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Merits

Physical -

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Ability Aptitude (1pt Merit): You have a natural affinity for a particular (but not combat related) Ability. You are +2 Traits on all tests directly related to that Ability only (not with powers that would use the Ability for a retest). This bonus only applies to a single Ability (for those that require a specific focus such as Performance or Science).

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Acute Sense (1 Pnt)
You have a particularly sharp sense (specify which one). In all tests with that sense, you are two Traits up on challenge resolution. Note that this never applies to combat, unless the Narrator specifically says otherwise. You may have multiple Acute Senses, but you may only take this Merit once for each sense.
 
Ambidextrous (1 Pnt)
You are equally skilled at using either hand. You do not suffer the normal two Trait penalty for performing actions with your off hand. In addition, you do not need to have the prerequisite number of Ability levels appropriate to a weapon in order to get the advantage of using two weapons (or a shield) in combat.

 

Bad Taste (2 Pnt)
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 Pnt)

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 areal boon in maintaining adouble 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.

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Catlike Balance (1pt 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 +2 Traits on resolution of challenges where your balance is a deciding factor

 

Cat Napper (2 Pnt)

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.
 

Daredevil (3 Pnt)
Not only do you take outrageous risks, you survive them. Whenever you take a risky (some would say foolhardy) course of action - one with a Static difficulty of at least eight Traits or a potentially harmful outcome - you get one free retest on the attempt. This bonus applies only to combats where you are outnumbered or sorely outclassed (Narrator‟s discretion).


Fair Glabro (2 Pnt) - Garou Only
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 Pnt) - Hunter Only
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 to be remembered, it can be a real blessing when you would prefer to remain 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. (Of course, you can combine this Merit with that Background for a truly anonymous character, if you like.) 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 Pnt)
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.
 

Good Right/Left Hook (1 Pnt) - Restriction

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. 

 
Lack of Scent (2 Pnt)
Your body produces no defining scent, making it near impossible for you to be tracked solely by smell.

 

Hollow Leg (1 Pnt)
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.

 
Huge Size (4 Pnt) - Restricted
You are abnormally large, possibly over seven feet tall and weighing over 300  pounds. You gain an extra Bruised health level.
 

Light Sleeper (1 Pnt)
While you still require the normal eight hours of sleep to be considered fully rested, you awaken at the slightest signs of a disturbance, whether due to ghostly whispers or merely those pesky neighbor kids cutting across your lawn again. You suffer no penalty upon awakening and can act normally (as opposed to those without this Merit, who are considered Surprised the turn after being roused). This does not replace the Endurance Ability or the Vigilance edge, though they can certainly be combined for maximum watchfulness.


Metamorph (6 Pnt) - Garou Only - Restricted
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 unconcious, you may make a Simple Test to shift to whatever form you like, instead of your breed form. Anyone attempting to track you in this manner suffers a two- Trait penalty to these tests.

  
Natural Runner (1 Pnt)
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.
 
Perfect Balance (1 Pnt)
You almost never slip, stumble, fall or even get dizzy. Your sense of balance is so well-developed that even on a narrow ledge or wire you can walk with ease. You are two Traits up on resolution of challenges where your balance is a deciding factor.
 
Robust Health (1 Pnt)
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 Pnt)
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.
 

Specialist Drivers License (1 Pnt) - Restricted

You are licensed for and experienced with driving vehicles beyond the average person's experience: tractor trailers, farm vehicles or even military transports. You are up one Trait on all Drive tests with such vehicles, although you must have at least one level of Drive before purchasing this Merit. Of course, actually owning such vehicles is the province of other Traits, but should you come across them you know what to do.

Social -

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Approachable (1 Pnt)

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.

 

Best Friend (2 Pnt)

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.

 

Corporate Savvy (3 Pnt)

Business is war, so they say, and if that’s true then you’ve got a few tours of duty under your belt already. You understand the corporate dynamic very well, from how to motivate people to how resources flow in a company to the best way to climb the ladder, and have little trouble managing businesses efficiently and profitably when you put your mind to it. Anytime you try manipulating a corporation or a corporate employee in a business-related matter, you are two Traits up on the related tests. You must have at least six Social Traits and one level of the Finance Ability to purchase this Merit.

 

Early Adopter (1 Pnt)

You take pains to keep up with the latest technology, and while it may strain your finances from time to time, it does give you advantage when trying to figure out the latest technology (that consumers might be familiar with, anyway). You are two Traits up on all tests to figure out how to operate unfamiliar devices

 

Enchanting Voice (2 Pnt) - Restricted

Your voice is naturally resonant and commanding. All non-edge uses of your voice grant you two bonus Traits; you can seduce, intimidate and cajole with just a few well-chosen words.

 

Fashion Sense (2 Pnt)

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.

 

Favor (1 or 3 Pnt)

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. OneTrait indicates that you are owed a minor boon, where three Traits indicate a major boon. Work with the Storyteller to come up with the specific details of the boon).

 

Flirt (2 Pnt)

Not everyone is necessarily very attracted to you on sight, but when you decide to make someone the object of your affection, most people find it hard to resist. You simply have a talent for understanding the subtle give-and-take of flirting and teasing; you’re two Traits up on any Social Challenges involving such activity with members of the opposite sex (or the same sex who find you attractive).

 

Funny (1 Pnt)

Good comedic timing is rare, but you have it in spades; not only does this get you more than your share ofparty invitations, but your knack for getting a laugh also means that you know what type of humor to use in a given situation. You’re invaluable at keeping up morale, and are two Traits up on any Social Challenge to bolster morale or lighten someone’s mood in a helpful fashion.

 

Good Judge of Character (2 Pnt)

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.

 

Good Listener (1 Pnt)

Most people just wait for theirturn tospeak, but yougenuinely listen to what other people are saying, and this willingness to entertain their thoughts without interjecting your own opinion means that people tend to tell you more than they expect to. In any apparently friendly situation that involves someone else talking to you more than you talk back, you are two Traits up on any Social Challenge to get information from them as your receptiveness encourages them to say more than they might otherwise would about a subject.

 

Good Taste (1 Pnt)

While your knowledge of pop culture probably leaves something to be desired, you have a knack for giving the right presents, quoting the right wits and otherwise impressing other people with how cultured and refined you are. You are two Traits up on any Social Challenge to impress or make contacts with like-minded individuals, due to their natural acceptance of your excellent taste.

 

Gossip (1 Pnt)

Petty rumors and juicy secrets may be the ruin ofpolite 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. (Remember, this is gossip, not state secrets, although you can frequently make a surprisingly accurate tapestry of a target’s life if you tie together enough such loose ends.)

 

Great Liar (2 Pnt)

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 are two Traits up on all attempts to lie or deceive another person. You must have at least six Social Traits to purchase this Merit.

 

Human Tribal Status (2 or 4 Pnt)

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.

 

Laid-Back Friends (2 Pnt) - Hunter Only

You’ve got a number of good buddies, not quite as close as ones from the Best Fnend Merit or as powerful as an Ally, but still loyal to the bitter end and generally willing to help out as best they can with few questions asked. (Combining this Trait with the Ally Background gives you the best of both worlds.) Perhaps most important of all, while your friends have noticed you’ve changed a bit lately, they’re not going to poke their noses into your business too much, and are fine with going a while without hanging out, so long as you’re still friends when you do see them.

 

Lovestruck (1 Pnt)  - Hunter Only

Ah, l’umour! You’re in love, and the world suddenly seems a much better place, allowing you to wake up more refreshed than normal each morning. Unlike the Soulmate Background, this love may be fleeting if you don’t work to maintain the relationship (causing you to lose the Merit). However, until such a thing occurs, you regain two Willpower Traits from natural rest anytime other hunters would regain one (between games, every good night’s sleep, etc.).

 

Media Junkie (1 Pnt) - Hunter Only

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.

 

Media Savvy (3 Pnt)

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.

 

Natural Leader (1 Pnt)

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, whether using that Ability or otherwise. You must have at least six Social Traits to take this Merit.

 

Natural Politician (1 Pnt) - Hunter Only

Machiavelli was pretty bright, but afew more years in thegame 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.

 

Nurturing Partner (2 Pnt) - Hunter Only

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 of the hunt against your family. 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. (Though this can change if you start missing too many days without explanation or begin taking your partner’s role for granted too often.) This Merit need not represent a character’s actual spouse - parents, grandparents or other people who might help take care of a character’schildrenare all acceptable aswell. Acharactercancombine thisMerit with the children flaw, as the latter represents her own feelings of guilt when she feels she let her children down, regardless of whether they feel betrayed or not.

 

Punctual (1 Pnt)

Punctuality is nearly a lost art in these hectic times, but not for you. If the boss wants you in a meeting at 9, you’re waiting patiently outside his office at 8:59. Thismay not seem like that much of a boon, but being on time (and scheduling your activities accordingly) is so second nature to you that barring some disaster or deliberate outside interference, you are assumed to make all meetings and other appointments that you have on a given day, in addition to your hunting activities. Needless to say, this can be a wonderful aid in maintaining a double life without losing your job, or even just making sure that you make it home from zombie-slaying in time to cook dinner for the kids. (Narrators should use common sense if a hunter begins trying to abuse this Merit and devotes too much time to the hunt to possibly make it to all of their regular obligations as well.)

 

Seasoned Traveler (2 or 4 Pnt)

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, althougha hunter with this Merit might be able to more easily locate a translator in places where she doesn’t speak the language.

 

Sexy (2 Pnt)
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.

 

Smooth (1 Pnt)

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 twoTraits up on all Social Challenges to get on someone’s good side in a social situation such as a party or a nightclub.

 

Socially Aware (2 Pnt)

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.

 

Supportive Family (3 Pnt) - Hunter Only

Your family has always been there for you, and even though you may have changed since your imbuing, they support you and do their best to look out for you whenever they can, no questions asked. They don’t know exactly why you’ve made some of the decisions you have recently, and the can’t necessarily pull some of the strings that Allies or other “official” sources can, but they can offer much-needed comfort when the hunt gets too rough, not to mention dispense some family wisdom as well. Hopefully one day you’ll tell them what’s going on, but until then they’re content to help you out and leave it at that. You are family, after all.

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Supporter (2pt Merit):

Once per session, you may inspire fellows with your speech, writing or leadership, giving any ally that is working towards your same goals, and present for the performance one Trait up on one challenge of their choice that they have to make during the same scene or following scene. The effects of this Merit do not stack with other uses of this Merit.

 

Trivia Champ (2 Pnt)

While most would consider your specialty a storehouse of apparently worthless tidbits of information, nevertheless the sheer volume of facts at your command means that you can often remember some relevant (if obscure) fact about the situation at hand. At the Storyteller’s discretion, once or twice per story your character may just happen to know a bit of information that the hunters need to complete a task before them. This Merit confers no special knowledge of the enemy or the occult, besides what might be known in pop culture (and which therefore might well be dangerously wrong to act upon).

 

Upright Citizen (2 Pnt) - Hunter Only

Before the imbuing you were a model citizen, with nary so much as a hint of scandal about you, and even now that same squeaky-clean image makes it quite difficult for other people to believe anything bad about you. You receive a free retest on all Social Challenges involved with maintaining your good name, although the Storyteller may well restrict some of your Ability or Background choices (or at least force them underground) to make sure you actually would fit the image that this Merit describes. This Merit is particularly appropriate to combine with the Everyman Background, though it is not necessary to do so.

 

Vibrant Neighborhood (2 Pnt) - Hunter Only

Every city has at least one neighborhood where “anything goes” and people are always coming and going on various legal (and not so legal) errands, regardless of the hour. You happen to live in just such a locale, and thus are able to get away with many activities that would be viewed as strange in other parts of town, as the locals consider them to be just more of the daily routine.

 

Way With Words (1 Pnt)

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.

Mental -

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Calm Heart (3 Pnt) - Garou Only

You are naturally calm, and find it easier to resist your Rage. You are one Trait up to resist frenzy, no matter how the incident is provoked.

 

Code of Honor (2 Pnt)

A specific code of behavior and ethics guides your actions. This is a very personal code, shaped by your own experiences, and you should work with your Storyteller to build and appropriate code (which should include some hindrances and prohibited activity in addition to positive beliefs and passions). You gain one free retest whenever facing a test of any kind that might cause you to violate your code, be it supernatural persuasion, torture or some other form of duress, and you count as having an additional Willpower Trait for the purposes of resolving ties insuch instances as well.

 

Common Sense (1 Pnt)

You still have a lot of gut insight and everyday practicality. Whenever you’re about to do something that goes against common sense, the Storyteller or Narrator can make suggestions or warning about the action. Unlike the Intuition Ability, this does not help you make good guesses, nor does it offer any special insight into a situation. It just helps you avoid doing something really dumb. Needless to say, this Merit is excellent for new players who are not familiar with the intricacies of the game.

 

Concentration (1 Pnt)

You can shut out distractions and annoyances that would hinder others. Whenever penalty Traits are assigned for some outside phenomenon (harsh lighting, rain, loud noise, etc.), you suffer none of the penalty.

 

Berserker (2 Pnt) - Garou Only

You are in total control of your Rage. You may enter frenzy at will, during which time you do not suffer any wound penalties; however, you must still make frenzy tests when the need arises.

 

Determined (2 Pnt)

While this isn’t always necessarily a good thing,you’re exremely stubborn when it comes to sticking to your beliefs about something, and you resist mundane and supernatural attempts to persuade youotherwise withbulldog tenacity. Youare twoTraits up on all tests to resist being persuaded to do something, including supernatural powers if your Conviction defense isn’t active. You must have at least three Willpower Traits to purchase this Merit.

 

Direction Sense (4 Pnt)

A natural compass, you rarely get lost, and seem to have an innate sense of which way is north or where you are (and how far you traveled to get there). You can estimate distance and location fairly well, and are two Traits up on all relevant tests to figuring out where you are or how you got there.

 

Dual Nationality (2 Pnt) - Hunter Only

A rare boon indeed, you were born to parents of different countries and thus have a dual nationality. This makes it much easier for you to enter and exit the countries you are acitizen of than foreigners, making them ideal places to visit if you've attracted too much unwanted attention (human or otherwise).

 

Eidetic Memory (2 Pnt) - Restricted

Your memory is nearly perfect, and you recall almost everything you experience with incredible clarity. A single turn of attention is sufficient to commit a page, picture or short conversation to memory. If you are involved in combat or othenwise distracted, you must make a static Mental Challenge, difficulty of six Traits, to successfully memorize the contents of your subject of scrutiny. You should keep a“cheatsheet”of your memories to aid you and the Storyteller in“recollection.”

 

Internet Sawy (2 Pnt)

A fair number of people have at least a rudimentary knowledge of computers and their ability to locate information online, but you go beyond such ordinary knowledge with your natural skills-you navigate online resources instinctively, and need to spend only the absolute minimum amount of time finding what you’re looking for when hunting for data.You are two Traits up on all tests involving online investigation,You must have at least six Mental Traits or two levels of the Computer Ability to purchase this Merit.

 

Iron Will (5 Pnt) - Restricted

This Merit gives the character a free retest when attempting to resist mind-influencing powers. This Merit does not work against powers that influence emotions.

 

Fast Reader (1 Pnt)

It takes longer to wash the ink off your hands than to actually read the paper, and you read War 8 Peace in the time it takes most people to commute to work and back. OK, those may be slight exaggerations, but you still read amazingly quickly, and retain what you have read as well. It takes you half the time to perform any actions that primarily involve reading, making you a valuable researcher and investigator.

 

Good Map Reader (1 Pnt)

Given a map of some kind and the barest of directions, you can find your way to just about anywhere you need to be with a minimum of detour or delay. You have an innate sense of direction, and when traveling to a familiar location or when given time to prepare a route to an unfamiliar one, you can shave travel time between locations by a third, reflecting your knack for taking just the right path for maximum efficiency.

 

Good Recognition (1 Pnt)

Other people might forget a face or a place, but not you - your ability to recall the names of people you meet only briefly is fantastic, and you can remember your way around places easily even if you’ve only been there once before. This isn’t total recall - that’s the Eidetic Memory Merit, above - but rather just a gift for remembering names and locations, even ifyou’ve only seen a face for a fleeting moment on television or heard a name in passing. The difficulty to recall a name or face you’ve seen before is decreased by two Traits, as is the difficulty to navigate in a location you’ve visited in the past.

 

Healthy Skepticism (1 Pnt)

It’s hard to pull one over on you, since you naturally tend to view all matters as pending until proven and all people with caution until they earn your trust. This isn’t paranoia, however - you just usually need proof of some kind before you’ll buy into something, even if you sometimes get burned because of it. On the other hand, you are two Traits up on all tests to detect a lie.

 

Natural Aptitude (1 Pnt)

Pick a single Ability - you need not actually possess it now, though you will most likely purchase it later - that you have a special knack for. You are two Traits up on all non-combat uses of this Ability, and it takes half the normal time to train in this Ability as well. You may take this Merit more than once, but each Natural Aptitude must be assigned to a different Ability.

 

Natural Linguist (2 Pnt)

You have a remarkable grasp of any languages that you speak or write (as per your Linguistics Ability). You gain 3 bonus Traits on all challenges related to language. You also know twice the number of languages that your level of the Linguistics Ability would normally allow.

 

Optimistic (4 Pnt)

Not even the revelation that monsters exist has been able to shake your fundamentally positive view of the universe as far as you're concerned, even the present trials and horrors are only the price for something better just around the comer. You're not necessarily naive, you just naturally believe that things will turn out OK. Every time a regular hunter would regain a Willpower Trait, you regain two instead, provided you maintain and portray your optimistic outlook.

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Quiet Heart (4pt Merit):

This Merit gives the character a free retest when attempting to resist emotion-influencing powers or frenzy.

 

Religious Devotion (1-3 Pnt) - Hunter Only

Although many find their faith sorely tested in the face of the evil in the world, yours has endured and offers you additional resolve when the odds are stacked against you. Each Trait spent on this Merit translates into an extra Willpower Trait that you can call upon once per story, if you have time topray for guidance for atum/minute before attempting the task. Youmay only callonthisMerit once per session, unlessthe Storyteller specifically says otherwise, and naturally it canonly be used when performing deeds in keeping with your character’s faith-attempting to use it for selfishor impulsive acts not only fails to grant the extra Willpower, but revokes this Merit entirely until you have properly atoned. Likewise, this Merit is only available to characters who are appropriately devoted to their faith; while players need not be melodramatic about it in any way, they must act according tot he tenets of their character’s faith and otherwise roleplay their a biding faith as best they can.

 

Time Sense ( 1 Pnt)

You can accurately estimate time to the nearest minute or two without the use of a watch or clock. This is obviously very useful inknowing exactly how long you’ve been standing watch, tailing a subject, or even how much time you have before sunrise... or sundown.

 

Unflappable (3 Pnt)

It's not that you're without emotions, it's just that you don't let them affect you as much as other people do. You are two Traits up on all Willpower tests related to staying calm or not overreacting to mundane circumstances - in effect, anything within the bounds of your pre-imbuing experience is probably fair game. This therefore differs from the Steel Nerves Background in that it doesn't cover anything related to the supernatural or even the truly horrific, just the kind of things you had to deal with before your imbuing.

Supernatural -
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Ancestral Mentor (1 Pnt) - Garou Only

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.

 

Luck (3 Pnt) - Restricted

Maybe Gaia has someone looking after you; maybe you’re just that dam lucky. The character gets a free retest once per session on any non-combat challenge.

 

Medium (2 Pnt)

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 Pnt) - Garou Only

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 bonusTrait to all ties, though you are down one Trait during its waning phase (either determined by the Storyteller or the real world moon).

 

Natural Channel (3 Pnt)

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.

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Oracular Ability (3pt Merit): - Restricted

The signs and portents of everyday life are clear to you, offering up the course of the future. Once per session, you may attempt to read a particular omen by making a Static Mental Challenge with a difficulty of eight or more Traits (Narrator‟s discretion). If you succeed, you receive some insight into the current situation, allowing you to claim one retest at some point during the night as you draw on the visions that you interpreted.

 

Resistant to Wyrm Emanations (6 Pnt) - Restricted

You get a free retest in challenges where Wyrm-taint is involved. You are immune to the damage from radiation, balefire, etc., unless it is used as a damage dealing attack (i.e., the BSD uses the Balefire Gift, hit with the Radiation Elementals Blast charm, etc.) Likewise, you are immune to bane possession.

 

Silver Tolerance (7 Pnt) - Garou Only

Whenever you take damage from silver, you may make a simple test to convert the damage to lethal. Also, it takes a pair of silver items carried to cause you to lose one Gnosis Trait.

 

True Love (1 Pnt) - Restricted

Even with all of the pain and suffering you see on a daily basis, you have found a true love that gives you strength topersevere. When the need arises you gain an extra Willpower Trait, known as a True Love Trait once per session. (These Traits are not cumulative and cannot be saved for use at a later date). However, your True Love may well need rescuing or help from time to time.  However, your true love may also be a hindrance and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit to play over the course of a chronicle. If your True Love dies, you permenently loose acess to the extra WP, and cannot Love anyone ever again, due to the intensity of this experience, and can Easily slip into Harano.

Some players will naturally look at this extensive list and see right past the sea of roleplaying opportunities before them, focusing instead on the fact that it’s often possible to load up on related Merits and develop a character who gets an absurd amount of bonus Traits or difficulty breaks in some fairly common and/or potentially unbalancing circumstance. (“I have Acute Sense: Vision, Ability Aptitude: Fiream, Good Night Vision, Lucky and Daredevil - that basically means I’mup 10 Traits on all shots I take at night and have at least one free retest

for each one, right?”)

 

For sake of retaining some semblance of fairness, then, assume that bonus Traits or difficulty reductions from multiple Merits do not stack unless noted in their description, or if the Storyteller specifically allows such combinations to occur. As a rule, only the largest benefit applies, and in the case of a tie the hunter may decide which benefit he receives.

 

This should restrain the urge some players have to build invincible super-characters, while still permitting players to take related Merits if they desire.  Naturally, this limitation does not apply to the penalties earned from having multiple Flaws that come into play simultaneously; the poor bastard must just suffer through his abominable luck somehow, and pray that his weaknesses don’t line up like that ever again.

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