Merits
This Merit reflects your character’s disposable income. She might live in an upscale condo, but if her income is tied up in the mortgage and child support payments, she
might have little money to throw around. Characters are assumed to have basic necessities without Resources.
The dot rating determines the relative amount of disposable funding the character has available, depending on your particular chronicle’s setting. The same amount of money means completely different things in a game set in Silicon Valley compared to one set in the Detroit slums. One dot is a little spending money here and there. Two is a comfortable, middle class wage. Three is a nicer, upper middle class life. Four is moderately wealthy. Five is filthy rich.
Every item has an Availability rating. Once per chapter, your character can procure an item at her Resources level or lower, without issue. An item one Availability above her Resources reduces her effective Resources by one dot for a full month, since she has to rapidly liquidate funds. She can procure items two Availability below her Resources without limit (within reason).
For example, a character with Resources •••• can procure as many Availability •• disposable cellphones as she needs.
Prerequisites: Larceny •••
Your character can pick locks and pockets without even thinking about it. She can take one Larceny-based instant action reflexively in a given turn. As well, her Larceny actions go unnoticed unless someone is trying specifically to catch her.
(Style)
Prerequisites: Dexterity •••, Athletics ••
Your character is a trained and proficient free runner. Free running is the art of moving fluidly through urban environments with complex leaps, bounds, running tricks, and vaults. The is the type of sport popularized in modern action films, where characters are unhindered by fences, walls, construction equipment, cars, or anything else the city puts in your way.
• |
Flow |
Your character reacts instinctively to any obstacles with leaps, jumps, and scaling techniques. When in a foot chase, subtract your Parkour from the successes needed to pursue or evade. Also, ignore environmental penalties to Athletics rolls equal to your Parkour rating. |
•• |
Cat Leap |
Your character falls with outstanding grace. When using a Dexterity + Athletics roll to mitigate damage from falling, your character gains one automatic success. Additionally, add your Parkour rating to the threshold of damage that can be removed through this roll. Parkour will not mitigate damage from a terminal velocity fall. |
••• |
Wall Run |
When climbing, your character can run upward for some distance before having to traditionally climb. Without rolling, your character scales 10 feet + five feet per dot of Athletics as an instant action, rather than the normal 10 feet. |
•••• |
Expert Traceur |
Parkour has become second nature for your character. By spending a Willpower point, you may designate one Athletics roll to run, jump, or climb as a rote action (reroll all failed dice once). On any turn during which you use this ability, you may not apply your character's Defense to oncoming attacks. |
••••• |
Freeflow |
Your character's Parkour is now muscle memory. She can move without thinking, in a Zenlike state. The character must successfully meditate in order to establish Freeflow. Once established, your character is capable of taking Athletics actions reflexively once per turn. By spending a point of Willpower on an Athletics roll in a foot chase, gain three successes instead of three dice. |
Prerequisites: Fianna, Shadow Lord, or Child of Gaia
The first trick to making someone do what you want is finding out what they want, and promising it, threatening it, or offering it. Your Garou has a knack for finding that very thing. After a turn scrutinizing her prey, ask his player, "What does your character want most?" Your Garou instinctively knows the answer, even if she doesn’t understand the context. "I want Davis's hand in marriage" is more useful if she knows who Davis is, but she doesn’t have to know him to know that answer.
When leveraging that bit of information, she’s considered one stage of impression better in Social maneuvers against the prey, and ignores one Door. As well, the prey cannot defy the Garou's threats, offers, or temptations without spending a point of Willpower.
Drawback: That degree of intimacy creates a lasting relationship between the Storm Lord and her prey, whether she wants it or not. That sympathy leaves her open to later influence. The Garou always has one fewer Door when the prey initiates a Social maneuver against her.
(Style)
Prerequisites: Wits •••, Dexterity •••, Athletics ••
Your character knows how to shift her form rapidly to maximize her effectiveness in a fight. She can slink down in form in order to evade an oncoming attack, or she can make a swift change in order to add force to a blow.
For the purposes of this Merit, "shifting up" means shifting to a form with a higher Size. “Shifting down” requires losing Size. If your character shifts in the proper direction, she can take advantage of multiple maneuvers in a turn. For example, Springloading and Fluid Movement can both be used in the same turn your character shifts down.
• |
Springloading |
Your character can leap forward in a larger form, then shift to a smaller form to move forward using the larger form’s strength and the smaller form’s mass to move quickly in small bursts. Shift down using this move at the start of the round; your character gains +2 Initiative and +5 Speed for the turn. |
•• |
Broaden |
Your character increases quickly in size, forcing nearby opponents to move or be pushed back. When you shift up, anyone within close-combat range who doesn’t Dodge suffers bashing damage equal to the difference in Size between your two forms. Anyone who takes damage must make a Dexterity + Athletics roll or suffer the Knocked Down Tilt. |
••• |
Fluid Movement |
When attacked, your character shifts down rapidly to a smaller form, making her harder to hit. Shift down. For every level of Size your character removes with the shift, all opponents suffer a –1 penalty to any rolls to hit her. |
•••• |
Suck it Up |
When struck, your character can shift upward, maximizing the amount of flesh to hit, and minimizing the amount of relative harm caused. Shift up when attacked to ignore one point of bashing or lethal damage. |
••••• |
Crush |
When your character grabs or bites an opponent she can shift up. Her larger form crushes her foe. When your character has another grappled, shifting up reflexively causes automatic lethal damage equal to the difference in Size between her two forms. |
Drawback: Each of these maneuvers requires the character to shift forms as a reflexive action. If she is unable to do that, she cannot use this Merit.
|
Gifts
Cost: 1 Essence
Duration: --
Dice Pool: --
Action: Reflexive
The Irraka’s first strike is often the last of the fight.
The Irraka may activate this Facet as part of a Brawl or Weaponry attack against an unaware or surprised opponent, turning her attack into a rote action.
Cost: 1 Essence
Duration: 1 scene
Dice Pool: --
Action: Instant
The Irraka may use this Gift to leave no memories of her passing.
Any character who perceives or interacts with the Irraka while this Gift is active finds it extremely hard to remember her presence. If the Irraka takes no memorable actions toward the individual — she was only a face in a crowd, or a dog in the alley, or the other half of a brief conversation — he simply dismisses any recollection. If the Irraka was memorable — she started a fight, asked extremely strange questions, or engaged in an obviously suspicious activity — or if the witness is prompted to examine his memories closely, he suffers a penalty to any dice pools to remember her equal to the Irraka’s Cunning Renown, even if the witness has an otherwise perfect memory. The witness will not simply forget that he had a fight while guarding a building, but he may forget the details of his opponent or recall only a blur.
Feet Of Mist (Shadow Gift Cunning; Gift of Evasion)
Cost: 1 Essence
Duration: 1 hour
Dice Pool: --
Action: Instant
Sometimes, the hunter becomes the hunted. When an Uratha with this Facet is the quarry, all trace of her passing simply disappears. She might as well not exist.
For the duration of the Facet, all attempts to track or locate the Uratha fail. She leaves no tracks, no device can give up her location, and even the Gifts and divinations of the most powerful supernatural hunters falter. When Feet of Mist causes a Clash of Wills against another supernatural power that would track or locate her, the werewolf benefits from the rote quality on her Clash of Wills dice pool. The Facet does not make her invisible, however — she can be perceived normally by anyone who comes across her.
Fog Of War (Shadow Gift Glory; Gift of Evasion)
Cost: 1 Essence
Duration: 1 scene
Dice Pool: Wits + Subterfuge + Glory versus Composure + Primal Urge
Action: Reflexive
This Facet causes the delivery of something specific to reach the wrong target. It could be a bullet fired from a gun, a text message, a bunch of flowers, or a package. Fog of War only works when there is enough ambient activity and confusion present that the mistake could be a legitimate one — a distraction causing a wrong key press, the confusion of battle resulting in a tragic mistake, the bustle of a sorting office, and so forth. Whoever is delivering the object resists the Facet — the sniper, deliveryman, or the woman who just sent that text to her fellow monster-hunters about seeing a werewolf.
Dramatic Failure: |
The Uratha gains the Ban Condition. She cannot willingly give any of her possessions to another for the Condition’s duration. |
Failure: |
The Facet fails to work. |
Success: |
If used against a ranged attack, Fog of War causes the attack to switch to another target within a number of yards of the original equal to the Uratha’s Glory Renown. The attacker then rolls his dice pool with appropriate modifiers for the new target’s circumstances. If used on a less lethal form of delivery, the object will be given to the wrong person through an unfortunate happenstance. If the werewolf spends a point of Essence, she may choose the new recipient for the item, as long as it is vaguely probable given the means of delivery. A package might end up in the hands of another tenant in the same block, or possibly in the Uratha’s own hands if she positions herself in the lobby at the right time. |
Lunatic Inspiration (Shadow Gift Cunning; Gift of Inspiration)
Cost: 1 Essence
Duration: Until the next full moon
Dice Pool: Manipulation + Empathy + Cunning versus Composure
Action: Instant
This Facet allows the Uratha to infect a human or Wolf-Blooded she touches with Moon-granted inspiration.
Dramatic Failure: |
The Uratha suffers the Ban Condition. She must mark herself with paint, color or dye in startling patterns, and must seek to alter the patterns she bears each scene. |
Failure: |
The Facet fails. |
Success: |
After the prey next sleeps, he gains both the Inspired and Madness Conditions (see pp. 308-309). He is assailed each night with mad dreams that spur him to new heights of creativity and revelation, refreshing the Inspired Condition each day for the Facet’s duration. The prey is driven to create a work of art of some sort by the culmination of the Facet, one that reflects his dream-visions. If he succeeds in doing so, then the Madness Condition is resolved by completing the work. The resulting work of art may, possibly, contain a message, clue, or hint from Luna or the Lunar umia to those who know what to look for. |
Exceptional Success: |
The inspired human gains the Swooning Condition towards the Uratha. |
Shadow Pelt (Shadow Gift Cunning; Gift of Stealth)
Cost: 1 Essence
Duration: 1 scene
Dice Pool: --
Action: Instant
This Facet calls the shadows themselves to mask the hunter’s presence. When this Facet is activated, the Uratha may treat a number of Stealth rolls equal to his Cunning Renown as Rote Actions.
|