get of Fenris (Revised Edition), page #85 | ||
+ | |- | ||
+ | | '''Caern Child''' | ||
+ | | 5 | ||
+ | | Black Fury Supernatural | ||
+ | | WW3851 | ||
+ | | ''Synopsis:'' A Garou with the Merit: Caern Child was born during a Rite of Bearing the Caern. This birth alone is considered to be a very strong positive omen; the character receives +1 die on all Social rolls when dealing with Garou of her home sept. Additionally, the totem spirits of the caern to which the character was born pay special attention to her; she receives 1 point in the Totem background for free, so long as her pack's totem is one of the sept's totem spirits.<br> | ||
+ | {{tab}}This Background does bring negative attention to the character as well. Should she fail in any task the Theurges and Galliards of her home sept are likely to wail and gnash their teeth, as the character's fate is said to be linked to that of the caern. The character may receive a mentor or two that she didn't seek out or ask for, due to the sept's need to keep her safe and strong. She is certain to receive unwelcome attention from the local Wyrm population, who believe - probably quite rightly - that the first step to corrupting the new caern is to force the character down the Black Spiral, corrupting her rather than killing her outright. <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Black Furies (Revised Edition), page #87 | ||
+ | |- | ||
+ | | '''Camouflage''' | ||
+ | | 2 | ||
+ | | Wendigo Social | ||
+ | | WW3863 | ||
+ | | ''Synopsis:'' You're Garou, all right, but something about you makes it hard for anyone to tell what tribe you belong to, or even what auspice you were born under. You are still bound to the traditions and rules of your moon phase and your kin, but you're damned good at blending in with any gathering in Garou society.<br> | ||
+ | ''System:'' If you're presented with a situation where it would be in your best interest, or the best interest of someone close to you, to pretend to be of another tribe or auspice, you can add one die to your Charisma attribute or to your Etiquette skill.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Wendigo (Revised Edition), page #82 | ||
+ | |- | ||
+ | | '''Camp Affinity''' | ||
+ | | 2 | ||
+ | | Black Fury Social | ||
+ | | WW3851 | ||
+ | | ''Synopsis:Camp Affinity indicates that a particular camp of Black Furies has a particular fondness toward you. Perhaps you did them a great favor, or perhaps they are trying to sway you to join their group.'' <br> | ||
+ | ''System:'' Regardless, you have a -1 difficulty on Social rolls when interacting with that camp. You should not be a member of this camp when you first take this merit, although you can shift into that camp during play as the chronicle permits.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Black Furies (Revised Edition), page #87 | ||
+ | |- | ||
+ | | '''Distant Sire''' | ||
+ | | 1 | ||
+ | | Children of Gaia Social | ||
+ | | WW3853 | ||
+ | | ''Synopsis:'' The Children of Gaia adopt so many pups that some Children maintain family ties with Garou parents in other tribes.<br> | ||
+ | ''System:'' 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 he 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 in Allies within another tribe, although it will also tend to spawn its own subplots.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Children of Gaia (Revised Edition), page #75 | ||
+ | |- | ||
+ | | '''Eyes of Eshtara''' | ||
+ | | 4 | ||
+ | | Planetary Stargazer | ||
+ | | WW3110 | ||
+ | | ''Synopsis:'' ''(Eshtarra)'' You can use your Kalindo 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.<br> | ||
+ | ''System:'' In order to take this merit, you must have at least one level of Kalindo. This Merit negates penalties caused by blindness or darkness. You cannot take this Merit if you have the Blind flaw.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Rage Across the Heavens, page #127 | ||
+ | |- | ||
+ | | '''Feared Mentor''' | ||
+ | | 3 | ||
+ | | Shadow Lord Social | ||
+ | | WW3858 | ||
+ | | ''Synopsis:'' While Shadow Lords cannot take the Mentor background, most nonetheless need to receive instruction of some sort before they can learn to be effective manipulators. <br> | ||
+ | ''System:'' For three points, your mentor is particularly well known and feared within your sept (and perhaps within the tribe at large). His influence is such that you gain one additional die to all social rolls with members of your tribe, but you also inherit at least one enemy from your mentor's past. In this case, as is the case with a normal Mentor (merit), your mentor doesn't do much to come to your aid and cant be called a friend or ally. He is simply terrifying enough that others fear you, regardless of how your mentor himself feels about the subject.<br> | ||
+ | ''Notes:'' See the Mentor merit below.<br> | ||
+ | ''Book Ref:'' Tribebook: Shadow Lords (Revised Edition), page #82 | ||
+ | |- | ||
+ | | '''Friend Of Sorcery''' | ||
+ | | 5 | ||
+ | | Garou Supernatural | ||
+ | | WW3110 | ||
+ | | ''Synopsis:'' ''(Hakahe)'' Magic fascinates you in all its forms.<br> | ||
+ | ''System:'' You make all Gift related or Knowledge related Occult rolls at -1 to your difficulty. 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 point 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).<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Rage Across the Heavens, page #128 | ||
+ | |- | ||
+ | | '''Gift of Wepauwet''' | ||
+ | | 5 | ||
+ | | Silent Striders Supernatural | ||
+ | | WW3859 | ||
+ | | ''Synopsis:'' Some way, some how, the character does not suffer the curse of Sutekh. The spirits of her ancestors come to her in times of need, as if she has some sort of mystic channel or spiritual beacon that calls to them from their lost wanderings or imprisonment. The character embodies the great hope of the Silent Strider tribe - and calls up many of their worst fears, as well.<br> | ||
+ | ''System:'' After choosing this Merit, the player may purchase the Ancestors Background as usual for any other tribes of Garou. The character also receives three points of temporary Renown, one each in Honor, Glory, and Wisdom. Expectations will be high for this character's future deeds, which may be a benefit or a drawback depending on the situation.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Silent Striders (Revised Edition), page #87 | ||
+ | |- | ||
+ | | '''Ghost Sight''' | ||
+ | | 4 | ||
+ | | Silent Striders Supernatural | ||
+ | | WW3859 | ||
+ | | ''Synopsis:'' This merit allows (or perhaps inflicts) glimpses of sight into the Dark Umbra. It is not always in effect, which is a blessing; any living creature who could see all that goes on a heartbeat away in the land of the dead would undoubtedly go mad - especially since many who possess the sight develop it in childhood.<br> | ||
+ | ''System:'' The sight comes over the Strider (or Strider Kinfolk) when something of importance is happening in the Dark Umbra (a strong ghost is present, someone or something is watching the werewolf) or in places that are significant to the dead (the place, or an object within, is of great importance to a ghost).<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Silent Striders (Revised Edition), page #87 | ||
+ | |- | ||
+ | | '''Gregarious''' | ||
+ | | 2 | ||
+ | | Get of Fenris Social | ||
+ | | WW3855 | ||
+ | | ''Synopsis:'' Although most Get of Fenris cannot purchase the Contacts Background, you are somewhat more outgoing than your tribemates, and have managed to make a few connections and acquaintances here and there.<br> | ||
+ | ''System:'' You have a small number of minor contacts, as described in the Werewolf rulebook; whenever you need to get in touch with one, you may roll three dice, difficulty 7, to locate the person you need. This Merit does not, however, provide any major contacts.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Get of Fenris (Revised Edition), page #86 | ||
+ | |- | ||
+ | | '''Homid Ancestor''' | ||
+ | | 2 | ||
+ | | Red Talon Mental | ||
+ | | WW3857 | ||
+ | | ''Synopsis:'' Somewhere in the far-flung mists of the past, you have a human-born relative. Maybe a homid relative of yours bred with a wolf that was Kin to the Red Talons, perhaps a more recent relative was actually born to another tribe. Either way, you have a slightly better grip on human thought than most lupus. <br> | ||
+ | ''System:'' The character must have at least one dot in the Ancestors Background to purchase this Merit. Reduce the difficulty of rolls involving logic and abstract thinking by 1, and the difficulties of using Ancestors to access Abilities such as Crafts, Melee, Etiquette, and Politics likewise drop by one (Firearms and Computers are probably still off-limits). On the minus side, if word of your lineage gets out, you might lose some temporary Honor depending on what kind of sept you live in.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Red Talons (Revised Edition), page #78 | ||
+ | |- | ||
+ | | '''Mentor (merit)''' | ||
+ | | 2 | ||
+ | | Shadow Lord Social | ||
+ | | WW3858 | ||
+ | | ''Synopsis:'' While Shadow Lords cannot take the Mentor background, most nonetheless need to receive instruction of some sort before they can learn to be effective manipulators. <br> | ||
+ | ''System:'' For two points, you gain a mentor as described in the main Werewolf riles, but no matter his Rank you will never receive more than occasional instruction from him. He will never come to your aid, nor will he ever take responsibility for your actions. You will find yourself serving him more often than the reverse, but if you are canny and clever you may learn more than you ever dreamed possible.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Shadow Lords (Revised Edition), page #82 | ||
+ | |- | ||
+ | | '''Mewa Birthmarks''' | ||
+ | | 1 | ||
+ | | Stargazer Supernatural | ||
+ | | WW3861 | ||
+ | | ''Synopsis:'' Your body is decorated with small brown or pink birthmarks, each one no larger than a penny. They typically show up on one's back. These birthmarks, known in Idia as ''mewas'', are considered "holy" and those bearing such marks are afforded honor. The marks are also used in some forms of divination and they're often similar to star patterns or constellations.<br> | ||
+ | ''System:'' Those with these marks have an extra die on all Social rolls involving Stargazer Theurges. This Merit may ''not'' be taken by a Metis Stargazer with the "Birthmarks" deformity.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Stargazers (Revised Edition), page #80 | ||
+ | |- | ||
+ | | '''Moon-Bound''' | ||
+ | | 2 | ||
+ | | Garou Supernatural | ||
+ | | WW3108<br> | ||
+ | WW3806 | ||
+ | | ''Synopsis:'' You are especially tied to your auspice.<br> | ||
+ | ''System:'' When Luna is in the waxing phase of your auspice, you receive an extra die on all rolls. However, when your moon phase is waning, you lose one die on all rolls.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #15<br> | ||
+ | Player's Guide to the Garou, page #165 | ||
+ | |- | ||
+ | | '''Moon Paint''' | ||
+ | | 5 | ||
+ | | Garou Supernatural | ||
+ | | WW3811 | ||
+ | | ''Synopsis:'' The wolves of the city are used to electronic and mechanical senses augmenting their Gaia-given eyes and ears (in the case of the Cuber Dogs, fatally so). Sometimes this can be turned to a Garou's advantage.<br> | ||
+ | ''System:'' Once per story, a Moon-painted Garou can use any true representation of their moon phase (a television image, painting, tattoo, etc) as if they were seeing their own moon phase for regaining Rage.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Book of the City, page #124 | ||
+ | |- | ||
+ | | '''Notable Heritage''' | ||
+ | | 2 | ||
+ | | Silver Fangs Social | ||
+ | | WW3860 | ||
+ | | ''Synopsis:'' This merit can represent one of two things. It may mean that the character is from a family that is particularly renowned amongst the Garou for it's deeds down through the centuries. Notable examples include the Morningkills, the Delacourts and the Tvarivich Dynasty. This is not the same thing as the Background: 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 its deeds of Garou and Kinfolk both. Alternatively, this Merit may represent membership of a family famous in human circles: a royal family, like the Widsors of the United Kingdom or a political dynasty, like the Bushes and Kennedy's in the USA. While this Merit does not convey any property or financial gain, it may well carry a title in a monarchy.<br> | ||
+ | ''System:'' For notable Garou heritage: The character is at -1 difficulty to Social rolls with other Garou and Kinfolk who are aware of werewolf society. This merit does carry with it the expectation that the werewolf live up to the family name. If he fails to do so, he may find the benefits of the Merit fading with time. As the stories of his own failings start to outweight the high regard the family receives.<br>For notable human ancestry: The character can expect to be invited to all the best parties and is at -1 difficulty to all Social rolls when dealing with humans aware of his heritage.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Silver Fangs (Revised Edition), page #85 | ||
+ | |- | ||
+ | | '''Ratkin Buddies''' | ||
+ | | 3 | ||
+ | | Bone Gnawers Supernatural | ||
+ | | WW3852 | ||
+ | | ''Synopsis:'' You poor bastard. Ratkin like you. For some reason, an entire pack of them has taken a personal interest in you. On a ''good day'', they'll swarm into your life and solve one of your pesky little problems - sometimes by twisting it around into a completely different problem. On a ''really good day'', they'll decide that one of your enemies is their enemy, too, making the poor fool's life a living hell (that is, worse than yours). And then there are the ''bad days'', the ones where they show up unexpectedly asking for a place to crash, eat all your food, borrow some of your stuff, or generally raise hell where you live. You've learned to be really tolerant of them, because if you're not, they'll make your life a living hell, too.<br> | ||
+ | ''System:'' No more than one Garou in a pack can take this Merit. Ratkin have a chance of manifesting at a random time once every four sessions of game play. The Storyteller decides the precise moment the player must roll a die on this nifty little table:<br> | ||
+ | {{tab}}1: {{tab}}''Bad Day'' - Ratkin make your life difficult.<br> | ||
+ | {{tab}}2-5:{{tab}}''Sad Day'' - No Ratkin. Go outside and leave a present for the local rats.<br> | ||
+ | {{tab}}6-8:{{tab}}''Good Day'' - Ratkin perform a minor favor.<br> | ||
+ | {{tab}}9: {{tab}}''Really Good Day'' - Ratkin allies save your ass.<br> | ||
+ | {{tab}}10: {{tab}}One Ratkin joins the rat pack, one leaves. The new Ratkin leaves you a gift as an introduction. He thinks its neat, even if you don't.<br> | ||
+ | {{tab}}The results affect the story as defined in the first paragraph of this Merit. The Ratkin pack has a number of wererats equal to the size of the character's pack minus one. Note that Ratkin are not inclined to appear to Garou other than Bone Gnawers; if you're part of a multitribal pack, your packmates may never learn the nature of your hidden "benefactors". As an optional rule, if Ratkin show up as part of the chronicle, the player who's chosen this Merit plays his Garou character, but every other player in the troupe can temporarily play a character in the rat pack.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Bone Gnawers (Revised Edition), page #80 | ||
+ | |- | ||
+ | | '''Reputation''' | ||
+ | | 2 | ||
+ | | Garou Social | ||
+ | | WW3108 | ||
+ | | ''Synopsis:'' You have a good reputation among the Garou of your sept. The reputation may be your own, or it may derive from your pack.<br> | ||
+ | ''System:'' Add a +3 to all dice pools for social dealings with your sept's Garou. This Merit is not the same thing as renown; a Garou can have little renown, yet be well known and liked. <br> | ||
+ | ''Notes:'' A character with this Merit may not take the Flaw: Notoriety.<br> | ||
+ | ''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #18 | ||
+ | |- | ||
+ | | '''Second Sight''' | ||
+ | | 2-6 | ||
+ | | Fianna Supernatural | ||
+ | | WW3854 | ||
+ | | ''Synopsis:'' Even a trace of faerie blood produces strange effects in mortals, and many Fianna have more than a trace. Those with the Sight have limited, uncontrollable clairvoyance and precognition, ranging from an intuitive nudge to a view of a scene from the future.<br> | ||
+ | ''System:'' For 2 points, you may know who's calling before you pick up the phone, or feel a visitor is coming. Disorientating flashes of insight and sudden visions of the future and other places are hallmarks of the Sight at higher levels. For 6 points, visions are relatively detailed and lengthy. Visions may be of real events or metaphorical, but are usually maddeningly hard to unravel until the foretold event occurs. The Sight is unpredictable and comes unbidden, in dream or waking, as a "gut feeling" or a blinding flash of insight. The Storyteller should use this for more good than ill, but players should by no means rely on the Sight as a sure-fire early warning system. Revealed futures may be dark, and, actions taken to prevent the occurrence usually end up precipitating the unwelcome event. People with very active Sight can be a grim, unhappy lot.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Fianna (Revised Edition), page #83 | ||
+ | |- | ||
+ | | '''Seldom Sleeps''' | ||
+ | | 2 | ||
+ | | Fianna Supernatural | ||
+ | | WW3854 | ||
+ | | ''Synopsis:'' Like the Second Sight, this Merit is the product of a dab of magic in the blood. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days wont make the Fianna more than a little red-eyed. Such people find themselves pulling more than their share of guard duty.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Fianna (Revised Edition), page #83 | ||
+ | |- | ||
+ | | '''Shame''' | ||
+ | | 2 | ||
+ | | Bone Gnawer Social | ||
+ | | WW3852 | ||
+ | | ''Synopsis:'' 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.<br> | ||
+ | {{tab}}The good news is that you can still draw upon the strength of a few of your more esteemed ancestors. Treat this like one dot in 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 (without using the optional Bootstrapping Rule).<br> | ||
+ | ''System:'' The bad news is that elders may learn of or even recognize your shameful lineage. Here's the catch: Each time you meet an elder for the first time, the Storyteller may roll your permanent Glory against a difficulty of (your Rank +5). If the roll scores even one success, your family's dark past is revealed. In addition to any story complications, you then gain an additional +2 difficulty on all Social based dice pools with all elders in that sept. (If you're using the optional Tribal Disadvantage, this disadvantage stacks with that +1 difficulty.)<br> | ||
+ | {{tab}}This game mechanic doesn't preclude some rival (or an inquisitive Shadow Lord) from finding this dark secret on his own as part of an entire subplot with a Bone Gnawer who tries to gain a deeper understanding of his ancestry while hiding it from his sept's elders. The ancestor may do more than simply bestow an occasional benefit to a dice pool - he may also grant forbidden lore or a temptation that may affect the Bone Gnawer's destiny forever.<br> | ||
+ | ''Notes:'' Staff note: Research Bootstrapping rule/tribe disadvantage/restrictions, define on the Bone Gnawer page with HR, update this Merit Note and System<br> | ||
+ | ''Book Ref:'' Tribebook: Bone Gnawers (Revised Edition), page #80 | ||
+ | |- | ||
+ | | '''Struggling''' | ||
+ | | 1 | ||
+ | | Bone Gnawers Social | ||
+ | | WW3852 | ||
+ | | ''Synopsis:'' By hard work and diligence, you've gotten yourself off the streets. You can raise just enough money for legitimate home, regular (but cheap) food, even a few basic amenities. However, all of your resources are tied up in maintaining this home, and you have to struggle to keep it. As a Bone Gnawer, you cant have points in the Resources Background. Thus, mustering more than a few dollars of disposable income is difficult for you - in seems like you're always paying off debts and bills. You do, however, have a way to score some extra cash once in a while. Struggling may be tough, but it's a damn sight better than living on the streets.<br> | ||
+ | {{tab}}Downtime is critical to a Struggling character. Even though he's part of the chronicle, your character cant spend every day wandering around looking for adventure. Drawing a paycheck requires at least twenty to thirty hours of part-time work a week, presumably this happens in the time between game sessions. Since this Merit limits the sort of tale your Storyteller can tell, it obviously requires her approval. Your character will, however, have a home, an address, and a phone number.<br> | ||
+ | ''System:'' At the start of each chapter of the chronicle, the Storyteller rolls your character's Wits; every two successes bestows the equivalent of one dot of Resources for the rest of the chapter. (If you've got Wits 4 or 5, you can reroll 10's.) The words "job security" mean nothing to you, however. On a botched roll, you lose everything and have to start over (as described below). You can temporarily lose this Merit if you leave town, or can no lover work to keep up your home.<br> | ||
+ | {{tab}}Whether through a botched roll or negligence, you can fall through the cracks again at any moment. Your landlord is ready to evict you in a heartbeat, and your bills are almost always overdue. Setting yourself up as "struggling" again requires at least a month of downtime and a number of experience points equal to the cost of this Merit. The Struggling Merit is fairly common among followers of the Rat Fink camp, who often hold down jobs to hide their methods of gathering information, but as you can see, they have trouble holding onto them for long.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Bone Gnawers (Revised Edition), page #79 | ||
+ | |- | ||
+ | | '''Supporter''' | ||
+ | | 2 | ||
+ | | Children of Gaia Social | ||
+ | | WW3853 | ||
+ | | ''Synopsis:'' You inspire all around you to greater efforts. (You must roleplay this, of course.) Whether by speaking, writing or leading by example, you give anyone who works with you a reason to go on and hope of success.<br> | ||
+ | ''System:'' You have a -2 difficulty to Social rolls and you give any group effort a +1 to its total dice pool.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Children of Gaia (Revised Edition), page #76 | ||
+ | |- | ||
+ | | '''Thunder's Child''' | ||
+ | | 5 | ||
+ | | Shadow Lord Social | ||
+ | | WW3858 | ||
+ | | ''Synopsis:'' You are especially close to Grandfather Thunder, to the point where even the Theurges of your sept look on you with envy. <br> | ||
+ | ''System:'' You gain one temporary Gnosis point when you are exposed to a thunder storm, which lasts until used or until you leave the storm, and you take one less die of damage from any storm or electricity related effects (even if these effects cannot normally be soaked). You also gain one additional die to any Social rolls with storm spirits or members of Grandfather Thunder's brood (including Stormcrows, raven and Crow spirits, totem spirits and avatars of Grandfather Thunder himself.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Shadow Lords (Revised Edition), page #82 | ||
+ | |- | ||
+ | | '''Tranquil Soul''' | ||
+ | | 2 | ||
+ | | Stargazer Aptitude | ||
+ | | WW3861 | ||
+ | | ''Synopsis:'' Your ancestors were a particularly calm and spiritual lot. As such, it's extraordinarily simple for you to fall into a trance-like meditative state. More importantly, meditation allows an advantage that others may not necessarily receive.<br> | ||
+ | ''System:'' A successful meditation attempt (3 or more successes) combined with at least an hour's worth of meditation gives the user back a temporary Willpower point.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Stargazers (Revised Edition), page #80 | ||
+ | |- | ||
+ | | '''Unusually Fertile''' | ||
+ | | 1 | ||
+ | | Black Fury Physical | ||
+ | | WW3851 | ||
+ | | ''Synopsis:'' The character with this merit is far more likely to become a parent than another Garou is. While Garou are not substantially less fertile than humans are, a Garou with Unusually Fertile is twice as likely as an average human to either become pregnant or cause a pregnancy after a single unprotected sexual encounter. The children of a character with this Merit are no more likely to be Garou than are the children of another character not so blessed. The specific effects of the Merit are best left to the Storyteller and player involved, especially if the character is female. For obvious reasons, Metis may not take this Merit <br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Black Furies (Revised Edition), page #87 | ||
+ | |- | ||
+ | | '''Winter Garou''' | ||
+ | | 4 | ||
+ | | Red Talon Social | ||
+ | | WW3857 | ||
+ | | ''Synopsis:'' You have been chosen as one of the Winter Garou. Unless you are a member of an all-Red Talon pack, you are probably a spy and instigator for your tribe, and are acting under orders from a superior.<br> | ||
+ | ''System:'' In game terms, you effectively have Mentor 3, and can expect favors from your tribe (including having the Rite of False Justice performed for you if necessary). You may also learn Winter Pack Gifts, and receive extra Renown from your tribe for your efforts.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Tribebook: Red Talons (Revised Edition), page #78 | ||
+ | |- | ||
+ | | '''Wolf Sight''' | ||
+ | | 1 | ||
+ | | Garou Physical | ||
+ | | WW3806 | ||
+ | | ''Synopsis:'' In all your forms, you see colors and intensities of light as a wolf does. Your color vision is dimmer 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.<br> | ||
+ | ''System:'' You gain an extra die to all Perception rolls that involve movement or take place at night.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Players Guide to Garou, page #159 | ||
+ | |- | ||
+ | |||
|} | |} | ||
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