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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 and contacts, for example. Conversely, some Merits are less valuable to werewolves. Natural Immunity, for example, is useful to a werewolf only when resisting a supernatural source of illness, 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 traits in Hishu form. You must be innately strong to purchase a given Physical Merit, not make up for the lack with shapeshifting.

All werewolves have a basic understanding of the First Tongue, enough to say sentences no more complicated than "I want... you give" or to understand whether a spirit is asking them a question, threatening them or pleading for mercy. This represents a mix of instinctive understanding and the tutelage received before tribal initiation. A character must purchase one dot of the Language Merit for full fluency with the First Tongue; the First Tongue has no common written 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 unavailable to 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 has given her. Irraka slip that little bit more silently when the new moon is out, and Elodoth argue that bit more eloquently when bathed in the light of the half-moon. You gain a +1 equipment bonus to

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 see where 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 sky directly 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 intended to imbue a howl with a hidden meaning. These sounds are notable to any werewolf who hears them, but are an artificial construct devoid of emotional emphasis. The howl code for "An elder summons you" will only sound urgent if the werewolf howling personally injects a note of urgency into the howl. Using howl code, you may imbed relatively simple concepts into a howl. "Danger from 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 the highway" is not. This Merit could theoretically be taken by a non-werewolf character who has been inducted into a social lodge such as the Lodge of the Black Woods. In such a case, the Merit would allow the character to understand the encoded meanings in a fellow lodge member's howl, but the character would not be able to howl his own coded messages unless he is able to mimic 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 accurately without giving up the protection of the shield. When using a shield, he suffers only a -1 die penalty 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

Effect: You know the best, fastest routes through your pack's territory, even if they involve going across rooftops or through basements. Once per session, if your path is blocked by an obstacle within your own territory, you can declare to the Storyteller that you know a shortcut that lets you bypass the obstacle without slowing you at all. This Merit can only be learned by a werewolf with a 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 or challenges. An Ivory Claw with this Merit has many noteworthy ancestors and a clear claim to their lineage. Strong Bloodline provides one point of conditional Purity Renown, for the following purposes: (A) Determination of leadership within the Ivory Claws tribe (B) Admission into Ivory Claws 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 to damage an obect, he ignores one point of the obect's durability gained via reinforcement per dot in 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 preternatural familiarity 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 attention there for an almost unlimited length of time. He adds a +2 to all Survival rolls made while in the chosen 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 Merit is of equal utility in urban settings. A bum who has been sleeping on the same street corner for years or a youth who knows exactly which yards to cut through near his house might have a onedot version; a cop who's been on the same beat for 20 years or an architect who designed every last piece of a sprawling mall over the last 10 years might have the Merit at three dots. When the

region denoted by this Merit is altered significantly, the quality of Territorial Familiarity can be reduced (if possessed at three dots) or lost altogether (in either case). A teenager who returns from his scholarship at college to learn that the tenements where he grew up have been replaced by a strip mall would lose his Merit. A park ranger whose park was ravaged by a wildfire might have 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 Familiarity at 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 characters cannot begin play with a fetish rated higher than 2, however. One dot of this Merit indicates that the wolf-blood owns two copies of the same talen, two dots translates to a level-one fetish and three 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 best advantage of the werewolf's ability to shapeshift reflexively, meaning that a werewolf using it is going to burn through Essence quickly. Of course, since a Rahu can shapeshift reflexively on the full moon, this Fighting Style becomes much deadlier during this time. Dots purchased in this Merit 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 Urhan form, and then positions himself so as to take greatest advantage of his now off-balance foe. The character must change to a smaller form reflexively before his opponent rolls to attack. The character's Defense in the smaller form is doubled and he can take no further action that turn, just as if the character had Dodged. If the attack misses, the player receives a +2 modifier to attack the opponent on the character's next action.

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

the opponent also takes a penalty equal to the werewolf's Composure). If this roll fails, the opponent does not apply his Defense to this attack. The werewolf must be within reach of the opponent, but Gauru form has a considerable reach, which is why the opponent so rarely anticipates 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. As long as moonlight touches the werewolf (whether from the actual moon, moonlight generated by a Lune or by a packmate using the Moonlight Gift), he applies his full Defense against all incoming 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 that cops learn in the academy and on the street. If he doesn't have law enforcement experience himself, he's most likely learned these maneuvers from someone who has. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have Weapon Retention until he has Compliance Hold. The maneuvers and their effects are listed below.

1. Compliance Hold -- When trying to overpower an opponent you have grappled, you gain a +2 bonus to your Strength + Brawl roll if you attempt to immobilize or disarm him. You must choose your 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 your Weaponry 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 of your opponent's wrists. With exceptional success, you cuff both wrists.

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

Prerequisite: Shapechanger

Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, as well. Something about your character gives off a wild resonance, as if his blood were old and his roots were deep. This aura grants him a kind of de facto clout over other shapechangers both of his kind and of other races. Each dot possessed adds a +1 modifier to your character's Persuasion 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 dealing with other shapechangers. Socializing requires a kind of comfort level, and other beast-men find such intimate social situations uneasy when your character is included. His old blood announces that 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. With coy 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 Merit from a subject's Wits + Composure roll to resist seduction attempts when she uses her talents to directly 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, as well. A feral's affinity for Nature runs deep. Sometimes, that affinity returns his affection. Similar to the 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 or new partner who's not spooked by the beast-blood's changing skin. To purchase the Merit, you must 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" new life? Is this a new companion, and if so, how did the normal animal bond with the shapechanging beast? Whatever their tale might be, this companion is smart, useful and independent. A rat in a cage or a dog in the yard isn't a Merit -- she's a pet. The dots in this Merit reflect the animal's power, intellect and often size. The higher the trait, the more capable the companion. A one-dot

beast could be a smart rat or clever bird, a two-dot Merit might refl ect a loyal (if finicky) cat, three points could buy a common-looking but brilliant companion such as Lassie or Trigger; at the top of the scale, the companion stands out in any setting -- a tiger, bear, dolphin or chimpanzee whose physical and mental capacity would be impressive even if she weren't devoted to her apparent "master."Unless the Animal Companion is driven off by poor treatment or otherwise killed, she remains a loyal element in the character's life. She will do whatever she can to assist him, and regard him with the ultimate affection. The details, naturally, depend on her species -- a devoted 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, all points regarding her are lost.)

Drawback: Unlike the Retainer Merit, an Animal Companion is just that: An animal. She won't have free access to Man's world, and remains limited by manual dexterity, mental perspective and social rules. Lassie may be a great dog, but she still can't drive to the bank and cash a check. Powerful animals are often exotic, too, and they stand out on a city street. Most places have 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 habits and needs; she might trash an office, eat a garden or throw feces at the cops if that's what seems natural. Your feral might adore his companion, but a smart, powerful animal remains a highmaintenance 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 taught other werewolves the basics before disappearing. The Slow Kill is based on inflicting maximum pain 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't have "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 to use it in Gauru, but focusing enough to do so requires a reflexive Resolve + Composure roll each turn. 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 could be used to immobilize a target. This requires a successful grapple roll. Once grappled, the victim suffers 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 also hold it in place and grind the fragments together. Any damage from an overpower maneuver is considered lethal, and all wound penalties are doubled. In addition, healing times for any wounds thus inflicted are tripled (this does not apply to magical healing or regeneration).

3. Shape-Change Prevention -- This maneuver is most useful on werewolves, and requires that the character achieve a grapple while the target is in Hishu or Urhan form. Once the grapple is in place, the target applies the werewolf's Brawl rating as a penalty to escape, as described for Leg Lock-Out. But if the roll to escape the grapple fails, the target suffers lethal damage equal to the werewolf'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 the character to murder another person by twisting his neck until it breaks. Once the victim is grappled, any overpower damage is considered aggravated. Drawback: This is an extremely vicious way to fight. Any degeneration checks made as a result of this maneuver subtract one die.

[ 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 in wearing down the prey, tripping and setting up your packmates to deliver decisive strikes. The Uratha 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. (The reclamation of the Rocky Mountain region saw some packs practicing this fighting style.) Not surprisingly, this fighting style grows more potent based on the number of packmembers who practice it. Dots purchased in this Merit allow access to special combat maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have Bite the Hand until he has Slow the Prey. The maneuvers and their effects are described below, most of which are based on the Brawl Skill. Fighting Style: Wolfpack can be used in Urshul and Urhan forms. Untrained Uratha can attempt some of these maneuvers at the Storyteller's option, but only when in Urhan or 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 of feints, extremely loud yelps or false retreats to allow one's packmates to maneuver into better positions for attack. This counts as an attack action. The effect of Worrying is that a single Uratha counts as two opponents when figuring a target's Defense. For example, a magath with a Defense of 4 is being attacked by two Uratha. One Worries the target. When calculating the monster'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 reflexively make a Primal Urge roll. Each success cancels the extra benefits of Worrying for a single attacker, 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 is trying to destabilize the opponent by either pushing or pulling him and must be executed as an

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 the hold. A tie means that both contestants fall and become prone; when the target wins, he escapes the hold. A Bowl-Over is trying to use the attacker's mass and momentum to knock the target off balance. An Uratha executes a Bowl-Over by moving up to twice the character's speed, and at some time passing beside the target, clipping its legs. This maneuver is a full action and requires a 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 or subtract 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 prone target in close combat.

3. Slow The Prey -- The werewolf targets an opponent's legs rather than his vitals -- especially the juicy hamstrings. She suffers a -2 dice penalty to her attack roll, but every point of damage done also lowers the opponent's speed by 1. Prey suffering these effects may spend a Willpower point 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 in fending off someone else's attack to slip through the target's defenses. By delaying his initiative to one when an ally is making an attack (regardless of who actually acts first based on compared Dexterity + Composure and roll-offs), your character can make a Joint Attack. Each ally attacking the same target on the same initiative reduces the combined penalty the character suffers from Defense and Armor by one. Only a character with Joint Attack gains this benefit, but an entire pack 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 characters with the Merit may benefit from the tactic. Note that this Willpower expenditure does not add three dice 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, as well. The character is in control of an altar stone. This stone acts as a vessel for Essence. The altar stone produces no Essence of its own. To give it Essence, the character sacrifices a living creature upon it. Upon the creature's death, the altar gains a number of Essence equal to the creature's normal Health score (sacrificing a dog would yield between four and seven points of Essence 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 Essence equal to the altar's Merit points times two. Moreover, only one creature can be sacrificed to the altar per week. Several characters can contribute to an Altar Stone's Merit points. (Note that killing animals upon the altar doesn't count as "torturing prey" unless the character actively torments the animal. Killing humans, animal representatives of the shapechanger, or other

shapechangers is a Harmony violation, however.)

Drawback: The altar suffers Essence bleed. After a number of days equal to the points spent in this Merit, the Essence begins bleeding off the altar, depleting it by three per day. If the Altar Stone Merit has 3 dots, then on the fourth day the altar begins to bleed. (Spirits can claim this Essence 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 the Ancestor-Shadow. This Merit does not allow a character to channel a specific ancestor. The accumulated knowledge of departed Uratha, however, allows a character with this Merit to accentuate his own experience with theirs. A character with this Merit may attempt to channel the knowledge of an ancestor-spirit as a reflexive action. Spend one Essence and roll a number of dice equal to your character's Ancestral Vessel dots. Each success allows you to add one die to the dice pool of a specific Skill. That Skill may change with each application of the Merit. The Storyteller has final say on what Skill may be augmented. Ancestral knowledge isn't likely to be useful 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 character can attempt to boost a Skill he does not possess, but lacking a good frame of reference for the knowledge he suddenly gains, the unskilled penalty still applies. Bonus dice last for the remainder of the scene. Ancestral Vessel can be invoked only once per game session, whether it succeeds 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 as part 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 to the dots in this Merit. One dot of Fetish is equal to three talens (small, minor fetishes), which may be multiple copies of the same talen. You may purchase multiple fetishes during character creation as long as the total dots in this Merit do not exceed five. You could put four dots into Fetish by assigning your character a Spirit Drum (one dot) and a Mask of Life (three dots), but

your character could not begin play with a four-dot klaive and a Fireflash (two dots). Further fetishes can be acquired through roleplay as the chronicle progresses, but cannot be purchased by 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, as well. This fighting style isn't a trained style. Shapechanger characters do not learn it so much as stoke the predator's fury within, using the pent-up anger to unleash brutal, savage attacks. Note that 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 characters access to specific combat maneuvers. Each maneuver is a prerequisite for the subsequent maneuver. 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 the Brawl Skill.

1. Caged Fear -- Wild animals don't like to be caged. They do what they must to escape behind held or leashed. In this case, the character gains bonuses against grapple attacks. She gains +1 Defense against all incoming grapple attempts. Moreover, if held in a grapple, she can choose to replace 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 face one another, or in the way that dogs circle one another before a fight. This "move" allows a character to forgo an attack for a single turn and make a Presence + Intimidation roll as he postures and asserts his dominance through sound and movement. Hairs stand on end and his very stance indicates feral supremacy. He directs it against a single foe. Success on this roll indicates that this foe loses one Willpower point, and in the next turn, suffers a -2 dice penalty on her attack if it's against the character. Exceptional success on this intimidation attempt doubles that attack penalty, and the foe still loses a Willpower point. The character can still apply his Defense against incoming attacks if performing this maneuver. Drawback: Performing this move costs 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 bonus equal to half his Primal Urge score (round up). The way he moves is almost intuitive, as if every hair on his body senses incoming attacks. This only applies to persistent Defense used against incoming attacks. It does not modify the way a character applies any Dodge. Drawback: Opening oneself to this tactic costs a Willpower point. Moreover, if at any point during the scene the character must roll for Rage, he does so with a -2 dice penalty. This ability requires bringing the dark, uncontrollable animal side dangerously close to the surface.

4. Baiting -- Some animals know how to bait one another -- they stand a certain way to indicate weakness or give off pheromones indicating false fear. A character declares that he's baiting at the beginning of a turn, and makes a reflexive Strength + Subterfuge roll to appear frail or damaged. During the turn in which the character baits a single foe, he gains +2 Defense against incoming attacks from that foe. The following turn, provided the baiting was successful and the opponent 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't supernaturally 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 feigned weakness. Drawback: Baiting costs one Willpower, and can only be used once per game session.

4. Furious Assault -- The character makes an all-out attack. This attack is ruthless, a frenzy of bloodthirsty destruction -- a rain of fists, a rending whirlwind of claws, a skull-crushing clampdown of jaws or mandibles. Instead of gaining the normal +2 for the all-out attack, however, the character can add his Primal Urge score to the attack roll. Drawback: The shapeshifter puts the whole of his bestial spirit into this attack and forgoes his Defense for that turn. Moreover, he must roll immediately -- whether the attack is a success or failure -- to resist whatever Rage plagues his people. The roll to resist Rage is made at -3 dice. With this attack, the animal within becomes too 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, becoming acquainted 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 to be 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 all her body's forms to their limit. Dots purchased in this Merit allow access to special combat maneuvers that must be bought sequentially. Your character can't have "Slip Through" until she has "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, which normally indicate the easiest prey in a group. Your opponent's Defense is counted as one lower for 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 by attacking from many angles at once. Make a normal attack roll, penalized by the opponent's

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 does not 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 fallen opponent receive a +2 bonus. Drawback: Your character's Defense suffers a -2 penalty on the turn you make this attack.

4. Fury -- Your character knows how to go all-out, striking with both claws and teeth at the most vulnerable spots on an opponent's body. She can make both a claw attack and a bite attack against 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 she uses 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 way of incoming attacks.

5. Throat Tear -- Your character's jaws are powerful enough to tear a creature's throat out with a single bite. Do not apply the +2 bonus for size of teeth and jaw to the attack roll (other bonuses apply normally). Instead, if the roll is successful, apply the modifier as automatic successes for the purposes of damage. Drawback: Spend one Willpower point per attack. Note that this Willpower 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 Merit useless for players' characters. Instead of simply removing the Fetish Merit from the game, give those 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, the People could bind spirits into their tools. These fetishes were objects of utility and power, and helped keep the world a safe and right place. Likewise, the People could hunt down spirits and force boons out of them, increasing the werewolves' powers and enabling them to better protect the world. For any given purchase of the Merit: Legend, the character remembers one particular tale 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's remembered fetish or Gift would have come in handy (but, of course, is now gone), the character feels a flash of inspiration. Learning innovation to overcome her difficulties, she finds a way to do whatever 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 something similar to the lost power. A werewolf lamenting the loss of a flash fire might decide to kick sand into her enemy's face instead for a similar result; that attempt gains a one-die bonus because it was a one-dot fetish. One who listened, bright-eyed, to stories of creating water from nothing might gain a one-die bonus to the Survival roll for finding water in an unexpected place. That said, fetishes do still exist. They are just rare and hard to control. Not every player will want to

give up the fetish for mundane inspiration. For any permanent fetish, there remains the possibility that the bound spirit was unable to escape. Make sure that any player who wants to keep a fetish is aware that using one properly will be very, very difficult, and that using one without an exceptional success on the activation roll will be dangerous. That said, having and using a misbehaving fetish can be an interesting source of plot advancement. Besides attracting spiritual freedom fighters, misbehaving fetishes rarely work the way they are supposed to. A fetish compass designed to locate the nearest locus might instead point toward the nearest encampment 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 werewolf to 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, as well. See that flock of ravens following the chick next door? The yard full of dogs down the street? That person might be a real animal lover, or she could be a feral with a "pack" of associated kin. Similar to the Animal Companion Merit, Pack gives your character some bestial company. 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 that remain 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 trait measure the number and relative power of the Pack. For one dot, the character has two or three small beasts -- a handful of rats, bats or small birds. Two dots reflect 10 or 12 smaller animals or a couple of larger ones -- cats, small dogs, owls, falcons. Three dots allow for a much larger group 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 a few different animals -- say a wolf, a hawk and a ferret. For four dots, the feral gets a regular menagerie -- 40 or more small animals, 10 larger ones, five powerful ones, two or three really impressive ones (tigers, sharks, oxen) or three powerful ones of different species. These beasts aren't as devoted as a single Animal Companion, but their numbers make up for that reduced loyalty.

Drawback: Where do you keep those animals, Tarzan? What can you feed them? What have they not destroyed yet in your home? A Pack is a horde of wild animals, not a collection of tame pets. 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 its presence known. Through devotion to their shapechanging friend, these beasts avoid eating one another. That doesn't mean they won't eat anything else. Animals in a pack need to hunt, run free and generally be themselves. If they don't get that -- or worse yet, if they're treated badly or sent off 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 an empty kingdom.

[ 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 training with a club or simple necessity because of enemies in his city. Dots purchased in this Merit allow access to special athletic maneuvers. Each maneuver is a prerequisite for the next. So, your character can't have "Cat Leap" until he has "Flow." The maneuvers and their effects are described below, most of which are based on the Athletics Skill. A note on parkour and werewolves: Since werewolves can shapeshift reflexively, whether by taking advantage of moon phase or simply expending Essence, they can change form in mid-leap. This allows a Hunter (or any 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 a ledge or another handhold as the jump ends. You can easily find videos of parkour using an Internet search; watch a few and imagine what would be possible with the Gifts and shapeshifting of the Uratha mixed in.

1. Flow -- Your character has some basic training in the techniques of parkour, allowing him to react 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. In addition, 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 taps used by traceurs. When using a Dexterity + Athletics roll to mitigate damage from falling, your character gains one automatic success. In addition, add one per dot in this Merit to the threshold of damage that can be removed through this roll. Thus, if the Storyteller decrees that only three successes may be garnered to reduce falling damage, the traceur with three dots in this Merit may actually use six successes (assuming the player accumulates that many, including his automatic success).

3. Wall Run -- Your character has mastered the quick wall-run and leaping climb techniques of parkour. 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 full 10 feet beyond the first imposes a -1 dice penalty.

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

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

enters "the zone." He can perform any Athletics action that involves running, jumping or climbing as a reflexive action, rather than an instant action. Doing so requires that the character has been running for at least a full minute previously; any use of this ability before that minute mark requires 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 because the character is a direct relation, but sometimes Uratha ask their packmates to watch over their children or siblings, should the werewolf die prematurely. In any case, the character has a sort of feral guardian angel. The degree to which the uragarum is protected depends on the number of points spent on this Merit. One dot means that the werewolf or pack isn't local or is busy with other concerns, and only checks in on the character once a month or so. Unless the character knows about her protectors (at the player's and Storyteller's discretion), she has no protection from immediate threats unless the werewolf happens to be in the area when something unfortunate 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 the wolf-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 an ongoing 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 level indicates either a pack of young or mostly disinterested werewolves or a single but experienced or dedicated Uratha. The werewolf might even give the uragarum a method of contacting him should anything urgent arise (but Uratha take an extremely dim view of "crying wolf" and wasting the protector's time often results in a lowering of this Merit's rating or in the Merit disappearing altogether). For four dots, the wolf-blood enjoys the dedicated protection of a pack or a seasoned and loyal warrior. This level of devotion usually indicates a parent-child relationship. The wolfblood probably has a way to contact the werewolf, and if the Uratha is sufficiently talented, it might even take the form of a Running Rabbit talen. Woe unto anyone who crosses the wolfblood with this level of Watched. Finally, for five dots the uragarum enjoys the protection of the Lodge 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 is periodically in close proximity to werewolves. The Uratha might mean well, but one bad day can lead to an unfortunate incidence of Death Rage, and the wolf-blooded always come out the losers in such instances. Also, enemies of the Watcher might follow him right to the wolf-blood's door (although a werewolf willing to put in the effort to watch over a human is usually conscientious 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 choose to allow the player to retain and reassign one or more of the Merit dots spent to a new Merit such as Allies or Contacts (representing the same werewolves).

[ 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 a powerful totem bond, packmembers have a better understanding 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.

[ 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 with this Merit only suffers from a one-die penalty (rather than the normal three) when her player attempts a roll for a Mental Skill in which the character has no dots. Those blessed with this sort of universal adroitness often get flustered when they genuinely screw up; if a character with this Merit dramatically fails a Mental Skill roll, he loses a point of Willpower. Normally, this Merit is only available at character creation, though a Storyteller may waive this requirement for a character just undergoing her First Change (particularly if 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, as well. Some animals cough up a calcified ball of hair or fiber, and ancient civilizations all the way through the Middle Ages considered such biological detritus to be an excellent talisman against evil, poison and sickness. The bezoar kept by the character may be from the character (i.e., he threw it up at one point, likely after consuming a hearty kill) or another shapechanger. Three

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 would affect his mind (such as the Forsaken Gift, Loose Tongue). (B) The character heals wounds lost to aggravated damage a little faster. Instead of taking a week (seven days) to heal one point of aggravated, it only takes five days to heal one point. (C) The character gains +3 dice when making a Stamina + Resolve roll to resist poisons and toxins. Some poisons or toxins don't allow a character to roll to resist, but if the character possesses this type of bezoar, he is afforded a chance 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 skilled at subduing his regenerative ability. He might fall into a meditative trance or just have a particular aptitude for grinning and bearing it. When determining how long your character can resist (or control) his regeneration, add two to Resolve when referencing the Resisting Regeneration chart. For example, if your werewolf's Resolve is 1, he can stop himself from 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 local humans. 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's something strange about you, but know that you are one of them -- humans in your territory receive +1 to their effective Willpower to resist Lunacy that you cause. If you are seen alone in Urshul form in your territory, for instance, the Willpower 5 observer reacts as though he had Willpower 6. If you and your three packmates (who lack this Merit) all shapeshift within sight, the same guy would respond to you all with his base Willpower 5. This Merit can only be learned by a werewolf with a defined territory.

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

Prerequisite: Wolf-Blooded 3 or more

Effect: Your character inherited a small measure of the Predator's Menace, and can inflict the Lunacy 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 to werewolves. 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 person that the wolf-blood is trying to intimidate screams in terror or backs away, wide-eyed, leaving the uragarum wondering what he did to induce such fear. Use of this Merit requires the uragarum to glare at his target, making eye contact and exhibiting some sort of threatening behavior (baring one'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 monster and 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 uses of 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 the same scene without spending a Willpower point, provided that they witnessed the effects of the Lunacy 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 can decide that the wolf-blood might be angry or defensive enough to initiate the Merit -- but so can the 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 to stop his body from regenerating, at least for long enough to set a wound. In addition, this Merit allows the werewolf to slow down other aspects of his physique. When normal people are out of

breath, werewolves normally aren't. When normal people are shocked by injury, werewolves normally 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 takes a Stamina + Survival roll, with a success indicating that your character has suppressed his metabolism for one scene, or one day for an exceptional success.

Drawback: Preventing regeneration in a particularly stressful situation may require spending a Willpower 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 rage that yearns to be unleashed. Mother Luna's face fully revealed spurs him to release the rage within in the only way he knows. On nights of the full moon, your character adds one to his Stamina + Primal Urge when determining the number of turns spent in Gauru form only. This counts 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 rage within. 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 (usually three 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, as well. The scary vibe emanating from a natural predator can be frightening yet intoxicating to her prey. In the case of this Merit, your character radiates that primal sense of excitement. Being near her 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 a trait, 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 a reason so many sex symbols are compared to wild animals) to pants-crapping terror. For a HeartRipper 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

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 around her. Fellow predators, however, remain unimpressed. Although a lion, rottweiler or vampire may respect the presence of a fellow badass, such creatures aren't frightened by this Merit. Many, in fact, 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 body language 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 useful for getting things done quickly. Your character gets a +1 bonus to all Presence or Manipulation rolls when convincing people to leave her alone or get things done quickly. A shopkeeper will serve her first, just to get her out of the store, and a street gang will suddenly decide that mugging her 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 the first name in people's heads whenever they hear of a violent crime in the area. After all, you sure look 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 not interfered with and don't attack. You receive +1 die to Perception and Stealth dice pools in a rival werewolf's territory.

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

Prerequisite: Uratha

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 turn to prepare, you can quickly rig up a good hiding place that gives an additional +2 dice to Stealth pools and one point of cover. This Merit can only be learned by a werewolf with a defined territory.

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

Prerequisite: Shapechanger

Effect: Note that, at the Storyteller's discretion, this Merit may apply to Forsaken characters, as well. For many beasts, blending into the scenery is a survival trait. This Merit helps a character do 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 he is 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) or looking harmless (subterfuge and some forms of seduction). Animals remain calm around your character unless given a reason to fear him, and people have a hard time even remembering his face (a -1 penalty to rolls involving details or recollection). Cops breeze past him, kids trust him and 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 and the first one forgotten. Rolls to be taken seriously suffer a -1 penalty, and folks generally discount the 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 hunt openly, for instance. Synergistics allows the ritualist to alter the materials and components needed 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 to wrap their spirit magics in the trappings of a human religion, wielding the powers of the spirits through the prayers of a Christian or the divinations of a Shinto priest. The character reduces the penalties for altering the form of a rite by 3.

Drawback: Once she's changed a rite, a werewolf suffers all normal penalties for attempting to use 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 they are more effective working together than with other people. They know how to apply each other's strengths in general, rather than in specific trained situations. If your character is involved in a standard teamwork roll (not including pack tactics) with other members of his pack, and everyone involved 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 develop particularly discerning senses, able to filter out distractions and concentrate on only the details of significance. The player of a character with this Merit ignores up to two dice of penalties, from any source, on a Wits + Composure roll for perception. By spending a point of Willpower, the player may ignore a penalty of any size for a perception roll, as the character grits his teeth and focuses in 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, as well. The Changing Gift runs in this character's family. Dad or Mom might have been feral; maybe Grandma or weird Uncle Martin. Someone in recent memory was a shapechanger, and at least a few folks (in or outside the family) know about it. Odds are good that the werebeast's kid or

grandkid will be feral, too.

Drawback: This knowledge makes certain things easier (there'll probably be a support network for 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 Storyteller collaborate 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 personal information swells government and business databases. Many Uratha become increasingly worried 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 in an attempt to shut out its prying camera eye. This Merit reflects the special abilities and knowledge it takes to do so. Your character manages to stay off the radar of most government and financial databases via an assortment of methods. At two dots, it is assumed that the character 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 no permanent address (other than possibly a PO box) and so on. At higher levels, he must employ some 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 from Investigation rolls made to discover information about the character.

Drawback: A character with Anonymity may not purchase Fame. Furthermore, he should have trouble spending Resources more than once a month since it is assumed that he does not have ready access to electronic banking, credit cards and so on. Anonymity may also influence the types of Status allowed by a Storyteller, because many organizations are not going to allow persons 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 the effects by having his criminal record erased one way or another.

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

Prerequisite: Mortal

Effect: Note: This version of Wolf-Blooded is optional, meant primarily for chronicles in which multiple players portray uragarum characters and for Storyteller characters that don't need to be quite 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. She might be a member of a wolf-blooded line such as the Pickerings or might be the only wolf-blood in her immediate family. She might not even know the truth of what she is. Those details are up to the player and the Storyteller. This Merit does not measure how much the character knows, nor does 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, semigenetic connection to the Uratha, and what benefits (and drawbacks) the character receives. Dots in this Merit purchase special traits and effects similar to a werewolf's natural abilities. The effects of this Merit 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 after character creation. A character is either wolf-blooded or he isn't. 2 Dots Wolves' Rapport: The character possesses an instinctive understanding of canine body language and other cues. While she can't communicate with wolves and dogs fully (lacking the ability to pick up on cues based on scent), she can usually guess at a wolf's or dog's mood and general 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's Willpower 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 functions exactly like the Unseen Sense Merit. 5 Dots Lesser Regeneration: The truly blessed wolfbloods can heal damage much more quickly than their fellow mortals, though nothing on the level of the Uratha. This power functions exactly like the Quick Healer Merit, except that Lesser Regeneration grants no bonus to healing aggravated 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 of aggravated damage in four days. (Note that aggravated damage benefits only from the Quick Healer Merit.)

Drawback: Aside from the unfortunate circumstance of being related to monsters with hair-trigger tempers and ruthless, inhuman enemies, the Wolf-Blooded Merit carries three intrinsic disadvantages. First, the uragarum's mind can only handle the strangeness of the World of Darkness for so long before the mind begins to crack, and the barrage of spirit activity only worsens 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 the Resolve + Composure roll. If the character has Wolf-Blooded 5, the penalty is -2. Attractiveness to 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 WolfBlooded 2, spirits gain a +1 bonus on any attempt to affect the physical world in the wolf-blood's presence 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 wolfblood's presence, even if the spirit doesn't actually know that Numen. At Wolf-Blooded 5, the spirit can cross the Gauntlet as though the wolf-blood were a level-one locus. If more than one wolf-blood is in the area, spirits can take advantage of the highest rating represented, with one exception. 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 WolfBlooded 3 or higher, when the character is severely frustrated, humiliated or angered the player must roll Resolve + Composure. If this roll fails, the character lashes out. This outburst might be nothing more than a shouted word or a raised hand, but multiple failed rolls within a given scene

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 than most into the Shadow. Something inside her picks up on spiritual resonance without her consciously 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 indicates misleading information, failure offers nothing, success gives the main resonance of an area and an 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 she has 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 of pheromones 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. Your character lowers the penalty from her Primal Urge by two when making a Presence or Manipulation 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 to you will keep flirting or trying to strike up conversations when you're alone, and everyone who isn't attracted to you will likely resent you. You suffer a -1 modifier to rolls made to deal with people 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, as well. It's hard, in today's world, to find privacy. This Merit, however, reflects a hidden space where a feral can be himself. It might be a secluded meadow, rambling old farm or warehouse in the bad side of town. Wherever it is, your character can transform into his animal aspect without

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 a penthouse 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 remote enough to escape easy detection, even if it's in the middle of a city. Hunters trying to track a character home will suffer a -2 penalty to the relevant tracking or investigation rolls. Still, the signs 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 +2 dice to all Perception pools while within your own territory, and if you attack a foe at range, you receive +1 die to your pool to do so. This Merit can only be learned by a werewolf with a defined territory.

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

Prerequisite: Uratha; must be Irraka (New Moon auspice); Streetwise 2 and Survival 2; shared Totem 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 a werewolf of any other auspice. Some New Moons eventually develop an uncanny sense that enables them to home in on those with whom they share a pack totem, helping them to discern the precise direction and rough distance between themselves and those to whom they are bound. On a successful Wits + Streetwise (for urban environments) or Wits + Survival (for wilderness environments) roll, the Irraka knows which way she must run to find a given packmate and, in general terms (a few minutes, several hours, about three days, etc.), how far away from her he is.

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

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, though the feral power of a werewolf's Primal Urge, seething just below the surface, can make dealings with humans -- even the wolf-blooded -- difficult, at best. Some Irraka, however, are gifted with a facility for temporarily clouding their more bestial natures, enabling them to assuage the fear that normal people quite rightly feel toward the Forsaken. By spending a point of Willpower as an instant action, the Irraka may reduce his Social Attribute/Skill penalty for Primal Urge by one die per dot of Cunning Renown, to a minimum of a zero-die penalty, for the remainder of the current scene.

[ 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. When spending a point of Willpower on one of her three auspice specialty Skills (Larceny, Stealth, or Subterfuge), the Irraka adds dice equal to her dots in the Cunning Renown, rather than the customary 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, as well. Your character keeps around a talisman made from some part of a prey animal (likely the kind of prey hunted by the shapechanger's own animal). It might be a rabbit's foot, a coyote ear, a desiccated 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 as something 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 )

Prerequisite: Uratha or wolf-blooded, Resolve 2

Effect: Some people seem tuned in to the myriad possibilities that the future offers, and can predict with eerie accuracy what a given person's destiny might entail. Humans have developed hundreds 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 for her prophecy or that it comes through dreams, hallucinations, momentary flashes of insight or even automatic writing. Whatever the case, once per story you may activate this Merit. Spend a Willpower point and the Storyteller rolls your character's Resolve + Occult. (Thus, you can never be 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 not only 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 her business.

Success: The character sees a vision involving the subject. The Storyteller should give you the details of this vision, but it will be heavily veiled in symbolism. If your character sees the subject of her vision being struck by lightning, that may mean that the subject is due for a run of extremely bad luck or for a burst of inspiration. You may roll Intelligence + Occult for a hint as to the meaning of the symbols; success on this roll means the Storyteller should clarify or help you to figure 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 within minutes. The character (and the player) has no way to know, nor does she have any control over what 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 that sometimes what she sees comes to pass. Prophet's Voice can usually only be purchased at character creation, but members of the Lodge of Prophecy can develop this gift on their own. The process of doing so requires extended trips into the Hisil, searching out conceptual spirits of time and foresight. Spirits such as this typically have no concept of past or present, meaning that they see 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 insight these 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 )

Prerequisite: Uratha

Effect: You are especially fierce when defending your pack's territory. When in your pack's territory and fighting an invader to that territory, receive a bonus die to all attack pools made with claws and teeth. This Merit does no good against any humans, other werewolves or other supernatural 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 Kuruth while 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 a challenge to your own dominance. When invading another werewolf's territory, you receive +1 die to attacks made with claws and teeth against that werewolf or his allies. This Merit does not provide you with any benefit against humans or supernatural entities that live in your opponent's territory, unless they specifically take up arms to help those werewolves. (If the local police attack you because you appear to be a shotgun-toting maniac, you get no benefit from this Merit; if a werewolf'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 territory he 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, as well. Not everyone affiliated with the changing breeds actually transforms. This Merit reflects a character 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, sees fur 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 just happens 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 good with animals; although the breed of his associated beast might terrify him, he shares a deep affinity with it. He can understand animals through body language and vocal cues, and while he's no Dr. Doolittle, they often understand him, too. For now, this character exists on the cusp of a world that may or may not take him in completely. Even so, he knows more about that world than

most.

Drawback: That world is no gentle playground. Despite the New Age fascination with "spirit totems" 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 their presence 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 their members, 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 feral supernatural 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. A member of the lodge can utter these words and concentrate on a fetish to liberate the captive spirit therein. This cannot be done surreptitiously. Any werewolf in the area can sense the changes in the spiritscape caused by this phenomenon, and the phrase in the First Tongue causes the werewolf's voice to rumble and growl like a hunting pack. The owner of the fetish feels the spirit within start to wriggle free, and can attempt to disrupt the process, beating the spirit into submission. This Merit cannot free spirits that wish to remain in their fetishes, or spirits for whom being liberated would violate a ban. In order to free a spirit, the werewolf must be able to see the fetish. The player spends one point of Essence (this expenditure helps to get the spirit's attention and provides some incentive for the spirit to fight its way out) and rolls Harmony in a contested roll against the fetish owner's Resolve + Composure + Primal Urge.

Dramatic Failure: The spirit's torment becomes painfully clear to the werewolf, but he is powerless 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 the object. 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 (not point) of Willpower to keep the spirit trapped, but this usually results in the Unfettered taking the fetish away by force and breaking it.

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

[ 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 in your 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 your balance, 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 four bonus dice for Pathfinder's Sense, rather than the normal two. Such a Stalker feels somewhat more at home in Shadow than in the material world and her player rolls one fewer die on all rolls for the character to cross through the Gauntlet when departing the Shadow. As with Beginner's Luck, above, this Merit is usually available for character creation only, though a Storyteller may allow it to be purchased later, particularly in the case of a character that Changes over the course of 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 the werewolf runs particularly strong in her. Strange things have probably occurred around her all her life. Spirits and Uratha might even keep tabs on her, awaiting a First Change that might never even occur. Your character might be fully aware of her heritage or completely ignorant of it. In the first case, she has been exposed to the existence of werewolves through stories, half-glimpsed sights or full disclosure by her kin. In the second case, she probably lives as an ordinary person, but still suffers strange encounters that tell her that she doesn't quite fit among the masses. In

either case, your character automatically has the Unseen Sense Merit by virtue of her strong werewolf blood. That free Merit must be focused on werewolf and spirit activity. Furthermore, she's not as subject to Lunacy as ordinary people are. A Wolf-Blooded character's effective Willpower is treated as two higher than normal for purposes of resisting Lunacy. Your character has a faint rapport with wolves, and is able to read lupine body language and growls far better than other people can. This is not an ability to communicate with wolves -- a flair for relating to wolves is simply in her blood. To some extent, this rapport extends to dogs as well, though dogs' blood is generally very far removed from the ancestral wolf nature to which she is connected. Your character gets a free "Wolf" Specialty if she possesses the Animal Ken Skill. This Merit can also apply to a werewolf character who has yet to undergo the First Change. If your character later undergoes the First Change, the Wolf-Blooded Merit is lost. In addition, if your character becomes supernatural in some other fashion, such as becoming a ghoul, undergoing the Embrace or Awakening, the Merit is lost; the tenuous connection of werewolf blood is easily disrupted. creation. Your character can't suddenly prove in the midst of play to have a strong strain of werewolf blood all along.

Drawback: Werewolf blood is not a blessing. Your character is exposed to creatures and phenomena that she can't comprehend. She is also marked as the weak link in related werewolves' lives. Enemies of those Uratha might target your character to send them a message. When horrifying or truly bizarre events occur, any rolls made to resist incurring a derangement suffer a -1 penalty. This penalty doesn't apply to degeneration rolls when sins are committed, but to rolls such as Resolve + Composure to remain sane before a gruesome spectacle. Relatively frequent exposure to such scenes eventually wears down one's ability to remain on an even keel.

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

Effect: The packmates have trained together, learning how best to use their combined skills to strike at powerful opponents or groups that threaten to overwhelm them, to dominate others before a fight begins or to get their way without ever being seen. This training has paid off, and the packmates have a number of options that are unavailable to other groups when they work together. The pack can pick one pack tactic for each point put into this Merit. This Merit is shared by all members of the pack; all members of the pack can use the tactics whether they put points into this Merit or not. The pack cannot select pack tactics that require more werewolves than are part of the pack. The prerequisites of each tactic must be met by one member of the pack who possesses this Merit (hence, a tactic with prerequisites of Manipulation 3 and Intimidation 3 would require one packmate to have both traits).

[ Varies; Special ] Protectorate ( The Rage: Forsaken Player's Guide -- Page 174 )

Effect: Those werewolves committed to a protectorate find that by belonging to one, they are afforded certain advantages that those outside of the alliance cannot necessarily access. This can mean anything from grounds and space sanctified for rituals, a strong loci or simply mundane bonuses such as medical facilities or Internet access. Only those who exist as a part of the protectorate in good standing gain the advantage of this Merit. Those who have been exiled -- or

dwell within the alliance borders with a haze of distrust hanging over their heads -- may not receive the bonuses afforded. This Merit is shared by all members of a protectorate, but only those who contribute Merit points toward the domain upkeep can have access to the benefits provided (unless the Storyteller decides otherwise). Dots placed in this Merit can be spent by characters on changing or improving a given protectorate.

[ Varies; Special ] Totem ( Werewolf: The Forsaken -- Page 79 )

Effect: Werewolves lead a uniquely dangerous existence. They are closely tied to the spirit world and must frequently face dangers that human beings cannot conceive. To help deal with these obstacles, Uratha forge pacts with various spirits for mutual aid and assistance. Many packs take this practice to the next level, binding a spirit to their pack to serve as a patron -- their pack totem. A pack's relationship with its totem is something like a compact between wartime allies. The totem looks after the pack, and the pack works to aid and honor the totem in a relationship as old as the world itself. This Merit is shared by all members of the pack; each member who contributes Merit points to Totem reaps the benefits, and the totem becomes stronger. Dots placed in this Merit are spent on the pack totem, increasing its power in a number of ways.

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