Fera Merits
Note: Some Merit descriptions are summaries of the power. Please check the source book for full details on how the merit functions. Anything listed as Supernatural category is only eligible for M+/Super.
Table of Contents
Alcohol Tolerance
Category: Physical | Points: 1 | Source: W20, p.472
- Description: With a successful Stamina roll (difficulty 7), you can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a drunken fighter. This Merit works against all natural intoxicants, even if processed (such as cocaine), though not against poisons or entirely man-made chemical drugs (such as meth).
Mixed-morph
Category: Physical | Points: 1 or 5 | Source: W20, p.472
- Description: You find the art of partial transformation relatively easy, and make the required Dexterity + Primal Urge roll at difficulty 6 rather than difficulty 9 (p. 286). The five-point version of this Merit eliminates the need for a Willpower point; you can achieve partial transformation almost at will.
Wolf Sight
Category: Physical | Points: 1 | Source: W20, p.472
- Description: In all your forms, you see colors and intensities of light as a wolf does. Your color vision is slightly less distinct than that of humans, though you embrace the full spectrum of colors. Your night vision, however, far surpasses human nocturnal vision. You also notice movement more readily. You gain an extra die to all visually-based Perception rolls that involve movement or take place at night.
Bad Taste
Category: Physical | Points: 2 | Source: W20, p.472
- Description: You are gamey to the palate and revolting to the taste buds; plainly put, you taste nasty. Anyone who bites you (vampires, Garou, fomori, Wyrm monsters) is immediately nauseated. The biter must spend a Willpower point or retch uncontrollably for a scene. There is a drawback, however: lupus Garou and wolves are unlikely to lick or groom you, and even affectionate nibbles are affected by your foul flavor.
Fair Glabro
Category: Physical | Points: 2 | Source: W20, p.472
- Description: You have a Glabro form that can pass for human, though it's still larger than normal people. You have no penalties to Social Attributes in Glabro form.
Lack of Scent
Category: Physical | Points: 2 | Source: W20, p.472
- Description: You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a "natural" scent.
Physically Impressive
Category: Physical | Points: 2 | Source: W20, p.472
- Description: You appear dangerous both in outward demeanor and in physical bearing, and exude a confidence that impresses opponents. Add one die to all Social rolls that involve intimidation.
Long-Distance Runner
Category: Physical | Points: 3 | Source: W20, p.472-3
- Description: Through practice and/or innate skill, you have developed your ability to run very fast for a very long time. You can run at double your normal running speed for one hour per dot you possess in Stamina. This Merit is very popular with Silent Striders. You must have at least four dots in Stamina to purchase this Merit.
Natural Weapons
Category: Physical | Points: 3 or 4 | Source: W20, p.473
- Description: You are greatly in tune with your wolf physique. Your balance and physical acuity in animal form are greater than in Homid form. Subtract one from the difficulty of any attack roll with an innate natural weapon (e.g., claw, bite, kick, etc.) when in animal form. However, add one to the difficulty of any such attacks made while in Homid form. There is no change to your attack rolls in other forms. This Merit costs 3 points for animal breed or metis characters, and 4 points for homid Fera.
Huge Size
Category: Physical | Points: 4 | Source: W20, p.473
- Description: You stand close to 7' tall and may weigh as much as 400 pounds in your Homid form; your other forms are also proportionately huge. This Merit gives you an extra health level, which acts as an additional Bruised health level for purposes of calculating damage and wound penalties. Of course, with your immense size comes other problems (blending into a crowd, finding clothes that fit, fitting into an airplane seat, etc.).
Metamorph
Category: Physical | Points: 7 | Source: W20, p.473
- Description: Shapechanging for you is as easy as breathing. You do not need to roll to change forms, nor is it necessary to spend a Rage point for an instantaneous shift. You make your changes as if you scored five successes on your roll to shift forms. If you lose consciousness from wounds or for some other reason, you may roll Wits + Primal Urge (difficulty 8) to choose which form you assume rather than reverting to breed form.
Berserker
Category: Mental | Points: 2 | Source: W20, p.476
- Description: You have uncanny control over your inner anger, and can use your Rage as most Garou cannot. You can enter a berserk frenzy at will, ignoring your wound penalties. You still suffer the consequences of any actions committed in the throes of frenzy. When circumstances might cause you to frenzy, you must make a standard roll to see if you do so or not.
Code of Honor
Category: Mental | Points: 2 | Source: W20, p.476
- Description: You have a rigid personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid violating their code. You may choose something already established (the Litany is a common Code of Honor amongst Garou) or create your own list of moral and ethical dos and don'ts with your Storyteller's approval.
Seldom Sleeps
Category: Mental | Points: 2 | Source: W20, p.476
- Description: Whether due to a strong constitution, a frenetic nature, or even a hint of ancestral magic in your blood, you require significantly less sleep than the average Garou. While rest is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three days won't make you more than a little bleary-eyed. You are not immune to sleep-causing supernatural effects, and you must still rest (no combat and no efforts requiring rolls) after using taxing rituals or Gifts. You are not always perky, bright-eyed, and bushy-tailed, but you suffer no penalties or ill effects from remaining awake for extended periods.
Calm Heart
Category: Mental | Points: 3 | Source: W20, p.476
- Description: You remain calm and collected even in the most trying of circumstances. Rage and Frenzy rolls are at +2 difficulty, reducing the chances of frenzy. Rolls to resist Frenzy for Vampires are at -2 difficulty.
Untamable
Category: Mental | Points: 5 | Source: W20, p.476
- Description: You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery.
Family Support
Category: Social | Points: 1 | Source: W20, p.479
- Description: Your family knows what you are and accepts your new life wholeheartedly. Perhaps your parents are Kinfolk and have prepared themselves for the potential that you might be a full Garou. However they need not be actual Kin (of the sort purchased through the Kinfolk Background); they may not understand what you've become, but still believe you are "special" or "gifted." While you can't assume they will risk themselves for you or your pack, you can rely on their moral support and understanding — and maybe a place to crash on occasion.
Favor
Category: Social | Points: 1-3 | Source: W20, p.479
- Description: You have earned the favor of someone more powerful than yourself because of something you did in the past. Work out with your Storyteller who exactly owes you the favor — perhaps an elder of your sept, an influential member of your tribe, or even a powerful pack of Garou. A 1-point Merit indicates that you provided a minor service; a 2-point Merit means that you have done something significant for them; a 3-point Merit probably means that you saved their life (or the life of someone important to them). You can ask for (and expect to receive) a similar level of favor in return. You can only call in this favor once; after that, your previous service holds no particular sway. While it stands, however, other Fera may know that someone important is indebted to you and react to you accordingly.
Camp Goodwill
Category: Social | Points: 1 | Source: W20, p.479-480
- Description: You have earned the attention and favor of a particular Garou tribal camp (see pg. 491). Perhaps you've done them a favor, or maybe they're trying to recruit you. Regardless, all Social rolls when interacting with that camp are made at –1 difficulty. You may not be a member of this camp when you first take this Merit, although you can become recruited into the camp during play at the Storyteller's discretion. You may take this Merit multiple times for different camps, and may take it for tribal camps other than your own tribe, each with the Storyteller's approval.
Animal Magnetism
Category: Social | Points: 2 | Source: W20, p.480
- Description: Others of your breed (humans if you're homid, wolves if you're lupus; metis should pick either humans or wolves, not Garou) find you especially attractive. Your rolls to attract, persuade, charm, or seduce those individuals is at –2 difficulty. This effect does not apply to threatening or intimidating actions.
Notable Heritage
Category: Social | Points: 2 | Source: W20, p.480
- Description: Your direct family line is particularly renowned, either in Fera society or in the human world. You must choose (with your Storyteller's approval) which world your heritage relates to, and detail your family line accordingly. You are at –1 difficulty to all Social rolls when working in the appropriate society (with Fera and Kinfolk who are aware of werewolf society, or when dealing with humans who are aware of your heritage). You are expected to live up to your lineage's reputation. If you fail to do so, you may find the Merit dwindling over time as stories of your own failings begin to outweigh the high regard your family receives.
Reputation
Category: Social | Points: 2 | Source: W20, p.480
- Description: Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good "name" with your sept while possessing relatively little Renown. You may not take the Flaw: Notoriety.
Supporter
Category: Social | Points: 2 | Source: W20, p.480
- Description: You inspire all around you to greater efforts. Whether by speaking, writing, or leading by example, you give anyone who works with you reason to go on and hope of success. You have a –2 difficulty on Social rolls, and you give any group effort +1 to its total dice pool.
Noted Messenger
Category: Social | Points: 3 | Source: W20, p.480
- Description: Legends and Elders have used your services to deliver their important words. You may have even been called upon to carry messages of peace (or war) between the Nation and outside forces. Because of your reputation as a reliable messenger, you can pass through other Garou territories without your presence causing offense, and you may be allowed into any sept (or other locale where your reputation is respected, such as spirit courts or Fera holdings) unchallenged, as long as you carry a message for someone residing there. However, you are expected to behave in accordance with your reputation; if you take offensive actions, act indiscreetly, or speak rudely while in the line of duty, it may affect how you are treated (and may cause the Storyteller to deem that you lose this Merit).
Supernatural Companion
Category: Social | Points: 3 | Source: W20, p.480
- Description: You have a friend or ally who happens to be a vampire, mage, wraith, changeling, or other non-werewolf supernatural creature. Although you may call upon her in time of need, she also has the right to call upon you (after all, you are friends). This relationship, however, does not have the sanction of your kind or hers, and you'll likely face scandal — or worse — if you are found out. Meeting places and methods of communication are always risky. The Storyteller creates and controls your companion, but does not reveal to you her full powers (or secret motivations).
Ancestor Ally
Category: Spiritual | Points: 1 | Source: W20, p.482
- Description: One of your ancestor spirits is particularly close to you. You have –2 to your difficulty to contact this ancestor via your Ancestors Background. Flesh out your special ancestor with a name, personality characteristics, significant abilities or powers, details about her life, and her reputation among Garou. To purchase this Merit, you must have Ancestors as a Background.
Moon-Bound
Category: Spiritual | Points: 1 | Source: W20, p.482
- Description: You are more in tune with your auspice than most of your breed. When Luna waxes in your auspice, you receive one extra die to each of your rolls. Correspondingly, when Luna wanes in your auspice, you receive one less die to every roll.
Spirit Magnet
Category: Spiritual | Points: 1 | Source: W20, p.482
- Description: You naturally attract the attention of the spirits whenever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you're doing in their "neck of the woods." Occasionally you attract more than you bargained for — Banes are also likely to come calling. None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way.
Natural Channel
Category: Spiritual | Points: 3 | Source: W20, p.483
- Description: You find crossing the Gauntlet easier than many of your fellow Fera. The difficulty for stepping sideways is one less for you.
Immune to Wyrm Emanations
Category: Spiritual | Points: 6 | Source: W20, p.483
- Description: Gaia has blessed you with a powerful resistance to the poisons of the Wyrm. Although you still take damage from balefire, supernaturally-caused radiation, Wyrm elementals, or other forms of Wyrm toxins, you do not suffer any dice pool penalties from them. Banes cannot possess you.
Silver Tolerance
Category: Spiritual | Points: 7 | Source: W20, p.483
- Description: You are blessed with an extremely unusual tolerance toward silver. You may soak silver damage in any form at difficulty 8, although this does not change the type of damage that silver does.
Constant Sending
Category: Supernatural | Points: 1 | Source: W20 Changing Breeds, p.207
- Description: The character's Lorenzini's ampullae remain in all forms, allowing him to use the Sending even in Homid form.
Manshape
Category: Physical | Points: 1 | Source: W20 Changing Breeds, p.207
- Description: The character's Archid form is very humanoid — a callback to the Lizard Kings with a reptilian head, the size of a Crinos Garou. The character must have the Archid characteristics: Upright Walking and Grasping Hands to buy this Merit. Manshape allows the Mokolé in Archid form to pass as human in poor light, though anyone seeing the character's scaly skin still suffers the Delirium.
Double Draught
Category: Supernatural | Points: 2 | Source: W20 Changing Breeds, p.208
- Description: Unlike most Corax, the character can drink from both of a dead man's eyes, seeing the best and the worst of the corpse's death.
Gauntlet Runner
Category: Supernatural | Points: 2 | Source: W20 Changing Breeds, p.208
- Description: The character is able to squeeze through the Gauntlet in the presence of any manner of company — even in front of a room full of human witnesses.
Good-Looking
Category: Physical | Points: 2 | Source: W20 Changing Breeds, p.208
- Description: Unlike most Rokea, who are rough-looking in homid form at best, the character looks completely human and may start with as high an Appearance score as the player desires. Homid Rokea do not need to purchase this Merit.
Spitting Cobra
Category: Physical | Points: 2 | Source: W20 Changing Breeds, p.208
- Description: Unlike most Nagah, the character's Vasuki form is that of a spitting cobra or other snake that can project its venom. She can spit venom in any form other than Balaram.
Free of the Yava
Category: Supernatural | Points: 3, 4, 5 | Source: W20 Changing Breeds, p.208
- Description: Perhaps the character was granted a special blessing by a powerful spirit; perhaps they are simply a strange prodigy of the world. For whatever reason, the character does not suffer the restriction of one or more Yava: 3 points grants freedom from one Yava, 4 from two Yava, and 5 from all Yava.
Early Maturation
Category: Supernatural | Points: 3 | Source: W20 Changing Breeds, p.208
- Description: For some reason the character emerged as an auspice other than Arcas. Perhaps her First Change came late in life, or her early years contained so much strife and upheaval that her change catapulted her directly into another auspice. The character begins play as an Uzmati, Kojubat, Kieh, or a Rishi, and must choose her starting auspice Gift from Level One Gifts on that auspice's Gift list.
Venomous
Category: Physical | Points: 3 | Source: W20 Changing Breeds, p.208
- Description: The Ananasi retains her venom sacs even when in homid form. In homid, she may use any of her venom-based Gifts that are normally restricted to other forms.
Infrared Vision
Category: Physical | Points: 4 | Source: W20 Changing Breeds, p.208
- Description: The character can detect heat sources out to about 50 feet in all forms other than Balaram. This Merit is most common among Nagah whose snake form comes from the Crotalinae subfamily (pit vipers, rattlesnakes, fers-del-lance and moccasins).
Swim Sideways
Category: Supernatural | Points: 4 | Source: W20 Changing Breeds, p.208
- Description: The wereshark has a natural connection to Sea's Soul, and can swim there in much the same manner as a Garou steps sideways, without the requirement for a reflective object. The Rokea can only use this talent in seas and oceans; weresharks who can also Step Sideways on land should look to that Merit instead.
Feral Near-Man
Category: Physical | Points: 5 | Source: W20 Changing Breeds, p.208
- Description: The character's near-man form (Glabro, Anthros, Sokto, etc) is unusually savage in profile; perhaps this is a result of countless hours of shapeshifting refinement, or maybe the character was just born nasty. Either way, the Changer's near-human form sports wicked claws capable of inflicting aggravated damage.
Gender-Morph
Category: Physical | Points: 6 | Source: W20 Changing Breeds, p.208
- Description: The character can change their human sex at will, by breaking into the Crawlerling form and reforming as a human again. This can come in handy when being chased; not only are pursuers unlikely to confuse a man for a woman, but the character's scent even changes in order to throw off Garou and other keen-nosed hunters. Aside from the sex switch, this doesn't grant a radical change in appearance — both sexes have similar features and look sufficiently alike to be siblings.
Cat/Fox Magic
Category: Supernatural | Points: 7 | Source: W20 Changing Breeds, p.208
- Description: In addition to the blessings of Luna and Gaia, the character has a rare aptitude for lesser human magic—she is capable of learning what mages call 'hedge magic.' The character can use this talent to mimic Gifts and rites from any Changing Breed, and can develop her own mystic rites given time and Storyteller approval. For a more in-depth treatment of hedge magic, see Sorcerer Revised.
Step Sideways
Category: Supernatural | Points: 7 | Source: W20 Changing Breeds, p.209
- Description: Unlike normal members of her Breed, the character may step sideways in the manner of the Garou. While almost all members of her Breed can access the Umbra through Gifts or Rites, the character has an inherent connection to the spirit world. Perhaps this is a particular blessing from a powerful spirit, or perhaps it is as much a mystery to her as it is to everyone else.