
But focus on his as this is what he's often despised. Even careful encounters have been ruined because of this and his venomous nature, which is a true shame for both sides.
Fair is fair though, Aidan does have some endearing sides. He's courageous and amusing among true friends, it's not like we're dealing with pure evil here.
Unfortunately his sadistic ways is usually lurking and ready to spoil the fun.
Homid Uktena Theurge Rank 4
Metis Deformity: Loose Teeth: Your natural weaponry is faulty; if you botch a biting attack, you risk doing damage to yourself as your teeth break off. Garou teeth will grow back over time (about a month), but a character with Loose Teeth ought to avoid biting people. Unfortunately, Garou in a frenzy tend to forget about little things like this. When a character with this disfigurement bites someone, he risks losing some teeth. On a botch, teeth break and fall out (how many is up to the Storyteller; generally one per wound level he would have inflicted on his foe).
Place: Raven’s Roost
Demeanor: Curmudgeon
Merits and Flaws Full
Contents
[show]Merits
Psychological Edit
Berserker Edit
2 Point Merit You feel the rage burning inside you, and you know how to use and direct it against your enemies. You have the ability to frenzy at will and, thus, are able to ignore your wound penalties. However, any acts you commit during frenzy have consequences, just as they would otherwise. Also, you have the same chance of going into frenzy even when you don't wish to do so. Garou Merit
Code of Honor Edit
1 Point Merit You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion (Mind magic, vampiric Dominate or Chicanery) that would make you violate your code, you either gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide. General Merit
GallEdit
2 Point Merit Audacity, guts, pluck - whatever it's called, you've got it. You aren't afraid to stand up to anyone, from naughty children to tribal leaders. This isn't brash, foolhardy behavior; you're still polite, after all. You simply don't get the shakes when the Silver Fang Ahroun comes over to speak to you. Many respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone. General Merit
Higher Purpose Edit
1 Point Merit All creatures have some vision of their path, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with the Storyteller. You may not take this Merit if you have the Flaw Driving Goal. General Merit
Loyal Heart Edit
2 Point Merit While all fae are conscious of the bonds of oaths, for you it is almost of a religious nature. Oaths are not something you take lightly, but are more than a matter of life and death. They are also a measure of your self worth, for they give your life a meaning beyond most. Whenever you are overwhelmed or dejected, the thought of your duties is enough to give you the strength to persevere. In game terms, you automatically succeed on all Willpower rolls, but only as they pertain to the fulfillment of your oaths. Similarly, the power of your sense of duty may be sufficient to allow temporary immunity to other supernatural effects (Storyteller's discretion). However, this is not a Merit to be chosen lightly, for those of Loyal Heart are unable to ignore the bonds of the given word. Specifically, no Willpower may be spent in any action having to do with the breaking of oaths. Consider whether or not your character would rather die than break her word, for it is that serious. Notes: This is not cumulative with the effects of the Merit: True Love, though it can be combined for purposes of roleplaying. Changeling: Troll MeritMental Edit
Calm Heart Edit
3 Point Merit You are naturally calm and well composed, and you rarely fly off the handle. Raise the difficulty on all your frenzy rolls by 2, no matter how any incident is provoked. Brujah may not take this trait. Garou/Vampire Merit
Common Sense Edit
1 Point Merit You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do. General Merit
Concentration Edit
2 Point Merit You have the ability to focus your mind and shut out any distractions or annoyances, above and beyond the norm. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two dice, though no extra benefits are gained if only one penalty die is imposed. General Merit
Eidetic Memory Edit
2 Point Merit You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll, you can recall any sight or sound accurately, even if you heard it or glanced at it only once (although the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: The Storyteller relates to you exactly what was seen or heard. General Merit5 Point Merit You forget nothing and can "photograph" scenes and texts into your memory with the appropriate effort. This Merit costs a lot more for Mokole than for any other creature, for obvious reasons. Once any fact or scene has been recalled through Mnesis, the Mokole can call it to mind again, although every single detail of an ancestor's life isn't available to him unless that ancestor also had eiditic memory. The player may ask the Storyteller for any fact or event that his character witnessed. The Merit makes learning anything memory-related cost half the usual experience points (although things that have to be practiced are as costly as usual). The Merit also brings respect, as other Mokole appeal to the character to settle disputes and the like. Mokole Merit
Iron Will Edit
3 Point Merit When you are determined and your mind is set, nothing can divert you from your goals. You cannot be Dominated, and wraiths, mages and changelings using mental attacks against you gain an additional + 3 to their difficulties if you are aware of them and resisting. However, the additional mental defense costs you one Willpower per turn. Even if you are unaware of the attempt, anyone attempting to magically influence you must add + 1 to their difficulty. General Merit
Lightning Calculator Edit
1 Point Merit You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller to estimate the difficulty rating of a task you are about to perform. General Merit
Light Sleeper Edit
2 Point Merit You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day. Vampire Merit
Self-Confident Edit
5 Point Merit When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of Willpower unless you fail. This will also prevent you from botching, but only if you declare that you are spending the Willpower point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the difficulty of your roll is 6 or higher. You may spend Willpower at other times; however, if the difficulty is 5 or less, the Merit will not help you. General Merit
Time Sense Edit
1 Point Merit You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. General Merit
Wolf-Sense Edit
1 Point Merit This merit is a blend of folk wisdom, practical sense and animal instincts. If you have Wolf-sense and make a successful Intelligence roll, the Storyteller can opt to give you advice on whether you're about to do something stupid. It doesn't mean she'll tell you what you should or shouldn't do, but at least you'll have some warning. General Merit
Awareness Edit
Acute Senses Edit
1 Point Merit You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g., Perception + Awareness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two. General Merit
Recognize Werewolves Edit
3 Point Merit Over the years, you've become adept at picking out the Changers of your race in a crowd. Rather than having any kind of mystical awareness, you've simply learned what physical and personality traits tend to mark Gaia's children. They just stand out to you, once they're undergone the Change. This merit doesn't allow you to find cubs on the verge of Firsting (or what have you), but you may notice their propensity for violence. All Perception attempts to notice which people in the room seem to have that special touch of Rage or wildness that could indicate they're of your Changing Breed are at -2 difficulty. Kinfolk Merit
Aptitudes Edit
Ambidextrous Edit
1 Point Merit You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (e.g., fighting with a weapon in each hand) is at a + 1 difficulty for the "right" hand and a + 3 difficulty for the other hand. General Merit 2 point Merit You have a high degree of secondary-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is +1 difficulty for the "right" hand and +3 difficulty for the other hand; with this Merit, the penalty is at +1 for each hand. General Merit
Animal Magnetism Edit
1 Point Merit You are especially attractive to others. You receive a - 2 to your difficulty on Seduction or Subterfuge rolls. However, this will aggravate others of your gender. General Merit
Computer Aptitude Edit
1 Point Merit You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are reduced by two. General Merit
Crack Driver Edit
1 Point Merit You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two. General Merit
Daredevil Edit
3 Point Merit You are good at taking risks, and are even better at surviving them. All difficulties are - 1 whenever you try something particularly dangerous, and you can ignore one botch result when you roll "ones" on such actions (you can cancel a single "one" that is rolled, as if you have an extra success). General Merit
Electronic AptitudeEdit
1 point Merit You are naturally adept with all kinds of electrical and electronic devices, save those covered under Computer Aptitude. The difficulties of all dice rolls to understand, repair, construct, or operate any of these electronic device are reduced by two. General MeritFast Learner Edit
3 Point Merit You learn very quickly, and pick up on new things faster than most do. Your +learns are completed faster than usual, as per Wiz discretion. (Remember to note your Fast Learner merit in your @mail to your Wiz.) General Merit
Jack of All Trades Edit
5 Point Merit You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If you train or spend experience in the Skill or Knowledge, you must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to two dots. General Merit
Mechanical Aptitude Edit
1 Point Merit You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. This Merit affects a characters aptitude with chimerical mechanical objects just as well as the mundane. General Merit
Natural Leadership Edit
1 Point Merit You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this merit. General Merit
Natural Linguist Edit
1 Point Merit You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken). General Merit
Perfect Balance Edit
3 Point Merit Your sense of balance has achieved great heights by constant training or inherited traits. It is very unlikely that you will ever fall during your life. You may trip, but you will always catch yourself before you fully lose your footing or handhold. This Merit functions for such actions as tightrope walking, crossing ice and climbing mountains. All difficulties involving such feats are reduced by three. It would take a lot to push or shove a character off his feet if he has this Merit. General Merit
Poison Resistance Edit
1 Point Merit You have, for some reason or another, become resistant to poisons. It could be that you are somehow naturally resistant, or that you have spent years building up your resistance against all known types of poisons. Any time you need to make a soak roll against the effects of a poison or toxin, reduce your difficulty by three. General Merit
Prodigy Edit
2 point Merit You were Awakened very early in your life and have not been subject to the problems of unlearning the cultural reality. Perhaps one or both of your parents were Awakened and sheltered you from the reality created by the Technomancers. As a result of this protection, you have an easier time grasping the most abstract Spheres of magick. You receive on extra die on rolls that relate to abstract ideas or magickal comprehension. Though you were Awakened at an early age, your actual training in magick probably began much later. Mage MeritSupernatural Edit
Ancestor Ally Edit
1 Point Merit You are strongly linked to one particular Past Life; the difficulty to channel him is 2 less. Create the ancestor; give him a name, abilities for which he was known (and which you can easily channel) and decide how renowned he was among other Garou. You must have the Background: Ancestors to purchase this Merit. Garou Merit
Art Affinity Edit
5 Point Merit You are able to utilize one of the Arts with a greater degree of ease than other changelings. In a previous incarnation, you were extremely proficient in one of the Arts — so much so that you have managed to draw a small portion of that knowledge through into this lifetime. Select an Art; when spending experience points to gain levels in that Art, you pay three-quarters the normal cost. This Art must be declared during character conception. Of course, this Merit may only be purchased once. Changeling MeritBlessing of Atlas Edit
5 Point Merit All trolls are significantly stronger than their fellow fae, yet there are those who exceed even these comparisons. They are as to their fellow trolls what trolls are to other fae. In game terms, a character with the Blessing of Atlas will permanently raise her Strength by one, and will also raise the potential maximum Strength pool by one. Trolls with this Merit are only slightly larger than their kith, but even more defined. Should it become known that a character possesses this Merit, she will be expected to act all the more responsibly for it. Changeling: Troll Merit
Charmed Existence Edit
5 Point Merit Your life is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Because of this Merit, you may ignore a single one on every roll you make, as though you had an extra success. This Merit makes it far more unlikely that you will ever botch and grants you more successes than others might obtain. General Merit
Danger Sense Edit
2 Point Merit You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature. General Merit
Faerie Eternity Edit
5 Point Merit After you went through your Chrysalis, you had a birthday, and then another, and then another. Something was strange, however — you didn't seem to be growing or getting older. You are touched with a vestige of the immortality that used to be the birthright of all fae. As long as your fae seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed, or should you retreat into Banality, you will begin to age normally. Changeling Merit
Fetish Edit
5-7 Point Merit You own a fetish, one you can actually use (or, at the very least, lend to Garou, ostensibly in return for other favors). You may have inherited this item, received it as a gift or found it on your own. In any case, the fetish is highly valuable. Fetishes aren't common among Garou, much less Kin. You and your Storyteller should work together on constructing the Item and establishing how it came into your possession. Five points equals a Level One fetish, six points for a Level Two fetish and seven points gets you a Level Three fetish. A few rare fetishes allow expenditure of Willpower rather than Gnosis for attunement and activation. Kinfolk Merit
Gnosis Edit
5-7 Point Merit More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia's favor. It's extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn Gifts, use fetishes and, in the case of a vampire's Embrace, the chance to die with dignity and honor, rather than suffer unlife. Even the stuffiest Garou gives a nod of respect to a Kin who possesses Gnosis. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Kinfolk cannot have Rage; they do not have the fury of Gaia within them. Five points spent on the Merit grants one point of Gnosis, six points gives two points of Gnosis, and seven points gives three points of Gnosis. Kinfolk Merit
Guardian Angel Edit
6 Point Merit Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need, you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched and what is watching you (not necessarily an angel, despite the name). General Merit
Immune to Wyrm Emanations Edit
6 Point Merit You have a special boon from Gaia: You are immune to the toxins of the Wyrm. You receive no penalty from supernatural radiation, balefire, Wyrm elementals and the like (although you still suffer damage from such attacks). Likewise, you are immune to Bane possession. Your sept recognizes this invulnerability and thrusts you into many dangerous perils with the expectation that you will use your immunity for the good of others. General Merit
Iron Resistance Edit
4 Point Merit Cold iron has no physical effect on you. You may touch cold iron and feel no excruciating pain, not even a tingle. However, constant exposure to the metal will still cause you to suffer Banality. This is a double-edged sword, as you may not realize when you are sitting on a cold iron bench or leaning against a fence made of the foul metal. A Perception + Intelligence roll (difficulty 7) is required to avoid exposing yourself to the dangerous element in any new setting where it is present. Changeling Merit
Luck Edit
3 Point Merit You were born lucky; either you have a guardian angel, or maybe the Devil looks after his own. Either way, you can repeat three failed non-magical rolls per story. Only one repeat attempt may be made on any single roll. General Merit
Magic Resistance Edit
2 Point Merit You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline of Thaumaturgy. General Merit
Manifest Avatar Edit
3 Point Merit Most people only see their Avatar during Seekings, if at all. Your mage's drops by every day for tea, if it doesn't hang out 'round the clock. This Avatar is completely invisible to everyone but your character (and those who can read her mind), unless you take this Merit in combination with the Allies Background, creating the body of a person or familiar for your Avatar. In this case, your Avatar becomes your bamf!ing buddy, popping in and out of existence when it feels like it. If it's killed, only the mortal shell dies, not your Avatar--unless you also have the Phylactery Flaw, in which case your Avatar's form is immune to all physical harm, but is manifested permanently. If such is the case, it is able to be kidnapped, transformed and so on. Storytellers should note that an Avatar doesn't have to say it's an Avatar, and just because an Avatar in invested into a phylactery doesn't mean everything that phylactery tells you is a pronouncement from your Avatar. A V-A may have his laptop as a phylactery, but unless he's also taken Manifest Avatar as a Merit, his laptop's warnings to update his virus software are nothing more significant than that. Likewise you may have invested your Avatar into your best friend, but that doesn't mean that everything (or anything) he says are pronouncements from your personal spirit guide. Such only happens to be the case if you take Manifest Avatar. Even then, why should your Avatar tell you he's anyone except your best friend? A manifest Avatar can chat with you and other people like the intelligences that show up on the Web to guide Virtual Adepts and converse with their contemporaries. With the right tricks, it can even materialize to harangue you, to fight, to push you around or just make for a hot date. Mage Merit
Medium Edit
2 Point Merit You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice for free — they will always want something in return. General Merit
Moon-Bound Edit
2 Point Merit You are especially tied to your auspice, and when Luna is in the waxing phase of your auspice, you receive an extra die on all rolls. However, when your moon phase is waning, you lose one die on all rolls. Garou Merit
Natural Channel Edit
3 Point Merit You find the Gauntlet between worlds thinner than most Garou do. Your difficulty to step sideways is one less, and spirits react a bit more favorably to you. Even if you aren't a Theurge, you won't find it difficult to obtain training from the Garou shamans. Garou Merit
Nature Linked Edit
3 Point Merit Legends are full of incidents concerning the connection to nature and strength; this Merit represents the positive aspects of such tales. Possessors of this Merit have a near mystical link to nature and all living, growing things in their own environment. They are rarely lost, and can find food and shelter easily, almost as if nature itself is seeing to their needs. Characters who possess this Merit may subtract two from all difficulty numbers when in natural surroundings. Cities and asphalt are not considered natural, though a park within a city might qualify. As always the Storyteller is the final arbiter. Changeling: Troll Merit
Nine Lives Edit
6 Point Merit Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. When a roll occurs that would results in your death, the roll is made again. If the next roll succeeds, then you live and one of your nine lives is used up. If that subsequent roll fails, then another reroll is made, until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining. General Merit
Oracular Ability 3 Point Merit
You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in position to see an omen, you will be required to make a perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen. General Merit