Post by Storyteller on May 9, 2015 15:44:57 GMT
Ability Aptitude (1 Trait Merit) – Must have background story to support
You have a natural aptitude for some Ability that goes beyond simple proficiency. With one non-combat capability (such as Computer or Drive) you gain a two-Trait resolution bonus. This can't apply to a combat skill or an exotic/esoteric Ability like Firearms
Code of Honor (1 Trait Merit) – Must Outline
A specific code of honor or chivalry guides your actions, separate from your pack or sept rules. 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). You gain a free retest in Mental and Social challenges against supernatural persuasion (Mind magic, Dominate, etc.) that would force you to violate your code.
Coldly Logical (1 Trait Merit)
You have a knack for separating fact from hysteria, truth from emotion. Some may call you a cold fish, but you’re too cool to care. You are one Trait up when comparing ties on any attempt to persuade you using emotion.
Common Sense (1 Trait Merit)
You still have a lot of gut insight and everyday practicality. Whenever you’re about to do something that runs counter to common sense, the Storyteller or Narrator can make suggestions about the action. This Merit is excellent for new players who are not familiar with the intricacies of the game.
Concentration (1 Trait Merit) – Must have background story to support
You shut out all noises and interruptions that would hinder most other people. You take no penalty for sudden distractions.
Fast Reader (1 Trait Merit)
It takes longer to wash the ink off your hands than to actually read the paper, and you read War & Peace in the time it takes most people to commute to work and back. OK, those may be slight exaggerations, but you still read amazingly quickly, and retain what you have read as well. It takes you half the time to perform any actions that primarily involve reading, making you a valuable researcher and investigator.
Good Map Reader (1 Trait Merit)
Given a map of some kind and the barest of directions, you can find your way to just about anywhere you need to be with a minimum of detour or delay. You have an innate sense of direction, and when traveling to a familiar location or when given time to prepare a route to an unfamiliar one, you can shave travel time between locations by a third, reflecting your knack for taking just the right path for maximum efficiency.
Good Recognition (1 Trait Merit) – Must have background story to support
Other people might forget a face or a place, but not you - your ability to recall the names of people you meet only briefly is fantastic, and you can remember your way around places easily even if you’ve only been there once before. This isn’t total recall - that’s the Eidetic Memory Merit, above - but rather just a gift for remembering names and locations, even if you’ve only seen a face for a fleeting moment on television or heard a name in passing. The difficulty to recall a name or face you’ve seen before is decreased by two Traits, as is the difficulty to navigate in a location you’ve visited in the past.
Healthy Skepticism (1 Trait Merit)
It’s hard to pull one over on you, since you naturally tend to view all matters as pending until proven and all people with caution until they earn your trust. This isn’t paranoia, however - you just usually need proof of some kind before you’ll buy into something, even if you sometimes get burned because of it. On the other hand, you are two Traits up on all tests to detect a lie.
Higher Purpose (1 Trait Merit) – Must have background story to support
You have a goal that drives you and directs your actions in everything that you do. You must choose a specific goal, and your Storyteller must approve it. Your Storyteller may limit the use of this Merit so that it is not abused. You cannot take the Flaw Driving Goal.
Natural Aptitude (1 Trait Merit) – Must Outline
Pick a single Ability –you need not actually possess it now, though you will most likely purchase it later - that you have a special knack for. You are two Traits up on all non-combat uses of this Ability, and it takes half the normal time to train in this Ability as well. You may take this Merit more than once, but each Natural Aptitude must be assigned to a different Ability.
Time Sense (1 Trait Merit)
You have an unusual acuity for the passage of time. Although you’re still susceptible to Time magic manipulation, you have an internal sense for time that’s accurate to about a minute and, barring magical compression or time travel, always correct. This can be useful in determining exactly when a given spell will wear off or in calculating time differences for strange Umbral Realms.
Berserker (2 Trait Merit) – NEEDS ST APPROVAL
You are in total control of your Rage. You may enter frenzy at will, during which time you do not suffer any wound penalties; however, you must still make frenzy tests when the need arises.
Determined (2 Trait Merit)
While this isn’t always necessarily a good thing, you’re extremely stubborn when it comes to sticking to your beliefs about something, and you resist mundane and supernatural attempts to persuade you otherwise with bulldog tenacity. You are two Traits upon tests to resist being persuaded to do something, including supernatural powers if your Conviction defense isn’t active. You must have at least three Willpower Traits to purchase this Merit.
Eidetic Memory (2 Trait Merit)
Your memory is nearly perfect, and you recall almost everything you experience with incredible clarity. A single turn of attention is sufficient to commit a page, picture or short conversation to memory. If you are involved in combat or otherwise distracted, you must make a Static Mental Challenge, difficulty of six Traits, to successfully memorize the contents of your subject of scrutiny. You should keep a “cheat sheet” of your memories to aid you and the Storyteller in “recollection.”
Light Sleeper (2 Trait Merit)
You awaken instantly at the first hint of trouble or danger, and you do so without any sleepiness or hesitation. Most mortals are two Traits down in all tests for one turn after awakening, but you do not suffer this penalty. Furthermore your body is well rested after only four hours of sleep - an advantage to the nocturnal who must also hold down a day job.
Natural Linguist (2 Trait Merit) – Must have background story to support
You have a remarkable grasp with any languages that you speak or write (as per your Linguistics Ability). You gain three Bonus Traits on all challenges related to language. In addition you learn new languages in half the time others would.
Calm Heart (3 Trait Merit) – NEEDS ST APPROVAL
You are naturally calm, and find it easier to resist your Rage. You are one Trait up to resist frenzy, no matter how the incident is provoked.
Daredevil (3 Trait Merit) – NEEDS ST APPROVAL
Not only do you take outrageous risks, you survive them. Whenever you take a risky course of action - one with a Static difficulty of at least eight Traits or a potentially harmful outcome - you get one Bonus Trait on the attempt. This bonus applies only to combats where you are outnumbered or sorely outclassed.
Iron Will (3 Trait Merit) – NEEDS ST APPROVAL
When your mind is set, your will is not easily broken. You gain three bonus Traits in resolution of challenges where the outcome would affect your rational thoughts but not against emotional alteration. Should you run afoul of a vampire with the Dominate Disciple, you may spend a Willpower Trait to gain a retest against it (as usual), but if you win, you gain total immunity to all Dominate powers of that vampire for the next five minutes.
Unflappable (3 Trait Merit) – NEEDS ST APPROVAL
It's not that you're without emotions, it's just that you don't let them affect you as much as other people do. You are two Traits up on all Willpower tests related to staying calm or not overreacting to mundane circumstances - in effect, anything within the bounds of your pre-imbuing experience is probably fair game.
Direction Sense (4 Trait Merit)
A natural compass, you rarely get lost, and seem to have an innate sense of which way is north or where you are (and how far you traveled to get there). You can estimate distance and location fairly well, and are two Traits up on all relevant tests to figuring out where you are or how you got there.
Ghost Sight (4 Trait Merit) – NEEDS ST APPROVAL
This merit allows (or perhaps inflicts) glimpses of sight into the Dark Umbra. It is not always in effect, which is a blessing; any living creature who could see all that goes on a heartbeat away in the land of the dead would undoubtedly go mad – especially since many who possess the sight develop it in childhood. The sight comes over the garou (or Kinfolk) when something of importance is happening in the Dark Umbra (a strong ghost is present, someone or something is watching the werewolf) or in places that are significant to the dead (the place, or an object within, is of great importance to a ghost).
Optimistic (4 Trait Merit)
Not even the revelation that monsters exist has been able to shake your fundamentally positive view of the universe as far as you're concerned, even the present trials and horrors are only the price for something better just around the comer. You're not necessarily naive, you just naturally believe that things will turn out OK. Every time someone would regain a Willpower Trait, you regain two instead, provided you maintain and portray your optimistic outlook. ‘
Jack-of-All-Trades (5 Trait Merit) – RARE – NEEDS ST APPROVAL
You possess a breadth of knowledge that covers a number of miscellaneous talents and skills, which you have acquired through your travels and experiences. You may utilize Abilities that you do not possess: The cost for doing so is risking an additional Trait appropriate to the challenge or task. For example, you could expend a Mental Trait to pick a lock with Security even if you don’t possess that Ability -you must still make any required tests (such as a Static Challenge to actually pick the lock) as normal.
You have a natural aptitude for some Ability that goes beyond simple proficiency. With one non-combat capability (such as Computer or Drive) you gain a two-Trait resolution bonus. This can't apply to a combat skill or an exotic/esoteric Ability like Firearms
Code of Honor (1 Trait Merit) – Must Outline
A specific code of honor or chivalry guides your actions, separate from your pack or sept rules. 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). You gain a free retest in Mental and Social challenges against supernatural persuasion (Mind magic, Dominate, etc.) that would force you to violate your code.
Coldly Logical (1 Trait Merit)
You have a knack for separating fact from hysteria, truth from emotion. Some may call you a cold fish, but you’re too cool to care. You are one Trait up when comparing ties on any attempt to persuade you using emotion.
Common Sense (1 Trait Merit)
You still have a lot of gut insight and everyday practicality. Whenever you’re about to do something that runs counter to common sense, the Storyteller or Narrator can make suggestions about the action. This Merit is excellent for new players who are not familiar with the intricacies of the game.
Concentration (1 Trait Merit) – Must have background story to support
You shut out all noises and interruptions that would hinder most other people. You take no penalty for sudden distractions.
Fast Reader (1 Trait Merit)
It takes longer to wash the ink off your hands than to actually read the paper, and you read War & Peace in the time it takes most people to commute to work and back. OK, those may be slight exaggerations, but you still read amazingly quickly, and retain what you have read as well. It takes you half the time to perform any actions that primarily involve reading, making you a valuable researcher and investigator.
Good Map Reader (1 Trait Merit)
Given a map of some kind and the barest of directions, you can find your way to just about anywhere you need to be with a minimum of detour or delay. You have an innate sense of direction, and when traveling to a familiar location or when given time to prepare a route to an unfamiliar one, you can shave travel time between locations by a third, reflecting your knack for taking just the right path for maximum efficiency.
Good Recognition (1 Trait Merit) – Must have background story to support
Other people might forget a face or a place, but not you - your ability to recall the names of people you meet only briefly is fantastic, and you can remember your way around places easily even if you’ve only been there once before. This isn’t total recall - that’s the Eidetic Memory Merit, above - but rather just a gift for remembering names and locations, even if you’ve only seen a face for a fleeting moment on television or heard a name in passing. The difficulty to recall a name or face you’ve seen before is decreased by two Traits, as is the difficulty to navigate in a location you’ve visited in the past.
Healthy Skepticism (1 Trait Merit)
It’s hard to pull one over on you, since you naturally tend to view all matters as pending until proven and all people with caution until they earn your trust. This isn’t paranoia, however - you just usually need proof of some kind before you’ll buy into something, even if you sometimes get burned because of it. On the other hand, you are two Traits up on all tests to detect a lie.
Higher Purpose (1 Trait Merit) – Must have background story to support
You have a goal that drives you and directs your actions in everything that you do. You must choose a specific goal, and your Storyteller must approve it. Your Storyteller may limit the use of this Merit so that it is not abused. You cannot take the Flaw Driving Goal.
Natural Aptitude (1 Trait Merit) – Must Outline
Pick a single Ability –you need not actually possess it now, though you will most likely purchase it later - that you have a special knack for. You are two Traits up on all non-combat uses of this Ability, and it takes half the normal time to train in this Ability as well. You may take this Merit more than once, but each Natural Aptitude must be assigned to a different Ability.
Time Sense (1 Trait Merit)
You have an unusual acuity for the passage of time. Although you’re still susceptible to Time magic manipulation, you have an internal sense for time that’s accurate to about a minute and, barring magical compression or time travel, always correct. This can be useful in determining exactly when a given spell will wear off or in calculating time differences for strange Umbral Realms.
Berserker (2 Trait Merit) – NEEDS ST APPROVAL
You are in total control of your Rage. You may enter frenzy at will, during which time you do not suffer any wound penalties; however, you must still make frenzy tests when the need arises.
Determined (2 Trait Merit)
While this isn’t always necessarily a good thing, you’re extremely stubborn when it comes to sticking to your beliefs about something, and you resist mundane and supernatural attempts to persuade you otherwise with bulldog tenacity. You are two Traits upon tests to resist being persuaded to do something, including supernatural powers if your Conviction defense isn’t active. You must have at least three Willpower Traits to purchase this Merit.
Eidetic Memory (2 Trait Merit)
Your memory is nearly perfect, and you recall almost everything you experience with incredible clarity. A single turn of attention is sufficient to commit a page, picture or short conversation to memory. If you are involved in combat or otherwise distracted, you must make a Static Mental Challenge, difficulty of six Traits, to successfully memorize the contents of your subject of scrutiny. You should keep a “cheat sheet” of your memories to aid you and the Storyteller in “recollection.”
Light Sleeper (2 Trait Merit)
You awaken instantly at the first hint of trouble or danger, and you do so without any sleepiness or hesitation. Most mortals are two Traits down in all tests for one turn after awakening, but you do not suffer this penalty. Furthermore your body is well rested after only four hours of sleep - an advantage to the nocturnal who must also hold down a day job.
Natural Linguist (2 Trait Merit) – Must have background story to support
You have a remarkable grasp with any languages that you speak or write (as per your Linguistics Ability). You gain three Bonus Traits on all challenges related to language. In addition you learn new languages in half the time others would.
Calm Heart (3 Trait Merit) – NEEDS ST APPROVAL
You are naturally calm, and find it easier to resist your Rage. You are one Trait up to resist frenzy, no matter how the incident is provoked.
Daredevil (3 Trait Merit) – NEEDS ST APPROVAL
Not only do you take outrageous risks, you survive them. Whenever you take a risky course of action - one with a Static difficulty of at least eight Traits or a potentially harmful outcome - you get one Bonus Trait on the attempt. This bonus applies only to combats where you are outnumbered or sorely outclassed.
Iron Will (3 Trait Merit) – NEEDS ST APPROVAL
When your mind is set, your will is not easily broken. You gain three bonus Traits in resolution of challenges where the outcome would affect your rational thoughts but not against emotional alteration. Should you run afoul of a vampire with the Dominate Disciple, you may spend a Willpower Trait to gain a retest against it (as usual), but if you win, you gain total immunity to all Dominate powers of that vampire for the next five minutes.
Unflappable (3 Trait Merit) – NEEDS ST APPROVAL
It's not that you're without emotions, it's just that you don't let them affect you as much as other people do. You are two Traits up on all Willpower tests related to staying calm or not overreacting to mundane circumstances - in effect, anything within the bounds of your pre-imbuing experience is probably fair game.
Direction Sense (4 Trait Merit)
A natural compass, you rarely get lost, and seem to have an innate sense of which way is north or where you are (and how far you traveled to get there). You can estimate distance and location fairly well, and are two Traits up on all relevant tests to figuring out where you are or how you got there.
Ghost Sight (4 Trait Merit) – NEEDS ST APPROVAL
This merit allows (or perhaps inflicts) glimpses of sight into the Dark Umbra. It is not always in effect, which is a blessing; any living creature who could see all that goes on a heartbeat away in the land of the dead would undoubtedly go mad – especially since many who possess the sight develop it in childhood. The sight comes over the garou (or Kinfolk) when something of importance is happening in the Dark Umbra (a strong ghost is present, someone or something is watching the werewolf) or in places that are significant to the dead (the place, or an object within, is of great importance to a ghost).
Optimistic (4 Trait Merit)
Not even the revelation that monsters exist has been able to shake your fundamentally positive view of the universe as far as you're concerned, even the present trials and horrors are only the price for something better just around the comer. You're not necessarily naive, you just naturally believe that things will turn out OK. Every time someone would regain a Willpower Trait, you regain two instead, provided you maintain and portray your optimistic outlook. ‘
Jack-of-All-Trades (5 Trait Merit) – RARE – NEEDS ST APPROVAL
You possess a breadth of knowledge that covers a number of miscellaneous talents and skills, which you have acquired through your travels and experiences. You may utilize Abilities that you do not possess: The cost for doing so is risking an additional Trait appropriate to the challenge or task. For example, you could expend a Mental Trait to pick a lock with Security even if you don’t possess that Ability -you must still make any required tests (such as a Static Challenge to actually pick the lock) as normal.