Primal Urge
Changes: regeneration was increased
| Primal Urge Level | Trait cap | Essence Pool/Turn | Regeneration | Hard Rage | Feeding limit | Hunt Interval | Lunacy Penalty | Tracking Bonus |
| 1 | 5 | 10/1 | 1B | 10 min | None | 6 month | 0 | 0 |
| 2 | 5 | 11/2 | 2B | 15 min | Meat | 3 months | 0 | 0 |
| 3 | 5 | 12/3 | 2B | 20 min | Meat | 1 month | -2 | +1 |
| 4 | 5 | 13/4 | 4B | 30 min | Raw meat | 1 month | -2 | +1 |
| 5 | 5 | 15/5 | 4B | 1 hs | Raw meat | 3 weeks | -2 | +2 |
| 6 | 6 | 20/6 | 6B | 2 hs | Carnivores | 3 weeks | -2 | +2 |
| 7 | 7 | 25/8 | 6B | 4 hs | Carnivores | 1 week | -4 | +4 |
| 8 | 8 | 30/10 | 8B | 6 hs | Essence | 1 week | -6 | +6 |
| 9 | 9 | 50/15 | 8B | 8 hs | Essence | 3 days | -8 | +8 |
| 10 | 10 | 75/20 | 10B | 12 hs | Essence | 3 days | -10 | +8 |
Werewolf Merit Rebalance by dennet
General Merits
Merit | Rating | Prerequisites | Description |
Anchored to Spirit | • to •• | Add dots in this Merit to the dice bonus offered by your Spirit Touchstone. | |
Anchored to Flesh | • to •• | Add dots in this Merit to the dice bonus offered by your Flesh Touchstone. | |
Blood Affinity | •• | Harmony 3 or less | Take the Rote quality on a single roll in a scene that would help you indulge in your Blood. |
Bone Affinity | •• | Harmony 8 or more | Take the Rote quality on a single roll in a scene that would help you indulge in your Bone. |
Code of Honor | •• | Harmony 8 or more | Gain a Virtue representing a human code of conduct. Gain +3 to all Resistance to uphold code. Your Kuruth Trigger only counts as Common. Drawback: Betraying your code deprives you of the benefits for a scene. |
Self-Control | •• | Resolve ••• | Spend Willpower to ignore the urge to shapeshift when at low Harmony for the rest of the scene. |
Controlled Burn | •• | Resolve •••, Composure ••• | You may spend 1 Willpower when you gain a turn of lucidity in Soft Rage to end it. |
Creative Tactician | ••• | Purity •• | Reduce penalties on your teamwork action by your Purity. Once per session, offer a beat to the primary actor. |
Song in Your Heart | ••• | Glory •• | Roll Presence + Expression to confer the Inspired (Persistent) Condition by telling tales or singing sagas. |
Impartial Mediator | ••• | Honor •• | During mediation, roll Presence + Persuasion + Honor vs each side’s Resolve + Honor. Each side you win over must accept your guidance. |
Resonance Shaper | ••• | Wisdom •• | Roll Manipulation + Occult - Locus Rating to change the resonance of a wellspring of Essence for a day. Locus Rating is 0 for ambient locations. |
Fading | ••• | Cunning •• | Each time someone fails to notice you, penalize any subsequent attempt to do so by the number of total failed attempts in a scene. Once per scene, add Cunning to bonus dice to remain unnoticed. |
Moon-Kissed | • | Auspice Skill • | Choose an Auspice Skill. That skill gains 9-again (or 8-again, or Rote if it already benefits from a reduction). When spending Willpower during your Auspice Moon, gain +4 dice instead of +3. |
Primal Instincts | ••• | Your Primal Urge guides your actions. You are not considered Untrained in the following skills: Athletics, Brawl, Stealth, Survival. | |
Fortified Form | ••• to ••••• | Stamina •••, Survival •• | Choose a form. That form receives 1/0 armor at •••, 1/1 at •••• and 2/2 at •••••. Can be repurchased for multiple forms. |
Living Weapon | ••• to ••••• | Stamina •••, Brawl •• | Choose a form with claws and fangs. That form gains Armor Piercing 2. At ••••, add +1L. At •••••, ignore non-magical armor. Can be repurchased for multiple forms. |
Father’s Glory | ••• | Gain +1 to Size and Strength in Gauru and Urshul. Gain +1 Strength in Dalu. | |
Hisil’s Favored Child | •••• | Increase effective Honorary Spirit Rank by 1. | |
Pangaean Flesh | •••• | Choose to regenerate lethal or bashing damage at a given turn. | |
Totem / Patron | • to ••••• | You possess a spirit dedicated to yourself or your Pack. Add the merits in this dot to the Totem’s Attribute pool (affecting all relevant calculations determining Rank, Essence, Influences, etc.) | |
Moon’s Grace | •••, •••• or ••••• | Wolf-Blooded or Human | At •••, learn and participate in Pack Tactics as if you were Uratha. At ••••, learn Wolf Rites as if you were Uratha. At •••••, gain access to Renown and ability to learn Wolf Gifts from spirits. Spend Willpower in place of Essence. |
Apex Predator | ••• | Sacred Hunt | While on a Sacred Hunt, use the highest Renown during Clash of Wills against any attempt to slow, interrupt or get in the way of your Hunt. |
Blood of Pangaea | •••• | Sacred Hunt | While on the Hunt gain access to Awe, Dement or Emotional Aura Numen for a scene when suffering lethal damage in a scene. Roll Presence + Wits to activate. |
Hunt of Flesh and Spirit | ••••• | Sacred Hunt | While on a Sacred Hunt, spend a point of Willpower to Reach without a Locus. This roll follows standard Reaching rules. |
Tribal Merits
Merit | Rating | Prerequisites | Description |
Embodiment of the Firstborn | ••••• | Any Tribe | You physically or spiritually echo one of the Firstborn. Raise an Attribute and its maximum by a dot. When attacked, spend Willpower to render any Tribal attackers Shaken for a turn. |
Hearing Whispers | •• | Bone Shadow | Take a turn to scrutinize a person’s fears, learning their Persistent Conditions and additional fears per success in a Wits + appropriate Skill roll. |
Nowhere to Run | •• | Hunter in Darkness | Take a turn of scrutiny to get a rough idea of a target’s Safe Places. Roll Wits + Investigation to find other places favored by the target. |
Sounds of the City | •• | Iron Master | Sense Social merits of a target. Roll Wits + Politics to cut off access to dots in any of these merits equal to your roll by engaging in simple social play. |
Strings of the Heart | •• | Storm Lord | Intuit what a person desires most. Using said desire forces the character to spend Willpower to resist the lure, grants you an improved social impression and opens one Door. |
Weakest Link | •• | Blood Talon | Find any weakness - physical, mental or social - of a given individual in a group. Roll Wits + Academics or Science to penalize the target’s dice pools in the appropriate trait for the rest of the scene. |
King’s Feast | •• | Predator King | After successfully killing the prey in a Sacred Hunt, offer it whole in ritual sacrifice to the Shadow. All spirits participating in the ritual do not suffer any Essence Bleed for as many days as the sacrifice’s Essence during time of death. |
Silver-Scoured | •• | Ivory Claw | Silver is no longer a Death Rage Trigger. Gain 1/1 Armor against Silver damage. |
Burning Truth | •• | Fire-Touched | Roll Resolve + Occult when confronting another character. Receive a vision of an omen relating to said character. The target receives a number of dice equal to your successes to spend on any roll when following your advice. The Storyteller may use these dice as penalties if the target is cursed by the Fire-Touched instead. |
Pack Merits
Merit | Rating | Prerequisites | Description |
Den | • to ••••• | Pack | An enclosed Physical location for Packs to relax and feel safe. |
Directed Rage | •••, •••• or ••••• | Pack | Packs have found a way to direct their Rage filled members anger at foes rather than friends. At ••• packmates suffering Wasu-Im act as if they were one step closer to harmony 5 for control time. At •••• Characters in Basu-Im may roll Resolve + Composure to prioritize attacking non-pack members. At ••••• Characters won't Target or pursue packmates so long as they aren't a threat and roll Resolve + Composure to ignore innocents. |
Territorial Advantage | • to ••••• | Pack | Packs know their Territory Intimately. Packs may inflict Conditions or Tilts on intruders in their Territory by rolling the relevant Attribute + Skill + Merit Dots vs Attribute + the same Skill. |
Magnanimous Totem | Wolf-Blooded: •• | Pack | The Totem accepts non-Uratha among its allies. Wolf-Blooded can take Totem merit up to •••••. Humans at ••• can take 1 dot of Totem, or 5 dots of Totem at ••••. |
Pack Dynamics | • to •• | Pack | Teamwork actions as well as Resistance rolls when protecting your Pack benefit from a bonus equal to dots in this merit. |
Lodge Merits
Merit | Rating | Prerequisites | Description |
Lodge Armory | ••• or ••••• | Lodge | Your lodge has a store of weapons, including those made with silver and other rare materials. At five dots, you may, at any given time, borrow one of three fetish weapons rated up to three dots each. |
Lodge Connections | • to ••••• | Lodge | Once per session, benefit from an equivalent dot rating of Allies, Mentor, Resources, or Retainer. |
Lodge Lorehouse | • to ••••• | Lodge | Specify a topic of interest for each dot in this Merit. When researching one of these topics at the lorehouse, cut research time in half and receive the rote quality. |
Lodge Sorcery | ••• or ••••• | Lodge | You may use one (or two, with five dots) of your Lodge totem's Influences at a two-dot rating, with a dice pool of Presence + Wits. With five dots, once per story you may use an Influence at a four-dot rating. |
Fighting Merits
Merit | Rating | Prerequisites | Description |
Lunatic Defense | ••• | Athletics ••, Presence •• | Choose a form inflicting Lunacy. Calculate Defense in that form using the higher of Wits or Dexterity. Can be repurchased for multiple forms. |
Efficient Killer | •• | Purity ••, Strength •••, Brawl ••, Medicine •• | In Gauru form, you may sacrifice Defense to strike a Killing Blow against a living opponent who has also sacrificed or lost access to Defense. |
Warcry | •• | Glory ••, Presence •••, Expression ••, Intimidation •• | When in Gauru, Urshul, or Urhan form, you may roll Presence + Expression to howl across the Gauntlet. A number of listeners up to your successes suffer -2 to Initiative and -1 to Defense and attack rolls for the scene. The howl alerts and intimidates spirits. |
Call Out | •• | Honor ••, Composure •••, Intimidation ••, Expression •• | Call a challenge as an instant action. So long as none attack your declared opponent but you, you penalize their attacks against others by your Honor. If your target attacks anyone but you, take your Honor as a bonus to your next attack against the violator. |
Spiritual Blockage | •• | Wisdom ••, Dexterity •••, Occult ••, Brawl •• or Weaponry •• | Make a Brawl or Weaponry attack at -2. If you deal damage, the victim involuntarily spends a point of Essence, to no benefit. |
Flanking | •• | Cunning ••, Wits •••, Brawl ••, Stealth •• | You can sacrifice damage on an attack to instead penalize the victim's Initiative and Defense by your successes for the turn. |
Style Merits
Merit | Prerequisites | Rating | Maneuver | Description |
Favored Form | Favored Form ≤ Primal Urge | You rely on one non-Hishu form more than others. Choose that form and gain benefits for each dot in this Style. | ||
• | Exceptional Skill | Choose a Skill. Exceptional Success Threshold for this skill lowers to 3. | ||
•• | Favored Attribute | Choose a Physical Attribute. The favored form enhances that attribute by one dot. | ||
••• | Favored Facet | Choose a Facet. For this Facet, the Exceptional Success Threshold is lowered to 3. | ||
•••• | Favored Attribute | Choose a second Physical Attribute. | ||
••••• | Advanced Skill | Choose a Skill. The favored form allows you to roll twice and choose the better result. | ||
Tactical Shifting | Wits •••, Dexterity •••, Athletics •• | You learn how to dynamically change your shape to maximize your combat potential. | ||
• | Spring Loading | Shift to a smaller form at the start of the round for +2 Initiative and +5 Speed for this turn. | ||
•• | Broaden | Shift to a larger form. Non-dodging characters in close range take the difference in your Sizes as Bashing Damage and must roll Dexterity + Athletics or be Knocked Down. | ||
••• | Fluid Movement | Shift to a smaller form in response to an attack. Penalize all attacks against you in this form by your Size difference this turn. | ||
•••• | Suck It Up | Shift to a larger form when taking damage. Ignore one point of non-Aggravated damage. | ||
••••• | Crush | Shift to a larger form when Grappling. Inflict the difference between Sizes as Lethal Damage. | ||
Relentless Assault | Strength •••, Stamina •••, Brawl •• | A style that focuses on drawing out the feral fury in every strike, more than often aiming for a quick and brutal kill. | ||
• | Drop of a Hat | On the First Turn only, add +3 Initiative when using an All Out Attack. | ||
•• | Eye of the Tiger | When attacking an opponent with an All Out Attack, you do not lose Defense against said opponent. | ||
••• | Dig Deep | You can exchange one die from the Attack Pool to increase the weapon’s Damage by one. | ||
•••• | Grin and Bear It | Add 1/1 Armor during the turn you make an All Out Attack. | ||
••••• | The Warpath | When you fill someone’s last Health Box with Lethal, you can spend 1 Willpower to make another close combat attack at once. When you fill it with Aggravated Damage, make another close combat attack for free, then enter Basu-Im. | ||
Uma Suguthkuth | Garmir, Strength •••, Brawl •••• | A secret werewolf-killing art specific to the Lodge of Garm. These maneuvers require either unarmed attacks or a three-dot Garmir fetish weapon. | ||
• | Essence Spasm | Spend Essence when damaging a werewolf. For one scene, the victim suffers their own Primal Urge as Initiative Penalty and loses 10-again when rolling Primal Urge. | ||
•• | Primal Wound | Spend Essence when damaging a werewolf. For one turn, the victim can only regenerate as per Primal Urge 1. | ||
••• | Flense Shape | Spend Essence when damaging a werewolf who is not in Death Rage. The victim begins next turn rolling Stamina + Resolve, penalized by his own Primal Urge. Failure in Gauru Form reduces the victim’s turns before they must shift down. Failure in any other form forces the victim to change shape down. | ||
•••• | Essence Bleed | Add the Essence Bleed Tilt as an option to inflict with a called Brawl attack to the head, or with Weaken the Prey ability in Urshul. Essence Bleed lasts for three turns and forces the victim to spend their maximum Essence expenditure per turn with no benefit. | ||
••••• | Jaws of Garm | Spend Essence when damaging a grappled werewolf who’s suffering Aggravated Damage. Deal the victim’s Primal Urge as additional Aggravated Damage. | ||
TBD