Merits
& Flaws |
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Long
Distance Runner |
3
Point Merit |
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You must
have at least 3 stamina-related traits to purchace this merit. When
running, you may double your movement rate for one hour per stamina
related trait possessed.
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Noted
Messenger |
3
Point Merit |
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Same as
is written in the tribebook, no changes
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Freak
Magnet |
4
Point Flaw |
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When you
envoke your tribal disadvantage, you always get a Specter instead
of a Wraith.
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Gifts |
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Tread
Sebeks Back |
Basic |
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Spend
a Gnosis trait and make a Static Physical challenge vs. 7 trait diff. |
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May continue
to challenge until lost. Each won challenge allows character to travel
across water as if it were open ground for an hour. May retest with
Survival.
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Dam
the Heartflood |
Intermediate |
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Can only
be used on supernaturals with a blood pool (Vampires, Ghouls, Anastasi).
Spend a Gnosis point and enter a Static Mental challenge vs. the targets
Willpower (no traits risked), retesting only with Medicine. You may
continue to challenge if you win, and must stop if you lose. This
Gift may only be used on a given individual once per scene, but other
Garou may use this gift in conjuction on the same target. Each won
challenge prevents the target from spending any blood traits for what
ever reason for a full turn.
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Eyes
of Maat |
Intermediate |
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Same mechanics
as the Gift Truth of Gaia, but the Garou may make another Mental challenge
to determine the nature of the truth or falsehood.
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Invocation
of the Pharoah |
Legendary |
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No
challenge or expendature required. |
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The Garou
must be in Homid form. The homid-form Garou then grows to 8+ feet
tall, gains the entire Crinos form pacakage excepting negative traits
or loss of Social attributes. Double the characters charisma and manipulation
related traits for any Social challenge involving leadership or intimidation.
Brawling attacks in this form do not inflict aggravated damage, but
an additional level of damage is inflicted for any Brawl or Melee
attack in this form (two vs. Setites). Garou regenerates as per Crinos
form, but takes no additional damage (or aggravated) from silver and
cannot enter frenzy. Lasts for one scene.
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Eaters
of the Dead Gifts |
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Touch
of Death
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Advanced |
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Must
touch target and spend 2 Gnosis traits. Static Mental challenge at 8 traits. |
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Each success
removes a phyiscal trait as if it were aggravated damage for healing
purposes.
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Harbringer
Gifts |
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Troubleseeker |
Basic |
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Static
Mental challenge vs 8 traits. |
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Success
will lead the troubleseeker to a location of "trouble" of some gravity.
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Rites |
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Decent
into the Dark Umbra |
Intermediate |
Mystic |
Mental
challenge vs. 8 traits, and sacrafice a living creature. Then the
Garou may step sideways and wind up in the Dark Umbra instead of the
Middle Umbra.
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Rite
of Dormant Wisdom |
Advanced |
Mystic |
You must
eat the brain of a dead individual. Then, make a static Mental challenge
vs. 9 traits, open ended. 1 success recent memories. 5+ successes,
whole life. You may retest with Occult. No special abilities (Diciplines,
Gifts, etc) may be leared, but anything else may. If rite is performed
more than the characters Gnosis, then the character becomes a servitor
of Foebek. Two failures in a row will destroy the characters mind,
making them a slave to the Wyrm. If a permament Gnosis trait is spent,
they may perform this Rite on a Garou or Mummy.
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Fetishes |
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Dsiah |
Level
3 |
Gnosis
4 |
3 bonus
trait melee weapon which causes aggravated damage to Wyrm-tainted
creatures. Each successful strike drains a Gnosis trait from the target.
When striking serpents or Setites, add an additional level of damage,
all aggravated.
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Sarcophagus
of Anpu |
Level
3 |
Gnosis
4 |
Sleep in
the sarcophagus for 8 hours, and arise effectively "dead". Unaffected
by supernatural powers designed specifically to affect mortals, unaffected
by illness, heart siezures etc. Wound penalties are treated as if
one level lower, and is up 3 traits for entering Dark Umbra. Vampires
gain no nourishment from blood, and will immediately gag it up.
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Cheopus
Brick |
Level
4 |
Gnosis
5 |
When an
area is warded by a Theurge of Rank 2 or better with Ritual Knowledge
x3 or better, it will manafest a mystical ward vs. creatures of the
Wyrm (Setites included). Such creatures must make a Static willpower
challenge vs. 8 traits in order to enter the area. If they do enter,
they are down 2 traits for any challenge.
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Mask
of the Assanbonam |
Level
4 |
Gnosis
5 |
Treated
as per the tribebook, except they gain an additional free dodge retest.
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Mummy
Amulet |
Level
5 |
Gnosis
8 |
Raises
the wearers specifically related trait (Stamina, Charisma, etc.) to
6, spread as per STs descreation.
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Totems |
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Scarab |
Cost
4 |
Respect |
Followers
gain the Enigmas ability and may Step Sideways as if the Gauntlet
were one level lower. Once per story, the Strider may invoke Pharoahs
Majesty, gaining a temporary Pure Breed of 5. Followers of Scarab
must help defend a Caern no matter what the odds, and must seek to
improve the reputation of the Striders.
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Crocodile |
Cost
5 |
Glory |
Followers
gain the Stealth ability, and may make a Simple test to reduce any
non-fire or cold based attack by one level (may not reduce aggravated
damage from silver). Followers also gain the ability to speak the
Mokole language. Ban: may not seek to harm or attack Mokol or Crocodiles.
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Tsetse
Fly |
Cost
5 |
War |
Gain the
Medicine ability, plus "mojo" power. "Mojo" Character must truly hate
the enemy (i.e. must spend 5 Rage traits on them), and must have a
piece of their body or personal affects, and must win (not tie) a
Static Mental challenge vs. the target. They may continue to challenge
until they fail. If successful, the target is cursed by only being
able to use half of their attribute traits for one night per win scored.
May only be used once per year on a specific target. Ban: must always
gain revenge against their enemies.
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Ibis |
Cost
5 |
Wisdom |
Followers
may make a Static Mental challenge to remember anything they've experienced,
and any harmful or manevolent maigc being used against the Garou suffers
a two trait penality to invoke. Ban: may never harm Corax or any other
bird, and must seek out knowledge.
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Sphinx |
Cost
6 |
Wisdom |
Gain the
Mental traits Wise and Intiutive. May spend a Willpower trait to gain
any Knowledge ability at x6 for one scene, once per day per pack member.
Ban: if the follower refuses or loses a riddle challenge, they sink
into deep Harano curable only by an Umbral quest.
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