Kinfolk Merits
Jun 11, 2016 2:30:31 GMT
Post by The Northern Lights on Jun 11, 2016 2:30:31 GMT
Physical
Feral Appearance (1 pt. Merit)
Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou.
Mental
Wolf-sense (1 pt. Merit)
This Merit is a blend of folk wisdom, practical sense, and animal instinct. If you have Wolf-sense and make a successful Wits roll, the Storyteller can opt to give you advice on whether you’re about to do something foolish in the eyes of wolf or Garou culture. It doesn’t mean she’ll tell you what you should or shouldn’t do, but at least you’ll have some warning.
Gall (2 pt. Merit)
Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. This does not mean you can get away with mouthing off to anyone you like, so please keep Rage and the nature of Garou in mind.
Recognize Garou (3 pt. Merit)
Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty.
Social
Good Old Boy (or Girl) (2 pt. Merit)
You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk.
Supernatural
Fetish (5-7 pt. Merit)
You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. Five points equals a Level One fetish, six points a Level Two fetish, and seven points a Level Three fetish. If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it.
Gnosis (5-7 pt. Merit)
More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis.