Wolf-Bloods can be detected by a specific "Tell" by those who know what to look for. These tells hint at their heritage and offer a small boon that mimicks abilities of the Uratha. Tells can be physical signs, like typical "witch marks" (fingers that are all the same length, extraordinary body hair, sharp teeth), or mental conditions, like a state of heightened aggression. Some can see into Twilight, while others have a natural affinity for the First Tongue.
Wolf-Bloods are vulnerable to Lunacy just like any other human, but have a greater resistance threshold.
Some Wolf-Blooded have specific merits that signify their connection to Luna, one of the Tribes, a specific Auspice or similar aspects of their birthright. In some rare cases, Lunes choose Wolf-Bloods as Hosts, creating creatures known as Iduth Zana - "Moon-puppets", that are bound to one specific task.
If a Wolf-Blooded receives the Embrace, Awakens, is abducted by the True Fae, undergoes the Bargain, is resurrected as a Promethean or similar, any wolf-blood specific merits are lost. The Tell, however, often remains.
(WTF 2e 300) for tells and (WTF 2e 304) for merits
// list of base 2e tells found here in the codex and here in Fallcoast //
//Homebrew Tells//
- Luna’s Embrace (Written by wyrdhamster)
Curse: Under stress, the Wolf-Blooded change his physical sex – when he rolls Failure on Integrity Breaking Point. The change is biologically complete and functional. The Wolf-Blooded appearance changes so that he or she now looks very much like a twin brother or sister to his or her old self.
Boon: The Wolf-Blooded can will their sex change using their own Willpower. They need to spend 3 points of willpower in order to change their physical sex at will as an instant action. However If the wolf-blooded lacks the amount of points needed, they can still spend all of their remaining willpower in order to change sex, but with the downside of receiving 1 point of bashing damaged and the "Fatigued" condition in the process. The change last until the next time the wolf-blooded fails an integrity roll or decides to use their will in order to change again. People are mostly confused when a man shows up in place of a woman and law enforcement are thrown for a loop when, while chasing a male criminal, they end up catching a woman instead.
(Old)He only need to will it and spend 1 Willpower Point – he changes sex as Instant Action. Law enforcement are mostly confused when they need to look women instead of men they pursuit before sundown.(Old)
- Wellspring (Written by Deionscribe)
Curse: The Wolf-Blooded is a rich font of Essence. This makes her attractive to both spirits and Uratha, whose interests more often than not prove detrimental to her well-being. That her connection to the Shadow risks pulling her through the Gauntlet only complicates her life further. The character suffers from the Reception Condition (Werewolf: Second Edition, p. 310) as a persistent effect. The wolf-blooded posses a Essence pool equal to 3 + Stamina.
Boon: The Wolf-Blooded has an instinctive understanding on Essence flows, allowing her to track down other sources of that ephemeral energy. She can sense any loci within ten miles of her location. An extended Wits + Composure roll with a TN equal to (10 - the locus' dot rating) allows her to read its emotional resonance. Each roll represents one minute.
- Predator's Bearing (Written by Deionscribe)
Curse: The Wolf-Blooded 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. This doesn't help with making friends and influencing people, and will likely make her the first person in people's heads whenever they hear of a violent crime in the area. Whenever she attempts to conduct Social Maneuvering, the Wolf-Blooded's first impression is one step lower than it should be.
Boon: People want to get out of her presence, and while that can be annoying to the Wolf-Blooded, it can also be very useful for getting things done quickly. Any Hard Leverage used in a Social Maneuver doubles the number of Doors removed. Furthermore, if he spends a Willpower point during a Presence + Intimidation roll, she may forego the +3 bonus for a chance to inflict a Lunacy Condition. The Condition lasts for a scene on a success, and a day on an exceptional success, unless its resolved sooner.
- Wild Soul
Curse: The Wolf-blooded has an affinity with the wildernesses and less with urban spaces to the point that its nearly impossible for them to remain and even enter urban areas. When in cities or big urban areas the wolf-blooded suffers from the Disoriented and must roll (Resolve + Composure) every chapter while in the city with an increasing -1 modifier each time in order to not lose control and run back to the wilds. In addition all rolls suffer from a -1 modifier.
Boon: Anything associated with the wilderness and animals is their element and thus the wolf-blooded receives a +2 to any (Animal Ken) and (Survival) rolls while in the wilderness. They are incapable of suffering from the Disoriented or Lost conditions while in the wilderness
- Spirit magnet (Writen by The young man in the cafe)
Curse: The wolf blooded is a source of resouence that is pleasing to all spirits, regardless of influences. As a result spirits like to be around the wolf blooded, but their activities tend to drive away those who aren't supernaturally aware. Add two doors to any mortal character that the wolf blooded is trying to use social manoeuvring on due to the weird happenings around them.
Boon: The Wolf Blooded enjoys a first impression one higher when engaged in social manoeuvring with spirits
- Pathfinder (Written by Deionscribe)
Curse: The Wolf-Blooded can walk through the barrier between the Worlds of Spirit and Flesh, at will. If he wishes, he can also bring others with him as he slips through the Gauntlet to travel between either realm. This power is deeply flawed, however. Every time he tries to slip through the Gauntlet, the spiritual backlash it causes is strong enough to alert nearby spirits within a certain radius. This almost always leads to the Wolf-Blooded's discovery. If he wishes to bring others with him, he also suffers targeting penalties proportional to the number of people he includes in his Reaching. Regardless of the roll's results, all spirits within a radius of 15 yards are alerted of his attempt. If performed at a locus, this distance is doubled by its dot rating.
Boon: The Wolf-Blooded is capable of Reaching like a spirit with a successful Resolve + Composure roll. Unless he is within the vicinity of a locus, he must spend a Willpower point and suffer a penalty equal to the immediate area's Gauntlet strength.
- Tracker (Written by Deionscribe)
Curse: To the wolf-blooded, the world is a riot of sounds and colors. He is more sensitive to bright flashes, loud noises, and intense scents and tastes. Any one of these can easily leave her overwhelmed and helpless. Whenever the Wolf-Blooded is exposed to stimuli that would inflict the appropriate Condition or Tilt, roll her Stamina + Resolve with a -1 penalty for each compromised sense after the first. On a Failure, he receives the Disoriented Condition. On a Dramatic Failure, he also takes the Stunned Tilt.
Boon: The Wolf-Blooded can track like a werewolf, and can pursue prey by catching his scent and/or tasting his blood. He is also considered to have an effective Primal Urge of 1 for the purpose of picking out a specific scent.
- Loose Grip (written by Solana)
Curse: The Wolf-Blooded's formative years are spent struggling with the material world, they may have difficulty learning to speak, understanding numbers or letters, or have similar problems with anything concrete. As they reach adolescence, this tendency takes a turn for the dangerous.
Boon: If you can call it one, the Wolf-Blooded slides into a state of Twilight whenever they experience a potential Breaking Point, whether or not they succeed in resisting it. This effect lasts for one scene, after which the poor individual fades back into a material state, likely shaken up by the experience.
- Symbologist (written by Deionscribe)
Curse: Strange visions and horrible images plague the Wolf-Blooded's dreams. And for her, a good night's rest is a blessing. Whenever she sleeps while the moon is in the sky, she rolls her Resolve + Composure. On a Failure, she suffers harrowing nightmares which prevent her from regaining Willpower on that night. If she happens to sleep in the vicinity of a Locus, she applies its dot rating as a penalty to the roll.
Boon: The Wolf-Blooded is attuned to the occult symbols of the Shadow, and gains the Omen Sensitivity Merit for free. Furthermore, it triggers without drawback on a failed nightmare roll. And if she is within the area of a Locus, she adds its dot rating as a bonus to its activation roll.
- Binding Compulsion (written by Vent0 with one slight addition)
Curse: the wolf-blooded has some form of obsessive compulsive disorder, necessitating them to perform or abstain from some action. They gain the Ban Condition tied to a recurring behaviour or circumstance.
Boon: In addition to receiving a +1 to willpower every time they take a contradictory action only to fulfil (or respect) their "Ban", spirits appreciate them keeping to their “Ban” and can relate to them easier. Social interactions with Spirits are improved by one step.
- Magnetism (written by Vent0)
Curse: For whatever reason, the wolf-blooded is extremely attractive to Spirits in Twilight. Those that Fetter themselves to them find themselves gaining 1 additional Essence per day above the normal effects of Fetter. Of course, this means that Spirits are well invested in doing so - nice if they are Joy Spirits, odd if they are Dog Spirits, problematic if they are Murder Spirits. While the Tell doesn't automatically give them the Urged Condition, multiple instances of it are sure to follow.
Boon: The Spirits are protective of their host and meal ticket, and will be far more inclined to act to protect them. Additionally, they can spend 1 Willpower point to allow a Spirit to Materialize for a number of turns equal to their Presence.
- Whispers (original written by Vent0)
Curse: From an early age, the wolf-blooded has heard voices. She has probably had counselling, psychiatric drugs, or at a minimum people spreading rumours about her odd behaviour. She gain the Shadow Paranoia Condition, reflecting her psychological aversion to the destructive influence of the constant whispers from the spirit world.
Boon: She can gain information about a person, topic or 1 point in a skill of interest once per scene.
- Lune touch
Curse: TBD
Boon: TBD
- Symbiosis
Curse: TBD
Boon: TBD
- Quicksilver Child
Curse: TBD
Boon: TBD
- TBD
Curse: TBD
Boon: TBD
- TBD
Curse: TBD
Boon: TBD
// list of 2e base wolf-blooded merits found here in the codex //
// Homebrew wolf-blooded merits //
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