Difference between revisions of "Draft expanded renown"

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imported>Apollonia
imported>Apollonia
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=Any Race=
 +
{{collapse top|title=<font style="font-size: 12pt;">'''Human'''</font>|padding=20px|bg=#7FFFD4}}
 +
{| class="wikitable sortable" border="1"
 +
|-
 +
! Merit
 +
! Cost
 +
! Type
 +
! Source
 +
! Details
 +
|-
 +
| '''Ambidextrous'''
 +
| 2
 +
| Aptitude
 +
| WW3108<br>
 +
WW3806
 +
| ''Synopsis:'' You have a high degree of secondary-hand dexterity and can perform tasks with the "wrong" hand at no penalty.<br>
 +
''System:''  The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is +1 difficulty for the "right" hand and +3 difficulty for the other hand; with this Merit, the penalty is at +1 for each hand.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br>
 +
Player's Guide the the Garou, page #159
 +
|-
 +
| '''Common Sense'''
 +
| 1
 +
| Mental
 +
| WW3108<br>
 +
WW3806
 +
| ''Synopsis:'' You have a significant amount of practical, every day wisdom. <br>
 +
''System:''  If you're about to do something counter to common sense, the Storyteller may alert you to what you are trying to do and how it might violate practicality. This Merit is an ideal one for a novice player, for it allows you to receive advice from the Storyteller concerning what you can and cant do, and (even more importantly) what you should and shouldn't do.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12<br>
 +
Player's Guide to the Garou, page #163
 +
|-
 +
| '''Computer Aptitude'''
 +
| 1
 +
| Aptitude
 +
| WW3108
 +
| ''Synopsis:'' You have a natural affinity for computers.<br>
 +
''System:''  The difficulties of all rolls to repair, construct, or operate computers are reduced by 2.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13
 +
|-
 +
| '''Concentration'''
 +
| 1
 +
| Mental
 +
| WW3108<br>
 +
WW3806
 +
| ''Synopsis:'' You have learned to focus your mind, shutting out any distractions and annoyances.<br>
 +
''System:''  You are immune to circumstantial penalties that might otherwise affect your dice pools or difficulties; if trying to pick a lock in a rainstorm, for instance, the quality of the lock would still affect the difficulty of the task, but the distraction of the rainstorm would not.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12<br>
 +
Player's Guide to the Garou, page #163
 +
|-
 +
| '''Daredevil'''
 +
| 3
 +
| Aptitude
 +
| WW3108<br>
 +
WW3806
 +
| ''Synopsis:'' You are good at taking risks and even better at surviving them.<br>
 +
''System:''  All difficulties are at -2 whenever you try something exceptionally dangerous, and you can ignore a single "one" on such rolls (as if you had an extra success).<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br>
 +
Player's Guide the the Garou, page #159
 +
|-
 +
| '''Double Jointed'''
 +
| 1
 +
| Physical
 +
| WW3108<br>
 +
WW3806
 +
| ''Synopsis:'' You possess uncanny flexibility.<br>
 +
''System:''  The difficulty of any roll involving body flexibility (such as wriggling free from an opponent's grasp) is reduced by 2. You can contort yourself into odd positions or squeeze into small spaces with this Merit.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #20<br>
 +
Player's Guide the the Garou, page #158
 +
|-
 +
| '''Eidetic Memory'''
 +
| 2
 +
| Mental
 +
| WW3108
 +
| ''Synopsis:'' You have a "photographic" memory and can remember in perfect detail things seen and heard. <br>
 +
''System:''  By gaining at least one success on an Perception + Alertness roll, you can recall any sight or sound accurately, even if you heard it or glanced at it only once (although the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: The Storyteller relates to you exactly what was seen or heard.<br>
 +
''Notes:'' Mokole must buy the 4 point version listed in the Mokole section.<br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12
 +
|-
 +
| '''Expert Driver'''
 +
| 1
 +
| Aptitude
 +
| WW3108
 +
| ''Synopsis:'' You have a knack for driving wheeled motor vehicles, such as cars, 18-wheelers and even tractors.<br>
 +
''System:''  The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by 2.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13
 +
|-
 +
| '''Huge Size'''
 +
| 4
 +
| Physical
 +
| WW3108<br>
 +
WW3806
 +
| ''Synopsis:'' You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight in Homid form. <br>
 +
''System:'' You therefore have one additional Health Level, and you can suffer more harm before you are incapacitated. Treat this Merit as an extra Bruised Health Level, with no penalties to rolls. Of course, with your immense size comes other problems, (blending into a crowd, finding clothes that fit, being seated on a plane)...<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Players Guide (2nd Edition), pg.#21<br>
 +
Player's Guide the the Garou, page #159
 +
|-
 +
| '''Jack of All Trades'''
 +
| 3
 +
| Mental
 +
| WW3806
 +
| ''Synopsis:'' You have a little knowledge about a lot of things. <br>
 +
''System:''  If making a roll on a skill you do not possess, you do not suffer the usual +1 penalty to the roll's difficulty. You may attempt to roll on a Knowledge that you do not possess, although the difficulty for the roll is still raised by 2. <br>
 +
''Notes:'' Shifter characters: Only Homid or Metis characters may take this Merit.<br>
 +
''Book Ref:'' Player's Guide to the Garou, page #163
 +
|-
 +
| '''Lightning Calculator'''
 +
| 1
 +
| Mental
 +
| WW3108
 +
| ''Synopsis:'' Your natural affinity for numbers and your talent for mental arithmetic make you a natural for working with computers or betting at the race tracks.<br>
 +
''System:''  All relevant rolls are made at -2 difficulty. Another possible use for this Merit, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller for the difficulty of some action you are about to perform.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12
 +
|-
 +
| '''Mechanical Aptitude'''
 +
| 1
 +
| Aptitude
 +
| WW3108
 +
| ''Synopsis:'' You are naturally adept with all kinds of mechanical devices.<br>
 +
''System:''  The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by 2. However, this Merit doesn't help you drive any sort of vehicle.<br>
 +
''Notes:'' This aptitude does not extend to electronic devices, such as computers; see Computer Aptitude above.<br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #13
 +
|-
 +
| '''Natural Linguist'''
 +
| 2
 +
| Aptitude
 +
| WW3108
 +
| ''Synopsis:'' You have a flair for languages.<br>
 +
''System:''  This Merit does not allow you to learn more languages than are permitted by your Linguistics score, but you may add 3 dice to any roll involving languages (both written and spoken).<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14
 +
|-
 +
| '''Perfect Balance'''
 +
| 1
 +
| Physical
 +
| WW3108<br>
 +
WW3806
 +
| ''Synopsis:'' Your sense of balance is acute thanks to constant training or inherited traits. It's very unlikely that you'll ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold.<br>
 +
''System:''  This Merit aids such actions as tightrope walking, crossing ice and climbing mountains; all such feats are at -2 difficulty.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br>
 +
Players Guide to Garou, page #159
 +
|-
 +
| '''Self-Confident'''
 +
| 1
 +
| Mental
 +
| WW3108
 +
| ''Synopsis:'' When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point.<br>
 +
''System:''  When you declare that you are using a point of Willpower for an extra success, you do not lose the Willpower unless you fail the roll. You may use this Merit only when you need confidence in your abilities in order to succeed; thus only when the difficulty of a roll is 6 or higher can it come into play. You may spend Willpower at other times; however, if the difficulty is 5 or less, this Merit wont help you.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #12
 +
|-
 +
|}
 +
{{collapse bottom}}
 +
 +
{{collapse top|title=<font style="font-size: 12pt;">'''Supernatural'''</font>|padding=20px|bg=#7FFFD4}}
 +
{| class="wikitable sortable" border="1"
 +
|-
 +
! Merit
 +
! Cost
 +
! Type
 +
! Source
 +
! Details
 +
|-
 +
| '''Danger Sense'''
 +
| 3
 +
| Supernatural Awareness
 +
| WW3108
 +
| ''Synopsis:'' You have a sixth sense that warns you of danger.<br>
 +
''System:''  When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty corresponds to the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance, or nature.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #15
 +
|-
 +
| '''Lucky'''
 +
| 4
 +
| Supernatural Aptitude
 +
| WW3806<br>
 +
WW3108
 +
| ''Synopsis:'' You enjoy some special favor from Gaia or some other powerful spirit. <br>
 +
''System:'' Three times per story (not per session), you may re-attempt a failed roll. You may only make one repeat attempt per failed roll; the second roll always counts.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Player's Guide to the Garou, page #165<br>
 +
Werewolf Player's Guide (2nd Edition), page #15
 +
|-
 +
| '''Supernatural Companion'''
 +
| 3
 +
| Supernatural Social
 +
| WW3108
 +
| ''Synopsis:'' You have a friend and ally who happens to be a vampire, shifter, mage, wraith or changeling. Although you may call upon her in times of need, she also has the right to call upon you (after all, you're friends). However, neither of your fellows nor hers are likely to appriciate such a relationship, and they'll punish both of you if you are found out. Meeting places and methods of communication are always risky. The Storyteller creates your companion, but doesn't reveal to you her full powers and potencies.<br>
 +
''System:''  <br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #15
 +
|-
 +
| '''True Faith'''
 +
| 7
 +
| Supernatural
 +
| WW3108<br>
 +
WW3806
 +
| ''Synopsis:'' You have a deep-seated faith in (and love for) Gaia, God, or whatever it is you consider the Almighty. You begin the game with one point of Faith (A Trait that ranges from 1-10). This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you.<br>
 +
''System:'' You begin play with one dot in True Faith, although you may eventually increase your score to a maximum of 10. When appropriate, you may add your True Faith score to your Willpower rolls. The Storyteller decides what effects True Faith has, but it may include repelling vampires, banishing hostile spirits, holding back Wyrm creatures temporarilly or causing minor miracles of healing and cleansing. Such Faith is rare and no one may start play with more than one point of True Faith.<br>
 +
''Notes:'' For more rules, see Vampire Player's Guide, page #30, or The Hunters Hunted, pages 64-66.<br>
 +
''Book Ref:'' Werewolf Players Guide (2nd Edition), pg.#16<br>
 +
Player's Guide to the Garou, page #166
 +
|-
 +
| '''True Love'''
 +
| 4
 +
| Supernatural
 +
| WW3108<br>
 +
WW3806
 +
| ''Synopsis:'' The memory of a lasting love remains with you to inspire you in your darkest moments. Even if your true love is lost to you temporarily, you derive comfort and strength from bringing it to mind.<br>
 +
''System:''  You receive one automatic success on all Willpower rolls, which can be negated only by a botch die. At other times, your trie love may become a hidrance, since you must act against anything that threatens your love. This Merit requires constant attention and intensive roleplaying.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Werewolf Player's Guide (2nd Edition), page #14<br>
 +
Player's Guide to the Garou, page #165
 +
|-
 +
|}
 +
{{collapse bottom}}
 +
 
=Shifter=
 
=Shifter=
 
{{collapse top|title=<font style="font-size: 12pt;">'''Any Breed'''</font>|padding=20px|bg=#7FFFD4}}
 
{{collapse top|title=<font style="font-size: 12pt;">'''Any Breed'''</font>|padding=20px|bg=#7FFFD4}}

Revision as of 12:37, 7 October 2019

Any Race

Human
Merit Cost Type Source Details
Ambidextrous 2 Aptitude WW3108

WW3806

Synopsis: You have a high degree of secondary-hand dexterity and can perform tasks with the "wrong" hand at no penalty.

System: The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is +1 difficulty for the "right" hand and +3 difficulty for the other hand; with this Merit, the penalty is at +1 for each hand.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide the the Garou, page #159

Common Sense 1 Mental WW3108

WW3806

Synopsis: You have a significant amount of practical, every day wisdom.

System: If you're about to do something counter to common sense, the Storyteller may alert you to what you are trying to do and how it might violate practicality. This Merit is an ideal one for a novice player, for it allows you to receive advice from the Storyteller concerning what you can and cant do, and (even more importantly) what you should and shouldn't do.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Player's Guide to the Garou, page #163

Computer Aptitude 1 Aptitude WW3108 Synopsis: You have a natural affinity for computers.

System: The difficulties of all rolls to repair, construct, or operate computers are reduced by 2.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #13

Concentration 1 Mental WW3108

WW3806

Synopsis: You have learned to focus your mind, shutting out any distractions and annoyances.

System: You are immune to circumstantial penalties that might otherwise affect your dice pools or difficulties; if trying to pick a lock in a rainstorm, for instance, the quality of the lock would still affect the difficulty of the task, but the distraction of the rainstorm would not.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Player's Guide to the Garou, page #163

Daredevil 3 Aptitude WW3108

WW3806

Synopsis: You are good at taking risks and even better at surviving them.

System: All difficulties are at -2 whenever you try something exceptionally dangerous, and you can ignore a single "one" on such rolls (as if you had an extra success).
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide the the Garou, page #159

Double Jointed 1 Physical WW3108

WW3806

Synopsis: You possess uncanny flexibility.

System: The difficulty of any roll involving body flexibility (such as wriggling free from an opponent's grasp) is reduced by 2. You can contort yourself into odd positions or squeeze into small spaces with this Merit.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #20
Player's Guide the the Garou, page #158

Eidetic Memory 2 Mental WW3108 Synopsis: You have a "photographic" memory and can remember in perfect detail things seen and heard.

System: By gaining at least one success on an Perception + Alertness roll, you can recall any sight or sound accurately, even if you heard it or glanced at it only once (although the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: The Storyteller relates to you exactly what was seen or heard.
Notes: Mokole must buy the 4 point version listed in the Mokole section.
Book Ref: Werewolf Player's Guide (2nd Edition), page #12

Expert Driver 1 Aptitude WW3108 Synopsis: You have a knack for driving wheeled motor vehicles, such as cars, 18-wheelers and even tractors.

System: The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by 2.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #13

Huge Size 4 Physical WW3108

WW3806

Synopsis: You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight in Homid form.

System: You therefore have one additional Health Level, and you can suffer more harm before you are incapacitated. Treat this Merit as an extra Bruised Health Level, with no penalties to rolls. Of course, with your immense size comes other problems, (blending into a crowd, finding clothes that fit, being seated on a plane)...
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#21
Player's Guide the the Garou, page #159

Jack of All Trades 3 Mental WW3806 Synopsis: You have a little knowledge about a lot of things.

System: If making a roll on a skill you do not possess, you do not suffer the usual +1 penalty to the roll's difficulty. You may attempt to roll on a Knowledge that you do not possess, although the difficulty for the roll is still raised by 2.
Notes: Shifter characters: Only Homid or Metis characters may take this Merit.
Book Ref: Player's Guide to the Garou, page #163

Lightning Calculator 1 Mental WW3108 Synopsis: Your natural affinity for numbers and your talent for mental arithmetic make you a natural for working with computers or betting at the race tracks.

System: All relevant rolls are made at -2 difficulty. Another possible use for this Merit, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller for the difficulty of some action you are about to perform.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12

Mechanical Aptitude 1 Aptitude WW3108 Synopsis: You are naturally adept with all kinds of mechanical devices.

System: The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by 2. However, this Merit doesn't help you drive any sort of vehicle.
Notes: This aptitude does not extend to electronic devices, such as computers; see Computer Aptitude above.
Book Ref: Werewolf Player's Guide (2nd Edition), page #13

Natural Linguist 2 Aptitude WW3108 Synopsis: You have a flair for languages.

System: This Merit does not allow you to learn more languages than are permitted by your Linguistics score, but you may add 3 dice to any roll involving languages (both written and spoken).
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #14

Perfect Balance 1 Physical WW3108

WW3806

Synopsis: Your sense of balance is acute thanks to constant training or inherited traits. It's very unlikely that you'll ever fall during your life. You may trip, but you always catch yourself before you fully lose your footing or handhold.

System: This Merit aids such actions as tightrope walking, crossing ice and climbing mountains; all such feats are at -2 difficulty.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Players Guide to Garou, page #159

Self-Confident 1 Mental WW3108 Synopsis: When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point.

System: When you declare that you are using a point of Willpower for an extra success, you do not lose the Willpower unless you fail the roll. You may use this Merit only when you need confidence in your abilities in order to succeed; thus only when the difficulty of a roll is 6 or higher can it come into play. You may spend Willpower at other times; however, if the difficulty is 5 or less, this Merit wont help you.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12

Supernatural
Merit Cost Type Source Details
Danger Sense 3 Supernatural Awareness WW3108 Synopsis: You have a sixth sense that warns you of danger.

System: When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty corresponds to the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance, or nature.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #15

Lucky 4 Supernatural Aptitude WW3806

WW3108

Synopsis: You enjoy some special favor from Gaia or some other powerful spirit.

System: Three times per story (not per session), you may re-attempt a failed roll. You may only make one repeat attempt per failed roll; the second roll always counts.
Notes:
Book Ref: Player's Guide to the Garou, page #165
Werewolf Player's Guide (2nd Edition), page #15

Supernatural Companion 3 Supernatural Social WW3108 Synopsis: You have a friend and ally who happens to be a vampire, shifter, mage, wraith or changeling. Although you may call upon her in times of need, she also has the right to call upon you (after all, you're friends). However, neither of your fellows nor hers are likely to appriciate such a relationship, and they'll punish both of you if you are found out. Meeting places and methods of communication are always risky. The Storyteller creates your companion, but doesn't reveal to you her full powers and potencies.

System:
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #15

True Faith 7 Supernatural WW3108

WW3806

Synopsis: You have a deep-seated faith in (and love for) Gaia, God, or whatever it is you consider the Almighty. You begin the game with one point of Faith (A Trait that ranges from 1-10). This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you.

System: You begin play with one dot in True Faith, although you may eventually increase your score to a maximum of 10. When appropriate, you may add your True Faith score to your Willpower rolls. The Storyteller decides what effects True Faith has, but it may include repelling vampires, banishing hostile spirits, holding back Wyrm creatures temporarilly or causing minor miracles of healing and cleansing. Such Faith is rare and no one may start play with more than one point of True Faith.
Notes: For more rules, see Vampire Player's Guide, page #30, or The Hunters Hunted, pages 64-66.
Book Ref: Werewolf Players Guide (2nd Edition), pg.#16
Player's Guide to the Garou, page #166

True Love 4 Supernatural WW3108

WW3806

Synopsis: The memory of a lasting love remains with you to inspire you in your darkest moments. Even if your true love is lost to you temporarily, you derive comfort and strength from bringing it to mind.

System: You receive one automatic success on all Willpower rolls, which can be negated only by a botch die. At other times, your trie love may become a hidrance, since you must act against anything that threatens your love. This Merit requires constant attention and intensive roleplaying.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide to the Garou, page #165

Shifter

Any Breed
Merit Cost Type Source Details
Adaptable Nature 2 Planetary Mental WW3110 Synopsis: (Shantar) 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.

System: You can avoid any penalties associated with exposure to alien environments or drastic changes.
Notes:
Book Ref: Rage Across the Heavens, page #127

Ancestor Ally 1 Shifter Supernatural WW3108

WW3806

Synopsis: One of your Ancestor spirits is particularly close to you.

System: You have -2 to your difficulty to contact this ancestor via your Ancestors Background. Flesh out your special ancestor with a name, personality characteristics, significant abilities or powers, details about her life and her reputation among Garou. To purchase this Merit, you must have the Ancestors Background.
Notes: WWPG used the Past Life Background, this was changed in Revised to the Ancestors Background.
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide to the Garou, page #165

Animal Magnetism 1 Shifter Social WW3108

WW3806

Synopsis: You are especially attractive to others of your breed (humans if you're Homid, wolves/cats/etc if you're Lupus/Feline/etc. Does not apply to Garou/Bastet/etc).

System: You receive a -2 difficulty on seduction or animal attraction rolls (which may inspire some jealousy in others who view you as competition.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #13
Player's Guide to the Garou, page #159

Auspicious Birth 2 Shifter Supernatural WW3063 Synopsis: Fate smiled upon your parents, and you were born under the proverbial lucky star. You are considered lucky to have around, and are a natural choice to lead a sentai.

System: Once per session, you may nominate one roll as "lucky" - on that roll, you may then keep any 10's that come up on the dice as successes and then reroll those particular dice to get more successes, just like a specialization. If you are already specialized in the action in question, you may reroll both 9's and 10's, keeping the successes for both.
Notes:
Book Ref: Hengeyokai Shapeshifters of the East, page #107

Bad Taste 2 Shifter Physical WW3108 Synopsis: You're just plain nasty. Your flesh exudes oils tasting so bad that anyone whose mouth parts touch you (Garou, Fomori, Wyrm monsters) becomes nauseated.

System: The would be biter must make a successful Willpower roll each turn for the remainder of the scene or be unable to act while he is retching. Lupus and wolves may react poorly to you; they obviously wont lick you. These oils aren't odorous in any way, but you must constantly wipe oily sweat from yourself.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), page #20

Battle Prowess 3 Planetary Aptitude WW3110 Synopsis: (Nerigal) Combat with weapons comes naturally to you. Swords, knives, klaives, quarterstaves and various other implements of hand-to-hand warfare seem almost second nature.

System: You enjoy an extra die on all Melee dice pools. Your expertise in hitting, however, does not extend to causing more damage; you roll the standard amount of dice for damage.
Notes:
Book Ref: Rage Across the Heavens, page #127

Berserker 2 Shifter Psychological WW3108

WW3086

Synopsis: You feel the rage burning inside you, and you know how to use and direct it against your enemies.

System: You have the ability to berserk frenzy at will and, thus, are able to ignore your wound penalties. However, any acts you commit during frenzy have consequences, just as they would otherwise. Also, you have the same chance of going into frenzy even when you don't wish to do so.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #10
Player's Guide to the Garou, page #163

Born Leader 1 Planetary Social WW3110 Synopsis: (Zarok) 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 tend to treat you as if you did.

System: You make all rolls involving the Leadership Talent at -1 to your difficulty.
Notes:
Book Ref: Rage Across the Heavens, page #128

Calm Heart 3 Shifter Psychological WW3108

WW3806

Synopsis: You are naturally calm and well composed, and you rarely fly off the handle.

System: Raise the difficulty on all your Rage rolls by 2, regardless of the situation provoking you to frenzy.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Player's Guide to the Garou, page #163

Code of Honor 1 Shifter Psychological WW3108

WW3806

Synopsis: You have a strict personal code of ethics that you cannot ignore. You can automatically resist most temptations that would bring you in conflict with your code.

System: When battling supernatural persuasion (mind magic, vampiric Domination, etc.) that would make you violate your code, either you gain 2 extra dice for your Willpower roll to resist. You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abode. An obvious choice might be adherence to the Litany, but personal codes and commitment can vary widely.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #10
Player's Guide to the Garou, page #163

Cool in Battle 2 Shifter Psychological WW3812 Synopsis: You don't lose your head when the fur starts flying. You remain cool in combat, regardless of how chaotic things get.

System: Add one to the character's initiative rating. If the character enters frenzy, the benefit is lost.
Notes:
Book Ref: Book of Auspices, page #103

Combat Expertise 2 Shifter Aptitude WW3812 Synopsis: You've spent a great many hours in real, lethal combat and you're practiced enough that you rarely screw up truly badly.

System: You may ignore one botch on an attack or dodge roll each session.
Notes:
Book Ref: Book of Auspices, page #124

Compensatory Senses 3 Metis Awareness WW3212 Synopsis: If your Metis deformity involves weakened senses, such as being hard of hearing or lacking a sense of smell, another sense group has gotten a bit stronger in order to compensate.

System: Choose another sense group and lower the difficulty by 2 for any rolls that involve those senses.
Notes: Be sure to set a note clarifying what sense you've chosen.
Book Ref: Guardians of the Caerns, page #104

Diverse Fighting Style 4 Shifter Aptitude WW3812 Synopsis: You have trained in a truly vast range of different methods of combat, and can apply the full extent of your knowledge to the situation at hand.

System: You never face penalties in combat for using unfamiliar or exotic weapons, and you can easily identify any weapon or fighting style you are exposed to.
Notes:
Book Ref: Book of Auspices, page #124

Elder's Favor 1-3 Shifter Social WW3108

WW3806

Synopsis: An elder owes you a favor because of something either you or your pack once did for them.

System: The extent of the favor depends on this Merit's value: 1 point would indicate a relatively minor favor, 2 points means you have done something significant for the elder, while 3 points would indicate the elder owes you his life. This favor can only be called in once.
Notes: Once the favor has been used, submit a request to staff so that the Merit and it's note can be removed. This Merit may be bought again as the result of a PrP, or RP
Book Ref: Werewolf Player's Guide (2nd Edition), page #18
Player's Guide to the Garou, page #162

Fair Glabro 2 Shifter Physical WW3108

WW3806

Synopsis: Your Glabro form can pass for Homid, albeit a large and bulky one.

System: You lose no Social Attributes when in Glabro.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #20
Player's Guide the the Garou, page #159

Family Support 1 Shifter Social WW3806 Synopsis: Your family knows what you are and accepts your new life wholeheartedly. Perhaps your parents are Kinfolk and have prepared themselves for the potential that you might be a full Garou. However, they are not necessarily Kin (of the sort purchased through the Kinfolk Background); they may not understand what you've become, but still believe you are "special" or "gifted". While you cant assume they will risk themselves for you or your pack, you can rely on their moral support and understanding - and maybe a place to crash on occasion.

System:
Notes:
Book Ref: Players Guide to Garou, page #162

Garou Companion 3 Fera Social WW3807 Synopsis: Despite the centuries of stigma and the hatred between the werewolves and various Fera, you and your unlikely friend have overcome them, on whatever common grounds. Obviously, such a relationship is best kept secret from both camps, to avoid provoking the wrath of either, but you nurture it, because it gives you unique insight from the perspective of the wolfskins.

System:
Notes:
Book Ref: Player's Guide to the Changing Breeds, page # 164

Good Instincts 3 Planetary Awareness WW3110 Synopsis: (Rorg) 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.

System: You make all rolls involving Primal Urge or Survival at -2 to your difficulty.
Notes:
Book Ref: Rage Across the Heavens, page #129

Hidden Talent 3 Planetary Aptitude WW3110 Synopsis: (Ruatma) 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.

System: 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.
Notes:
Book Ref: Rage Across the Heavens, page #129

Immune To Wyrm Emanations 6 Shifter Supernatural WW3108

WW3806

Synopsis: You have a special boon from Gaia: You are immune to the toxins of the Wyrm.

System: You receive no penalty from supernatural radiation, balefire, Wyrm elementals and the like (although you still suffer damage from such attacks). Likewise, you are immune to Bane possession. Your Sept recognizes this invulnerability and thrusts you into many dangerous perils with the expectation that you will use your immunity for the good of others.
Notes: This Merit does NOT grant immunity to Wyrm Taint, it only grants the ability to withstand the worst dangers of the Wyrm's poisons. (e.g. you may still suffer damage from radiation/radioactive spirits, but your pools (such as Stamina) will not be penalized by the effects of radiation exposure.) Thus, Wyrm-Shifter PCs are allowed to purchase this Merit.
This Merit may not be purchased by Possessed of any Faction due to the immunity to possession.
Book Ref: Werewolf Players Guide (2nd Edition), page #16
Player's Guide to the Garou, page #166

Infectious Courage 5 Shifter Mental WW3812 Synopsis: While it's the duty of all Ahroun to inspire valor on the field of battle, it comes to you far more naturally than to most; even among the stout Garou, your courage and resolve is legendary.

System: Whenever a fear-causing Gift or power is used on you, adjust the difficulty of the roll by 2 in your favor. If a similar ability is used on one or more of your packmates and you are in their line of sight, adjust the difficulty by 1 in their favor.
Notes:
Book Ref: Book of Auspices, page #124

Inner Sight 2 Planetary Mental WW3110 Synopsis: (Sokhta) The solution 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.

System: You gain two extra dice on all rolls involving Enigmas.
Notes:
Book Ref: Rage Across the Heavens, page #127

Iron Will 3 Shifter Mental WW3108

WW3806

Synopsis: You have a tremendous ability to resist outside attempts to take over your mind. You receive three extra dice to resist attempts to manipulate your mind, and may spend a Willpower point to shake off the direct mental control of a vampire. This Merit works only against direct mental control, not emotional manipulation; Gifts that induce frenzy still have the usual chance to succeed, for instance.

System:
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #12
Player's Guide to the Garou, page #163

Jupiter Midsky 4 Planetary Aspect WW3110 Synopsis: You absorb knowledge easily and enjoy a reputation as a scholar (though not as a teacher). You tend to possess a breadth of knowledge that makes others seek you out for counsel.

System: You may add one die to your dice pool for any Knowledge Ability roll.
Notes: You must already possess the Knowledge Ability required to make any Knowledge roll, this Merit does not grant a 'first dot'.
Book Ref: Rage Across the Heavens, page #131

Jupiter Rising 7 Planetary Aspect WW3110 Synopsis: Luck favors you with extraordinary good fortune. When you seem to need it the most, good luck falls in your path. This happens most often when you attempt to aid someone other than yourself, but you also enjoy the benefits of this aspect.

System: If you wish to invoke the luck of your aspect, you must spend two Gnosis points and make a Gnosis roll, difficulty 9. The number of successes equals your total "luck points" for the scene. You may spend these points in several ways"
xxxxx* You can use one point to heal one health level (even one lost to aggravated damage).
xxxxx* You can use them as Willpower or Rage points.
xxxxx* You can use them to re-roll any 1's on a one-for-one basis.
You may only invoke this Merit once per scene. If you run out of Gnosis, you have temporarily run out of luck.
Notes:
Book Ref: Rage Across the Heavens, page #131

Lack Of Scent 2 Shifter Physical WW3108

WW3806

Synopsis: You produce no scent, or your scent is extremely faint.

System: You are hard to track by other Garou or hunters who use scent.Any attempts to track you are at +2 difficulty. You may find it difficult to deal with Lupus Garou or wolves, as they will mistrust your lack of a "natural" scent.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #20
Player's Guide the the Garou, page #159

Longevity 2 Shifter Physical WW3108 Synopsis: Gaia has blessed you with long life.

System: You do not suffer aging effects until you are 90 years old or more (rather than 70 and up). You can expect to reach 120 to 130 years of age, barring death in combat.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), page #21

Luck of the Road 2 Planetary Aptitude WW3110 Synopsis: (Meros) You enjoy traveling for its own sake and may take any opportunity to do so. The road also seems to have an affinity for you and you find most journeys pleasurable experiences.

System: You make any rolls involving travel related actions at a -2 difficulty - including finding places to stay along your route, locating convenient shortcuts and avoiding obstacles such as traffic tie ups (in urban areas) or rock slides 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.
Notes:
Book Ref: Rage Across the Heavens, page #128

Mars Midsky 5 Planetary Aspect WW3110 Synopsis: You have a reputation for your volatile temper and inspire awe in others for the destruction caused by your memorable frenzies. Most Garou consider this tendency a Merit rather than a Flaw, since a healthy Berserk Frenzy can act as a powerful aid in battles against overwhelming odds. Furthermore, Garou tend to respect and fear warriors famous for their spectacular frenzies. Fianna Ahrouns particularly value this planetary aspect, since it calls to mind the deeds of many legendary Celtic and Fianna heroes.

System: You never enter a Fox frenzy; instead, you follow the path of the Berserk. When in a state of frenzy, you receive +2 dice to any soak rolls and add +1 to your dice pool for any Strength related rolls. Ahroun receive three additional points of temporary Glory Renown due to a reputation as an all-out, no-holds-barred fighter. However, there is a downside; you frenzy with only two successes on a Rage roll, meaning that the Thrall of the Wyrm looms much closer to you than to others.
Notes:
Book Ref: Rage Across the Heavens, page #131

Mars Rising 6 Planetary Aspect WW3110 Synopsis: The fire of battle runs through your veins and communicates itself through every aspect of your being. Your eyes gleam with the eagle's ferocity, while your posture demonstrates your constant readiness for combat. The Get of Fenris celebrate the birth of any tribe member born with Mars Rising - Particularly Ahroun, Galliard, or Philodox.

System: You gain an extra die to your dice pool for any offensive combat action; you may add this bonus to either your attack or damage roll each turn. Thus bonus does not apply to defensive actions or to soak rolls.
Notes:
Book Ref: Rage Across the Heavens, page #130

Mercury Midsky 2 Planetary Aspect WW3110 Synopsis: Teaching comes naturally to you; you draw on the vast experience and insights which evolve from Mercury's skill in communicating information. Occasionally, however, you find that your position as teacher interferes with other duties - such as fighting the Wyrm. You constantly juggle the two impulses. Philodox Garou consider this a favorable aspect, while Stargazers admire individuals with this aspect in their natal chart.

System: This Merit affects other Garou in addition to the individual who possesses it. Any Garou who studies with you gains two extra experience points per story in which they spend at least one scene under your tutelage. Each time you agree to teach a student, you gain one point of temporary Honor Renown. In order to qualify, however, you must possess the Instruction Skill or possess at least four dots in the Ability or Attribute you wish to teach. Beginning Stargazer characters gain two extra points of temporary Wisdom renown if they possess this aspect.
Notes:
Book Ref: Rage Across the Heavens, page #130

Mercury Rising 3 Planetary Aspect WW3110 Synopsis: You will travel far, both in the physical realm and in your far-ranging thoughts. Physical barriers, societal limitations and constraints of all kinds cannot restrain you when you desire to escape their bounds. Ragabash Garou find their natural tendencies blossom with this aspect, while Silent Striders view it as a particularly good portent.

System: Garou who have Mercury Rising have a -1 to any difficulties that involves the Gauntlet, from stepping sideways to using Gifts that require overcoming the Gauntlet.
Notes:
Book Ref: Rage Across the Heavens, page #130

Metamorph 7 Shifter Physical WW3108

WW3806

Synopsis: You find it extremely easy to change forms and can do it even in your sleep.

System: You do not need to roll to shift forms (you are considered to have an automatic five successes); nor do you need to spend a Rage point to instantly assume a desired form. In addition, if you are ever knocked unconscious (due to wounds, etc.), you can make a roll of Wits + Primal Urge, difficulty 8, to assume whatever form you wish instead of reverting to your breed form.
Notes: Metis characters interested in this Merit, see the 6 point version listed below.
Book Ref: Werewolf Player's Guide (2nd Edition), page #21
Player's Guide the the Garou, page #159

Metamorph 6 Metis Physical WW3212 Synopsis: Yes, this is the same Merit from the Player's Guide to the Garou. However, there's one aspect of this Merit that makes it particularly useful to Metis. Metis with this Merit are born able to shift their forms from one to the other. Metis such as this are the ones you hear about who turn from human infants to cubs while still in the crib.

System: Even when a Metis with this Merit is knocked unconscious, the difficulty to assume whatever form she chooses is reduced to 7. Nobody knows their body and its limitations better than a Metamorph-blessed Metis.
Notes: This version of Metamorph is available only to Metis characters.
Book Ref: Guardians of the Caerns, page #105

Mitanu's Tongue 2 Planetary Social WW3110 Synopsis: (Mitanu) You have the ability to talk your way out of most things when dealing with reasoning creatures, including most spirits.

System: You gain two extra dice on rolls involving Subterfuge (or related Secondary Abilities) when attempting to evade the issue, avoid blame or otherwise escape an awkward situation.
Notes:
Book Ref: Rage Across the Heavens, page #127

Mixed-morph 1 or 5 Shifter Physical WW3806 Synopsis: You find the art of partial transformation relatively easy.

System: Make the required Dexterity + Primal Urge roll at difficulty 6 rather than difficulty 9. The give point version of this Merit eliminates the need for spending a Willpower point; you can achieve partial transformation almost at will.
Notes:
Book Ref: Player's Guide the the Garou, page #159

Mother's Insight 4 Planetary Awareness WW3110 Synopsis: (Tambiyah) You have the uncanny ability to see into the heart of a situation.

System: You make all Wits related rolls (with the exception of initiative rolls) at -1 to your difficulty. Additionally, in situations where three or more successes are required, you need one less success to accomplish your task. You cannot botch Wits related rolls (again, excluding initiative rolls), although you can fail them.
Notes:
Book Ref: Rage Across the Heavens, page #128

Natural Channel 3 Shifter Supernatural WW3108

WW3806

Synopsis: You find the Gauntlet between worlds thinner than most Garou do.

System: Your difficulty to step sideways is one less, and spirits react a bit more favorably to you. Even if you aren't a Theurge, you wont find it difficult to obtain training from the Garou shamans.
Notes: Available to any breed that can cross the Gauntlet. This Merit does not supersede any Racial drawbacks regarding crossing the gauntlet, e.g. Bastet needing a Rank 4 Gift to cross (or Rank 2 for Swara).
Book Ref: Werewolf Player's Guide (2nd Edition), page #14
Player's Guide to the Garou, page #166

Phantom Mask 2 Metis Social WW3212 Synopsis: 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 other prejudices they have against Metis, and you'll be the object of particular scorn by other Metis.

System:
Notes:
Book Ref: Guardians of the Caerns, page #104

Prosthesis 3 Metis Social WW3212 Synopsis: If your character has a physical deformity or missing limbs, you've somehow obtained prosthetics to compensate. This does not mean your deformity is cured; when you cant wear the prosthetics, (and many Homid and Lupus dislike them), you've still got the deformity and its limitation. However, these prosthetics may help offset some of your penalties when worn (Storyteller discretion). This is a common Merit among Glass Walker Metis.

System:
Notes:
Book Ref: Guardians of the Caerns, page #105

Resigned Spirit 2 Planetary Psychological WW3110 Synopsis: (Lu-Bat) 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.

System: 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
Notes:
Book Ref: Rage Across the Heavens, page #129

Silver Tolerance 7 Shifter Supernatural WW3108 Synopsis: You have an immunity of sorts to silver.

System: You are able to soak silver, although it still causes you aggravated damage. Also, any Gnosis loss from carrying silver items is halved for Garou with this Merit. Instead of losing one Gnosis for every silver item you possess, you lose one Gnosis for every pair of silver items you carry (always round up to the nearest number).
Notes: This Merit may NOT be taken alongside Gold Tolerance. This Merit is not available to Shifters who do not naturally fear silver (e.g. Corax).
Book Ref: Werewolf Players Guide (2nd Edition), page #16

Spirit Magnet 2 Shifter Supernatural WW3806 Synopsis: You naturally attract the attention of the spirits whenever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you're doing in their "neck of the woods". Occasionally, you attract more than you bargained for - Banes are as likely to come calling as are friendlier spirits.

System: None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way. This Merit can be both a boon and a nuisance.
Notes:
Book Ref: Players Guide to Garou, page #165

The Fire Within 2 Planetary Physical WW3110 Synopsis: (Katanka-Sonnak) The fires of Katanka-Sonnak warm you from within, making you extra resilient against cold weather or damage caused by the cold.

System: You gain two dice to Survival or other rolls 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 die of damage from frostbite or other cold related hazards.
Notes:
Book Ref: Rage Across the Heavens, page #127

Unnoticed 3 Metis Social WW3212 Synopsis: Maybe they're just being polite, or else your deformity doesn't really matter to them. Whatever the reason, humans, including Kinfolk, tend to ignore your Metis deformity. Some may even find it enticing or exotic. Werewolves, on the other hand, tend to look at you askance - this seems rather suspicious to them. Wolves are even less forgiving.

System:
Notes:
Book Ref: Guardians of the Caerns, page #105

Venus Midsky 3 Planetary Aspect WW3110 Synopsis: This aspect increases your ability to act as an intermediary or mediator between opposing factions. You possess a soothing voice and calming nature and can often stop hostilities from erupting. People enjoy listening to you and, therefore, tend to listen harder to what you say.

System: When acting as a mediator, you gain 3 extra Willpower points for the duration of that scene. However, this aspect also places a limit on your Rage. You cannot spend Rage points while in the process of mediation; furthermore, it requires five successes on a Rage roll for you to frenzy when acting as a intermediary. Each time you successfully mediate a situation that could otherwise have become violent or hostile, you receive 3 temporary points of Wisdom renown.
Notes:
Book Ref: Rage Across the Heavens, page #130

Venus Rising 4 Planetary Aspect WW3110 Synopsis: You possess an unmistakable charisma that makes you a natural leader, inspiring others to follow you out of love and admiration rather than from fear and intimidation. Lovers come into your life with regularity and friends seek you out. The Children of Gaia treasure this Aspect, seeing it as a means for bringing about their goal of universal harmony and peaceful coexistence.

System: Social rolls that involve charisma gain an extra die.
Notes:
Book Ref: Rage Across the Heavens, page #130

Hengeyokai
Merit Cost Type Source Details
Perfect Protocol 1 Hengeyokai Social WW3063 Synopsis: You have a natural talent for dealing with other shen; you were born to take tea with the lords of the hsien, and you can politely address even the most hideous Kuei-jin in a highly pleasing fashion.

System: The difficulty of your Empathy, Expression, and Etiquette rolls when dealing with another shen in a courtly fashion is reduced by 2.
Notes:
Book Ref: Hengeyokai Shapeshifters of the East, page #107

Kinfolk
Kinfolk may also draw from the Any Breed or their Shifter Breed's merit lists, if it makes sense. Subject to staff approval.
Merit Cost Type Source Details
Feral Appearance 1 Kinfolk Physical WW3074 Synopsis: Whether you're more hirsute than the average person or have a lean, hungry look to your features, the werewolves like what they see. It isn't a matter of physical beauty; there's just something about you that stirs their animal natures.

System: You get an extra die on all rolls involving Appearance when dealing with homid Garou, and you're considered to have an extra dot of Charisma among Lupus Garou (although it cant exceed 5).
Notes: None.
Book Ref: Kinfolk Unsung Heroes, page #54

Fetish (merit) 5-7 Kinfolk Supernatural WW3074 Synopsis: You own a fetish, one you can actually use (or, at the very least, lend to Garou, ostensibly in return for other favors).You may have inherited this item, received it as a gift or found it on your own. In any case, the fetish is highly valuable.

System: Fetishes aren't common among Garou, much less Kin. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. Five points equals a Level One fetish, six points a Level Two fetish, and seven points a Level Three fetish. A few rare fetishes allow expenditure of Willpower rather than Gnosis for attunement and activation.
Notes:
Book Ref: Kinfolk Unsung Heroes, page #54

Gall 2 Kinfolk Social WW3074 Synopsis: Audacity, guts, pluck - Whatever it's called, you've got it. You aren't afraid to stand up to anyone, from naughty children to tribal leaders. This isn't brash, foolhardy behavior; you're still polite, after all. You simply don't get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin respect you for your honesty and forthrightness.

System: Add an extra die to any Social roll involving a display of backbone.
Notes:
Book Ref: Kinfolk Unsung Heroes, page 52

Gnosis (merit) 5-7 Kinfolk Supernatural WW3074 Synopsis: More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia's favor. It's extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn Gifts, use fetishes and, in the case of a vampire's Embrace, the chance to die with dignity and honor, rather than suffer unlife. Even the stuffiest Garou gives a nod of respect to a Kin who possesses Gnosis.

System: Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Kinfolk cannot have Rage; they do not have the fury of Gaia within them. Five points spent on this Merit grants one point of Gnosis; six points grants two points of Gnosis; and seven points, three points of Gnosis.
Notes:
Book Ref: Kinfolk Unsung Heroes, page #52

Good Old Boy (or Girl) 2 Kinfolk Social WW3074 Synopsis: For either gender, this Merit means the same thing: You are intrinsically nice person, and you genuinely care about your fellows. Depending on the setting, werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even Lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting.

System: Take an extra die on Social rolls involving interaction with other Garou or Kinfolk.
Notes:
Book Ref: Kinfolk Unsung Heroes, page #53

Recognize Garou 3 Kinfolk Awareness WW3074 Synopsis: Over the years, you've become adept at picking out the werewolves in a crowd. Rather than having any kind of mystical awareness, you've simply learned what physical and personality traits tend to mark Gaia's warriors. They just stand out to you, once they've undergone the Change.

System: This Merit doesn't allow you to find werewolf cubs on the verge of Firsting, but you may notice their propensity for violence. All Perception attempts to notice which people in the room seem to have that special touch of Rage or wilderness that could indicate they're werewolves are at -2 difficulty.
Notes:
Book Ref: Kinfolk Unsung Heroes, page #52

Wolf Sense 1 Kinfolk Mental WW3074 Synopsis: This Merit is a blend of folk wisdom, practical sense, and animal instincts. If you have Wolf Sense and make a successful Intelligence roll, the Storyteller can opt to give you advice on whether you're about to do something stupid. It doesn't mean she'll tell you what you should or shouldn't do, but at least you'll have some warning.

System:
Notes:
Book Ref: Kinfolk Unsung Heroes, page #52

Fera

Ananasi
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.


System:
Notes:
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.

System: Your Rank among your own kind carries over to all other Ovid who follow the same aspect of the Triat as you.
Notes:
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.

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.
Notes:
Book Ref: Breedbook: Ananasi, page #83

Human Form 3 Ananasi Physical WW3082 Synopsis: Unlike most Ananasi, you appear completely human when in Homid.

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".
Notes:
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.


System:
Notes:
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.


System:
Notes:
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.

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.
Notes:
Book Ref: Breedbook: Ananasi, page #83

Bastet
Merit Cost Type Source Details
Friend Of Sorcery 5 Planetary Swara WW3110 Synopsis: (Hakahe) Magic fascinates you in all its forms.

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).
Notes: Restricted to the Swara Tribe, who count Garou Theurge Gifts as 'in-tribe'.
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:

xxxxx*You become exceptionally fierce (+2 Rage).
xxxxx*The moon makes you stronger (+1 dot of Strength or Stamina).
xxxxx*You shine with her beauty (an extra die to all Social dice pools).
xxxxx*Her light reveals things to you (-1 to all Perception difficulties).
xxxxx*She smiles upon your magics (+2 Gnosis).
xxxxx*Her fullness lends you purpose (+2 Willpower).
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.
Notes:
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.

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.
Notes:
Book Ref: Bastet, page #86

Corax
Merit Cost Type Source Details
Birdseye
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.

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.
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.

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.

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.
Book Ref: Corax, page #74

Gurahl
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.

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.)
Notes:
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).
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.
The number of points spent in purchasing the Merit determines what auspice your beginning Gurahl has, and the Gift choices available to her.
xxxxx3 pts Your Gurahl begins as an Uzmati, and she can choose her beginning Auspice Gift from either the Arcas or Uzmati categories.
xxxxx4 pts Your Gurahl begins as a Kojubat, and she can choose her beginning Auspice Gift from among the Arcas, Uzmati, and Kojubat categories.
xxxxx5 pts Your Gurahl begins as Kieh, and she can choose her beginning Auspice Gift from the Arcas, Uzmati, Kojubat, or Kieh categories.
xxxxx6 pts Your Gurahl begins as a Rishi, and she can choose her beginning Auspice Gift from any category.
Notes:
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.

System: You need only concentrate on a reflective surface in order to pass through the Gauntlet.
Book Ref: Gurahl, page #89

Mokole
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.

System: It may bring you news, rumors, hints or the like, but these tidbits of information aren't guaranteed to be reliable at all.
Notes:
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.

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:
xxxxx*Once a year (1 point)
xxxxx*Once a season (2 points)
xxxxx*Once a month (3 points)
xxxxx*Once a week (4 points)
xxxxx*Once a day (5 points)
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.
Notes:
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.

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.
Notes: Mokole characters must choose this 4 point version, not the Any-Race 2 point version.
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.

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.
Notes:
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).

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.
Notes:
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.

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.
Notes:
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.

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.
Notes:
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.

System:
Notes:
Book Ref: Mokole, page #71

Temperature Control 2 Mokole Physical WW3081 Synopsis: You can control your body temperature.

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.
Notes:
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.


System:
Notes:
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.

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.
Notes:
Book Ref: Mokole, page #72

Nuwisha
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.

System: This size increase gives no physical bonuses, but adds 1 die to all Social dice pools when dealing with Garou.
Notes:
Book Ref: Nuwisha, page #48

Umbral Affinity 2 - 3 Nuwisha Supernatural WW3076 Synopsis: Nuwisha with this Merit have a strong connection to the Umbra.

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.
Book Ref: Nuwisha, page #48

Ratkin
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.

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.
Notes:
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.

System:
Notes: For more details on Caged Folk, see the sidebar on page 62 of the Ratkin Breedbook.
Book Ref: Ratkin, page #75

Rokea
Merit Cost Type Source Details
Fin Blades 3 Rokea Physical WW3083 Synopsis: In Standing Jaws form, the fins on your arms, legs, and back are just as sharp as your talons.

System: You may attack with these blades for Strength +1 aggravated damage.
Notes:
Book Ref: Rokea, page #83

Good Looking 2 Rokea Social WW3083 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).

System: The character's Appearance score may start out at whatever level the player chooses.
Notes:
Book Ref: Rokea, page #82

Swim Sideways 6 Rokea Supernatural WW3083 Synopsis: Unlike most Rokea, who cannot enter the Umbra without a Gift or aid from Sea, you can do so at will.

System: The character can reach the Umbra, in the sea or on land, in the same way as a Garou.
Notes: This does not protect the character from the harsh rigors of Sea's Soul, so swimming sideways is safer closer to the surface.
Book Ref: Rokea, page #83

Venerable 2 Rokea Social WW3083 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.

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)
Notes:
Book Ref: Rokea, page #83

Garou

Garou
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.

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.
Notes:
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.

xxxxxThis 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.
System:
Notes:
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.

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.
Notes:
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.

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.
Notes:
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.

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.
Notes:
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.

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.
Notes:
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.

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.
Notes: See the Mentor merit below.
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.

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).
Notes:
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.

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.
Notes:
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.

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).
Notes:
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.

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.
Notes:
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.

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.
Notes:
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.

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.
Notes:
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.

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.
Notes:
Book Ref: Tribebook: Stargazers (Revised Edition), page #80

Moon-Bound 2 Garou Supernatural WW3108

WW3806

Synopsis: You are especially tied to your auspice.

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.
Notes:
Book Ref: Werewolf Player's Guide (2nd Edition), page #15
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.

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.
Notes:
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.

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.
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.
Notes:
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.

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:
xxxxx1: xxxxxBad Day - Ratkin make your life difficult.
xxxxx2-5:xxxxxSad Day - No Ratkin. Go outside and leave a present for the local rats.
xxxxx6-8:xxxxxGood Day - Ratkin perform a minor favor.
xxxxx9: xxxxxReally Good Day - Ratkin allies save your ass.
xxxxx10: xxxxxOne 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.
xxxxxThe 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.
Notes:
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.

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.
Notes: A character with this Merit may not take the Flaw: Notoriety.
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.

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.
Notes:
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.

System:
Notes:
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.

xxxxxThe 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).
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.)
xxxxxThis 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.
Notes: Staff note: Research Bootstrapping rule/tribe disadvantage/restrictions, define on the Bone Gnawer page with HR, update this Merit Note and System
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.

xxxxxDowntime 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.
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.
xxxxxWhether 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.
Notes:
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.

System: You have a -2 difficulty to Social rolls and you give any group effort a +1 to its total dice pool.
Notes:
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.

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.
Notes:
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.

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.
Notes:
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

System:
Notes:
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.

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.
Notes:
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.

System: You gain an extra die to all Perception rolls that involve movement or take place at night.
Notes:
Book Ref: Players Guide to Garou, page #159