Some People,
Don't Worry,
'Bout Nothing,
Don't know what's going on,
I'm not one.
-Natalie Imbruglia, "Don't you Think?"




These optional Traits allow you to give your Bastet a few idiosyncrasies. Merits, obviously, are helpful, while Flaws cause problems. Like I said, these Traits are optional, and shouldn't be used if the Storyteller feels they're inappropriate or likely to be abused.




Aptitudes-

Graceful(2pt Merit)- You've got a natural flair, even among werecats. Your movements hypnotize and your words charm, harsh though they may be. It's almost impossible for you to look awkward, even when you screw up royally. Most people respect this talent, and even jealous folks have to at least admit you've got style. Redude the difficulties of all Social rolls by two whenever there's a chance to make a really good impression. This doesn't apply to threats of brute force, although grace may be intimidating in its own way, and may offer a small bonus to Cleverness or Honor Renown.


Culture Knack(3pt Merit)- Wherever you go, there you are. While some people may get hung up on social niceties when they travel, you're not one of them. This talen grants you an innate insight into social graces in unfamiliar settings. With very little effort, you could go from Soho pub to dinner with the Queen. Wherever you are, whoever you're with, you make a good impression.
Unlike the Culture Knowledge, this Merit doesn't grant you an immediate background in the society you encounter; instead, it allows you to pick up customs quickly, if superficially, and keeps your from embarrassing yourself. In game terms, this Merit offsets any penalties your character would normally have in social situtations or culture clashes. Under some circumstances, it can reduce difficulties in encounters where "doing the right thing" makes an unusually good impression. It cannot be used to offset bad reactions based on magical interference of purchased Flaws, but it can help your character recover from a botched Social roll by rolling again at normal difficulty. Knowing just what to say or do can help you save face, and in some cultures, that's vitaly important.


Photographic Memory(3pt Merit)- A real asset for talekeepers and spies, this talent allows you to remember things with almost-total recall. Your memory isn't literally photographic, but it's close. In game terms, you can recount conversations verbatim, or ask the Storyteller to refresh you cat's memory of things that you the player may have forgotten. He may demand an Intelligence roll before doing so, with the difficulty depending on the memory's complexity and obscurity. Remembering the address of the apartment you visited last night would be 4; remembering you first boyfriend's phone number would be 6; remembering the social security number on a file you saw last week would be a 9. Naturally, you have to have something to remember before you can remember it. This Merit does not supply facts that your character wouldn't have noticed in the first place.


Graceless(2pt Flaw)- The antithesis of the Graceful Merit: you always look awkward, even when you're totally ontop of things. Everything you do looks, feels or sounds wrong, even if you go about it the right way. People think you're a shmuck no matter what you do, and this drives you crazy. Which, of ciyrse, makes you look even worse. For a werecat, this is an infuriating Flaw...In game terms, Graceless adds +2 difficulty to all Social Rolls which involve looking good, from Seduction to Etiquette, and leads other Bastet to think less of you. Depending on the circumstances, this may cost you a point of Cleverness Renown, although this can be offset by Ferocity or Honor as you struggle through.




Psychological-

Sensation Junkie(2pt Flaw)- Wheee!! Hop aboard the ride of your life---your life, that is! To you, everything is an endless source of stimulation, and you crave all the stimulation you can get. When an opportunity to try some new kick offers itself, you have to make a Willpower roll to resist. The more dangerous the sensation appears, the lower the difficulty of the roll---you might crave forbidden sensations, but you're not utterly suicidal. Naturally, you can always choose to have your character take life up on its offers even if she makes the roll, but that's her choice, not a compulsion.


Too Curious(3pt Flaw)- You're too inquisitive for your own good; even most cats have more of a sense of self-preservation that you do. When a mystery presents itself, you'll go all the way to hell(literally!) to puzzle it out. It's hard to put a finger on why you feel compelled to search out facts, but it often gets you in trouble.
In game terms, this Flaw forces you to make a Willpower roll whenever some question is left unresolved. This question could be anything from an overheard conversation to a lost artifact. If you fail the roll, you'll go out of your way---really out of your way---to uncover the answer. The difficulty for the roll depends on the amount of work it looks like you will have to do. The simpler the question appears, the higher the Willpower difficulty will be. Note the emphasis on "looks like"; many complicated problems arise from something that seemed simple at the time.


Multiple Personalities(5pt Flaw)- Many Ceilican suffer from this affliction, which switches the werecat's Pryio, Nature, Demeanor, or all three at unpredictable times. You may have been born at daylight, but your interests can turn to nighttime pursuits without warning. Others may notice your unpredictable personality shifts, which might grow so severe that you have to assume other personalities to accommodate them. Unlike true multiple personality disorder, your character has some awreness of her different aliases; most Bastet with this quirk set up elaborate parallel lives to cover the changes. Other werecats, those who dwell at the edges of civilization or in the wilderness, simply act differently. If anyone notices the difference, they're too intimidated to remark on it.
In game terms, this Flaw forces the player to alter her character's behavior every few sessions, possibly during times of stress. You must figure out at least one "alternate identity" for your werecat to assume once in a while, and play out the difference between the two personalities. In reall extreme situations, the Storyteller might demand a Willpower roll, difficulty 8; if the player fails, the character starts behaving in a radically different manner, which may be a good thing, or a bad thing...




Supernatural-

Gift of Seline(5pt Merit)- The Moon Mother loves you, and has given you some special blessings when she's at full power. Therefore, you have special boosts or talents on nights when the Moon is full. These might include:
* You become exceptionally fierce(+2 Rage).
* The Moon makes you stronger(+1 dot of Strength or Stamina).
* You shine in her beauty(an extra die to all Social Dice Pools).
* Her light reveals things to you(-1 to all Perception difficulties).
* She smiles upon your magicks(+2 Gnosis).
* Her fullness lends you purpose(+2 Willpower).
These effects occur only at night; when Seline is sleeping, her blessings slumber, too. From dusk until dawn, however, you bask in her favor. Each time the Moon is full, the Storyteller can either roll to see which talent you manifest, or decide which favor Seline grants this time around. This Merit allows only one gift to come forth at a time, and the Moon---a.k.a. the Storyteller---decides which one it is. This moon-favor lasts all night, and is gone by morning.


Moon-Mad(5pt Flaw)- Seline has branded you with a madness that swells with her fullness and erupts during the full Moon, when she attains her furious state. In game terms, the Bastet character gains an additional +2 Rage during this phase of the Moon, or during visits to the Moon itself. This extra Rage makes her irritable under the best of circumstances, psychopathic under stress. She may have dreams just before every full Moon where she wanders a dead landscape with the blood of innocents & enemies alike on her claws. During waking hours, the character prowls angrily, exploding into violence at any real provocation. This is great if a battle is called for; disastrous if the moment requires a cool head and steady hands. People who can see auras notice that the mad cat's body blazes with hot-white fire; even mortals can tell that something's horrible wrong with that chick in the corner. Maybe now's not the best time to pester her. You, of course, would agree...




Social-

Disconcerting(2pt Flaw)- You creep people out. It's not the things you say, or your looks, it's just...you. People don't handle your presence very well, and animals are skittish around you. Your actions may put them at ease, or might things worse, but that nagging eeriness never fades. Even your best friends admit you're weird. In game terms, your Bastet adds +2 to all social difficulties that involve getting someone to like or trust her. This disconcerting aura has nothing to do with your looks or manners, and you may have to use those talents to balance out the effect you have on those around you. As the player, you may have to act out some sort of eerie mannerism, or struggle with the fact that people just don't care to be around your character.




Okay, these merits/flaws are for Bastet and only Bastet. If you are a person who plays Garou...please do not try and take these merits/flaws. I did not list all the Merits/Flaws possible, the kind that Garou & Bastet alike can have. But I will give you two pages that do however list these...:
* WW:tA Guidelines
* Character Creation for WW:tA