Draft
General Merits
Merit | Cost | Allowed | Type | Source | Details |
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Acute Sense | 1 | General | Physical | W20 Core, pg 472 V20 Core, pg 479 |
Synopsis: One of your senses is exceptionally sharp (even for a Garou). Choose sight, hearing, smell, touch, or taste. System: The difficulty for all tasks involving use of this particular sense is reduced by two. This Merit can be bought more than once for different senses, but only one time for each particular sense. The difficulty reduction for a given sensory roll is accumulative with other difficulty reductions (due to Gifts, etc.), but only a single reduction for Acute Sense is applicable in any given roll. Acute Sense cannot be purchased for any sense if it is missing or hampered via a Flaw (i.e., Blind, Bad Sight, Deaf, Hard of Hearing, Anosmia, etc.). |
Alcohol Tolerance | 1 | General | Physical | W20 Core, 472 | Synopsis: This Merit works against all natural intoxicants, even if processed (such as cocaine), though not against poisons or entirely man-made chemical drugs (such as meth). System: With a successful Stamina roll (difficulty 7), you can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a drunken fighter. |
Ambidextrous | 1 | General | Physical | W20 Core, pg 472 V20 Core, pg 480 |
Synopsis: You have a high degree of off-hand dexterity and can perform tasks with your “wrong” hand at no penalty. System: The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand to complete a task. |
Double Jointed | 1 | General | Physical | W20 Core, pg 472 | Synopsis: You can contort yourself into odd positions or squeeze into small spaces. System: You possess uncanny suppleness, making all dice rolls that require flexibility (such as wriggling free from an opponent’s grasp) at –2 difficulty. |
Changeling Merits
Merit | Cost | Allowed | Type | Source | Details |
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Mage Flaws
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Shifter Flaws
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Kinfolk Merits
Merit | Cost | Allowed | Type | Source | Details |
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Feral appearance | 1 | Kinfolk | Physical | W20 Core, pg 382 | Synopsis: Whether you're more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn't a matter of physical beauty as human society judges it; there's just something about you that stirs werewolves' animal natures. System: You get an extra die on all rolls involving Appearance when dealing with Garou. |
Wolf-Sense | 1 | Kinfolk | Mental | W20 Core, pg 382 | Synopsis: This Merit is a blend of folk wisdom, practical sense, and animal instinct. System: If you have Wolf-sense and make a successful Wits roll, the Storyteller can opt to give you advice on whether you’re about to do something foolish in the eyes of wolf or Garou culture. It doesn’t mean she’ll tell you what you should or shouldn’t do, but at least you’ll have some warning. |
Gall | 2 | Kinfolk | Mental | W20 Core, pg 382 | Synopsis: 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. System: Add an extra die to any Social roll involving a display of backbone. |
Recognize Garou | 3 | Kinfolk | Mental | W20 Core, pg 382 | Synopsis: Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. System: All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty. |
Good Old Boy (or Girl) | 2 | Kinfolk | Social | W20 Core, pg 382 | Synopsis: 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. System: Take an extra die on all Social rolls involving interaction with Garou or Kinfolk. |
Fetish | 5-7 | Kinfolk | Supernatural | W20 Core, pg 383 | Synopsis: You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. System: You and your Storyteller should work together on constructing the item and establishing how it came into your possession. Five points equals a Level One fetish, six points a Level Two fetish, and seven points a Level Three fetish. If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it. |
Gnosis | 5-7 | Kinfolk | Supernatural | W20 Core, pg 383 | Synopsis: More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. System: Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis. |
Vampire Merits
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Ghoul and Revenant Merits
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Wraith Merits
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