Werewolf/Merits: Difference between revisions

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'''Once-Wolf''' (•)
'''Once-Wolf''' (•)
Prerequisites: Non-Forsaken Supernatural Major Template<br>
Prerequisites: Non-Forsaken Supernatural Major Template<br>
Effect: Your character was a Wolf Blood, prior to whatever supernatural events caused her to become a Mage, Vampire, Werewolf, or other Major Template. This grants her no specific mechanical advantages: she is not able to purchase Totem as a result of this merit (though may be able to for other reasons). She knows about Werewolves, and Werewolf Society, and may be generally on good terms with them as a whole, though her own actions or the actions of others may of course change this.
Effect: Your character was a Wolf-Blooded, prior to whatever supernatural events caused her to become a Mage, Vampire, Werewolf, or other Major Template. This grants her no specific mechanical advantages: she is not able to purchase Totem as a result of this merit (though may be able to for other reasons). She knows about Werewolves, and Werewolf Society, and may be generally on good terms with them as a whole, though her own actions or the actions of others may of course change this.
 
'''Pack Affinity''' (• or •••)<br>
Prerequisites: Forsaken, in a Pack<br>
Effect: Either because packmembers have spent so long in each other’s company or through a powerful totem bond, packmembers have a better under standing of one another. They will find themselves finishing each other’s sentences, or all sharing the  minor aches and pains of one member. Some packs even share a form of primitive communication, through a combination of these shared feelings and body language.<br>
For one point, each packmate who possesses this Merit gains an unconscious awareness of the others' general states of mind. All Social rolls among packmates have a +1 bonus as long as one of them possesses this Merit.<br>
For three points, each packmate who possesses this Merit can communicate with others who also possess this Merit without using words. A combination of body language and the general low-level empathy between packmates allows them to send simple messages of up to three words maximum without anyone else being able to eavesdrop. These messages
are normally of the form of “Danger,” “They hurt Jack” and so on.<br>
Drawback: Characters with the three-dot form of this Merit suffer the highest wound penalty of all of their packmates, whether they themselves are injured or not. There’s a price to pay for such close ties.

Revision as of 13:15, 16 December 2020

Once-Wolf (•) Prerequisites: Non-Forsaken Supernatural Major Template
Effect: Your character was a Wolf-Blooded, prior to whatever supernatural events caused her to become a Mage, Vampire, Werewolf, or other Major Template. This grants her no specific mechanical advantages: she is not able to purchase Totem as a result of this merit (though may be able to for other reasons). She knows about Werewolves, and Werewolf Society, and may be generally on good terms with them as a whole, though her own actions or the actions of others may of course change this.

Pack Affinity (• or •••)
Prerequisites: Forsaken, in a Pack
Effect: Either because packmembers have spent so long in each other’s company or through a powerful totem bond, packmembers have a better under standing of one another. They will find themselves finishing each other’s sentences, or all sharing the minor aches and pains of one member. Some packs even share a form of primitive communication, through a combination of these shared feelings and body language.
For one point, each packmate who possesses this Merit gains an unconscious awareness of the others' general states of mind. All Social rolls among packmates have a +1 bonus as long as one of them possesses this Merit.
For three points, each packmate who possesses this Merit can communicate with others who also possess this Merit without using words. A combination of body language and the general low-level empathy between packmates allows them to send simple messages of up to three words maximum without anyone else being able to eavesdrop. These messages are normally of the form of “Danger,” “They hurt Jack” and so on.
Drawback: Characters with the three-dot form of this Merit suffer the highest wound penalty of all of their packmates, whether they themselves are injured or not. There’s a price to pay for such close ties.