Index (The index only includes categories that are included in this
text) There are no listed merits and flaws for the other categories)
Supernatural
Werecreature Society
Physical
Supernatural
These merits and flaws are different
kinds of supernatural benefits or detriments.
Banned Transformation -1 to -6 flaw (WPG)
Some event prevents you from changing
your shape. Some examples are:
Favor -+1 to +3 merit (VPG)
A more experienced werecreature owes
you a favor. The number of points given for a favor depends on the
particular werecreature and the degree of debt she feels. The extent
of the boon owed you depends on how many points you spend. One point would
indicate a relatively minor boon by a relatively powerful werecreature,
while three points would indicate a very powerful werecreature owes you
her very existence.
Negative Becoming -2 flaw
In your Becoming ceremony you showed
character flaws. You threw your companions at the raging werecreatures
or offered them a young child in sacrifice etc. Anytime temporary
renown within one of the areas is gained ( Bravery, Honor or Wisdom) subtract
2 from the renown gained. This flaw can eventually be overcome.
At storyteller discresion give normal renown for specific actions also
after the character reaches 5 renown remove this flaw. Characters
with this flaw cannot take no Becoming or strong Becoming.
No Becoming -1 flaw
There was no Becoming ceremony and
in fact you Became on your own. Since this is a primary location
that werecreature society learns about the character's limits others will
tend to dismiss the things you do for quite some time. Anytime temporary
renown is gained in one of the areas (Bravery, Honor, Renown) subtract
1 from the points gained. This flaw can eventually be overcome.
At storyteller discresion give normal renown for specific actions also
after the character reaches 5 renown remove this flaw. Characters
with this flaw cannot take no Becoming or strong Becoming.
Notoriety -3 flaw (VPG)
You have a bad reputation among the
Werecreatures Add +5 to the difficulty of all dice rolls for social
dealings with werecreatures. A character with this flaw cannot take
the merit reputation.
Reputation +2 merit (VPG)
You have a good reputation among werecreatures.
Add +5 to dice rolls for social dealings with werecreatures. A character
with this flaw cannot take the flaw notoriety.
Species Enmity -2 flaw (VPG)
For some reason, something about you
inspires contempt or hatred in members of another werecreature species.
Add 5 to the difficulty on any social rolls dealing with that species.
The species will also do you dirty if given the chance. Select the "enemy"
species.
Species Friendship +3 merit (VPG)
For any number or different reasons
- appearance, bearing, background or demeanor - something about you appeals
to the members of a species other than your own (player's choice). Add
+5 to any roll involving social dealings with that species. Also
the species will assist you and expect you to do the same for them when
possible. This can be a two-edged sword.
Strong Becoming +2 or +4 merit
You cannot take this merit and any
of the other Becoming flaws. During your Becoming you showed exceptional
courage, wisdom, or honor. The +2 point version of this merit adds
+1 to all renown awards within one area (bravery, honor, wisdom).
The +4 version adds +1 to all renown awards. This merit can be lost
with repeated actions that remove renown.
Twisted Upbringing -2 flaw (VPG)
You were trained by someone
who had twisted ideas about what a werecreature is supposed or someone
who simply passed along to you twisted ideas about what a werecreature
should be. The person who trained you could be a particularly twisted pack
of werecreatures, a corporation or a twisted individual. This effects
most of your dealings with werecreature society. It takes a long
time and some painful leasons to overcome these ideas.
Physical
These merits and flaws deal with your
physical makeup.
Fair Glabro +2 merit (WPG)
This merit may only be taken by natural
shapeshifters that have a form equivalating human form and cannot be taken
by werecreatures who have a bonus to or don't lose appearance in Glabro.
Your Glabro form can pass for human. You lose no social
attributes when in Glabro form.
Metamorph +6 merit (WPG)
You find it extremely easy to change
forms. You do not need to roll to shift your form nor do you need to spend
a rage point to instantly assume a desired form. In addition, if you are
ever knocked unconscious you can make a Will + Shifting difficulty 15 to
assume whichever form you wish instead of your breed form.
Mixmorph +1 merit (WPG)
It is easy for you to transform certain
body parts only. Example a hand to a claw while in homid form. The difficulty
to do this task is only 10.
No Partial Transformation -1 flaw (WPG)
You cannot take partial forms at all
only full-fledged forms. See species list for particular forms each
species has.
Species Years -3 -5 to -7 flaw (WPG)
This flaw may only be taken by those
whose species has a short lifespan relative to humans. Gurahl and Ananasi
cannot take this flaw.
The character ages as their species.
The -3 version of the flaw are for character's whose lifespan is approximately
1/2 human normal (50 years or so), while the -5 version is approximately
1/4 human norm (25 years) the -7 version of this lives around 7 years if
exceptionally lucky.
Aging rolls begin at an earlier time
for the character depending on the species.
Back to Werecreature
main page
Beastial | Lillanite Vampire | Camarilla Vampire | Sabbat Vampire | Anarch Vampire |
![]() |
![]() |
![]() |
![]() work in progress |