werewolf the forsaken merit listing

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    Werewolf-Specific Merits

    A werewolf character can theoretically possess any of the Merits available to ordinary humans,with a few modifications. A werewolf might have a wolf-blooded relative among his allies andcontacts, for example. Conversely, some Merits are less valuable to werewolves. NaturalImmunity, for example, is useful to a werewolf only when resisting a supernatural source ofillness, due to the Uratha's already stellar resistance to disease and infection.

    Fighting Styles cannot be used in Gauru, Urshul or Urhan form.

    Note that any prerequisites necessary to acquire a Merit are measured against a character's traitsin Hishu form. You must be innately strong to purchase a given Physical Merit, not make up forthe lack with shapeshifting.

    All werewolves have a basic understanding of the First Tongue, enough to say sentences nomore complicated than "I want... you give" or to understand whether a spirit is asking them aquestion, threatening them or pleading for mercy. This represents a mix of instinctiveunderstanding and the tutelage received before tribal initiation. A character must purchase onedot of the Language Merit for full fluency with the First Tongue; the First Tongue has no commonwritten form, but the character will be able to "read" symbols etched by a spirit.

    The following Merits are designed for werewolves in particular, and represent edges unavailableto ordinary humans.

    [ 1 ] Auspice Blessing ( The Rage: Forsaken Player's Guide -- Page 103 )

    Prerequisite: One auspice Affinity Skill at 2 dots

    Effect: Available at character creation only. Whenever your character can see her auspice moon -- or at least where it should be in the sky -- she is filled with confidence in the role that Luna hasgiven her. Irraka slip that little bit more silently when the new moon is out, and Elodoth argue thatbit more eloquently when bathed in the light of the half-moon. You gain a +1 equipment bonus to

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    one Auspice Skill when your auspice moon is in the sky. This Skill must be rated 2 or higher.

    Drawback: The effects of this Merit only work when the sun is down, and your character can seewhere her moon would be in the sky (clouds don't affect this Merit, but buildings do, for instance).If the character's moon isn't above the horizon after sundown, she must be able to see the skydirectly above her.

    [ 1 ] Howl Code ( Lodges: The Splintered -- Page 40 )

    Prerequisite: Membership in the Lodge of the Black Woods

    Effect: Your character has learned a number of special vocalizations and code-sounds intendedto imbue a howl with a hidden meaning. These sounds are notable to any werewolf who hearsthem, but are an artificial construct devoid of emotional emphasis. The howl code for "An eldersummons you" will only sound urgent if the werewolf howling personally injects a note of urgencyinto the howl. Using howl code, you may imbed relatively simple concepts into a howl. "Dangerfrom the north," "a hunt is called," "the roads are unsafe," "all is well," "the Pure are near" and"danger from the Shadow" are all sufficiently simple; "a rogue car-spirit is causing trouble on thehighway" is not. This Merit could theoretically be taken by a non-werewolf character who hasbeen inducted into a social lodge such as the Lodge of the Black Woods. In such a case, theMerit would allow the character to understand the encoded meanings in a fellow lodge member'showl, but the character would not be able to howl his own coded messages unless he is able tomimic a wolf's howl accurately (such as a mage shapeshifting into wolf form).

    [ 1 ] Shield-Bearer ( War Against The Pure -- Page 89 )

    Effect: Your character has trained in the art of fighting with weapon and shield, striking accuratelywithout giving up the protection of the shield. When using a shield, he suffers only a -1 diepenalty to attacks instead of the usual -2. This Merit is not cumulative with the effects of

    Ambidextrous.

    [ 1 ] Short Cuts ( Territories -- Page 47 )

    Prerequisite: Uratha

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    Effect: You know the best, fastest routes through your pack's territory, even if they involve goingacross rooftops or through basements. Once per session, if your path is blocked by an obstaclewithin your own territory, you can declare to the Storyteller that you know a shortcut that lets youbypass the obstacle without slowing you at all. This Merit can only be learned by a werewolf witha defined territory.

    [ 1 ] Strong Bloodline ( The Pure -- Page 111 )

    Prerequisite: Ivory Claw

    Effect: Power within the Ivory Claws passes hereditarily, rather than purely by Renown orchallenges. An Ivory Claw with this Merit has many noteworthy ancestors and a clear claim totheir lineage. Strong Bloodline provides one point of conditional Purity Renown, for the followingpurposes: (A) Determination of leadership within the Ivory Claws tribe (B) Admission into IvoryClaws lodges (C) Adding Purity to Social dice pools when dealing with fellow Ivory Claws.

    [ 1 - 2 ] Demolisher ( Blood Of The Wolf -- Page 62 )

    Prerequisite: Strength 3 or Intelligence 3

    Effect: The character has an innate feel for the weak points in obects. When attempting todamage an obect, he ignores one point of the obect's durability gained via reinforcement per dotin this Merit.

    [ 1 - 3 ] Territorial Familiarity ( Blood Of The Wolf -- Page 62 )

    Effect: Your character has spent a great deal of time in a specific area and has a preternaturalfamiliarity with the area. He has a detailed map in his head, never loses his sense of direction,always knows how and where to find food in his "territory" and can evade unwanted attentionthere for an almost unlimited length of time. He adds a +2 to all Survival rolls made while in thechosen region. One dot in this Merit means your character's territory is the size of one or two city

    blocks. Three dots (or two for werewolves) expands the radius to several square miles. This Meritis of equal utility in urban settings. A bum who has been sleeping on the same street corner foryears or a youth who knows exactly which yards to cut through near his house might have a one-dot version; a cop who's been on the same beat for 20 years or an architect who designed everylast piece of a sprawling mall over the last 10 years might have the Merit at three dots. When the

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    region denoted by this Merit is altered significantly, the quality of Territorial Familiarity can bereduced (if possessed at three dots) or lost altogether (in either case). A teenager who returnsfrom his scholarship at college to learn that the tenements where he grew up have been replacedby a strip mall would lose his Merit. A park ranger whose park was ravaged by a wildfire mighthave the Merit reduced or lost. In the latter case, the Merit might return as the forest recovered.Werewolves, naturally territorial creatures, purchase the three-dot version of Territorial Familiarityat a reduced cost of two dots.

    [ 1 - 3 ] Fetish ( Blood Of The Wolf -- Page 125 )

    Prerequisite: Wolf-Blooded

    Effect: This Merit allows the character to begin play with a talen or a fetish. Wolf-blood characterscannot begin play with a fetish rated higher than 2, however. One dot of this Merit indicates thatthe wolf-blood owns two copies of the same talen, two dots translates to a level-one fetish andthree dots means the character owns a level-two fetish.

    [ 1 - 3 ] Fighting Style: Fury Choir ( Signs Of The Moon -- Page 174 )

    Prerequisite: Werewolf, member of Lodge of the Fury Choir

    Effect: This Fighting Style is the result of observation of Lunes and how they fight. It takes bestadvantage of the werewolf's ability to shapeshift reflexively, meaning that a werewolf using it isgoing to burn through Essence quickly. Of course, since a Rahu can shapeshift reflexively on thefull moon, this Fighting Style becomes much deadlier during this time. Dots purchased in thisMerit allowed for special combat maneuvers. Each dot is a prerequisite for the next, so a

    character can't have Savage Ambush until he has Shapeshift Dodge.

    1. Shapeshift Dodge -- The character changes form quickly to dodge an attack, usually to Urhanform, and then positions himself so as to take greatest advantage of his now off-balance foe. Thecharacter must change to a smaller form reflexively before his opponent rolls to attack. Thecharacter's Defense in the smaller form is doubled and he can take no further action that turn, justas if the character had Dodged. If the attack misses, the player receives a +2 modifier to attackthe opponent on the character's next action.

    2. Savage Ambush -- The character bursts into Gauru form, gutting his opponent before the victimknows what is happening. The character must change to Gauru form reflexively and then makean attack as usual. The opponent's player rolls Wits + Composure (Danger Sense applies, but

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    the opponent also takes a penalty equal to the werewolf's Composure). If this roll fails, theopponent does not apply his Defense to this attack. The werewolf must be within reach of theopponent, but Gauru form has a considerable reach, which is why the opponent so rarelyanticipates the attack.

    3. Moonlight's Revelation -- It's impossible to surprise a Ralunim. While werewolves aren't quite

    so omniscient, the members of the Lodge of the Fury Choir have learned to "feel" moonlight. Aslong as moonlight touches the werewolf (whether from the actual moon, moonlight generated bya Lune or by a packmate using the Moonlight Gift), he applies his full Defense against allincoming attacks, including Firearms.

    [ 1 - 3 ] Fighting Style: Police Tactics ( Tribes Of The Moon -- Page 36 )

    Prerequisite: Strength 2, Dexterity 2, Stamina 2, Brawl 2, and Weaponry 1

    Effect: Your character has picked up some of the mixed bag of subdue and compliance tricks thatcops learn in the academy and on the street. If he doesn't have law enforcement experiencehimself, he's most likely learned these maneuvers from someone who has. Dots purchased inthis Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for thenext. So, your character can't have Weapon Retention until he has Compliance Hold. Themaneuvers and their effects are listed below.

    1. Compliance Hold -- When trying to overpower an opponent you have grappled, you gain a +2bonus to your Strength + Brawl roll if you attempt to immobilize or disarm him. You must chooseyour maneuver before making your roll, rather than after it, to gain this bonus.

    2. Weapon Retention -- An opponent who has grappled you must score successes equal to yourWeaponry score on his Strength + Brawl roll to choose a "disarm" or "turn a drawn weapon"

    maneuver against you.

    3. Speed Cuff -- If you have a pair of handcuffs or equivalent restraints drawn while grappling,you may choose "cuff" as an overpowering maneuver. With a success, you get the cuffs on one ofyour opponent's wrists. With exceptional success, you cuff both wrists.

    [ 1 - 3 ] Old Blood ( War Against The Pure -- Page 184 )

    Prerequisite: Shapechanger

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    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. Something about your character gives off a wild resonance, as if his blood were old and hisroots were deep. This aura grants him a kind of de facto clout over other shapechangers both ofhis kind and of other races. Each dot possessed adds a +1 modifier to your character'sPersuasion or Intimidation rolls when dealing with any other shapeshifter creature. The aura he

    gives off is palpable, even if others don't consciously recognize it.

    Drawback: Each dot possessed also confers a -1 die penalty to any Socialize roll when dealingwith other shapechangers. Socializing requires a kind of comfort level, and other beast-men findsuch intimate social situations uneasy when your character is included. His old blood announcesthat he's a top predator, not an amiable chap.

    [ 1 - 3 ] Seductive Grace ( Signs Of The Moon -- Page 144 )

    Prerequisite: Dexterity 3, Expression 2

    Effect: The character has mastered the nuances of seduction through their expressive craft. Withcoy looks, meaningful words dripping with intent, or graceful hypnotic movements in dance, the

    artist is able to soften a target to suggestion. The performer can subtract her rating in this Meritfrom a subject's Wits + Composure roll to resist seduction attempts when she uses her talents todirectly allure and distract onlookers.

    [ 1 - 4 ] Animal Companion ( Changing Breeds -- Page 95 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. A feral's affinity for Nature runs deep. Sometimes, that affinity returns his affection. Similar tothe Retainer Merit, Animal Companion reflects a single beast who loyally follows your character.This creature could be your breed-kin, but she doesn't have to be. It's possible she's an old pet ornew partner who's not spooked by the beast-blood's changing skin. To purchase the Merit, youmust decide the backstory between your feral and his friend. Does their bond predate the First

    Change? If so, how old is the animal now, and how did their affi nity survive her "master's" newlife? Is this a new companion, and if so, how did the normal animal bond with the shapechangingbeast? Whatever their tale might be, this companion is smart, useful and independent. A rat in acage or a dog in the yard isn't a Merit -- she's a pet. The dots in this Merit reflect the animal's

    ower, intellect and often size. The hi her the trait, the more ca able the com anion. A one-dot

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    beast could be a smart rat or clever bird, a two-dot Merit might refl ect a loyal (if finicky) cat, threepoints could buy a common-looking but brilliant companion such as Lassie or Trigger; at the topof the scale, the companion stands out in any setting -- a tiger, bear, dolphin or chimpanzeewhose physical and mental capacity would be impressive even if she weren't devoted to herapparent "master."Unless the Animal Companion is driven off by poor treatment or otherwisekilled, she remains a loyal element in the character's life. She will do whatever she can to assisthim, and regard him with the ultimate affection. The details, naturally, depend on her species -- adevoted cat or loyal snake won't show devotion the way a dog might. Still, unless that bond is

    severed by death or abuse, the Animal Companion is yours for life. (If this "Merit" is killed off, allpoints regarding her are lost.)

    Drawback: Unlike the Retainer Merit, an Animal Companion is just that: An animal. She won'thave free access to Man's world, and remains limited by manual dexterity, mental perspectiveand social rules. Lassie may be a great dog, but she still can't drive to the bank and cash acheck. Powerful animals are often exotic, too, and they stand out on a city street. Most placeshave laws against horses in public, and almost all human societies regulate private "ownership"of tigers, bears and so forth. The beast may spook other animals, and will probably follow her

    instincts if prey happens to be nearby. Loyal as she might be, this friend retains her bestial habitsand needs; she might trash an office, eat a garden or throw feces at the cops if that's what seemsnatural. Your feral might adore his companion, but a smart, powerful animal remains a high-maintenance friend.

    [ 1 - 4 ] Fighting Style: Slow Kill ( Night Horrors: Wolfsbane -- Page 39 )

    Prerequisite: Strength 5, Brawl 4

    Effect: This Fighting Style is the sole province of Dar-Us, but it's possible he might have taughtother werewolves the basics before disappearing. The Slow Kill is based on inflicting maximumpain on werewolves by shattering their limbs and other bones. It works on non-werewolves, too,but the effects tend to be more devastating. The Slow Kill is progressive; your character can'thave "Bone-Breaking Grip" until he has "Leg Lock-Out." Note that the Strength requirement for

    the Slow Kill means that many werewolves can only use this style in Dalu form. It's possible touse it in Gauru, but focusing enough to do so requires a reflexive Resolve + Composure roll eachturn. This Fighting Style makes heavy use of the grappling rules.

    1. Leg Lock-Out -- Dar-Us learned early on that the massive leg strength of the Dalu form couldbe used to immobilize a target. This requires a successful grapple roll. Once grappled, the victimsuffers an additional penalty to break the grapple equal to the werewolf's Brawl rating.

    2. Bone-Breaking Grip -- By grabbing a limb, the werewolf can not only shatter the bone, but alsohold it in place and grind the fragments together. Any damage from an overpower maneuver isconsidered lethal, and all wound penalties are doubled. In addition, healing times for anywounds thus inflicted are tripled (this does not apply to magical healing or regeneration).

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    3. Shape-Change Prevention -- This maneuver is most useful on werewolves, and requires thatthe character achieve a grapple while the target is in Hishu or Urhan form. Once the grapple is inplace, the target applies the werewolf's Brawl rating as a penalty to escape, as described for LegLock-Out. But if the roll to escape the grapple fails, the target suffers lethal damage equal to thewerewolf's Strength. This also occurs if the character attempts to shapeshift out of the grapple.

    4. Neck Snap -- The maneuver that made Darius' reputation, this vicious technique allows thecharacter to murder another person by twisting his neck until it breaks. Once the victim isgrappled, any overpower damage is considered aggravated. Drawback: This is an extremelyvicious way to fight. Any degeneration checks made as a result of this maneuver subtract onedie.

    [ 1 - 4 ] Fighting Style: Wolfpack ( War Against The Pure -- Page 44 )

    Prerequisite: Primal Urge 1, Dexterity 3, Stamina 2, and Brawl 3

    Effect: Your character has learned the art of fighting as a wolf in a pack, with an emphasis inwearing down the prey, tripping and setting up your packmates to deliver decisive strikes. TheUratha developed this style of fighting Uratha long ago. It is based upon the principles of pack

    fighting and surges in popularity at times when packs must take on mightier foes. (Thereclamation of the Rocky Mountain region saw some packs practicing this fighting style.) Notsurprisingly, this fighting style grows more potent based on the number of packmembers whopractice it. Dots purchased in this Merit allow access to special combat maneuvers. Eachmaneuver is a prerequisite for the next. So, your character can't have Bite the Hand until he hasSlow the Prey. The maneuvers and their effects are described below, most of which are based onthe Brawl Skill. Fighting Style: Wolfpack can be used in Urshul and Urhan forms. UntrainedUratha can attempt some of these maneuvers at the Storyteller's option, but only when in Urhanor Urshul forms,and they suffer a -2 dice penalty to all dice pools.

    1. Worry -- Wolves are experts at distracting foes. This combat maneuver may take the form offeints, extremely loud yelps or false retreats to allow one's packmates to maneuver into betterpositions for attack. This counts as an attack action. The effect of Worrying is that a single Urathacounts as two opponents when figuring a target's Defense. For example, a magath with aDefense of 4 is being attacked by two Uratha. One Worries the target. When calculating themonster's Defense for the second attacker, the Storyteller applies a -2 dice penalty instead of -1.Experienced Uratha (those with this Merit) can often see through this ruse and may reflexivelymake a Primal Urge roll. Each success cancels the extra benefits of Worrying for a singleattacker, on a one-to-one basis. Note: It does not change the base modifier for fighting multiple

    foes, just the advantage of Worrying.

    2. Trip / Bowl-Over -- The object of these maneuvers is to knock over the opponent. A Trip istrying to destabilize the opponent by either pushing or pulling him and must be executed as an

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    overpowering grappling maneuver -- meaning the aggressor must already have achieved a hold.In this case, a Trip is a contested Strength (or Dexterity, if higher) + Brawl roll. If the attacker wins,he renders his opponent prone without going prone himself and is considered to have broken thehold. A tie means that both contestants fall and become prone; when the target wins, he escapesthe hold. A Bowl-Over is trying to use the attacker's mass and momentum to knock the target offbalance. An Uratha executes a Bowl-Over by moving up to twice the character's speed, and atsome time passing beside the target, clipping its legs. This maneuver is a full action and requiresa Strength + Brawl roll; the difference between the attacker's and the target's Sizes becomes a

    bonus or penalty to the roll. For each point by which the attacker is larger or smaller, add orsubtract one die. Four-footed animals add two dice to resist Trip or Bowl-Over maneuvers.Should the maneuver succeed, remember that an attacker gets a +2 dice bonus to hit a pronetarget in close combat.

    3. Slow The Prey -- The werewolf targets an opponent's legs rather than his vitals -- especiallythe juicy hamstrings. She suffers a -2 dice penalty to her attack roll, but every point of damagedone also lowers the opponent's speed by 1. Prey suffering these effects may spend a Willpowerpoint to ignore the movement penalty for a round. Hindrance from Slow the Prey disappears once

    the damage done by this maneuver heals.

    4. Joint Attack -- Your character can take advantage of the distraction and effort inherent infending off someone else's attack to slip through the target's defenses. By delaying his initiativeto one when an ally is making an attack (regardless of who actually acts first based on comparedDexterity + Composure and roll-offs), your character can make a Joint Attack. Each ally attackingthe same target on the same initiative reduces the combined penalty the character suffers fromDefense and Armor by one. Only a character with Joint Attack gains this benefit, but an entirepack of werewolves all with Joint Attack can all benefit from mobbing a single target. Drawback:

    At least one werewolf with Joint Attack must spend one Willpower point so that all characterswith the Merit may benefit from the tactic. Note that this Willpower expenditure does not add threedice to the attack.

    [ 1 - 5 ] Altar Stone ( War Against The Pure -- Page 183 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. The character is in control of an altar stone. This stone acts as a vessel for Essence. Thealtar stone produces no Essence of its own. To give it Essence, the character sacrifices a livingcreature upon it. Upon the creature's death, the altar gains a number of Essence equal to thecreature's normal Health score (sacrificing a dog would yield between four and seven points ofEssence depending on the Size and therefore Health of the animal). The character, or any other

    member of his race, may draw Essence from the stone once per day by rolling Harmony.Successes gained equal Essence points taken. The altar can only hold a number of Essenceequal to the altar's Merit points times two. Moreover, only one creature can be sacrificed to thealtar per week. Several characters can contribute to an Altar Stone's Merit points. (Note thatkilling animals upon the altar doesn't count as "torturing prey" unless the character activelytorments the animal. Kil ling humans, animal representatives of the shapechanger, or other

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    shapechangers is a Harmony violation, however.)

    Drawback: The altar suffers Essence bleed. After a number of days equal to the points spent inthis Merit, the Essence begins bleeding off the altar, depleting it by three per day. If the AltarStone Merit has 3 dots, then on the fourth day the altar begins to bleed. (Spirits can claim thisEssence only after it bleeds off -- many therefore gather around it in the hopes of feasting.) Also,

    when an altar stone goes dry either from taking Essence or bleeding Essence, the altar must be"reawakened" with a Willpower point, or the altar will hold no Essence.

    [ 1 - 5 ] Ancestral Vessel ( Lodges: The Faithful -- Page 104 )

    Prerequisite: Lodge of Voices

    Effect: The Lodge of Voices possesses secret rites allowing them to tap into the wisdom of theAncestor-Shadow. This Merit does not allow a character to channel a specific ancestor. Theaccumulated knowledge of departed Uratha, however, allows a character with this Merit toaccentuate his own experience with theirs. A character with this Merit may attempt to channel theknowledge of an ancestor-spirit as a reflexive action. Spend one Essence and roll a number ofdice equal to your character's Ancestral Vessel dots. Each success allows you to add one die tothe dice pool of a specific Skill. That Skill may change with each application of the Merit. TheStoryteller has final say on what Skill may be augmented. Ancestral knowledge isn't likely to beuseful with the Drive or Computer Skills, for example, while it could be with Medicine, Crafts(using older materials), Intimidation, Brawl or even Firearms (especially with bows). A charactercan attempt to boost a Skill he does not possess, but lacking a good frame of reference for theknowledge he suddenly gains, the unskilled penalty still applies. Bonus dice last for theremainder of the scene. Ancestral Vessel can be invoked only once per game session, whether itsucceeds or fails. If the effort fails, no other attempts can be made in that chapter.

    [ 1 - 5 ] Fetish ( Werewolf: The Forsaken -- Page 79 )

    Prerequisite: Uratha

    Effect: Your character possesses a fetish, a tool or weapon empowered by a spirit bound within.Perhaps she inherited it from a relative, received it from another werewolf, crafted it herself aspart of her initiation or took it from a fallen ally during the prelude. Whatever the reason, your

    character begins play with a fetish that is already attuned to her. The fetish has a level equal tothe dots in this Merit. One dot of Fetish is equal to three talens (small, minor fetishes), which maybe multiple copies of the same talen. You may purchase multiple fetishes during charactercreation as long as the total dots in this Merit do not exceed five. You could put four dots intoFetish by assigning your character a Spirit Drum (one dot) and a Mask of Life (three dots), but

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    your character could not begin play with a four-dot klaive and a Fireflash (two dots). Furtherfetishes can be acquired through roleplay as the chronicle progresses, but cannot be purchasedby experience points.

    [ 1 - 5 ] Fighting Style: Savage Fury ( War Against The Pure -- Page 183 )

    Prerequisite: Shapechanger; Strength 3; Wits 3; Primal Urge 3

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. This fighting style isn't a trained style. Shapechanger characters do not learn it so much asstoke the predator's fury within, using the pent-up anger to unleash brutal, savage attacks. Notethat this "style" works in all forms, even human. While the character may be wearing human flesh,the animal within always lurks close to the skin. Dots purchased in this Merit allow charactersaccess to specific combat maneuvers. Each maneuver is a prerequisite for the subsequentmaneuver. So, your character cannot possess Predatory Defense before he has Beast's Blunder.The Merit's maneuvers and their effects are described below. All Maneuvers are based on theBrawl Skill.

    1. Caged Fear -- Wild animals don't like to be caged. They do what they must to escape behindheld or leashed. In this case, the character gains bonuses against grapple attacks. She gains +1Defense against all incoming grapple attempts. Moreover, if held in a grapple, she can choose toreplace her Strength with her Dexterity in any roll attempted to get herself free. She wriggles,squirms and thrashes violently about to escape.

    2. Beast's Bluster -- Beasts fight with more than just claw swipes or crushing jaws. They bark,howl and hiss. They radiate authority in their body language, seen in the way two bull elk faceone another, or in the way that dogs circle one another before a fight. This "move" allows acharacter to forgo an attack for a single turn and make a Presence + Intimidation roll as hepostures and asserts his dominance through sound and movement. Hairs stand on end and hisvery stance indicates feral supremacy. He directs it against a single foe. Success on this rollindicates that this foe loses one Willpower point, and in the next turn, suffers a -2 dice penalty onher attack if it's against the character. Exceptional success on this intimidation attempt doublesthat attack penalty, and the foe still loses a Willpower point. The character can still apply hisDefense against incoming attacks if performing this maneuver. Drawback: Performing this movecosts a Willpower point. Beast's Bluster can only be used against a foe once during a scene(though it may be applied against multiple foes in a given scene).

    3. Predatory Defense -- For the remainder of the scene, the character gains a Defense bonusequal to half his Primal Urge score (round up). The way he moves is almost intuitive, as if everyhair on his body senses incoming attacks. This only applies to persistent Defense used againstincoming attacks. It does not modify the way a character applies any Dodge. Drawback: Openingoneself to this tactic costs a Willpower point. Moreover, if at any point during the scene thecharacter must roll for Rage, he does so with a -2 dice penalty. This ability requires bringing thedark, uncontrollable animal side dangerously close to the surface.

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    4. Baiting -- Some animals know how to bait one another -- they stand a certain way to indicateweakness or give off pheromones indicating false fear. A character declares that he's baiting atthe beginning of a turn, and makes a reflexive Strength + Subterfuge roll to appear frail ordamaged. During the turn in which the character baits a single foe, he gains +2 Defense againstincoming attacks from that foe. The following turn, provided the baiting was successful and theopponent attacked, the character gains a +3 bonus to attack as he uses the element of surprise("He's not weak, but strong!") against his opponent's misstep. Because this tactic doesn'tsupernaturally convince a foe to attack, the Storyteller may allow the foe to make a reflexive Wits+ Empathy roll to contest the baiting and determine the true nature of the character's feignedweakness. Drawback: Baiting costs one Willpower, and can only be used once per gamesession.

    4. Furious Assault -- The character makes an all-out attack. This attack is ruthless, a frenzy ofbloodthirsty destruction -- a rain of fists, a rending whirlwind of claws, a skull-crushing clamp-down of jaws or mandibles. Instead of gaining the normal +2 for the all-out attack, however, thecharacter can add his Primal Urge score to the attack roll. Drawback: The shapeshifter puts thewhole of his bestial spirit into this attack and forgoes his Defense for that turn. Moreover, he mustroll immediately -- whether the attack is a success or failure -- to resist whatever Rage plagueshis people. The roll to resist Rage is made at -3 dice. With this attack, the animal within becomestoo hungry to ignore.

    [ 1 - 5 ] Fighting Style: Tooth And Claw ( The Rage: Forsaken Player's Guide -- Page 103 )

    Prerequisite: Strength 2, Dexterity 3, Stamina 3, and Brawl 2

    Effect: Your character has spent a long time in her Urshul and Urhan forms, becomingacquainted with the body and senses available in her inhuman forms. Rather than training,instinct has spurred her to practice hunting and killing prey. Very few people expect a werewolf tobe fully adept with the flexibility offered by her lupine shapes, expecting her to rely on natural

    strength and speed the same as in Gauru form. Your character bucks that trend, having tested allher body's forms to their limit. Dots purchased in this Merit allow access to special combatmaneuvers that must be bought sequentially. Your character can't have "Slip Through" until shehas "Hunter's Eye." The maneuvers and their effects, most of which are based on the Brawl Skill,are described below. These maneuvers can only be used by a werewolf in Urshul or Urhan form.

    1. Hunter's Eye -- Your character's eyes are naturally drawn to signs of weakness, whichnormally indicate the easiest prey in a group. Your opponent's Defense is counted as one lowerfor the duration of the scene if you spend at least one turn observing him.

    2. Slip Through -- Your character is used to darting around an attacker, confusing him byattackin from man an les at once. Make a normal attack roll, enalized b the o onent's

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    Defense. This attack does not strike the foe or do any damage; but if you roll even one success,your opponent is distracted as he works out where you will attack from next. Your opponent doesnot apply his Defense against the next attack he suffers.

    3. Pounce -- Your character leaps at her opponent, bearing him to the ground with her full weight.Make a normal attack roll. If you roll more successes than your opponent's Size, he falls to the

    ground under you. Getting up counts as an action. Close-combat attack rolls against a fallenopponent receive a +2 bonus. Drawback: Your character's Defense suffers a -2 penalty on theturn you make this attack.

    4. Fury -- Your character knows how to go all-out, striking with both claws and teeth at the mostvulnerable spots on an opponent's body. She can make both a claw attack and a bite attackagainst the same opponent in the same turn. The bite attack receives a +1 bonus. Drawback:Your character cannot use her Defense on the same turn she intends to use this maneuver. If sheuses Defense against attacks that occur earlier in the Initiative roster, before she can perform this

    maneuver, she cannot perform the maneuver in the turn. She is too busy ducking out of the wayof incoming attacks.

    5. Throat Tear -- Your character's jaws are powerful enough to tear a creature's throat out with asingle bite. Do not apply the +2 bonus for size of teeth and jaw to the attack roll (other bonusesapply normally). Instead, if the roll is successful, apply the modifier as automatic successes forthe purposes of damage. Drawback: Spend one Willpower point per attack. Note that thisWillpower expenditure does not add three dice to the attack.

    [ 1 - 5 ] Legend ( War Against The Pure -- Page 69 )

    Effect: When spirits have broken out of all fetishes, it makes dots placed in the Fetish Merituseless for players' characters. Instead of simply removing the Fetish Merit from the game, givethose Merit dots another use. Introduce the Legend Merit. Legends abound among the Forsaken,especially about what the world was like before the spirits went mad. They say that, then, thePeople could bind spirits into their tools. These fetishes were objects of utility and power, andhelped keep the world a safe and right place. Likewise, the People could hunt down spirits andforce boons out of them, increasing the werewolves' powers and enabling them to better protectthe world. For any given purchase of the Merit: Legend, the character remembers one particulartale with crystal clarity. It resonates with him somehow, and he longs for the age when it was true.The player chooses one fetish or Gift of equal value (three-dot legend for a three-dot fetish or Gift)that inspired his character, though it's still just a legend. Once per story, when the character'sremembered fetish or Gift would have come in handy (but, of course, is now gone), the characterfeels a flash of inspiration. Learning innovation to overcome her difficulties, she finds a way to dowhatever she would have used the fetish to do. Mechanically, the character gains one bonus die

    per dot of the lost fetish or Gift (and correspondingly, the legend) in an attempt to do somethingsimilar to the lost power. A werewolf lamenting the loss of a flash fire might decide to kick sandinto her enemy's face instead for a similar result; that attempt gains a one-die bonus because itwas a one-dot fetish. One who listened, bright-eyed, to stories of creating water from nothingmight gain a one-die bonus to the Survival roll for finding water in an unexpected place. Thatsaid, fetishes do still exist. They are just rare and hard to control. Not every player will want to

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    give up the fetish for mundane inspiration. For any permanent fetish, there remains the possibilitythat the bound spirit was unable to escape. Make sure that any player who wants to keep a fetishis aware that using one properly will be very, very difficult, and that using one without anexceptional success on the activation roll will be dangerous. That said, having and using amisbehaving fetish can be an interesting source of plot advancement. Besides attracting spiritualfreedom fighters, misbehaving fetishes rarely work the way they are supposed to. A fetishcompass designed to locate the nearest locus might instead point toward the nearestencampment of Beshilu or duguthim, sending the pack into fight after fight instead of toward the

    Gauntlet, as the pack desires. A fetish fork that makes lies undetectable could force the werewolfto speak truth, creating awkward situations and furthering the story.

    [ 1 - 5 ] Pack ( Changing Breeds -- Page 96 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. See that flock of ravens following the chick next door? The yard full of dogs down thestreet? That person might be a real animal lover, or she could be a feral with a "pack" ofassociated kin. Similar to the Animal Companion Merit, Pack gives your character some bestialcompany. In this case, though, that company is a bit more numerous and bit less loyal. A Pack(which could actually be a herd, flock, pride or what-have-you) includes a number of animals thatremain close to your shapechanger. They're probably members of the feral's species, but might

    be something else instead if there's a good explanation for their presence. The dots in this traitmeasure the number and relative power of the Pack. For one dot, the character has two or threesmall beasts -- a handful of rats, bats or small birds. Two dots reflect 10 or 12 smaller animals ora couple of larger ones -- cats, small dogs, owls, falcons. Three dots allow for a much largergroup of small beasts (30 or more), about a half-dozen larger animals or two or three strong,competent ones -- wolves, monkeys, falcons, cheetahs. At this level, the Pack might include afew different animals -- say a wolf, a hawk and a ferret. For four dots, the feral gets a regularmenagerie -- 40 or more small animals, 10 larger ones, five powerful ones, two or three reallyimpressive ones (tigers, sharks, oxen) or three powerful ones of different species. These beastsaren't as devoted as a single Animal Companion, but their numbers make up for that reducedloyalty.

    Drawback: Where do you keep those animals, Tarzan? What can you feed them? What havethey not destroyed yet in your home? A Pack is a horde of wild animals, not a collection of tamepets. Their presence in human settlements is disruptive, destructive and very often dangerous.Unless your feral lives in the wilderness, a large Pack is chaos, and even there, it makes itspresence known. Through devotion to their shapechanging friend, these beasts avoid eating oneanother. That doesn't mean they won't eat anything else. Animals in a pack need to hunt, run freeand generally be themselves. If they don't get that -- or worse yet, if they're treated badly or sentoff on suicide missions -- these creatures abandon their so-called master. Affection is not blind

    loyalty, and a feral who considers herself Lord or Lady of the Beasts soon winds up with anempty kingdom.

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    [ 1 - 5 ] Parkour ( Tribes Of The Moon -- Page 98 )

    Prerequisite: Dexterity 3, Athletics 2

    Effect: Your character has become proficient in the art of parkour, whether by specific trainingwith a club or simple necessity because of enemies in his city. Dots purchased in this Merit allowaccess to special athletic maneuvers. Each maneuver is a prerequisite for the next. So, yourcharacter can't have "Cat Leap" until he has "Flow." The maneuvers and their effects aredescribed below, most of which are based on the Athletics Skill. A note on parkour andwerewolves: Since werewolves can shapeshift reflexively, whether by taking advantage of moonphase or simply expending Essence, they can change form in mid-leap. This allows a Hunter (orany werewolf, as this Merit is by no means limited to the Meninna, or to the Uratha, for that matter)to jump using a strong form such as Urhan or Urshul and then switch to Hishu or Dalu to catch aledge or another handhold as the jump ends. You can easily find videos of parkour using anInternet search; watch a few and imagine what would be possible with the Gifts andshapeshifting of the Uratha mixed in.

    1. Flow -- Your character has some basic training in the techniques of parkour, allowing him toreact instinctively to obstacles and jumps. When using running or using the Foot Chase rules,your character may negate hazardous terrain penalties equal to his rating in the Merit: Parkour. Inaddition, the roll to gauge a jump distance is a reflexive action.

    2. Cat Leap -- Your character has mastered some of the twisting leaps, landing rolls and wall tapsused by traceurs. When using a Dexterity + Athletics roll to mitigate damage from falling, yourcharacter gains one automatic success. In addition, add one per dot in this Merit to the thresholdof damage that can be removed through this roll. Thus, if the Storyteller decrees that only threesuccesses may be garnered to reduce falling damage, the traceur with three dots in this Meritmay actually use six successes (assuming the player accumulates that many, including hisautomatic success).

    3. Wall Run -- Your character has mastered the quick wall-run and leaping climb techniques ofparkour. When using Athletics to climb, your character is capable of scaling heights of 10 feet +five feet per dot in Athletics as an instant action (rather than the normal 10 feet), though every full10 feet beyond the first imposes a -1 dice penalty.

    4. Expert Traceur -- Your character has trained so extensively in this athletic discipline that itsmaneuvers are normal and instinctive for him. Your character may designate any Athletics rollthat involves running, jumping and climbing as being a rote action. Drawback: When doing so, heis less able to react to events that don't have to do with navigating the environment, causing himto lose his Defense for that turn.

    5. Freeflow -- Your character has achieved the freeflow that is the holy grail of traceurseverywhere -- he acts without thinking, his movements flowing, graceful and quick when he

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    enters "the zone." He can perform any Athletics action that involves running, jumping or climbingas a reflexive action, rather than an instant action. Doing so requires that the character has beenrunning for at least a full minute previously; any use of this ability before that minute markrequires the expenditure of one point of Willpower, however.

    [ 1 - 5 ] Watched ( Blood Of The Wolf -- Page 126 )

    Prerequisite: Wolf-Blooded

    Effect: The character is important to a werewolf or a pack of werewolves. This is usually becausethe character is a direct relation, but sometimes Uratha ask their packmates to watch over theirchildren or siblings, should the werewolf die prematurely. In any case, the character has a sort offeral guardian angel. The degree to which the uragarum is protected depends on the number ofpoints spent on this Merit. One dot means that the werewolf or pack isn't local or is busy withother concerns, and only checks in on the character once a month or so. Unless the characterknows about her protectors (at the player's and Storyteller's discretion), she has no protectionfrom immediate threats unless the werewolf happens to be in the area when somethingunfortunate occurs. Alternately, one dot could indicate that the character's protector is young,weak, stupid, elderly or is in some other way sub-par, or that he simply doesn't care about thewolf-blood all that much. Two dots indicates that the protector takes his responsibility seriously,and looks in on the wolf-blood at least twice a month. Again, this is better protection against anongoing threat than an enemy who simply appears one night, fangs glistening, but it's certainly

    better than nothing. A three-dot Watcher visits the wolf-blood once a week or so. This levelindicates either a pack of young or mostly disinterested werewolves or a single but experiencedor dedicated Uratha. The werewolf might even give the uragarum a method of contacting himshould anything urgent arise (but Uratha take an extremely dim view of "crying wolf" and wastingthe protector's time often results in a lowering of this Merit's rating or in the Merit disappearingaltogether). For four dots, the wolf-blood enjoys the dedicated protection of a pack or a seasonedand loyal warrior. This level of devotion usually indicates a parent-child relationship. The wolf-blood probably has a way to contact the werewolf, and if the Uratha is sufficiently talented, itmight even take the form of a Running Rabbit talen. Woe unto anyone who crosses the wolf-blood with this level of Watched. Finally, for five dots the uragarum enjoys the protection of theLodge of the Shepherd. The members of the lodge look in on the character at least once a week,

    normally more frequently, and she probably has some sort of spiritual protection in her home(whether she knows about it or not).

    Drawback: The major advantage of this Merit is also its biggest drawback -- the character isperiodically in close proximity to werewolves. The Uratha might mean well, but one bad day canlead to an unfortunate incidence of Death Rage, and the wolf-blooded always come out thelosers in such instances. Also, enemies of the Watcher might follow him right to the wolf-blood'sdoor (although a werewolf willing to put in the effort to watch over a human is usuallyconscientious enough to avoid such mishaps). If the wolf-blood ever becomes a werewolf, this

    Merit disappears. Traditionally, the Merit dots spent are lost, although the Storyteller may chooseto allow the player to retain and reassign one or more of the Merit dots spent to a new Merit suchas Allies or Contacts (representing the same werewolves).

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    [ 1 OR 3 ] Pack Affinity ( The Rage: Forsaken Player's Guide -- Page 156 )

    Effect: Either because packmembers have spent so long in each other's company or through apowerful totem bond, packmembers have a better understanding of one another. They will findthemselves finishing each other's sentences, or all sharing the minor aches and pains of onemember. Some packs even share a form of primitive communication, through a combination ofthese shared feelings and body language. For one point, each packmate who possesses thisMerit gains an unconscious awareness of the others' general states of mind. All Social rollsamong packmates have a +1 bonus as long as one of them possesses this Merit. For threepoints, each packmate who possesses this Merit can communicate with others who also possessthis Merit without using words. A combination of body language and the general low-levelempathy between packmates allows them to send simple messages of up to three wordsmaximum without anyone else being able to eavesdrop. These messages are normally of theform of "Danger," "They hurt Jack" and so on.

    Drawback: Characters with the three-dot form of this Merit suffer the highest wound penalty of allof their packmates, whether they themselves are injured or not. There's a price to pay for suchclose ties.

    [ 2 ] Beginner's Luck ( Signs Of The Moon -- Page 29 )

    Effect: Some people just happen to be pretty decent at most anything they attempt. An Irraka withthis Merit only suffers from a one-die penalty (rather than the normal three) when her playerattempts a roll for a Mental Skill in which the character has no dots. Those blessed with this sortof universal adroitness often get flustered when they genuinely screw up; if a character with thisMerit dramatically fails a Mental Skill roll, he loses a point of Willpower. Normally, this Merit isonly available at character creation, though a Storyteller may waive this requirement for acharacter just undergoing her First Change (particularly i f she is chosen of the New Moon).

    [ 2 ] Bezoar ( War Against The Pure -- Page 183 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. Some animals cough up a calcified ball of hair or fiber, and ancient civilizations all the waythrough the Middle Ages considered such biological detritus to be an excellent talisman againstevil, poison and sickness. The bezoar kept by the character may be from the character (i.e., hethrew it u at one oint, likel after consumin a heart kill or another sha echan er. Three

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    types of bezoars exist, and the character may choose one effect to accompany his talisman: (A)The character gains +1 on any resistance rolls when opposing supernatural powers that wouldaffect his mind (such as the Forsaken Gift, Loose Tongue). (B) The character heals wounds lostto aggravated damage a little faster. Instead of taking a week (seven days) to heal one point ofaggravated, it only takes five days to heal one point. (C) The character gains +3 dice whenmaking a Stamina + Resolve roll to resist poisons and toxins. Some poisons or toxins don't allowa character to roll to resist, but if the character possesses this type of bezoar, he is afforded achance to resist reflexively (though in such cases, he does not gain the +3 bonus; the chance to

    resist is reward enough).

    [ 2 ] Heal Like Stone ( Blood Of The Wolf -- Page 22 )

    Prerequisite: Werewolf

    Effect: Your werewolf is skil led at subduing his regenerative ability. He might fall into a meditativetrance or just have a particular aptitude for grinning and bearing it. When determining how longyour character can resist (or control) his regeneration, add two to Resolve when referencing theResisting Regeneration chart. For example, if your werewolf's Resolve is 1, he can stop himselffrom regenerating for four minutes before you need to make a roll.

    [ 2 ] Local ( Territories -- Page 47 )

    Prerequisite: Uratha

    Effect: You are so comfortable within your pack's territory that you blend right in with localhumans. They accept you as one of their own. You receive +1 die on all Social rolls when

    dealing with humans in your territory. Humans in your territory unconsciously suspect that there'ssomething strange about you, but know that you are one of them -- humans in your territoryreceive +1 to their effective Willpower to resist Lunacy that you cause. If you are seen alone inUrshul form in your territory, for instance, the Willpower 5 observer reacts as though he hadWillpower 6. If you and your three packmates (who lack this Merit) all shapeshift within sight, thesame guy would respond to you all with his base Wil lpower 5. This Merit can only be learned bya werewolf with a defined territory.

    [ 2 ] Lunatic Glare ( Blood Of The Wolf -- Page 125 )

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    Prerequisite: Wolf-Blooded 3 or more

    Effect: Your character inherited a small measure of the Predator's Menace, and can inflict theLunacy on others. Doing so, however, is draining, and runs the risk of backfiring terribly --humans are not the fearsome predators that werewolves are, even humans related towerewolves. Most of the time, the wolf-blood has no idea what he is doing, and is simply

    defending himself or trying to pick a fight for whatever reason. Sometimes, however, a personthat the wolf-blood is trying to intimidate screams in terror or backs away, wide-eyed, leaving theuragarum wondering what he did to induce such fear. Use of this Merit requires the uragarum toglare at his target, making eye contact and exhibiting some sort of threatening behavior (baringone's teeth is enough). The player spends a Willpower point and rolls Presence + Intimidation(receiving no bonus dice for the Willpower point).

    Dramatic Failure: The target immediately attacks the wolf-blood, perceiving him to be a monsterand a threat. Others in the area might well join in, instinctively seeing the character as

    dangerous.

    Failure: The target is not intimidated and not affected by the Lunacy.

    Success: The target suffers the Lunacy, but with a +5 to his effective Willpower. Any others usesof this Merit in the same scene require another Willpower point from the uragarum.

    Exceptional Success: As above, but the wolf-blood can use the Lunatic Glare on others in thesame scene without spending a Willpower point, provided that they witnessed the effects of theLunacy on the first victim. Targets affected by this Merit do not suffer any memory impairment,only the fear.

    Drawback: The wolf-blood does not actually control when this Merit activates. The player candecide that the wolf-blood might be angry or defensive enough to initiate the Merit -- but so canthe Storyteller. If the wolf-blood ever becomes a werewolf, this Merit disappears.

    [ 2 ] Metabolic Control ( The Rage: Forsaken Player's Guide -- Page 105 )

    Prerequisite: Stamina 3

    Effect: Your character has more control over his body than most werewolves. This allows him tostop his body from regenerating, at least for long enough to set a wound. In addition, this Meritallows the werewolf to slow down other aspects of his physique. When normal people are out of

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    breath, werewolves normally aren't. When normal people are shocked by injury, werewolvesnormally aren't. This Merit allows your character to appear no better than a normal human,slipping under the radar of anything that would hunt him. Camouflaging himself in this way takesa Stamina + Survival roll, with a success indicating that your character has suppressed hismetabolism for one scene, or one day for an exceptional success.

    Drawback: Preventing regeneration in a particularly stressful situation may require spending aWillpower point, at the Storyteller's discretion.

    [ 2 ] Moon-Centered ( The Rage: Forsaken Player's Guide -- Page 103 )

    Effect: No matter your character's auspice, the sight of the full moon fills him with a powerful ragethat yearns to be unleashed. Mother Luna's face fully revealed spurs him to release the ragewithin in the only way he knows. On nights of the full moon, your character adds one to hisStamina + Primal Urge when determining the number of turns spent in Gauru form only. Thiscounts as the natural duration for the purposes of Gifts and other effects that alter the duration.

    Drawback: Your character is on edge in the light of the full moon until he can release the ragewithin. All Composure rolls suffer a -1 penalty during the full moon until he can take Gauru form.Changing forms just once is enough to offset this penalty for the duration of the phase (usuallythree nights).

    [ 2 ] Predator's Bearing ( Changing Breeds -- Page 97 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. The scary vibe emanating from a natural predator can be frightening yet intoxicating to herprey. In the case of this Merit, your character radiates that primal sense of excitement. Being nearher makes hearts pound, adrenaline flow and hairs prickle up the backs of necks. Chances are,she's had this effect on people and animals all her life, and it just gets stronger with time. As atrait, this Merit adds +1 to any Social dice pool that might benefit from raising someone's hackles.That heart-eating grin of hers comes in handy in all sorts of situations, from seduction (there's areason so many sex symbols are compared to wild animals) to pants-crapping terror. For a Heart-Ripper feral, this is part of her natural arsenal. Without a word, she can make people and animals

    profoundly uncomfortable.

    Drawback: This predator does make people and animals profoundly uncomfortable, whether she

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    wants to or not. Whenever she wants to appear innocuous, her Social actions suffer a -1 penalty.She might be totally innocent or utterly helpless, but folks still smell blood in the water aroundher. Fellow predators, however, remain unimpressed. Although a l ion, rottweiler or vampire mayrespect the presence of a fellow badass, such creatures aren't frightened by this Merit. Many, infact, might see it as a challenge, and decide to take this up with an interloper personally

    [ 2 ] Predator's Gaze ( The Rage: Forsaken Player's Guide -- Page 105 )

    Prerequisite: Presence 2 and Intimidation 2

    Effect: Your character has a tendency to look at people as if they were prey animals. Her bodylanguage is domineering, and in conversation, her eyes focus on the throat or another weak spot.People want to get out of her presence, and while that can be annoying, it can also be very usefulfor getting things done quickly. Your character gets a +1 bonus to all Presence or Manipulationrolls when convincing people to leave her alone or get things done quickly. A shopkeeper willserve her first, just to get her out of the store, and a street gang will suddenly decide that muggingher might not be the best plan they ever had.

    Drawback: Looking on people as prey doesn't help with making friends and influencing people.People look askance at anyone who hangs around with you voluntarily, and you'll likely be thefirst name in people's heads whenever they hear of a violent crime in the area. After all, you surelook and act the type.

    [ 2 ] Scout ( Territories -- Page 48 )

    Prerequisite: Uratha

    Effect: You are exceptionally talented at scoping out an enemy's territory, so long as you are notinterfered with and don't attack. You receive +1 die to Perception and Stealth dice pools in a rivalwerewolf's territory.

    [ 2 ] Secret Paths ( Territories -- Page 47 )

    Prerequisite: Uratha

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    Effect: You know better than anyone else how to move around your own territory unobserved.You receive +2 dice to Stealth pools while in your pack's territory. Moreover, if you have one turnto prepare, you can quickly rig up a good hiding place that gives an additional +2 dice to Stealthpools and one point of cover. This Merit can only be learned by a werewolf with a definedterritory.

    [ 2 ] Socially Small ( Changing Breeds -- Page 97 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. For many beasts, blending into the scenery is a survival trait. This Merit helps a characterdo likewise. No matter where he is or what he's doing, this guy's likely to be overlooked,unnoticed and discounted as a threat... which, of course, can make him much more effective if heis one. As they say, no one ever watches the quiet ones. A common Merit among small breeds,this trait offers a +1 modifier to rolls that involve getting lost in a crowd (stealth and hiding) orlooking harmless (subterfuge and some forms of seduction). Animals remain calm around yourcharacter unless given a reason to fear him, and people have a hard time even remembering hisface (a -1 penalty to rolls involving details or recollection). Cops breeze past him, kids trust himand folks want to take care of him -- assuming they even notice him at all.

    Drawback: As the old joke says, this character don't get no respect. He's the last one picked andthe first one forgotten. Rolls to be taken seriously suffer a -1 penalty, and folks generally discountthe feral and all he has to say. Enemies may laugh at him in a fi ght (to their sorrow, naturally),and would-be lovers might forsake him for more dangerous playmates.

    [ 2 ] Synergistics ( Tribes Of The Moon -- Page 150 )

    Prerequisite: Rituals 3

    Effect: Sometimes a ritual is impractical -- crowded urban centers can make it difficult to huntopenly, for instance. Synergistics allows the ritualist to alter the materials and componentsneeded for a ritual without changing the underlying rite. A burned-out circuit board takes the

    place of a skull, a symbolic hunt takes the place of a real one. Some Iron Masters use this ritual towrap their spirit magics in the trappings of a human religion, wielding the powers of the spiritsthrough the prayers of a Christian or the divinations of a Shinto priest. The character reduces thepenalties for altering the form of a rite by 3.

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    Drawback: Once she's changed a rite, a werewolf suffers all normal penalties for attempting touse the normal form of the rite.

    [ 2 ] Synergy ( The Rage: Forsaken Player's Guide -- Page 156 )

    Effect: Your character has spent a lot of time working with his packmates, to the point where theyare more effective working together than with other people. They know how to apply each other'sstrengths in general, rather than in specific trained situations. If your character is involved in astandard teamwork roll (not including pack tactics) with other members of his pack, and everyoneinvolved has this Merit, you get a +1 die bonus to your roll.

    Drawback: If your character is involved in a standard teamwork roll (not including pack tactics)without any other members of his pack, you suffer a -1 penalty.

    [ 2 ] Trained Senses ( Signs Of The Moon -- Page 30 )

    Prerequisite: Resolve 3

    Effect: Many Irraka act as the eyes and ears of their packs in tense situations. Some developparticularly discerning senses, able to filter out distractions and concentrate on only the details ofsignificance. The player of a character with this Merit ignores up to two dice of penalties, from anysource, on a Wits + Composure roll for perception. By spending a point of Willpower, the playermay ignore a penalty of any size for a perception roll, as the character grits his teeth and focusesin on only what he absolutely needs to see, hear, and otherwise sense.

    [ 2 ] True Breed ( Changing Breeds -- Page 97 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. The Changing Gift runs in this character's family. Dad or Mom might have been feral; maybeGrandma or weird Uncle Martin. Someone in recent memory was a shapechanger, and at least afew folks (in or outside the family) know about it. Odds are good that the werebeast's kid or

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    grandkid will be feral, too.

    Drawback: This knowledge makes certain things easier (there'll probably be a support networkfor First Changes) but not necessarily (that "network" might involve a prayer group that tries to"beat the devil" out of a shapechanger). In any case, we suggest that the player and Storytellercollaborate on the backstory for a character with this Merit. Whether the connection is an open

    secret or a hated mystery depends on the player's vision and his Storyteller's whims.

    [ 2 - 4 ] Anonymity ( Blood Of The Wolf -- Page 46 )

    Prerequisite: Resolve 2 and Larceny 2 or Subterfuge 2

    Effect: It is becoming harder and harder to be anonymous in today's world as our personalinformation swells government and business databases. Many Uratha become increasinglyworried about Big Brother always looking over their shoulders and prying into their business.Some Uratha even go so far as to disconnect themselves from many of society's conveniences inan attempt to shut out its prying camera eye. This Merit reflects the special abili ties andknowledge it takes to do so. Your character manages to stay off the radar of most governmentand financial databases via an assortment of methods. At two dots, it is assumed that thecharacter uses nearly every legal means at his disposal: Dealing in cash, not having credit cards,not having a driver's license, de-listing phone numbers, not having a phone, having nopermanent address (other than possibly a PO box) and so on. At higher levels, he must employsome illegal methods to keep himself secret: Creating false identities, stealing others' identities,seeking to actively destroy data gathered by others and so on. Each dot subtracts one fromInvestigation rolls made to discover information about the character.

    Drawback: A character with Anonymity may not purchase Fame. Furthermore, he should havetrouble spending Resources more than once a month since it is assumed that he does not haveready access to electronic banking, credit cards and so on. Anonymity may also influence thetypes of Status allowed by a Storyteller, because many organizations are not going to allowpersons who cannot prove their identities to join their ranks. It is possible to lose the effects of the

    Anonymity Merit if the character is arrested, although the character can manage to regain theeffects by having his criminal record erased one way or another.

    [ 2 - 5 ] Wolf-Blooded (Alternate) ( Blood Of The Wolf -- Page 126 )

    Prerequisite: Mortal

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    Effect: Note: This version of Wolf-Blooded is optional, meant primarily for chronicles in whichmultiple players portray uragarum characters and for Storyteller characters that don't need to bequite as "blessed" as most wolf-bloods. If the Storyteller does not wish to make use of this Merit,she is under no obligation to do so. Your character has a blood relationship with a werewolf. Shemight be a member of a wolf-blooded line such as the Pickerings or might be the only wolf-bloodin her immediate family. She might not even know the truth of what she is. Those details are up tothe player and the Storyteller. This Merit does not measure how much the character knows, nordoes it measure a character's relationship with her Uratha family. (Merits like Watched and Allies

    are better indicators of that.) This Merit simply charts a character's semi-mystical, semigeneticconnection to the Uratha, and what benefits (and drawbacks) the character receives. Dots in thisMerit purchase special traits and effects similar to a werewolf's natural abilities. The effects of thisMerit are cumulative: A character with Wolf-Blooded 5 receives all of the benefits listed below.This Merit cannot increase in rating with experience points and cannot be purchased aftercharacter creation. A character is either wolf-blooded or he isn't.

    2 Dots Wolves' Rapport: The character possesses an instinctive understanding of canine bodylanguage and other cues. While she can't communicate with wolves and dogs fully (lacking theability to pick up on cues based on scent), she can usually guess at a wolf's or dog's mood andgeneral temperament. The character gains a free Specialty in Animal Ken (Wolves/Dogs).

    3 Dots Lunacy Mitigation: The character is slightly resistant to the Lunacy. Treat the character'sWillpower as if it were 2 points higher when determining the effects of the Lunacy.

    4 Dots Unseen Sense: The character can sense werewolves and spirits. This power functionsexactly like the Unseen Sense Merit.

    5 Dots Lesser Regeneration: The truly blessed wolfbloods can heal damage much more quicklythan their fellow mortals, though nothing on the level of the Uratha. This power functions exactlylike the Quick Healer Merit, except that Lesser Regeneration grants no bonus to healingaggravated damage. A character with both this level of Wolf-Blooded and the Quick Healer heals

    a point of bashing damage in four minutes, a point of lethal damage in 12 hours and a point ofaggravated damage in four days. (Note that aggravated damage benefits only from the QuickHealer Merit.)

    Drawback: Aside from the unfortunate circumstance of being related to monsters with hair-triggertempers and ruthless, inhuman enemies, the Wolf-Blooded Merit carries three intrinsicdisadvantages. First, the uragarum's mind can only handle the strangeness of the World ofDarkness for so long before the mind begins to crack, and the barrage of spirit activity onlyworsens matters. Any time a wolf-blooded character might receive a derangement due to mental

    stress or any use of a supernatural or spiritual power, the player receives a -1 penalty to theResolve + Composure roll. If the character has Wolf-Blooded 5, the penalty is -2. Attractivenessto spirits is the second major disadvantage. Uragarum create slight weak spots in the Gauntlet,allowing spirits to exert their influence more easily in the wolf-blooded's presences. At Wolf-Blooded 2, spirits gain a +1 bonus on any attempt to affect the physical world in the wolf-blood'spresence but must have Numina that allow them to do so. At Wolf-Blooded 3, this bonus rises to+2. At Wolf-Blooded 4, a spirit of rank 2 or higher can use the Reaching Numen in the wolf-blood's presence, even if the spirit doesn't actually know that Numen. At Wolf-Blooded 5, thespirit can cross the Gauntlet as though the wolf-blood were a level-one locus. If more than onewolf-blood is in the area, spirits can take advantage of the highest rating represented, with oneexception. Unless an uragarum with Wolf-Blooded 5 is present, spirits cannot cross the Gauntlet

    without using a Numen (though they can use Reaching as described for Wolf-Blooded 4). Finally,wolf-bloods suffer a much lessened form of the Rage that grips their werewolf relatives. At Wolf-Blooded 3 or higher, when the character is severely frustrated, humiliated or angered the playermust roll Resolve + Composure. If this roll fails, the character lashes out. This outburst might benothing more than a shouted word or a raised hand, but multiple failed rolls within a given scene

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    should carry increasingly intense responses. At Wolf-Blooded 4 and 5, this roll receives a -1 and-2 penalty, respectively.

    [ 2 OR 4 ] Ephemeral Reckoning ( The Rage: Forsaken Player's Guide -- Page 103 )

    Effect: Whether through hours of study or an innate knack, your character has more insight thanmost into the Shadow. Something inside her picks up on spiritual resonance without herconsciously noticing. At the two-dot level, your character can make a reflexive Intelligence +Occult roll once per scene to determine the resonance of a given area. Dramatic failure indicatesmisleading information, failure offers nothing, success gives the main resonance of an area andan exceptional success shows the subtle layers of resonance before her. At the four-dot level,she can make a similar reflexive roll to pick up on the resonance of a source of Essence that shehas found. Only one roll of either kind can be made per scene, though with the four-dot version of

    this Merit she may try again if the first roll is a failure.

    [ 3 ] Animal Magnetism ( The Rage: Forsaken Player's Guide -- Page 105 )

    Effect: Your character is a focal point for everyone in the room. Through a combination ofpheromones and body language, she has an edge of danger that's hard to resist. Her primal,

    powerful nature hides just under the surface, and when she wants to, she can let it out. Yourcharacter lowers the penalty from her Primal Urge by two when making a Presence orManipulation roll to distract or seduce someone who would normally be attracted to her gender.

    Drawback: Being the center of attention is not always a good thing. People who are attracted toyou will keep flirting or trying to strike up conversations when you're alone, and everyone whoisn't attracted to you will likely resent you. You suffer a -1 modifier to rolls made to deal withpeople who aren't attracted to your gender.

    [ 3 ] Den ( Changing Breeds -- Page 96 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. It's hard, in today's world, to find privacy. This Merit, however, reflects a hidden space wherea feral can be himself. It might be a secluded meadow, rambling old farm or warehouse in thebad side of town. Wherever it is, your character can transform into his animal aspect without

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    drawing undue attention, then run or fly away with some measure of freedom. Obviously, this"den" must suit the feral's species. A dolphin might work at an aquarium, a hawk could own apenthouse and a horse might have a ranch in the middle of nowhere. Secrecy, though, is vital --no one wants blurry pictures of himself in mid-change posted on thisisweird.com.

    Drawback: In game terms, this hideaway provides a place for the character to slip in and out of

    his feral identity. It's probably covered in evidence of that nature, too -- hair, scratch-marks,possibly droppings or urine marks to identify the place as "MINE!" Even so, the Den is remoteenough to escape easy detection, even if it's in the middle of a city. Hunters trying to track acharacter home will suffer a -2 penalty to the relevant tracking or investigation rolls. Still, thesigns are there, and if you're not careful, the secret might not last.

    [ 3 ] Eyrie ( Territories -- Page 47 )

    Prerequisite: Uratha

    You know the best lookout points and lines of sight within your pack's territory. You receive +2dice to all Perception pools while within your own territory, and if you attack a foe at range, youreceive +1 die to your pool to do so. This Merit can only be learned by a werewolf with a definedterritory.

    [ 3 ] Far-Runner's Intuition ( Signs Of The Moon -- Page 30 )

    Prerequisite: Uratha; must be Irraka (New Moon auspice); Streetwise 2 and Survival 2; sharedTotem Merit at 10 or more dots

    Effect: In the course of her work, an Irraka is more likely to have to run apart from her pack than awerewolf of any other auspice. Some New Moons eventually develop an uncanny sense thatenables them to home in on those with whom they share a pack totem, helping them to discernthe precise direction and rough distance between themselves and those to whom they arebound. On a successful Wits + Streetwise (for urban environments) or Wits + Survival (forwilderness environments) roll, the Irraka knows which way she must run to find a given packmateand, in general terms (a few minutes, several hours, about three days, etc.), how far away fromher he is.

    [ 3 ] Mercy Of Luna ( Signs Of The Moon -- Page 30 )

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    Prerequisite: Uratha; must be Irraka (New Moon auspice)

    Effect: New Moons are often expected to interact with the herd for the good of the pack, thoughthe feral power of a werewolf's Primal Urge, seething just below the surface, can make dealingswith humans -- even the wolf-blooded -- difficult, at best. Some Irraka, however, are gifted with afacility for temporarily clouding their more bestial natures, enabling them to assuage the fear thatnormal people quite rightly feel toward the Forsaken. By spending a point of Willpower as aninstant action, the Irraka may reduce his Social Attribute/Skill penalty for Primal Urge by one dieper dot of Cunning Renown, to a minimum of a zero-die penalty, for the remainder of the currentscene.

    [ 3 ] Naturally Deceptive ( Signs Of The Moon -- Page 30 )

    Prerequisite: Uratha; must be Irraka (New Moon auspice); Cunning 4

    Effect: For some New Moons, lying, cheating, and stealing are as easy as breathing. Whenspending a point of Willpower on one of her three auspice specialty Skills (Larceny, Stealth, orSubterfuge), the Irraka adds dice equal to her dots in the Cunning Renown, rather than thecustomary three dice.

    [ 3 ] Prey Charm ( War Against The Pure -- Page 185 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. Your character keeps around a talisman made from some part of a prey animal (likely thekind of prey hunted by the shapechanger's own animal). It might be a rabbit's foot, a coyote ear, adesiccated fish skeleton or even a bunch of dead wasps in a jar. It's always worn as some kind of

    jewelry, often around the neck or dangling from a bracelet (though it's possible it could serve assomething unconventional such as a keychain). Once per game session, the charm provides its"luck" for a character at a moment of the player's choosing. The player may re-roll a failed roll,and gain +3 dice to the re-roll.

    [ 3 ] Prophet's Voice ( Lodges: The Faithful -- Page 79 )

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    Prerequisite: Uratha or wolf-blooded, Resolve 2

    Effect: Some people seem tuned in to the myriad possibilities that the future offers, and canpredict with eerie accuracy what a given person's destiny might entail. Humans have developedhundreds of different methods of seeing the future, but most agree -- some people have the gift,others do not. Your character has the gift. You might decide that your character has a focus forher prophecy or that it comes through dreams, hallucinations, momentary flashes of insight oreven automatic writing. Whatever the case, once per story you may activate this Merit. Spend aWillpower point and the Storyteller rolls your character's Resolve + Occult. (Thus, you can neverbe sure whether or not the information you receive is helpful, harmful or merely interesting.)

    Dramatic Failure: The character completely misreads the omens and predicts a future that is notonly dead wrong, but damaging to the querent if he follows her advice. If he survives, he might

    well return to seek revenge.

    Failure: Your character sees nothing. Whether she admits her failure to the querent is herbusiness.

    Success: The character sees a vision involving the subject. The Storyteller should give you thedetails of this vision, but it will be heavily veiled in symbolism. If your character sees the subjectof her vision being struck by lightning, that may mean that the subject is due for a run of extremelybad luck or for a burst of inspiration. You may roll Intelligence + Occult for a hint as to themeaning of the symbols; success on this roll means the Storyteller should clarify or help you tofigure out the meaning of the vision.

    Exceptional Success: Your character sees the future in stunning clarity. The vision is relevant,but usually very brief. A vision might take years to come to pass, or become relevant withinminutes. The character (and the player) has no way to know, nor does she have any control overwhat facet of the subject's life the vision covers. Prophet's Voice is an extremely fickle blessing,and, although the player has control over when to use it, the character only knows thatsometimes what she sees comes to pass. Prophet's Voice can usually only be purchased atcharacter creation, but members of the Lodge of Prophecy can develop this gift on their own. Theprocess of doing so requires extended trips into the Hisil, searching out conceptual spirits of timeand foresight. Spirits such as this typically have no concept of past or present, meaning that theysee Uratha as the children of Father Wolf, his successors and his murderers all at once. As such,a werewolf might be welcomed one moment and brutally attacked the next. Even so, the insightthese spirits can provide into the arcane patterns of time and symbolism can, given practice,enable a werewolf to prophesize.

    [ 3 ] Staunch Defender ( Territories -- Page 48 )

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    Prerequisite: Uratha

    Effect: You are especial ly fierce when defending your pack's territory. When in your pack'sterritory and fighting an invader to that territory, receive a bonus die to all attack pools made withclaws and teeth. This Merit does no good against any humans, other werewolves or othersupernatural creatures that live within your pack's territory, or spirits that belong there (or that you

    have summoned there). Your ferocity in defending your territory gives you -1 die to resist Kuruthwhile doing so. This Merit can only be learned by a werewolf with a defined territory.

    [ 3 ] Vicious Attacker ( Territories -- Page 48 )

    Prerequisite: Uratha

    Effect: You have no respect for other werewolves' territory and see their territorial claims as achallenge to your own dominance. When invading another werewolf's territory, you receive +1die to attacks made with claws and teeth against that werewolf or his allies. This Merit does notprovide you with any benefit against humans or supernatural entities that live in your opponent'sterritory, unless they specifically take up arms to help those werewolves. (If the local police attackyou because you appear to be a shotgun-toting maniac, you get no benefit from this Merit; if awerewolf's spouse attacks you because you are fighting his wife, this Merit does apply.) This

    Merit provides you no benefit if you are fighting another werewolf in neutral ground or in territoryhe does not claim as his own.

    [ 4 ] Beast-Kin ( Changing Breeds -- Page 96 )

    Prerequisite: Shapechanger

    Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, aswell. Not everyone affiliated with the changing breeds actually transforms. This Merit reflects acharacter whose First Change has not yet arrived, and might never arrive. Kin to the feral folk,this person lives in the shadow of their world. He hears odd stirrings in the back bedroom, seesfur or feathers too thick for normal explanations. Perhaps he serves one of the Regencies,surrounded by hopeful relatives. Or languishes in a backwater swamp, tending the gator that justhappens to be his sister, too. The upside? This character is immune to the Delusion and the

    primal terror associated with werewolves. He understands how far back the curtain of "reality"can be drawn, and sees at least a glimpse of the parties behind it. Chances are, he's very goodwith animals; although the breed of his associated beast might terrify him, he shares a deepaffinity with it. He can understand animals through body language and vocal cues, and while he'sno Dr. Doolittle, they often understand him, too. For now, this character exists on the cusp of aworld that may or may not take him in completely. Even so, he knows more about that world than

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    most.

    Drawback: That world is no gentle playground. Despite the New Age fascination with "spirittotems" and such, the animal realm is harsh by human standards and the feral one even more so.Enemies of the shapeshifter or her clan often target the kin when they want to make theirpresence known. Meanwhile, that shapeshifter in her clan might abuse, neglect or despise the

    "weakling" among them. Feral clans, even the wealthy ones, are notoriously hard on theirmembers, and all it takes is one bad day to turn Mommy or Big Brother into the lion at the door.(Note: If the First Change finally overtakes this character, the Merit gets "traded" for the feralsupernatural template.)

    [ 4 ] Chain-Breaker ( Blasphemies -- Page 136 )

    Prerequisite: Lodge of Ashes, Harmony 8

    Effect: The Unfettered know secret phrases in the First Tongue that free a spirit from bondage. Amember of the lodge can utter these words and concentrate on a fetish to l iberate the captivespirit therein. This cannot be done surreptitiously. Any werewolf in the area can sense thechanges in the spiritscape caused by this phenomenon, and the phrase in the First Tonguecauses the werewolf's voice to rumble and growl l ike a hunting pack. The owner of the fetishfeels the spirit within start to wriggle free, and can attempt to disrupt the process, beating the spiritinto submission. This Merit cannot free spirits that wish to remain in their fetishes, or spirits forwhom being liberated would violate a ban. In order to free a spirit, the werewolf must be able tosee the fetish. The player spends one point of Essence (this expenditure helps to get the spirit'sattention and provides some incentive for the spirit to fight its way out) and rolls Harmony in acontested roll against the fetish owner's Resolve + Composure + Primal Urge.

    Dramatic Failure: The spirit's torment becomes painfully clear to the werewolf, but he ispowerless to help. The werewolf must immediately check for Death Rage.

    Failure: The spirit remains trapped in the fetish, and the only way to free the spirit is to destroy theobject. This Merit will not work on this particular fetish.

    Success: The spirit is free of the fetish. The owner of the fetish can choose to sacrifice a dot (notpoint) of Willpower to keep the spirit trapped, but this usually results in the Unfettered taking thefetish away by force and breaking it.

    Exceptional Success: The spirit is free of the fetish, and no amount of exertion on the part of theowner can keep it ensnared. If the Unfettered ever falls below Harmony 8, this Merit becomesunavailable to her until she raises her Harmony back up to the required level.

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    [ 4 ] Nimble Defender ( Territories -- Page 47 )

    Prerequisite: Uratha

    Effect: You know the best spots from which to defend yourself in your pack's territory. When inyour pack's territory, you receive +1 to your Defense score. In addition, you receive +1 die to

    Athletics rolls to move around within your territory (to keep your footing, climb or keep yourbalance, for instance -- you know that Old Man Ratcliffe's roof is slippery, but your foes do not).This Merit can only be learned by a werewolf with a defined territory.

    [ 4 ] Pathfinder's Blessing ( Signs Of The Moon -- Page 30 )

    Prerequisite: Uratha; must be Irraka (New Moon auspice)

    Effect: Irraka are frequently tasked with finding loci, troublesome spirits, and other phenomena

    native to the Shadow Realm. Some are particularly blessed by Luna in this respect, rolling fourbonus dice for Pathfinder's Sense, rather than the normal two. Such a Stalker feels somewhatmore at home in Shadow than in the material world and her player rolls one fewer die on all rollsfor the character to cross through the Gauntlet when departing the Shadow. As with Beginner'sLuck, above, this Merit is usually available for character creation only, though a Storyteller mayallow it to be purchased later, particularly in the case of a character that Changes over the courseof a chronicle.

    [ 4 ] Wolf-Blooded ( Werewolf: The Forsaken -- Page 79 )

    Prerequisite: Mortal

    Effect: Your character has blood relations with a lineage of werewolves, and the blood of thewerewolf runs particularly strong in her. Strange things have probably occurred around her all