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
|