Jump to content

Draft

From RetroMUX

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.).
Notes:

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.
Notes:

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.
Notes:

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.
Notes:

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.
Notes:

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.
Notes:

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.
Notes:

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.
Notes:

Common Sense 1 General Mental W20 Core, pg 474
V20 Core, pg 484
Synopsis: You have an abundance of plain, everyday common sense (which is often not so common among humans or Garou).

System: Whenever you’re about to do something counter to common sense, the Storyteller may step in and advise you that you’re about to do something that your character would recognize as foolhardy. This Merit is particularly recommended for novice players still coming to grips with the world of Werewolf and its dangers.
Notes:

Computer Aptitude 1 General Mental W20 Core, pg 474
V20 Core, pg 484
Synopsis: You are familiar with and talented in the uses of computer equipment.

System: All rolls involving computers (hardware, software, or operations) are at –2 difficulty for you.
Notes:

Concentration 1 General Mental W20 Core, pg 475
V20 Core, pg 484
Synopsis: You have the ability to focus your mind and shut out any distractions or annoyances.

System: Characters with this Merit are unaffected by any circumstantial penalties that otherwise might affect their dice pools or difficulty ratings (e.g., nearby gunfire, overpowering aromas, or hanging upside down).
Notes:

Expert Driver 1 General Mental W20 Core, pg 475 Synopsis: You drive like you were born behind the wheel.

System: All difficulties on driving rolls are reduced by two.
Notes:

Language 1 General Mental W20 Core, pg 475
V20 Core, 484
Synopsis: You know a language in addition to your native one.

System: You can take this Merit multiple times, each reflecting a different language. Spirit Speech is a Gift and cannot be learned using this Merit. Garou are not required to use this Merit to purchase Garou Tongue or lupine communication; those are considered to come as naturally to them along with their native homid language.
Notes:

Lightning Calculator 1 General Mental W20 Core, pg 475 Synopsis: You have a natural affinity with numbers and mental calculations, making you a natural when working with finance, estimating at a glance, computing odds, figuring complex variable equations, and the like.

System: All rolls where mental math comes into play are made with a –2 difficulty. Another possible use for this Merit is figuring the odds of success or failure of a particular endeavor, assuming you have sufficient data upon which to base your calculations. In appropriate situations, you may ask the Storyteller for the difficulty of a task you are about to undertake before committing to the effort.
Notes:

Mechanical Aptitude 1 General Mental W20 Core, pg 475 Synopsis: You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers, or anything that does not work predominantly through moving parts).

System: The difficulties of all dice rolls to understand, repair, or operate any kind of mechanical device are reduced by 2. However, this Merit does not help you drive any sort of vehicle; once you’re behind the wheel, you’re on your own.
Notes:

Time Sense 1 General Mental W20 Core, pg 475
V20 Core, pg 484
Synopsis: You have an innate sense of time.

System: You are able to estimate the passage of time accurately without using a watch or other mechanical device, even after long periods of unconsciousness. This allows you to know (among other things) what phase the moon is in.
Notes:

Code of Honor 2 General Mental W20 Core, pg 476
V20 Core, pg 484
Synopsis: You have a rigid personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly

System: Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid violating their code. You may choose something already established (the Litany is a common Code of Honor amongst Garou) or create your own list of moral and ethical dos and don’ts with your Storyteller’s approval.
Notes:

Eidetic Memory 2 General Mental W20 Core, pg 476
V20 Core, pg 484
Synopsis: You remember, with perfect detail, things you see and hear.

System: Documents, photographs, conversations, etc., can be committed to memory with only minor concentration, as can complicated trails, complex scents, or detailed howls. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
Notes:

Inner Strength 2 General Mental W20 Core, pg 476 Synopsis: You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through.

System: Reduce the difficulty of Willpower rolls by two if struggling against overwhelming odds.
Notes:

Natural Linguist 2 General Mental W20 Core, pg 476
V20 Core, pg 485
Synopsis: You have a flair for languages.

System: Add three dice to any dice pool involving written or spoken language, and each purchase of the Language Merit gives you two languages instead of just one.
Notes:

Iron Will 3 General Mental W20 Core, pg 476
V20 Core, pg 485
Synopsis: You have a tremendous ability to resist outside attempts to take over your mind.

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

Jack of All Trades 3 General Mental W20 Core, pg 476 Synopsis: You have a little knowledge about a lot of things.

System: If making a roll on a Skill you do not possess, you do not suffer the usual penalty to the roll’s difficulty. You may attempt a roll on a Knowledge that you do not possess, although the difficulty for the roll is raised by 2. Only homid or metis characters may take this Merit.
Notes:

Self Confident 5 General Mental W20 Core, pg 476 Synopsis: You are so sure of your own abilities that when you expend Willpower to gain an automatic success on an endeavor, you have a chance to gain the benefit of that expenditure without actually losing the Willpower.

System: When you spend Willpower for an automatic success, you do not actually lose it unless the auto-success is the only one garnered in the roll. This Merit may only be used in challenging situations, that is, when the difficulty of your roll is six or higher. You may spend Willpower for an automatic success at other times, but if your difficulty is five or less, the Willpower will be spent regardless of what you roll.
Notes:

Pitiable 1 General Social W20 Core, pg 479 Synopsis: Something about you makes others look at you as if you are deserving of their pity. Perhaps they see you as still a cub, despite your age or experience.

System: You gain one die on Social rolls when actively playing up your pitiable nature. Wheedling someone into helping you would be appropriate; intimidating them into submission would not. Final word rests with the Storyteller in regards to when this Merit’s benefit may be used.
Notes:


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:

Wolf Sight 1 Shifter Physical W20 Core, pg 472 Synopsis: In all your forms, you see colors and intensities of light as a wolf does. Your color vision is slightly less distinct than that of humans, though you embrace the full spectrum of colors. Your night vision, however, far surpasses human nocturnal vision. You also notice movement more readily.

System: You gain an extra die to all visually-based Perception rolls that involve movement or take place at night.
Notes:

Bad Taste 2 Shifter Physical W20 Core, pg 472 Synopsis: You are gamey to the palate and revolting to the taste buds; plainly put, you taste nasty.

System: Anyone who bites you (vampires, Garou, fomori, Wyrm monsters) is immediately nauseated. The biter must spend a Willpower point or retch uncontrollably for a scene. There is a drawback, however: lupus Garou and wolves are unlikely to lick or groom you, and even affectionate nibbles are affected by your foul flavor.
Notes:

Fair Glabro 2 Shifter Physical W20 Core, pg 472 Synopsis: You have a Glabro form that can pass for human, though it’s still larger than normal people.

System: You have no penalties to Social Attributes in Glabro form.
Notes:

Lack of Scent 2 Shifter Physical W20 Core, pg 472 Synopsis: You either have no scent at all or only a very faint odor.

System: Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.
Notes:

Natural Weapons 3 or 4 Shifter Physical W20 Core, pg 473 Synopsis: You are greatly in tune with your wolf physique. Your balance and physical acuity in Lupus form are greater than in Homid form.

System: Subtract one from the difficulty of any attack roll with an innate natural weapon (e.g., claw, bite, kick, etc.) when in Lupus form. However, add one to the difficulty of any such attacks made while in Homid form. There is no change to your attack rolls in other forms. This Merit costs 3 points for lupus or metis characters, and 4 points for homid Garou.
Notes:

Huge Size 4 Shifter Physical W20 Core, pg 473
V20 Core, pg 480
Synopsis: You stand close to 7’ tall and may weigh as much as 400 pounds in your Homid form; your other forms are also proportionately huge.

System: This Merit gives you an extra health level, which acts as an additional Bruised health level for purposes of calculating damage and wound penalties. Of course, with your immense size comes other problems (blending into a crowd, finding clothes that fit, fitting into an airplane seat, etc.).
Notes:

Metamorph 7 Shifter Physical W20 Core, pg 473 Synopsis: Shapechanging for you is as easy as breathing.

System: You do not need to roll to change forms, nor is it necessary to spend a Rage point for an instantaneous shift. You make your changes as if you scored five successes on your roll to shift forms. If you lose consciousness from wounds or for some other reason, you may roll Wits + Primal Urge (difficulty 8) to choose which form you assume rather than reverting to breed form.
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.
Notes:

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.
Notes:

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.
Notes:

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.
Notes:

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.
Notes:

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.
Notes:

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.
Notes:


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