Post by Storyteller on May 9, 2015 15:53:56 GMT
Acute Sense (1 Trait Merit) – NEEDS ST NOTIFICATION
You have a particularly sharp sense (specify which one). In all tests with that sense, you are two Traits up on challenge-resolution. You may have multiple Acute Senses, but you may only take this Merit once for each sense.
Alcohol Tolerance (1 Trait Merit)
Spend a Stamina-related Physical Trait to shake off intoxication.
Ambidextrous (1 Trait Merit) – RARE – ST APPROVAL
You have a high degree of coordination, and you can use both of your hands equally well. Normally, you suffer a two Trait penalty for performing tasks with your 'off' hand. With this Merit, you have no penalty for using either hand. Of course, if you use both hands, you still suffer the coordination penalty for both.
Bruiser (1 Trait Merit)
The icy stare, the cobra eyes - you’ve got the stone cold thug look down, and it works. You are one Trait up when comparing ties on any attempts to intimidate someone.
Catlike Balance (1 Trait Merit) – Must have background story to support
You almost never slip, stumble, fall or even get dizzy. Your sense of balance is so well-developed that you can walk with ease even on a narrow ledge or wire. You are two Traits up on resolution of challenges where your balance is a deciding factor.
Double-Jointed (1 Trait Merit)
You are unusually supple. You are one Trait up on all Physical Challenges that require body flexibility, such as escaping from handcuffs or climbing up a wall to escape pursuing zombies.
Friendly Face (1 Trait Merit) – NEEDS ST NOTIFICATION
Don’t I know you from somewhere? You have an open, honest look about you that always seems to remind everyone of an old friend they haven’t seen in years. You are one Trait up on all attempts to persuade, seduce or beguile a stranger.
Good Right/Left Hook (1 Trait Merit) – NEEDS ST NOTIFICATION
Whether due to esoteric martial arts training or just a lot time spent pounding on people, your unarmed attacks are particularly vicious. Upon making a successful Brawl test to injure a target, you may immediately make a Simple Test – on a win, you inflict an additional level of damage.
Hollow Leg (1 Trait Merit)
You can put away an impressive amount of alcohol for someone your size, and suffer little or no consequences for doing so unless you really attempt to poison yourself with the stuff. All penalties for alcohol consumption are halved, and you suffer no further side effects after drinking.
Natural Runner (1 Trait Merit) – Must have background to support
You love to run, and have done so gleefully since you were a child. Accustomed to the rigors of running under all conditions, you subtract one Trait from all movement penalties in a combat turn. Additionally, when doing nothing but running (including dodging) in a turn, you can channel your energy to put on a superb burst of speed - by spending a Physical Trait, you may move an additional step that turn. Only one Physical Trait can be spent in this fashion per turn.
Robust Health (1 Trait Merit) – NEEDS ST APPROVAL
You shrug off most illnesses with ease, and even serious afflictions or mild poisoning doesn’t slow you down much. Any time you must make a test to resist the effects of poison or illness, you are two Traits up. You must have at least five Physical Traits to purchase this Merit.
Unusually Fertile (1 Trait Merit) - RARE – NEEDS ST APPROVAL
The character with this merit is far more likely to become a parent than another Garou is. While Garou are not substantially less fertile than humans are, a Garou with Unusually Fertile is twice as likely as an average human to either become pregnant or cause a pregnancy after a single unprotected sexual encounter. Children of a character with this merit are no more likely to be Garou than are the children of another character not so blessed. The specific effects of the Merit are best left to the Storyteller and player involved, especially if the character is female. Metis may not take this Merit.
Bad Taste (2 Trait Merit)
You are gamey to the palate and revolting on the taste buds; plainly put, you taste nasty. Your sweat is oily, though not foul-smelling, and causes victims successfully biting you to spend a Willpower Trait or retch uncontrollably for a scene. Since you taste bad to everyone, very few lupus or wolves will lick you.
Bundle of Energy (2 Trait Merit)
A naturally vibrant and energetic person, you need only five to six hours of sleep per night to count as fully rested, and thus can work long hours without much difficulty. Needless to say, requiring less rest can be a real boon in maintaining a double life or stalking monsters for extended periods of time. You cannot purchase this Merit if you have the Endurance Ability or Vigilance edge, and if you develop either of these
Traits later this Merit must be cashed in for two Free Traits.
Camouflage (2 Trait Merit) – NEEDS ST APPROVAL
You’re Garou, all right, but something about you makes it hard for anyone to tell what tribe you belong to, or even what auspice you were born under. You are still bound to the traditions and rules of your moon phase and your kin, but you’re damned good at blending in with any gathering in Garou society. If you’re presented with a situation where it would be in your best interest, or the best interest of someone close to you, to pretend to be of another tribe or auspice, you receive a free retest on all Social Tests involved.
Cat Napper (2 Trait Merit)
Although you might still require the standard eight hours of sleep per night to remain rested, you need not get them all at once – so long as the numbers of hours you sleep in one 24-hour period totals what you normally require to be rested, you’re fine. Additionally, you have little trouble falling asleep just about anywhere if you want to, though once asleep you’re just as difficult to rouse as anyone else unless you purchase additional Traits that dictate otherwise.
Fair Glabro (2 Trait Merit)
Your Glabro form can pass for Homid, although a somewhat large and bulky one, and therefore you do not suffer the Negative Social penalty while in this form.
Forgettable (2 Trait Merit) – NEEDS ST NOTIFICATION
When you were growing up, you thought your name was actually Hey You. It’s not that you’re necessarily unattractive, it’s just that your face is, well, easily forgotten by those you meet. While this means that you have to work twice as hard as most people anonymous. All difficulties involving recalling your appearance are increased by two Traits. This Merit is distinct from the Everyman Background in that it only applies to your physical appearance; you may have a paper trail a mile long, but luckily for you it’s unlikely you’ll ever be picked out of a lineup or off a wanted poster. You cannot have more than one Social Traits related to positive or negative physical appearance (Gorgeous, Repugnant, etc.) nor can you have more than two Social Traits related to personal charisma; if your totals ever rise above this level, this Merit must be cashed in for two Free Traits.
Good Night Vision (2 Trait Merit)
From an early age you’ve had little trouble getting around at night, although chances are you never knew just how handy this knack would be later on in life. You have excellent night vision, and suffer no penalties at all for low-light conditions, and your natural self-assuredness allows to cut the normal penalty for operating in total darkness in half. Additionally, you are two Traits up on all Mental Challenges involving perception at night.
Seldom Sleeps (2 Trait Merit)
This Merit is the product of a dab of magic in the blood. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won't make the Fianna more than a little red-eyed. Such people find themselves pulling more than their share of guard duty.
MET: This Merit does not make you immune to sleep-causing effects, nor negate the need for rest after using taxing Gifts or rituals. The character is not always perky, bright-eyed and bushy-tailed -- it's possible to be relaxed but not sleepy. Resting after rituals or Gifts means no combat and no challenges.
Temperature Control (2 Trait Merit)
You can control your body temperature at will, raising or lowering it as needed between 65 and 115 degrees Fahrenheit (but never lower or higher). Illness derived from extraordinary temperatures will not affect you (except in the most extreme cases), and weather-altering Gifts such as Chill of the Early Frost and Heat Wave have no effect. With a great deal of concentration, you can also block out detection by thermal vision cameras and heat sensors.
High Pain Tolerance (3 Trait Merit) – NEEDS ST NOTIFICATION
Your character can shrug off the effects of injury more easily than other mortals. In game terms, this advantage adds an extra Bruised health level to your character's health.
Lack of Scent (3 Trait Merit) – NEEDS ST APPROVAL
Your body produces no defining scent, making it near impossible for you to be tracked solely by smell. Anyone attempting to track you in this manner suffers a two-Trait penalty to these tests.
Poisonous Blood (3 Trait Merit) – NEEDS ST APPROVAL
For reasons that might be unknown to you, your blood is toxic to vampires. Although you suffer injury and the other effects of the vampire’s Kiss when a vampire drinks your blood, the vampire gains no nourishment from the fluid and suffers one health level of lethal damage for each Trait of your blood she consumes. Unfortunately, vampires can’t tell that your blood is poisonous until they taste it, which means that while this Merit won’t protect you from initial attack, it may well discourage the same vampire from trying to feed on you later.
Birdseye (4 Trait Merit) – Must have background story to support
PC's with this knack always seem to be able to pick out the right target to follow in a crowd, allowing them to cut some of the guesswork from their investigations with a quick Mental Challenge. With a successful test, the PC may ask the Narrator which character would be the most interesting to follow. This Gift may be used on a gathering of player characters as well, but the results are a bit less reliable - such individuals seem to have the strangest grasp of their own destinies and have a knack for being unpredictable.
Huge Size (4 Trait Merit) – NEEDS ST APPROVAL
You are abnormally large, possibly over seven feet tall and weighing over 300 pounds. You gain an extra Bruised health level.
Insensible to Pain (5 Trait Merit) – NEEDS ST APPROVAL
For whatever reason - burned-out nerves or an excess of amphetamines - you never feel pain. You suffer no wound penalties and may act normally until you die (go past the Mortally Wounded health level).
Metamorph (6 Trait Merit) – RARE – ST APPROVAL
Shifting between forms is second nature to the point that you can do it in your sleep. Not only are you not required to make a test to change forms, you do not need to spend a Rage Trait to instantly shift to a specific form. If knocked unconscious, you may make a Simple Test to shift to whatever form you like, instead of your breed form.
You have a particularly sharp sense (specify which one). In all tests with that sense, you are two Traits up on challenge-resolution. You may have multiple Acute Senses, but you may only take this Merit once for each sense.
Alcohol Tolerance (1 Trait Merit)
Spend a Stamina-related Physical Trait to shake off intoxication.
Ambidextrous (1 Trait Merit) – RARE – ST APPROVAL
You have a high degree of coordination, and you can use both of your hands equally well. Normally, you suffer a two Trait penalty for performing tasks with your 'off' hand. With this Merit, you have no penalty for using either hand. Of course, if you use both hands, you still suffer the coordination penalty for both.
Bruiser (1 Trait Merit)
The icy stare, the cobra eyes - you’ve got the stone cold thug look down, and it works. You are one Trait up when comparing ties on any attempts to intimidate someone.
Catlike Balance (1 Trait Merit) – Must have background story to support
You almost never slip, stumble, fall or even get dizzy. Your sense of balance is so well-developed that you can walk with ease even on a narrow ledge or wire. You are two Traits up on resolution of challenges where your balance is a deciding factor.
Double-Jointed (1 Trait Merit)
You are unusually supple. You are one Trait up on all Physical Challenges that require body flexibility, such as escaping from handcuffs or climbing up a wall to escape pursuing zombies.
Friendly Face (1 Trait Merit) – NEEDS ST NOTIFICATION
Don’t I know you from somewhere? You have an open, honest look about you that always seems to remind everyone of an old friend they haven’t seen in years. You are one Trait up on all attempts to persuade, seduce or beguile a stranger.
Good Right/Left Hook (1 Trait Merit) – NEEDS ST NOTIFICATION
Whether due to esoteric martial arts training or just a lot time spent pounding on people, your unarmed attacks are particularly vicious. Upon making a successful Brawl test to injure a target, you may immediately make a Simple Test – on a win, you inflict an additional level of damage.
Hollow Leg (1 Trait Merit)
You can put away an impressive amount of alcohol for someone your size, and suffer little or no consequences for doing so unless you really attempt to poison yourself with the stuff. All penalties for alcohol consumption are halved, and you suffer no further side effects after drinking.
Natural Runner (1 Trait Merit) – Must have background to support
You love to run, and have done so gleefully since you were a child. Accustomed to the rigors of running under all conditions, you subtract one Trait from all movement penalties in a combat turn. Additionally, when doing nothing but running (including dodging) in a turn, you can channel your energy to put on a superb burst of speed - by spending a Physical Trait, you may move an additional step that turn. Only one Physical Trait can be spent in this fashion per turn.
Robust Health (1 Trait Merit) – NEEDS ST APPROVAL
You shrug off most illnesses with ease, and even serious afflictions or mild poisoning doesn’t slow you down much. Any time you must make a test to resist the effects of poison or illness, you are two Traits up. You must have at least five Physical Traits to purchase this Merit.
Unusually Fertile (1 Trait Merit) - RARE – NEEDS ST APPROVAL
The character with this merit is far more likely to become a parent than another Garou is. While Garou are not substantially less fertile than humans are, a Garou with Unusually Fertile is twice as likely as an average human to either become pregnant or cause a pregnancy after a single unprotected sexual encounter. Children of a character with this merit are no more likely to be Garou than are the children of another character not so blessed. The specific effects of the Merit are best left to the Storyteller and player involved, especially if the character is female. Metis may not take this Merit.
Bad Taste (2 Trait Merit)
You are gamey to the palate and revolting on the taste buds; plainly put, you taste nasty. Your sweat is oily, though not foul-smelling, and causes victims successfully biting you to spend a Willpower Trait or retch uncontrollably for a scene. Since you taste bad to everyone, very few lupus or wolves will lick you.
Bundle of Energy (2 Trait Merit)
A naturally vibrant and energetic person, you need only five to six hours of sleep per night to count as fully rested, and thus can work long hours without much difficulty. Needless to say, requiring less rest can be a real boon in maintaining a double life or stalking monsters for extended periods of time. You cannot purchase this Merit if you have the Endurance Ability or Vigilance edge, and if you develop either of these
Traits later this Merit must be cashed in for two Free Traits.
Camouflage (2 Trait Merit) – NEEDS ST APPROVAL
You’re Garou, all right, but something about you makes it hard for anyone to tell what tribe you belong to, or even what auspice you were born under. You are still bound to the traditions and rules of your moon phase and your kin, but you’re damned good at blending in with any gathering in Garou society. If you’re presented with a situation where it would be in your best interest, or the best interest of someone close to you, to pretend to be of another tribe or auspice, you receive a free retest on all Social Tests involved.
Cat Napper (2 Trait Merit)
Although you might still require the standard eight hours of sleep per night to remain rested, you need not get them all at once – so long as the numbers of hours you sleep in one 24-hour period totals what you normally require to be rested, you’re fine. Additionally, you have little trouble falling asleep just about anywhere if you want to, though once asleep you’re just as difficult to rouse as anyone else unless you purchase additional Traits that dictate otherwise.
Fair Glabro (2 Trait Merit)
Your Glabro form can pass for Homid, although a somewhat large and bulky one, and therefore you do not suffer the Negative Social penalty while in this form.
Forgettable (2 Trait Merit) – NEEDS ST NOTIFICATION
When you were growing up, you thought your name was actually Hey You. It’s not that you’re necessarily unattractive, it’s just that your face is, well, easily forgotten by those you meet. While this means that you have to work twice as hard as most people anonymous. All difficulties involving recalling your appearance are increased by two Traits. This Merit is distinct from the Everyman Background in that it only applies to your physical appearance; you may have a paper trail a mile long, but luckily for you it’s unlikely you’ll ever be picked out of a lineup or off a wanted poster. You cannot have more than one Social Traits related to positive or negative physical appearance (Gorgeous, Repugnant, etc.) nor can you have more than two Social Traits related to personal charisma; if your totals ever rise above this level, this Merit must be cashed in for two Free Traits.
Good Night Vision (2 Trait Merit)
From an early age you’ve had little trouble getting around at night, although chances are you never knew just how handy this knack would be later on in life. You have excellent night vision, and suffer no penalties at all for low-light conditions, and your natural self-assuredness allows to cut the normal penalty for operating in total darkness in half. Additionally, you are two Traits up on all Mental Challenges involving perception at night.
Seldom Sleeps (2 Trait Merit)
This Merit is the product of a dab of magic in the blood. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won't make the Fianna more than a little red-eyed. Such people find themselves pulling more than their share of guard duty.
MET: This Merit does not make you immune to sleep-causing effects, nor negate the need for rest after using taxing Gifts or rituals. The character is not always perky, bright-eyed and bushy-tailed -- it's possible to be relaxed but not sleepy. Resting after rituals or Gifts means no combat and no challenges.
Temperature Control (2 Trait Merit)
You can control your body temperature at will, raising or lowering it as needed between 65 and 115 degrees Fahrenheit (but never lower or higher). Illness derived from extraordinary temperatures will not affect you (except in the most extreme cases), and weather-altering Gifts such as Chill of the Early Frost and Heat Wave have no effect. With a great deal of concentration, you can also block out detection by thermal vision cameras and heat sensors.
High Pain Tolerance (3 Trait Merit) – NEEDS ST NOTIFICATION
Your character can shrug off the effects of injury more easily than other mortals. In game terms, this advantage adds an extra Bruised health level to your character's health.
Lack of Scent (3 Trait Merit) – NEEDS ST APPROVAL
Your body produces no defining scent, making it near impossible for you to be tracked solely by smell. Anyone attempting to track you in this manner suffers a two-Trait penalty to these tests.
Poisonous Blood (3 Trait Merit) – NEEDS ST APPROVAL
For reasons that might be unknown to you, your blood is toxic to vampires. Although you suffer injury and the other effects of the vampire’s Kiss when a vampire drinks your blood, the vampire gains no nourishment from the fluid and suffers one health level of lethal damage for each Trait of your blood she consumes. Unfortunately, vampires can’t tell that your blood is poisonous until they taste it, which means that while this Merit won’t protect you from initial attack, it may well discourage the same vampire from trying to feed on you later.
Birdseye (4 Trait Merit) – Must have background story to support
PC's with this knack always seem to be able to pick out the right target to follow in a crowd, allowing them to cut some of the guesswork from their investigations with a quick Mental Challenge. With a successful test, the PC may ask the Narrator which character would be the most interesting to follow. This Gift may be used on a gathering of player characters as well, but the results are a bit less reliable - such individuals seem to have the strangest grasp of their own destinies and have a knack for being unpredictable.
Huge Size (4 Trait Merit) – NEEDS ST APPROVAL
You are abnormally large, possibly over seven feet tall and weighing over 300 pounds. You gain an extra Bruised health level.
Insensible to Pain (5 Trait Merit) – NEEDS ST APPROVAL
For whatever reason - burned-out nerves or an excess of amphetamines - you never feel pain. You suffer no wound penalties and may act normally until you die (go past the Mortally Wounded health level).
Metamorph (6 Trait Merit) – RARE – ST APPROVAL
Shifting between forms is second nature to the point that you can do it in your sleep. Not only are you not required to make a test to change forms, you do not need to spend a Rage Trait to instantly shift to a specific form. If knocked unconscious, you may make a Simple Test to shift to whatever form you like, instead of your breed form.