Post by Storyteller on May 9, 2015 16:02:21 GMT
Approachable (1 Trait Merit)
People from all walks of life find it easy to talk to you, and getting even traumatized or suspicious folks to open up to you doesn’t take much effort. You are two Traits up on all such Social Challenges involving normal people or other hunters, and one Trait up on appropriate tests when dealing with monsters that still fancy themselves at least somewhat human.
Favor (1 or 3 Trait Merit) – NEEDS ST APPROVAL
An elder owes you a debt of gratitude for a deed you performed at one time or another. Garou society is very strict about repaying debts, for making good on debts is always good for Renown. One Trait indicates that you are owed a minor boon, where three Traits indicate a major boon.
Gossip (1 Trait Merit)
Petty rumors and juicy secrets may be the ruin of polite society, but you just can’t help yourself - when presented with a chance to learn such tidbits, you can’t pass it up. Fortunately, this also means that other gossips recognize a kindred spirit in you, which means that you seldom have trouble finding people to dish the dirt with. Lower the difficulty of all non-violent, non-Intimidation Social Challenge related to learning gossip or other small secrets by two.
License To… (1-5 Trait Merit) – NEEDS ST APPROVAL
This merit allows the type of licenses that allow you to kill, break laws, etc., as well as the more mundane types of civil permits. Depending on the cost of the Merit, you can:
One Trait: Own and operate specialized vehicles (limousines, trucks, planes, helicopters)
Two Traits: Practice medicine, law (lawyer, paramedic, doctor)
Three Traits: Uphold the law (police officer, government agent, detective)
Four Traits: Own/operate military hardware (heavy weapons, milspec vehicles, explosives)
Five Traits: Break the law in the course of duty (diplomat, secret agent - and yes, this level includes killing people)
The level of license you take requires certain responsibilities - typically a job, membership in certain groups/agencies/etc. There are also always consequences to abusing the license - a secret agent who kills four or five people a session is going to get called on by his superiors to find out why, possibly even having his license revoked. The Storyteller is completely within his rights to take this merit away from you if you abuse it.
Media Junkie (1 Trait Merit) – NEEDS ST NOTIFICATION
From TV talk shows to radio call-ins to online chat groups, you’re an avid consumer of pop culture, and if anyone’s up on the latest movies or music it’ll be you. While this can suck up your downtime to an almost unhealthy degree, you are two Traits up on all tests related to researching anything related to pop culture, or on all Social Challenges involving fellow devotees of these mediums.
Natural Leader (1 Trait Merit)
Natural magnetism and leadership capabilities spring from your actions and words. Others want to follow you, and you easily take charge. You gain two Bonus Traits on tests of leadership (including most Presence tests). You must have at least six Social Traits to take this Merit.
Natural Politician (1 Trait Merit)
Machiavelli was pretty bright, but a few more years in the game and you just might be able to give the old boy a few tips yourself. You understand how power flows in organizations, and whether or not you have actual Politics Ability or Influence, the arts of deal-making and power-brokering come naturally to you. You are two Traits up on all Social Challenges in situations where politics is a factor, whether it’s an international summit or a meeting of the neighborhood watch. You must have at least six Social Traits to take this Merit.
Noble Bearing (1 Trait Merit) – NEEDS ST NOTIFICATION
Perhaps you were of noble blood in your First or Second Life. For whatever reason, you have a noble bearing and manner befitting of a queen or pharaoh. Others take notice when you speak, and they respect your personal space with a wide berth. You gain a one-Trait bonus to all Social Challenges where you bring the force of your personality to bear.
Perfect Protocol (1 Trait Merit) – MUST have background to support
Since birth, you have always known what to say and what to do at the right times and in the right places. You can converse politely with the sinister Kuei-jin, preside at a tea ceremony with the most august of hsien and win the favor of the most reclusive of the Zhong Lung. You gain an extra Trait in any Social or Mental Challenge involving protocol, etiquette or similar issues. You also earn an automatic retest in appropriate situations.
Smooth (1 Trait Merit)
Regardless of your actual upbringing or etiquette skills, you have such a natural grace and carefree charm that other people tend to forgive your little foibles, even if they do not actually like you. Provided you’re not completely crass or bent on antagonizing others, you are two Traits up on all Social Challenges to get on someone’s good side in a social situation such as a party or a nightclub.
Unobtrusive (1 Trait Merit) – NEEDS ST NOTIFICATION
This Merit allows you to be the person that no one ever notices. This is not as powerful as Arcane - you aren’t invisible, people won’t forget you were there, and evidence of you won’t vanish. It does, however, allow you to not stand out of a crowd. Think of it as a perpetual “blandness” effect that you cannot turn off.
Add two Traits to all difficulties to recall your appearance, or your actions if you were not the center of attention.
Way With Words (1 Trait Merit) – NEEDS ST NOTIFICATION
You have a natural flair for choosing the right words to express exactly what you mean, whether communicating your emotions to another person or crafting a work of art. You are two Traits up on all Expression- or Performance-related Challenges primarily involving words and wordplay.
Best Friend (2 Trait Merit) – NEEDS ST NOTIFICATION
Many people go their whole lives without a true best friend, but you’ve been blessed with one - through all the highs and lows of life, you may have fought but you’ve always stuck by each other, and even after the imbuing the two of you are still inseparable. She may not know the details of your new life, but she’ll still do anything she can to help you, and won’t ask too many uncomfortable questions either. In essence, you have a totally loyal and supportive Ally, but one who also demands more in return, since she will naturally expect you to do all that you can for her if she needs it as well. Still, when no one else will help you a Best Friend will still go that extra mile to save your sorry butt, if only to kick it around a bit for being so foolish in the first place.
Confidence (2 Trait Merit)
While the Technocracy may be “The Man,” you are definitely “Da Man!” and you know it. You have an overwhelming self-confidence in your abilities, perhaps to the point of hubris, but you are sure of yourself - and others notice too. This Merit grants you a two-Trait bonus for resolution of all Leadership and Intimidation challenges.
Fascinating Gaze (2 Trait Merit)
The eyes are the window to the soul, and yours are engaging. They may be an unusual color, have a strong shine to them, or seem to reflect the wisdom of the ages. You may have big baby-blues that no one can resist, or have the darkest orbs that can freeze others' hearts with only a glare. You gain a two-Trait bonus to all Social Challenges involving eye contact.
Fashion Sense (2 Trait Merit)
Dressing well doesn’t just mean keeping up with the latest trends and designers, it’s also an innate knack for knowing when to dress up (or down) and how to do so smartly, especially on a limited budget. You are one Trait up on all Social tests where your appearance makes any kind of difference, provided of course you have time to choose your outfit before you go out.
Firearms License (2 Trait Merit) – NEEDS ST APPROVAL
The benefits of this Merit depend on the area the game is set in: in places such as the United Kingdom, where possession of a firearm is illegal, it allows you to carry a normal gun. In countries where you have a right to bear arms, it means that you are licensed to carry unusual or powerful firearms, or perhaps even a concealed firearm of some kind. (In other words, you do not need this Merit to have a gun license in countries that already have a right to bear arms.)
Good Judge of Character (2 Trait Merit) – NEEDS ST NOTIFICATION
Given just a few moments of conversation or observation, you can make a fairly accurate appraisal of what someone is like, and such guesses are right more often than not. You’re two Traits up on all Mental Challenges involving assessing a person or human-seeming monster, and one Trait up on any Social Challenges where you’re going on a limited amount of prior contact with a person.
Human Tribal Status (2 or 4 Trait Merit) – NEEDS ST APPROVAL
You maintain an active part in the human community you came from, even attaining a position of some standing, such as council elder or healer. At two Traits, you might act as shamanic healer for your Kinfolk or perhaps you’re the go-between for them and the Garou while four Traits means you hold a seat on a tribal council or perhaps act as spokesman for your group to the human community at large. You must come from either a Native American or distinctly ethnic community to take this Merit. Lupus and metis characters may not take this Merit.
Nurturing Partner (2 Trait Merit)
You have one or more children of your own, but fortunately your economic situation is such that your partner can afford to stay home with the children alone full time, which eases some of the burden when it comes to balancing your job and the responsibilities. Best of all, you have maintained a healthy loving relationship with your family, and neither your children nor your partner resent it if they must go without seeing you for a day or two. This Merit need not represent a character’s actual spouse - parents, grandparents or other people who might help take care of a character’s children are all acceptable as well.
Officially Dead (2 Trait Merit) – NEEDS ST APPROVAL
According to all government records and documents, you are dead. Any attempts to locate official records of documents reflect this status - tracking you via official means is very difficult. All attempts to use Bureaucracy Influences directly against you fail. The Storyteller may give other Influences similar modifications at his discretion.
Pillar of the community (2 Trait Merit) – NEEDS ST APPROVAL
Maybe some people in town have been acting kind of funny lately, but you’re just about the last person anyone would dare voice suspicions about – you’re a well-known and well-respected member of your community, and as such you command a certain amount of popular respect with your neighbors. They won’t serve you blindly, but if you try to warn them about impending danger or give an explanation for a bizarre occurrence, they’re likely to believe you. They might even come to your aid if you require it, although this is hardly a certainty unless you have other Traits tied up in the local community.
Poker Face (2 Trait Merit) – Must have background to support
You have the ultimate poker face -no sign of emotion ever crosses your face. You have one free defensive Social retest per night, as others always have trouble figuring you out.
Reputation (2 Trait Merit) – Must have background to support
You are a well-regarded member of your particular society and are one Trait up on all Social Challenges with other members. You should decide what it is about you that your fellows respect: Maybe you defeated a mage single-handedly, or perhaps you have a flawless record in solving paranormal crimes.
Seasoned Traveler (2 or 4 Trait Merit) – Must have background story to support
Whether from extensive book learning, a lot of time spent elsewhere or a combination of the two, you are well-versed at finding your way around in distant places, from cross-country trips to foreign nations. For two Traits, this applies to anywhere you travel within your home country; for four Traits, the world is yours to explore. Whenever you’re trying to find food, shelter, transportation or other basic goods and services in another location, lower the difficulty of any appropriate tests by two Traits. Note that this confers no automatic benefits in regard to any language barriers that might exist, although a hunter with this Merit might be able to more easily locate a translator in places where she doesn’t speak the language.
Socially Aware (2 Trait Merit)
Other people are generally blind to the delicate interplay between themselves, but not you. Reading the dynamics of a group or situation is second nature to you, and you can quickly puzzle out the true feelings people have for each other by studying their vocal tones, word choices, body language and so on. You are two Traits up on all Mental Challenges involving interaction between individuals.
Soothing Voice (2 Trait Merit) – NEEDS ST NOTIFICATION
Your voice is calm and soothing, almost entrancing. You are two Traits up on any challenge that directly involves the use of your voice, be it for singing, inciting a crowd to riot, leadership, etc.
Supporter (2 Trait Merit)
You inspire all around you to greater efforts. (You must roleplay this, of course). Whether by speaking, writing or leading by example, you give anyone who works with you reason to go on and hope of success. You have a -2 difficulty to Social rolls and you give any group effort +1 to its total dice pool.
Top-Secret Access (2 Trait Merit) – NEEDS ST APPROVAL
Whether due to your research credential or your government clearance, you have a source of highly valuable information. Your contact is both reliable and discreet, affording you access to secrets that most people do not know. You must make a Simple Test to access this information: A win indicates complete disclosure of data, a tie indicates partial information, and a loss indicates no information. You should define the nature of your source. Remember, possession of top-secret information and contacts can be dangerous if you don’t exercise caution.
Double Identity (3 Trait Merit) – NEEDS ST APPROVAL
You’ve managed to gain access to a secondary identity for yourself. Thanks to your espionage contacts, this false identity seems completely legal and perfectly normal, and is supported by all the requisite documentation it needs to withstand scrutiny. A double identity is normally utilized as a last-ditch escape if things get out of hand. This Merit is most appropriate to government agents, but just about anyone with the right contacts could forge a second identity.
Media Savvy (3 Trait Merit) – NEEDS ST NOTIFICATION
A natural-born spin doctor, you instinctively understand exactly the right things to say to journalists to present your subject the way you want, allowing you to create, suppress or redirect stories with relative ease. Given enough time to prepare or with a friendly enough contact in the press, you can even set up situations so that the press will read them the way you desire. You are two Traits up on all Social Challenges made with journalists or news organizations of any kind.
Perfect Liar (3 Trait Merit) – Must have background story to support
You are the ultimate silver-tongued devil. Whether from countless exercises or simply a good innate understanding of what to say and what people want to hear, you’re a fabulous liar. Even the most involved untruths have a ring of creditability when you speak them, and you have little trouble convincing others to take your word as truth when you want them to. You receive a two-Trait bonus for resolution of all Subterfuge challenges, and for Empathy tests used against you. This bonus will also work against mundane means of veracity testing, such as a lie detector. It has no impact on any magic used to determine your emotions.
Master of Red Tape (4 Trait Merit) – NEEDS ST APPROVAL
You are an unparalleled master of red tape. You may use your Bureaucracy Influence twice as often as normally allowed, and in parallel with any other Influence where you go through official channels as if it was an Influence of that type. However, make sure to cover your tracks, because you are still going to leave a trail - no one is that good.
Caern Child (5 Trait Merit) – RARE – NEEDS ST APPROVAL
A Garou character with this merit was born during a Rite of Bearing the caern. This birth alone is considered to be a very strong positive omen. You gain a one-Trait bonus to all Social Challenges involving Garou of your home sept – the caern to which you’re tied. You gain one free Trait in the Totem Background, as well. The health of your home caern is probably tied to your fortunes; while this is a subject for the Storyteller to interpret, it does mean that your sept-mates probably go out of the way to help and advise you, so as to insure your health and, by extension, your caern’s continued prosperity. Be warned, as unwelcome advice and intervention from Wyrm foes may seek to guide or direct you in order to influence your caern.
People from all walks of life find it easy to talk to you, and getting even traumatized or suspicious folks to open up to you doesn’t take much effort. You are two Traits up on all such Social Challenges involving normal people or other hunters, and one Trait up on appropriate tests when dealing with monsters that still fancy themselves at least somewhat human.
Favor (1 or 3 Trait Merit) – NEEDS ST APPROVAL
An elder owes you a debt of gratitude for a deed you performed at one time or another. Garou society is very strict about repaying debts, for making good on debts is always good for Renown. One Trait indicates that you are owed a minor boon, where three Traits indicate a major boon.
Gossip (1 Trait Merit)
Petty rumors and juicy secrets may be the ruin of polite society, but you just can’t help yourself - when presented with a chance to learn such tidbits, you can’t pass it up. Fortunately, this also means that other gossips recognize a kindred spirit in you, which means that you seldom have trouble finding people to dish the dirt with. Lower the difficulty of all non-violent, non-Intimidation Social Challenge related to learning gossip or other small secrets by two.
License To… (1-5 Trait Merit) – NEEDS ST APPROVAL
This merit allows the type of licenses that allow you to kill, break laws, etc., as well as the more mundane types of civil permits. Depending on the cost of the Merit, you can:
One Trait: Own and operate specialized vehicles (limousines, trucks, planes, helicopters)
Two Traits: Practice medicine, law (lawyer, paramedic, doctor)
Three Traits: Uphold the law (police officer, government agent, detective)
Four Traits: Own/operate military hardware (heavy weapons, milspec vehicles, explosives)
Five Traits: Break the law in the course of duty (diplomat, secret agent - and yes, this level includes killing people)
The level of license you take requires certain responsibilities - typically a job, membership in certain groups/agencies/etc. There are also always consequences to abusing the license - a secret agent who kills four or five people a session is going to get called on by his superiors to find out why, possibly even having his license revoked. The Storyteller is completely within his rights to take this merit away from you if you abuse it.
Media Junkie (1 Trait Merit) – NEEDS ST NOTIFICATION
From TV talk shows to radio call-ins to online chat groups, you’re an avid consumer of pop culture, and if anyone’s up on the latest movies or music it’ll be you. While this can suck up your downtime to an almost unhealthy degree, you are two Traits up on all tests related to researching anything related to pop culture, or on all Social Challenges involving fellow devotees of these mediums.
Natural Leader (1 Trait Merit)
Natural magnetism and leadership capabilities spring from your actions and words. Others want to follow you, and you easily take charge. You gain two Bonus Traits on tests of leadership (including most Presence tests). You must have at least six Social Traits to take this Merit.
Natural Politician (1 Trait Merit)
Machiavelli was pretty bright, but a few more years in the game and you just might be able to give the old boy a few tips yourself. You understand how power flows in organizations, and whether or not you have actual Politics Ability or Influence, the arts of deal-making and power-brokering come naturally to you. You are two Traits up on all Social Challenges in situations where politics is a factor, whether it’s an international summit or a meeting of the neighborhood watch. You must have at least six Social Traits to take this Merit.
Noble Bearing (1 Trait Merit) – NEEDS ST NOTIFICATION
Perhaps you were of noble blood in your First or Second Life. For whatever reason, you have a noble bearing and manner befitting of a queen or pharaoh. Others take notice when you speak, and they respect your personal space with a wide berth. You gain a one-Trait bonus to all Social Challenges where you bring the force of your personality to bear.
Perfect Protocol (1 Trait Merit) – MUST have background to support
Since birth, you have always known what to say and what to do at the right times and in the right places. You can converse politely with the sinister Kuei-jin, preside at a tea ceremony with the most august of hsien and win the favor of the most reclusive of the Zhong Lung. You gain an extra Trait in any Social or Mental Challenge involving protocol, etiquette or similar issues. You also earn an automatic retest in appropriate situations.
Smooth (1 Trait Merit)
Regardless of your actual upbringing or etiquette skills, you have such a natural grace and carefree charm that other people tend to forgive your little foibles, even if they do not actually like you. Provided you’re not completely crass or bent on antagonizing others, you are two Traits up on all Social Challenges to get on someone’s good side in a social situation such as a party or a nightclub.
Unobtrusive (1 Trait Merit) – NEEDS ST NOTIFICATION
This Merit allows you to be the person that no one ever notices. This is not as powerful as Arcane - you aren’t invisible, people won’t forget you were there, and evidence of you won’t vanish. It does, however, allow you to not stand out of a crowd. Think of it as a perpetual “blandness” effect that you cannot turn off.
Add two Traits to all difficulties to recall your appearance, or your actions if you were not the center of attention.
Way With Words (1 Trait Merit) – NEEDS ST NOTIFICATION
You have a natural flair for choosing the right words to express exactly what you mean, whether communicating your emotions to another person or crafting a work of art. You are two Traits up on all Expression- or Performance-related Challenges primarily involving words and wordplay.
Best Friend (2 Trait Merit) – NEEDS ST NOTIFICATION
Many people go their whole lives without a true best friend, but you’ve been blessed with one - through all the highs and lows of life, you may have fought but you’ve always stuck by each other, and even after the imbuing the two of you are still inseparable. She may not know the details of your new life, but she’ll still do anything she can to help you, and won’t ask too many uncomfortable questions either. In essence, you have a totally loyal and supportive Ally, but one who also demands more in return, since she will naturally expect you to do all that you can for her if she needs it as well. Still, when no one else will help you a Best Friend will still go that extra mile to save your sorry butt, if only to kick it around a bit for being so foolish in the first place.
Confidence (2 Trait Merit)
While the Technocracy may be “The Man,” you are definitely “Da Man!” and you know it. You have an overwhelming self-confidence in your abilities, perhaps to the point of hubris, but you are sure of yourself - and others notice too. This Merit grants you a two-Trait bonus for resolution of all Leadership and Intimidation challenges.
Fascinating Gaze (2 Trait Merit)
The eyes are the window to the soul, and yours are engaging. They may be an unusual color, have a strong shine to them, or seem to reflect the wisdom of the ages. You may have big baby-blues that no one can resist, or have the darkest orbs that can freeze others' hearts with only a glare. You gain a two-Trait bonus to all Social Challenges involving eye contact.
Fashion Sense (2 Trait Merit)
Dressing well doesn’t just mean keeping up with the latest trends and designers, it’s also an innate knack for knowing when to dress up (or down) and how to do so smartly, especially on a limited budget. You are one Trait up on all Social tests where your appearance makes any kind of difference, provided of course you have time to choose your outfit before you go out.
Firearms License (2 Trait Merit) – NEEDS ST APPROVAL
The benefits of this Merit depend on the area the game is set in: in places such as the United Kingdom, where possession of a firearm is illegal, it allows you to carry a normal gun. In countries where you have a right to bear arms, it means that you are licensed to carry unusual or powerful firearms, or perhaps even a concealed firearm of some kind. (In other words, you do not need this Merit to have a gun license in countries that already have a right to bear arms.)
Good Judge of Character (2 Trait Merit) – NEEDS ST NOTIFICATION
Given just a few moments of conversation or observation, you can make a fairly accurate appraisal of what someone is like, and such guesses are right more often than not. You’re two Traits up on all Mental Challenges involving assessing a person or human-seeming monster, and one Trait up on any Social Challenges where you’re going on a limited amount of prior contact with a person.
Human Tribal Status (2 or 4 Trait Merit) – NEEDS ST APPROVAL
You maintain an active part in the human community you came from, even attaining a position of some standing, such as council elder or healer. At two Traits, you might act as shamanic healer for your Kinfolk or perhaps you’re the go-between for them and the Garou while four Traits means you hold a seat on a tribal council or perhaps act as spokesman for your group to the human community at large. You must come from either a Native American or distinctly ethnic community to take this Merit. Lupus and metis characters may not take this Merit.
Nurturing Partner (2 Trait Merit)
You have one or more children of your own, but fortunately your economic situation is such that your partner can afford to stay home with the children alone full time, which eases some of the burden when it comes to balancing your job and the responsibilities. Best of all, you have maintained a healthy loving relationship with your family, and neither your children nor your partner resent it if they must go without seeing you for a day or two. This Merit need not represent a character’s actual spouse - parents, grandparents or other people who might help take care of a character’s children are all acceptable as well.
Officially Dead (2 Trait Merit) – NEEDS ST APPROVAL
According to all government records and documents, you are dead. Any attempts to locate official records of documents reflect this status - tracking you via official means is very difficult. All attempts to use Bureaucracy Influences directly against you fail. The Storyteller may give other Influences similar modifications at his discretion.
Pillar of the community (2 Trait Merit) – NEEDS ST APPROVAL
Maybe some people in town have been acting kind of funny lately, but you’re just about the last person anyone would dare voice suspicions about – you’re a well-known and well-respected member of your community, and as such you command a certain amount of popular respect with your neighbors. They won’t serve you blindly, but if you try to warn them about impending danger or give an explanation for a bizarre occurrence, they’re likely to believe you. They might even come to your aid if you require it, although this is hardly a certainty unless you have other Traits tied up in the local community.
Poker Face (2 Trait Merit) – Must have background to support
You have the ultimate poker face -no sign of emotion ever crosses your face. You have one free defensive Social retest per night, as others always have trouble figuring you out.
Reputation (2 Trait Merit) – Must have background to support
You are a well-regarded member of your particular society and are one Trait up on all Social Challenges with other members. You should decide what it is about you that your fellows respect: Maybe you defeated a mage single-handedly, or perhaps you have a flawless record in solving paranormal crimes.
Seasoned Traveler (2 or 4 Trait Merit) – Must have background story to support
Whether from extensive book learning, a lot of time spent elsewhere or a combination of the two, you are well-versed at finding your way around in distant places, from cross-country trips to foreign nations. For two Traits, this applies to anywhere you travel within your home country; for four Traits, the world is yours to explore. Whenever you’re trying to find food, shelter, transportation or other basic goods and services in another location, lower the difficulty of any appropriate tests by two Traits. Note that this confers no automatic benefits in regard to any language barriers that might exist, although a hunter with this Merit might be able to more easily locate a translator in places where she doesn’t speak the language.
Socially Aware (2 Trait Merit)
Other people are generally blind to the delicate interplay between themselves, but not you. Reading the dynamics of a group or situation is second nature to you, and you can quickly puzzle out the true feelings people have for each other by studying their vocal tones, word choices, body language and so on. You are two Traits up on all Mental Challenges involving interaction between individuals.
Soothing Voice (2 Trait Merit) – NEEDS ST NOTIFICATION
Your voice is calm and soothing, almost entrancing. You are two Traits up on any challenge that directly involves the use of your voice, be it for singing, inciting a crowd to riot, leadership, etc.
Supporter (2 Trait Merit)
You inspire all around you to greater efforts. (You must roleplay this, of course). Whether by speaking, writing or leading by example, you give anyone who works with you reason to go on and hope of success. You have a -2 difficulty to Social rolls and you give any group effort +1 to its total dice pool.
Top-Secret Access (2 Trait Merit) – NEEDS ST APPROVAL
Whether due to your research credential or your government clearance, you have a source of highly valuable information. Your contact is both reliable and discreet, affording you access to secrets that most people do not know. You must make a Simple Test to access this information: A win indicates complete disclosure of data, a tie indicates partial information, and a loss indicates no information. You should define the nature of your source. Remember, possession of top-secret information and contacts can be dangerous if you don’t exercise caution.
Double Identity (3 Trait Merit) – NEEDS ST APPROVAL
You’ve managed to gain access to a secondary identity for yourself. Thanks to your espionage contacts, this false identity seems completely legal and perfectly normal, and is supported by all the requisite documentation it needs to withstand scrutiny. A double identity is normally utilized as a last-ditch escape if things get out of hand. This Merit is most appropriate to government agents, but just about anyone with the right contacts could forge a second identity.
Media Savvy (3 Trait Merit) – NEEDS ST NOTIFICATION
A natural-born spin doctor, you instinctively understand exactly the right things to say to journalists to present your subject the way you want, allowing you to create, suppress or redirect stories with relative ease. Given enough time to prepare or with a friendly enough contact in the press, you can even set up situations so that the press will read them the way you desire. You are two Traits up on all Social Challenges made with journalists or news organizations of any kind.
Perfect Liar (3 Trait Merit) – Must have background story to support
You are the ultimate silver-tongued devil. Whether from countless exercises or simply a good innate understanding of what to say and what people want to hear, you’re a fabulous liar. Even the most involved untruths have a ring of creditability when you speak them, and you have little trouble convincing others to take your word as truth when you want them to. You receive a two-Trait bonus for resolution of all Subterfuge challenges, and for Empathy tests used against you. This bonus will also work against mundane means of veracity testing, such as a lie detector. It has no impact on any magic used to determine your emotions.
Master of Red Tape (4 Trait Merit) – NEEDS ST APPROVAL
You are an unparalleled master of red tape. You may use your Bureaucracy Influence twice as often as normally allowed, and in parallel with any other Influence where you go through official channels as if it was an Influence of that type. However, make sure to cover your tracks, because you are still going to leave a trail - no one is that good.
Caern Child (5 Trait Merit) – RARE – NEEDS ST APPROVAL
A Garou character with this merit was born during a Rite of Bearing the caern. This birth alone is considered to be a very strong positive omen. You gain a one-Trait bonus to all Social Challenges involving Garou of your home sept – the caern to which you’re tied. You gain one free Trait in the Totem Background, as well. The health of your home caern is probably tied to your fortunes; while this is a subject for the Storyteller to interpret, it does mean that your sept-mates probably go out of the way to help and advise you, so as to insure your health and, by extension, your caern’s continued prosperity. Be warned, as unwelcome advice and intervention from Wyrm foes may seek to guide or direct you in order to influence your caern.