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Posted: Mon Sep 19, 2005 7:07 pm
Ok so here is the list of merits and flaws. The rules for the guild are almost exactly the same as for the normal game except that you start out with 30 freebie points as opposed to 15. Per usual you can only take 7 total points of flaws and as many merits as you can get for 30 - 37 freebie points. Freebie points may also be spent on a number of other things, which are listed below along with their cost.
Attribute - 5per dot Ability - 2 per dot Backgrounds - 1per dot Gifts - 7per gift (only level one Gifts may be bought) Rage - 1per dot Gnosis - 2per dot Willpower - 1per dot
You may not exceed the maximum number of dots on any of the categories. Eample: you cannot sink all your freebie points into rage having a total of over 27 rage points. The profile has the max number of slots in each thing clearly represented (the "()"s indicate an open space while an "(o)" indicates a filled one).
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Posted: Mon Sep 19, 2005 7:08 pm
[ Message temporarily off-line ]
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Posted: Sun Oct 02, 2005 9:15 am
Silent Striders: (Thanks to Jean-Paul)
Freak Magnet (4pt flaw) - You attract the very worst sorts of ghosts. Thus, when your tribal "Haunted" weakness comes into play, you attract the nastiest kinds of ghosts that will either seek to do you physical or psychological harm or corrupt you into ruin.
Ghost Sight (4pt Merit)- This merit allows (or perhaps inflicts) glimpses of sight into the Dark Umbra. It is not always in effect, which is a blessing; any living creature who could see all that goes on a heartbeat away in the land of the dead would undoubtedly go mad -- especially since many develop the sight in early childhood. The sight comes over the Strider (or Strider Kinfolk) when something significant is happening in the Dark Umbra or in a place of importance to the dead.
Gift of Wepauwet (5pt Merit) - Some way, some how, the character does not suffer the curse of Sutekh. The spirits of her ancestors come to her in times of need, as if she has some sort of mystic channel or spiritual beacon that calls them from their lost wanderings or imprisnment. The character embodies the great hope of the Silent Strider tribe -- and calls up many of their worst fears as well. After choosing this merit, the player may purchase the Ancestors background as usual for the other tribes. The character also receives one point of temporary Renown in Honor, Glory, and Wisdom. Expectations will be high for the character's future deeds, which may be a benefit or a drawback depending on the situation.
Long-Distance Runner (3pt Merit) - When running, you may double your normal speed for one hour per point of stamina. Gifts improving movement are calculated from the new speed. You must have a minimum Stamina of 4 to purchase this merit.
Noted Messenger (3pt Merit) - Your reputation as a reliable an uncorruptible messenger precedes you. You can enter most septs unchallenged, as long as you have a message for someone residing there. In addition, few Garou will attempt to hinder you in your duties, and most will let you cross their territories unmolested. However, the mere word of your presence will sometimes stir up gossip and intrigue as the locals wonder what message it is you carry.
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Posted: Sun Oct 02, 2005 9:18 am
Black Furies: (Thanks to Jean-Paul)
Inner Strength (2pt Merit) - You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if struggling against impossible odds.
Insight (2 pt Merit) - You recognize the inner qualities of anyone around you, good or bad and are not often fooled. Those using Subtetfuge or similar deceits against you raise their difficulty by two, and you raise your own difficulties by two when trying to figure someone out.
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Posted: Sun May 21, 2006 3:03 pm
Uktena: (Thanks to Nisora)
Human Tribal Status (2-4 point Merit)
You not only maintain an active part in the human community you came from, but you have attained a position of status within that society as a spokesperson, healer, medicine worker or council elder. The number of points you spend determines your relative authority: Two points might mean you act as a shamanic healer for your kinfolk, while four points qualifies you for a seat on your tribal council or gains you acclaim as a noted wisdom keeper. You must come from a Native American tribe or reside in a distinct ethic community to purchase this Merit. Lupus and metis Garou may not take this Merit.
Anti-Wyrmbringer Bias (1 point Flaw)
You have an instinctive dislike for Garou whose ancestors came from Europe to invade the Pure Lands. Even thought your reason may tell you that the time for old hatreds has passed, and that Gaia needs all her defenders to work together in these days before the Apocalypse, you still find it hard to tolerate the pretensions and arrogant assumptions of the Wyrmcomer tribes (and, yes, you call them that when you are around them). You have a +2 difficulty on all die rolls involving interaction with Garou other than Wendigo. With the Storyteller's permission, you may exempt up to three tribes - such as the Stargazers, Silent Striders and Children of Gaia - from your roster of "foreigners." The anti-wyrmbringer bias should not cripple your ability to function in a pack with non-native Garou, rather, it should provide many opportunities for problematic interactions and interpack tensions. Through roleplaying, you may eventually aquire evidence from companions (i.e., other player characters) that inable you to buy off this Flaw.
Taint of Suspicion (3 pt. Supernatural Flaw)
Something indefinable arouses more distrust in you than in the average Uktena. Although you do not register as "Wyrm-tainted," your presence raises the hackles of most Garou, as if something sinister has worked its way into your spirit. Perhaps you have had one too many "close encounters" with fomori or Banes; maybe you spent more time than most Garou nosing about Hellholes and Leeches' lairs. You should work out with the Storyteller the reason why you invoke such strong feelings of discomfort and unease in other Garou. Many Bane Tenders eventually aquire this Flaw.
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Posted: Sun May 21, 2006 3:06 pm
Bone Gnawer: (Thanks to Nisora)
Struggling (1 point Merit)
By hard work and diligence, you've gotten yourself off the streets. You can raise just enough money for legitimate home, regular (but cheap) food, and even a few basic amenities. However, all of your resources are tied up in maintaining this home, and you have to struggle to keep it. As a BoneGnawer, you can't have points in Resources Background. Thus, mustering more than a few dollars of disposable income is difficult for you - it seems like you're paying off debts and bills. You do however, have a way to score some extra cash once in a while. Struggling may be tough, but it's a damn sight better than living on the streets. Downtimes is critical to a Struggling character. Even though he's part of the chronicle, your character can't spend every day wandering around looknig for adventure. Drawing a paycheck requires at least twenty to thirty hours of part-time work a week; presumably this happens in the time between game sessions. Since this Merit limits the sort of tale your Storyteller can tell, it obviously requires his/her approval. Your character will, however, have a home, an address, and a phone number. At the start of each chapter of the chronicle, the Storyteller rolls your character's Wits; every two successes bestows the equivalent of one dot of Resources for the rest of the chapter. (If you've got Wits 4 or 5, you can reroll 10's.) The words "job security" mean nothing to you, however. On a botch roll, you lose everything and have to start over (as described below). You can also temporarily lose this Merit if you leave town, or can no longer work to keep up your home. Whether through a botched roll or negligence, you can fall through the cracks again at any moment. Your landlord is ready to evict you in a heartbeat, and your bills are almost always overdue. Setting yourself up as a "struggling" again requires at least a month of downtime and a number of experience points equal to the cost of this Merit. The Struggling Merit is fairly common among followers of Rat Fink camp, who often hold down jobs to hide their methods of gathering information, but as you can see, they have trouble holding onto them for long. MET: With this Merit, you have virtual level of resources. While you don't actually have the background, you can make use of it as if you had a single level. Each time you flex your resources, though, you must make a simple challenge (win or tie). If you lose, then you lose this merit until you spend full perid between games doing nothing but worknig to re-establish your merit- no downtime actions, no influence uses, nothing. This merit reduces your ability to do other things: instead of being limited to the sum or your attribute traits for your maximum level of manageable influences, lover your limit by three. Furthermore, you can only take two actions between games, regardless of what those actions are.
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