Post by Admin on Oct 26, 2017 23:57:31 GMT
Acute Sense (1 Trait Merit)
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
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)
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) – Please put in nickname
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)
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)
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)
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.
Sea Legs (1 Trait Merit)
Accustomed to life on ocean vessels of all kinds, you are immune to seasickness even in the roughest weather, and ignore all movement or action penalties due to rough seas or unexpected ship movements.
Unusually Fertile (1 Trait Merit)
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.
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.
Combat Expertise (2 Trait Merit)
You've spent a great many hours in real, lethal combat and you're practiced enough that you very rarely screw up truly badly. You gain one free retest on an attack or dodge Test each session.
Enchanting Voice (2 Trait Merit)
Your voice is naturally resonant and commanding. All uses of your voice grant you two Bonus Traits; you can seduce, intimidate and cajole with just a few well, chosen words.
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.
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 (though this does not apply if you have been physically blinded somehow). Additionally, you are two Traits up on all Mental Challenges involving perception at night.
Lack of Scent (2 Trait Merit)
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.
Seldom Sleeps (2 Trait Merit)
Like the Sight, 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 character 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.
Sexy (2 Trait Merit)
Maybe your town’s ground water contained chemicals which sent your pheromones into overdrive, or perhaps you’re just blessed with a fabulous body, but no matter what the case might be you’re pretty damn irresistible when you set your sights on a target. You are up two Traits on all non-confrontational Social Challenges with the opposite sex or members of your own sex who find you attractive, and should you choose to focus the full power of your charms at a target, you are considered three Traits up on all relevant Social Challenges. However, this magnetism can irritate others of your own sexual persuasion - you are considered one Trait down on Social Challenges with such individuals in any situation where you might be perceived as a rival.
High Pain Tolerance (3 Trait Merit)
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.
Huge Size (4 Trait Merit)
You are abnormally large, possibly over seven feet tall and weighing over 300 pounds. You gain an extra Bruised health level.
Feral Near-Man (5 trait Merit)
The character’s near-man form (Glabro, Anthros, Sokto, etc) is unusually savage in profile; perhaps this is a result of countless hours of shapeshifting refinement, or maybe the character was just born nasty. Either way, the Changer’s near-human form sports wicked claws capable of inflicting aggravated damage.
Insensitive to Pain (5 Trait Merit) – RARE
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
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
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)
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) – Please put in nickname
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)
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)
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)
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.
Sea Legs (1 Trait Merit)
Accustomed to life on ocean vessels of all kinds, you are immune to seasickness even in the roughest weather, and ignore all movement or action penalties due to rough seas or unexpected ship movements.
Unusually Fertile (1 Trait Merit)
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.
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.
Combat Expertise (2 Trait Merit)
You've spent a great many hours in real, lethal combat and you're practiced enough that you very rarely screw up truly badly. You gain one free retest on an attack or dodge Test each session.
Enchanting Voice (2 Trait Merit)
Your voice is naturally resonant and commanding. All uses of your voice grant you two Bonus Traits; you can seduce, intimidate and cajole with just a few well, chosen words.
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.
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 (though this does not apply if you have been physically blinded somehow). Additionally, you are two Traits up on all Mental Challenges involving perception at night.
Lack of Scent (2 Trait Merit)
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.
Seldom Sleeps (2 Trait Merit)
Like the Sight, 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 character 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.
Sexy (2 Trait Merit)
Maybe your town’s ground water contained chemicals which sent your pheromones into overdrive, or perhaps you’re just blessed with a fabulous body, but no matter what the case might be you’re pretty damn irresistible when you set your sights on a target. You are up two Traits on all non-confrontational Social Challenges with the opposite sex or members of your own sex who find you attractive, and should you choose to focus the full power of your charms at a target, you are considered three Traits up on all relevant Social Challenges. However, this magnetism can irritate others of your own sexual persuasion - you are considered one Trait down on Social Challenges with such individuals in any situation where you might be perceived as a rival.
High Pain Tolerance (3 Trait Merit)
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.
Huge Size (4 Trait Merit)
You are abnormally large, possibly over seven feet tall and weighing over 300 pounds. You gain an extra Bruised health level.
Feral Near-Man (5 trait Merit)
The character’s near-man form (Glabro, Anthros, Sokto, etc) is unusually savage in profile; perhaps this is a result of countless hours of shapeshifting refinement, or maybe the character was just born nasty. Either way, the Changer’s near-human form sports wicked claws capable of inflicting aggravated damage.
Insensitive to Pain (5 Trait Merit) – RARE
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
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.