Post by Storyteller on May 9, 2015 16:09:18 GMT
Ancestral Mentor (1 Trait Merit) – Nees ST Approval – Retained for ST use
A friend or relative from your past, perhaps a friend of an ancestor, guides you on your path. The Storyteller decides the exact powers. If it really exerts itself, it can materialize in the real world, however it usually contents itself to providing advice and company.
Loyalty (1 Trait Merit) – NEEDS ST NOTIFICATION
You are sworn and devoted so some group or cause. This Merit works just like True Love, but the object may be an organization or an ideal.
Shivers (1 Trait Merit) – NEEDS ST APPROVAL
Although you can’t actually see or hear ghosts, you get a creepy feeling whenever they are around. Whenever a wraith enters the room or immediate area, you may automatically make a Static Mental Challenge with a difficulty of six Traits (although none of your Traits are risked). If you succeed, you are aware of the presence of ghosts.
True Love (1 Trait Merit) – NEEDS ST NOTIFICATION
Even with all of the pain and suffering you see on a daily basis, you have found a true love that gives you strength to persevere. When the need arises you gain an extra Willpower Trait, known as a True Love Trait once per session. However, your True Love may well need rescuing or help from time to time.
Medium (2 Trait Merit) - RARE – NEEDS ST NOTIFICATION
You do, in fact, hear dead people from across the Shroud. Ghosts follow you wherever you go and you can feel their presence at all times. So long as you are willing to barter with them, these Restless Dead will communicate with you for favors and information.
Moon-Bound (2 Trait Merit) – NEEDS ST NOTIFICATION
You share a special tie to your auspice and benefit even more than usual when it is in its moon phase. When your moon is in the waxing phase, you receive a bonus Trait to all ties, though you are down one Trait during its waning phase (either determined by the Storyteller or the real world moon).
Occult Library (2 Trait Merit) – NEEDS ST NOTIFICATION
You own a collection of rare and occult books. These precious volumes contain bits of accurate knowledge concerning the supernatural. You are not necessarily familiar with the contents of these volumes (for that you need the Occult Ability), but your library can be an invaluable aid in research.
Umbral Affinity (3 Trait Merit) – RARE – NEEDS ST APPROVAL
All garou enjoy a strong tie to the spiritual world, but with this Merit the Gauntlet becomes almost as nothing to them - all difficulties for stepping sideways or otherwise passing through the Gauntlet are reduced by two, to a minimum of three.
Ghostsight (3 Trait Merit) – NEEDS ST NOTIFICATION
You can see beyond the supernatural barrier that separates the land of the living from the land of the dead, but only with effort. By winning a Static Mental Challenge against a difficulty of seven Traits, you can see wraiths and even dimly make out the lands of the Underworld for the remainder of the scene.
Lucky (3 Trait Merit) – RARE – ST APPROVAL
Maybe Gaia has someone looking after you; maybe you’re just that dam lucky. Either way, you get three retests per story, though you may not use more than one retest on any challenge.
Natural Channel (3 Trait Merit) – NEEDS ST APPROVAL
For some reason, you find it easier to step sideways. You gain one free retest per session on stepping sideways. Further, spirits react more favorably to you because you’re so attuned to the Umbra. It doesn’t mean you can get away with murder, but the spirits are less likely to jump you the minute you step into the Umbra and more inclined to listen to you.
Spirit Mentor (3 Trait Merit) – Can only be gained through RP, no starting with this merit – Retained for ST use
A ghostly companion and guide follows you about, exercising its powers on your behalf. Maybe it’s a deceased lover or friend, or maybe it’s just curious about you. Its exact powers are up to the Storyteller. If it really exerts itself, it can sometimes affect the material world. More often, it provides advice and company.
Supernatural Companion (3 Trait Merit) – NEEDS ST APPROVAL
You have a friend who’s not like the other kids - he happens to be a vampire, a wraith, a changeling or some other supernatural creature. You can call on him for aid, just as he will call on you (you are friends, right?). However, neither your sept nor his elders will appreciate this if you’re found out (and slumming with a Leech is very bad news), and you can expect punishment if you’re caught. The Storyteller will create your friend.
Tranquil Soul (3 Trait Merit) – Must have background story to support
Your ancestors were a particularly calm and spiritual lot. As such, it’s extraordinarily simple for you to fall into a trance-like meditative state. More importantly, meditation allows an advantage that others may not necessarily receive. By using the Meditation Ability to enter an uninterrupted trance state for at least half an hour, the garou may regain a Willpower Trait. This benefit may only be gained once per session, and may not be used more times per story than the garou has levels of Meditation.
Unbondable (3 Trait Merit) – RARE – ST APPROVAL- Kin only
The blood bond cannot take hold on you. No matter how much blood you drink, you will never be bound, even partially.
Destiny (4 Trait Merit) – Can only be gained through RP, no starting with this merit – Retained for ST use
A great destiny lies before you, though you may not yet realize it. Your destiny becomes manifest over the course of the chronicle. The Storyteller decides the exact nature of your destiny, though you should provide her with input and suggestions. Because this Merit tends to transform a character into the central figure in the chronicle, you must have your Storyteller’s approval before choosing it.
Prophecy (4 Trait Merit) – RARE – ST APPROVAL
Gaia speaks to you in visions and signs. These visions strike you according to some greater will: You cannot make them come to you. Your Storyteller will describe to you the exact nature of each vision, but you can be sure that the meanings of most of these signs and portents will be obscure or cryptic. It’s up to you to figure out if a particular vision is a warning, a command or perhaps merely symbolic. Such experiences are often accompanied by dramatic physical sensations and devastating headaches.
Clear Sighted (5 Trait Merit) – RARE – ST APPROVAL
You are unusually sensitive to the use of supernatural powers of illusion, trickery and disguise, and you can see through them to the heart of the matter. With a successful Mental Challenge, you can see through Unseen Presence, Mask of 1,000 Faces, Blur of the Milky Eye, Blissful Ignorance, Chimerstry and the like. When engaging multiple opponents simultaneously, you need risk only one Mental Trait to attempt to perceive all of them; make a single test against everyone simultaneously, resolving ties as normal. If you lose any of the challenges, you lose only the one Mental Trait that you bid.
Lifegiver (5 Trait Merit) – RARE – ST APPROVAL
Your life force is particularly strong and resilient to harm. You heal rapidly and can even extend your regenerative powers to others. Whenever you suffer nonaggravated damage, you heal it in half the required time. Anyone under your care gains this benefit as well, provided that you are uninjured. You automatically gain the Flaw Potent Blood, but gain no additional Free Traits for it.
Speaker With the Dead (5 Trait Merit) – RARE – ST APPROVAL
Your sight extends beyond the Shroud of the spirit world and into the lands of the dead. You see and hear the Underworld at all times. To you, life is an existence of stumbling through two half-worlds simultaneously- one world of solid, bright matter, and the other of decaying, gray detritus. You can also see and hear wraiths and other beings that inhabit the Underworld, and you are a target for such creatures that may wish to contact the living. Malevolent spectres may hound you in an attempt to drive you insane.
Mysterious Guardian (6 Trait Merit) – Can only be gained through RP, no starting with this merit – Retained for ST use
Someone or something watches over you, protecting you from harm and aiding you on random occasions. The Storyteller decides when, why and how this occurs, as well as what other effects you may experience as a result of having such a guardian.
Resistant to Wyrm Emanations (6 Trait Merit) – NEEDS ST APPROVAL
Gaia grants you a hardiness against contaminations from the Wyrm. You get a free retest in challenges where Wyrm-taint is involved. This Merit also protects you from balefire, radiation and possession by Banes. It is very likely that you will be thrust to the frontlines, and otherwise expected to use your Gift “for the good of Gaia.”
Silver Tolerance (7 Trait Merit) – RARE – ST APPROVAL
Gaia has blessed you with the immunity to the inherent bane of Garou existence. Although the damage from silver weapons is still aggravated, you may test and, on a win or tie, have the ability to soak it with your regenerative facilities. Also, it takes a pair of silver items carried to cause you to lose one Gnosis.
A friend or relative from your past, perhaps a friend of an ancestor, guides you on your path. The Storyteller decides the exact powers. If it really exerts itself, it can materialize in the real world, however it usually contents itself to providing advice and company.
Loyalty (1 Trait Merit) – NEEDS ST NOTIFICATION
You are sworn and devoted so some group or cause. This Merit works just like True Love, but the object may be an organization or an ideal.
Shivers (1 Trait Merit) – NEEDS ST APPROVAL
Although you can’t actually see or hear ghosts, you get a creepy feeling whenever they are around. Whenever a wraith enters the room or immediate area, you may automatically make a Static Mental Challenge with a difficulty of six Traits (although none of your Traits are risked). If you succeed, you are aware of the presence of ghosts.
True Love (1 Trait Merit) – NEEDS ST NOTIFICATION
Even with all of the pain and suffering you see on a daily basis, you have found a true love that gives you strength to persevere. When the need arises you gain an extra Willpower Trait, known as a True Love Trait once per session. However, your True Love may well need rescuing or help from time to time.
Medium (2 Trait Merit) - RARE – NEEDS ST NOTIFICATION
You do, in fact, hear dead people from across the Shroud. Ghosts follow you wherever you go and you can feel their presence at all times. So long as you are willing to barter with them, these Restless Dead will communicate with you for favors and information.
Moon-Bound (2 Trait Merit) – NEEDS ST NOTIFICATION
You share a special tie to your auspice and benefit even more than usual when it is in its moon phase. When your moon is in the waxing phase, you receive a bonus Trait to all ties, though you are down one Trait during its waning phase (either determined by the Storyteller or the real world moon).
Occult Library (2 Trait Merit) – NEEDS ST NOTIFICATION
You own a collection of rare and occult books. These precious volumes contain bits of accurate knowledge concerning the supernatural. You are not necessarily familiar with the contents of these volumes (for that you need the Occult Ability), but your library can be an invaluable aid in research.
Umbral Affinity (3 Trait Merit) – RARE – NEEDS ST APPROVAL
All garou enjoy a strong tie to the spiritual world, but with this Merit the Gauntlet becomes almost as nothing to them - all difficulties for stepping sideways or otherwise passing through the Gauntlet are reduced by two, to a minimum of three.
Ghostsight (3 Trait Merit) – NEEDS ST NOTIFICATION
You can see beyond the supernatural barrier that separates the land of the living from the land of the dead, but only with effort. By winning a Static Mental Challenge against a difficulty of seven Traits, you can see wraiths and even dimly make out the lands of the Underworld for the remainder of the scene.
Lucky (3 Trait Merit) – RARE – ST APPROVAL
Maybe Gaia has someone looking after you; maybe you’re just that dam lucky. Either way, you get three retests per story, though you may not use more than one retest on any challenge.
Natural Channel (3 Trait Merit) – NEEDS ST APPROVAL
For some reason, you find it easier to step sideways. You gain one free retest per session on stepping sideways. Further, spirits react more favorably to you because you’re so attuned to the Umbra. It doesn’t mean you can get away with murder, but the spirits are less likely to jump you the minute you step into the Umbra and more inclined to listen to you.
Spirit Mentor (3 Trait Merit) – Can only be gained through RP, no starting with this merit – Retained for ST use
A ghostly companion and guide follows you about, exercising its powers on your behalf. Maybe it’s a deceased lover or friend, or maybe it’s just curious about you. Its exact powers are up to the Storyteller. If it really exerts itself, it can sometimes affect the material world. More often, it provides advice and company.
Supernatural Companion (3 Trait Merit) – NEEDS ST APPROVAL
You have a friend who’s not like the other kids - he happens to be a vampire, a wraith, a changeling or some other supernatural creature. You can call on him for aid, just as he will call on you (you are friends, right?). However, neither your sept nor his elders will appreciate this if you’re found out (and slumming with a Leech is very bad news), and you can expect punishment if you’re caught. The Storyteller will create your friend.
Tranquil Soul (3 Trait Merit) – Must have background story to support
Your ancestors were a particularly calm and spiritual lot. As such, it’s extraordinarily simple for you to fall into a trance-like meditative state. More importantly, meditation allows an advantage that others may not necessarily receive. By using the Meditation Ability to enter an uninterrupted trance state for at least half an hour, the garou may regain a Willpower Trait. This benefit may only be gained once per session, and may not be used more times per story than the garou has levels of Meditation.
Unbondable (3 Trait Merit) – RARE – ST APPROVAL- Kin only
The blood bond cannot take hold on you. No matter how much blood you drink, you will never be bound, even partially.
Destiny (4 Trait Merit) – Can only be gained through RP, no starting with this merit – Retained for ST use
A great destiny lies before you, though you may not yet realize it. Your destiny becomes manifest over the course of the chronicle. The Storyteller decides the exact nature of your destiny, though you should provide her with input and suggestions. Because this Merit tends to transform a character into the central figure in the chronicle, you must have your Storyteller’s approval before choosing it.
Prophecy (4 Trait Merit) – RARE – ST APPROVAL
Gaia speaks to you in visions and signs. These visions strike you according to some greater will: You cannot make them come to you. Your Storyteller will describe to you the exact nature of each vision, but you can be sure that the meanings of most of these signs and portents will be obscure or cryptic. It’s up to you to figure out if a particular vision is a warning, a command or perhaps merely symbolic. Such experiences are often accompanied by dramatic physical sensations and devastating headaches.
Clear Sighted (5 Trait Merit) – RARE – ST APPROVAL
You are unusually sensitive to the use of supernatural powers of illusion, trickery and disguise, and you can see through them to the heart of the matter. With a successful Mental Challenge, you can see through Unseen Presence, Mask of 1,000 Faces, Blur of the Milky Eye, Blissful Ignorance, Chimerstry and the like. When engaging multiple opponents simultaneously, you need risk only one Mental Trait to attempt to perceive all of them; make a single test against everyone simultaneously, resolving ties as normal. If you lose any of the challenges, you lose only the one Mental Trait that you bid.
Lifegiver (5 Trait Merit) – RARE – ST APPROVAL
Your life force is particularly strong and resilient to harm. You heal rapidly and can even extend your regenerative powers to others. Whenever you suffer nonaggravated damage, you heal it in half the required time. Anyone under your care gains this benefit as well, provided that you are uninjured. You automatically gain the Flaw Potent Blood, but gain no additional Free Traits for it.
Speaker With the Dead (5 Trait Merit) – RARE – ST APPROVAL
Your sight extends beyond the Shroud of the spirit world and into the lands of the dead. You see and hear the Underworld at all times. To you, life is an existence of stumbling through two half-worlds simultaneously- one world of solid, bright matter, and the other of decaying, gray detritus. You can also see and hear wraiths and other beings that inhabit the Underworld, and you are a target for such creatures that may wish to contact the living. Malevolent spectres may hound you in an attempt to drive you insane.
Mysterious Guardian (6 Trait Merit) – Can only be gained through RP, no starting with this merit – Retained for ST use
Someone or something watches over you, protecting you from harm and aiding you on random occasions. The Storyteller decides when, why and how this occurs, as well as what other effects you may experience as a result of having such a guardian.
Resistant to Wyrm Emanations (6 Trait Merit) – NEEDS ST APPROVAL
Gaia grants you a hardiness against contaminations from the Wyrm. You get a free retest in challenges where Wyrm-taint is involved. This Merit also protects you from balefire, radiation and possession by Banes. It is very likely that you will be thrust to the frontlines, and otherwise expected to use your Gift “for the good of Gaia.”
Silver Tolerance (7 Trait Merit) – RARE – ST APPROVAL
Gaia has blessed you with the immunity to the inherent bane of Garou existence. Although the damage from silver weapons is still aggravated, you may test and, on a win or tie, have the ability to soak it with your regenerative facilities. Also, it takes a pair of silver items carried to cause you to lose one Gnosis.