If you are using the vigil legacy for a LARP character, reference the merits on this page instead of the core vigil page. Though some merits are untouched, others are adjusted to better facilitate live-action play.
Wild Introductions
When entering a new scene, werebeast players should mention their current appearance to other players, especially if within their Amarch or Loup-Garou forms.
Merits
Merits represent the core characteristics, traits, gear, and companions that a character has at their disposal. Merits Tracks represent a form of character health, merits help make actions easier to perform, and many merits provide unique powers and abilities for a character to take advantage of.
Each legacy has 1 signature merit (underlined below), a powerful and complex merit that provides the core ability characters within that legacy are known for. Signature merits can be further enhanced with the meta merits of the same legacy, up to the number of Meta Slots the signature merit has (see the following list after regular Merits). Werebeasts may also select supernatural merits.
| Signature Merit | Effect | Track | Meta Slots |
| Wildshape | You can use an action to change between the following forms:
|
4 | 2 |
| A werebeast’s body changes between the forms as the beast chooses. | |||
| Werebeasts Merits | Effect | Track |
| World Whisper | You can speak with animals | 3 |
| A fog which lives within your mouth and lungs, translating the words in your breath to instinct. | ||
| Monster Eater | Spend 1 esoteric to retain and repeatedly reuse an ability that could otherwise be provided by that esoteric. The ability is replaced when you use this merit again. | 3 |
| An iron stomach that is not simply resistant to upsetting materials, but finds a way to repurpose them. | ||
| Fearsome Roar | Mark to unleash a deafening roar that triggers a trauma response in all nearby creatures; flight, fight, freeze, or fawn. Each creature must use their next action towards the pursuit of one of those trauma responses in relation towards you. | 5 |
| A thick neck and broad chest. | ||
| Exit Signs | Spend an esoteric to find the nearest exit within your location. | 4 |
| Your ears, nose, and eyes are especially adapt at noticing shifts in the environment that lead to a change in location. | ||
| Wild Form Necklace | Spend an esoteric to transform into any small animal. Gains any special abilities appropriate for the animal (flight, gills, poison, sensory abilities, etc.). While in this form, taking a single mark of harm will knock you back into one of your werebeast forms (your choice) and any remaining harm will carry over to other merits (your choice). | 2 |
| A necklace with small animal parts -claws, feathers, scales – hooked onto it. | ||
| Industrial Salts | You can easily smell and locate the direction of industrial crafts within 5 miles of you. | 3 |
| Description TBD | ||
| Nature’s Veil | Burn to become immune to the effects of a specific technology until you next use this merit. You do not gain immunity to similar but natural effects. Examples: (photography, steel, electricity, flame-throwers, etc) |
2 |
| Description TBD | ||
| Bond Breaker | If you are ever forced to take an action due to supernatural or emotional manipulation, mark to completely resist and end the effect. | 3 |
META Merits
Meta Merits alter or enhance a legacy’s signature merit and automatically extend that merit’s track with their own. Meta merits are unique to their legacy and cannot enhance any merit other than the signature merit of the same legacy.
| Meta Werebeast Merits | Effect | Track |
| Juggernaut | When transforming into a loup-garou, mark an additional box to grow into a Huge creature for the remainder of the scene. While huge, attempts to harm creatures and mundane structures smaller than you have a major effect. Each time you cause major harm make a resolve check to resist bestial frenzy. |
– |
| Peak Physique | While a loup-garou, you gain both supernatural speed and strength (instead of only 1) and your Physique score counts as 4. | – |
| Cloth Keeper | When you transform from hominal form into another, you can choose for your worn gear and items to disappear into a pocket realm. They will reappear when you transform back into your hominal form. | – |
| Wild Howl | While in amarch form, mark to summon wild, local animus to your location. | – |
| Moonlighter | While in amarch form and acting non-hostile, strangers in public and social environments (clubs, restaurants, parks) will treat you as a known and welcome animal. | – |
| Mostly hominal form | WIP | – |
| Mostly amarch form | WIP | – |
| Calming Form | WIP: you have another condition which can reduce your frenzy level by 1. | – |
| Walking Witchgate | When you transform into an amarch or loup-garou, mark to alter the nearby landscape to become more hospitable and better resemble the habitat of your animus. | – |
Alternative Concepts
A werebeast may take the form of a living weapon or legendary beast. The concept can also be flipped on its head, with the a cursed beast of industry commanding unnatural monsters; weak to ore and wild woods; seeking the destruction of the natural world.
