
The Northern Star
Role Play of the Seas
Merfolk Merits and Flaws
Merfolk characters may choose many of the Merits and Flaws described in the Garou Section of this Website. A few, however, are not appropriate for Merfolk.
Disallowed Merits or Flaws include: Ancestral Mentor, Blind, Deaf, Fair Glabro, Longevity, Moon-Bound, Natural Channel, Nightmares, Sign of the Wolf or Wolf Years.
Human Society Merits or Flaws may only be taken by Homid Merfolk. Any other Merits and Flaws that apply primarily to human skills or capabilities may only be taken by Homid Merfolk. Some Merits and Flaws are particularly appropriate for Merfolk. These include: Animal Musk, Bad Taste and Strict Carnivore.
Good-Looking (2 Trait Merit)
This Merit negates the Appearance Trait restriction completely. Your Homid form looks totally human, an asset if you spend much time in human company or act as a hunter of betweeners. You can enjoy a +1 Apperence related Social Booster from this Merit in your Homid form.
Venerable (2 Trait Merit)
You are older than most Merfolk who become active in Mer society.While you do not have any more Renown than a beginning Merfolk, you begin play with five extra Traits in one or more of the following Abilities: Etiquette, Linguistics, Occult, Politics or Seafaring. You may not have more than two Traits in any one Ability and you must have your Storyteller’s permission to have asingle extra Trait in all five Abilities. Even though you have the same starting Renown as other Merfolk, your greater age gives you a one Trait advantage indealing with younger Merfolk, who treat you with a certain deference.
Shark Teeth (1 Trait Flaw)
Your teeth remain mildly pointed and loose even in Homid form. Although these teeth are not strong enough to cause damage, they may cause comment from any humans around you and they tend to fall out when you bite into anything tough or chewy: steak, caramels, etc. The teeth do regenerate, however, so you are in no danger of losing them permanently.
Short-Lived (1 Trait Flaw)
For some mysterious reason, you are aging faster. You age at the double the rate of humans, giving you a short life span in comparison to other Merfolk. This may affect your temperament and actions in a number of ways, causing you to avoid taking risks or, alternately, giving you a devil-may-care attitude about your shortened life-span.
Garou Enemy (2 or 4 Trait Flaw)
You have somehow managed to earn the enmity of a pack of Garou, who believe that you are a Wyrm-creature and who pursue you with the intention of killing you. They may not hunt you incessantly, but they may tend to show up at extremely inconvenient times. They may not realize what you are but some instinct may tell them to drive you toward dry land (or inland, if you are on the land) making escape a difficult process. For ocean-dwelling Merfolk, this
is a 2 Trait Flaw; for land dwellers, it is a 4 Trait Flaw.
Honest to a Fault (2 Trait Flaw)
You find it impossible to lie, or even fudge the truth. You do not understand either subtlety or deception. If Sea sends you on a mission that takes you onto land or into some hostile territory, you do not know how to dissemble about the
nature of your sacred quest. In fact, you may very well inform questioners of the fact in no uncertain terms. Humans may not take kindly to answers such as “I’ve come here to hunt and kill those who go between,” or “I intend to sink that whaler as soon as possible.” You are at a two Trait penalty when involved in any tests pertaining to deception or lying. This Flaw does not require you to blab the truth; it merely prevents you from lying or denying the truth when questioned.
Known Betweener (3 Trait Flaw)
Mer society knows you are a betweener and you are the regular object of hunts. You have learned to stay on the move and avoid places where you might run into a slew of betweener-hunters. Humans who become your friends
or romantic partners are also fair game for those who hunt you, in case you should reveal information about yourself or your species to them.
Tonic Immobility (3 Trait Flaw)
Like many sharks (and unlike most Merfolk), you become catatonic and immobile when turned onto your back. Even if you are in Homid form, you tend to fall asleep immediately if lying (or forced to lie) on your back. In other forms form, you fall asleep immediately and remain unable to move until someone sets you upright.
Unsure Footing (3 Trait Flaw)
You have a problem walking around on two legs. The slightest obstacle tends to trip you up and you are prone to stumbling over nothing. You also suffer from attacks of vertigo when walking upright. Fine motor skills such as
those used in writing are unaffected, but other actions such as dodging, firing a gun, walking and engaging in physical combat are difficult. You are at a two Trait penalty to all Dexterity-related challenges that involve body coordination
or balance. This includes all combat maneuvers in homid form.
Uncontrolled Lust (4 Trait Flaw)
While all Rokea feel the need to mate when on land, you experience a powerful urge to mate constantly when out of water. The presence of eligible breeding partners (i.e., anyone of the opposite sex who is of breeding age) provides a constant distraction for you. You suffer a two Trait penalty to any actions involving concentration or any extended actions.