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Planetary Aspect Merits and Flaws

These Merits and Flaws first appeared in a slightly different form in the first edition Werewolf Players
Guide. Players whose characters already posses these Merits and Flaws may continue to use them instead of the
Zodiacal Merits and Flaws detailed above. While Storytellers may allow both Planetary and Zodiacal Merits
and Flaws in their games, individual characters should only possess one or the other type. Storytellers may
allow characters with planetary Aspects to change those Merits for similar Zodiacal ones, either paying the
difference in freebie points or gaining back freebie points to spend depending on the cost differential. In like
fashion, characters may convert Planetary Aspect Flaws to Zodiacal Flaws (with the Storyteller's permission) so
long as the total number of points gained remains the same.
Characters using Planetary Aspects may not possess two aspects belonging to the same planet. They may,
however, choose two aspects of different planets. having more than two Planetary Aspects is not recommended,
except under certain circumstances (such as the presence of a planetary alignment at the moment of birth).
Rising and Midsky aspects count as Merits and cost freebie points to acquire. Descending aspects are Flaws and
give extra freebie points to characters who possess them. Unless the Storyteller decides differently, Descending
Planetary Aspects count towards the total number of Flaws allowed in the process of character creation.

Merit Cost Location Page


Jupiter Midsky 4 Rage Across the Heavens 131
Jupiter Midsky 4 Werewolf Players Guide 29
Jupiter Rising 7 Rage Across the Heavens 131
Jupiter Rising 7 Werewolf Players Guide 29
Mars Midsky 5 Rage Across the Heavens 131
Mars Midsky 5 Werewolf Players Guide 29
Mars Rising 6 Rage Across the Heavens 130
Mars Rising 6 Werewolf Players Guide 29
Mercury Midsky 2 Rage Across the Heavens 130
Mercury Midsky 2 Werewolf Players Guide 28
Mercury Rising 3 Rage Across the Heavens 130
Mercury Rising 3 Werewolf Players Guide 28
Venus Midsky 3 Rage Across the Heavens 130
Venus Midsky 3 Werewolf Players Guide 29
Venus Rising 4 Rage Across the Heavens 130
Venus Rising 4 Werewolf Players Guide 29

Flaw Bonus Location Page


Jupiter Descending 6 Rage Across the Heavens 131
Jupiter Descending 6 Werewolf Players Guide 29
Mars Descending 6 Rage Across the Heavens 131
Mars Descending 6 Werewolf Players Guide 29
Mercury Descending 3 Rage Across the Heavens 130
Mercury Descending 3 Werewolf Players Guide 29
Venus Descending 2 Rage Across the Heavens 130
Venus Descending 2 Werewolf Players Guide 29

Mercury
Mercury is the great teacher, the opener of pathways and crossroads, the controller of boundaries and
limitations.
Mercury Rising: (3 pt Merit) You will be a far-traveler. Combined with a Ragabash Auspice this is a wide-
reaching aspect. Limitations, boundaries, and barriers are simple for you to overcome. Mercury Rising is a very
special aspect for Silent Striders, who view it as a very good portent.
Effect: Gain a -1 to any Gauntlet difficulty, from stepping sideways to using the Gift: Open Seal.

Mercury Midsky: (2 pt Merit) You will be a great teacher. The insight and wisdom of Mercury is yours to tap.
However, you will often find that your obligation to teach interferes with other tasks. Philodoxes thrive under
Mercury Midsky, and many Stargazers find this aspect particularly impressive.
Effect: Others get 3 extra experience points per story if they spend time learning from you. The teacher-student
relationship is highly respected among the Garou, so you gain 50 Honor Renown each time you publicly take on
a student. Unless you have Instruction skill, you must have at least 4 dots in an ability or attribute before you
can teach it to others. You must spend at least one scene in the story with the student in order for the student to
receive the benefits of your teaching. If you are a Stargazer, gain 100 Wisdom Renown when you create your
character.

Mercury Descending: (3 pt Flaw) If you are born under the sign of Mercury as it sets in the night sky, then
limitations, boundaries, and barriers will represent particular problems for you.
Effect: Every time you deal with a normal boundary (such as a bureaucracy, the Gauntlet, or even a locked
door) you will receive either a penalty of + 1 to the difficulty on the roll, or a story event which blocks you or
makes your task harder to accomplish.

Venus
Venus rules peace, love, luxury, and harmony.

Venus Rising: (4 pt Merit) You are a born leader, and your charisma extends like an aura around you. People
naturally like you, and love is not hard for you to find. The Children of Gaia are particularly fond of this aspect,
and they see it as a way to bring peace and harmony to the Garou.
Effect: Gain + 1 die to any roll involving Charisma.

Venus Midsky: (3 pt Merit) You are good at mediating between factions. People trust you; you have a calming
nature and voice.
Effect: In any situation you mediate, you gain 3 Willpower points for the duration of the scene. Venus Midsky
also limits your Rage: you cannot spend Rage points while you are mediating, furthermore it requires five
successes on a Rage roll for you to frenzy while doing so. Every time you successfully mediate a situation, you
gain 100 Wisdom Renown. (Of course, success is determined by the Storyteller.)

Venus Descending: (2 pt Flaw) You are unlucky in love. Perhaps it is your appearance, perhaps it’s just bad
Karma. You also have a hard time getting people to listen to you. The Bone Gnawers have great respect for
people born under this aspect, because they see Venus Descending as test of a person’s mettle.
Effect: Any roll involving Charisma is always one higher in difficulty. If you are a Bone Gnawer, however,
receive 50 Honor renown as a one-time bonus.

Mars
Mars is the planet of Rage, passion, war, and conflict.

Mars Rising: (6 pt Merit) You are fiery-tempered, but war is a friend to you. You have the look of eagles, and
fire seems to come from your eyes. The Get of Fenris celebrate the birth of any Ahroun, Galliard, or Philodox
born under this aspect with a great fire-jumping, Leech-slashing, heavy-metal-blasting revel.
Effect: Gain +1 to your combat dice pool; each attack action, add this bonus to either your to hit or damage
dice. This does not add to defensive actions, only to attack.
Mars Midsky: (5 pt Merit) You have a terrible temper, and your frenzies are renowned for the amount of
destruction they cause.
Effect: You never enter a fox frenzy, it is always the path of the berserker for you. While in berserk frenzy you
receive +2 dice to any soak rolls you make and you add + 1 to any Strength rolls you make (including damage).
If you are Ahroun, receive 100 Glory because of your widely-known (and feared) temper. You Frenzy with only
two successes on a Rage roll.

Mars Descending: (6 pt Flaw) You have a lot of unexpressed anger, and even your inner Rage is hard to
express. You don’t handle conflict well.
Effect: Subtract one die from any combat dice roll. You can only spend up to two Rage points per round, no
matter what your Dexterity is.

Jupiter
Jupiter is the planet of good fortune, education, and seeking after Truth.

Jupiter Rising: (7 pt Merit) You are a preternaturally lucky person: every time you really need a dose of solid
good luck to save you or make things easier, you get it. You are usually luckiest when you are helping another
person with their problems.
Effect: If you wish to invoke your Luck, spend two Gnosis points and make a Gnosis roll, difficulty nine. The
number of successes on this roll is your Luck total for the scene. You may only make one Luck roll per scene. If
you are out of Gnosis, your luck has temporarily run out. You may spend your Luck dice in any of the
following ways:
• You can heal a body level (even aggravated).
• You can use them as Willpower points.
• You can use them as Rage points.
• You can use them to re-roll any one’s you roll, on a one-for-one basis.

Jupiter Midsky: (4 pt Merit) You are very learned. You learn very easily and have, over the course of your life,
acquired much Knowledge.
Effect: Add two dice to any roll involving any Knowledge.

Jupiter Descending: (6 pt Flaw) You are very unlucky. Murphy’s Law seems to apply to you and you alone
sometimes. Fortunately, your bad luck doesn’t spread to others - which means that you tend not to want to take
responsibility for them.
Effect: The Storyteller should roll an extra die on every roll the Garou of this aspect makes. If it is a one, count
it as taking away a success. If not, ignore it (it doesn’t add successes, only subtracts them).

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