Draft
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.). |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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). |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
Natural Leader | 2 | General | Social | W20 Core, pg 480 | Synopsis: You were born with a strength of bearing to which others naturally defer. System: You receive two extra dice when making Leadership rolls. You must have a Charisma of 3 or greater to purchase this Merit. |
Supporter | 2 | General | Social | W20 Core, pg 480 | Synopsis: 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. System: You have a –2 difficulty on Social rolls, and you give any group effort +1 to its total dice pool. |
Danger Sense | 3 | General | Supernatural | W20 Core, pg 483 | Synopsis: You’ve got a knack for knowing when something bad is about to happen. System: When you are in danger but not aware of it, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty corresponds to the immediacy of the danger. If the roll succeeds, you are given a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance, or nature of the threat. |
Lucky | 3 | General | Supernatural | W20 Core, pg 483 | Synopsis: You enjoy some special favor from Gaia or some other powerful spirit. System: You may re-roll any three failed rolls per story, including botches, but you may try only once per failed roll. |
Peacemaker | 2 | General | Social | V20 Anarchs Unbound, pg 102 | Synopsis: You have a reputation for having a good head on your shoulders and the honor to keep your word no matter what. As a result, your allies and sectmates ask you to mediate their disputes, even with other sects. This Merit allows your character to use her reputation as leverage to keep the peace during tense situations. System: Reduce the difficulty
of all social rolls to keep the peace or to mediate honestly between factions (even other sects) by 2. |
Changeling Merits
Merit | Cost | Allowed | Type | Source | Details |
---|
Mage Flaws
Merit | Cost | Allowed | Type | Source | Details |
---|
Shifter Flaws
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. |
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. |
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. |
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. |
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. |
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. |
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.). |
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. |
Berserker | 2 | Shifter | Mental | W20 Core, pg 476 | Synopsis: You have uncanny control over your inner anger, and can use your Rage as most Garou cannot. System: You can enter a berserk frenzy at will, ignoring your wound penalties. You still suffer the consequences of any actions committed in the throes of frenzy. When circumstances might cause you to frenzy, you must make a standard roll to see if you do so or not. |
Seldom Sleeps | 2 | Shifter | Mental | W20 Core, pg 476 | Synopsis: Whether due to a strong constitution, a frenetic nature, or even a hint of ancestral magic in your blood, you require significantly less sleep than the average Garou. While rest is still required after exertion, sleep is seldom necessary System: One hour a night is fine, and even an hour every three days won’t make you more than a little bleary-eyed. You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods. |
Calm Heart | 3 | Shifter | Mental | W20 Core, pg 476 V20 Core, pg 485 |
Synopsis: You remain calm and collected even in the most trying of circumstances. System: You receive two extra dice when attempting to resist frenzy. |
Untamable | 5 | Shifter | Mental | W20 Core, pg 476 | Synopsis: You are a wild soul who has never bent to the leash. System: You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery. |
Family Support | 1 | Shifter | Social | W20 Core, pg 479 | Synopsis: Your family knows what you are and accepts your new life wholeheartedly. Perhaps your parents are Kinfolk and have prepared themselves for the potential that you might be a full Garou. However they need not be actual Kin (of the sort purchased through the Kinfolk Background); they may not understand what you’ve become, but still believe you are “special” or “gifted.” System: While you can’t assume they will risk themselves for you or your pack, you can rely on their moral support and understanding — and maybe a place to crash on occasion. |
Favor | 1-3 | Shifter | Social | W20 Core, pg 479 | Synopsis: You have earned the favor of someone more powerful than yourself because of something you did in the past. Work out with your Storyteller who exactly owes you the favor — perhaps an elder of your sept, an influential member of your tribe, or even a powerful pack of Garou. System: A 1-point Merit indicates that you provided a minor service; a 2-point Merit means that you have done something significant for them; a 3-point Merit probably means that you saved their life (or the life of someone important to them). You can ask for (and expect to receive) a similar level of favor in return. You can only call in this favor once; after that, your previous service holds no particular sway. While it stands, however, other Garou may know that someone important is indebted to you and react to you accordingly. |
Camp Goodwill | 1 | Shifter | Social | W20 Core, pg 479 | Synopsis: You have earned the attention and favor of a particular Garou tribal camp (see pg. 491). Perhaps you’ve done them a favor, or maybe they’re trying to recruit you. System: Regardless, all Social rolls when interacting with that camp are made at –1 difficulty. You may not be a member of this camp when you first take this Merit, although you can become recruited into the camp during play at the Storyteller’s discretion. You may take this Merit multiple times for different camps, and may take it for tribal camps other than your own tribe, each with the Storyteller’s approval. |
Animal Magnetism | 2 | Shifter | Social | W20 Core, pg 480 | Synopsis: Others of your breed (humans if you’re homid, wolves if you’re lupus; metis should pick either humans or wolves, not Garou) find you especially attractive. System: Your rolls to attract, persuade, charm, or seduce those individuals is at –2 difficulty. This effect does not apply to threatening or intimidating actions. |
Notable Heritage | 2 | Shifter | Ssocial | W20 Core, pg 480 | Synopsis: Your direct family line is particularly renowned, either in Garou society or in the human world. You must choose (with your Storyteller’s approval) which world your heritage relates to, and detail your family line accordingly. System: You are at –1 difficulty to all Social rolls when working in the appropriate society (with Garou and Kinfolk who are aware of werewolf society, or when dealing with humans who are aware of your heritage). You are expected to live up to your lineage’s reputation. If you fail to do so, you may find the Merit dwindling over time as stories of your own failings begin to outweigh the high regard your family receives. This Merit may not be taken by Bone Gnawers. |
Reputation | 2 | Shifter | Social | W20 Core, pg 480 | Synopsis: Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. System: When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good “name” with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety. |
Noted Messenger | 3 | Shifter | Social | W20 Core, pg 480 | Synopsis: 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. System: 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). |
Supernatural Companion | 3 | Shifter | Social | W20 Core, pg 480 | Synopsis: You have a friend or ally who happens to be a vampire, mage, wraith, changeling, or other non-werewolf supernatural creature. System: Although you may call upon her in time of need, she also has the right to call upon you (after all, you are friends). This relationship, however, does not have the sanction of your kind or hers, and you’ll likely face scandal — or worse — if you are found out. Meeting places and methods of communication are always risky. The Storyteller creates and controls your companion, but does not reveal to you her full powers (or secret motivations). |
Ancestor Ally | 1 | Shifter | Supernatural | W20 Core, pg 482 | Synopsis: One of your ancestor spirits is particularly close to you. System: You have –2 to your difficulty to contact this ancestor via your Ancestors Background. Flesh out your special ancestor with a name, personality characteristics, significant abilities or powers, details about her life, and her reputation among Garou. To purchase this Merit, you must have Ancestors as a Background. |
Moon Bound | 1 | Shifter | Supernatural | W20 Core, pg 482 | Synopsis: You are more in tune with your auspice than most Garou. System: When Luna waxes in your auspice, you receive one extra die to each of your rolls. Correspondingly, when Luna wanes in your auspice, you receive one less die to every roll. |
Spirit Magnet | 1 | Shifter | Supernatural | W20 Core, pg 482 | Synopsis: You naturally attract the attention of the spirits whenever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you’re doing in their “neck of the woods.” Occasionally you attract more than you bargained for — Banes are also likely to come calling. System: None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way. |
Natural Channel | 3 | Shifter | Supernatural | W20 Core, pg 483 | Synopsis: You find crossing the Gauntlet easier than many of your fellow Garou. System: The difficulty for stepping sideways is one less for you. |
True Love | 4 | Shifter | Supernatural | W20 Core, pg 483 | Synopsis: You have a true love — a Kinfolk, human, wolf, or perhaps even another Garou. Simply the knowledge that this individual exists provides joy and strength to you even in the darkest hour. The Wyrm may be winning, the battle may be endless, but you know there is something beyond the esoteric to keep fighting for. When you are suffering, the thought of your true love gives you strength. System: In game terms, this Merit allows you one automatic success on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Also, the power of your love may be strong enough to protect you from other supernatural forces (at the Storyteller’s discretion). However, having a true love may also be a hindrance, and they may require aid (or even rescue) from time to time. True Love between Garou (even if it is not acted upon) may be seen as near-enough to a breach of the Litany to cause scorn or even scandal if it is suspected by others, making it appropriate justification for a Dark Secret Flaw as well. |
Immune to Wyrm Emanations | 6 | Shifter | Supernatural | W20 Core, pg 483 | Synopsis: Gaia has blessed you with a powerful resistance to the poisons of the Wyrm. System: Although you still take damage from balefire, supernaturally-caused radiation, Wyrm elementals, or other forms of Wyrm toxins, you do not suffer any dice pool penalties from them. Banes cannot possess you. |
Silver Tolerance | 7 | Shifter | Supernatural | W20 Core, pg 483 | Synopsis: You are blessed with an extremely unusual tolerance toward silver. System: You may soak silver damage in any form at difficulty 8, although this does not change the type of damage that silver does. |
Constant Sending | 1 | Rokea | Supernatural | W20 Changing Breeds, pg 207 | Synopsis: The character’s Lorenzini’s ampullae remain in all forms, allowing him to use the Sending even in Homid form. System: |
Manshape | 1 | Mokole | Supernatural | W20 Changing Breeds, pg 207 | Synopsis: The character’s Archid form is very humanoid — a callback to the Lizard Kings with a reptilian head, the size of a Crinos Garou. System: The character must have the Archid characteristics: Bipedal and Grasping Hands to buy this Merit. Manshape allows the Mokolé in Archid form to pass as human in poor light, though anyone seeing the character’s scaly skin still suffers the Delirium. |
Double Draught | 2 | Corax | Supernatural | W20 Changing Breeds, pg 207 | Synopsis: Unlike most Corax, the character can drink from both of a dead man’s eyes, seeing the best and the worst of the corpse’s death. System: |
Gauntlet Runner | 2 | Ratkin | Supernatural | W20 Changing Breeds, pg 208 | Synopsis: The character is able to squeeze through the Gauntlet in the presence of any manner of company — even in front of a room full of human witnesses. System: |
Good Looking | 2 | Rokea | Supernatural | W20 Changing Breeds, pg 208 | Synopsis: Unlike most Rokea, who are rough-looking in homid form at best, the character looks completely human and may start with as high an Appearance score as the player desires. Homid Rokea do not need to purchase this Merit. System: |
Umbral Affinity | 2-3 | Nuwisha Umbral Danser | Supernatural | W20 Changing Breeds, pg 208 | Synopsis: The character has an uncommonly strong connection to the Umbra, treating the local Gauntlet as 2 points lower than its real value. For 3 points, the character need not stare into a reflection to step sideways. System: |
Free of the Yava | 3, 4, or 5 | Ajaba Bastet |
Supernatural | W20 Changing Breeds, pg 208 | Synopsis: Perhaps the character was granted a special blessing by a powerful spirit; perhaps they are simply a strange prodigy of the world. System: For whatever reason, the character does not suffer the restriction of one or more Yava: 3 points grants freedom from one Yava, 4 from two Yava, and 5 from all Yava. |
Early Maturation | 3 | Gurahl | Supernatural | W20 Changing Breeds, pg 208 | Synopsis: For some reason the character emerged as an auspice other than Arcas. Perhaps her First Change came late in life, or her early years contained so much strife and upheaval that her change catapulted her directly into another auspice. System: The character begins play as an Uzmati, Kojubat, Kieh, or a Rishi, and must choose her starting auspice Gift from Level One Gifts on that auspice’s Gift list. |
Venomous | 3 | Ananasi | Supernatural | W20 Changing Breeds, pg 208 | Synopsis: The Ananasi retains her venom sacs even when in homid form. System: In homid, she may use any of her venom-based Gifts that are normally restricted to other forms. |
Sex Appeal | 4 | Ananasi Bastet Kitsune |
Supernatural | W20 Changing Breeds, pg | Synopsis: Whether it’s grace, charm, or pheromones, the character’s got it. Those attracted to the character’s gender like being around him and are eager to please him. System: This grants a –2 difficulty reduction to all social rolls against such individuals. |
Swim Sideways | 4 | Rokea | Supernatural | W20 Changing Breeds, pg 208 | Synopsis: The wereshark has a natural connection to Sea’s Soul, and can swim there in much the same manner as a Garou steps sideways, without the requirement for a reflective object. System: The Rokea can only use this talent in seas and oceans; weresharks who can also Step Sideways on land should look to that Merit instead. |
Feral Near-Man | 5 | Ananasi Corax Mokole Ratkin |
Supernatural | W20 Changing Breeds, pg 208 | Synopsis: The character’s near-man form (Glabro, Anthros, Sokto, etc) is unusually savage in profile; perhaps this is a result of countless hours of shapeshifting refinement, or maybe the character was just born nasty. System: Either way, the Changer’s near-human form sports wicked claws capable of inflicting aggravated damage. |
Gender Morph | 6 | Ananasi | Supernatural | W20 Changing Breeds, pg 208 | Synopsis: The character can change their human sex at will, by breaking into the Crawlerling form and reforming as a human again. System: This can come in handy when being chased; not only are pursuers unlikely to confuse a man for a woman, but the character’s scent even changes in order to throw off Garou and other keen-nosed hunters. Aside from the sex switch, this doesn’t grant a radical change in appearance — both sexes have similar features and look sufficiently alike to be siblings. |
Cat/Fox Magic | 7 | Bastet Kitsune |
Supernatural | W20 Changing Breeds, pg 208 | Synopsis: In addition to the blessings of Luna and Gaia, the character has a rare aptitude for lesser human magic—she is capable of learning what mages call “hedge magic.” System: The character can use this talent to mimic Gifts and rites from any Changing Breed, and can develop her own mystic rites given time and Storyteller approval. For a more in-depth treatment of hedge magic, see Sorcerer Revised. |
Step Sideways | 7 | Bastet Gurahl Mokole Rokea |
Supernatural | W20 Changing Breeds, pg 209 | Synopsis: Unlike normal members of her Breed, the character may step sideways in the manner of the Garou. System: While almost all members of her Breed can access the Umbra through Gifts or Rites, the character has an inherent connection to the spirit world. Perhaps this is a particular blessing from a powerful spirit, or perhaps it is as much a mystery to her as it is to everyone else. |
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. |
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. |
Supernatural Kinfolk | 4-5 | Kinfolk | Supernatural | W20 Kinfolk, pg 64 | Synopsis: This Merit is not intended for mortal Kinfolk. If, however, you intend to play a vampire, mage, wraith, or changeling character who is also Kinfolk, you must purchase this Merit. Despite your supernatural status, your Garou tribe (or other Changing Breed) accepts you as Kin. They may not rejoice in it, but they don’t automatically deny or reject you. Individuals outside your family, including other Garou, may not like you. Other tribes may not acknowledge you as Kin. Most Garou view mages as Gnosis-raiders. They see vampires as Wyrm-spawn, wraiths as un-natural, and changelings as untrustworthy. In fact, you may experience a conflict of interest in walking a fine line between your two supernatural worlds. You find, nevertheless, that there is merit in knowing about both your supernatural and your Kinfolk backgrounds. System: Supernatural Kinfolk costs four points for mages, changelings, and wraiths. Vampire Kinfolk costs 5 points due to the inherent hostility between Garou and Kindred. Sometimes even family ties are hard-pressed to bridge the gap between the two gestalts. Kinfolk characters created with the standard rule (i.e., those who are not either dead, Awakened, Embraced, or Kithain), may not have this Merit. It is reserved exclusively for characters constructed as wraiths, vampires, mages or changelings based upon the rules for those games. |
Vampire Merits
Merit | Cost | Allowed | Type | Source | Details |
---|---|---|---|---|---|
Prized Patch | 2 | Vampire | Social | V20 Anarchs Unbound, pg 102 | Synopsis: You belong to an Anarch gang with a violent, effective, or otherwise impressive reputation. The history of the gang might extend a hundred years before you were born, but so long as you hold membership and wear the colors of your crew, other Anarchs naturally tend to respect you. Some may even occasionally perform minor tasks for you to try to curry favor with the others. System: When your membership is known, reduce the difficulty of all Manipulation rolls with other Anarchs by 2 unless a given Anarch has a historical animosity with your gang. |
Soapbox | 3 | Vampire | Social | V20 Anarchs Unbound, pg 102 | Synopsis: You have some sort of special forum (a zine, a secure blog, a well-known podcast, or a social media account with a lot of followers) that allows your Anarch to express an opinion and have said opinion spread widely. The Soapbox Merit represents a social delivery mechanism that can influence Kindred outside of your character’s normal social circle or class System: Reduce the difficulty of Expression and Subterfuge rolls by 2 difficulty when dealing with vampires who read the Soapbox. |
Sugar Daddy | 3 | Vampire | Social | V20 Anarchs Unboundd, pg 102 | Synopsis: You have a personal relationship with a high-ranking member of a different sect. System: You may invoke your Sugar Daddy’s name to lower the difficulty of Manipulation rolls by 2 against members of that sect when attempting to smooth out problems or acquire minor favors. Of course, the Sugar Daddy may expect similar treatment in kind, and is unlikely to look favorably on any behavior that impugns whatever status he may have. |
Seer | 4 | Vampire | Supernatural | V20 Beckett's Jyhad Diary, pg 142 | Synopsis: You have flashes of insight that allow you to see patterns and portents of the Jyhad. Whilst other Kindred live their unlives in ignorant bliss, you feel the full weight of the Ancients bear down on you. System: You see patterns in the lines of someone’s face, currents of air, or dreams you have during the day. Whilst these patterns are ever present, they are couched in symbolism, and interpreting them requires a [Perception + Occult] roll. The difficulty of this roll varies from six to nine, depending on the complexity of the pattern. Seeing the immediate future is difficulty 7, whilst unraveling diffuse manipulations is difficulty 9. Close familiarity with the people involved, or a recurrence of the same pattern, lowers the difficulty by one. If the roll is successful, the blood matures the player asks the Storyteller a question about the omens observed. More successes yield more information (i.e. “That man is your enemy” versus “That man is your enemy, because he hates your sire”). Failure yields no information, while a botch yields perfectly believable yet false information. This Merit grants insight into Cainite affairs only, though these are widespread indeed. Your Storyteller is encouraged to use this Merit to foreshadow events, reveal plot threads, or simply reiterate missed clues. Alternatively, you can ask the Storyteller if you see a pattern around a subject. |
Early Riser | 1 | Vampire | Physical | V20 Core, pg 408 | Synopsis: No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn. System: Your Humanity or Path score is considered to be 10 for purposes of deciding when you rise each evening. Vampires with this Merit cannot take the Deep Sleeper Flaw. |
Eat Food | 1 | Vampire | Physical | V20 Core, pg 408 | Synopsis: You have the capacity to eat food and even savor its taste. System: While you cannot derive any nourishment from eating regular foods, this ability will serve you well in pretending to be human. Of course, you can’t digest what you eat, and there will be some point during the evening when you have to heave it back up. |
Bush of Health | 2 | Vampire | Physical | V20 Core, pg 480 | Synopsis: You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. System: You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. |
Efficient Digestion | 3 | Vampire | Physical | V20 Core, pg 480 | Synopsis: You are able to draw more than the usual amount of nourishment from blood. System: When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum. |
Useful Knowledge | 1 | Vampire | Mental | V20 Core, pg 484 | Synopsis: You have expertise in a specific field that makes your conversation intriguing to an older Kindred. So long as your knowledge holds the other vampire’s attention, he has a vested interest in keeping you around. Then again, once he’s pumped you for every iota of information you possess, that patronage may suddenly vanish. System: This Merit should be played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship. |
Light Sleeper | 2 | Vampire | Mental | V20 Core, pg 485 | Synopsis: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. System: You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day. |
Ghoul and Revenant Merits
Merit | Cost | Allowed | Type | Source | Details |
---|
Wraith Merits
Merit | Cost | Allowed | Type | Source | Details |
---|