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General Merits

[+/-] General Merits
Merit Cost Allowed Type Source Details
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.).
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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.
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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.
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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.
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Perfect Balance 1 General Physical W20 Core, pg 472 Synopsis: You have an uncanny knack for staying on your feet (two or four, depending on your form) either from natural talent or from long hours of training.

System: Any rolls you make to attempt balance-related physical activities (e.g., Dexterity + Athletics for tightrope walking, maneuvering across ice, mountain climbing, or rock scaling) are at –2 difficulty.
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Physically Impressive 2 General Physical W20 Core, pg 472 Synopsis: You appear dangerous both in outward demeanor and in physical bearing, and exude a confidence that impresses opponents.

System: Add one die to all Social rolls that involve intimidation.
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Daredevil 3 General Physical W20 Core, pg 472
V20 Core, pg 480
Synopsis: You excel at taking risks and have a talent for surviving them.

System: When attempting exceptionally risky non-combat actions (such as leaping from rooftop to rooftop thirty stories above the ground), you may add three additional dice to your rolls. In addition, you may negate a single botch die on those rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least three health levels of damage if failed, to qualify for this bonus.
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Long Distance Runner 3 General Physical W20 Core, pg 472 Synopsis: Through practice and/or innate skill, you have developed your ability to run very fast for a very long time.

System: You can run at double your normal running speed for one hour per dot you possess in Stamina. This Merit is very popular with Silent Striders. You must have at least four dots in Stamina to purchase this Merit.
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Changeling Merits

[+/-] Changeling Merits
Merit Cost Allowed Type Source Details

Mage Flaws

[+/-] Wraith Merits
Merit Cost Allowed Type Source Details

Shifter Flaws

[+/-] Shifter Merits
Merit Cost Allowed Type Source Details
Mixed Morph 1 or 5 Shifter Physical W20 Core, pg 472 Synopsis: You find the art of partial transformation relatively easy.

System: Make the required Dexterity + Primal Urge roll at difficulty 6 rather than difficulty 9 (W20 Core, pg 286). The five-point version of this Merit eliminates the need for a Willpower point; you can achieve partial transformation almost at will.
Notes:


Kinfolk Merits

[+/-] Kinfolk Merits
Merit Cost Allowed Type Source Details
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.
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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.
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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.
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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.
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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.
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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.
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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.
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Vampire Merits

[+/-] Vampire Merits
Merit Cost Allowed Type Source Details

Ghoul and Revenant Merits

[+/-] Ghoul and Revenant Merits
Merit Cost Allowed Type Source Details

Wraith Merits

[+/-] Wraith Merits
Merit Cost Allowed Type Source Details