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Awareness Merits and Flaws

These Merits and Flaws involve your senses and perception (or lack thereof).

Merit Cost Location Page


Acute Senses 1 Book of Shadows, The 34
Compensatory Senses 3 Guardians of the Caerns 104
Eagle-Eyed 1 Wild West Companion 62
Insight 2 Black Furies Tribebook 44
Recognize Garou 3 Kinfolk: Unsung Heroes 52
Sharp-Eared 1 Wild West Companion 62

Flaw Bonus Location Page


Bad Sight 2 Werewolf Players Guide 20
Bad Sight 2 Werewolf Players Guide, 2nd Ed. 13
Blind 6 Werewolf Players Guide 20
Blind 6 Werewolf Players Guide, 2nd Ed. 13
Color Blindness 1 Werewolf Players Guide 20
Color Blindness 1 Werewolf Players Guide, 2nd Ed. 13
Deaf 4 Werewolf Players Guide 20
Deaf 4 Werewolf Players Guide, 2nd Ed. 13
Hard of Hearing 1 Werewolf Players Guide 20
Hard of Hearing 1 Werewolf Players Guide, 2nd Ed. 13
One Eye 2 Werewolf Players Guide 20
One Eye 2 Werewolf Players Guide, 2nd Ed. 13

Acute Senses: (1 pt. Merit) You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all
dice rolls that relate to the sense in question (e.g. Perception + Awareness to hear a faint noise, taste poison in
food or see an oncoming attacker) are decreased by two. Combined with sensory Effects (first rank Effects), this
Merit allows the age to add an additional success to her die roll.

Bad Sight: (2 pt Flaw) Your sight is defective, and all your dice rolls related to vision are at +2 difficulty. You
don't receive the Lupus form Perception bonus to visual checks, and you suffer from night blindness. This Flaw
is neither nearsightedness nor farsightedness — it is a minor form of blindness, and it is not correctable.

Blind: (6 pt Flaw) You're completely blind, and you automatically fail all dice rolls involving vision. Metis may
take this Flaw as a metis deformity.

Color Blindness: (1 pt Flaw) You can see only in black and white, no matter what form you take. Color means
nothing to you, although you are sensitive to color density, which you perceive as shades of gray. (Yes, color
blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of
brevity.) This Flaw is much more common among lupus.

Compensatory Senses: (3 pt Merit) If your metis deformity involves weakened senses, such as being hard of
hearing or lacking a sense of smell, another sense has gotten a bit stronger in order to compensate. Choose
another sense group and lower the difficulty by 2 for any rolls that involve those senses.
Deaf: (4 pt Flaw) You cannot hear sound — you can feel the vibrations of very loud noises, nothing more —
and you automatically fail any rolls that require hearing. Metis characters may take this Flaw as their metis
disfigurement.

Eagle-Eyed: (1 pt Merit) You have exceptionally sharp eyesight and are almost able to find that needle
strategically placed in the haystack just by glancing in the general direction of the pile. The difficulties of all
your dice rolls related to sight decrease by two. You may not take the Flaw: Blind if you take this Merit.

Hard of Hearing: (1 pt Flaw) Your hearing is defective. The difficulties for all dice rolls related to hearing are
increased by 2. You receive the Lupus form Perception bonus only to olfactory checks. You may not take the
Merit: Acute Hearing if you take this Flaw.

Insight: (2 pt Merit) You recognize the inner qualities of anyone around you, good or bad, and are not often
fooled. Those using Subterfuge or similar deceits against you raise the difficulty by two, and you reduce your
own difficulties by two when trying to figure someone out.

One Eye: (2 pt Flaw) You can't see out of one eye — because it's not there. You have no peripheral vision on
your blind side, and you roll two fewer dice when a situation involves depth perception (including ranged
combat). Metis characters may take this Flaw as their metis disfigurement. Additionally, a metis character that
takes this Flaw as his deformity may have a cyclopean appearance, with the one eye centered on his forehead.
This feature can well affect his social life by increasing the difficulties of all Social rolls by 2. Such a metis may
well have no peripheral vision whatsoever.

Recognize Garou: (3 pt Merit) Over the years, you've become adept at picking out the werewolves in a crowd.
Rather than having any kind of mystical awareness, you've simply learned what physical and personality traits
tend to mark Gaea's warriors. They just stand out to you, once they've undergone the Change. This Merit doesn't
allow you to find werewolf cubs on the verge of Firsting, but you may notice their propensity for violence. All
Perception attempts to notice which people in the room seem to have that special touch of Rage or wildness that
could indicate they're werewolves are at -2 difficulty.

Sharp-Eared: (1 pt Merit) Your hearing is incredible. You can hear a pin drop upstairs in the cathouse next to
the bar where you're currently engaged in a brawl. The difficulties of all dice rolls related to hearing decrease by
two. You may not take the Flaw: Hard of Hearing if you take this Merit.

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