Merits & Flaws
Merits & Flaws
Merits and Flaws
Below are a list of Merits and Flaws added to the game by the staff in order to add flair to the game. These Merits and Flaws are drawn from some of the supplement books or have been created by staff.
Importantly, unless a Merit or Flaw states that it can be taken multiple times, it can only be taken once. In addition, no Merit can be taken that would negate a Flaw; if a Flaw would be completely negated by a Merit or some other power the player must immediately buy off the flaw.
Table of Contents
Below are a list of Merits and Flaws added to the game by the staff in order to add flair to the game. These Merits and Flaws are drawn from some of the supplement books or have been created by staff.
Importantly, unless a Merit or Flaw states that it can be taken multiple times, it can only be taken once. In addition, no Merit can be taken that would negate a Flaw; if a Flaw would be completely negated by a Merit or some other power the player must immediately buy off the flaw.
Table of Contents
Σκιάς όναρ άνθρωπος - Pindar
Merits & Flaws (WIP)
Universal Merits and Flaws
Available to any Breed and Tribe
Merits
Ability Aptitude (2 pt Merit)
Choose an ability when developing this merit. You are able to develop that skill 1 dot higher than you would normally be able to. (Typically to 6.) You may select this merit multiple times, but each time you must choose a different ability.
Acute Senses (1 pt Merit)
One or more of your senses are particularly sharp (You must specify one of your five senses). You are 2 traits up on all non-Combat challenges involving this particular sense. You may take this Merit multiple times for different senses
Adaptable Nature (2 pt Merit)
You accept change easily and adapt quickly to unfamiliar situations or alien circumstances. The most bizarre Antarctic landscapes do not phase you, nor does it bother you to make sudden changes in plans or battle tactics. You can avoid any penalties associated with exposure to alien environments or drastic changes. Note that these environments must be naturally occuring within the realm or the Umbra for this to apply; environments summoned by powers are not covered by this Merit.
Alternate Identity (1-5 pt Merit)
You have established a false persona that stands up to scrutiny and investigation. The quality and detail of this face depends on the number of points invested in the Merit. For one point, your identity is new or intended for casual use only. At two points, it takes determined effort to reveal your ruse. For three points, your false name is known in several cities. At four points, your identity is widely known and respected. For five points, you can even deceive the most paranoid. Although the difficulty of any Investigation to determine your true identity equals your Alternate Identity rating +5, it is up to you to actively maintain your persona. Characters with more than one false face must purchase this Merit multiple times.
Animal Affinity (2 pt Merit)
You feel ties of kinship with a particular animal species. Such creatures are not discomforted by your presence and generally like you (+1 Trait to all pertinent Animal Ken tests).
Ambidextrous (2 pt Merit)
You have a high degree of Off-Hand Dexterity, and you can perform tasks with the "wrong" hand at no Penalty. This grants no additional actions or ability to do more than one thing at a time. This simply lets you do things with both hands instead of having a dominate one. Further, in combat, once per turn you may apply one of the weapon tags of a weapon in your off hand when making an attack, in addition to all of the tags of the weapon in your main hand.
Artistically Gifted (1 pt Merit)
The Muses work their will through you, or so it appears. Whenever you employ your artistic talent (as in, uses of Crafts or Performance that are more aesthetic than functional), add +2 to any relevant challenge except Gift Activation, which focuses more on channeling spirits than truly expressing the soul.
Beauty of Aphrodite/Adonis (3 pt Merit)
Prerequisite: At least one Heroic Social Attribute, Striking Looks 2. Your looks are truly superhuman, and there are some who might believe you divine when you speak with them. Add +3 to all tests that involve your looks, this stacks with the bonus from Striking Looks. However, you suffer the dubious honor of being almost completely unforgettable. Unless compelled by supernatural powers, it is unlikely anyone will forget having seen you.
Berserker (3 pt Merit)
You are in total control of your beast, a master of your primal self. You may enter frenzy at will, during which time you do not suffer any wound penalties (this means that you are not treated to be in your injured or incapacitated wound tracts), but you must still make frenzy tests when the need arises. This merit does not make ending Frenzy any easier.
Calm Heart (2 pt Merit)
Although many Garou have difficulty resisting frenzy, you find it easier to stay your anger. You are one Trait up to resist frenzy.
Camp Membership (1 pt Merit)
You’re a member of one of the cross-tribal camps or tribal cults, allowing you to purchase the camp/cult’s Gifts at Affinity costs. You may only be a member of one camp/cult.
Cast Iron Stomach (3 point Merit)
You can eat more or less anything without gagging. Squirming bugs, a freshly-gutted carcass with the innards still hanging out… hey, it’s all food, so chow down! Anything you can physically devour and digest is yours for the eating. This Merit does not in any way protect you from the effects of said substances (rotted meat can still poison you), but you can keep down and gain nourishment from a meal that would make the average person puke from its mere proximity.
Catlike Balance (1 pt Merit)
You are Sure-Footed and almost never slip or get dizzy. Your sense of Balance is so keen that you can traverse even the narrowest ledges or wires. You are two traits up on test where you balance is a factor. (The storyteller has final say on what this effects)
Cathartic Fury (2 pt Merit)
You find solace and strength in periodic outbursts of rage. At the conclusion of any frenzy, throw a simple test. Success restores one point of Willpower, up to your usual maximum. (you may not take this merit and the Berserker merits)
Celestial Attunement (1 pt Merit)
You have an innate link to the passage of time and the movement of celestial bodies. You can estimate the time until sunrise or sunset within a minute or two, and you can follow the phases of the moon in your head. Those with some training in astrology and this Merit can even foretell certain astrological conjunctions without access to charts. You can accomplish any of these feats with only a minimum of concentration.
Clear Sighted (3 point Merit)
You have the unusual ability to see with great clarity, overcoming distractions and illusions. Gain +5 to resist perception-altering powers (one that affects perception, rather than emotions or perception), such as Distractions. This is a defensive bonus; you cannot use Clear Sighted when using Heightened Senses (or similar powers) to see through another individual’s already established invisibility or to actively pierce illusions.
Code of Honor (2 pt Merit)
A specific code of honor or chivalry guides your actions, separate from your road ethics. This code is very personal, shaped by your experiences. You should work with your Storyteller to create an appropriate code (one with hindrances and restricted activities along with beliefs and passions). If you are affected by a power that would force you to violate your code you are up 2 traits on all tests to resist that power. All codes must be approved by the storytellers. Should you willingly violate your code you lose access to this merit until such time as you manage to reaffirm your code, likely making public apologies for your actions.
Common Sense (3 point Merit, free to players new to Werewolf or LARP)
Your character has an exceptionally sound and rational mind. With a moment’s thought, she can weigh potential courses of action and outcomes. Once per session as an instant action, you may ask the Storyteller one of the following questions about a task at hand or course of action. If you would like answers to more than one question, make a Wits + Composure test, difficulty 8.
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g. loud noises, hanging upside down).
Danger Sense (3 pt Merit)
You have a sixth sense for trouble, and you just know when something is about to happen. If there is a chance that you will be surprised by an ambush, you may make a Simple Test. On a win or tie, you may take an action without the hindrance of surprise. The Storyteller determines when this Merit reacts to danger. (This merit is strictly reactionary)
Daredevil (3 pt Merit)
You are good at taking risks and even better at surviving them. When attempting exceptionally dangerous (Non-combat) Physical actions, such as leaping from one moving horse to another, your test pool increases by 3. If you engage multiple opponents on your own, you receive a +2 bonus to your Physical defense test pools.
Direction Sense (1 pt Merit)
Your sense of direction is infallible. Even underground, you are always aware of which direction is north, and you receive a +1 bonus to navigate or find your way.
Double-Jointed (1 pt Merit)
You possess uncanny suppleness, gaining a +2 bonus on any test that requires flexibility or on any tests to escape a grapple. You can contort yourself into odd positions or squeeze into small spaces.
Efficient Learner (1 pt Merit)
You've figured out the art of learning Gifts! If learning an out-of-Affinity Gift with a patron, the patron doesn't have to put in any Downtime towards getting the Gift for you. You've already done all the set up, they just need the stamp of approval. Please note that your patron will still need to note advocating for you when submitting their Downtimes so we can verify them, but this will not require a full Downtime Action from them.
Eidetic Taste (4 pt Merit)
Possessed most commonly by Red Talons, Eidetic Taste allows you to remember the taste of everything you’ve ever eaten, and be able to identify it instantly if you taste it again. Furthermore, you’re granted the ability to sense where the nearest supply of that taste might be. If you’ve ever had a bite of someone, it serves as an excellent way to track that meal. Creative garou have found other uses for this power, including tracking down poisons.
Enchanting Feature (2 pt Merit)
Blessed with magnificent eyes, sleek hair, mighty biceps, preternatural grace, ripped abs, a dazzling smile, or some other standout physical feature, you can enchant people with the raw perfection of that feature. The feature in question doesn’t need to be visually obvious, either; maybe you smell good, possess a seductive voice, move with animalistic allure, or enjoy some likewise wondrous physical asset. (Please be tasteful here, folks.)
This Merit takes the place of related Physical Merits such as Enchanting Gaze, Soothing Voice, Graceful, and other potentially similar attributes. Story-wise, this Enchanting Feature becomes a standout part of your character’s description. System-wise, you gain two Bonus Traits when your character deploys the feature in question as part of some social feat. This Merit does not stack with Natural Leader.
Enhanced Homid Form (2 pt Merit)
Your Homid form provides most of the benefits provided by Glabro form, excluding the ability to inflict lethal damage with brawl attacks.
Enhanced Lupus Form (2 pt Merit)
Your Lupus form provides the benefits provided by Hispo form.
Fighting Finesse (2 pt Merit)
You are skilled at fighting with agility rather than strength. When selecting this Merit, choose either Brawl or Melee. You may now make attacks using the Dexterity Attribute rather than Strength when making an attack with that Ability. You may select this Merit a second time to choose the other Ability.
Foul Blood (2 pt Merit)
Your flesh and blood tastes bilious or outright putrescent. Anyone who bites or feeds from you must make a Willpower test (difficulty 5 plus the number of health levels inflicted or blood points consumed). Those who fail spend the next turn choking, retching or gagging. Any fool who actually attempts to drink you dry must make three consecutive Willpower tests difficulty 9 to succeed. If any of these checks fail, the attacker spends the rest of the scene vomiting the tainted gore. While this merit is mostly a benefit, it does come with one serious drawback, you begin every game with Wyrm Taint 1, as if there is something foul in your blood offering this protection. If you are already suffering under the effects of Wyrm Taint before the start of a game, you instead increase your Wyrm Taint by 1, to a maximum of 3.
Gift Affinity (1-5 pt Merit)
Upon developing this Merit, select one out of affinity Gift you possess and gain that Gift's Affinity effect. You may develop this Merit multiple times (up to a maximum of your rank; at legend there is no limit), each time selecting a different out of Affinity Gift you possess. The cost of this merit is the level of the gift.
There must be STRONG justification for having this merit for any tribal gift. Breed and Auspice gifts will require some justification
Green Thumb (1 pt Merit)
Plants flourish from your touch. Although they don’t bloom and grow on contact, they do attain a healthy boost when you work with them. Gain a +2 Bonus to all non-supernatural tests (and a +1 to supernatural tests) when you work with plants, trees, and other forms of vegetation – algae, mold, fungus, seaweed, and the like. Story-wise, your aura pulsates with green vitality, plant matter grows fast and robust in your presence.
Heroic Attribute (3 pt Merit)
You have the potential to be like the heroes of old, upon developing this merit select you may select one of the following.
You cannot take this Merit as a Totem Benefit.
Heroic Lineage (2 pt Merit)
As the product of generations of pure breeding, you are related to a hero of your tribe, and other Garou can sense it when they see you. Once per game session, when you engage in a Stare Down with someone who knows of your lineage, you gain an additional Merit retest on the challenge.
If you are part of a well-known family, others may easily identify your specific heroic relative and their connection to you. If this is not the case, a character with the "Scholar of..." merit of your tribe may examine you and determine to which hero you are related. This examination may require viewing you in several different forms.
More traditional Garou place a lot of stock in ancestry and may give you special favor above and beyond the mechanics of this merit, but all Garou can sense the greatness in your blood and your undeniable link to a hero of your tribe. This merit must be purchased at character creation. Characters with the Heroic Lineage merit cannot have the Legendary Lineage merit. This is our replacement for Pure Breed.
Huge Size (4 pt Merit)
You are abnormally large, Possibly over seven feet tall and weighing over 300 pounds. You gain extra health levels based on your stamina.
+1 Health: Stamina 1-3
+2 Health: Stamina 4-5
+3 Health: Stamina 6+
Infectious Courage (5 pt Merit)
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. Whenever a fear-causing Gift or power is used on you, you may gain a +2 bonus to resist it. If a similar ability is used on one or more of your packmates and you are in their line of sight, they gain a +1 to resist it as well.
Iron Will (3 point Merit)
By achieving a level of mental control worthy of martial arts masters or intensely dedicated scholars, you have mastered a rigid thought structure. You can use this internal resolution to focus your mind, resisting torture, intimidation, and powers that directly attempt to control you. Gain +5 to resist mind-altering powers (one that affects thoughts, rather than emotions or perception), such as Mastery.
Legendary Lineage (5 pt Merit)
You are directly related to one of the greatest heros of your tribe, and other Garou can sense the purity of your breed when they see you. This direct connection to an ancient hero grants you the Heroic Attribute merit at no cost.
More traditional Garou place a lot of stock in ancestry and may give you special favor above and beyond the mechanics of this merit, but all Garou can sense the greatness in your blood and your undeniable link to a hero of your tribe. As the product of generations of pure breeding, you are related to a hero of your tribe, and other Garou can sense it when they see you. Once per game session, when you engage in a Stare Down with someone who knows of your lineage, you gain an additional Merit retest on the challenge.
The hero to whom you are related is obvious to any Garou who sees you. You must work with the Storytelling Staff to detail who your heroic ancestor is before purchasing this merit. In addition, other Garou may judge you harshly for your failures. This merit must be purchased at character creation. Characters with Legendary Lineage cannot have the Heroic Lineage merit. This is our replacement for Pure Breed.
Longevity (1 pt Merit)
Some quirk of the First Change slowed down your aging process. You are decades older than you appear, and barring a violent death, you may live to be several hundred years old. Note: This merit should only be taken if you want to play an abnormally old garou, if you just want your character to live long into the future there is no need to take this merit.
Lucky (3 pt Merit)
Like most tricksters, fools, and madmen, your life has been a series of fortunate coincidences and second chances. Whether you rely on this luck or just fall into it, you lead a charmed existence. If an opponent achieves an exceptional success against you, you may choose to downgrade it to a normal success. Alternatively, should you be about to suffer a dramatic failure, you may choose to reduce it to just a normal failure. You can use this benefit once every five minutes, or twice per combat.
Master Craftsman (3 pt Merit)
When designing, building, or repairing something, you gain a +1 on all Crafts tests. Additionally, you require one less Downtime (to a minimum of one) on any duration required when working on large or complex projects.
Master of Protocol (1 pt Merit)
Your mentor has laboriously tutored you in most forms of etiquette, even customs outside your own culture and time. As such upon taking this merit you gain as many etiquette specialties as you have points in etiquette (the specialties still do not stack when a situation would let you use more than one.) If you ever increase you etiquette ability level you gain a free specialty as well. You also gain an additional bonus point when calling upon specialties.
Medium (2 pt Merit)
You do, in fact, hear dead people from the spirit world. Ghosts follow you wherever you go and you can feel their presence at all times. As long as you are willing to barter with them, the restless dead will communicate with you for favors and information.
Metamorph (6 pt Merit)
Shapechanging for you is as easy as breathing. You do not need to test to change forms, nor is it necessary to spend a Rage point for an instantaneous shift. If you lose consciousness from wounds or for some other reason, you may choose which form you assume rather than reverting to breed form.
Mist Sight (2 pt Merit)
Perhaps you were enchanted by the fae in your youth. Perhaps a faun played a prank on you. Whatever the reason, you’re capable of seeing through faerie glamours and recognize them and their creations for what they are. This isn’t always a good thing; beings of mischief tend to hide for a reason.
Mixed-morph (1 or 5 pt Merit)
You are able to engage in the art of partial transformation, shifting just a portion of your body as opposed to all of you completely from one for to the next. At 1 point doing so costs a point of willpower and a simple action, and you may then choose to transform a portion of yourself to a new form and gain some of the benefits of that new form (Crinos hands might give you the bonus on brawl attacks, while a lupus nose might give you the bonus on tracking), it is up to the ST precisely what the bonus provided is. At 5 points the willpower cost is waived and you are able to partially transform with only a simple action.
Natural Channel (3 pt Merit)
Traveling between the Material Realm and the Umbra has always felt natural to you. You may always consider the gauntlet rating to be one lower when crossing into or out of the umbra.
Natural Leader (1 pt Merit)
You were born to lead. Your magnetism attracts people, and all they want to do is follow your example. You are two Bonus Traits up in challenges involving the leadership ability. You must have at least three Charisma in order to take this Merit. (This Merit does not stack with Enchanting Voice)
Natural Linguist (2 pt Merit)
You have a remarkable grasp of any languages that you speak or write (as per your Linguistics Ability). You gain 3 bonus Traits on all challenges related to language. You also know twice the number of languages that your level of the Linguistics Ability would normally allow.
Noted Messenger (3 pt Merit)
Legends and Elders have used your services to deliver their important words. You may have even been called upon to carry messages of peace (or war) between the Nation and outside forces. Because of your reputation as a reliable messenger, you can pass through other Garou territories without your presence causing offense, and you may be allowed into any sept (or other locale where your reputation is respected, such as spirit courts or Fera holdings) unchallenged, as long as you carry a message for someone residing there. However, you are expected to behave in accordance with your reputation; if you take offensive actions, act indiscreetly, or speak rudely while in the line of duty, it may affect how you are treated (and may cause the Storyteller to deem that you lose this Merit).
Oracular Ability (2 pt Merit)
You see omens of the future. You might use techniques such as casting bones, studying astrology, or have visions at holy sights. Conversely you might have your visions thrust upon you, even if you try to prevent such divinations. You can draw advice from these omens, as they provide hints of the future and warnings of the present. You can, once per game session, ask the story teller for advice or a hint on how to proceed. This hint may come in the form of an elaborate vision. In addition, once per hour, you can sacrifice your standard action to immediately take your simple action at at any time, even before your initiative order.
Piscine (1 pt Merit)
You are unusually comfortable underwater and vastly prefer swimming to walking. You take no penalties on Physical challenges for being in water, instead gaining a +2 bonus on all such actions. For you swimming only takes a Simple action rather than a standard action.
Predator's Glare (2 pt Merit)
You can bring your predatory nature to the surface, frightening off humans. Spend 1 Rage and a simple action, for as long as you choose to maintain this power (which must be role played as being a much more frightening, predatory individual), non-supernatural humans and animals with less than 8 Willpower will not attack you and will instinctively avoid you. All other mundane humans and animals (those with 8+ WP) instead suffer a -3 penalty when attempting to attack you.
Priest/Priestess/Priestex (2 or 4 pt Merit)
You have risen to some prominence within the cult of your chosen divine patron and received the title of Priest, Priestess, or Priestex as appropriate. Whenever a player earns 10 Renown Cards, they may bring them to you for review in order to sign off on converting them to permanent Devotion, though you must have your own Devotion authorized by someone else. This is a hefty responsibility, so be careful in committing to this Merit. As a reward, you gain a free point of the Kinfolk: Cult Background, and a free point of Temple Influence that may exceed rage caps. Should you leave your patron for another, you lose this Merit without refund. This Merit is 2 points for Black Furies and Stargazers and 4 points for members of any other tribe. It is recommended you discuss your patron with Staff if you have concerns about what they may ask of you as this Merit represents a serious commitment to a Divine Patron that cannot be easily ended.
Scarred (1 pt Merit)
Whether a result of battle wounds or religious practices, your body is heavily adorned with scars. These scars do not interfere with your movement or sensation, nor are they ugly enough to reduce your appearance. However, anyone who beholds you recognizes you as someone intimately familiar with pain and violence. You gain +2 traits on all non supernatural based Intimidation test. As a rule, town drunks are less inclined to quarrel with you and most individuals will assume you know how to fight (whether or not you actually do). This Merit can also reflect branding, tattooing or other rarer markings at Storyteller discretion.
Scholar of ______ (2 pt Merit)
You have taken the time to learn about and specialize in one particular group of people or an organization. You are aware of at least some of the group's customs, strategies, abilities and long-term goals, and can put that knowledge to good use. The merit is our replacement for Lores.
Sea Legs (1 pt Merit)
Prerequisite: Stamina 2+. A character with Sea Legs never needs to test for seasickness. She is assumed to have such a strong constitution as to never become motion sick.
Soul of the Muse (4 pt Merit)
You are an inspiration to creators of all types. Whether you are artistically gifted or not, other artists find it far easier to create masterworks when you are around. If you are in the presence of any creator — whether you are acting as a model, providing counsel, or singing a song — that creator can treat any success as an exceptional success. This creative stimulation applies to works of wonder and destruction alike, as you inspire all.
Strong Lungs (1 pt Merit)
The character has an incredible lung capacity, either through training or the grace of good genes. His maximum time to hold his breath is figured as if his Stamina were one point higher.
Ship Owner (2-3 pt Merit)
You own a ship Perhaps you run a gang of smugglers or pirates, or patron explorers or merchants to find you rare discoveries. At 2 points, you own a galley or other long ship, swift and fast vessels but tight on cargo space. At 3 points, you own a cargo ship, larger and with more cargo space, but less maneuverable and slow. You may not own a Trireme with this merit.
Silver Tolerance (7 pt Merit)
Blessed by Luna you have somehow found yourself not so weak to her metal as many other Garou are. You do not take the additional damage inflicted by silver, nor is damage inflicted by silver weapons or arrows automatically aggravated against you (you may still take aggravated damage if there is some other effect). Further, your tolerance for Silver extends to your ability to carry silver, while the spirits may still deride you and take an Honor or a Glory renown if you are carrying too much silver, you are able to carry 10 objects before it costs you a gnosis (rather than the standard 5) further, a Klaive by itself does not cost any Gnosis, and a Grand Klaive costs only 1 gnosis. You are still barred from crossing the gauntlet if you are in violent contact with Silver however.
Soothing Presence (2 pt Merit)
You have a calming way about you, and people who are prone to anger find their rage easier to quell with you around. Any Garou within 3 steps of you gains +3 on all tests to resist frenzy. The effects of this Merit require a peaceful situation around you; as such this Merit has no effect during combat.
Striking Looks (1-2 pt Merit)
Your style, appearance, or that special feeling about you is striking, and people find you pleasing to the eye. At one point, you are good looking and you probably get quite a few compliments on your style. At two points you are stunning, you likely have many suitors and perhaps even offers for marriage from young nobles. You gain a bonus equal to this merit on all tests that involve your appearance. However, this bonus also applies to anyone trying to remember you were present in a situation. Just as your looks are a benefit to you, you are also quite hard to forget.
This merit can also be used to represent other striking looks, not necessarily beauty. For example, a person with elaborate scar work that ran all along their arms. Typically though, this merit is for when there is something favorable about the appearance that the character wishes to use. If instead you are looking to have looks that will only have a negative impact, consider the Uncanny flaw (below).
Supple Joints (1 or 3 pt Merit)
You are unusually lithe. For one point, you gain +2 on all Dexterity tests involving body flexibility outside of combat (such as escaping restraints or contorting through tight spaces). For three points, you can bend most joints backward, dislocate others at will and perform feats of contortion impossible for a human body (such as turning your head to look straight back). You can escape most restraints and slither through small spaces automatically, although the Storyteller may require a test for extreme feats.
Supporter (3 pt Merit)
You inspire all around you to greater efforts. Whether by speaking, writing, or leading by example, you give anyone who works with you reason to go on and hope of success. You have a +2 bonus on Social tests to inspire, comfort, or unify, and you give any group you’re part of +1 to its total test pool, provided everyone is working towards the same goal.
Tranquil Soul (3 pt Merit)
You have a calmness about you, and the ability to keep your head on straight even when others would lose control of themselves. When you are testing to resist falling into Frenzy you double your current willpower for the purpose of testing. Further, should you fall into a Berserk Frenzy you always treat your Gnosis as though it were higher than your Rage, regardless of the actual values of each. You may not take this merit and the Berserker merit.
Traveler (2 pt Merit)
As a well-traveled individual, you have mastered the art of travel. With this Merit, you can justify downtimes that occur elsewhere in Greece without dedicating downtimes to the travel itself. This Merit is very popular with Silent Striders.
Trusty Companion (4 pt Merit)
You have a reputation as trustworthy, stalwart, and unfaltering in your dedication to your companions. Your very presence in a pack bolsters the Willpower of your packmates, allowing them each to regain one spent Willpower point per game session (which cannot bring them over their permanent maximum). If this occurs in combat, it doesn’t take an action, but must wait until their initiative. You will always be relied upon to risk your life for them, as only a trusted companion might. Should you ever complain about your lot, the Willpower bonus you provide disappears until you once again risk physical or reputational peril for your friends.
Unimpressed (3 pt Merit)
You've seen everything, done everything, and been everywhere. You are notoriously difficult to impress, and you have a knack for looking at facts without emotional coloration. Gain +5 to resist emotion-altering powers (one that affects feelings, rather than thoughts or perception), such as Siren's Lure or Snarl of the Predator.
Untrackable (2 pt Merit)
You are extremely difficult to track. Anyone attempting to identify your scent suffers a -3 to relevant challenges either mundane or supernatural. Additionally, you cannot be tracked through mundane tracking or similar supernatural means. Characters that are untrackable cannot take the Animal Musk flaw.
Umbral Realm Affinity (3 pt Merit)
Your spirit is attuned to a realm of your choice within the penumbra or near umbra. Spirits within the chosen realm view you more favorably and welcome you when you visit. While within your attuned realm you gain +2 on any tests involved in dealing with the spirits or interacting with the realm. You instinctively know the laws of the Realm as well. You may only have an affinity with one Realm at a time. Should you sever your connection with a Realm it greatly offends the spirits and you gain the Spirit Notoriety flaw without gaining any bonus XP.
Unobtrusive (1 pt Merit)
You can pass without notice in most social situations. Although it does not in any way render you invisible or untraceable, this Merit lets you blend in and slip from memory. Folks need to make a Intelligence + Composure test (difficulty 8) in order to recall your features or name. On the flipside, you have a -2 penalty on any social tests you need to make, because folks just don’t notice you under most circumstances. For obvious reasons, you can’t take any socially distinctive Merits, Flaws or Backgrounds – such Traits would make you memorable – or have especially distinctive features or clothing.
Volatile (2 pt Merit)
You are savage and explosive to the extreme. While this may frighten some, it is a boon to you, and you relish in the carnage you are able to bring. When you enter frenzy you regain one spent willpower. You may only benefit from this merit once per combat.
Well-Educated (3 pt Merit)
You have studied with the great thinkers, perhaps even been ambushed by Socrates and his knife, and are truly well educated. You may double the number of specializations you can take with Academics, and furthermore are up three traits on any mundane Academics tests. Characters must have at least three dots of Academics to purchase this Merit.
Wolf in Sheep's Clothing (3 pt Merit)
Where most Garou suffer hard under the Curse and so cannot interact easily with the mortal populace, you are an exception. It takes nearly twice as long for mortals to become affected by the Curse when around you. Further, halve the penalty from Rage to your Social tests (round down). Further, you are able to more easily develop Influences. Rather than the cap being 5 - (half your rage round up) it becomes 5 - (one quarter of your rage, round up).
Weaver Affinity (3 pt Merit)
You possess a strong connection with the Weaver beyond what most Garou have, some Garou may even consider such a connection unhealthy; however, you are not a drone nor have you succumbed to Weaver Taint. When handling any tool, you may spend a point of Gnosis, that tool functions perfectly for 1 hour and does not emit any waste, in addition such an item is immune any power that would attempt to prevent it's use or if under such an effect by activating this merit that effect immediately ends. Further, when attempting to cross the Gauntlet in a Weaver Affinity area, you are able to cross as though it were an area closely associated with Gaia. Further, reverse the typical crossing restrictions in regards to the Wyld and to the Weaver, you find it easier to cross the Gauntlet when near the Weaver than the Wyld. Use of Sense the Balance on you detects you as aligned with the Weaver, this merit is common among Garou that work closely with humans or in cities. You may not take Wyld Affinity with this merit.
Wyld Affinity (3 pt Merit)
You have a strong connection to the Wyld beyond what most other Garou have, some Garou may even consider such a connection unhealthy; however you are not a gorgon nor have you succumbed to Wyld Taint. At the start of each game you receive 2 additional points of Gnosis above your limit, this is an exception to the rule that you can have temporary Gnosis above your Permanent Gnosis. Further, when attempting to cross the Gauntlet in a Wyld Affinity area, you are able to cross as though it were an area closely associated with Gaia. Use of Sense the Balance on you detects you as aligned with the Wyld, this merit is common among Garou that work far out in the deep wilds, often away from humans. You may not take Weaver Affinity with this merit.
Wyrm Resistant (7 pt Merit)
Your dedication to fighting the Wyrm has granted you some limited resistance to it's taint. Whenever you gain a point of Wyrm taint, you halve the amount gained (round down). Further, your resistance to taint allows for it to be easily removed. When receiving cleansing, treat the time needed for cleansing as though you had 1 less Wyrm Taint (this means if you have only 1 point of Wyrm taint you are immediately cleansed upon receiving cleansing). This merit does not protect you from willing actions you perform that would grant Wyrm Taint however, as if you act in such a way as to fall to the Wyrm your resistances do not apply.
Zealot (3 pt Merit)
Your devotion to Gaia's cause is unshakable, no matter how bad things may seem. When you are in your injured wound track, gain +2 to your initiative. When you are within your incapacitated wound track gain an additional +2 to your initiative, for a total of +4.
Flaws
Addiction (2 pt Flaw)
You suffer from an addiction to a substance, which you must take routinely. This can be alcohol, nicotine, hard drugs, or simply adrenaline. Mechanically, a character’s addiction is broken down into one of three categories: amphetamines, hallucinogens, or sedatives. When you take this flaw, you must choose one of these three categories to represent your character’s addiction, you may take this flaw multiple times, each time selecting a new addiction type. You start each game session under the effect of your addiction which lasts for one hour before wearing off.
You are vulnerable to some substance other than silver. Choose a substance that it is possible to craft into a weapon. Whenever you are attacked with a weapon composed (even partially) of this substance you suffer aggravated damage.
Some examples would be obsidian, or rosewood. If you select some type of material that is commonly forged into weapons like iron or wood then this flaw is worth two points.
Amnesia (1-5 pt Flaw)
Your mind is a blank slate, and you recall no memories of your past friends, family, or foes. Storytellers should write up your character’s history including the reasons for your amnesia. For each point you take in this flaw the Storytellers give you an equal number of flaws your character is unaware of. ***By taking this flaw you give control of your character over to the ST for a fair amount of your character’s history. Please speak to the ST's if you wish to influence things***
Animal Musk (3 pt Flaw)
The wolf is so strong in you that you always smell like one, even in homid form. This scent is pungent enough that in situations where the smell is obvious those trained in occult will immediately know that you are a Garou. Non-supernatural humans react to your scent with either disgust or pity, giving them +3 to resist any social tests you make against them, excluding intimidation.
Those attempting to track you receive +3 on their test to do so.
Awkward Mobility (2 pt Flaw)
You have difficulty moving quickly, or keeping up with others around you. You might be short or have a club foot. Whatever the reason, when taking an action to move, you only move two steps instead of the typical three.
Bad Liar (1 pt Flaw)
You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush, pick at your hair, etc. Pick a tell for your character that gives away when you’re lying. Additionally, a Bad Liar cannot buy any dots of the Subterfuge Ability.
Bad Sight (2 pt Flaw)
Your sight is defective and you cannot see with complete acuity. You suffer a -2 penalty to all your physical ranged attacks including attacks with archery or thrown weapons.
Banned Transformation (1 to 6 pt. Flaw)
Some circumstance, event, or situation inhibits your ability to change forms, except to return to your breed form. To overcome the restricting factor requires the expenditure of a Willpower point and a successful Willpower test (difficulty 8). Some examples of triggers and their relative point costs include:
Blabbermouth (2 pt Flaw)
You can't keep a secret, not even to save your life. If you know something that is hidden from others, you just have to tell someone. This may get you in trouble with friends whose confidences you betray or worse, bring trouble to your tribe or nation when you blithely give away the location of their secret hunting grounds. To maintain silence concerning something secret that you know, you must spend a Willpower point to suppress the urge for a scene.
Blind (4 pt Flaw)
Whether you have two eyes in the right place that don't work, or no eyes at all, you are totally blind. You fail any challenges related to vision automatically. However, your other senses are slightly sharper, you gain +1 on any other challenge related to perception. You are still susceptible to Blinding Attacks, but instead of clearing your eyes, you must spend the two simple actions trying to make sure nothing happened to your face (or make use of the Fighting Blind maneuver). This Flaw can be taken by ostraka characters as their disfigurement (for no freebie points).
Blunted Claws (3 pt Flaw)
Your claws and fangs are blunted, rather than being sharp like those of other werewolves. As a result, your claw and bite attacks do not inflict lethal damage but rather bashing. This is regardless of the form you take. Characters with Blunted Claws cannot take the Natural Weapons merit.
Born of the Wyld (2 or 5 pt Flaw)
You may be a Lupus, or extremely dedicated to the Wyld. For whatever reason, you are ill at ease when you are not in the comfort of nature. Whenever you are in a location even somewhat affiliated with the Weaver (such as a town, city, or the like) you are distracted, edgy, and easily startled. You suffer a -1 penalty to all Wits tests (but not derived traits), and a -3 penalty to resist any powers that cause you to flee or become frightened such as snarl of the predator. At two points, when you are battling in an area affiliated with the Wyrm you are able to steal yourself into battle as you are ready to fight, and this flaw has no effect. At Five points your discomfort persists there as well and you suffer the full effects of this flaw.
Branded (3 pt Flaw)
You have been branded for a punishment for a horrific crime, any who see you see the brand and know your crime upon sight. You must discuss the details and circumstances or your crime and trial with the Storyteller staff so that the appropriate moniker may be assigned to your character.
Careless (1 pt Flaw)
You've always been easily distracted, and make plenty of mistakes in your day to day life. In combat, your attacks do not count for the purpose of stopping a character's fair escape, unless you are currently grappling the target. A character attacked by you prior in the round may declare their intention to fair escape.
Crippled (5 pt Flaw)
You suffer from one or more permanent injuries that make it difficult to function physically. Characters with this flaw are limited to a maximum of 3 in their physical attributes, rather than 5.
Curiosity (2 pt Flaw)
Your incredible curiosity often overrides your common sense. You can't help it! Your obsession with mysteries, secrets to uncover and places to explore often causes you to act first, plan later. If you fail to explore something new or unknown, your maximum WP pool is reduced by 1 for the remainder of the game session. This penalty is cumulative; if you refuse more than one intriguing opportunity, your maximum willpower continues to decline. **Keep in mind, unlike Rage, you cannot have more temporary willpower, than permanent willpower, as such if your maximum drops below your current temporary you will lose temporary willpower as well.**
Cursed (1-5 pt Flaw)
You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to never win at gambling; a three-Trait curse could cause anything mechanical or complex to malfunction; a five-Trait curse can be powerful enough to one night prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.
Cassandra's Tongue (2 pt Flaw)
Like the ancient seer, you too find your words often misconstrued or ignored. Taking this flaw, any warning you give to any NPC will be completely ignored as they believe such an idea to be impossible - this cannot be weaponized to make the NPC lower their guard (e.g. going up to an enemy and telling them the Garou are planning to attack won't make him abandon his defenses). At Staff's discretion attempts to use this curse to benefit you or others may even more directly backfire. This may affect PCs at their discretion. Whenever you engage in conversation with an NPC make sure to declare this flaw, Staff will try to keep it in mind; however, as there can be a lot of players it can be difficult to remember all of the merits and flaws everyone has.
Deaf (4 pt Flaw)
You were either born profoundly deaf or have lost your hearing entirely. You may feel sound vibrations from sufficiently loud noises, but you hear nothing. Any tests to notice sounds take a -3 penalty. Ostraka characters may take this Flaw (for no freebie points) as their inborn disfigurement. If taken in conjunction with ‘Mute’, both Flaws will total 6 points, not 8.
Deformity (2 pt Flaw)
You have a misshapen limb, a twisted spine, or some other deformity that interferes with your Physical abilities and your interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and add a -1 penalty to all tests relating to social skills. A withered arm might reduce Dexterity by 2 for all manual manipulation tests, reduce your running speed in any four-legged form, and add a -1 penalty as well. You should work out the nature of your deformity with your Storyteller, as well as the exact penalties offered. Ostraka characters may take this Flaw (for no freebie points) as their ostraka disfigurement.
Disfigured (2 pt Flaw)
A hideous disfigurement makes your appearance disturbing and memorable. All social tests relating to appearance suffer a -2 penalty.
Docile (3 pt Flaw)
Your mind is weak, easily disturbed, or confused. You tend to be a follower and rarely speak up for yourself. Because of this weakness you are highly susceptible to powers that directly control your mind or force you to back down. You may not use a general retest when trying to resist powers such as Snarl of the Predator or Ultimatum.
Driving Goal (2 pt Flaw)
You are driven by a personal goal that compels you in sometimes startling ways. The goal is always unachievable: free the bound Wyrm before it’s further corrupted, balance the Triat, make amends for your ancestors' crimes in the War of Rage. But while many Garou may empathize with your objectives, few are as consumed by the singular nature of your focus. You must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), and your one-track mind continually gets you into trouble with those who do not share the intensity of your vision. Choose your goal carefully, as it will be the focus of everything your character does, and remember that the goal is unachievable.
Dulled Sense (2 pt Flaw)
One or more of your senses are particularly Dull (You may only choose from Sight, Hearing, or Smell). You are 2 traits down on all challenges involving this particular sense. You may take this Flaw multiple times for different senses.
Earthbound (2 or 3 pt Flaw)
You have an inherent need to feel something solid underfoot. You avoid traveling by boat whenever possible, dislike water (even if you're able to swim), and otherwise do whatever you can to remain "on the ground." Even when you travel through the Umbra, this feeling of discomfort accompanies you. You are only at ease when you have actually arrived at some "solid" place in the Umbra. You must spend a point of Willpower in order to board a ship, use a Gift that allows flight, or take a similar action that separates you from terra firma. You must also make a Willpower test (difficulty 6) whenever you enter the Umbra to avoid having to suffer a -1 penalty to all your actions while beyond the Gauntlet. For Kinfolk without Gnosis, this Flaw is a 2 Point Flaw. For Garou and Kinfolk with Gnosis, this Flaw is 3 Points.
Eerie Presence (1 pt Flaw)
You radiate an otherworldly air that causes nervousness and unease in the people around you, beyond the Curse. The exact nature of this Eerie Presence is specific to each garou and can take many different forms. You should speak with your Storyteller to determine the exact strangeness conferred upon your character by this flaw, but all types of eerie Eerie Presence are disconcerting and risk breaching the Veil. You may take this flaw up to three times for different aspects of your strange nature, but each must be distinctive and unconnected from the rest. You cannot take Eerie Presence twice and claim your eyes are purple and glowing. You can take Eerie Presence twice and say your eyes glow and you constantly emit a stench of wet earth.
Some possible examples include:
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend. (Five points indicate the wrath of a Methuselah, arch-magus or other potent supernatural foe.) The Storyteller should work with you in order to bang out the details of your enemy. Although your enemy might not show up at every game session, their presence will always be brought up somehow to keep it fresh in your mind.
Errant Mind (1 pt Flaw)
You have a deserved reputation for being unreliable. Your mind tends to wander frequently so that you forget meetings you promised to attend, fail to keep promises (although sworn oaths tend to stay in your memory), and otherwise fall short of the expectations of others. You must spend a Willpower point each time that you wish to make a determined effort to keep a promise or attend a gathering.
Fallen Hero (5 pt Flaw)
You were once considered to be amongst the best and bravest of your generation, but you have fallen from the good graces of the Garou Nation. You are known as Disgraced, and all Garou and Spirits know this on sight. Each night, the first two Renown you would earn you do not earn as the Spirits expect you to go even further beyond anyone else to gain even the slightest acknowledgement. Work with the Storyteller on the nature of your crime and how it came to be uncovered.
Removal of this flaw would require you to undertake a truly epic quest, one that more than likely would result in your death.
Fierce Bigot (2 pt Flaw)
You hold particular hatred or disdain for a specific class or community of mortals, most likely the common rabble of serfs and servants. You make all frenzy checks at -2 trait difficulty around such individuals and always attack them first if you do succumb to frenzy. Please make sure roleplaying this Merit does not make other players uncomfortable; you will be expected to check-in regularly with others.
Forced Transformation (1-2 pt Flaw)
Certain circumstances force you to undergo an uncontrollable shift in form. You may resist the change by spending a Willpower point, but once you have made the forced change, you may not change back until the triggering situation has passed. You may use the following examples or design your own circumstances and point costs (with Storyteller approval).
Your body is less hardy than most and cannot endure much injury. Your bones may be more brittle, or your physical stature may be slight or delicate. If you take more than 2 points of damage from a single blow, one of your limbs (chosen by your attacker) breaks. The limb is useless until the damage is healed. If one or more of your character's legs are broken, you can only move at one step an action by limping or crawling. If either of your character's arms are broken you suffer a -3 penalty to Brawl and Melee attack test pools. A character with one broken arm cannot use two handed weapons, a character with two broken arms cannot make Physical Attacks using their arms.
Frozen (5 pt Flaw)
When confronted with a terror-inducing situation (i.e., a fight), you become paralyzed. You are always the last to act, as your brain temporarily shuts down as fear grips you completely. When initiative is generated for combat you must skip your first standard action unless you spend two Willpower points, and even then, you will always go last in initiative.
Geas (1-5 pt Flaw)
A powerful magical being — a mage, a fae noble or perhaps an ancient blood sorcerer — has placed you under a powerful binding. Rather than commanding your adoration, your geas compels you to fulfill or avoid certain actions lest some calamity befall you. The severity of the consequence and the ease of keeping the terms of the pact determine the rating of the Flaw. At one point, you must not feed on the members of a particular noble family or else wear the marks of your treachery as boils on your immortal face. For five points, you must remain within a remote forest or the sun will find you wherever you sleep no matter how deep or darkened your lair. As always, the Storyteller has the final say on any Geis, including the unlikely possibility of its removal. Players should work closely with the Storyteller to develop Geis that create story hooks rather than being obscure quirks chosen for a couple extra bonus points.
Hamartia (5 pt Flaw)
You suffer from a tragic flaw that will be your undoing. Work with the Storytelling staff on precisely what your hamartia is. Understand that by taking this flaw, you are agreeing that this tragic flaw will be exploited during the course of this chronicle to bring about your character's undoing. (This is the equivalent of Dark Fate for this chronicle.)
There is one 'benefit' to having this flaw, while you are engaging in whatever behavior will lead to your downfall, you are nearly impossible to sway from your current course of action; mundane attempts to convince you are all but futile, and if a supernatural power would try to compel you to stop acting in accordance with your hamarita, you receive +3 to your defensive test pool to resist such a power. Even if you desire to cease engaging in the behavior, unless you buy off this flaw, you always come back to your old ways.
Haunted (1 pt Flaw)
A malicious spirit, possibly a felled foe from a life many years removed has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling screams and the occasional shove, it does its best to make your life difficult.
Hero Worship (1 pt Flaw)
You adore another character, to the point where that person can do no wrong as far as you’re concerned. Attempts to sway your opinion will just piss you off, shut you down, induce Frenzy, or drive you to heights (or depths) of absurd justification for whatever someone says about him.
If your hero tells you to do something, you’re inclined to obey, and must make a Willpower + Composure test in order to refuse their desires. The difficulty for this test depends upon the extremity of those desires; “Gimme a kiss,” would probably be difficulty 6, while “Go stab your best friend in the back for me” would be 10 or higher. If and when you’re confronted with proof of your hero’s weaknesses, you are capable of seeing reason eventually – it’s just not easy to get you to think so clearly. Any social test that’s aimed at getting you to discard your hero worship adds a -2 penalty unless the hero has recently done something very wrong… like, say, telling you to stab your best friend in the back for him!
Hunted (5 pt Flaw)
You have attracted the attention of the servants of the Wyrm, or perhaps the Wyrm itself. Whatever the reason, you are pursued by powerful enemies who seek to end your life. Every downtime period you must spend two downtimes evading or combating your enemies, otherwise you enter into the next game with 4 aggravated wounds on your health track as they managed to catch you unawares.
Illiterate (2 pt Flaw)
You never learned to read or write your native human language. You can understand most signs that rely on pictographs, but written instructions and warnings are completely beyond your comprehension. This Flaw does not interfere with your understanding of glyphs.
Impatient (2 pt Flaw)
You have no patience for standing around and waiting. You want to do things now - forget the slowpokes trying to hold you back. You vastly prefer acting on impulse without caring about the consequences. Every time you are forced to wait or be patient instead of acting immediately you must spend 1 point of Willpower to wait without acting for five minutes. If you do not spend this Willpower you react with extreme anger lashing out at the source of your delay.
Inept (5 pt Flaw)
You are incompetent and unskilled. Until you buy off this Flaw, you may not have Abilities or Influences above one Trait.
Inhuman (2 pt Flaw)
Some Lupus are so tied to their wolf natures that they have difficulty approximating human shapes and behaviors. As one of these Garou, you are biologically closer to the wolf than to your human aspect. You cannot spend Rage to speed up the transformation to Homid or Glabro form. If you have the Metamorph merit it does not help you transform into either of those forms more quickly. Further, your lack of comfort within those forms prevents you from moving smoothly while in them, you do not gain the dodge bonus normally granted by Glabro form.
Intolerance (1 pt Flaw)
You have an unreasonable dislike of a certain thing. This may be a tribe, a type of creature, or a specific type of person. You will persecute these individuals to the extent of your ability, even jeopardizing alliances and your own reputation to see them besmirched. If forced to work with such a person, you suffer a -2 penalty to all your non-defensive test pools.
Low Pain Tolerance (2 pt Flaw)
You have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sign of it. Although you soak damage normally, you suffer a -1 penalty on all tests whenever you are injured, and take Wound Penalties at 1 less damage than others.
Low Self Image (2 pt Flaw)
You just don't believe in yourself. You bid two fewer traits in situations where you don't expect to succeed (at the Storyteller's discretion, although he might limit this penalty to one trait if you do the brave thing and point out times when this Flaw could affect you). At the Storyteller's option, you may have to make Willpower tests to do things that require self-confidence, or even to use a Willpower point when other players would not be obliged to do so.
Moon Bound (1 pt Flaw)
Pick one phase of the moon, other than the one associated with your auspice. You suffer a -1 penalty to all challenges you engage in while under the chosen moon phase.
Moon Mad (2 pt Flaw)
Your temper waxes and wanes with the phases of the moon even more than a usual Garou. Add an additional +2 to the moon phase modifier for frenzy.
Motion Sickness (1 pt Flaw)
A character who suffers from motion sickness is easily unbalanced by the rocking of the sea. The player makes Stamina + Survival tests for seasickness against a base difficulty of 9. Storyteller may also require seasickness tests from the player of such a character in other situations, such as a long cart ride.
Mute (4 pt Flaw)
You cannot speak, in any form. Even communicating via Garou Tongue or lupine language (which relies upon both vocalizations and body movements to communicate) are beyond you. As a player, you may communicate with the Storyteller and describe your actions, but your character cannot talk to other characters unless everyone concerned possesses a commonly understood sign language (via the Linguistics Ability). Otherwise, your character must communicate through writing or body language. Ostraka characters may take this Flaw (for no freebie points) as their inborn disfigurement. If taken in conjunction with ‘Deaf’, both Flaws will total 6 points, not 8.
Nameless (5 pt Flaw)
You do not exist. Certainly, you still walk the earth and your friends and kin can still see and touch you, but all records of your existence have been destroyed. Not even your Tribe can lay claim to your name. As far as anyone can prove, you never were. If you take this Flaw, you may not take any Social Merits that grant benefits based on reputation. At Storyteller’s discretion, you may also be barred from taking Backgrounds that require a social presence. Who or what have you made so angry that they have erased your existence from the face of this earth? (This flaw only affects positive interactions you have) Note: Silent Striders may not take this flaw.
Nervous Condition (3 pt Flaw)
The trauma of your exposure to the supernatural has left deep mental scars. The damage manifests as chronic physical ailments that haunt your everyday life. You suffer muscle tremors and nervous tension that affects even the most mundane tasks.
Your hands and feet tremble almost constantly, increasing in severity when you are under stress. All Dexterity-based actions gain a -1 penalty. In times of significant stress, the penalty can be up to three, at the Storyteller's discretion. It should also be noted that combat is always a time of signfiicant stress. Additionally, you react very poorly to sudden shocks, imposing a -1 penalty to all actions when you are surprised.
Nightmares (1 pt Flaw)
Twisted dreams plague you in your sleep, bleeding over into your daily life. Perhaps you see your packmates eviscerated by the wyrm, or you lose your rank on the mound in a very humiliating fashion. For one reason or another, these nightmares cause you such unrest that you aren’t sleeping, and you cannot get these images out of your head during the waking hours. Make a test every game session. If you fail, you are down two Traits on every challenge due to lack of sleep.
One Eye (2 pt Flaw)
Whether you were born with the defect or injured somehow, you have only one functional eye, missing from your head or a dead-white orb. You are two traits down on all challenges involving depth perception, including ranged combat.
Overconfident (2 pt Flaw)
You are sure of your own abilities, quite possibly to your own detriment. You are unable to benefit from the Assist Attacker or Assist Defender combat maneuvers unless the individual offering the aid is following your direct orders.
Pack Mentality (3 pt Flaw)
Your pack is your entire world, and you find it difficult to exist outside that comfortable structure. Alone, you feel uncertain and filled with doubts. If you are not within the presence of at least one packmate, your permanent and temporary willpower totals decrease by 1 each. This penalty fades and both points return the moment you are in the presence of at least one packmate again.
Pierced Veil (3 pt Flaw)
The sight of your Crinos form should trigger the Delirium in humans, but instead only inspires the usual terror one would expect from seeing a monster. Humans remember the encounter afterwards quite clearly, even if they find the idea of a werewolf unbelievable. This circumstance requires you to be careful about when you reveal your Crinos form and cover your tracks carefully, lest hunters and minions of the Wyrm track you down. Children of Gaia cannot take this Flaw.
Permanent Wound (2 pt Flaw)
By some misfortune, a serious wound you have suffered still limits you now, and no healing magic can make the wound knit closed. Reduce your total number of health levels by 2.
Phobia (2 pt Flaw)
You suffer from an irrational fear of an object, creature or circumstance, and you do everything in your power to avoid it. When confronted with the object of your fear, you are two Traits down to resist frenzy. If you do not win this test, you will remain in a frenzied state until you spend a Willpower Point or the object of your phobia is dead or no longer in line of sight. Work with your Storyteller to create the object of your fear.
Poor Taste (1 pt Flaw)
Your aesthetic runs counter to that of society, or perhaps you really are simply a tasteless cretin with pretensions of class. In either case, you add -1 to Social chops involving mainstream artists or critics. Intimidation tests suffer also with this penalty — you are graceless even at the art of fear.
Rivalry (1 to 5 pt Flaw)
Someone hates you so much that they cannot bear to leave you alone. The scale of this Flaw is similar to that of the Enemy Flaw, but your Rival is not interested in seeing you dead. Rather, a Rival desires only to make your unlife as troublesome and hellish as possible. At lower point value, the Rival may also be a friend who arrives at precisely the worst moment to steal your thunder or make you embarrassed. At higher levels, your Rival loses sleep planning how to make your life miserable.
Scapegoat (4 pt Flaw)
Whenever anything goes wrong, you are the first suspect. Actual guilt is irrelevant; you are the local Garou whipping boy and everyone knows it. You cannot ever gain the Rank background beyond Cliath unless you somehow change your reputation - and that will be a Herculean feat. Even if you move to another city, your tainted reputation follows you. This flaw is especially appropriate for Ostraka.
Scaredy Cat (1 pt Flaw)
You startle easily. Like, really easily. It’s almost impossible for you to sneak around, as the slightest creaking of a board or squeaking of a mouse will elicit an involuntary yelp, shriek or groan of terror. You must succeed at a Willpower + Composure test, difficulty 9, or immediately break any stealth you’re in. Additionally, your Stealth tests suffer a -1 penalty.
Short (1 pt Flaw)
You are well below average height - Four feet tall or less. You have difficulty reaching or manipulating objects designed for normal adult size and your running speed is -1 Step per action (-2 if you take full movement)
Shy (1 pt Flaw)
You dislike being the center of attention and feel uncomfortable in crowds. You suffer a -2 penalty to all social tests involving strangers, and a -1 penalty to anything said in a crowd. The sole exception to this is speaking with your pack, although a player may choose to extend the penalty here if it’s particularly appropriate.
Slow on the Draw (2 pt Flaw)
You don't think quickly, and your movements have never been especially sure. You have a slow reaction time. It isn't your fault that you're slow on your feet, but it does hold you back a bit - especially in combat. Your initiative is reduced by 3. Additionally, you cannot activate or receive the benefits of the burst of speed or quick draw combat maneuvers.
Soft-Hearted (1 pt Flaw)
Whether because of an abundance of empathy and compassion, or simply a weak stomach, you cannot stand to watch others suffer. You must avoid or leave any situation that involves someone in physical or emotional pain, unless you succeed on a Willpower + Composure test (difficulty 9).
Trouble Magnet (1 pt Flaw)
Whenever weird stuff occurs, it happens to you. You have terrible luck, and misfortune follows at your heels, tearing you down whenever it has an opportunity. Whenever the Storyteller needs to randomly determine a negative result, such as determining which character is hit by a falling rock, or where the Constable is patrolling at any given time, no test is made; you always suffer the consequence of bad luck.
Uncanny (3 pt Flaw)
You are too strange or disturbing to forget. You may have distinguishing features or a mystical Presence, but the effect is the same: Anyone trying to locate you through Investigation receives 5 free traits towards finding you. Fortunately, Uncanny does not interfere with active Stealth attempts. However, you always stand out from a crowd and cannot hide through anonymity. Even characters with Coyote's Mantle must contend with their noticeable mien.
Unable to Swim (2 pt Flaw)
The character has never learned to swim, or has been taught but reverts to helpless flailing. Consider this character's Athletics rating to be zero for purposes of swimming tests.
Uncontrollable Appetite (2 pt Flaw)
You suffer from a tendency to binge whenever you are under stress or have gone without food for more than a few hours. Something in your metabolism snaps and you feel the need to eat enormous amounts of food -- everything in sight that is even vaguely edible. Such binges follow each frenzy or other stress-related event; additionally, whenever you go more than four hours without at least a snack of some sort, you feel the urge to devour great amounts of food at the next opportunity. You may spend a Willpower point to overcome this urge for a scene. At the end of each binge, you must succeed in a Stamina + Survival test (difficulty 7) or be violently ill for the next half-hour, suffering a -1 Trait penalty on all challenges.
Vengeful (2 pt Flaw)
You will not rest well until you have avenged a loved one for the wrongs committed against them or against you. It is your life's quest to fulfill the dying wish of the departed. When the time presents itself to reap your vengeance, you must spend a Willpower Trait in order to take any other action for a scene.
Ward (3 pt Flaw)
You are devoted to protecting someone, perhaps a close friend or relative from the days before your First Change. This may be a child (or wolf cub) that relies upon you for care as well as protection. Or it can be an adult who, because of their connection to you, finds themselves exposed to dangers beyond what they can handle themselves. It could even represent a small pack of wolves who rely on you to protect them from human and supernatural predation. Regardless, your Ward's path is firmly tied to yours in some way, and they have a knack for finding themselves in the middle of trouble, looking to you to save the day. Taking this Flaw means you are consenting to your ward being put in danger. If you just want to have a Ward that is going to be safe, do not take this Flaw.
Wyld Mind (2 pt Flaw)
Your mind is extremely chaotic and unpredictable. As a result, you have difficulty concentrating on any one task. In combat, you vary your targets frequently. In investigations, you often leave leads half-explored before moving onto the next. After the first two tests on the same subject, you must make a Willpower test (difficulty 9) for any further tests focused in the same place in that scene.
Restricted or Removed Merits/Flaws
These merits and flaws are not available to buy but are posted for clarity.
Caern-Touched (2 pt Merit)
Due to your sacrifice during Caern Building, you are deeply tied to this caern. Anywhere within the bawn, you may step across the Gauntlet with no test. This still counts as a Gnosis action, so you may not do this in the same round you spend Rage. Further, you cannot be Surprised while within the bawn. Lastly, you have a mystical connection to the caern heart that's hard to define.
Bygone Friend (3 pt Merit)
A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, bygones can. When interacting with bygones in a friendly manner they are more likely to engage in a friendly manner and just be more amicable. If a social challenge is needed, you gain +3 on this challenge.
Available to any Breed and Tribe
Merits
Ability Aptitude (2 pt Merit)
Choose an ability when developing this merit. You are able to develop that skill 1 dot higher than you would normally be able to. (Typically to 6.) You may select this merit multiple times, but each time you must choose a different ability.
Acute Senses (1 pt Merit)
One or more of your senses are particularly sharp (You must specify one of your five senses). You are 2 traits up on all non-Combat challenges involving this particular sense. You may take this Merit multiple times for different senses
Adaptable Nature (2 pt Merit)
You accept change easily and adapt quickly to unfamiliar situations or alien circumstances. The most bizarre Antarctic landscapes do not phase you, nor does it bother you to make sudden changes in plans or battle tactics. You can avoid any penalties associated with exposure to alien environments or drastic changes. Note that these environments must be naturally occuring within the realm or the Umbra for this to apply; environments summoned by powers are not covered by this Merit.
Alternate Identity (1-5 pt Merit)
You have established a false persona that stands up to scrutiny and investigation. The quality and detail of this face depends on the number of points invested in the Merit. For one point, your identity is new or intended for casual use only. At two points, it takes determined effort to reveal your ruse. For three points, your false name is known in several cities. At four points, your identity is widely known and respected. For five points, you can even deceive the most paranoid. Although the difficulty of any Investigation to determine your true identity equals your Alternate Identity rating +5, it is up to you to actively maintain your persona. Characters with more than one false face must purchase this Merit multiple times.
Animal Affinity (2 pt Merit)
You feel ties of kinship with a particular animal species. Such creatures are not discomforted by your presence and generally like you (+1 Trait to all pertinent Animal Ken tests).
Ambidextrous (2 pt Merit)
You have a high degree of Off-Hand Dexterity, and you can perform tasks with the "wrong" hand at no Penalty. This grants no additional actions or ability to do more than one thing at a time. This simply lets you do things with both hands instead of having a dominate one. Further, in combat, once per turn you may apply one of the weapon tags of a weapon in your off hand when making an attack, in addition to all of the tags of the weapon in your main hand.
Artistically Gifted (1 pt Merit)
The Muses work their will through you, or so it appears. Whenever you employ your artistic talent (as in, uses of Crafts or Performance that are more aesthetic than functional), add +2 to any relevant challenge except Gift Activation, which focuses more on channeling spirits than truly expressing the soul.
Beauty of Aphrodite/Adonis (3 pt Merit)
Prerequisite: At least one Heroic Social Attribute, Striking Looks 2. Your looks are truly superhuman, and there are some who might believe you divine when you speak with them. Add +3 to all tests that involve your looks, this stacks with the bonus from Striking Looks. However, you suffer the dubious honor of being almost completely unforgettable. Unless compelled by supernatural powers, it is unlikely anyone will forget having seen you.
Berserker (3 pt Merit)
You are in total control of your beast, a master of your primal self. You may enter frenzy at will, during which time you do not suffer any wound penalties (this means that you are not treated to be in your injured or incapacitated wound tracts), but you must still make frenzy tests when the need arises. This merit does not make ending Frenzy any easier.
Calm Heart (2 pt Merit)
Although many Garou have difficulty resisting frenzy, you find it easier to stay your anger. You are one Trait up to resist frenzy.
Camp Membership (1 pt Merit)
You’re a member of one of the cross-tribal camps or tribal cults, allowing you to purchase the camp/cult’s Gifts at Affinity costs. You may only be a member of one camp/cult.
Cast Iron Stomach (3 point Merit)
You can eat more or less anything without gagging. Squirming bugs, a freshly-gutted carcass with the innards still hanging out… hey, it’s all food, so chow down! Anything you can physically devour and digest is yours for the eating. This Merit does not in any way protect you from the effects of said substances (rotted meat can still poison you), but you can keep down and gain nourishment from a meal that would make the average person puke from its mere proximity.
Catlike Balance (1 pt Merit)
You are Sure-Footed and almost never slip or get dizzy. Your sense of Balance is so keen that you can traverse even the narrowest ledges or wires. You are two traits up on test where you balance is a factor. (The storyteller has final say on what this effects)
Cathartic Fury (2 pt Merit)
You find solace and strength in periodic outbursts of rage. At the conclusion of any frenzy, throw a simple test. Success restores one point of Willpower, up to your usual maximum. (you may not take this merit and the Berserker merits)
Celestial Attunement (1 pt Merit)
You have an innate link to the passage of time and the movement of celestial bodies. You can estimate the time until sunrise or sunset within a minute or two, and you can follow the phases of the moon in your head. Those with some training in astrology and this Merit can even foretell certain astrological conjunctions without access to charts. You can accomplish any of these feats with only a minimum of concentration.
Clear Sighted (3 point Merit)
You have the unusual ability to see with great clarity, overcoming distractions and illusions. Gain +5 to resist perception-altering powers (one that affects perception, rather than emotions or perception), such as Distractions. This is a defensive bonus; you cannot use Clear Sighted when using Heightened Senses (or similar powers) to see through another individual’s already established invisibility or to actively pierce illusions.
Code of Honor (2 pt Merit)
A specific code of honor or chivalry guides your actions, separate from your road ethics. This code is very personal, shaped by your experiences. You should work with your Storyteller to create an appropriate code (one with hindrances and restricted activities along with beliefs and passions). If you are affected by a power that would force you to violate your code you are up 2 traits on all tests to resist that power. All codes must be approved by the storytellers. Should you willingly violate your code you lose access to this merit until such time as you manage to reaffirm your code, likely making public apologies for your actions.
Common Sense (3 point Merit, free to players new to Werewolf or LARP)
Your character has an exceptionally sound and rational mind. With a moment’s thought, she can weigh potential courses of action and outcomes. Once per session as an instant action, you may ask the Storyteller one of the following questions about a task at hand or course of action. If you would like answers to more than one question, make a Wits + Composure test, difficulty 8.
- What is the worst choice?
- What do I stand to lose here?
- What’s the safest choice?
- Am I chasing a worthless lead?
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g. loud noises, hanging upside down).
Danger Sense (3 pt Merit)
You have a sixth sense for trouble, and you just know when something is about to happen. If there is a chance that you will be surprised by an ambush, you may make a Simple Test. On a win or tie, you may take an action without the hindrance of surprise. The Storyteller determines when this Merit reacts to danger. (This merit is strictly reactionary)
Daredevil (3 pt Merit)
You are good at taking risks and even better at surviving them. When attempting exceptionally dangerous (Non-combat) Physical actions, such as leaping from one moving horse to another, your test pool increases by 3. If you engage multiple opponents on your own, you receive a +2 bonus to your Physical defense test pools.
Direction Sense (1 pt Merit)
Your sense of direction is infallible. Even underground, you are always aware of which direction is north, and you receive a +1 bonus to navigate or find your way.
Double-Jointed (1 pt Merit)
You possess uncanny suppleness, gaining a +2 bonus on any test that requires flexibility or on any tests to escape a grapple. You can contort yourself into odd positions or squeeze into small spaces.
Efficient Learner (1 pt Merit)
You've figured out the art of learning Gifts! If learning an out-of-Affinity Gift with a patron, the patron doesn't have to put in any Downtime towards getting the Gift for you. You've already done all the set up, they just need the stamp of approval. Please note that your patron will still need to note advocating for you when submitting their Downtimes so we can verify them, but this will not require a full Downtime Action from them.
Eidetic Taste (4 pt Merit)
Possessed most commonly by Red Talons, Eidetic Taste allows you to remember the taste of everything you’ve ever eaten, and be able to identify it instantly if you taste it again. Furthermore, you’re granted the ability to sense where the nearest supply of that taste might be. If you’ve ever had a bite of someone, it serves as an excellent way to track that meal. Creative garou have found other uses for this power, including tracking down poisons.
Enchanting Feature (2 pt Merit)
Blessed with magnificent eyes, sleek hair, mighty biceps, preternatural grace, ripped abs, a dazzling smile, or some other standout physical feature, you can enchant people with the raw perfection of that feature. The feature in question doesn’t need to be visually obvious, either; maybe you smell good, possess a seductive voice, move with animalistic allure, or enjoy some likewise wondrous physical asset. (Please be tasteful here, folks.)
This Merit takes the place of related Physical Merits such as Enchanting Gaze, Soothing Voice, Graceful, and other potentially similar attributes. Story-wise, this Enchanting Feature becomes a standout part of your character’s description. System-wise, you gain two Bonus Traits when your character deploys the feature in question as part of some social feat. This Merit does not stack with Natural Leader.
Enhanced Homid Form (2 pt Merit)
Your Homid form provides most of the benefits provided by Glabro form, excluding the ability to inflict lethal damage with brawl attacks.
Enhanced Lupus Form (2 pt Merit)
Your Lupus form provides the benefits provided by Hispo form.
Fighting Finesse (2 pt Merit)
You are skilled at fighting with agility rather than strength. When selecting this Merit, choose either Brawl or Melee. You may now make attacks using the Dexterity Attribute rather than Strength when making an attack with that Ability. You may select this Merit a second time to choose the other Ability.
Foul Blood (2 pt Merit)
Your flesh and blood tastes bilious or outright putrescent. Anyone who bites or feeds from you must make a Willpower test (difficulty 5 plus the number of health levels inflicted or blood points consumed). Those who fail spend the next turn choking, retching or gagging. Any fool who actually attempts to drink you dry must make three consecutive Willpower tests difficulty 9 to succeed. If any of these checks fail, the attacker spends the rest of the scene vomiting the tainted gore. While this merit is mostly a benefit, it does come with one serious drawback, you begin every game with Wyrm Taint 1, as if there is something foul in your blood offering this protection. If you are already suffering under the effects of Wyrm Taint before the start of a game, you instead increase your Wyrm Taint by 1, to a maximum of 3.
Gift Affinity (1-5 pt Merit)
Upon developing this Merit, select one out of affinity Gift you possess and gain that Gift's Affinity effect. You may develop this Merit multiple times (up to a maximum of your rank; at legend there is no limit), each time selecting a different out of Affinity Gift you possess. The cost of this merit is the level of the gift.
There must be STRONG justification for having this merit for any tribal gift. Breed and Auspice gifts will require some justification
Green Thumb (1 pt Merit)
Plants flourish from your touch. Although they don’t bloom and grow on contact, they do attain a healthy boost when you work with them. Gain a +2 Bonus to all non-supernatural tests (and a +1 to supernatural tests) when you work with plants, trees, and other forms of vegetation – algae, mold, fungus, seaweed, and the like. Story-wise, your aura pulsates with green vitality, plant matter grows fast and robust in your presence.
Heroic Attribute (3 pt Merit)
You have the potential to be like the heroes of old, upon developing this merit select you may select one of the following.
- You raise your limit for a single attribute by 3
- You raise your limit for a single attribute by 2 and another attribute by 1
- You raise your limit for three attributes by 1 each.
You cannot take this Merit as a Totem Benefit.
Heroic Lineage (2 pt Merit)
As the product of generations of pure breeding, you are related to a hero of your tribe, and other Garou can sense it when they see you. Once per game session, when you engage in a Stare Down with someone who knows of your lineage, you gain an additional Merit retest on the challenge.
If you are part of a well-known family, others may easily identify your specific heroic relative and their connection to you. If this is not the case, a character with the "Scholar of..." merit of your tribe may examine you and determine to which hero you are related. This examination may require viewing you in several different forms.
More traditional Garou place a lot of stock in ancestry and may give you special favor above and beyond the mechanics of this merit, but all Garou can sense the greatness in your blood and your undeniable link to a hero of your tribe. This merit must be purchased at character creation. Characters with the Heroic Lineage merit cannot have the Legendary Lineage merit. This is our replacement for Pure Breed.
Huge Size (4 pt Merit)
You are abnormally large, Possibly over seven feet tall and weighing over 300 pounds. You gain extra health levels based on your stamina.
+1 Health: Stamina 1-3
+2 Health: Stamina 4-5
+3 Health: Stamina 6+
Infectious Courage (5 pt Merit)
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. Whenever a fear-causing Gift or power is used on you, you may gain a +2 bonus to resist it. If a similar ability is used on one or more of your packmates and you are in their line of sight, they gain a +1 to resist it as well.
Iron Will (3 point Merit)
By achieving a level of mental control worthy of martial arts masters or intensely dedicated scholars, you have mastered a rigid thought structure. You can use this internal resolution to focus your mind, resisting torture, intimidation, and powers that directly attempt to control you. Gain +5 to resist mind-altering powers (one that affects thoughts, rather than emotions or perception), such as Mastery.
Legendary Lineage (5 pt Merit)
You are directly related to one of the greatest heros of your tribe, and other Garou can sense the purity of your breed when they see you. This direct connection to an ancient hero grants you the Heroic Attribute merit at no cost.
More traditional Garou place a lot of stock in ancestry and may give you special favor above and beyond the mechanics of this merit, but all Garou can sense the greatness in your blood and your undeniable link to a hero of your tribe. As the product of generations of pure breeding, you are related to a hero of your tribe, and other Garou can sense it when they see you. Once per game session, when you engage in a Stare Down with someone who knows of your lineage, you gain an additional Merit retest on the challenge.
The hero to whom you are related is obvious to any Garou who sees you. You must work with the Storytelling Staff to detail who your heroic ancestor is before purchasing this merit. In addition, other Garou may judge you harshly for your failures. This merit must be purchased at character creation. Characters with Legendary Lineage cannot have the Heroic Lineage merit. This is our replacement for Pure Breed.
Longevity (1 pt Merit)
Some quirk of the First Change slowed down your aging process. You are decades older than you appear, and barring a violent death, you may live to be several hundred years old. Note: This merit should only be taken if you want to play an abnormally old garou, if you just want your character to live long into the future there is no need to take this merit.
Lucky (3 pt Merit)
Like most tricksters, fools, and madmen, your life has been a series of fortunate coincidences and second chances. Whether you rely on this luck or just fall into it, you lead a charmed existence. If an opponent achieves an exceptional success against you, you may choose to downgrade it to a normal success. Alternatively, should you be about to suffer a dramatic failure, you may choose to reduce it to just a normal failure. You can use this benefit once every five minutes, or twice per combat.
Master Craftsman (3 pt Merit)
When designing, building, or repairing something, you gain a +1 on all Crafts tests. Additionally, you require one less Downtime (to a minimum of one) on any duration required when working on large or complex projects.
Master of Protocol (1 pt Merit)
Your mentor has laboriously tutored you in most forms of etiquette, even customs outside your own culture and time. As such upon taking this merit you gain as many etiquette specialties as you have points in etiquette (the specialties still do not stack when a situation would let you use more than one.) If you ever increase you etiquette ability level you gain a free specialty as well. You also gain an additional bonus point when calling upon specialties.
Medium (2 pt Merit)
You do, in fact, hear dead people from the spirit world. Ghosts follow you wherever you go and you can feel their presence at all times. As long as you are willing to barter with them, the restless dead will communicate with you for favors and information.
Metamorph (6 pt Merit)
Shapechanging for you is as easy as breathing. You do not need to test to change forms, nor is it necessary to spend a Rage point for an instantaneous shift. If you lose consciousness from wounds or for some other reason, you may choose which form you assume rather than reverting to breed form.
Mist Sight (2 pt Merit)
Perhaps you were enchanted by the fae in your youth. Perhaps a faun played a prank on you. Whatever the reason, you’re capable of seeing through faerie glamours and recognize them and their creations for what they are. This isn’t always a good thing; beings of mischief tend to hide for a reason.
Mixed-morph (1 or 5 pt Merit)
You are able to engage in the art of partial transformation, shifting just a portion of your body as opposed to all of you completely from one for to the next. At 1 point doing so costs a point of willpower and a simple action, and you may then choose to transform a portion of yourself to a new form and gain some of the benefits of that new form (Crinos hands might give you the bonus on brawl attacks, while a lupus nose might give you the bonus on tracking), it is up to the ST precisely what the bonus provided is. At 5 points the willpower cost is waived and you are able to partially transform with only a simple action.
Natural Channel (3 pt Merit)
Traveling between the Material Realm and the Umbra has always felt natural to you. You may always consider the gauntlet rating to be one lower when crossing into or out of the umbra.
Natural Leader (1 pt Merit)
You were born to lead. Your magnetism attracts people, and all they want to do is follow your example. You are two Bonus Traits up in challenges involving the leadership ability. You must have at least three Charisma in order to take this Merit. (This Merit does not stack with Enchanting Voice)
Natural Linguist (2 pt Merit)
You have a remarkable grasp of any languages that you speak or write (as per your Linguistics Ability). You gain 3 bonus Traits on all challenges related to language. You also know twice the number of languages that your level of the Linguistics Ability would normally allow.
Noted Messenger (3 pt Merit)
Legends and Elders have used your services to deliver their important words. You may have even been called upon to carry messages of peace (or war) between the Nation and outside forces. Because of your reputation as a reliable messenger, you can pass through other Garou territories without your presence causing offense, and you may be allowed into any sept (or other locale where your reputation is respected, such as spirit courts or Fera holdings) unchallenged, as long as you carry a message for someone residing there. However, you are expected to behave in accordance with your reputation; if you take offensive actions, act indiscreetly, or speak rudely while in the line of duty, it may affect how you are treated (and may cause the Storyteller to deem that you lose this Merit).
Oracular Ability (2 pt Merit)
You see omens of the future. You might use techniques such as casting bones, studying astrology, or have visions at holy sights. Conversely you might have your visions thrust upon you, even if you try to prevent such divinations. You can draw advice from these omens, as they provide hints of the future and warnings of the present. You can, once per game session, ask the story teller for advice or a hint on how to proceed. This hint may come in the form of an elaborate vision. In addition, once per hour, you can sacrifice your standard action to immediately take your simple action at at any time, even before your initiative order.
Piscine (1 pt Merit)
You are unusually comfortable underwater and vastly prefer swimming to walking. You take no penalties on Physical challenges for being in water, instead gaining a +2 bonus on all such actions. For you swimming only takes a Simple action rather than a standard action.
Predator's Glare (2 pt Merit)
You can bring your predatory nature to the surface, frightening off humans. Spend 1 Rage and a simple action, for as long as you choose to maintain this power (which must be role played as being a much more frightening, predatory individual), non-supernatural humans and animals with less than 8 Willpower will not attack you and will instinctively avoid you. All other mundane humans and animals (those with 8+ WP) instead suffer a -3 penalty when attempting to attack you.
Priest/Priestess/Priestex (2 or 4 pt Merit)
You have risen to some prominence within the cult of your chosen divine patron and received the title of Priest, Priestess, or Priestex as appropriate. Whenever a player earns 10 Renown Cards, they may bring them to you for review in order to sign off on converting them to permanent Devotion, though you must have your own Devotion authorized by someone else. This is a hefty responsibility, so be careful in committing to this Merit. As a reward, you gain a free point of the Kinfolk: Cult Background, and a free point of Temple Influence that may exceed rage caps. Should you leave your patron for another, you lose this Merit without refund. This Merit is 2 points for Black Furies and Stargazers and 4 points for members of any other tribe. It is recommended you discuss your patron with Staff if you have concerns about what they may ask of you as this Merit represents a serious commitment to a Divine Patron that cannot be easily ended.
Scarred (1 pt Merit)
Whether a result of battle wounds or religious practices, your body is heavily adorned with scars. These scars do not interfere with your movement or sensation, nor are they ugly enough to reduce your appearance. However, anyone who beholds you recognizes you as someone intimately familiar with pain and violence. You gain +2 traits on all non supernatural based Intimidation test. As a rule, town drunks are less inclined to quarrel with you and most individuals will assume you know how to fight (whether or not you actually do). This Merit can also reflect branding, tattooing or other rarer markings at Storyteller discretion.
Scholar of ______ (2 pt Merit)
You have taken the time to learn about and specialize in one particular group of people or an organization. You are aware of at least some of the group's customs, strategies, abilities and long-term goals, and can put that knowledge to good use. The merit is our replacement for Lores.
Sea Legs (1 pt Merit)
Prerequisite: Stamina 2+. A character with Sea Legs never needs to test for seasickness. She is assumed to have such a strong constitution as to never become motion sick.
Soul of the Muse (4 pt Merit)
You are an inspiration to creators of all types. Whether you are artistically gifted or not, other artists find it far easier to create masterworks when you are around. If you are in the presence of any creator — whether you are acting as a model, providing counsel, or singing a song — that creator can treat any success as an exceptional success. This creative stimulation applies to works of wonder and destruction alike, as you inspire all.
Strong Lungs (1 pt Merit)
The character has an incredible lung capacity, either through training or the grace of good genes. His maximum time to hold his breath is figured as if his Stamina were one point higher.
Ship Owner (2-3 pt Merit)
You own a ship Perhaps you run a gang of smugglers or pirates, or patron explorers or merchants to find you rare discoveries. At 2 points, you own a galley or other long ship, swift and fast vessels but tight on cargo space. At 3 points, you own a cargo ship, larger and with more cargo space, but less maneuverable and slow. You may not own a Trireme with this merit.
Silver Tolerance (7 pt Merit)
Blessed by Luna you have somehow found yourself not so weak to her metal as many other Garou are. You do not take the additional damage inflicted by silver, nor is damage inflicted by silver weapons or arrows automatically aggravated against you (you may still take aggravated damage if there is some other effect). Further, your tolerance for Silver extends to your ability to carry silver, while the spirits may still deride you and take an Honor or a Glory renown if you are carrying too much silver, you are able to carry 10 objects before it costs you a gnosis (rather than the standard 5) further, a Klaive by itself does not cost any Gnosis, and a Grand Klaive costs only 1 gnosis. You are still barred from crossing the gauntlet if you are in violent contact with Silver however.
Soothing Presence (2 pt Merit)
You have a calming way about you, and people who are prone to anger find their rage easier to quell with you around. Any Garou within 3 steps of you gains +3 on all tests to resist frenzy. The effects of this Merit require a peaceful situation around you; as such this Merit has no effect during combat.
Striking Looks (1-2 pt Merit)
Your style, appearance, or that special feeling about you is striking, and people find you pleasing to the eye. At one point, you are good looking and you probably get quite a few compliments on your style. At two points you are stunning, you likely have many suitors and perhaps even offers for marriage from young nobles. You gain a bonus equal to this merit on all tests that involve your appearance. However, this bonus also applies to anyone trying to remember you were present in a situation. Just as your looks are a benefit to you, you are also quite hard to forget.
This merit can also be used to represent other striking looks, not necessarily beauty. For example, a person with elaborate scar work that ran all along their arms. Typically though, this merit is for when there is something favorable about the appearance that the character wishes to use. If instead you are looking to have looks that will only have a negative impact, consider the Uncanny flaw (below).
Supple Joints (1 or 3 pt Merit)
You are unusually lithe. For one point, you gain +2 on all Dexterity tests involving body flexibility outside of combat (such as escaping restraints or contorting through tight spaces). For three points, you can bend most joints backward, dislocate others at will and perform feats of contortion impossible for a human body (such as turning your head to look straight back). You can escape most restraints and slither through small spaces automatically, although the Storyteller may require a test for extreme feats.
Supporter (3 pt Merit)
You inspire all around you to greater efforts. Whether by speaking, writing, or leading by example, you give anyone who works with you reason to go on and hope of success. You have a +2 bonus on Social tests to inspire, comfort, or unify, and you give any group you’re part of +1 to its total test pool, provided everyone is working towards the same goal.
Tranquil Soul (3 pt Merit)
You have a calmness about you, and the ability to keep your head on straight even when others would lose control of themselves. When you are testing to resist falling into Frenzy you double your current willpower for the purpose of testing. Further, should you fall into a Berserk Frenzy you always treat your Gnosis as though it were higher than your Rage, regardless of the actual values of each. You may not take this merit and the Berserker merit.
Traveler (2 pt Merit)
As a well-traveled individual, you have mastered the art of travel. With this Merit, you can justify downtimes that occur elsewhere in Greece without dedicating downtimes to the travel itself. This Merit is very popular with Silent Striders.
Trusty Companion (4 pt Merit)
You have a reputation as trustworthy, stalwart, and unfaltering in your dedication to your companions. Your very presence in a pack bolsters the Willpower of your packmates, allowing them each to regain one spent Willpower point per game session (which cannot bring them over their permanent maximum). If this occurs in combat, it doesn’t take an action, but must wait until their initiative. You will always be relied upon to risk your life for them, as only a trusted companion might. Should you ever complain about your lot, the Willpower bonus you provide disappears until you once again risk physical or reputational peril for your friends.
Unimpressed (3 pt Merit)
You've seen everything, done everything, and been everywhere. You are notoriously difficult to impress, and you have a knack for looking at facts without emotional coloration. Gain +5 to resist emotion-altering powers (one that affects feelings, rather than thoughts or perception), such as Siren's Lure or Snarl of the Predator.
Untrackable (2 pt Merit)
You are extremely difficult to track. Anyone attempting to identify your scent suffers a -3 to relevant challenges either mundane or supernatural. Additionally, you cannot be tracked through mundane tracking or similar supernatural means. Characters that are untrackable cannot take the Animal Musk flaw.
Umbral Realm Affinity (3 pt Merit)
Your spirit is attuned to a realm of your choice within the penumbra or near umbra. Spirits within the chosen realm view you more favorably and welcome you when you visit. While within your attuned realm you gain +2 on any tests involved in dealing with the spirits or interacting with the realm. You instinctively know the laws of the Realm as well. You may only have an affinity with one Realm at a time. Should you sever your connection with a Realm it greatly offends the spirits and you gain the Spirit Notoriety flaw without gaining any bonus XP.
Unobtrusive (1 pt Merit)
You can pass without notice in most social situations. Although it does not in any way render you invisible or untraceable, this Merit lets you blend in and slip from memory. Folks need to make a Intelligence + Composure test (difficulty 8) in order to recall your features or name. On the flipside, you have a -2 penalty on any social tests you need to make, because folks just don’t notice you under most circumstances. For obvious reasons, you can’t take any socially distinctive Merits, Flaws or Backgrounds – such Traits would make you memorable – or have especially distinctive features or clothing.
Volatile (2 pt Merit)
You are savage and explosive to the extreme. While this may frighten some, it is a boon to you, and you relish in the carnage you are able to bring. When you enter frenzy you regain one spent willpower. You may only benefit from this merit once per combat.
Well-Educated (3 pt Merit)
You have studied with the great thinkers, perhaps even been ambushed by Socrates and his knife, and are truly well educated. You may double the number of specializations you can take with Academics, and furthermore are up three traits on any mundane Academics tests. Characters must have at least three dots of Academics to purchase this Merit.
Wolf in Sheep's Clothing (3 pt Merit)
Where most Garou suffer hard under the Curse and so cannot interact easily with the mortal populace, you are an exception. It takes nearly twice as long for mortals to become affected by the Curse when around you. Further, halve the penalty from Rage to your Social tests (round down). Further, you are able to more easily develop Influences. Rather than the cap being 5 - (half your rage round up) it becomes 5 - (one quarter of your rage, round up).
Weaver Affinity (3 pt Merit)
You possess a strong connection with the Weaver beyond what most Garou have, some Garou may even consider such a connection unhealthy; however, you are not a drone nor have you succumbed to Weaver Taint. When handling any tool, you may spend a point of Gnosis, that tool functions perfectly for 1 hour and does not emit any waste, in addition such an item is immune any power that would attempt to prevent it's use or if under such an effect by activating this merit that effect immediately ends. Further, when attempting to cross the Gauntlet in a Weaver Affinity area, you are able to cross as though it were an area closely associated with Gaia. Further, reverse the typical crossing restrictions in regards to the Wyld and to the Weaver, you find it easier to cross the Gauntlet when near the Weaver than the Wyld. Use of Sense the Balance on you detects you as aligned with the Weaver, this merit is common among Garou that work closely with humans or in cities. You may not take Wyld Affinity with this merit.
Wyld Affinity (3 pt Merit)
You have a strong connection to the Wyld beyond what most other Garou have, some Garou may even consider such a connection unhealthy; however you are not a gorgon nor have you succumbed to Wyld Taint. At the start of each game you receive 2 additional points of Gnosis above your limit, this is an exception to the rule that you can have temporary Gnosis above your Permanent Gnosis. Further, when attempting to cross the Gauntlet in a Wyld Affinity area, you are able to cross as though it were an area closely associated with Gaia. Use of Sense the Balance on you detects you as aligned with the Wyld, this merit is common among Garou that work far out in the deep wilds, often away from humans. You may not take Weaver Affinity with this merit.
Wyrm Resistant (7 pt Merit)
Your dedication to fighting the Wyrm has granted you some limited resistance to it's taint. Whenever you gain a point of Wyrm taint, you halve the amount gained (round down). Further, your resistance to taint allows for it to be easily removed. When receiving cleansing, treat the time needed for cleansing as though you had 1 less Wyrm Taint (this means if you have only 1 point of Wyrm taint you are immediately cleansed upon receiving cleansing). This merit does not protect you from willing actions you perform that would grant Wyrm Taint however, as if you act in such a way as to fall to the Wyrm your resistances do not apply.
Zealot (3 pt Merit)
Your devotion to Gaia's cause is unshakable, no matter how bad things may seem. When you are in your injured wound track, gain +2 to your initiative. When you are within your incapacitated wound track gain an additional +2 to your initiative, for a total of +4.
Flaws
Addiction (2 pt Flaw)
You suffer from an addiction to a substance, which you must take routinely. This can be alcohol, nicotine, hard drugs, or simply adrenaline. Mechanically, a character’s addiction is broken down into one of three categories: amphetamines, hallucinogens, or sedatives. When you take this flaw, you must choose one of these three categories to represent your character’s addiction, you may take this flaw multiple times, each time selecting a new addiction type. You start each game session under the effect of your addiction which lasts for one hour before wearing off.
- Amphetamine: You receive a -2 penalty to all Mental challenges and all challenges requiring coordination or mental dexterity.
- Hallucinogen: You are at a -3 penalty to all perception tests.
- Sedatives: You suffer a -3 to all tests involving wits or to your initiative; excluding perception tests.
You are vulnerable to some substance other than silver. Choose a substance that it is possible to craft into a weapon. Whenever you are attacked with a weapon composed (even partially) of this substance you suffer aggravated damage.
Some examples would be obsidian, or rosewood. If you select some type of material that is commonly forged into weapons like iron or wood then this flaw is worth two points.
Amnesia (1-5 pt Flaw)
Your mind is a blank slate, and you recall no memories of your past friends, family, or foes. Storytellers should write up your character’s history including the reasons for your amnesia. For each point you take in this flaw the Storytellers give you an equal number of flaws your character is unaware of. ***By taking this flaw you give control of your character over to the ST for a fair amount of your character’s history. Please speak to the ST's if you wish to influence things***
Animal Musk (3 pt Flaw)
The wolf is so strong in you that you always smell like one, even in homid form. This scent is pungent enough that in situations where the smell is obvious those trained in occult will immediately know that you are a Garou. Non-supernatural humans react to your scent with either disgust or pity, giving them +3 to resist any social tests you make against them, excluding intimidation.
Those attempting to track you receive +3 on their test to do so.
Awkward Mobility (2 pt Flaw)
You have difficulty moving quickly, or keeping up with others around you. You might be short or have a club foot. Whatever the reason, when taking an action to move, you only move two steps instead of the typical three.
Bad Liar (1 pt Flaw)
You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush, pick at your hair, etc. Pick a tell for your character that gives away when you’re lying. Additionally, a Bad Liar cannot buy any dots of the Subterfuge Ability.
Bad Sight (2 pt Flaw)
Your sight is defective and you cannot see with complete acuity. You suffer a -2 penalty to all your physical ranged attacks including attacks with archery or thrown weapons.
Banned Transformation (1 to 6 pt. Flaw)
Some circumstance, event, or situation inhibits your ability to change forms, except to return to your breed form. To overcome the restricting factor requires the expenditure of a Willpower point and a successful Willpower test (difficulty 8). Some examples of triggers and their relative point costs include:
- Hearing relaxing music (1 point)
- In the vicinity of wolfsbane (2 points)
- Unless you spend a Rage point (3 points)
- When around silver (4 points)
- In frenzy (5 points)
- Away from a caern/bawn (6 points)
Blabbermouth (2 pt Flaw)
You can't keep a secret, not even to save your life. If you know something that is hidden from others, you just have to tell someone. This may get you in trouble with friends whose confidences you betray or worse, bring trouble to your tribe or nation when you blithely give away the location of their secret hunting grounds. To maintain silence concerning something secret that you know, you must spend a Willpower point to suppress the urge for a scene.
Blind (4 pt Flaw)
Whether you have two eyes in the right place that don't work, or no eyes at all, you are totally blind. You fail any challenges related to vision automatically. However, your other senses are slightly sharper, you gain +1 on any other challenge related to perception. You are still susceptible to Blinding Attacks, but instead of clearing your eyes, you must spend the two simple actions trying to make sure nothing happened to your face (or make use of the Fighting Blind maneuver). This Flaw can be taken by ostraka characters as their disfigurement (for no freebie points).
Blunted Claws (3 pt Flaw)
Your claws and fangs are blunted, rather than being sharp like those of other werewolves. As a result, your claw and bite attacks do not inflict lethal damage but rather bashing. This is regardless of the form you take. Characters with Blunted Claws cannot take the Natural Weapons merit.
Born of the Wyld (2 or 5 pt Flaw)
You may be a Lupus, or extremely dedicated to the Wyld. For whatever reason, you are ill at ease when you are not in the comfort of nature. Whenever you are in a location even somewhat affiliated with the Weaver (such as a town, city, or the like) you are distracted, edgy, and easily startled. You suffer a -1 penalty to all Wits tests (but not derived traits), and a -3 penalty to resist any powers that cause you to flee or become frightened such as snarl of the predator. At two points, when you are battling in an area affiliated with the Wyrm you are able to steal yourself into battle as you are ready to fight, and this flaw has no effect. At Five points your discomfort persists there as well and you suffer the full effects of this flaw.
Branded (3 pt Flaw)
You have been branded for a punishment for a horrific crime, any who see you see the brand and know your crime upon sight. You must discuss the details and circumstances or your crime and trial with the Storyteller staff so that the appropriate moniker may be assigned to your character.
Careless (1 pt Flaw)
You've always been easily distracted, and make plenty of mistakes in your day to day life. In combat, your attacks do not count for the purpose of stopping a character's fair escape, unless you are currently grappling the target. A character attacked by you prior in the round may declare their intention to fair escape.
Crippled (5 pt Flaw)
You suffer from one or more permanent injuries that make it difficult to function physically. Characters with this flaw are limited to a maximum of 3 in their physical attributes, rather than 5.
Curiosity (2 pt Flaw)
Your incredible curiosity often overrides your common sense. You can't help it! Your obsession with mysteries, secrets to uncover and places to explore often causes you to act first, plan later. If you fail to explore something new or unknown, your maximum WP pool is reduced by 1 for the remainder of the game session. This penalty is cumulative; if you refuse more than one intriguing opportunity, your maximum willpower continues to decline. **Keep in mind, unlike Rage, you cannot have more temporary willpower, than permanent willpower, as such if your maximum drops below your current temporary you will lose temporary willpower as well.**
Cursed (1-5 pt Flaw)
You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to never win at gambling; a three-Trait curse could cause anything mechanical or complex to malfunction; a five-Trait curse can be powerful enough to one night prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.
Cassandra's Tongue (2 pt Flaw)
Like the ancient seer, you too find your words often misconstrued or ignored. Taking this flaw, any warning you give to any NPC will be completely ignored as they believe such an idea to be impossible - this cannot be weaponized to make the NPC lower their guard (e.g. going up to an enemy and telling them the Garou are planning to attack won't make him abandon his defenses). At Staff's discretion attempts to use this curse to benefit you or others may even more directly backfire. This may affect PCs at their discretion. Whenever you engage in conversation with an NPC make sure to declare this flaw, Staff will try to keep it in mind; however, as there can be a lot of players it can be difficult to remember all of the merits and flaws everyone has.
Deaf (4 pt Flaw)
You were either born profoundly deaf or have lost your hearing entirely. You may feel sound vibrations from sufficiently loud noises, but you hear nothing. Any tests to notice sounds take a -3 penalty. Ostraka characters may take this Flaw (for no freebie points) as their inborn disfigurement. If taken in conjunction with ‘Mute’, both Flaws will total 6 points, not 8.
Deformity (2 pt Flaw)
You have a misshapen limb, a twisted spine, or some other deformity that interferes with your Physical abilities and your interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and add a -1 penalty to all tests relating to social skills. A withered arm might reduce Dexterity by 2 for all manual manipulation tests, reduce your running speed in any four-legged form, and add a -1 penalty as well. You should work out the nature of your deformity with your Storyteller, as well as the exact penalties offered. Ostraka characters may take this Flaw (for no freebie points) as their ostraka disfigurement.
Disfigured (2 pt Flaw)
A hideous disfigurement makes your appearance disturbing and memorable. All social tests relating to appearance suffer a -2 penalty.
Docile (3 pt Flaw)
Your mind is weak, easily disturbed, or confused. You tend to be a follower and rarely speak up for yourself. Because of this weakness you are highly susceptible to powers that directly control your mind or force you to back down. You may not use a general retest when trying to resist powers such as Snarl of the Predator or Ultimatum.
Driving Goal (2 pt Flaw)
You are driven by a personal goal that compels you in sometimes startling ways. The goal is always unachievable: free the bound Wyrm before it’s further corrupted, balance the Triat, make amends for your ancestors' crimes in the War of Rage. But while many Garou may empathize with your objectives, few are as consumed by the singular nature of your focus. You must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), and your one-track mind continually gets you into trouble with those who do not share the intensity of your vision. Choose your goal carefully, as it will be the focus of everything your character does, and remember that the goal is unachievable.
Dulled Sense (2 pt Flaw)
One or more of your senses are particularly Dull (You may only choose from Sight, Hearing, or Smell). You are 2 traits down on all challenges involving this particular sense. You may take this Flaw multiple times for different senses.
Earthbound (2 or 3 pt Flaw)
You have an inherent need to feel something solid underfoot. You avoid traveling by boat whenever possible, dislike water (even if you're able to swim), and otherwise do whatever you can to remain "on the ground." Even when you travel through the Umbra, this feeling of discomfort accompanies you. You are only at ease when you have actually arrived at some "solid" place in the Umbra. You must spend a point of Willpower in order to board a ship, use a Gift that allows flight, or take a similar action that separates you from terra firma. You must also make a Willpower test (difficulty 6) whenever you enter the Umbra to avoid having to suffer a -1 penalty to all your actions while beyond the Gauntlet. For Kinfolk without Gnosis, this Flaw is a 2 Point Flaw. For Garou and Kinfolk with Gnosis, this Flaw is 3 Points.
Eerie Presence (1 pt Flaw)
You radiate an otherworldly air that causes nervousness and unease in the people around you, beyond the Curse. The exact nature of this Eerie Presence is specific to each garou and can take many different forms. You should speak with your Storyteller to determine the exact strangeness conferred upon your character by this flaw, but all types of eerie Eerie Presence are disconcerting and risk breaching the Veil. You may take this flaw up to three times for different aspects of your strange nature, but each must be distinctive and unconnected from the rest. You cannot take Eerie Presence twice and claim your eyes are purple and glowing. You can take Eerie Presence twice and say your eyes glow and you constantly emit a stench of wet earth.
Some possible examples include:
- Glowing or unusually colored eyes
- Cold breeze following the character
- Unearthly scent of flowers or wet earth
- Fangs in all forms
- Otherworldly glowing glyphs on the skin
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend. (Five points indicate the wrath of a Methuselah, arch-magus or other potent supernatural foe.) The Storyteller should work with you in order to bang out the details of your enemy. Although your enemy might not show up at every game session, their presence will always be brought up somehow to keep it fresh in your mind.
Errant Mind (1 pt Flaw)
You have a deserved reputation for being unreliable. Your mind tends to wander frequently so that you forget meetings you promised to attend, fail to keep promises (although sworn oaths tend to stay in your memory), and otherwise fall short of the expectations of others. You must spend a Willpower point each time that you wish to make a determined effort to keep a promise or attend a gathering.
Fallen Hero (5 pt Flaw)
You were once considered to be amongst the best and bravest of your generation, but you have fallen from the good graces of the Garou Nation. You are known as Disgraced, and all Garou and Spirits know this on sight. Each night, the first two Renown you would earn you do not earn as the Spirits expect you to go even further beyond anyone else to gain even the slightest acknowledgement. Work with the Storyteller on the nature of your crime and how it came to be uncovered.
Removal of this flaw would require you to undertake a truly epic quest, one that more than likely would result in your death.
Fierce Bigot (2 pt Flaw)
You hold particular hatred or disdain for a specific class or community of mortals, most likely the common rabble of serfs and servants. You make all frenzy checks at -2 trait difficulty around such individuals and always attack them first if you do succumb to frenzy. Please make sure roleplaying this Merit does not make other players uncomfortable; you will be expected to check-in regularly with others.
Forced Transformation (1-2 pt Flaw)
Certain circumstances force you to undergo an uncontrollable shift in form. You may resist the change by spending a Willpower point, but once you have made the forced change, you may not change back until the triggering situation has passed. You may use the following examples or design your own circumstances and point costs (with Storyteller approval).
- The full moon forces you to assume your Crinos form. (2 points)
- Being frightened makes you shrink into lupus. (1 point)
- You automatically change to Crinos when publicly embarrassed. (2 points)
- Frenzy forces you into a weaker form. (1 point for Glabro or Hispo; 2 points for Homid or Lupus)
Your body is less hardy than most and cannot endure much injury. Your bones may be more brittle, or your physical stature may be slight or delicate. If you take more than 2 points of damage from a single blow, one of your limbs (chosen by your attacker) breaks. The limb is useless until the damage is healed. If one or more of your character's legs are broken, you can only move at one step an action by limping or crawling. If either of your character's arms are broken you suffer a -3 penalty to Brawl and Melee attack test pools. A character with one broken arm cannot use two handed weapons, a character with two broken arms cannot make Physical Attacks using their arms.
Frozen (5 pt Flaw)
When confronted with a terror-inducing situation (i.e., a fight), you become paralyzed. You are always the last to act, as your brain temporarily shuts down as fear grips you completely. When initiative is generated for combat you must skip your first standard action unless you spend two Willpower points, and even then, you will always go last in initiative.
Geas (1-5 pt Flaw)
A powerful magical being — a mage, a fae noble or perhaps an ancient blood sorcerer — has placed you under a powerful binding. Rather than commanding your adoration, your geas compels you to fulfill or avoid certain actions lest some calamity befall you. The severity of the consequence and the ease of keeping the terms of the pact determine the rating of the Flaw. At one point, you must not feed on the members of a particular noble family or else wear the marks of your treachery as boils on your immortal face. For five points, you must remain within a remote forest or the sun will find you wherever you sleep no matter how deep or darkened your lair. As always, the Storyteller has the final say on any Geis, including the unlikely possibility of its removal. Players should work closely with the Storyteller to develop Geis that create story hooks rather than being obscure quirks chosen for a couple extra bonus points.
Hamartia (5 pt Flaw)
You suffer from a tragic flaw that will be your undoing. Work with the Storytelling staff on precisely what your hamartia is. Understand that by taking this flaw, you are agreeing that this tragic flaw will be exploited during the course of this chronicle to bring about your character's undoing. (This is the equivalent of Dark Fate for this chronicle.)
There is one 'benefit' to having this flaw, while you are engaging in whatever behavior will lead to your downfall, you are nearly impossible to sway from your current course of action; mundane attempts to convince you are all but futile, and if a supernatural power would try to compel you to stop acting in accordance with your hamarita, you receive +3 to your defensive test pool to resist such a power. Even if you desire to cease engaging in the behavior, unless you buy off this flaw, you always come back to your old ways.
Haunted (1 pt Flaw)
A malicious spirit, possibly a felled foe from a life many years removed has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling screams and the occasional shove, it does its best to make your life difficult.
Hero Worship (1 pt Flaw)
You adore another character, to the point where that person can do no wrong as far as you’re concerned. Attempts to sway your opinion will just piss you off, shut you down, induce Frenzy, or drive you to heights (or depths) of absurd justification for whatever someone says about him.
If your hero tells you to do something, you’re inclined to obey, and must make a Willpower + Composure test in order to refuse their desires. The difficulty for this test depends upon the extremity of those desires; “Gimme a kiss,” would probably be difficulty 6, while “Go stab your best friend in the back for me” would be 10 or higher. If and when you’re confronted with proof of your hero’s weaknesses, you are capable of seeing reason eventually – it’s just not easy to get you to think so clearly. Any social test that’s aimed at getting you to discard your hero worship adds a -2 penalty unless the hero has recently done something very wrong… like, say, telling you to stab your best friend in the back for him!
Hunted (5 pt Flaw)
You have attracted the attention of the servants of the Wyrm, or perhaps the Wyrm itself. Whatever the reason, you are pursued by powerful enemies who seek to end your life. Every downtime period you must spend two downtimes evading or combating your enemies, otherwise you enter into the next game with 4 aggravated wounds on your health track as they managed to catch you unawares.
Illiterate (2 pt Flaw)
You never learned to read or write your native human language. You can understand most signs that rely on pictographs, but written instructions and warnings are completely beyond your comprehension. This Flaw does not interfere with your understanding of glyphs.
Impatient (2 pt Flaw)
You have no patience for standing around and waiting. You want to do things now - forget the slowpokes trying to hold you back. You vastly prefer acting on impulse without caring about the consequences. Every time you are forced to wait or be patient instead of acting immediately you must spend 1 point of Willpower to wait without acting for five minutes. If you do not spend this Willpower you react with extreme anger lashing out at the source of your delay.
Inept (5 pt Flaw)
You are incompetent and unskilled. Until you buy off this Flaw, you may not have Abilities or Influences above one Trait.
Inhuman (2 pt Flaw)
Some Lupus are so tied to their wolf natures that they have difficulty approximating human shapes and behaviors. As one of these Garou, you are biologically closer to the wolf than to your human aspect. You cannot spend Rage to speed up the transformation to Homid or Glabro form. If you have the Metamorph merit it does not help you transform into either of those forms more quickly. Further, your lack of comfort within those forms prevents you from moving smoothly while in them, you do not gain the dodge bonus normally granted by Glabro form.
Intolerance (1 pt Flaw)
You have an unreasonable dislike of a certain thing. This may be a tribe, a type of creature, or a specific type of person. You will persecute these individuals to the extent of your ability, even jeopardizing alliances and your own reputation to see them besmirched. If forced to work with such a person, you suffer a -2 penalty to all your non-defensive test pools.
Low Pain Tolerance (2 pt Flaw)
You have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sign of it. Although you soak damage normally, you suffer a -1 penalty on all tests whenever you are injured, and take Wound Penalties at 1 less damage than others.
Low Self Image (2 pt Flaw)
You just don't believe in yourself. You bid two fewer traits in situations where you don't expect to succeed (at the Storyteller's discretion, although he might limit this penalty to one trait if you do the brave thing and point out times when this Flaw could affect you). At the Storyteller's option, you may have to make Willpower tests to do things that require self-confidence, or even to use a Willpower point when other players would not be obliged to do so.
Moon Bound (1 pt Flaw)
Pick one phase of the moon, other than the one associated with your auspice. You suffer a -1 penalty to all challenges you engage in while under the chosen moon phase.
Moon Mad (2 pt Flaw)
Your temper waxes and wanes with the phases of the moon even more than a usual Garou. Add an additional +2 to the moon phase modifier for frenzy.
Motion Sickness (1 pt Flaw)
A character who suffers from motion sickness is easily unbalanced by the rocking of the sea. The player makes Stamina + Survival tests for seasickness against a base difficulty of 9. Storyteller may also require seasickness tests from the player of such a character in other situations, such as a long cart ride.
Mute (4 pt Flaw)
You cannot speak, in any form. Even communicating via Garou Tongue or lupine language (which relies upon both vocalizations and body movements to communicate) are beyond you. As a player, you may communicate with the Storyteller and describe your actions, but your character cannot talk to other characters unless everyone concerned possesses a commonly understood sign language (via the Linguistics Ability). Otherwise, your character must communicate through writing or body language. Ostraka characters may take this Flaw (for no freebie points) as their inborn disfigurement. If taken in conjunction with ‘Deaf’, both Flaws will total 6 points, not 8.
Nameless (5 pt Flaw)
You do not exist. Certainly, you still walk the earth and your friends and kin can still see and touch you, but all records of your existence have been destroyed. Not even your Tribe can lay claim to your name. As far as anyone can prove, you never were. If you take this Flaw, you may not take any Social Merits that grant benefits based on reputation. At Storyteller’s discretion, you may also be barred from taking Backgrounds that require a social presence. Who or what have you made so angry that they have erased your existence from the face of this earth? (This flaw only affects positive interactions you have) Note: Silent Striders may not take this flaw.
Nervous Condition (3 pt Flaw)
The trauma of your exposure to the supernatural has left deep mental scars. The damage manifests as chronic physical ailments that haunt your everyday life. You suffer muscle tremors and nervous tension that affects even the most mundane tasks.
Your hands and feet tremble almost constantly, increasing in severity when you are under stress. All Dexterity-based actions gain a -1 penalty. In times of significant stress, the penalty can be up to three, at the Storyteller's discretion. It should also be noted that combat is always a time of signfiicant stress. Additionally, you react very poorly to sudden shocks, imposing a -1 penalty to all actions when you are surprised.
Nightmares (1 pt Flaw)
Twisted dreams plague you in your sleep, bleeding over into your daily life. Perhaps you see your packmates eviscerated by the wyrm, or you lose your rank on the mound in a very humiliating fashion. For one reason or another, these nightmares cause you such unrest that you aren’t sleeping, and you cannot get these images out of your head during the waking hours. Make a test every game session. If you fail, you are down two Traits on every challenge due to lack of sleep.
One Eye (2 pt Flaw)
Whether you were born with the defect or injured somehow, you have only one functional eye, missing from your head or a dead-white orb. You are two traits down on all challenges involving depth perception, including ranged combat.
Overconfident (2 pt Flaw)
You are sure of your own abilities, quite possibly to your own detriment. You are unable to benefit from the Assist Attacker or Assist Defender combat maneuvers unless the individual offering the aid is following your direct orders.
Pack Mentality (3 pt Flaw)
Your pack is your entire world, and you find it difficult to exist outside that comfortable structure. Alone, you feel uncertain and filled with doubts. If you are not within the presence of at least one packmate, your permanent and temporary willpower totals decrease by 1 each. This penalty fades and both points return the moment you are in the presence of at least one packmate again.
Pierced Veil (3 pt Flaw)
The sight of your Crinos form should trigger the Delirium in humans, but instead only inspires the usual terror one would expect from seeing a monster. Humans remember the encounter afterwards quite clearly, even if they find the idea of a werewolf unbelievable. This circumstance requires you to be careful about when you reveal your Crinos form and cover your tracks carefully, lest hunters and minions of the Wyrm track you down. Children of Gaia cannot take this Flaw.
Permanent Wound (2 pt Flaw)
By some misfortune, a serious wound you have suffered still limits you now, and no healing magic can make the wound knit closed. Reduce your total number of health levels by 2.
Phobia (2 pt Flaw)
You suffer from an irrational fear of an object, creature or circumstance, and you do everything in your power to avoid it. When confronted with the object of your fear, you are two Traits down to resist frenzy. If you do not win this test, you will remain in a frenzied state until you spend a Willpower Point or the object of your phobia is dead or no longer in line of sight. Work with your Storyteller to create the object of your fear.
Poor Taste (1 pt Flaw)
Your aesthetic runs counter to that of society, or perhaps you really are simply a tasteless cretin with pretensions of class. In either case, you add -1 to Social chops involving mainstream artists or critics. Intimidation tests suffer also with this penalty — you are graceless even at the art of fear.
Rivalry (1 to 5 pt Flaw)
Someone hates you so much that they cannot bear to leave you alone. The scale of this Flaw is similar to that of the Enemy Flaw, but your Rival is not interested in seeing you dead. Rather, a Rival desires only to make your unlife as troublesome and hellish as possible. At lower point value, the Rival may also be a friend who arrives at precisely the worst moment to steal your thunder or make you embarrassed. At higher levels, your Rival loses sleep planning how to make your life miserable.
Scapegoat (4 pt Flaw)
Whenever anything goes wrong, you are the first suspect. Actual guilt is irrelevant; you are the local Garou whipping boy and everyone knows it. You cannot ever gain the Rank background beyond Cliath unless you somehow change your reputation - and that will be a Herculean feat. Even if you move to another city, your tainted reputation follows you. This flaw is especially appropriate for Ostraka.
Scaredy Cat (1 pt Flaw)
You startle easily. Like, really easily. It’s almost impossible for you to sneak around, as the slightest creaking of a board or squeaking of a mouse will elicit an involuntary yelp, shriek or groan of terror. You must succeed at a Willpower + Composure test, difficulty 9, or immediately break any stealth you’re in. Additionally, your Stealth tests suffer a -1 penalty.
Short (1 pt Flaw)
You are well below average height - Four feet tall or less. You have difficulty reaching or manipulating objects designed for normal adult size and your running speed is -1 Step per action (-2 if you take full movement)
Shy (1 pt Flaw)
You dislike being the center of attention and feel uncomfortable in crowds. You suffer a -2 penalty to all social tests involving strangers, and a -1 penalty to anything said in a crowd. The sole exception to this is speaking with your pack, although a player may choose to extend the penalty here if it’s particularly appropriate.
Slow on the Draw (2 pt Flaw)
You don't think quickly, and your movements have never been especially sure. You have a slow reaction time. It isn't your fault that you're slow on your feet, but it does hold you back a bit - especially in combat. Your initiative is reduced by 3. Additionally, you cannot activate or receive the benefits of the burst of speed or quick draw combat maneuvers.
Soft-Hearted (1 pt Flaw)
Whether because of an abundance of empathy and compassion, or simply a weak stomach, you cannot stand to watch others suffer. You must avoid or leave any situation that involves someone in physical or emotional pain, unless you succeed on a Willpower + Composure test (difficulty 9).
Trouble Magnet (1 pt Flaw)
Whenever weird stuff occurs, it happens to you. You have terrible luck, and misfortune follows at your heels, tearing you down whenever it has an opportunity. Whenever the Storyteller needs to randomly determine a negative result, such as determining which character is hit by a falling rock, or where the Constable is patrolling at any given time, no test is made; you always suffer the consequence of bad luck.
Uncanny (3 pt Flaw)
You are too strange or disturbing to forget. You may have distinguishing features or a mystical Presence, but the effect is the same: Anyone trying to locate you through Investigation receives 5 free traits towards finding you. Fortunately, Uncanny does not interfere with active Stealth attempts. However, you always stand out from a crowd and cannot hide through anonymity. Even characters with Coyote's Mantle must contend with their noticeable mien.
Unable to Swim (2 pt Flaw)
The character has never learned to swim, or has been taught but reverts to helpless flailing. Consider this character's Athletics rating to be zero for purposes of swimming tests.
Uncontrollable Appetite (2 pt Flaw)
You suffer from a tendency to binge whenever you are under stress or have gone without food for more than a few hours. Something in your metabolism snaps and you feel the need to eat enormous amounts of food -- everything in sight that is even vaguely edible. Such binges follow each frenzy or other stress-related event; additionally, whenever you go more than four hours without at least a snack of some sort, you feel the urge to devour great amounts of food at the next opportunity. You may spend a Willpower point to overcome this urge for a scene. At the end of each binge, you must succeed in a Stamina + Survival test (difficulty 7) or be violently ill for the next half-hour, suffering a -1 Trait penalty on all challenges.
Vengeful (2 pt Flaw)
You will not rest well until you have avenged a loved one for the wrongs committed against them or against you. It is your life's quest to fulfill the dying wish of the departed. When the time presents itself to reap your vengeance, you must spend a Willpower Trait in order to take any other action for a scene.
Ward (3 pt Flaw)
You are devoted to protecting someone, perhaps a close friend or relative from the days before your First Change. This may be a child (or wolf cub) that relies upon you for care as well as protection. Or it can be an adult who, because of their connection to you, finds themselves exposed to dangers beyond what they can handle themselves. It could even represent a small pack of wolves who rely on you to protect them from human and supernatural predation. Regardless, your Ward's path is firmly tied to yours in some way, and they have a knack for finding themselves in the middle of trouble, looking to you to save the day. Taking this Flaw means you are consenting to your ward being put in danger. If you just want to have a Ward that is going to be safe, do not take this Flaw.
Wyld Mind (2 pt Flaw)
Your mind is extremely chaotic and unpredictable. As a result, you have difficulty concentrating on any one task. In combat, you vary your targets frequently. In investigations, you often leave leads half-explored before moving onto the next. After the first two tests on the same subject, you must make a Willpower test (difficulty 9) for any further tests focused in the same place in that scene.
Restricted or Removed Merits/Flaws
These merits and flaws are not available to buy but are posted for clarity.
Caern-Touched (2 pt Merit)
Due to your sacrifice during Caern Building, you are deeply tied to this caern. Anywhere within the bawn, you may step across the Gauntlet with no test. This still counts as a Gnosis action, so you may not do this in the same round you spend Rage. Further, you cannot be Surprised while within the bawn. Lastly, you have a mystical connection to the caern heart that's hard to define.
Bygone Friend (3 pt Merit)
A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, bygones can. When interacting with bygones in a friendly manner they are more likely to engage in a friendly manner and just be more amicable. If a social challenge is needed, you gain +3 on this challenge.
Σκιάς όναρ άνθρωπος - Pindar
Black Fury Merits & Flaws
Black Fury
Paragon of Eusebeia (1 pt Merit)
Every Fury falls into a Eusebeia (or Age Role). Initially trained as spirited defenders (Maiden), they then grow into either caretakers (Mother) or wise sages (Crone). You, however, take your Eusebeia to the next level. You can choose one of the following abilities for your Eubsebeia: Archery or Survival for Maidens, Empathy or Hearth Wisdom for Mothers, Leadership or Rituals for Crones. You are able to develop that skill 1 dot higher than you would normally be able to, and in addition, may choose a free Specialization to showcase your acumen in performing the expected duties of your Eusebeia.
Arktoi (2 pt Merit)
Even though you do not have Artemis as your Divine Patron, your tribal affinity bolsters a higher connection. Through your worship of Artemis as a tribal totem, you are able to buy one of her Basic Divine Blessings for 4 XP. This does not confer any other advantages of Devotion to Artemis.
Homeland Warrior (2 pt Merit)
The Black Furies know the Greek cities through and through, this is their home and their home listens to them. Gain +2 on all tests to navigate in and around Greece. Further, you find the Gauntlet easier to cross than most. You may always consider the gauntlet rating to be one lower when crossing. This does not stack with the Natural Channel Merit.
Sister in Arms (3 pt Merit)
Black Furies thrive among their own, taking strength from their common goals. When you are in the presence of one or more other Black Furies, you may substitute the highest Willpower total from the collective present tribe in place of your own when calculating your defensive test pools. Additionally, when you witness an injustice that infringes on the rights of others, or an attack against another Black Fury, you gain a point of temporary Rage without requiring a test for frenzy.
Crone's Wisdom (3 pt Merit)
You have the Crone’s ability to dispense truth and wisdom from a place of personal strength and clarity. Your knowledge is well-known and brings students from all corners of the world. People listen when you speak. Any time you give advice and the person follows it, or whenever you admonish a wrong-doer so they see the error of their ways, both you and your target replenish your Willpower pools to maximum. You can only use this ability once per hour.
Arrows of Artemis (5 pt Merit)
Rage flows thick in the spirits of those who serve as warriors of Artemis; they can pull this weapon from their very blood. You carry a special connection to the goddess of the hunt, and are able to channel your Rage into your bow to empower your arrows as extensions of yourself. You may treat your arrows as claws for the purpose of gift mechanics.
Hold the Line (1 or 3 pt Flaw)
Greece is your homeland, and you will fight to defend every square inch. Yielding territory to the enemy is as offensive as it is inconceivable. In order to follow an order from anyone outside of the Black Furies demanding retreat or withdrawal, you must spend a Willpower to obey. Otherwise, only the word of your sisters can be trusted in terms of yielding the slightest bit of terrain. For 3 points, if you have the Territory Background, your defensiveness becomes even stronger. You must test for frenzy whenever a stranger enters your Territory without your permission, and at least one Downtime a month must be put towards some manner of Territory protection or improvement (patrols, investigation, increasing, etc.).
Mystically Inept (2 pt Flaw)
It’s a good thing Crones exist to handle mystical matters of the tribe, because you sure can’t. You automatically fail any challenge you initiate related to: Hearth Wisdom, Occult, Rituals, or Theology. Furthermore, for any Ritual that requires a certain number of participants, your participation will not add to that number.
Graceless (3 pt Flaw)
There are countless legends of the grace and composure of the elegant warriors of Artemis. You are not one of them. Instead, you’re famously clumsy, and tend to bumble and stumble through most athletic tasks. You cannot take Dexterity as your Tribal Advantage, and cannot use a general retest on a failed Dexterity test.
Tribal Scandal (5 pt Flaw)
Many other tribes have the 'benefit' that large portions of their Tribe are not local, so they can get away with more. Not so with the Black Furies; this is the heartland of their Tribe. This allows for an incredible connection to the greater tribe as a whole, but it also means that should you transgress against your Tribe, there is always someone who knows. You committed some minor crime against the Garou nation or your tribe in the past, and your Tribe has never let you forget it. You cannot initiate Stare Down challenges against other members of the Black Fury tribe. Along those lines, should another Black Fury initiate a stare down against you and you lose, you must act deferential to them for the next 30 minutes as opposed to the usual 5. All Black Fury PCs will be told of your crime, and you will carry a -2 penalty on social tests with tribe members. Lastly, you cannot possess the Territory Background in Greece, although you are welcome to use the Territory of others. As such, your Tribal Advantage will give you an additional 2 Resources to demonstrate the money not being wasted on upkeep of the domain.
Paragon of Eusebeia (1 pt Merit)
Every Fury falls into a Eusebeia (or Age Role). Initially trained as spirited defenders (Maiden), they then grow into either caretakers (Mother) or wise sages (Crone). You, however, take your Eusebeia to the next level. You can choose one of the following abilities for your Eubsebeia: Archery or Survival for Maidens, Empathy or Hearth Wisdom for Mothers, Leadership or Rituals for Crones. You are able to develop that skill 1 dot higher than you would normally be able to, and in addition, may choose a free Specialization to showcase your acumen in performing the expected duties of your Eusebeia.
Arktoi (2 pt Merit)
Even though you do not have Artemis as your Divine Patron, your tribal affinity bolsters a higher connection. Through your worship of Artemis as a tribal totem, you are able to buy one of her Basic Divine Blessings for 4 XP. This does not confer any other advantages of Devotion to Artemis.
Homeland Warrior (2 pt Merit)
The Black Furies know the Greek cities through and through, this is their home and their home listens to them. Gain +2 on all tests to navigate in and around Greece. Further, you find the Gauntlet easier to cross than most. You may always consider the gauntlet rating to be one lower when crossing. This does not stack with the Natural Channel Merit.
Sister in Arms (3 pt Merit)
Black Furies thrive among their own, taking strength from their common goals. When you are in the presence of one or more other Black Furies, you may substitute the highest Willpower total from the collective present tribe in place of your own when calculating your defensive test pools. Additionally, when you witness an injustice that infringes on the rights of others, or an attack against another Black Fury, you gain a point of temporary Rage without requiring a test for frenzy.
Crone's Wisdom (3 pt Merit)
You have the Crone’s ability to dispense truth and wisdom from a place of personal strength and clarity. Your knowledge is well-known and brings students from all corners of the world. People listen when you speak. Any time you give advice and the person follows it, or whenever you admonish a wrong-doer so they see the error of their ways, both you and your target replenish your Willpower pools to maximum. You can only use this ability once per hour.
Arrows of Artemis (5 pt Merit)
Rage flows thick in the spirits of those who serve as warriors of Artemis; they can pull this weapon from their very blood. You carry a special connection to the goddess of the hunt, and are able to channel your Rage into your bow to empower your arrows as extensions of yourself. You may treat your arrows as claws for the purpose of gift mechanics.
Hold the Line (1 or 3 pt Flaw)
Greece is your homeland, and you will fight to defend every square inch. Yielding territory to the enemy is as offensive as it is inconceivable. In order to follow an order from anyone outside of the Black Furies demanding retreat or withdrawal, you must spend a Willpower to obey. Otherwise, only the word of your sisters can be trusted in terms of yielding the slightest bit of terrain. For 3 points, if you have the Territory Background, your defensiveness becomes even stronger. You must test for frenzy whenever a stranger enters your Territory without your permission, and at least one Downtime a month must be put towards some manner of Territory protection or improvement (patrols, investigation, increasing, etc.).
Mystically Inept (2 pt Flaw)
It’s a good thing Crones exist to handle mystical matters of the tribe, because you sure can’t. You automatically fail any challenge you initiate related to: Hearth Wisdom, Occult, Rituals, or Theology. Furthermore, for any Ritual that requires a certain number of participants, your participation will not add to that number.
Graceless (3 pt Flaw)
There are countless legends of the grace and composure of the elegant warriors of Artemis. You are not one of them. Instead, you’re famously clumsy, and tend to bumble and stumble through most athletic tasks. You cannot take Dexterity as your Tribal Advantage, and cannot use a general retest on a failed Dexterity test.
Tribal Scandal (5 pt Flaw)
Many other tribes have the 'benefit' that large portions of their Tribe are not local, so they can get away with more. Not so with the Black Furies; this is the heartland of their Tribe. This allows for an incredible connection to the greater tribe as a whole, but it also means that should you transgress against your Tribe, there is always someone who knows. You committed some minor crime against the Garou nation or your tribe in the past, and your Tribe has never let you forget it. You cannot initiate Stare Down challenges against other members of the Black Fury tribe. Along those lines, should another Black Fury initiate a stare down against you and you lose, you must act deferential to them for the next 30 minutes as opposed to the usual 5. All Black Fury PCs will be told of your crime, and you will carry a -2 penalty on social tests with tribe members. Lastly, you cannot possess the Territory Background in Greece, although you are welcome to use the Territory of others. As such, your Tribal Advantage will give you an additional 2 Resources to demonstrate the money not being wasted on upkeep of the domain.
Σκιάς όναρ άνθρωπος - Pindar
Bone Gnawer Merits & Flaws
Bone Gnawer
Connected to the Street (1 pt Merit)
You know the poor and despised in the city and around it. When you spend a Downtime to develop an Ally, Contact, or Influence in a low-down area, you're considered to have spent two. Further, you sometimes get small pieces of gossip regarding what's happening on the street. Such gossip is usually incomplete, but it might give you a good idea of where to stick your nose. The following Influences are automatically effected by this Merit: Occult, Street, and Trade. If you are able to give a good argument for why an additional Influence should also be affected, you may be able to gain this Merit's benefit in regards to developing that Influence as well. Affected Allies and Contacts are at Storytellers discretion; however such Backgrounds should typically be people like: beggars, homeless, vagrants, the banished, etc.
Blessing of Mother Rat (1-2 pt Merit)
Mother Rat has bestowed her personal blessing on you, granting you immunity to mundane poisons and toxins beyond what even a normal Garou has, unless the poison or toxin is from a magical source (such as a Gift or similar effect) it has no effect on you. This Merit is 1pt for members of the Sisterhood.
Blessing of Rat God (1-2 pt Merit)
Rat God ensures that you can fight to survive, no matter the odds. While you are in your injured wound track, gain +1 to all defensive tests. While you are in your incapacitated wound track gain an additional +1 to all defensive tests (for a total of +2). This Merit is 1pt for members of the Swarm.
Guise of the Hound (3 pt Merit)
The Bone Gnawer masks herself so that she blends into the urban landscape, disguising her Lupus form so that it appears as a large dog rather than a wolf. Upon purchasing this merit you determine what kind of dog you appear as while in Lupus form. While in Lupus form, mortals will treat you as they would any dog - so likely very friendly. You even manage to bury your Rage and hide it from those that have learned to live in cities; however, your Rage is still apparent to feral and wild creatures.
Blessing of Trash Heap (4 pt Merit)
Through service in your past, you've gained the favor of the Incarna of Trash Heap. So long as you carry a useless, discarded item on your person at all times, you may call upon Trash Heap for aid. Once a month, provided this ban is upheld, you may ask Great Trash Heap any one question, which he will answer with the full breadth of discarded knowledge. In addition to this, once per game you may spend a simple action to produce a necessary mundane item from the nearest trash heap. This item must be discarded and generally useless, but helpful to the scene; you can't get anything that would warrant Equipment Tags, but if the kinfolk needed a goblet, there you go.
Rat Pack (7 pt Merit)
Good news: you know the local Ratkin. Bad news: you know the local Ratkin. While you don't exactly have a to-the-death Fera friend, the local rat's nest recognizes you and allows safe passage. You're likely to get the information no one else wants to risk getting, and Gaia knows if you need something swarmed and dismantled, the Ratkin are game, but it's easier to control the sea itself than the whims of a Ratkin. These contacts may show up at inopportune times, making demands or trying to help in ways that really aren't that helpful at all. You'll start with one named Ratkin contact who will be your go-to for all your verminous needs.
If your contact is killed and you did not have any part in their death and/or were fighting to save them, you receive a new contact after two game sessions - with the expectation that you will avenge their death. However, should you betray your ally or bring about their destruction, then the Ratkin do not send a new ally, and in fact you lose this Merit without refund and gain the Enemy 5 Flaw which grants no additional Freebies as the Plaguebringers now are out for your blood.
Lowest of the Low (2 pt Flaw)
While all Bone Gnawers are scorned by most tribes you are a particularly wretched example. Whenever your Rank comes up with a Garou of a different tribe, you treat your Rank as either yours -1 or theirs -1, whichever is worse for you. As such, if an Elder with this Flaw was interacting with a Cliath and engaged in a challenge, they would treat their rank as 0 for the purposes of such a challenge. It simply does not matter your accomplishments, no other tribe beyond the Bone Gnawers recognizes them.
Poor Wretch (2 pt Flaw)
The Bone Gnawers have never been high in society, you especially so. Money seems to just slip through your fingers and you can't ever seem to catch a break. You may not develop the Commerce or Politics Abilities, and Growth for Political and Trade require twice as many actions. Most mortals won't even give you the time of day as they go about their lives.
Lingering Traces (1 or 3 pt Flaw)
Either you've abandoned your birth Tribe and been taken up by Rat, or your family's blood ran strong in all the wrong ways. For the 1 point version of this Flaw, you may choose the Tribal Flaw of any other Tribe, though you will only get 1 point for it as represented by this Flaw. For the 3 point version of the Flaw, You've retained the Tribal Weakness of whatever other Tribe you descended from, in addition to your own. Neither of these grant access to anything else from the tribe.
Urrah (4 pt Flaw)
Lit. Tainted Ones. An epithet attached to those that find themselves more comfortable in cities rather than the wilds, and by in large imposed upon the Bone Gnawers from those outside of it. You are known to be one such person. Other Garou look down on you for your attachment to the city, and as such you suffer a -2 penalty with all garou outside of the Bone Gnawers and Warders of Man. Furthermore, if the powers that be (i.e., NPCs) need a convenient scapegoat to resolve a situation... you're it.
Connected to the Street (1 pt Merit)
You know the poor and despised in the city and around it. When you spend a Downtime to develop an Ally, Contact, or Influence in a low-down area, you're considered to have spent two. Further, you sometimes get small pieces of gossip regarding what's happening on the street. Such gossip is usually incomplete, but it might give you a good idea of where to stick your nose. The following Influences are automatically effected by this Merit: Occult, Street, and Trade. If you are able to give a good argument for why an additional Influence should also be affected, you may be able to gain this Merit's benefit in regards to developing that Influence as well. Affected Allies and Contacts are at Storytellers discretion; however such Backgrounds should typically be people like: beggars, homeless, vagrants, the banished, etc.
Blessing of Mother Rat (1-2 pt Merit)
Mother Rat has bestowed her personal blessing on you, granting you immunity to mundane poisons and toxins beyond what even a normal Garou has, unless the poison or toxin is from a magical source (such as a Gift or similar effect) it has no effect on you. This Merit is 1pt for members of the Sisterhood.
Blessing of Rat God (1-2 pt Merit)
Rat God ensures that you can fight to survive, no matter the odds. While you are in your injured wound track, gain +1 to all defensive tests. While you are in your incapacitated wound track gain an additional +1 to all defensive tests (for a total of +2). This Merit is 1pt for members of the Swarm.
Guise of the Hound (3 pt Merit)
The Bone Gnawer masks herself so that she blends into the urban landscape, disguising her Lupus form so that it appears as a large dog rather than a wolf. Upon purchasing this merit you determine what kind of dog you appear as while in Lupus form. While in Lupus form, mortals will treat you as they would any dog - so likely very friendly. You even manage to bury your Rage and hide it from those that have learned to live in cities; however, your Rage is still apparent to feral and wild creatures.
Blessing of Trash Heap (4 pt Merit)
Through service in your past, you've gained the favor of the Incarna of Trash Heap. So long as you carry a useless, discarded item on your person at all times, you may call upon Trash Heap for aid. Once a month, provided this ban is upheld, you may ask Great Trash Heap any one question, which he will answer with the full breadth of discarded knowledge. In addition to this, once per game you may spend a simple action to produce a necessary mundane item from the nearest trash heap. This item must be discarded and generally useless, but helpful to the scene; you can't get anything that would warrant Equipment Tags, but if the kinfolk needed a goblet, there you go.
Rat Pack (7 pt Merit)
Good news: you know the local Ratkin. Bad news: you know the local Ratkin. While you don't exactly have a to-the-death Fera friend, the local rat's nest recognizes you and allows safe passage. You're likely to get the information no one else wants to risk getting, and Gaia knows if you need something swarmed and dismantled, the Ratkin are game, but it's easier to control the sea itself than the whims of a Ratkin. These contacts may show up at inopportune times, making demands or trying to help in ways that really aren't that helpful at all. You'll start with one named Ratkin contact who will be your go-to for all your verminous needs.
If your contact is killed and you did not have any part in their death and/or were fighting to save them, you receive a new contact after two game sessions - with the expectation that you will avenge their death. However, should you betray your ally or bring about their destruction, then the Ratkin do not send a new ally, and in fact you lose this Merit without refund and gain the Enemy 5 Flaw which grants no additional Freebies as the Plaguebringers now are out for your blood.
Lowest of the Low (2 pt Flaw)
While all Bone Gnawers are scorned by most tribes you are a particularly wretched example. Whenever your Rank comes up with a Garou of a different tribe, you treat your Rank as either yours -1 or theirs -1, whichever is worse for you. As such, if an Elder with this Flaw was interacting with a Cliath and engaged in a challenge, they would treat their rank as 0 for the purposes of such a challenge. It simply does not matter your accomplishments, no other tribe beyond the Bone Gnawers recognizes them.
Poor Wretch (2 pt Flaw)
The Bone Gnawers have never been high in society, you especially so. Money seems to just slip through your fingers and you can't ever seem to catch a break. You may not develop the Commerce or Politics Abilities, and Growth for Political and Trade require twice as many actions. Most mortals won't even give you the time of day as they go about their lives.
Lingering Traces (1 or 3 pt Flaw)
Either you've abandoned your birth Tribe and been taken up by Rat, or your family's blood ran strong in all the wrong ways. For the 1 point version of this Flaw, you may choose the Tribal Flaw of any other Tribe, though you will only get 1 point for it as represented by this Flaw. For the 3 point version of the Flaw, You've retained the Tribal Weakness of whatever other Tribe you descended from, in addition to your own. Neither of these grant access to anything else from the tribe.
Urrah (4 pt Flaw)
Lit. Tainted Ones. An epithet attached to those that find themselves more comfortable in cities rather than the wilds, and by in large imposed upon the Bone Gnawers from those outside of it. You are known to be one such person. Other Garou look down on you for your attachment to the city, and as such you suffer a -2 penalty with all garou outside of the Bone Gnawers and Warders of Man. Furthermore, if the powers that be (i.e., NPCs) need a convenient scapegoat to resolve a situation... you're it.
Σκιάς όναρ άνθρωπος - Pindar
Children of Gaia Merits & Flaws
Children of Gaia
Healer's Touch (5 pt Merit)
You are a skilled and truly powerful healer with a remarkable ability to soothe pain and mend others. Whenever you successfully use a gift to directly heal any damage (bashing, lethal, or aggravated) you heal an additional point of damage.
Soothing Mein (2 pt Merit)
You are a force for calm, and are skilled at talking down even Garou at the edge of violence. So long as you are engaging in a challenge to lessen violence (e.g calming a target) you gain +2 bonus on your Empathy, Leadership, and Subterfuge. You may only use this ability in combat if your legitimate desire is to end the conflict (and not just by defeating your opponent).
Spirit Friend (3 pt Merit)
A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, spirits can. When interacting with Spirits in a friendly manner they are more likely to engage in a friendly manner and just be more amicable. If a social challenge is needed, you gain +3 on this challenge.
Unto My Last Breath (4 pt Merit)
You are a committed and unbreakable defender, willing to sacrifice yourself to defend others. When you make use of the assist defender action you may expend up to two actions to defend a character twice (this is an exception to the rule stating that a given character may only benefit from the Assist Defender tactic once a round). You may alternatively spend a single simple action to assist defender a target that has already received an assist defender from another individual.
Distant Sire(1pt Merit)
Children of Gaia adopt so many pups that some Children maintain family ties with Garou parents in other tribes. This Merit simply means that you had a parent or child who is Garou (not kin) in another tribe. The tribe needs to be specified and the Storyteller needs to give permission for you to choose the tribe that you specify. The Storyteller will create your parent, but will not reveal everything about them to you. This merit functions as a phantom dot of allies that is your adopted parent or child from the chosen tribe.
Intrepid Explorer (4pt Merit)
The Child of Gaia of Greece are blessed with many talents, though perhaps the most unique is a connection to the Umbra and its realms. You have learned to hone this connections which has granted you a few extra privileges. You can enter any or leave any of the Umbral realms, even if you don't meet the qualifications to do so, including lack of permission from the realm's ruler. Additionally you may opt to ignore one of the realm's mechanics of your choice.
Charach(3 pt Flaw)
Lit. One who has mated with another Garou. While the tribe as a whole is more tolerant of Ostraka and looks to offer them a place of safety, in truth they do not encourage the practice of making ostraka. However, for one reason or another, you are viewed as supporting this practice; perhaps you actually do, or perhaps you were once caught in the act, or maybe it's all a huge misunderstanding - whatever the reason you are tainted by this reputation and cannot get rid of it no matter how hard you try. When you are engaged in a challenge that involves rank, you do not get to add your rank to the test pool, though your opponent still may.
Soft Hearted (1-5 pt Flaw)
While for most of the tribe the claim that the Children of Gaia lack teeth is just a rumor, for you it is actually true. Despite your rage, there is a part of you that abhors violence. If forced into a fight you are able to defend yourself; however, any offensive tests to cause damage to a target suffer a penalty equal to the points of this flaw. Lastly, if you find yourself driven to frenzy, it is always Fox Frenzy - unless compelled by a supernatural power that forces Berserk Frenzy.
Titan's Chosen (5 or 7 pt Flaw)
The Children of gaia sit at a strange place in the Pantheon of Greece. According to Greece's religion you are the children of a titan. The Gods of Greece have taken a special exception to you. You are unable to give devotion to any of the gods.
If you choose to take the 5 pt version of this flaw the gods of Greece give you the same base respect as any other garou.
If you choose to take the 7 pt version of this flaw the gods of Greece dislike you and the arrogance the name of your tribe gives. Gods of the Greek Patheon will give you begrudging respect to your face but might work behind your back to undo you.
7 point flaws are meant to be very tough to deal with. This one is no exception as the Greek gods are jealous individuals.
Docile (1-3 pt Flaw)
For better or worse, You are Docile in Nature. Your distance from "The wolf" is noticeable to others. They may use the words "domesticated" or "dog." Some children of Gaia Lupis who have this flaw are actually somewhat doglike in appearance. For every point of docile you take. Your Maximum rage is lowered by 2 and can never be bought off. This Flaw may never be bought off if taken.
Healer's Touch (5 pt Merit)
You are a skilled and truly powerful healer with a remarkable ability to soothe pain and mend others. Whenever you successfully use a gift to directly heal any damage (bashing, lethal, or aggravated) you heal an additional point of damage.
Soothing Mein (2 pt Merit)
You are a force for calm, and are skilled at talking down even Garou at the edge of violence. So long as you are engaging in a challenge to lessen violence (e.g calming a target) you gain +2 bonus on your Empathy, Leadership, and Subterfuge. You may only use this ability in combat if your legitimate desire is to end the conflict (and not just by defeating your opponent).
Spirit Friend (3 pt Merit)
A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, spirits can. When interacting with Spirits in a friendly manner they are more likely to engage in a friendly manner and just be more amicable. If a social challenge is needed, you gain +3 on this challenge.
Unto My Last Breath (4 pt Merit)
You are a committed and unbreakable defender, willing to sacrifice yourself to defend others. When you make use of the assist defender action you may expend up to two actions to defend a character twice (this is an exception to the rule stating that a given character may only benefit from the Assist Defender tactic once a round). You may alternatively spend a single simple action to assist defender a target that has already received an assist defender from another individual.
Distant Sire(1pt Merit)
Children of Gaia adopt so many pups that some Children maintain family ties with Garou parents in other tribes. This Merit simply means that you had a parent or child who is Garou (not kin) in another tribe. The tribe needs to be specified and the Storyteller needs to give permission for you to choose the tribe that you specify. The Storyteller will create your parent, but will not reveal everything about them to you. This merit functions as a phantom dot of allies that is your adopted parent or child from the chosen tribe.
Intrepid Explorer (4pt Merit)
The Child of Gaia of Greece are blessed with many talents, though perhaps the most unique is a connection to the Umbra and its realms. You have learned to hone this connections which has granted you a few extra privileges. You can enter any or leave any of the Umbral realms, even if you don't meet the qualifications to do so, including lack of permission from the realm's ruler. Additionally you may opt to ignore one of the realm's mechanics of your choice.
Charach(3 pt Flaw)
Lit. One who has mated with another Garou. While the tribe as a whole is more tolerant of Ostraka and looks to offer them a place of safety, in truth they do not encourage the practice of making ostraka. However, for one reason or another, you are viewed as supporting this practice; perhaps you actually do, or perhaps you were once caught in the act, or maybe it's all a huge misunderstanding - whatever the reason you are tainted by this reputation and cannot get rid of it no matter how hard you try. When you are engaged in a challenge that involves rank, you do not get to add your rank to the test pool, though your opponent still may.
Soft Hearted (1-5 pt Flaw)
While for most of the tribe the claim that the Children of Gaia lack teeth is just a rumor, for you it is actually true. Despite your rage, there is a part of you that abhors violence. If forced into a fight you are able to defend yourself; however, any offensive tests to cause damage to a target suffer a penalty equal to the points of this flaw. Lastly, if you find yourself driven to frenzy, it is always Fox Frenzy - unless compelled by a supernatural power that forces Berserk Frenzy.
Titan's Chosen (5 or 7 pt Flaw)
The Children of gaia sit at a strange place in the Pantheon of Greece. According to Greece's religion you are the children of a titan. The Gods of Greece have taken a special exception to you. You are unable to give devotion to any of the gods.
If you choose to take the 5 pt version of this flaw the gods of Greece give you the same base respect as any other garou.
If you choose to take the 7 pt version of this flaw the gods of Greece dislike you and the arrogance the name of your tribe gives. Gods of the Greek Patheon will give you begrudging respect to your face but might work behind your back to undo you.
7 point flaws are meant to be very tough to deal with. This one is no exception as the Greek gods are jealous individuals.
Docile (1-3 pt Flaw)
For better or worse, You are Docile in Nature. Your distance from "The wolf" is noticeable to others. They may use the words "domesticated" or "dog." Some children of Gaia Lupis who have this flaw are actually somewhat doglike in appearance. For every point of docile you take. Your Maximum rage is lowered by 2 and can never be bought off. This Flaw may never be bought off if taken.
Σκιάς όναρ άνθρωπος - Pindar
Get of Winter Wolf Merits & Flaws
Get of Winter Wolf
Built for the Cold (1 pt Merit)
You've felt the bite of the far north, and the small bits of cold here can't even begin to bother you. You are able to completely ignore any penalties to a maximum of -5 due to cold, snow, or other inclement weather associated with such situations - even supernatural penalties (this would negate penalties associated with a hail storm, but would provide no benefit against heat stroke). If the penalty is greater that -5, reduce the penalty by 5 and suffer that penalty.
Second Sight (4pt Merit)
You can occasionally see things that are invisible to your normal sight. You have no control over what you see, and sometimes this additional vision can get you in a great deal of trouble. Perhaps you can sometimes see through vamperic power, or through magical illusions. Some Get of winterwolf have reported seeing into the Shadowlands or occasionally glimpsing the true form of a faerie. You may spend a willpower to force the activation of this merit. When used in conjunction with wolf senses you gain an merit retest to break supernatural disguise or consealment.
Winter's Resolve (4 pt Merit)
Fear and pain are sickness of the soul. The Get of Winter Wolf train their Cubs to purify their weaknesses. You have mastered your fear and pain by smothering them with rage. You are immune to fear - including all fear-based supernatural powers, such as Snarl of the Predator or Dread Gaze. When driven into Fox Frenzy, you may choose to enter Berserk Frenzy instead. However, Winter's Resolve does not make you immune the social rituals of the Garou - for example, you are not immune to the mechanics of a Staredown Challenge.
Winter's Bite (5 pt Merit)
A bite infused with the sheer cold of the north is a bitter thing for your enemies to endure. When you succeed on a bite attack against a target you may choose to render a limb of the target useless. If you choose an arm, the target suffers a -3 on all physical attack test pools, further they cannot use any weapons that require two hands. If you choose a leg, the target can only take one step per action spent on movement as they limp or crawl. This penalty lasts until the damage that was inflicted with the penalty is healed. A given target may only suffer one application of Winter's Bite at any time.
Skald (2pt. Merit)
Anytime you make an Occult or Hearth Wisdom test to know a fact about something strange or supernatural, you may add +1 Trait to the bid. Further, you have exceptional memory for oral histories, and you are a quick study when it comes to memorizing large amounts of rote information. This is not true eidetic memory, but constitutes the ability to memorize poetic eddas, codes, or complex messages with only a few hours of study. Further more when listening to a story or legend you may test your Wits + hearth Wisdom or Wits + Occult to draw an additional fact about the Story. The fact will only be as useful as the story its telling.
Avatar of Winter Wolf (3pt. Merit)
Your Crinos form is infused with the spirit of the winter wolf. When in this form, you may spend a standard action and cover yourself in a thing sheet of living ice and you radiate extreme cold. This coating does not impede your movement in any way, is weightless, and does not damage any armor you may be wearing or items you are carrying. However any living creature who touches you suffers 1 point of Aggravated damage from cold. This damage applies when you are struck by a brawl attack from an opponent. If you grapple an opponent, she takes 1 additional point of aggravated damage at the of the everyman round during the every turn that she remains grappled.
Ill Suited (1 pt Flaw)
Being from the far north, those from the Get of Winter Wolf can often find themselves in a difficult time when trying to deal with the climate. You are one such afflicted individual. Whenever it is hot, you suffer a -2 penalty on all non-defensive tests as you have a hard time focusing on anything beyond your own immediate survival.
Rat In A Cage (3 pt Flaw)
You abhor being restrained or caged. Any time your movement is restricted you must test for a rage frenzy. Your movement is considered restricted if you are being prevented from leaving a room, if you become restrained with Shackles, if you are subject to a Grapple, or if you are affected by a power that lowers your movement. You may not incur this penalty more than once per hour.
Cowardly Beast (4 pt Flaw)
In the winters in the north, the Get of Winter Wolf are a fiery group of warriors, driven to both success and failure by their tempestuous nature. While you share their blood, you lack the fire of their convictions. Your Beast is a coward, and while other Get of Winter Wolf often frenzy in rage, your Beast always frenzies out of fear. Whenever you would suffer a rage frenzy you suffer a fear frenzy instead.
Contracted to the Unknown (3pt or 5pt)
Within the last few years you agreed to a contract with an individual of some unknown origin. Maybe it was a bygone with unknown loyalties, maybe it was some far off being, maybe it was one of the damned. No matter what it is you are contracted to, they have fulfilled their end of the bargain and your side of the contract has yet to be called. Work with the Storytellers to figure out what your contract was for and what might be required. Who and what you are contracted to is up to the storyteller.
Built for the Cold (1 pt Merit)
You've felt the bite of the far north, and the small bits of cold here can't even begin to bother you. You are able to completely ignore any penalties to a maximum of -5 due to cold, snow, or other inclement weather associated with such situations - even supernatural penalties (this would negate penalties associated with a hail storm, but would provide no benefit against heat stroke). If the penalty is greater that -5, reduce the penalty by 5 and suffer that penalty.
Second Sight (4pt Merit)
You can occasionally see things that are invisible to your normal sight. You have no control over what you see, and sometimes this additional vision can get you in a great deal of trouble. Perhaps you can sometimes see through vamperic power, or through magical illusions. Some Get of winterwolf have reported seeing into the Shadowlands or occasionally glimpsing the true form of a faerie. You may spend a willpower to force the activation of this merit. When used in conjunction with wolf senses you gain an merit retest to break supernatural disguise or consealment.
Winter's Resolve (4 pt Merit)
Fear and pain are sickness of the soul. The Get of Winter Wolf train their Cubs to purify their weaknesses. You have mastered your fear and pain by smothering them with rage. You are immune to fear - including all fear-based supernatural powers, such as Snarl of the Predator or Dread Gaze. When driven into Fox Frenzy, you may choose to enter Berserk Frenzy instead. However, Winter's Resolve does not make you immune the social rituals of the Garou - for example, you are not immune to the mechanics of a Staredown Challenge.
Winter's Bite (5 pt Merit)
A bite infused with the sheer cold of the north is a bitter thing for your enemies to endure. When you succeed on a bite attack against a target you may choose to render a limb of the target useless. If you choose an arm, the target suffers a -3 on all physical attack test pools, further they cannot use any weapons that require two hands. If you choose a leg, the target can only take one step per action spent on movement as they limp or crawl. This penalty lasts until the damage that was inflicted with the penalty is healed. A given target may only suffer one application of Winter's Bite at any time.
Skald (2pt. Merit)
Anytime you make an Occult or Hearth Wisdom test to know a fact about something strange or supernatural, you may add +1 Trait to the bid. Further, you have exceptional memory for oral histories, and you are a quick study when it comes to memorizing large amounts of rote information. This is not true eidetic memory, but constitutes the ability to memorize poetic eddas, codes, or complex messages with only a few hours of study. Further more when listening to a story or legend you may test your Wits + hearth Wisdom or Wits + Occult to draw an additional fact about the Story. The fact will only be as useful as the story its telling.
Avatar of Winter Wolf (3pt. Merit)
Your Crinos form is infused with the spirit of the winter wolf. When in this form, you may spend a standard action and cover yourself in a thing sheet of living ice and you radiate extreme cold. This coating does not impede your movement in any way, is weightless, and does not damage any armor you may be wearing or items you are carrying. However any living creature who touches you suffers 1 point of Aggravated damage from cold. This damage applies when you are struck by a brawl attack from an opponent. If you grapple an opponent, she takes 1 additional point of aggravated damage at the of the everyman round during the every turn that she remains grappled.
Ill Suited (1 pt Flaw)
Being from the far north, those from the Get of Winter Wolf can often find themselves in a difficult time when trying to deal with the climate. You are one such afflicted individual. Whenever it is hot, you suffer a -2 penalty on all non-defensive tests as you have a hard time focusing on anything beyond your own immediate survival.
Rat In A Cage (3 pt Flaw)
You abhor being restrained or caged. Any time your movement is restricted you must test for a rage frenzy. Your movement is considered restricted if you are being prevented from leaving a room, if you become restrained with Shackles, if you are subject to a Grapple, or if you are affected by a power that lowers your movement. You may not incur this penalty more than once per hour.
Cowardly Beast (4 pt Flaw)
In the winters in the north, the Get of Winter Wolf are a fiery group of warriors, driven to both success and failure by their tempestuous nature. While you share their blood, you lack the fire of their convictions. Your Beast is a coward, and while other Get of Winter Wolf often frenzy in rage, your Beast always frenzies out of fear. Whenever you would suffer a rage frenzy you suffer a fear frenzy instead.
Contracted to the Unknown (3pt or 5pt)
Within the last few years you agreed to a contract with an individual of some unknown origin. Maybe it was a bygone with unknown loyalties, maybe it was some far off being, maybe it was one of the damned. No matter what it is you are contracted to, they have fulfilled their end of the bargain and your side of the contract has yet to be called. Work with the Storytellers to figure out what your contract was for and what might be required. Who and what you are contracted to is up to the storyteller.
Σκιάς όναρ άνθρωπος - Pindar
Night Claws Merits & Flaws
Night Claws
The Family Name (1 pt Merit)
The Children of the Horned One place tremendous emphasis on names, which is why they tend towards such clannish behavior with their families. Everything the Night Claws do, they do for the Night Claws. As such, a Night Claw is able to use their dots in Kinfolk as if they were Allies or Contacts, though a dot used in such a fashion is gone for the night. In addition, when you spend a Downtime to develop Kinfolk within your Night Claw's mortal clan, you're considered to have spent two.
Fae Friend (1 pt Merit)
The Night Claws have long had friendly connections with the Fae, and you have spent time near their courts. While this does not grant any inherit understanding of their mad courts, you have earned some friendship from the Fae and a slight reprieve from their cruel tricks. While you still suffer Trouble Magnet as all Night Claws do, when directly interacting with the Fae, you receive a +2 on all mundane Social tests to influence or cajole the Fae. Further, Fae will usually not trick you into a pledge and as such you may be a little more free with your words. That said, it's still a good idea to be somewhat careful, as who knows when a Fae might see too good a deal to pass up. You may not take this merit and Fae Foe.
Lucid Dreamer (2 pt Merit)
Whether through training or in-born skill, you are an incredibly vivid dreamer, and incredibly experienced. Whenever your dream is tampered with through mystical means, you are immediately aware of such tampering and may respond consciously within the dream. You may even kicking the intruder out by defeating them in a Resolve + Willpower test against whatever pool they used to activate the power (or Wits + Willpower otherwise).
Slip Into the Night (3 pt Merit)
Notorious guerilla warriors, Night Claws often find themselves in need of a hasty retreat. Over the centuries, the tribe has developed methods of escaping the brutal traps laid for their foes and their venomous reprisals, and some say it's with the help of the fae. No one knows for sure. Night Claws with this Merit have the ability to slip away when no one is looking, escaping even the most stalwart prison or restraint. Physical attacks do not prevent the character from fair escaping, unless the attack successfully does damage or unless the Night Claw is grappled. Characters who are physically restrained or imprisoned (not grappled) may study their surroundings for three turns, after which they find a way to escape their bonds. This Merit only affects the Night Claw and does not allow the Night Claw to escape from a situation with no logical exit, to escape mental restraints like Mastery, or to move through solid objects.
Know Thyself (4 pt Merit)
Not only have the fae responded kindly to you, but they've used their ancient magics to learn your True Name. In addition to functioning as the Scholar of Naming Merit to cover significance of Names in various forms of magic, this Merit grants you the knowledge of the self that comes with the True Name. As such, you gain a +2 defensive trait bonus on any action or power that would make you act out of accord with your Nature and core character values.
Dauntless (5 pt Merit)
Any attempt to drive a Night Claw from battle are almost always doomed to failure. Should you be targeted by a power that would have the effect of driving you from battle you gain a Merit Retest to resist the effect and further you gain +3 to your defensive test pool to resist such effects. However, to maintain this benefit you must never willingly flee from a battle, should you do so the first time you lose the benefit of this Merit for 2 game sessions as you recommit yourself to your duty. Should you do so again you lose this merit without refund. Following an order to retreat does not count as fleeing, so long as the order comes from a Garou of equal or greater Rank than you.
Fae Foe (1-5 pt Flaw)
This flaw functions similar to the Enemy flaw; however, it is expressly a Fae that you have drawn the ire of. For 1 pt, you may have broken a promise with a pesky pixie who now works to bring you woe. For 5 points you have drawn the ire of one of the prominent local leaders who now works against you directly. In either case, other Fae are unwilling to work with you too much, lest they become a target for ire. You suffer a -2 on all mundane social tests with the Fae, and further they will likely try to seal almost anything you say to them in an oath, lest it turn out to be another lie. Even the most trivial of promises will almost certainly take an entire oath. You may not take this Flaw and Fae Friend.
Passionate (2 pt Flaw)
Everything you do, you do to excess. Oh, sure, you can (usually) resist the urge to be terminally stupid, but moderation isn’t part of your vocabulary. Having a drink? Why not have six? Climbing a tree? Why not go to the very top? From expressing opinions to risking body and soul, you play chicken with life and expect the other guy to swerve.
Whenever you happen to be doing something that probably won’t result in criminal charges or immediate death, make a Willpower test to resist the urge to go whole-hog. The difficulty for the test depends on the likely consequences of excess; taking little risks means difficulty 8 or 9, while risks with life-threatening potential are easier to resist (difficulty 5 or 6)… though you’ve been known to go too far in that department, too! Furthermore, so long as you have this Flaw, you can't buy your Willpower above 6; you just don't prioritize restraint.
Drifting (2 or 4 pt Flaw)
"Distracted" doesn't even begin to cover it. You struggle to remain in the moment, and have a tendency to slip into a sort of fugue state, detached from reality.
For 2 Points, this Flaw represents a sort of whimsical reverie and overactive imagination as a result of too much time immersed in stories, dreams, and the fae. Any time you hear a tale or a prophecy, your mind blots out the present and steps into the tale, rendering you completely oblivious to anything happening around you. You may overcome this trance-like state by spending a Willpower, or by being physically disturbed by your actual surroundings.
For 4 points, this Flaw represents a much darker mental scar. Some atrocity won't let go of you, and certain triggers will bring you back into that fresh hell. Perhaps you took your guerilla tactics too far and hurt an innocent, or witnessed true savagery on the battlefield. Whenever encountering individuals or situations that recall memories of the trauma, you can't help but find yourself sucked into that moment. Again, the real world fades away into the anguish of your past. You may overcome this trance-like state by spending a Willpower, or by being physically disturbed by your actual surroundings, but you lose your next simple and standard action (if applicable) and suffer a -1 penalty to all tests for the remainder of the scene or hour, whichever ends first, for being rattled like that.
Child of the Horned One (3 pt Flaw)
You're not a Night Claw. That is to say, you're not local. The many clans under Stag spread from Ireland to Persia, but no one Name has dominated. Through Greece and the Balkans, the Night Claws reign undisputed. Any follower of Stag that wishes to join the clan of the Night Claws is welcome to do so, but you... you will not yield to the Name of the locals. You descend from one of the other clannish families under Stag, and insist on referring to yourself (and your tribe) by that clan instead of Night Claw. This has earned you profound local enmity, as it spits in the face of all your local tribemates. You are 2 traits down on any Social test with Night Claw garou or kinfolk, and may not take the Territory Background. While you may stay as a guest of others, the Night Claws will grant you no quarter to call your own. Similarly, other Night Claws get a 2-for-1 cost for any Watch Influence Actions used against you, as no one trusts you enough to let you out of their sight.
Note: You don't have to take this flaw to be a foreigner, just if you refuse to yield to local custom.
The Family Name (1 pt Merit)
The Children of the Horned One place tremendous emphasis on names, which is why they tend towards such clannish behavior with their families. Everything the Night Claws do, they do for the Night Claws. As such, a Night Claw is able to use their dots in Kinfolk as if they were Allies or Contacts, though a dot used in such a fashion is gone for the night. In addition, when you spend a Downtime to develop Kinfolk within your Night Claw's mortal clan, you're considered to have spent two.
Fae Friend (1 pt Merit)
The Night Claws have long had friendly connections with the Fae, and you have spent time near their courts. While this does not grant any inherit understanding of their mad courts, you have earned some friendship from the Fae and a slight reprieve from their cruel tricks. While you still suffer Trouble Magnet as all Night Claws do, when directly interacting with the Fae, you receive a +2 on all mundane Social tests to influence or cajole the Fae. Further, Fae will usually not trick you into a pledge and as such you may be a little more free with your words. That said, it's still a good idea to be somewhat careful, as who knows when a Fae might see too good a deal to pass up. You may not take this merit and Fae Foe.
Lucid Dreamer (2 pt Merit)
Whether through training or in-born skill, you are an incredibly vivid dreamer, and incredibly experienced. Whenever your dream is tampered with through mystical means, you are immediately aware of such tampering and may respond consciously within the dream. You may even kicking the intruder out by defeating them in a Resolve + Willpower test against whatever pool they used to activate the power (or Wits + Willpower otherwise).
Slip Into the Night (3 pt Merit)
Notorious guerilla warriors, Night Claws often find themselves in need of a hasty retreat. Over the centuries, the tribe has developed methods of escaping the brutal traps laid for their foes and their venomous reprisals, and some say it's with the help of the fae. No one knows for sure. Night Claws with this Merit have the ability to slip away when no one is looking, escaping even the most stalwart prison or restraint. Physical attacks do not prevent the character from fair escaping, unless the attack successfully does damage or unless the Night Claw is grappled. Characters who are physically restrained or imprisoned (not grappled) may study their surroundings for three turns, after which they find a way to escape their bonds. This Merit only affects the Night Claw and does not allow the Night Claw to escape from a situation with no logical exit, to escape mental restraints like Mastery, or to move through solid objects.
Know Thyself (4 pt Merit)
Not only have the fae responded kindly to you, but they've used their ancient magics to learn your True Name. In addition to functioning as the Scholar of Naming Merit to cover significance of Names in various forms of magic, this Merit grants you the knowledge of the self that comes with the True Name. As such, you gain a +2 defensive trait bonus on any action or power that would make you act out of accord with your Nature and core character values.
Dauntless (5 pt Merit)
Any attempt to drive a Night Claw from battle are almost always doomed to failure. Should you be targeted by a power that would have the effect of driving you from battle you gain a Merit Retest to resist the effect and further you gain +3 to your defensive test pool to resist such effects. However, to maintain this benefit you must never willingly flee from a battle, should you do so the first time you lose the benefit of this Merit for 2 game sessions as you recommit yourself to your duty. Should you do so again you lose this merit without refund. Following an order to retreat does not count as fleeing, so long as the order comes from a Garou of equal or greater Rank than you.
Fae Foe (1-5 pt Flaw)
This flaw functions similar to the Enemy flaw; however, it is expressly a Fae that you have drawn the ire of. For 1 pt, you may have broken a promise with a pesky pixie who now works to bring you woe. For 5 points you have drawn the ire of one of the prominent local leaders who now works against you directly. In either case, other Fae are unwilling to work with you too much, lest they become a target for ire. You suffer a -2 on all mundane social tests with the Fae, and further they will likely try to seal almost anything you say to them in an oath, lest it turn out to be another lie. Even the most trivial of promises will almost certainly take an entire oath. You may not take this Flaw and Fae Friend.
Passionate (2 pt Flaw)
Everything you do, you do to excess. Oh, sure, you can (usually) resist the urge to be terminally stupid, but moderation isn’t part of your vocabulary. Having a drink? Why not have six? Climbing a tree? Why not go to the very top? From expressing opinions to risking body and soul, you play chicken with life and expect the other guy to swerve.
Whenever you happen to be doing something that probably won’t result in criminal charges or immediate death, make a Willpower test to resist the urge to go whole-hog. The difficulty for the test depends on the likely consequences of excess; taking little risks means difficulty 8 or 9, while risks with life-threatening potential are easier to resist (difficulty 5 or 6)… though you’ve been known to go too far in that department, too! Furthermore, so long as you have this Flaw, you can't buy your Willpower above 6; you just don't prioritize restraint.
Drifting (2 or 4 pt Flaw)
"Distracted" doesn't even begin to cover it. You struggle to remain in the moment, and have a tendency to slip into a sort of fugue state, detached from reality.
For 2 Points, this Flaw represents a sort of whimsical reverie and overactive imagination as a result of too much time immersed in stories, dreams, and the fae. Any time you hear a tale or a prophecy, your mind blots out the present and steps into the tale, rendering you completely oblivious to anything happening around you. You may overcome this trance-like state by spending a Willpower, or by being physically disturbed by your actual surroundings.
For 4 points, this Flaw represents a much darker mental scar. Some atrocity won't let go of you, and certain triggers will bring you back into that fresh hell. Perhaps you took your guerilla tactics too far and hurt an innocent, or witnessed true savagery on the battlefield. Whenever encountering individuals or situations that recall memories of the trauma, you can't help but find yourself sucked into that moment. Again, the real world fades away into the anguish of your past. You may overcome this trance-like state by spending a Willpower, or by being physically disturbed by your actual surroundings, but you lose your next simple and standard action (if applicable) and suffer a -1 penalty to all tests for the remainder of the scene or hour, whichever ends first, for being rattled like that.
Child of the Horned One (3 pt Flaw)
You're not a Night Claw. That is to say, you're not local. The many clans under Stag spread from Ireland to Persia, but no one Name has dominated. Through Greece and the Balkans, the Night Claws reign undisputed. Any follower of Stag that wishes to join the clan of the Night Claws is welcome to do so, but you... you will not yield to the Name of the locals. You descend from one of the other clannish families under Stag, and insist on referring to yourself (and your tribe) by that clan instead of Night Claw. This has earned you profound local enmity, as it spits in the face of all your local tribemates. You are 2 traits down on any Social test with Night Claw garou or kinfolk, and may not take the Territory Background. While you may stay as a guest of others, the Night Claws will grant you no quarter to call your own. Similarly, other Night Claws get a 2-for-1 cost for any Watch Influence Actions used against you, as no one trusts you enough to let you out of their sight.
Note: You don't have to take this flaw to be a foreigner, just if you refuse to yield to local custom.
Σκιάς όναρ άνθρωπος - Pindar
Red Talon Merits & Flaws
Red Talons
Powerful Delirium (2-3 pt Merit)
When every other tribe was calling for the Impergium to cease, the Red Talons still stained their claws red with the blood of mortal kind. As such, more so than any other Garou, mortals fear and loath the sight of a Red Howler Crinos. For 2 points a mortal treats their Willpower as one less (to a minimum of 1) for the purposes of determining their delirium. For 3 points a mortal treats their Willpower as two less (to a minimum of 1) for the purposes of determining their delirium. However, should a mortal have 10 Willpower they are not affected by this Merit; instead while they may still freely act, they suffer a -2 penalty on all non-defensive challenges involving the Red Talon with this merit.
Home in the Wild (2 pt Merit)
While all Garou are at home in nature, the Red Talons have one of the most true connections. While there may be some drawbacks that come from committing so heavily to nature, there are definite benefits. Upon purchasing this merit you gain a bonus dot of Territory that is expressly out in the wild. This Territory may be built up as normal (or may be added to an already established territory, so long as that Territory is in the wild). In addition to the normal benefits of territory, this specific territory is especially close to the wild and Gnosis is easier to gain here than most places in the world. By taking 5 minutes of game time you are able to travel to your territory and immediately regain up to 2 points of Gnosis. You may use this territory a number of times in a single session equal to the dots in the territory.
Homid Ancestor (2 pt merit)
You must have at least one dot in Ancestors to take this merit. You've a slightly better grip than other Lupus on human thought. You may have half your rank rounded up +1 in restricted abilities (rather than half your rank rounded up) and you have no restrictions on your ancestors ability. Griffin and the rest of the red Talons look on talons with this merit with distrust.
Embodiment of the First Hunter (3pt merit)
The Red Talons know how to toughen their hides. While in Hispo or Lupus form, your fur is treated as though you were wearing armor. You gain the benefits of light armor for the duration of the scene, but may only choose 1 armor trait but it does not need to be a light armor trait. This Merit stacks with any armor gifts, though you can't apply any individual armor quality more than once. You may use this once per scene.
Reap the Soil (3pt Merit)
The Red Talon must injure an opponent and spill its blood on the ground. (this is done with any combat test where lethal or Aggravated damage is dealt) The blood must touch the Earth, not concrete or flooring, the red Talon gains 2 rage. You may only benefit from this merit once per Combat.
Vampires are normally unaffected by this merit as their blood cannot spill, except the spirits are not so forgiving, Whenever a vampire heals damage dealt by a red talon with reap the soul the Red Talon gains the same amount of rage as the damage healed
Urban Hunter (2pt merit)
While you do not feel comfortable in urban environments you excel while hunting in them. While hunting in an urban environment you gain a +2 trait bonus to tracking, following, chasing or hiding in an urban environment. You may not take both this merit and the Stranger to the city flaw together.
Stranger to the City (1 pt Flaw)
As humans have made cities, you have stayed away. Any attempt to understand what they are up to in there is beyond you, and attempts to find your way through a city often leave you considerably more agitated than most anything else. You may not develop the commerce, or streetwise abilities at all, if you had any dots in them at the time of taking this flaw those abilities are lost (refund at Staff's discretion). You may not take both this flaw and the Urban hunter merit
Unchanging Mind (2 pt Flaw)
The children of Griffin are set in their ways, and you in particular hold great contempt for the Weaver's influence on man. You automatically fail any challenge you initiate related to: Academics, Archery, Commerce, Law, Ride, Seneschal, Streetwise, Medicine, Politics, and Seamanship. Furthermore, your Crafts Ability cannot create or be used on anything outside of your chosen Area of Expertise.
Truly Disconnected (2 pt Flaw)
Red talons that have shifted usually have very limited access to mortal connections. the beast inside you always makes mortal around you uncomfortable. You cannot possess any mortal backgrounds or any influences. (Mortal backgrounds are considered Allies, Contacts, Fame and Recourses)
In addition you gain 1 bonus trait on intimidation related challenges with normal humans.
Awkward Homid form(2 pt Flaw)
Despite being a werewolf who is expected to use each of their forms you ignore your Homid and Glabro forms. While in these forms you may only bid Half your traits in any physical challenge.
Powerful Delirium (2-3 pt Merit)
When every other tribe was calling for the Impergium to cease, the Red Talons still stained their claws red with the blood of mortal kind. As such, more so than any other Garou, mortals fear and loath the sight of a Red Howler Crinos. For 2 points a mortal treats their Willpower as one less (to a minimum of 1) for the purposes of determining their delirium. For 3 points a mortal treats their Willpower as two less (to a minimum of 1) for the purposes of determining their delirium. However, should a mortal have 10 Willpower they are not affected by this Merit; instead while they may still freely act, they suffer a -2 penalty on all non-defensive challenges involving the Red Talon with this merit.
Home in the Wild (2 pt Merit)
While all Garou are at home in nature, the Red Talons have one of the most true connections. While there may be some drawbacks that come from committing so heavily to nature, there are definite benefits. Upon purchasing this merit you gain a bonus dot of Territory that is expressly out in the wild. This Territory may be built up as normal (or may be added to an already established territory, so long as that Territory is in the wild). In addition to the normal benefits of territory, this specific territory is especially close to the wild and Gnosis is easier to gain here than most places in the world. By taking 5 minutes of game time you are able to travel to your territory and immediately regain up to 2 points of Gnosis. You may use this territory a number of times in a single session equal to the dots in the territory.
Homid Ancestor (2 pt merit)
You must have at least one dot in Ancestors to take this merit. You've a slightly better grip than other Lupus on human thought. You may have half your rank rounded up +1 in restricted abilities (rather than half your rank rounded up) and you have no restrictions on your ancestors ability. Griffin and the rest of the red Talons look on talons with this merit with distrust.
Embodiment of the First Hunter (3pt merit)
The Red Talons know how to toughen their hides. While in Hispo or Lupus form, your fur is treated as though you were wearing armor. You gain the benefits of light armor for the duration of the scene, but may only choose 1 armor trait but it does not need to be a light armor trait. This Merit stacks with any armor gifts, though you can't apply any individual armor quality more than once. You may use this once per scene.
Reap the Soil (3pt Merit)
The Red Talon must injure an opponent and spill its blood on the ground. (this is done with any combat test where lethal or Aggravated damage is dealt) The blood must touch the Earth, not concrete or flooring, the red Talon gains 2 rage. You may only benefit from this merit once per Combat.
Vampires are normally unaffected by this merit as their blood cannot spill, except the spirits are not so forgiving, Whenever a vampire heals damage dealt by a red talon with reap the soul the Red Talon gains the same amount of rage as the damage healed
Urban Hunter (2pt merit)
While you do not feel comfortable in urban environments you excel while hunting in them. While hunting in an urban environment you gain a +2 trait bonus to tracking, following, chasing or hiding in an urban environment. You may not take both this merit and the Stranger to the city flaw together.
Stranger to the City (1 pt Flaw)
As humans have made cities, you have stayed away. Any attempt to understand what they are up to in there is beyond you, and attempts to find your way through a city often leave you considerably more agitated than most anything else. You may not develop the commerce, or streetwise abilities at all, if you had any dots in them at the time of taking this flaw those abilities are lost (refund at Staff's discretion). You may not take both this flaw and the Urban hunter merit
Unchanging Mind (2 pt Flaw)
The children of Griffin are set in their ways, and you in particular hold great contempt for the Weaver's influence on man. You automatically fail any challenge you initiate related to: Academics, Archery, Commerce, Law, Ride, Seneschal, Streetwise, Medicine, Politics, and Seamanship. Furthermore, your Crafts Ability cannot create or be used on anything outside of your chosen Area of Expertise.
Truly Disconnected (2 pt Flaw)
Red talons that have shifted usually have very limited access to mortal connections. the beast inside you always makes mortal around you uncomfortable. You cannot possess any mortal backgrounds or any influences. (Mortal backgrounds are considered Allies, Contacts, Fame and Recourses)
In addition you gain 1 bonus trait on intimidation related challenges with normal humans.
Awkward Homid form(2 pt Flaw)
Despite being a werewolf who is expected to use each of their forms you ignore your Homid and Glabro forms. While in these forms you may only bid Half your traits in any physical challenge.
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Shadow Lord Merits & Flaws
Shadow Lord
Eyes of Shadow (1 to 4 pt Merit)
There is something about your eyes that makes you look dark and dangerous. Making eye contact with you is like staring into the night sky. It may not be obvious why, but anyone you talk to gets a chill when they meet your gaze. Gain a bonus equal to this Merit's rating on any challenges involving Intimidation.
The Mind Killer (2 pt Merit)
You control fear, fear does not control you. You receive a +2 to resist any Mental or Social challenge (supernatural or mundane) that uses the Intimidation Ability.
Loyal Henchman (2 pt Merit)
You have a faithful stooge. They don't fall under any specific Background, and as such cannot be targeted by things that impact your Backgrounds or Influences. Once per game session, while taking an action using any mundane Background you already have access to, you may attach your Loyal Henchman to the action to hide it from any onlookers and help defend it against any impediments.
Unreadable (3 pt Merit)
You have mastered the art of the no sell. You deadpan react to every joke, your wound penalties never show on your face, and when you say you're fine, Kinfolk believe you. Gain a +2 bonus to resist any uses of Empathy against you. Further, you are immune any power that might try to read your thoughts, affinity, or aura such as Sense the Balance, Predator's Insight or a Vampire's Aura Perception.
Loophole (4 pt Merit)
Rules are for those that haven't figured out how to slip out of them. You've learned how to temporarily escape the limits of a supernatural compulsion that governs your free will, such as Mastery or a Vampire's Dominate. You my slip these supernatural compulsions for a single turn per point of Gnosis spent. After these turns pass the compulsions will reassert themselves, but you will suffer no supernatural sanctioning for the actions taken while you had slipped out of the compulsion. This Merit does not protect you from social reprisal you might suffer should other Garou see you skirting an order they think you should obey.
Chosen of Perun (5 pt Merit)
You are especially close to Grandfather Thunder, to the point where even Theurges of your tribe look on you with envy. If you are exposed to a thunderstorm, you gain a bonus Gnosis Trait, which can be spent normally. If you leave the storm or it finishes before the Gnosis is used, the Gnosis simply goes away. Storm- or electrical-based damage inflicts one less level of damage on you than normal. You also gain a bonus Trait in Social Challenges with Grandfather Thunder's brood or storm-spirits.
Flawless (0 pt Flaw)
Please. There's nothing wrong with you. You're a Shadow Lord. Taking this Flaw means you may take no Flaw points and gain no Freebies from doing so.
Stubborn (2 pt Flaw)
You have an iron will, just... not in the good way. Once you have declared a plan/opinion/course of action to anyone, you must spend a Willpower to deviate from that stance. Even after you do acquiesce, you're down -1 Trait on all penalties for all challenges for the next 15 minutes out of sheer indignation.
Unproven (3 pt Flaw)
Somehow, you have failed to prove yourself worthy of the name Shadow Lord. Maybe your instruction as a cub was lacking, or an opportunity to prove yourself has not come up. Whatever the reason you are not truly considered part of the Tribe. All social dealings with other Shadow Lords suffer a -3 penalty. You may not start above Fostern in play, and so long as you have this Flaw expect to be tested harshly by your Tribe for any advancement.
No Life Lessons (4 pt Flaw)
Somewhere well beyond Curiosity and the Night Claw's Passionate, you've gotten (sometimes literally) drunk on your own power. Things have gone so well for you that you easily let your guard down. You may not act on the first turn of an ambush or any combat you were not expecting, as you merely balk at the audacity of someone to be hostile in your presence. This said, you may defend normally. Further, you struggle to conceive of consequences. You will be down 1 Trait (cumulatively) on all challenges for every hour you pass up something that interests you. This penalty will be alleviated once you are allowed to scratch that itch.
Monologue (5 pt Flaw)
You're enamored of your own cunning, to the point where you can't let your brilliance pass without commentary. Any time you choose to activate a Gift offensively (Paralyzing Stare yes, Luna's Armor no), you must spend your simple action that round talking. You may take not other actions, and can speak either of your superiority or your target's inferiority, but you must spend your simple action in appreciation of your own imminent cleverness.
Eyes of Shadow (1 to 4 pt Merit)
There is something about your eyes that makes you look dark and dangerous. Making eye contact with you is like staring into the night sky. It may not be obvious why, but anyone you talk to gets a chill when they meet your gaze. Gain a bonus equal to this Merit's rating on any challenges involving Intimidation.
The Mind Killer (2 pt Merit)
You control fear, fear does not control you. You receive a +2 to resist any Mental or Social challenge (supernatural or mundane) that uses the Intimidation Ability.
Loyal Henchman (2 pt Merit)
You have a faithful stooge. They don't fall under any specific Background, and as such cannot be targeted by things that impact your Backgrounds or Influences. Once per game session, while taking an action using any mundane Background you already have access to, you may attach your Loyal Henchman to the action to hide it from any onlookers and help defend it against any impediments.
Unreadable (3 pt Merit)
You have mastered the art of the no sell. You deadpan react to every joke, your wound penalties never show on your face, and when you say you're fine, Kinfolk believe you. Gain a +2 bonus to resist any uses of Empathy against you. Further, you are immune any power that might try to read your thoughts, affinity, or aura such as Sense the Balance, Predator's Insight or a Vampire's Aura Perception.
Loophole (4 pt Merit)
Rules are for those that haven't figured out how to slip out of them. You've learned how to temporarily escape the limits of a supernatural compulsion that governs your free will, such as Mastery or a Vampire's Dominate. You my slip these supernatural compulsions for a single turn per point of Gnosis spent. After these turns pass the compulsions will reassert themselves, but you will suffer no supernatural sanctioning for the actions taken while you had slipped out of the compulsion. This Merit does not protect you from social reprisal you might suffer should other Garou see you skirting an order they think you should obey.
Chosen of Perun (5 pt Merit)
You are especially close to Grandfather Thunder, to the point where even Theurges of your tribe look on you with envy. If you are exposed to a thunderstorm, you gain a bonus Gnosis Trait, which can be spent normally. If you leave the storm or it finishes before the Gnosis is used, the Gnosis simply goes away. Storm- or electrical-based damage inflicts one less level of damage on you than normal. You also gain a bonus Trait in Social Challenges with Grandfather Thunder's brood or storm-spirits.
Flawless (0 pt Flaw)
Please. There's nothing wrong with you. You're a Shadow Lord. Taking this Flaw means you may take no Flaw points and gain no Freebies from doing so.
Stubborn (2 pt Flaw)
You have an iron will, just... not in the good way. Once you have declared a plan/opinion/course of action to anyone, you must spend a Willpower to deviate from that stance. Even after you do acquiesce, you're down -1 Trait on all penalties for all challenges for the next 15 minutes out of sheer indignation.
Unproven (3 pt Flaw)
Somehow, you have failed to prove yourself worthy of the name Shadow Lord. Maybe your instruction as a cub was lacking, or an opportunity to prove yourself has not come up. Whatever the reason you are not truly considered part of the Tribe. All social dealings with other Shadow Lords suffer a -3 penalty. You may not start above Fostern in play, and so long as you have this Flaw expect to be tested harshly by your Tribe for any advancement.
No Life Lessons (4 pt Flaw)
Somewhere well beyond Curiosity and the Night Claw's Passionate, you've gotten (sometimes literally) drunk on your own power. Things have gone so well for you that you easily let your guard down. You may not act on the first turn of an ambush or any combat you were not expecting, as you merely balk at the audacity of someone to be hostile in your presence. This said, you may defend normally. Further, you struggle to conceive of consequences. You will be down 1 Trait (cumulatively) on all challenges for every hour you pass up something that interests you. This penalty will be alleviated once you are allowed to scratch that itch.
Monologue (5 pt Flaw)
You're enamored of your own cunning, to the point where you can't let your brilliance pass without commentary. Any time you choose to activate a Gift offensively (Paralyzing Stare yes, Luna's Armor no), you must spend your simple action that round talking. You may take not other actions, and can speak either of your superiority or your target's inferiority, but you must spend your simple action in appreciation of your own imminent cleverness.
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Silent Strider Merits & Flaws
Silent Striders
Fleet of Foot (2 pt Merit)
You are nimble and quick on your feet. Whenever you take an action for movement, you may take an additional step (typically 4 steps instead of 3). If you spend both of your actions on movement you gain a further addition step, in addition to the additional steps gained for both actions individually (typically 9 steps instead of 6).
Ghost Kin (2 pt Merit)
There is something about you that ghosts find compelling. You gain a +2 on all social challenges to deal with ghosts (not spirits or ancestors). This merit does not give you the ability to sense ghosts.
Pharaonic Legacy (2 pt Merit)
The blood of ancient Pharaohs flows in your veins, and the respect they commanded flows through you. When you engage in a challenge with another Garou where Rank is involved, treat your Rank as one higher (a cliath would be treated as a fostern, an Athro treated as an Elder).
Snake Killer (4 pt Merit)
You were part of the battle to kill Sutekh, and the blood his corrupted followers stained your hands red; or perhaps your parents were any they taught you everything you would need to know. You are very familiar with how to kill their kind now. Whenever you engage a Vampire in a challenge with the intent to hurt them, you gain +2 to your test. Further, you gain Scholar of Vampires and Scholar of Followers of Set for free. However, know that the Followers of Set are after you for your attacks, they will likely stop at nothing to hunt you down. Note: To have been personally present at the battle to kill Sutekh, not only is Athro available to you at game start, you must begin play at Athro Rank to reflect this.
Omen of Doom (6 pt Merit)
Aware of the signs of death, Silent Striders keep a watchful eye. You can tell when danger is near and know how to avoid it. Once per game session, if you are targeted by an effect where loss would be harmful, you may automatically succeed that challenge (this is complete success on the challenge, as such there are no retests). This power supersedes and negates an effect that would make an attack an automatic hit.
Friend of Bast (7pt Merit)
In the shadows of the War of Rage the majority of Fera are in hiding from the Garou; however, the Silent Striders reached out to the Bastet for aid in the battle against Sutekh. And while this has not completely healed the wounds of the War of Rage, it has made a bridge. You are one of the connections that the Silent Striders have with the Bastet. You have a Bastet ally who serves as your point of contact, your ally trusts you and is willing to work with you; however, just because they trust you means they are a fool or trust other Garou, and they will be on guard in suspicious situations. Further, this ally is not a retainer, so while they are more than willing to work with you, they may not always be available when you need them (they are a cat, and do of course require their 23 hours of beauty sleep). Lastly, just as you will have requests from your Bastet Ally, they may occasionally make requests from you, not acting on these requests may sour the relationship you have with your ally.
If your ally is killed and you did not have any part in their death and/or were fighting to save them, you receive a new ally after two game sessions - with the expectation that you will avenge their death; however, should you betray your ally or bring about their destruction then the Bastet do not send a new ally, and in fact you lose this merit without refund and gain the Enemy 5 flaw which grants no additional Freebies as the Bastet now are out for your blood.
Bitten (3 pt Flaw)
In the tribe's battles against Vampires you have been present many times, and at one point a foul creature managed to bite you. The presence of the Wyrm now flows through your veins and despite all attempts to get the foul disease purged you have found the corruption remains. You are always at 1 Wyrm Taint and this total cannot be brought beneath this minimum.
Lost Ancestors (1 pt Flaw)
Many point to this being the future of the tribe as more begin to lose the ability to hear their ancients speaking to them. You may not develop any level of the Ancestors Background.
Consigned to Oblivion (6 pt Flaw)
This flaw is a worse version of the Nameless flaw. You do not exist. Certainly, you still walk the earth and your friends and kin can still see and touch you, but all records of your existence have been destroyed. Not even your Tribe can lay claim to your name. As far as anyone can prove, you never were. If you take this Flaw, you may not take any Social Merits that grant benefits based on reputation. At Storyteller’s discretion, you may also be barred from taking Backgrounds that require a social presence. Who or what have you made so angry that they have erased your existence from the face of this earth? (This flaw only effects positive interactions you have)
In addition to those effects, with your name lost, it is believed you will never rejoin the cycle, or be able to return to your tribe's homelands upon death as all others of the tribe will. When you are close to death, that nihilism takes root in your heart, and you are called to oblivion. If you are in your Injured Wound Track, you may not flee a battle, to do so would deny oblivion it's due. If you are in your Incapacitated Wound Track, you may not retest any defensive powers, as death is practically upon you, why resist it?
Few know of this curse, and those that do claim that perhaps this is a working of Sutekh to destroy his enemies even after his defeat. Whatever the cause, there is a grim darkness that awaits you.
Wanderlust (4 pt Flaw)
Your feet are restless, and you must dedicate willpower to keep yourself stationary. Every downtime period you must spend two downtimes on wandering - this may sometimes result in you stumbling across something, but more often than not will be nothing more than how your character spends their time. If you do not spend the required downtimes you start the next game at half WP as you have been forcing yourself to stay stationary and stay focused on something local.
Fleet of Foot (2 pt Merit)
You are nimble and quick on your feet. Whenever you take an action for movement, you may take an additional step (typically 4 steps instead of 3). If you spend both of your actions on movement you gain a further addition step, in addition to the additional steps gained for both actions individually (typically 9 steps instead of 6).
Ghost Kin (2 pt Merit)
There is something about you that ghosts find compelling. You gain a +2 on all social challenges to deal with ghosts (not spirits or ancestors). This merit does not give you the ability to sense ghosts.
Pharaonic Legacy (2 pt Merit)
The blood of ancient Pharaohs flows in your veins, and the respect they commanded flows through you. When you engage in a challenge with another Garou where Rank is involved, treat your Rank as one higher (a cliath would be treated as a fostern, an Athro treated as an Elder).
Snake Killer (4 pt Merit)
You were part of the battle to kill Sutekh, and the blood his corrupted followers stained your hands red; or perhaps your parents were any they taught you everything you would need to know. You are very familiar with how to kill their kind now. Whenever you engage a Vampire in a challenge with the intent to hurt them, you gain +2 to your test. Further, you gain Scholar of Vampires and Scholar of Followers of Set for free. However, know that the Followers of Set are after you for your attacks, they will likely stop at nothing to hunt you down. Note: To have been personally present at the battle to kill Sutekh, not only is Athro available to you at game start, you must begin play at Athro Rank to reflect this.
Omen of Doom (6 pt Merit)
Aware of the signs of death, Silent Striders keep a watchful eye. You can tell when danger is near and know how to avoid it. Once per game session, if you are targeted by an effect where loss would be harmful, you may automatically succeed that challenge (this is complete success on the challenge, as such there are no retests). This power supersedes and negates an effect that would make an attack an automatic hit.
Friend of Bast (7pt Merit)
In the shadows of the War of Rage the majority of Fera are in hiding from the Garou; however, the Silent Striders reached out to the Bastet for aid in the battle against Sutekh. And while this has not completely healed the wounds of the War of Rage, it has made a bridge. You are one of the connections that the Silent Striders have with the Bastet. You have a Bastet ally who serves as your point of contact, your ally trusts you and is willing to work with you; however, just because they trust you means they are a fool or trust other Garou, and they will be on guard in suspicious situations. Further, this ally is not a retainer, so while they are more than willing to work with you, they may not always be available when you need them (they are a cat, and do of course require their 23 hours of beauty sleep). Lastly, just as you will have requests from your Bastet Ally, they may occasionally make requests from you, not acting on these requests may sour the relationship you have with your ally.
If your ally is killed and you did not have any part in their death and/or were fighting to save them, you receive a new ally after two game sessions - with the expectation that you will avenge their death; however, should you betray your ally or bring about their destruction then the Bastet do not send a new ally, and in fact you lose this merit without refund and gain the Enemy 5 flaw which grants no additional Freebies as the Bastet now are out for your blood.
Bitten (3 pt Flaw)
In the tribe's battles against Vampires you have been present many times, and at one point a foul creature managed to bite you. The presence of the Wyrm now flows through your veins and despite all attempts to get the foul disease purged you have found the corruption remains. You are always at 1 Wyrm Taint and this total cannot be brought beneath this minimum.
Lost Ancestors (1 pt Flaw)
Many point to this being the future of the tribe as more begin to lose the ability to hear their ancients speaking to them. You may not develop any level of the Ancestors Background.
Consigned to Oblivion (6 pt Flaw)
This flaw is a worse version of the Nameless flaw. You do not exist. Certainly, you still walk the earth and your friends and kin can still see and touch you, but all records of your existence have been destroyed. Not even your Tribe can lay claim to your name. As far as anyone can prove, you never were. If you take this Flaw, you may not take any Social Merits that grant benefits based on reputation. At Storyteller’s discretion, you may also be barred from taking Backgrounds that require a social presence. Who or what have you made so angry that they have erased your existence from the face of this earth? (This flaw only effects positive interactions you have)
In addition to those effects, with your name lost, it is believed you will never rejoin the cycle, or be able to return to your tribe's homelands upon death as all others of the tribe will. When you are close to death, that nihilism takes root in your heart, and you are called to oblivion. If you are in your Injured Wound Track, you may not flee a battle, to do so would deny oblivion it's due. If you are in your Incapacitated Wound Track, you may not retest any defensive powers, as death is practically upon you, why resist it?
Few know of this curse, and those that do claim that perhaps this is a working of Sutekh to destroy his enemies even after his defeat. Whatever the cause, there is a grim darkness that awaits you.
Wanderlust (4 pt Flaw)
Your feet are restless, and you must dedicate willpower to keep yourself stationary. Every downtime period you must spend two downtimes on wandering - this may sometimes result in you stumbling across something, but more often than not will be nothing more than how your character spends their time. If you do not spend the required downtimes you start the next game at half WP as you have been forcing yourself to stay stationary and stay focused on something local.
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Silver Fang Merits & Flaws
Silver Fangs
Noble Clan Membership (1 pt Merit)
You are a member of one of the Silver Fang Noble Clans (the precursor to modern Noble Houses). Not only will this grant you ties to one of the political factions of Falcon's tribe, but you will gain a free Specialty in the chosen Ability of that Clan. Please note you can be part of a Noble Clan without this Merit, but you will gain no functional advantage and it will only be a talking point. You can only be a member of one Noble Clan.
Established Respect (2 pt Merit)
Where most have to rely on their own rank when challenged, the spirits know that Silver Fangs simply are leaders and lend you that respect. When you engage in a challenge with another Garou where Rank is involved, treat your Rank as one higher (a cliath would be Treated as a Fostern, an Athro treated as an Elder). Further, if you lose a Stare Down, you must still yield the point, but must act deferential for only 1 minute as opposed to 5.
Kings of Old (3 pt Merit)
With connections spread throughout the Garou nation, the Silver Fangs are able to call upon some impressive connections getting money, people, or whatever else they need at a moment's notice. Once per session, you may substitute your level of Rank for any mundane background. This substitution lasts for 1 hour.
Lessened Curse (4 pt Merit)
For whatever reason, the Moonthrall doesn’t hit you as aggressively as it does other members of your tribe. While you must still choose a Derangement upon creating your character, it won’t affect your character unless they actually step into a position of authority. This can be anything from Master of the Rite to Guardian to Pack Beta. So long as others look to you for guidance in a formalized manner, you are susceptible to the Curse. But with great power comes great madness, and without the authority, you’re safe. You cannot take this Merit with the Where The Curse Runs Strong Flaw or the 5 Point Mixed Blood Flaw.
Regal Bearing (5 pt Merit)
As the dictates of the kings and queens of old were instantly obeyed, you can unleash the force of your personality in a magnificent flash. Once per game session, you can use any one social Gift instantly, without expending an action. You can activate this Merit even before your initiative. You must pay the normal cost and make the normal tests involved in activating the Gift.
Moontouched/Sunkissed (6 pt Merit)
The ancient pacts of the Silver Fangs place them in the midst of divided loyalties between Helios and Luna; Apollo and Artemis; Katanka-Sonnak and Sokhta. Either way, you’ve chosen a side.
Renowned for their snow white, pure coats of fur, yours… isn’t. You have mottled fur or maybe a patch of gray or just a different colored coat altogether. Either way, it’s humiliating. You suffer a -1 social penalty with members of your tribe, and find yourself at a -1 penalty on any Composure test from your inability to fully commit to being physically impressive.
Omega Minded (3 pt Flaw)
Not everyone can lead, and especially not you. Perhaps you were born Ostraka, or Mixed Blood, or perhaps you just feel weak in comparison to those around you, but you will do everything in your power to avoid power. You can never volunteer for any position of leadership, although you may accept it at someone else’s suggestion. If placed in a position of leadership, your temporary Willpower is halved (rounded down, to a minimum of 1) for the first hour of adjusting to this responsibility. Lastly, you cannot initiate a Stare Down with a Silver Fang of the same or higher rank; you just know better.
Where the Curse Runs Strong (4 pt Flaw)
All Silver Fangs are affected by the Moonthrall, but yours has taken on an extra layer. In addition to your core Derangement, you may choose one of the following:
Your blood is not pure Silver Fang and the tribe knows it. Worse still, by some fluke you were spared the worst of the curse and everyone knows it. For this reason other Silver Fang distrust you and refuse to allow you to rise to prominence within the nation. You may not begin play above Cliath, and may never raise your rank above Adren. Lastly, should you engage in a contested challenge with another Silver Fang where rank is involved, you may not add your rank to the challenge. At 2 points, as some small benefit, the curse runs weak in you, and you treat your rank as one less to determine your minimum Derangement Traits. At 5 pts there is no benefit, you suffer all the social stigma; however, you do not even have a weakening of the curse. You cannot take the 5 Point version of this Flaw and the Lessened Curse Merit. Similarly, you can't take Legendary Lineage with either version of this Flaw. It doesn't matter how masterful your ancestors were; you're a mutt.
Noble Clan Membership (1 pt Merit)
You are a member of one of the Silver Fang Noble Clans (the precursor to modern Noble Houses). Not only will this grant you ties to one of the political factions of Falcon's tribe, but you will gain a free Specialty in the chosen Ability of that Clan. Please note you can be part of a Noble Clan without this Merit, but you will gain no functional advantage and it will only be a talking point. You can only be a member of one Noble Clan.
Established Respect (2 pt Merit)
Where most have to rely on their own rank when challenged, the spirits know that Silver Fangs simply are leaders and lend you that respect. When you engage in a challenge with another Garou where Rank is involved, treat your Rank as one higher (a cliath would be Treated as a Fostern, an Athro treated as an Elder). Further, if you lose a Stare Down, you must still yield the point, but must act deferential for only 1 minute as opposed to 5.
Kings of Old (3 pt Merit)
With connections spread throughout the Garou nation, the Silver Fangs are able to call upon some impressive connections getting money, people, or whatever else they need at a moment's notice. Once per session, you may substitute your level of Rank for any mundane background. This substitution lasts for 1 hour.
Lessened Curse (4 pt Merit)
For whatever reason, the Moonthrall doesn’t hit you as aggressively as it does other members of your tribe. While you must still choose a Derangement upon creating your character, it won’t affect your character unless they actually step into a position of authority. This can be anything from Master of the Rite to Guardian to Pack Beta. So long as others look to you for guidance in a formalized manner, you are susceptible to the Curse. But with great power comes great madness, and without the authority, you’re safe. You cannot take this Merit with the Where The Curse Runs Strong Flaw or the 5 Point Mixed Blood Flaw.
Regal Bearing (5 pt Merit)
As the dictates of the kings and queens of old were instantly obeyed, you can unleash the force of your personality in a magnificent flash. Once per game session, you can use any one social Gift instantly, without expending an action. You can activate this Merit even before your initiative. You must pay the normal cost and make the normal tests involved in activating the Gift.
Moontouched/Sunkissed (6 pt Merit)
The ancient pacts of the Silver Fangs place them in the midst of divided loyalties between Helios and Luna; Apollo and Artemis; Katanka-Sonnak and Sokhta. Either way, you’ve chosen a side.
- A Moontouched devotee of the moon is a member of the Moon Lodge, and may take Noble Clan Membership: Wise Heart for free. They can see through darkness without any penalties (provided the darkness is not supernaturally imposed), and gain a Merit Retest once per night in any matter involving the Umbra. Furthermore, once per night they can completely refresh their Gnosis by spending 10 minutes meditating in the moonlight and spending a Willpower. However, their Moonthrall is notably worse, and they consider themselves one rank higher for purposes of establishing their minimum Derangement traits.
- A Sunkissed devotee of the sun is a member of the Sun Lodge, and may take Noble Clan Membership: Golden Sky for free. They can produce enough innate warmth to cancel out environmental penalties of cold to anyone within two steps of them (provided the cold is not a supernatural effect), and gain a Merit Retest once per night in any matter involving an official Challenge. Furthermore, once per night they can completely refresh their Willpower by spending 10 minutes meditating before a flame and spending a Gnosis. However, they treat all gold as if it were silver.
Renowned for their snow white, pure coats of fur, yours… isn’t. You have mottled fur or maybe a patch of gray or just a different colored coat altogether. Either way, it’s humiliating. You suffer a -1 social penalty with members of your tribe, and find yourself at a -1 penalty on any Composure test from your inability to fully commit to being physically impressive.
Omega Minded (3 pt Flaw)
Not everyone can lead, and especially not you. Perhaps you were born Ostraka, or Mixed Blood, or perhaps you just feel weak in comparison to those around you, but you will do everything in your power to avoid power. You can never volunteer for any position of leadership, although you may accept it at someone else’s suggestion. If placed in a position of leadership, your temporary Willpower is halved (rounded down, to a minimum of 1) for the first hour of adjusting to this responsibility. Lastly, you cannot initiate a Stare Down with a Silver Fang of the same or higher rank; you just know better.
Where the Curse Runs Strong (4 pt Flaw)
All Silver Fangs are affected by the Moonthrall, but yours has taken on an extra layer. In addition to your core Derangement, you may choose one of the following:
- The Curse of Dominance: Whenever you are dealing with someone who has less power than you, there is a compulsion to lord your power over them. If you treat a subordinate as an equal, you suffer a -3 to any social or mental challenges for the next hour as your mind keeps playing over in your head how you could have used your authority. You may end this penalty early by going back and making an obvious show of power or authority. Subordinates are defined as any Garou of less Rank than you, or that you for some reason have Authority over - such as a member of your pack if you are the Alpha.
- The Curse of Sovereignty: The curse reaches into your soul, as such relating to your lessers begins to become more difficult. You do not get a general retest anytime you are making a non-hostile challenge involving the Empathy or Leadership ability. Further, you may not use the Etiquette ability when dealing with any non-Silver Fang Garou of your rank or less, why would you care if you offend them? They are beneath your notice. Against other Silver Fang, or those that out rank you, you may still use the Etiquette ability to undo a faux pas.
- The Curse of Supremacy: The idea of someone being better than you is viewed as impossible. Anytime you lose an opposed challenge with another Garou of your rank or less, you obsess over them. For the next 10 minutes any challenges that are not related specifically to getting revenge on the other Garou suffer a -3. This penalty is lost as soon as you have beaten the Garou in some way or 10 minutes pass - whichever is shorter, though it might be a good idea to go further to make sure they never rise up against you again.
- The Curse of Conviction: A ruler never questions their decisions, and does not let their mind be changed by lessers. Should someone of lower rank criticize your decisions or question your authority you must chastise them or in some other way prove the legitimacy of your idea. Should you wish to not do this you must spend a point of willpower, spending a point in this way suppresses this curse against that individual for 10 minutes and allows you to change your mind if you so wish. The one exception is anyone with the young moniker, when they ask questions about your decision. Such questions do not provoke your curse and you are allowed (and encouraged) to answer such questions - should their questions turn to critiques however the curse will assert itself.
Your blood is not pure Silver Fang and the tribe knows it. Worse still, by some fluke you were spared the worst of the curse and everyone knows it. For this reason other Silver Fang distrust you and refuse to allow you to rise to prominence within the nation. You may not begin play above Cliath, and may never raise your rank above Adren. Lastly, should you engage in a contested challenge with another Silver Fang where rank is involved, you may not add your rank to the challenge. At 2 points, as some small benefit, the curse runs weak in you, and you treat your rank as one less to determine your minimum Derangement Traits. At 5 pts there is no benefit, you suffer all the social stigma; however, you do not even have a weakening of the curse. You cannot take the 5 Point version of this Flaw and the Lessened Curse Merit. Similarly, you can't take Legendary Lineage with either version of this Flaw. It doesn't matter how masterful your ancestors were; you're a mutt.
Σκιάς όναρ άνθρωπος - Pindar
Stargazer Merits & Flaws
Stargazers
Meditative Mind (1 pt Merit)
Prone to spending long hours meditating and contemplating the ways of the world, Stargazers find that so long as they take their time they more often come to a good answer. By taking 5 minutes thinking on a riddle, puzzle, challenge, or other purely mental mundane activity, a Stargazer gains +1 on the challenge. They may meditate for as long as they wish, up to a maximum of 30 minutes (for a total bonus of +6). This does not count any time the action itself might take.
Celestial Sensitivity (2 pt Merit)
An one who gazes at the heavens as your tribe's name suggests, you are attuned to the stars and the Aetherial Realm, which allows you to feel when something isn't right around you. This makes it easy for you to avoid being in the wrong place at the wrong time. When the alignment of the stars gives portents of ill omen, Storytellers may give you warning and determine whether or not the sense of wrongness comes from some sort of astrological phenomenon, celestial event, or disturbance of the local spirits. This Merit will not give you warning of every impending danger you might ever face, but will it warn of those larger events that will have great impact.
Inner Strength (3 pt Merit)
The will of a Stargazer is their primary focus, using their rage a Stargazer may reinvigorate their will. After spending 5 minutes in meditation, you may convert a number of points of Rage to Willpower, up to a maximum of your Investigation at a time. Do be careful about reducing your Rage to zero.
Dedicated to the Dodecatheon (4 pt Merit)
While many others of your tribe are devout to the gods of Greece, you are dedicated more than most. You have such an intricate knowledge of the various gods, temples, and practices of the Greek Pantheon that you are a veritable encyclopedia of information. By taking a minute and centering yourself in meditative reflection, you are able to tell the distance and direction to the nearest temple of any Greek god of your choice, relative to your location. Furthermore, you are treated as having the 'Scholar of...' Merit with the gods of the Greek Pantheon. Finally, you receive a +2 Bonus on any social test with priests or priestesses of the Greek Pantheon.
Mouthpiece of the Successor (4 pt Merit)
According to Stargazer tradition, a dying Garou may ask for a “mouthpiece” to come sit by his side and listen to him. The mouthpiece would then go to the rest of the sept and deliver the departed Stargazer’s secrets, stories, or last wishes during a funerary moot. You are a Stargazer trained in this practice and carry the words of the dying on for them. This is not a simple recounting, you are able to relay their words precisely in their voice as they delivered it.
When listening to a dying Garou you may spend 1 Willpower to perfectly capture everything they say, and you may then relay this precise message out at a later time. You may hold a number of such messages equal to your Performance Ability, should you have too many, you may choose which messages you forget - many Mouthpieces choose to forget the message after relaying it - this is not to say you forgot what you said, rather you cannot relay it verbatim in the target's voice now.
When delivering the departed Garou's message, you may grant one of three effects to your listeners depending on the nature of the message:
Directing the Soul (6 pt Merit)
Stargazers pursue balance in all things, and with training you have managed to achieve a balance that many Stargazers spend their life pursuing. You have learned that Rage and Gnosis are in a way both just aspects of your own will. When called to spend one or more points of Willpower, you may instead choose to spend Rage or Gnosis in lieu of some or all of that Willpower. This does follow the usual limits of being unable to spend Rage and Gnosis on the same turn.
Oppressive Visions (1-3 pt Flaw)
Many come to the Stargazers due to their closeness with the Oracle at Delphi and her renowned gift of prophesy. Perhaps you are going to be a great prophet eventually, for now though it seems you've only been granted the curse of strange speech at inopportune times. At times you will be given strange visions that you impulsively cry out to your surroundings. Perhaps there is a grain of truth to them, or perhaps they are just the sounds of madness deep within you. Whatever the cause, at storyteller discretion these bouts will come over you, if you wish to delay the onset of a bout you may spend 1 point of willpower and delay for 5 minutes, after that point you either must immediately cry out the strange vision or spend another point of willpower to delay for another 5 minutes. The point value of this flaw reflects when these visions often come to you as well as how often:
The Stargazers have wandered far, this can be a benefit for many, but just as often it can be a curse. In your case, perhaps you've wandered a bit too far from home. Whatever the reason, you find you have a hard time relating to the culture you've found yourself in, and attempts to win over people are even more difficult than normal. It requires one additional Downtime to grow any mundane background (resources, contacts, allies, etc.) than it normally does. Further, any Social challenges with locals suffers a -1 penalty as people have a hard time understanding your mannerisms and idioms. Not available to characters who grew up locally.
Indolent Will (4pt Flaw)
You have a hard time rousing yourself to take action. Whether others call it laziness, a tendency towards inertia, or simply star gazing, you prefer to sit back and let others take the initiative. You may never initiate combat of your own accord. This does not affect your ability to defend yourself when attacked. In addition, unless you spend a Willpower when Initiative is called for, you automatically go last in any turn.
Deific Focus (4pt Flaw)
The Stargazers have closeness with the deities and you are no exception to this. However, you have spent perhaps too much time following the gods and fallen lax in your duties to the Nation and to Gaia. As such, you often have to expend extra effort to make sure your deeds are remembered and heard among the nation. When you would turn in 10 Renown cards for permanent Gaian Renown, you must spend an additional 3 Renown in order for the Spirits to recognize your worthiness.
Meditative Mind (1 pt Merit)
Prone to spending long hours meditating and contemplating the ways of the world, Stargazers find that so long as they take their time they more often come to a good answer. By taking 5 minutes thinking on a riddle, puzzle, challenge, or other purely mental mundane activity, a Stargazer gains +1 on the challenge. They may meditate for as long as they wish, up to a maximum of 30 minutes (for a total bonus of +6). This does not count any time the action itself might take.
Celestial Sensitivity (2 pt Merit)
An one who gazes at the heavens as your tribe's name suggests, you are attuned to the stars and the Aetherial Realm, which allows you to feel when something isn't right around you. This makes it easy for you to avoid being in the wrong place at the wrong time. When the alignment of the stars gives portents of ill omen, Storytellers may give you warning and determine whether or not the sense of wrongness comes from some sort of astrological phenomenon, celestial event, or disturbance of the local spirits. This Merit will not give you warning of every impending danger you might ever face, but will it warn of those larger events that will have great impact.
Inner Strength (3 pt Merit)
The will of a Stargazer is their primary focus, using their rage a Stargazer may reinvigorate their will. After spending 5 minutes in meditation, you may convert a number of points of Rage to Willpower, up to a maximum of your Investigation at a time. Do be careful about reducing your Rage to zero.
Dedicated to the Dodecatheon (4 pt Merit)
While many others of your tribe are devout to the gods of Greece, you are dedicated more than most. You have such an intricate knowledge of the various gods, temples, and practices of the Greek Pantheon that you are a veritable encyclopedia of information. By taking a minute and centering yourself in meditative reflection, you are able to tell the distance and direction to the nearest temple of any Greek god of your choice, relative to your location. Furthermore, you are treated as having the 'Scholar of...' Merit with the gods of the Greek Pantheon. Finally, you receive a +2 Bonus on any social test with priests or priestesses of the Greek Pantheon.
Mouthpiece of the Successor (4 pt Merit)
According to Stargazer tradition, a dying Garou may ask for a “mouthpiece” to come sit by his side and listen to him. The mouthpiece would then go to the rest of the sept and deliver the departed Stargazer’s secrets, stories, or last wishes during a funerary moot. You are a Stargazer trained in this practice and carry the words of the dying on for them. This is not a simple recounting, you are able to relay their words precisely in their voice as they delivered it.
When listening to a dying Garou you may spend 1 Willpower to perfectly capture everything they say, and you may then relay this precise message out at a later time. You may hold a number of such messages equal to your Performance Ability, should you have too many, you may choose which messages you forget - many Mouthpieces choose to forget the message after relaying it - this is not to say you forgot what you said, rather you cannot relay it verbatim in the target's voice now.
When delivering the departed Garou's message, you may grant one of three effects to your listeners depending on the nature of the message:
- Words of Peace: The departed's words were calming and help ease the pain of those that they are leaving behind. Your listeners may gain 1 Willpower or 1 Gnosis back from the story, and should they be suffering from Harano from this death, those effects are lessened or even soothed completely.
- Words of Courage: The departed's words were rallying and called for action. Your listeners may gain 1 Willpower or 1 Rage back from the story.
- Words of Condemnation: The departed's words were a damning indictment of the audience. Upon sharing this condemnation in the Garou's on voice you may make a Charisma + Performance test against all who are listening to this story that the words are against (e.g. if a dying Stargazer condemned the Red Talons of the sept, when relaying this final tale a Black Fury listening would not be affected) who defend with their Composure + Willpower. If successful, all affected by the tale are haunted by the words of the departed and lose 1 Willpower, 1 Rage, and 1 Gnosis (to a minimum of 0).
Directing the Soul (6 pt Merit)
Stargazers pursue balance in all things, and with training you have managed to achieve a balance that many Stargazers spend their life pursuing. You have learned that Rage and Gnosis are in a way both just aspects of your own will. When called to spend one or more points of Willpower, you may instead choose to spend Rage or Gnosis in lieu of some or all of that Willpower. This does follow the usual limits of being unable to spend Rage and Gnosis on the same turn.
Oppressive Visions (1-3 pt Flaw)
Many come to the Stargazers due to their closeness with the Oracle at Delphi and her renowned gift of prophesy. Perhaps you are going to be a great prophet eventually, for now though it seems you've only been granted the curse of strange speech at inopportune times. At times you will be given strange visions that you impulsively cry out to your surroundings. Perhaps there is a grain of truth to them, or perhaps they are just the sounds of madness deep within you. Whatever the cause, at storyteller discretion these bouts will come over you, if you wish to delay the onset of a bout you may spend 1 point of willpower and delay for 5 minutes, after that point you either must immediately cry out the strange vision or spend another point of willpower to delay for another 5 minutes. The point value of this flaw reflects when these visions often come to you as well as how often:
- 1 point - A times of relative peace and quiet, such bouts are embarrassing but rarely dangerous, no more than once a session
- 2 points - Occasionally dangerous times, perhaps while needing to give an important speech to the polis or when trying to negotiate a peace, 2-3 times a session
- 3 points - Whenever would be inconvenient, while needing to sneak up on an enemy, and perhaps even in the middle of a fight, 4 or more times a session
The Stargazers have wandered far, this can be a benefit for many, but just as often it can be a curse. In your case, perhaps you've wandered a bit too far from home. Whatever the reason, you find you have a hard time relating to the culture you've found yourself in, and attempts to win over people are even more difficult than normal. It requires one additional Downtime to grow any mundane background (resources, contacts, allies, etc.) than it normally does. Further, any Social challenges with locals suffers a -1 penalty as people have a hard time understanding your mannerisms and idioms. Not available to characters who grew up locally.
Indolent Will (4pt Flaw)
You have a hard time rousing yourself to take action. Whether others call it laziness, a tendency towards inertia, or simply star gazing, you prefer to sit back and let others take the initiative. You may never initiate combat of your own accord. This does not affect your ability to defend yourself when attacked. In addition, unless you spend a Willpower when Initiative is called for, you automatically go last in any turn.
Deific Focus (4pt Flaw)
The Stargazers have closeness with the deities and you are no exception to this. However, you have spent perhaps too much time following the gods and fallen lax in your duties to the Nation and to Gaia. As such, you often have to expend extra effort to make sure your deeds are remembered and heard among the nation. When you would turn in 10 Renown cards for permanent Gaian Renown, you must spend an additional 3 Renown in order for the Spirits to recognize your worthiness.
Σκιάς όναρ άνθρωπος - Pindar
Warders of Man Merits & Flaws
Warders of Man
Bigger Boys Came (2 pt Merit)
Once a session, when someone uses their allies to their advantage, you can try to use yours to overrule them. You might get a general to stop soldiers from going out to harass a rival. To do this you must make a Manipulation + Allies static challenge vs a difficulty of the target's Manipulation + Allies. If you succeed, then the person's allies fail to come through for them.
Pythagoras' Touch (2 pt Merit)
You have such an intrinsic knack for math and machines that you have a +2 Trait bonus to understand, fix, or operate any mechanical device. This bonus also applied to any challenges that involve working with numbers. You're also good at estimating probabilities. When you have adequate information about a situation, you can ask the Storyteller to tell you in advance the difficulty of challenges involving that situation.
Hermes' Tongue (3 pt Merit)
Integrating into Mortal Society is practically second nature to the Warders of Man. You are a true expert at manipulating people, your connections to mortals and their ilk is second to none. Whenever you submit actions to grow a mundane background (Resources, Territory, Allies, Contacts, etc.) or any Influence then you get a bonus action dedicated towards growth. Further, you are able to dramatically reduce the curse's effects on you, treat your rage as halved - round down, for the purposes of determining the effects of the curse when dealing with humans. Further, you are able to more easily develop influences, rather than the cap being 5 - (half your rage round up) it becomes 5 - (one quarter of your rage, round up). If you have both this merit & Wolf in Sheep's Clothing you do not suffer any penalty to your social tests with mortals based upon your current Rage and you do not suffer any limit on your influences.
Web Walker (4 pt Merit)
You have such a strong affinity for the Weaver that you have learned how to move across the Pattern Web through the Umbra, ignored and unbothered by any Weaver-spirits in the area. When you make a test to step sideways, you may also choose to spend a Gnosis at that time. If your test is successful, you are able to instead travel along the Gauntlet itself arriving at another location as if you were on a Moon Bridge. However, there must be strands of the Pattern Web in the area through which you want to travel (i.e., every part of the route needs some degree of Weaver Affinity). Furthermore, you never get stuck in the Gauntlet: you can spend a standard action to un-stick yourself and pop back out on the side you entered from.
Impeccable Manners (2 pt Merit)
Warders deal with people from all walks of life, and learning how to deal with them and avoiding without making a fool of yourself is quite necessary. When dealing with any mortal you gain a +2 on any mundane social tests. In addition, you are very good at not stepping on any toes, for every dot of Etiquette you posses you may take back two social errors rather than the typical one.
Not On My Watch (5 pt Merit)
Many Warders look to protect humanity by guiding and manipulating events from the shadows. You, however, prefer a much more hands on approach. Humans instinctively look to you much like sheep to a shepherd and for good reason. Any time you are with a group of humans, you may spend a simple action to make yourself more imposing, figuratively shielding them behind you. If an effect would target any of the mortals you are guarding, the effect must target you first. If you are able to resist it, all those under your care also resist it automatically, even if they would normally be unable to. In addition, their belief in you supports you when you falter. When protecting a group of mortals, you gain 2 points of Willpower. These points of Willpower may only be used in actions that would aid or protect the group and disappear at the end of the scene if they are not used.
Stranger to the Wild (1 pt Flaw)
With the growth of cities, there are those that have started to lose touch with what is needed to survive out in the wild away from the protection of walls and the shelter of homes. You are one such person, much to the derision of other Garou. You may not develop the animal ken or survival abilities at all, if you had any dots in them at the time of taking this flaw those abilities are lost (refund at Staff's discretion).
Order In All Things (3 pt Flaw)
The static and orderly nature of the Weaver has begun to affect your outlook on the world. Always striving for symmetry and order, you find yourself drawn to arranging the chaotic and random into patterns and sequences. Whatever the setting, city or wilderness, you are compelled to 'fix' it until it all makes more sense. You suffer a -2 penalty to non-defensive, non-combat tests in wilderness settings and a -1 penalty to non-defensive, non-combat tests in urban areas.
Awkward Lupus Form (2 pt Flaw)
Despite being a werewolf who is expected to use each of their forms you ignore your Lupus and Hispo forms. While in these forms you may only bid Half your traits in any physical challenge.
Urrah (4 pt Flaw)
Lit. Tainted Ones. An epithet attached to those that find themselves more comfortable in cities rather than the wilds, and by in large imposed upon the Warders of Man from those outside of it. You are known to be one such person. Other Garou look down on you for your attachment to the city, and as such you suffer a -2 penalty with all garou outside of the Bone Gnawers and Warders of Man. Furthermore, if the powers that be (i.e., NPCs) need a convenient scapegoat to resolve a situation... you're it.
Bigger Boys Came (2 pt Merit)
Once a session, when someone uses their allies to their advantage, you can try to use yours to overrule them. You might get a general to stop soldiers from going out to harass a rival. To do this you must make a Manipulation + Allies static challenge vs a difficulty of the target's Manipulation + Allies. If you succeed, then the person's allies fail to come through for them.
Pythagoras' Touch (2 pt Merit)
You have such an intrinsic knack for math and machines that you have a +2 Trait bonus to understand, fix, or operate any mechanical device. This bonus also applied to any challenges that involve working with numbers. You're also good at estimating probabilities. When you have adequate information about a situation, you can ask the Storyteller to tell you in advance the difficulty of challenges involving that situation.
Hermes' Tongue (3 pt Merit)
Integrating into Mortal Society is practically second nature to the Warders of Man. You are a true expert at manipulating people, your connections to mortals and their ilk is second to none. Whenever you submit actions to grow a mundane background (Resources, Territory, Allies, Contacts, etc.) or any Influence then you get a bonus action dedicated towards growth. Further, you are able to dramatically reduce the curse's effects on you, treat your rage as halved - round down, for the purposes of determining the effects of the curse when dealing with humans. Further, you are able to more easily develop influences, rather than the cap being 5 - (half your rage round up) it becomes 5 - (one quarter of your rage, round up). If you have both this merit & Wolf in Sheep's Clothing you do not suffer any penalty to your social tests with mortals based upon your current Rage and you do not suffer any limit on your influences.
Web Walker (4 pt Merit)
You have such a strong affinity for the Weaver that you have learned how to move across the Pattern Web through the Umbra, ignored and unbothered by any Weaver-spirits in the area. When you make a test to step sideways, you may also choose to spend a Gnosis at that time. If your test is successful, you are able to instead travel along the Gauntlet itself arriving at another location as if you were on a Moon Bridge. However, there must be strands of the Pattern Web in the area through which you want to travel (i.e., every part of the route needs some degree of Weaver Affinity). Furthermore, you never get stuck in the Gauntlet: you can spend a standard action to un-stick yourself and pop back out on the side you entered from.
Impeccable Manners (2 pt Merit)
Warders deal with people from all walks of life, and learning how to deal with them and avoiding without making a fool of yourself is quite necessary. When dealing with any mortal you gain a +2 on any mundane social tests. In addition, you are very good at not stepping on any toes, for every dot of Etiquette you posses you may take back two social errors rather than the typical one.
Not On My Watch (5 pt Merit)
Many Warders look to protect humanity by guiding and manipulating events from the shadows. You, however, prefer a much more hands on approach. Humans instinctively look to you much like sheep to a shepherd and for good reason. Any time you are with a group of humans, you may spend a simple action to make yourself more imposing, figuratively shielding them behind you. If an effect would target any of the mortals you are guarding, the effect must target you first. If you are able to resist it, all those under your care also resist it automatically, even if they would normally be unable to. In addition, their belief in you supports you when you falter. When protecting a group of mortals, you gain 2 points of Willpower. These points of Willpower may only be used in actions that would aid or protect the group and disappear at the end of the scene if they are not used.
Stranger to the Wild (1 pt Flaw)
With the growth of cities, there are those that have started to lose touch with what is needed to survive out in the wild away from the protection of walls and the shelter of homes. You are one such person, much to the derision of other Garou. You may not develop the animal ken or survival abilities at all, if you had any dots in them at the time of taking this flaw those abilities are lost (refund at Staff's discretion).
Order In All Things (3 pt Flaw)
The static and orderly nature of the Weaver has begun to affect your outlook on the world. Always striving for symmetry and order, you find yourself drawn to arranging the chaotic and random into patterns and sequences. Whatever the setting, city or wilderness, you are compelled to 'fix' it until it all makes more sense. You suffer a -2 penalty to non-defensive, non-combat tests in wilderness settings and a -1 penalty to non-defensive, non-combat tests in urban areas.
Awkward Lupus Form (2 pt Flaw)
Despite being a werewolf who is expected to use each of their forms you ignore your Lupus and Hispo forms. While in these forms you may only bid Half your traits in any physical challenge.
Urrah (4 pt Flaw)
Lit. Tainted Ones. An epithet attached to those that find themselves more comfortable in cities rather than the wilds, and by in large imposed upon the Warders of Man from those outside of it. You are known to be one such person. Other Garou look down on you for your attachment to the city, and as such you suffer a -2 penalty with all garou outside of the Bone Gnawers and Warders of Man. Furthermore, if the powers that be (i.e., NPCs) need a convenient scapegoat to resolve a situation... you're it.
Σκιάς όναρ άνθρωπος - Pindar
White Howler Merits & Flaws
White Howler
Barrow Sense (1 pt Merit)
The depths of the earth can be confusing to navigate, especially for creatures that are accustomed to above ground landmarks. You, on the other hand, have no such difficulties, it is almost impossible for you to become lost while underground. You gain +1 to any attempts to navigate, map, travel, or overcome terrain obstacles that take place below ground.
Impervious to Weather (1 pt Merit)
You've grown up in the harshest of environments, and you've learned to ignore everything that the cruel gods of weather might throw at you. All environmental penalties you would normally receive related to weather are reduced by half (round down) whether from mundane or magical means.
Subterranean Affinity (3 pt Merit)
One of the Howler's sacred duties is to hunt minions of the Wyrm that burrow beneath the surface of the earth. You are particularly well suited to this task and gain +3 for all actions, including combat, that take place beneath ground level.
Dauntless (5 pt Merit)
Any attempts to drive a White Howler from battle are almost always doomed to failure. Should you be targeted by a power that would have the effect of driving you from battle you gain a Merit Retest to resist the effect, further you gain +3 to your defensive test pool to resist such an effect. However, to maintain this benefit you must never willingly flee from a battle, should you do so the first time you lose the benefit of this merit for 2 game sessions as you recommit yourself to your duty. Should you do so again you lose this merit without refund. Following an order to retreat does not count as fleeing, so long as the order comes from a Garou of equal or greater Rank than you.
Homing Instinct (2 pt Merit)
There is somewhere, or someone, with which or whom you share such a bond that you can find them, no matter the distance. This Merit is not a supernatural power, and will only take you to the general area of your focus: the village, but not the particular dwelling or room, for example. Nor is it a medium for transportation. You must cover all distances and surmount all obstacles between you and the object of your focus yourself, and you are limited by your own travel mode and speed. Assuming you can manage that, Homing Instinct will lead you to your destination, despite distance, weather conditions, or even supernatural interference.
Choose your “focus” (either a location or a character you have forged a strong bond with) at the same time you choose your Instinct. While it is possible to change focuses, such bonds take time and affection to create. They cannot be “set” and “reset” with a simple decision, and are always subject to Storyteller approval.
Note: If you wish your Homing Instinct to be tied to another player you must get that player's out of character permission.
Ghost Kin (2 pt Merit)
There is something about you that ghosts find compelling. You gain a +2 on all social challenges to deal with ghosts (not spirits or ancestors). This merit does not give you the ability to sense ghosts.
Cast Down (7 pt Flaw)
Dedicated completely to their fight against the Wyrm, the White Howlers do not tolerate dissent or brook any tolerance for those that refuse to commit themselves completely to their war. You are one such individual, despite being born into the Tribe, and achieving the Rank of Cliath within them, you are unwilling to become the warrior they demand, as such you are looked down upon and derided - your shame spread to the entirety of the Tribe; some may try to 'toughen you up' others may want to just cull the weakness from their ranks, in whatever case you find yourself it is not pleasant. So long as you have this flaw you may not raise your Rank above Cliath, nor may you leave the tribe for any other (if you wish to leave for another Tribe first you will have to find the means to do so, and then you must buy off this flaw before completing your journey over to another Tribe). Further, when involved in an altercation with any other White Howler you are considered to be losing on ties, no matter the challenge. The only exception is if the other White Howler is intending to kill you, in that situation you compare traits as normal. Lastly, you do not bear the traditional protection other Cliaths have when interacting with higher ranked White Howlers, they may issue harsher than usual punishments even on you in perhaps an attempt to encourage you to become the warrior they expect.
Never Give Up, Never Surrender (2 pt Flaw)
Prerequisite: Dauntless Merit
While some White Howlers will back down when told by their superiors, you will not. You do not get to treat following an order to retreat from a Garou of equal or higher rank as not fleeing. Should you lose the merit Dauntless you must immediately buy off this flaw.
Foul Temper (2 pt Flaw)
You suffer a perpetual anger, and this shows in your words and actions. You are quick to snap at packmates and lose your temper easily. Because you are so angry so often, you find it more difficult to accumulate Rage as anger is your normal state of being, and it's hard to focus your wrath into something more potent. Whenever you encounter a situation that would normally result in your gaining a point of Rage, you must make a simple test (that is you succeed on a win or a tie) to actually gain the Rage instead of just continuing your baseline bad mood.
Disconnected From Caledonia (2 pt Flaw)
While all tribes value their homeland, to the White Howlers their chief sacred duty is to their land, a land you are not on while you are here, and that pain can be felt by all of the Tribe; however, you feel it much more acutely than most, and this pain interferes with your dreams turning them often into nightmares - nightmares of death, corruption, and dancing shadows on a cave wall. At the start of every session make a single test with the storytelling staff, there are no traits bid. On a win, you suffer no ill effect, while you may have had nightmares you've slept well enough to avoid distraction. On a tie, you lose two temp willpower from your starting pool (to a minimum of 1 willpower) as you have not had a good night's sleep recently and are somewhat distracted. On a loss, you lose half your starting temp willpower as you have not slept well at all recently, and are very distracted by the nightmares you've recently had.
Barrow Sense (1 pt Merit)
The depths of the earth can be confusing to navigate, especially for creatures that are accustomed to above ground landmarks. You, on the other hand, have no such difficulties, it is almost impossible for you to become lost while underground. You gain +1 to any attempts to navigate, map, travel, or overcome terrain obstacles that take place below ground.
Impervious to Weather (1 pt Merit)
You've grown up in the harshest of environments, and you've learned to ignore everything that the cruel gods of weather might throw at you. All environmental penalties you would normally receive related to weather are reduced by half (round down) whether from mundane or magical means.
Subterranean Affinity (3 pt Merit)
One of the Howler's sacred duties is to hunt minions of the Wyrm that burrow beneath the surface of the earth. You are particularly well suited to this task and gain +3 for all actions, including combat, that take place beneath ground level.
Dauntless (5 pt Merit)
Any attempts to drive a White Howler from battle are almost always doomed to failure. Should you be targeted by a power that would have the effect of driving you from battle you gain a Merit Retest to resist the effect, further you gain +3 to your defensive test pool to resist such an effect. However, to maintain this benefit you must never willingly flee from a battle, should you do so the first time you lose the benefit of this merit for 2 game sessions as you recommit yourself to your duty. Should you do so again you lose this merit without refund. Following an order to retreat does not count as fleeing, so long as the order comes from a Garou of equal or greater Rank than you.
Homing Instinct (2 pt Merit)
There is somewhere, or someone, with which or whom you share such a bond that you can find them, no matter the distance. This Merit is not a supernatural power, and will only take you to the general area of your focus: the village, but not the particular dwelling or room, for example. Nor is it a medium for transportation. You must cover all distances and surmount all obstacles between you and the object of your focus yourself, and you are limited by your own travel mode and speed. Assuming you can manage that, Homing Instinct will lead you to your destination, despite distance, weather conditions, or even supernatural interference.
Choose your “focus” (either a location or a character you have forged a strong bond with) at the same time you choose your Instinct. While it is possible to change focuses, such bonds take time and affection to create. They cannot be “set” and “reset” with a simple decision, and are always subject to Storyteller approval.
Note: If you wish your Homing Instinct to be tied to another player you must get that player's out of character permission.
Ghost Kin (2 pt Merit)
There is something about you that ghosts find compelling. You gain a +2 on all social challenges to deal with ghosts (not spirits or ancestors). This merit does not give you the ability to sense ghosts.
Cast Down (7 pt Flaw)
Dedicated completely to their fight against the Wyrm, the White Howlers do not tolerate dissent or brook any tolerance for those that refuse to commit themselves completely to their war. You are one such individual, despite being born into the Tribe, and achieving the Rank of Cliath within them, you are unwilling to become the warrior they demand, as such you are looked down upon and derided - your shame spread to the entirety of the Tribe; some may try to 'toughen you up' others may want to just cull the weakness from their ranks, in whatever case you find yourself it is not pleasant. So long as you have this flaw you may not raise your Rank above Cliath, nor may you leave the tribe for any other (if you wish to leave for another Tribe first you will have to find the means to do so, and then you must buy off this flaw before completing your journey over to another Tribe). Further, when involved in an altercation with any other White Howler you are considered to be losing on ties, no matter the challenge. The only exception is if the other White Howler is intending to kill you, in that situation you compare traits as normal. Lastly, you do not bear the traditional protection other Cliaths have when interacting with higher ranked White Howlers, they may issue harsher than usual punishments even on you in perhaps an attempt to encourage you to become the warrior they expect.
Never Give Up, Never Surrender (2 pt Flaw)
Prerequisite: Dauntless Merit
While some White Howlers will back down when told by their superiors, you will not. You do not get to treat following an order to retreat from a Garou of equal or higher rank as not fleeing. Should you lose the merit Dauntless you must immediately buy off this flaw.
Foul Temper (2 pt Flaw)
You suffer a perpetual anger, and this shows in your words and actions. You are quick to snap at packmates and lose your temper easily. Because you are so angry so often, you find it more difficult to accumulate Rage as anger is your normal state of being, and it's hard to focus your wrath into something more potent. Whenever you encounter a situation that would normally result in your gaining a point of Rage, you must make a simple test (that is you succeed on a win or a tie) to actually gain the Rage instead of just continuing your baseline bad mood.
Disconnected From Caledonia (2 pt Flaw)
While all tribes value their homeland, to the White Howlers their chief sacred duty is to their land, a land you are not on while you are here, and that pain can be felt by all of the Tribe; however, you feel it much more acutely than most, and this pain interferes with your dreams turning them often into nightmares - nightmares of death, corruption, and dancing shadows on a cave wall. At the start of every session make a single test with the storytelling staff, there are no traits bid. On a win, you suffer no ill effect, while you may have had nightmares you've slept well enough to avoid distraction. On a tie, you lose two temp willpower from your starting pool (to a minimum of 1 willpower) as you have not had a good night's sleep recently and are somewhat distracted. On a loss, you lose half your starting temp willpower as you have not slept well at all recently, and are very distracted by the nightmares you've recently had.
Σκιάς όναρ άνθρωπος - Pindar
Spartan Merits & Flaws
Spartan
Spartiates (4 pt Merit)
Prerequisite: Character must be 20 or older
You are a full Spartan Citizen, with all rights a citizen would have. This also means you have gone through the rigorous agoge where you have been trained from a child to your physical and mental best, a true and absolute warrior. This warrior training has given you a true understanding of battle, choose one of the following abilities: Athletics, Brawl, Dodge, or Melee: You may develop your chosen ability one dot higher than typically would be allowed, this limit increase stacks with the limit increase of Ability Aptitude if you take that merit as well Further, your influence in Sparta is strong: you gain 2 additional dots of Backgrounds or Influence that must be put towards Backgrounds/Influences appropriate for Sparta (Staff's discretion). These dots cannot exceed 5 and are bound by the Influence Rage cap described under Influences. You may take the Phalanx Training fighting style for 1pt rather than 3.
Spartan Noble (2 pt Merit)
Prerequisite: Must take the Spartiates merit as well.
You are a member of one of the two Spartan noble houses Agiad or Eurypontid. You family has had much influence on Spartan politics and leadership. You had to endure the harsh life of the agoge, though your trial was a little easier than most. Your connections however are peerless. Gain 2 additional points of Influence that may be spread however you wish, these points are outside of your normal limit on influence as set by rage, any single Influence cannot be raised above 5 through these points however. When Sparta needs to make a decision, you are one of the few people that actually have a voice that can affect this decision. Just because you speak does not mean they will listen, but compared to a regular Spartan you are likely to have an inroad to effect policy.
Helots (1-5 pt Merit)
While chattel slavery is not practiced in Greece, important Spartans have direct control over the city owned serfs of Sparta. These serfs are able to perform simple actions for you throughout Laconia and Messenia. Levels of this Merit reflect the number of serfs you have direct control over.
Level 1 - 5 Helots
Level 2 - 10 Helots
Level 3 - 15 Helots
Level 4 - 25 Helots
Level 5 - 40 Helots
You are allowed to mistreat your Helots up to and included killing them if you so choose, note that frivolous murder of Helots may cause a loss of this merit without refund as Sparta does not wish to have their serfs simply killed for no reason. Helots do not have any combat expertise; however, they are able to aid in battle by managing supply lines or filling other roles of support which they are often trained in managing.
Former Helot (3 pt Flaw)
You were one of the city owned serfs of Sparta, though now you do possess your freedom (likely through escaping); your time spent under Spartan control hurt you greatly. Any time you are given an order by a character that possess the Spartiates merit, you must either immediately obey or test for berserk frenzy as either the training of all those years forces compliance or the sheer rage at the act drives your primal nature wild. This occurs no matter the tone used, any order given by such a character inspires such a reaction. Further, unless in Frenzy, if you try to attack or otherwise hurt a character with the Spartiates merit you suffer a -2 penalty on all challenges involving them as they are able to capitalize on your weaknesses, and it is hard to bring yourself to truly attack. (This flaw is open to anyone regardless of city affinity, it is listed with the Spartan flaws due to it's close relation with the city.)
Current Helot (6 pt Flaw)
You are still held by a Spartiates and your servitude can be harsh. When taking this flaw either work with a PC that will possess the Spartiates Merit or else discuss with Staff who your Spartiates is. You must obey your Spartiates at all times, even if the order given is suicidal - you must obey any other Spartiates unless their order is suicidal or contradicts and order of your Spartiates. Further, any character with the Spartiates merit may kill your character for any reason and they will suffer no ill effects from the law, even from the law of the nation as with Sparta being such a power their ownership is recognized by the local Garou. Your rank must always be lower than your Spartiates, and further, should you ever be involved in a challenge with another Garou who possesses the Spartiates merit you treat your Rank as 1 step below theirs, or your own (which ever is worse).
Bound to the Polis (5 pt Flaw)
Polis (lit. city) was the ideal city state and the function by which all people in Greece often viewed themselves, in relation to the Polis. You have taken this view to heart, the city is where your world begins and ends, to be part of the city is to live, to be separate from it is in many ways worse than death. You cannot be in a pack with individuals not of your city, as they are outside of your Polis. This is regarded as strange by many Garou, and should your obsessive loyalty to your city over the nation become known you may find yourself a target of scorn.
Spartiates (4 pt Merit)
Prerequisite: Character must be 20 or older
You are a full Spartan Citizen, with all rights a citizen would have. This also means you have gone through the rigorous agoge where you have been trained from a child to your physical and mental best, a true and absolute warrior. This warrior training has given you a true understanding of battle, choose one of the following abilities: Athletics, Brawl, Dodge, or Melee: You may develop your chosen ability one dot higher than typically would be allowed, this limit increase stacks with the limit increase of Ability Aptitude if you take that merit as well Further, your influence in Sparta is strong: you gain 2 additional dots of Backgrounds or Influence that must be put towards Backgrounds/Influences appropriate for Sparta (Staff's discretion). These dots cannot exceed 5 and are bound by the Influence Rage cap described under Influences. You may take the Phalanx Training fighting style for 1pt rather than 3.
Spartan Noble (2 pt Merit)
Prerequisite: Must take the Spartiates merit as well.
You are a member of one of the two Spartan noble houses Agiad or Eurypontid. You family has had much influence on Spartan politics and leadership. You had to endure the harsh life of the agoge, though your trial was a little easier than most. Your connections however are peerless. Gain 2 additional points of Influence that may be spread however you wish, these points are outside of your normal limit on influence as set by rage, any single Influence cannot be raised above 5 through these points however. When Sparta needs to make a decision, you are one of the few people that actually have a voice that can affect this decision. Just because you speak does not mean they will listen, but compared to a regular Spartan you are likely to have an inroad to effect policy.
Helots (1-5 pt Merit)
While chattel slavery is not practiced in Greece, important Spartans have direct control over the city owned serfs of Sparta. These serfs are able to perform simple actions for you throughout Laconia and Messenia. Levels of this Merit reflect the number of serfs you have direct control over.
Level 1 - 5 Helots
Level 2 - 10 Helots
Level 3 - 15 Helots
Level 4 - 25 Helots
Level 5 - 40 Helots
You are allowed to mistreat your Helots up to and included killing them if you so choose, note that frivolous murder of Helots may cause a loss of this merit without refund as Sparta does not wish to have their serfs simply killed for no reason. Helots do not have any combat expertise; however, they are able to aid in battle by managing supply lines or filling other roles of support which they are often trained in managing.
Former Helot (3 pt Flaw)
You were one of the city owned serfs of Sparta, though now you do possess your freedom (likely through escaping); your time spent under Spartan control hurt you greatly. Any time you are given an order by a character that possess the Spartiates merit, you must either immediately obey or test for berserk frenzy as either the training of all those years forces compliance or the sheer rage at the act drives your primal nature wild. This occurs no matter the tone used, any order given by such a character inspires such a reaction. Further, unless in Frenzy, if you try to attack or otherwise hurt a character with the Spartiates merit you suffer a -2 penalty on all challenges involving them as they are able to capitalize on your weaknesses, and it is hard to bring yourself to truly attack. (This flaw is open to anyone regardless of city affinity, it is listed with the Spartan flaws due to it's close relation with the city.)
Current Helot (6 pt Flaw)
You are still held by a Spartiates and your servitude can be harsh. When taking this flaw either work with a PC that will possess the Spartiates Merit or else discuss with Staff who your Spartiates is. You must obey your Spartiates at all times, even if the order given is suicidal - you must obey any other Spartiates unless their order is suicidal or contradicts and order of your Spartiates. Further, any character with the Spartiates merit may kill your character for any reason and they will suffer no ill effects from the law, even from the law of the nation as with Sparta being such a power their ownership is recognized by the local Garou. Your rank must always be lower than your Spartiates, and further, should you ever be involved in a challenge with another Garou who possesses the Spartiates merit you treat your Rank as 1 step below theirs, or your own (which ever is worse).
Bound to the Polis (5 pt Flaw)
Polis (lit. city) was the ideal city state and the function by which all people in Greece often viewed themselves, in relation to the Polis. You have taken this view to heart, the city is where your world begins and ends, to be part of the city is to live, to be separate from it is in many ways worse than death. You cannot be in a pack with individuals not of your city, as they are outside of your Polis. This is regarded as strange by many Garou, and should your obsessive loyalty to your city over the nation become known you may find yourself a target of scorn.
Σκιάς όναρ άνθρωπος - Pindar
Athenian Merits & Flaws
Athenian
Athenian Citizen (2 pt Merit)
Prerequisite: Character must be 20 or older
A voting member of the assembly and proud participant of the polis, you are recognized and have power in Athens. Whenever an item comes up for debate at the assembly, you are allowed to both speak at the assembly as well as vote on such an item. Such votes will happen throughout the chronicle, and depending on player votes, it can massively change the course of history. Note: When a vote occurs, the many NPCs of Athens also vote, it will be determined by Staff what this means for PC votes and what percentage of PCs will have to vote a certain way. It is also possible to affect the vote of the many NPCs of Athens through speaking up at the assembly or through influence or other backgrounds.
Naval Expertise (2 pt Merit)
Prerequisite: Seamanship 3+
Despite shunning Poseidon for their city's name long ago, it is clear that Athens must be blessed by Poseidon, for she has the greatest navy of the time, and your experience with this navy is great. You gain a +2 on all challenges involving Seamanship, further, if you give an order to another character relating to Naval matters they gain a +1 on that challenge, and if they fail cannot dramatically fail even if they normally would.
Trireme Owner (3 pt Merit)
You own a Trireme and have the crew to man it. The height of naval battle, unless you are facing a great many more forces, or another Trireme you almost certainly will be able to overcome most any naval obstacle. Your crew for this ship cannot be used elsewhere unless you develop other merits/backgrounds to represent them. A Trireme is considered a Medium Military Ship, but it's base gains +2 Maneuverability and +2 Damage.
Philosophical Heart (4 pt Merit)
Prerequisite: Must take Athenian Citizen
Living though Athens' Golden Age has given you a chance to think the deep thoughts, to talk throughout the polis, to study with great thinkers and the like. Choose one of the following skills: Academics, Leadership, Performance, or Politics. You may develop the chosen ability one dot higher than you would normally be limited to. This limit increase stacks with Ability Aptitude if taken for the same ability. Further, so long as you speak at the assembly for a vote, your words carry immense weight, whichever side of a vote you speak up for will be heavily affected in favor of your speech. (Should two individuals have this merit and both speak opposite each other, their merits cancel out and staff will treat the speeches given as though they were provided by any Athenian Citizen.)
Ostracized (4 pt Flaw)
A once a year punishment for those who are thought that they might soon be a threat to the city, you have been banished from the city of Athens for 10 years (or perhaps less if public sentiment turns back in your favor). You are still able to access your funds and you may even have friends in Athens; however, you are not allowed to show your face there under pain of death. Whenever you are using influence, regardless of you level of the Fame background your Influence actions may not affect Athens directly. Further, you may not use any Backgrounds to affect Athens directly either.
Bound to the Polis (5 pt Flaw)
Polis (lit. city) was the ideal city state and the function by which all people in Greece often viewed themselves, in relation to the Polis. You have taken this view to heart, the city is where your world begins and ends, to be part of the city is to live, to be separate from it is in many ways worse than death. You cannot be in a pack with individuals not of your city, as they are outside of your Polis. This is regarded as strange by many Garou, and should your obsessive loyalty to your city over the nation become known you may find yourself a target of scorn.
Athenian Citizen (2 pt Merit)
Prerequisite: Character must be 20 or older
A voting member of the assembly and proud participant of the polis, you are recognized and have power in Athens. Whenever an item comes up for debate at the assembly, you are allowed to both speak at the assembly as well as vote on such an item. Such votes will happen throughout the chronicle, and depending on player votes, it can massively change the course of history. Note: When a vote occurs, the many NPCs of Athens also vote, it will be determined by Staff what this means for PC votes and what percentage of PCs will have to vote a certain way. It is also possible to affect the vote of the many NPCs of Athens through speaking up at the assembly or through influence or other backgrounds.
Naval Expertise (2 pt Merit)
Prerequisite: Seamanship 3+
Despite shunning Poseidon for their city's name long ago, it is clear that Athens must be blessed by Poseidon, for she has the greatest navy of the time, and your experience with this navy is great. You gain a +2 on all challenges involving Seamanship, further, if you give an order to another character relating to Naval matters they gain a +1 on that challenge, and if they fail cannot dramatically fail even if they normally would.
Trireme Owner (3 pt Merit)
You own a Trireme and have the crew to man it. The height of naval battle, unless you are facing a great many more forces, or another Trireme you almost certainly will be able to overcome most any naval obstacle. Your crew for this ship cannot be used elsewhere unless you develop other merits/backgrounds to represent them. A Trireme is considered a Medium Military Ship, but it's base gains +2 Maneuverability and +2 Damage.
Philosophical Heart (4 pt Merit)
Prerequisite: Must take Athenian Citizen
Living though Athens' Golden Age has given you a chance to think the deep thoughts, to talk throughout the polis, to study with great thinkers and the like. Choose one of the following skills: Academics, Leadership, Performance, or Politics. You may develop the chosen ability one dot higher than you would normally be limited to. This limit increase stacks with Ability Aptitude if taken for the same ability. Further, so long as you speak at the assembly for a vote, your words carry immense weight, whichever side of a vote you speak up for will be heavily affected in favor of your speech. (Should two individuals have this merit and both speak opposite each other, their merits cancel out and staff will treat the speeches given as though they were provided by any Athenian Citizen.)
Ostracized (4 pt Flaw)
A once a year punishment for those who are thought that they might soon be a threat to the city, you have been banished from the city of Athens for 10 years (or perhaps less if public sentiment turns back in your favor). You are still able to access your funds and you may even have friends in Athens; however, you are not allowed to show your face there under pain of death. Whenever you are using influence, regardless of you level of the Fame background your Influence actions may not affect Athens directly. Further, you may not use any Backgrounds to affect Athens directly either.
Bound to the Polis (5 pt Flaw)
Polis (lit. city) was the ideal city state and the function by which all people in Greece often viewed themselves, in relation to the Polis. You have taken this view to heart, the city is where your world begins and ends, to be part of the city is to live, to be separate from it is in many ways worse than death. You cannot be in a pack with individuals not of your city, as they are outside of your Polis. This is regarded as strange by many Garou, and should your obsessive loyalty to your city over the nation become known you may find yourself a target of scorn.
Σκιάς όναρ άνθρωπος - Pindar
Kinfolk Merits & Flaws
Kinfolk
Potential to Shift (0 pt Merit)
You must take either this Merit, or the 'No Potential to Shift' Flaw at creation. You may not take both.
Whether you know it or not, there is the potential to shift within you. Taking this merit does not mean that you will shift during play, but it does mean that during the course of chronicle you may approach the Storyteller Staff and request to change into a Garou. This Merit is so that Storyteller Staff can know if such a possibility is something you're interested in. If you choose this Merit, please also choose the phase of the moon you were born under, as this will be important to determining your auspice should you shift.
Beloved (2 pt Merit)
You're an intrinsically nice person, and you genuinely care about your fellows. Werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take a +1 Bonus on all Social tests involving interaction with Garou or Kinfolk. You may not take this Merit and Gall.
Gall (2 pt Merit)
Audacity, guts, pluck -- whatever it's called, you've got it. You aren't afraid to stand up to anyone, from hoodlums to tribal leaders. This isn't brash, foolhardy behavior, and you're not necessarily rude or impolite. You simply don't get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin respect you for your honesty and forthrightness. Add a bonus Trait to any Social test involving a display of backbone, whether defensive or offensive. You may not take this Merit and Beloved.
Gifted (1 or 3 pt Merit)
As is the nature of Grecian Kinfolk, you continue to be a level above. You may purchase one additional Gift that allows you to go beyond the standard 3 Gift cap imposed on all Kinfolk. Furthermore, for the 3 point version of this Merit, that Gift may be a Level Three (though all other Gifts must still remain Level One or Two).
Gnostic Affinity (3 pt Merit)
Outside of Greece, the possession of Gnosis in kinfolk is exceedingly rare. While there's a marked increase of Grecian kinfolk developing Gnosis, few demonstrate the same mastery over their link to Gaia as you. While any Kinfolk can buy their Gnosis up to 3, this Merit allows you to buy up your Gnosis with XP to the standard cap of 10.
Kin-Fetch (2 pt Merit)
When you were born, your family blessed you with the Baptism of Fire rite, assigning a kin-fetch spirit to look over you. While you can't see or interact with this spirit, it has taken up umbral guardianship over your person. While it isn't especially useful, if you're in clear danger without any friendly garou around, the kin-fetch will run and get help from the nearest friendly garou it can find. Once per game session, you may tell the Storyteller you'd like your kin-fetch to go fetch help, and they'll grab the closest garou they can find (which may be a PC or NPC). Using this Merit too much, of course, will probably place you on a much shorter leash. Lastly, should you take this Merit and Potential to Shift, the kin-fetch will inform both the Caller of the Wyld of the nearest sept, and whoever cast the rite (if they're still around).
Servant of the Nation (1-3 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
Kinfolk aid where Garou can't, and your niche is serving others, making sure they succeed and raise the nation up. You may as a simple action aid another in any task where you have at least one dot in the relevant ability; if you do so you grant a bonus on their test equal to your rating in this Merit.
Provider of the Nation (3 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
You always have a warm room and a soft bed for anyone of the nation, and your hospitality is regarded as sacrosanct. When you offer hospitality to anyone the very spirits sanctify it. Anyone that has accepted your hospitality and wishes to break it must spend a point of Willpower, and in doing so they gain the enmity of the spirits for the next two weeks.
Protector of the Nation (1-5 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
True you are no Garou, but that does not mean you don't know how to fight, and you've focused your skills in protecting the warriors of the nation. When you make use of the Assist Defender Mass Combat tactic, in addition to the normal effects you gain a bonus to your defense equal to your rating in this Merit.
Heart of the Nation (1-3 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
Your words are a balm, and your devotion helps sooth the weariest of souls. By spending 5 minutes talking with another character you are able to restore their determination and they recover a point of Willpower. You may do this a number of times a night equal to your rating in this Merit.
Devotee of the Nation (1-5 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
Your loyalty to the nation is without question and it takes a strong fiend to turn your heart. You gain a bonus equal to this Merit to resist any social or mental powers that try to change your loyalty. As such, you would gain this benefit against a vampire trying to use Dominate to make you attack an ally, but would receive no benefit if a Silver Fang used Mastery to order you to behave.
No Potential to Shift (0 pt Flaw)
You must take either this Flaw, or the 'Potential to Shift' Merit at creation. You may not take both.
You are simply a kin and have no potential to change within you. You will not undergo the first shift during the course of chronicle through any normal means. This Flaw is not intended as an extra restriction, but rather so that Storytelling Staff can make sure not to plan anything that might involve your character undergoing your first shift.
Average (4 pt Flaw)
Much like the bulk of kinfolk in the world, you aren't particularly special and have no Gnosis to speak of. Your character may not start with any Gnosis, and will have to buy this Flaw off in order to gain any, which will also require an extensive umbral quest. This means you cannot use any Gifts that require Gnosis, nor access the Umbra without being particularly innovative.
Hubristic (3 pt Flaw)
This is a worse version of the Overconfident flaw. You are sure of your own abilities, quite possibly to your own detriment. You are unable to benefit from the Assist Attacker or Assist Defender combat maneuvers unless the individual offer the aid is following your direct orders.
Further, while you might intellectually understand that Garou are better suited for battle, you are not able to emotionally abide such an act. Whenever there is a fight that you could reasonably get to in time to make a difference, if you wish to not go you must spend 1 point of Willpower; otherwise you must make every attempt possible to participate in the battle, ideally as close to the front line as possible. You do not need to be rude about your attempts to go; but you must make a genuine attempt. Again, this only applies if you have reason to believe you might make it to the fight, if someone tells you about a fight that's happening miles away that you have no way of getting to you do not need to spend a willpower to stop yourself from leaving fruitlessly.
Inferiority Complex (2 pt Flaw)
Nope, you're not worthy. Never have been, never will be. In situations requiring you to take charge or be personally responsible, you are incapable of achieving an exceptional success.
Muddled Scent (3 pt Flaw)
On the plus side, no one can tell you're kinfolk through mundane or supernatural means, so you're generally safe from hunters, vampires, and other supernaturals. On the downside, no one can tell you're kinfolk, so it's likely very concerning to most garou who encounter what they can't prove to be kinfolk in their midst. You may not use any retest on an offensive social challenge in your first scene with a new garou or kinfolk.
Spread Too Thin (2 pt Flaw)
Your plate is too full. Between your mortal career, your home life, and helping the garou nation, you just don't have the free time to help that everyone thinks you do. You do not receive the kin bonus of +2 Downtime Actions; instead your base number of Downtime Action is the standard 3.
Tattletale (3 pt Flaw)
You have a Kin-Fetch assigned by Baptism of Fire at birth, but it's far from any kind of benefit to you. Either by design from ritual modification at the outset or by spiritual manipulation and interference over the course of your life, your kin-fetch reports back every detail of your livelihood to someone. This isn't necessarily a deadly enemy, but there's a chance you don't want your mother to know that you've been helping an Urrah or were put in mortal peril last Friday.
Veiled (5 pt Flaw)
You may believe in Gaia and the Garou way with all your heart and soul, but, for some reason, you're not immune to the Delirium. Gifts such as Rending the Veil and the Rite of the Parted Veil have no effect on you. You do receive a +1 bonus on the Delirium Chart and retain all memories of what you see, but the sight of a Garou in Crinos form still invokes some sort of instinctive, uncontrollable reaction in you. Should you reach Willpower 9 you must buy off this Flaw, as you are then immune the delirium due to your Willpower.
Potential to Shift (0 pt Merit)
You must take either this Merit, or the 'No Potential to Shift' Flaw at creation. You may not take both.
Whether you know it or not, there is the potential to shift within you. Taking this merit does not mean that you will shift during play, but it does mean that during the course of chronicle you may approach the Storyteller Staff and request to change into a Garou. This Merit is so that Storyteller Staff can know if such a possibility is something you're interested in. If you choose this Merit, please also choose the phase of the moon you were born under, as this will be important to determining your auspice should you shift.
Beloved (2 pt Merit)
You're an intrinsically nice person, and you genuinely care about your fellows. Werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take a +1 Bonus on all Social tests involving interaction with Garou or Kinfolk. You may not take this Merit and Gall.
Gall (2 pt Merit)
Audacity, guts, pluck -- whatever it's called, you've got it. You aren't afraid to stand up to anyone, from hoodlums to tribal leaders. This isn't brash, foolhardy behavior, and you're not necessarily rude or impolite. You simply don't get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin respect you for your honesty and forthrightness. Add a bonus Trait to any Social test involving a display of backbone, whether defensive or offensive. You may not take this Merit and Beloved.
Gifted (1 or 3 pt Merit)
As is the nature of Grecian Kinfolk, you continue to be a level above. You may purchase one additional Gift that allows you to go beyond the standard 3 Gift cap imposed on all Kinfolk. Furthermore, for the 3 point version of this Merit, that Gift may be a Level Three (though all other Gifts must still remain Level One or Two).
Gnostic Affinity (3 pt Merit)
Outside of Greece, the possession of Gnosis in kinfolk is exceedingly rare. While there's a marked increase of Grecian kinfolk developing Gnosis, few demonstrate the same mastery over their link to Gaia as you. While any Kinfolk can buy their Gnosis up to 3, this Merit allows you to buy up your Gnosis with XP to the standard cap of 10.
Kin-Fetch (2 pt Merit)
When you were born, your family blessed you with the Baptism of Fire rite, assigning a kin-fetch spirit to look over you. While you can't see or interact with this spirit, it has taken up umbral guardianship over your person. While it isn't especially useful, if you're in clear danger without any friendly garou around, the kin-fetch will run and get help from the nearest friendly garou it can find. Once per game session, you may tell the Storyteller you'd like your kin-fetch to go fetch help, and they'll grab the closest garou they can find (which may be a PC or NPC). Using this Merit too much, of course, will probably place you on a much shorter leash. Lastly, should you take this Merit and Potential to Shift, the kin-fetch will inform both the Caller of the Wyld of the nearest sept, and whoever cast the rite (if they're still around).
Servant of the Nation (1-3 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
Kinfolk aid where Garou can't, and your niche is serving others, making sure they succeed and raise the nation up. You may as a simple action aid another in any task where you have at least one dot in the relevant ability; if you do so you grant a bonus on their test equal to your rating in this Merit.
Provider of the Nation (3 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
You always have a warm room and a soft bed for anyone of the nation, and your hospitality is regarded as sacrosanct. When you offer hospitality to anyone the very spirits sanctify it. Anyone that has accepted your hospitality and wishes to break it must spend a point of Willpower, and in doing so they gain the enmity of the spirits for the next two weeks.
Protector of the Nation (1-5 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
True you are no Garou, but that does not mean you don't know how to fight, and you've focused your skills in protecting the warriors of the nation. When you make use of the Assist Defender Mass Combat tactic, in addition to the normal effects you gain a bonus to your defense equal to your rating in this Merit.
Heart of the Nation (1-3 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
Your words are a balm, and your devotion helps sooth the weariest of souls. By spending 5 minutes talking with another character you are able to restore their determination and they recover a point of Willpower. You may do this a number of times a night equal to your rating in this Merit.
Devotee of the Nation (1-5 pt Merit)
Cannot be taken with any other "...of the Nation" Kinfolk Merits.
Your loyalty to the nation is without question and it takes a strong fiend to turn your heart. You gain a bonus equal to this Merit to resist any social or mental powers that try to change your loyalty. As such, you would gain this benefit against a vampire trying to use Dominate to make you attack an ally, but would receive no benefit if a Silver Fang used Mastery to order you to behave.
No Potential to Shift (0 pt Flaw)
You must take either this Flaw, or the 'Potential to Shift' Merit at creation. You may not take both.
You are simply a kin and have no potential to change within you. You will not undergo the first shift during the course of chronicle through any normal means. This Flaw is not intended as an extra restriction, but rather so that Storytelling Staff can make sure not to plan anything that might involve your character undergoing your first shift.
Average (4 pt Flaw)
Much like the bulk of kinfolk in the world, you aren't particularly special and have no Gnosis to speak of. Your character may not start with any Gnosis, and will have to buy this Flaw off in order to gain any, which will also require an extensive umbral quest. This means you cannot use any Gifts that require Gnosis, nor access the Umbra without being particularly innovative.
Hubristic (3 pt Flaw)
This is a worse version of the Overconfident flaw. You are sure of your own abilities, quite possibly to your own detriment. You are unable to benefit from the Assist Attacker or Assist Defender combat maneuvers unless the individual offer the aid is following your direct orders.
Further, while you might intellectually understand that Garou are better suited for battle, you are not able to emotionally abide such an act. Whenever there is a fight that you could reasonably get to in time to make a difference, if you wish to not go you must spend 1 point of Willpower; otherwise you must make every attempt possible to participate in the battle, ideally as close to the front line as possible. You do not need to be rude about your attempts to go; but you must make a genuine attempt. Again, this only applies if you have reason to believe you might make it to the fight, if someone tells you about a fight that's happening miles away that you have no way of getting to you do not need to spend a willpower to stop yourself from leaving fruitlessly.
Inferiority Complex (2 pt Flaw)
Nope, you're not worthy. Never have been, never will be. In situations requiring you to take charge or be personally responsible, you are incapable of achieving an exceptional success.
Muddled Scent (3 pt Flaw)
On the plus side, no one can tell you're kinfolk through mundane or supernatural means, so you're generally safe from hunters, vampires, and other supernaturals. On the downside, no one can tell you're kinfolk, so it's likely very concerning to most garou who encounter what they can't prove to be kinfolk in their midst. You may not use any retest on an offensive social challenge in your first scene with a new garou or kinfolk.
Spread Too Thin (2 pt Flaw)
Your plate is too full. Between your mortal career, your home life, and helping the garou nation, you just don't have the free time to help that everyone thinks you do. You do not receive the kin bonus of +2 Downtime Actions; instead your base number of Downtime Action is the standard 3.
Tattletale (3 pt Flaw)
You have a Kin-Fetch assigned by Baptism of Fire at birth, but it's far from any kind of benefit to you. Either by design from ritual modification at the outset or by spiritual manipulation and interference over the course of your life, your kin-fetch reports back every detail of your livelihood to someone. This isn't necessarily a deadly enemy, but there's a chance you don't want your mother to know that you've been helping an Urrah or were put in mortal peril last Friday.
Veiled (5 pt Flaw)
You may believe in Gaia and the Garou way with all your heart and soul, but, for some reason, you're not immune to the Delirium. Gifts such as Rending the Veil and the Rite of the Parted Veil have no effect on you. You do receive a +1 bonus on the Delirium Chart and retain all memories of what you see, but the sight of a Garou in Crinos form still invokes some sort of instinctive, uncontrollable reaction in you. Should you reach Willpower 9 you must buy off this Flaw, as you are then immune the delirium due to your Willpower.
Σκιάς όναρ άνθρωπος - Pindar
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Fighting Style Merits
Fighting Style Merits
Tribal Fighting Styles - 3pt merit
You are trained in a specialty fighting style that the Garou have developed
Once per Combat you may use one of the combat maneuvers for free.
Klaiviskar
Restrictions: Silver Fang or Shadow Lord (if purchased at character creation), Must own a Fetish Klaive
Combat maneuvers: Blinding Attack, Disarm, Pierce the Heart, Blind fighting
Limit: All combat Maneuvers must be done with a Klaive
Bonus Effect: Any Klaive you are attuned to are considered to have the Deadly quality even if it already has the Deadly quality and their effects stack.
Kailindo
Restrictions: Stargazer
Combat Maneuvers: Grapple, Savage Leap, Dart Behind, Knock Back
Limit: All combat Maneuvers must be done with Brawl
Bonus Effect: Once per turn when you spend your standard action (after or before the resolution of a combat maneuver) you may shift to a different form for free.
Iskakku
Restrictions: Child of Gaia
Combat Maneuvers: Disarm, Knock Down, Knockout, Knock Back
Limit: All Combat Maneuvers must be done with a staff
Bonus Effect: When using a staff, you do an additional Bashing damage that cannot be modified to another damage type.
Natural Weapons
Restrictions: Lupus or Ostraka
Combat Maneuvers: Feral Dash, Mangle Fur, Savage Leap, Dart Behind
Limit: All combat Maneuvers must be done with Wolf Claws
Bonus Effect: The claws of your Lupus, Hispo, and Crinos forms are more effective than normal. Choose one weapon quality from the following list when you purchase this merit: Accurate, Armor Piercing, Brutal, Deadly, or Fast. Any time you transform into one of the forms listed above, your Brawl attacks gain that quality's benefit.
Amazonian Archery
Restrictions: Black Fury
Combat Maneuvers: Burst of Speed, Disarm, Pierce the Heart, Snap Shot
Limit: All Combat Maneuvers must be done with a Bow & Arrow
Bonus Effect: Any Bow you are accustomed to can be considered to have the Accurate quality even if it already has the Accurate quality and their effects stack.
Mortal Fighting Styles - 3pt merit
You are trained in a specialty fighting style
Once per Combat you may use one of the combat maneuvers for free.
Phalanx Training
Restrictions: Spartan
Combat maneuvers: Pierce the Heart, Quick Draw, Knock Back, Lunging Attack
Limit: Shield and Spear
Bonus Effect: The Phalanx formation is the heart of the Spartan military, and for good reason, making use of spears and other allies in formation with you, you can drive back almost any force. So long as you are within two steps of another individual with this merit that is also using a spear you gain a +1 bonus on all melee challenges for each person up to +3; further should anyone enter within 3 steps of you, you may immediately engage them in a contested Strength + Melee challenge against their Physical Defense; if you succeed the target's movement immediately stops as your spear movements prevent them getting closer.
Tribal Fighting Styles - 3pt merit
You are trained in a specialty fighting style that the Garou have developed
Once per Combat you may use one of the combat maneuvers for free.
Klaiviskar
Restrictions: Silver Fang or Shadow Lord (if purchased at character creation), Must own a Fetish Klaive
Combat maneuvers: Blinding Attack, Disarm, Pierce the Heart, Blind fighting
Limit: All combat Maneuvers must be done with a Klaive
Bonus Effect: Any Klaive you are attuned to are considered to have the Deadly quality even if it already has the Deadly quality and their effects stack.
Kailindo
Restrictions: Stargazer
Combat Maneuvers: Grapple, Savage Leap, Dart Behind, Knock Back
Limit: All combat Maneuvers must be done with Brawl
Bonus Effect: Once per turn when you spend your standard action (after or before the resolution of a combat maneuver) you may shift to a different form for free.
Iskakku
Restrictions: Child of Gaia
Combat Maneuvers: Disarm, Knock Down, Knockout, Knock Back
Limit: All Combat Maneuvers must be done with a staff
Bonus Effect: When using a staff, you do an additional Bashing damage that cannot be modified to another damage type.
Natural Weapons
Restrictions: Lupus or Ostraka
Combat Maneuvers: Feral Dash, Mangle Fur, Savage Leap, Dart Behind
Limit: All combat Maneuvers must be done with Wolf Claws
Bonus Effect: The claws of your Lupus, Hispo, and Crinos forms are more effective than normal. Choose one weapon quality from the following list when you purchase this merit: Accurate, Armor Piercing, Brutal, Deadly, or Fast. Any time you transform into one of the forms listed above, your Brawl attacks gain that quality's benefit.
Amazonian Archery
Restrictions: Black Fury
Combat Maneuvers: Burst of Speed, Disarm, Pierce the Heart, Snap Shot
Limit: All Combat Maneuvers must be done with a Bow & Arrow
Bonus Effect: Any Bow you are accustomed to can be considered to have the Accurate quality even if it already has the Accurate quality and their effects stack.
Mortal Fighting Styles - 3pt merit
You are trained in a specialty fighting style
Once per Combat you may use one of the combat maneuvers for free.
Phalanx Training
Restrictions: Spartan
Combat maneuvers: Pierce the Heart, Quick Draw, Knock Back, Lunging Attack
Limit: Shield and Spear
Bonus Effect: The Phalanx formation is the heart of the Spartan military, and for good reason, making use of spears and other allies in formation with you, you can drive back almost any force. So long as you are within two steps of another individual with this merit that is also using a spear you gain a +1 bonus on all melee challenges for each person up to +3; further should anyone enter within 3 steps of you, you may immediately engage them in a contested Strength + Melee challenge against their Physical Defense; if you succeed the target's movement immediately stops as your spear movements prevent them getting closer.
HST
o νομίζετε ότι ο Θεός μένει στον παράδεισο γιατί και αυτός ζει με φόβο για αυτό που έχει δημιουργήσει - Romero
o νομίζετε ότι ο Θεός μένει στον παράδεισο γιατί και αυτός ζει με φόβο για αυτό που έχει δημιουργήσει - Romero