Post by Admin on Jan 20, 2018 1:17:35 GMT
Arterial Flaws
Umbral Vertigo: (3 Trait)
Being in the Umbra so distorts your perceptions that you cannot tell which way is 'up' or 'down'. You constantly experience the sensation of falling. You perform all physical actions at a +2 difficulty while you are in the Umbra, including combat; furthermore, you must make a Willpower roll to avoid suffering the same penalty on Social and Mental rolls, due to your inability to concentrate completely on what you are doing
Mental Flaws
Compulsion (1 Trait)
You are afflicted by a psychological compulsion. You choose the specific compulsion - a mania for cleanliness, perfection, theft, lying, gambling, whatever - and your Storyteller must approve it. You should roleplay your compulsion when appropriate,
though you can temporarily resist your compulsion for one scene by expending a Willpower Trait.
Illiterate (1 Trait)
You are unable to read or write. This Flaw is a cause of endless frustration when you are trying to perform any kind of supernatural research.
Mistaken identity (1 Trait)
Another Garou happens to bear a striking resemblance to you. Worse, others in your area have heard descriptions of this person or even met your lookalike, causing no end of confusion. This Flaw can be especially problematic if your look-alike is particularly powerful or notorious in Garou society.
Nightmares (1 Trait)
Twisted dreams plague you in your sleep, bleeding over into your daily life. Perhaps you watched your pack slaughtered by Banes, or just the incredible stresses of being a werewolf make you nightmare-prone. For one reason or another these nightmares cause you such unrest that you aren’t sleeping at night and cannot get these images out of your head during the waking hours of the daytime. Make a test every game session. If you fail, you are down two Traits on every challenge due to exhaustion
and distraction.
Overconfident (1 Trait)
You have an undeservedly high opinion of yourself and your capabilities. You trust your abilities implicitly, even in situations where you risk defeat. Whenever you fail, you quickly find someone or something else to blame. Your overconfidence can be infectious if you are convincing enough, and can therefore lead you and your associates into very dangerous situations.
Phobia (1 or 3 Trait)
You suffer from an irrational fear of an object, creature or circumstance -heights, snakes, crowds, confined spaces are a few ideas - and do everything in your power to avoid it. Your pack mates may view you as weak and unfit to lead. When confronted with the object of your fear, you are two Traits down to resist frenzy. With a one-Trait Flaw, you must make a Willpower Challenge to approach the object in question; if you lose, you flee until it is no longer in sight. With the three-Trait Flaw, you test for frenzy; should you lose, you fall into fox frenzy until the object is removed or you’re put down in some way.
Shy (1 Trait)
Unlike the Negative Trait Shy, which indicates difficulty dealing with other individuals, you have a specific problem with large groups of people. You take a two-Trait penalty on all Social Challenges with three or more people, three
Traits for groups of 10 or more.
Speech impediment (1 Trait)
A stammer, Tourette’s Syndrome or other speech deficiency makes communication difficult for you. Roleplay your deficiency, and suffer a two-Trait penalty on all verbal communication. You cannot have this Flaw with the Merit: Enchanting Voice.
Soft-Hearted (1 Trait)
You cannot stand to watch the suffering of others - the idea of causing it is unthinkable. Perhaps you’re truly compassionate (which some Garou might considera hinderance), or you just dislike the intensity of the situation. If you must watch
suffering, you must bid an extra Trait in all challenges until the scene has passed.
Amnesia (2 Trait)
Your past is a blank slate - you recall nothing of your past friends, family or foes. Of course, such things have a way of coming back to haunt you. Create your character normally, but why you have such a set of skills or Attributes is up to the Storyteller. You may also choose to take five Traits of unspecified Flaws, letting the Storyteller fill in the details later. If you choose this flaw, the ST will make your sheet for you and you will play the game without a sheet, and will be forced to experience the world from within.
Attention-Deficit Disorder (2 Traits)
No one posts you to guard duty unless they have no choice, and chances are you’re first one to drift off during planning sessions - you can’t help it, but it’s just about impossible for you to sit still and pay attention for any length of time. If you are ever
required to perform an action that requires more than ten minutes of constant supervision, such as standing guard outside a stronghold or watching for signs of activity in a monster lair, you must make a Willpower test against six Traits. Failure means that you become distracted somehow; you need not abandon your post outright, but you have a two-Trait penalty for the rest of that scene to all Perception-related tests due to your inattentiveness.
Confused (2 Trait)
You are often confused or befuddled, and the world seems to you a very disorienting place. You should roleplay this behaviour at all times to a small degree, but your confusion becomes very evident whenever you are exposed to excessive stimuli (such as when a number of people are all talking at once, or when you enter a noisy nightclub). You are two Traits down on all challenges in such situations. You may spend a Willpower Trait to override the effects of your confusion, but only for a scene.
Dyslexic (2 Traits)
While not necessarily stupid or uneducated by any means, you have a tremendous difficulty reading the printed word, such that even the simplest documents often take
you a great deal of time to work through. You are two Traits down on all tests to decipher maps or read documents of any kind, and such activities take half again as long as they would for another character to reflect the additional difficulty you have working through such sources.
Low Self-Image (2 Trait)
You suffer from a lack of self-esteem. You are two Traits down in all situations where you don’t expect to succeed (at the Narrator’s discretion, though the penalty might be limited to one Trait if you help by pointing out when this Flaw might affect you). At the Narrator’s option, you may be required to expend a Willpower Trait in order to attempt things that require strong self confidence.
Lunacy (2 Trait)
Though all Garou are more susceptible to frenzy during one phase of the moon, you have almost no control over your Rage during this moon phase. You are two Traits down to avoid frenzy under your auspice moon phase.
Pack Mentality (2 Trait)
Your identity is intrinsically tied in with your pack. You live and die by the words of Vince Lombardi: “There is no ‘I’ in “team.” You are so tied to your pack that you have trouble making decisions without them. You gain a bonus Trait in challenges where two or more of your pack mates are actively involved, but you take a one-Trait penalty on all challenges when you are alone. In stressful situations, you may even need to spend Willpower to act on your own.
Short Fuse (2 Trait)
If Rage is considered the touch of the Wyrm, then the Destroyer has his hand a little deeper in your spirit. You lose all ties when making frenzy tests, no matter what the circumstances. This Flaw is a dangerous one - a Garou who cannot control his Rage may well be put down like a mad dog.
Absent-Minded (3 Trait)
You forget details like names, appointments, and what you ate for breakfast. You must win a Static Mental Challenge against a number of Traits determined by the Storyteller in order to remember anything other than your own name, address and phone number during stressful situations.
Addicted to Vampiric Vitae (3 Trait)
You are addicted to the rush and power you feel when you drink vampire blood. You’ll do anything to get your fix and satisfy the craving- this might even be your main reason for living - Gaia be damned. Like any addiction, this one is powerful and subtle beyond belief, and only long therapy and support from your closest friends may cure you of the disease.
Hatred (3 Trait)
There is someone or something that you just can’t stand. In fact, nothing would make you happier than to see this object rubbed out of existence. The mere mention of this thing during conversation makes your hackles rise. When in the presence of the object of your hatred, you must spend a Willpower Trait or immediately enter frenzy until either you have destroyed this object or it is out of your sight.
Territorial (3 Trait)
You have an area that marks your “turf.” You don’t like leaving, and you sure don’t like having strangers tramping on it. When uninvited guests (those without your permission to enter) enter your territory, you must test for frenzy; losing means you’ll chase whatever is left of them out of your space.
Physical Flaws
Allergies (1 Trait)
A common substance that’s harmless to most people - dog fur, pollen etc., - presents a particular problem for you, causing sneezing, watery eyes and other irritating symptoms. You are at a one-Trait penalty on all actions when exposed to this substance, and the symptoms take another scene to go away, even after you’ve left its presence.
Animal Musk (I Trait Flaw)
No matter how often you bathe, you can never seem to get rid of the animal funk that wafts off your body. You are two Traits down in social situations where your smell is obvious (at parties, indoors, etc.). Wolves aren’t bothered by the smell.
Arthritic (1 Trait)
You suffer chronic pain in your joints, especially your hands, which makes it difficult to perform actions that require delicacy or fine motor control. Any time you must attempt such a feat - typing, sewing, working with small parts - you are one Trait down due to added difficulty presented by your condition. Metis may take this Flaw as their Metis disfigurement.
Bad Sight (1 or 3 Trait Flaw)
You don’t see very well for some reason. Large objects are still visible, albeit fuzzy, and smaller things are too out of focus for you to clearly identify. You are two Traits down on all challenges where careful eyesight is needed. This Flaw is worth one Trait if your vision is correctable with glasses or contacts and three Traits if your vision is uncorrectable.
Colour Blind (1-2 Traits)
Colours tend to blend together into an indistinguishable blur to your eyes, making it hard to give accurate descriptions or identify items by sight. You are one Trait down on all Perception-related Mental Challenges involving distinguishing or identifying objects. For two Traits, this Flaw indicates a complete inability to perceive any colour at all, though colour density is still visible as degrees of shading. While this monochromatic condition makes you a natural noir film director, it also puts you at a one-Trait penalty on the sort of tests described above, as you lack even the proper frame ofreference to describe colours at all.
Deep Sleeper (1 Trait Flaw)
It is very difficult for you to awaken from sleep. If you are awakened unexpectedly, you are disoriented and two Traits down for all challenges in the following hour. The Storyteller may also require you to make a Simple Test in order to awaken when danger threatens.
Distinguishing Characteristic (1-2 Traits)
You have a permanent physical mark that’s easy to remember - a prominent tattoo, scars or a birthmark. Not only does this make it easy to identify you, but all attempts to track you down based on witness interviews are up a number ofTraits equal to the value of this Flaw. This Flaw is worth one Trait if your characteristic is easily covered by clothing, two Traits if it is not, and should be represented by appropriate descriptions..
Hard of Hearing (1 Trait)
You have some difficulty hearing. You suffer a two-Trait penalty on all tests of hearing. Obviously, you cannot have this Flaw and the Merit: Acute Sense: Hearing.
Low Alcohol Tolerance (1 Trait)
If someone opens a beer in the next room, you head starts getting fuzzy, and in general you tend to feel the effects of alcohol long before others would. You suffer twice the normal penalties related for intoxication, as well as suffer a one-Trait penalty on all actions the next day due to the nasty hangovers you’re prone to getting.
Motion Sickness (1 Trait)
Try as you might, you’ve never developed a stomach for things like sea voyages or carnival rides, and even a long trip by car soon becomes an adventure in nausea for you. Any time you spend more than 15 minutes on a boat or plane, or more than 30 minutes in a car, you are at a one-Trait penalty on all actions for the rest of the trip as well as a full half-hour afterward, due to the sickness such journeys cause.
No Sense of Smell/Taste (1 Trait)
Your sense of smell or taste is completely gone, whether due to a genetic defect or some sort of freak accident. You are at a one-Trait penalty on all Perception-related tests involving your deficient sense, but on the other hand you suffer half the normal penalty (round down) when it comes to dealing with unpleasant odours or tastes, as appropriate.
Short (1 Trait)
You have trouble seeing over things, interacting with tall people and escaping notice due to your proportions. You also have trouble reaching countertops and manipulating objects designed for normal people (like cars).
Strict Carnivore (1 Trait)
“Vegetarian” is a just a foreign term for “lazy hunter”; if it’s not meat, it’s not in your diet. You gain no nourishment from vegetables of any kind and subsist solely on meat.
Disfigured (2 Trait)
Either a birth defect or an injury during your lifetime has left you with a scarred face. You’re easy to spot or remember. Work with the Storyteller to create an appropriate disfigurement. You are down two Traits in any Social Challenges save for Intimidation and may never take Social Traits relating to a pleasing appearance (Alluring, Gorgeous, Seductive). Metis may take this Flaw as their metis disfigurement.
One eye (2 Trait)
Whether you were born with the defect or injured somehow, you have only one functional eye, the other being either missing entirely or a dead-white orb. You are two Traits down on all challenges involving depth perception, including ranged combat. Depending on the nature of your handicap, you may choose to wear an eye patch, or you may simply have one blind eye.
Hemophiliac (3 Trait)
You do not naturally stop bleeding when you are injured. Cuts and wounds
continue to bleed, and bruises worsen through internal injury. Any time you are
wounded (whenever you lose a health level), you lose an additional health level every
10 minutes until someone helps you. Anyone with the Medicine Ability may make a
Static Mental Challenge against a difficulty of six Traits to stop the bleeding. Vampires
who feed from you discover that they cannot close the wound with a lick, for reasons
they do not understand.
Child (3 Trait)
You are a child, between 10 and 16 years of age. Your age causes some decided problems: you cannot have more than six Physical Traits normally, and you suffer a two-Trait penalty on tests of authority with adults. You must additionally take the Flaw: Short (though you do get Free Traits for it).(The second half is age dependant and ST discretion.)
Lame (3 Trait)
For some reason, your legs don’t work effectively. This may have been from a disease, an injury before your Change or a battle scar. You suffer a two-Trait penalty on all movement, no matter what your form. Metis characters may take this Flaw as their Metis disfigurement.
Monstrous (3 Trait)
You’re regularly mistaken for a horror movie extra as you are hideous and physically displeasing. As a result, you may not initiate any Social Challenges other than those concerning Intimidation, and you may not take any Appearance-related Social Traits, such as Alluring or Gorgeous.
One Arm (3 Trait)
You lost an arm to an accident, a battle scar or even a birth defect. You have become used to using your remaining hand for most tasks, so you suffer no penalty for an “off” hand. However, you suffer a two-Trait penalty to tasks when two hands would be needed. Metis characters may take this Flaw as their metis deformity.
Partially Crippled (3 Trait)
Your legs are injured or otherwise defective. You are down three Traits in all challenges related to movement. You may need assistance walking, such as a cane, a pair of crutches or a wheelchair. Metis characters may take this Flaw as their metis deformity.
Permanent Wound (3 Trait)
Perhaps you suffered a deep battle scar, or were severely injured in your homid or lupus form and have never quite healed the damage. As a result, you are permanently down one Healthy and Bruised health level.
Deaf (4 Trait)
You are completely deaf - you cannot hear sound at all. You can feel the vibrations of very loud noises, but nothing more. You automatically fail any challenge involving hearing, and you are automatically surprised by anyone approaching you from out of your line of sight. As you cannot hear yourself, your howls or speech are likely to sound strange to others.
Mute (4 Trait)
You cannot speak (or howl) at all, and must either sign or write out your thoughts in order to express yourself. Without Linguistics, you might not be able to use sign language. This is a very difficult Flaw to play and should be discussed with the Storyteller before jumping in.
Wolf Years (5 Trait)
You have the lifespan of a wolf, rather than a Garou- 12 to 20 years at most. The aging effects begin at eight years (for a lupus) or within five years after First Change (for a homid).
Blind (6 Trait)
You are robbed of the blessing of vision. You lose all ties where sight is involved (such as manual dexterity) and automatically lose all challenges where sight is required.
Social Flaws
Dark Secret (1 Trait)
Some incident in your past haunts you and you strive to cover it up - maybe you murdered an elder, or you had extensive dealings with a vampire. Whatever it is, knowledge of this could get you branded as a pariah in the Garou Nation. You can cover it for now, but someday, the piper will need paying.
Enemy (1 to 5 Trait)
There is someone or something out to get you. The value of this Flaw depends on the power of your enemy. An enemy with an equal level of power to yours is worth one Trait, where a pack of Black Spiral Dancers or a coterie of vampires would be worth five Traits. Work with your Storyteller to determine who your enemy is and how you became enemies in the first place.
Ghoulish Sense of Humour (1 Trait)
You have an highly active sense of humour, but not exactly a healthy one-in fact, you tend to find amusing what other people consider disturbing or outright disgusting, and thus have a bad tendency to crack inappropriate jokes at the worst possible times. Any time you’re faced with a gory scene or otherwise uncomfortable moment (such as someone consoling a crying victim), you are two Traits down on all Social Challenges due to your habit of belittling the situation or those involved in it. Needless to say, you should roleplay this behaviour as well as possible, so long as you remember to keep all the jokes in character.
Shy (1 Trait)
You suffer a social stigma, and you just dislike the limelight. You do whatever you can do not be the focus of attention. When you are at the centre of attention, you must bid an extra Trait to initiate challenges.
Honest to a Fault (2 Traits)
Telling lies or even just bending the truth is contrary to your nature, so much so that you will not do it unless it’s necessary to save human lives. Naturally, this lack of practice tends to make you a pretty poor deceiver when you do attempt to twist the truth, and you are two Traits down on any Social Challenge involving deception.
Lustful (2 Traits)
There are plenty of words for people like you, but regardless of how you want to look at it, even you admit that you seldom put up much of a fight when it comes to resisting the sensual charms of the gender you fancy. All attempts to seduce you are two Traits up, and in general you make very poor decisions when it comes to people that you find physically attractive, which should be roleplayed accordingly within the rules of Mind’s Eye Theatre.
Persistent Parents (2 Trait)
When you became a Garou, you likely disappeared from your old life. Your parents refuse to let your memory lie and started searching for you. Perhaps they’ve even hired private detectives to hunt for you. For some reason, you simply can’t come clean with your parents - perhaps your mother is employed by Pentex, or they have strange religious beliefs that would mandate killing you to “save” you.
Hunted (3 Trait)
A very powerful hunter is tracking you, believing you’re a rabid animal who’s a threat to all humanity. He has the skills and resources enough to make your life “interesting” (and to snuff it out, if you aren’t careful), and will keep you watching over your shoulder. Your friends, family, allies and associates are also in peril should this hunter decide to turn an eye their way. Worse, your hunter is immune to the Delirium.
Keep one eye on the exits ....
Ward (3 point)
You are devoted to the protection of a human. Perhaps she’s Kinfolk, or one of the few friends you’ve hung onto since your Change. You may describe your Ward, but the Storyteller will actually create her. Such people are often targeted by your enemies, or just get caught up in the action too well. If she is Kinfolk, you must have a particularly special relationship with her (spouse, lover, child, longtime friend, sibling, etc.).
Inept (5 Trait)
You are incompetent and unskilled. Until you buy off this Flaw, you may not buy your Abilities or Influences above one Trait.
Supernatural Flaws
Banned Transformation (1 to 6 Trait)
Something prevents you from changing, except to your breed form. You must spend a Willpower Trait and make a Willpower Challenge to force the change when the restricting circumstance is near. For one Trait, it might be soothing music; at two Traits, in the presence of wolfsbane. Four Traits might be when silver is present, or for five Traits, you cannot shift during the day. Work with your Storyteller to determine the circumstance and its worth.
Cursed (1 to 5 Trait)
You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to bump into large objects like tables and chairs; a three-Trait curse could cause your guns to jam inthe middle of a firefight; a five-Trait curse can be powerful enough to one day prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.
Forced Transformation (1 to 4 Trait)
Something causes you to shift forms involuntarily. You must spend a Willpower Trait in order to prevent this unwanted transformation. Work with your Storyteller to decide the number of Traits and specific trigger for this transformation. One Trait may cause you to shift from homid to Glabro form when you are sexually aroused; three Traits might force you to shift from lupus to Hispo form when you are sensing for the Wyrm; five Traits might cause you to shift from any form to a form other than Crinos when you enter frenzy. The forced transformation should always be inconveniencing at the very least.
Mark of the Predator (2 Trait)
Your nature marks you among animals. Herbivores shy from you, and other predators view you as a potential threat. You may never purchase the Ability AnimalKen.
Sign of the Wolf (2 Trait)
Your Homid form bears a number of the traditional hallmarks of a werewolf. Your eyebrows grow together, you have hair in your palms, your second and third fingers are the same length, and you may even display a pentagram in your palm during your auspice phase of the moon. To those hunters who are alert to such things, you stand out like a neon sign.
Haunted (3 Trait)
A malicious ghost, possibly a felled foe or an enemy of an ancestor has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling death screams and the occasional shove, it does its best to make your life difficult. The Storyteller should create the ghost.
Pierced Veil (3 Trait)
For some reason, your Crinos form doesn’t trigger the Delirium in normal humans. This can be extremely dangerous, as werewolf-hunters are unlikely to be startled by you and might even use it to track you.
Dark Fate (5 Trait)
Your life will end very badly, and your fate is sealed. Worse yet, you have dreams and premonitions of your future demise or eternal torment. The Storyteller determines a particular fate, which will inevitably strike you down. Furthermore, in any game session the Storyteller deems appropriate, you may receive a vision of your impending suffering. You must spend a Willpower Trait to shake off the experience, or else be one Trait down on all challenges from the rest of the session. This Flaw should only be taken with Storyteller permission, as it is difficult to play.
Taint of Corruption (7 Trait)
You either had a run-in with minions of the Wyrm or are a corrupt soul, but either way you stink of the Wyrm. You register as a Wyrm-creature when someone invokes the Gift: Sense Wyrm and are never trusted around cubs or Kinfolk. You can hear the Corruptor’s honeyed words in your dreams, beckoning you to join with it. This Flaw can be very debilitating as you start the game at a major disadvantage. Your only hope might be your pack (if it will still stand by you). Seeking to rid yourself of the corruption would be a major undertaking, but one that would inspire some of the greatest tales.
Zodiacal Flaws- You can choose a merit /flaw from one zodiac sign, only.
Nerigal- Reluctant Warrior: (2 Trait) Despite your Garou nature, you loathe fighting and have to force yourself to enter battle. Once you have committed yourself to the fray, you do not have any trouble using all your abilities to their fullest; however, you never initiate combat of your own accord. This Flaw does not affect your ability to defend yourself when attacked.
Eshtarra - Earthbound: (3 Trait) You have an inherent need to feel something solid underfoot. You avoid traveling by airplane whenever possible, dislike water (even if you're able to swim) and otherwise do whatever you can to remain 'on the ground'. Even when you travel through the Umbra, this feeling of discomfort accompanies you.You are only at ease when you have actually arrived at some 'solid' place in the Umbra. You must spend a point of temporary Willpower in order to board a plane, use a gift that allows flight or take some similar action that separates you from terra ferma.
Mitanu- Mitanu's Retrograde Curse: (3 Trait) The planet Mercury's retrograde position at the time of your birth has inflicted you with a perpetual handicap in communication. People constantly misunderstand you, you habitually arrive late for meetings, letters you sent get delayed, lost or mis delivered and other similar misfortunes beset you. You must engage in a static social test against 8 traits or spend a point of Willpower each time you need to make yourself understood clearly or make it to an appointment or meeting on time.
Sokhta - Sokhta's Minor Madness: (2 Trait) Madness overcomes you from time to time, although for the most part you remain functional. Choose a Derangement for your character. Whenever the moon is in your auspice, you must engage in a status mental test (difficulty 8) to avoid surrendering to your lunacy. You must make this roll every night the moon remains in your phase. At all other times of the month you function normally.
Katanka-Sonnak - Uncontrollable Appetite: (2 Trait) You suffer from a tendency to binge whenever you are under stress or have gone without food for more than a few hours. Something in your metabolism snaps and you feel the need to eat enormous amounts of food –– everything in sight that is even vaguely edible. Such binges follow each frenzy or other stress-related event, additionally, whenever you go more than four hours without at least a snack of some sort, you feel the urge to devour great amounts of food at the next opportunity. You may spend a temporaryWillpower point to overcome this urge for a scene. At the end of each binge, you must engage in a static physical test (difficulty 8) or be violently ill for the next half-hour.
Hahake- Sadness of Hakahe: (1 Trait) You tend to succumb to depression whenever circumstances overwhelm you. Instead of reaching inside to find that extra will to endure or persist, you flounder in the depths of self-pity and pessimism. If you fail three successive challenges, either in combat or non-combative situations you fall prey to the feelings of despair or inadequacy. All successive challenges have a +1 added to their difficulty until you finally succeed at something.
Tambiyah - Incorrigible Flirt: (2 Trait) You cannot resist making playful attempts at seducing anyone who fits your criteria for the perfect sexual partner. Although you may not intend to being a serious relationship (or any relationship) with the object of your desire, you find yourself assuming the role of coquette or seducer, whichever seems more appropriate, whenever you are in the presence of someone who you consider attractive. You may find yourself flirting with more than one person at the same time, a situation that could turn awkward in a heartbeat. You must spend a point of Willpower to remain focused on the matter at hand and defer your urges until a more appropriate time. Worse, your Willpower is considered to be one point lower whenever 'potential mates' try to seduce you or bend your will with supernatural powers. Garou with this Flaw are almost certainly Enticer-bait, so don't assume it's all fun and games.
Meros - Errant Mind: (1 Trait) You have a deserved reputation for being unreliable. Your mind tends to wander frequently so that you forget meetings you promised to attend, fail to keep promises (although sworn oaths tend to stay in your memory) and otherwise fail short of the expectations of others. You must spend a Willpower point each time that you wish to make a determined effort to keep a promise or attend a gathering.
Zarok - Braggart: (2 Trait) Your favourite topic of conversation is yourself. You make every attempt to bring conversations around to your achievements and successes and you never fail to take credit for everything you even vaguely affected. You cant avoid reminding others of your deeds and exploits. Consequently, people tire of listening to you blow your own horn for more than a few minutes. You make all Social tests at a penalty of +1 as a result of others' inattention and boredom with your self-aggrandizing speeches. (If you take this Flaw, you'll be expected to roleplay your sense of pride and over importance.)
Lu Bat - Indolent Will : (4 pt Flaw) You have a hard time rousing yourself to take action. Whether others call it laziness or simply a tendency toward inertia, you prefer to sit back and let others take the initiative. Unless you spend a Willpower point to allow yourself a normal initiative roll, you automatically go last in any turn.
Rautma Intrigue Junkie: (1 Trait) You can't resist the urge to complicate matters by inserting an element of intrigue in almost everything you do. Nothing for you is ever simple or straightforward. You assume that others have ulterior motives, just as you do. You must spend a Willpower point to resist your tendency to mistrust others or to avoid overcomplicating a simple situation.
Rautma Suspicion Magnet: (4 Traits) For some reason, others mistrust you and attribute all kinds of sinister motives to your every word and deed. Even your packmates refuse to believe that you can do anything without some ulterior motive. You suffer a +2 difficulty to Social challenges to reflect your problems convincing others of your sincerity or that you are speaking truthfully.
Shantar Thoughtless Heart: (2 Traits) You suffer from a lack of wisdom in your judgments and frequently take action without regard to the consequences for yourself or for others. You often say or do things that hurt others out of thoughtlessness, rather than from malice. You don't mean to harm anyone, you just don't take the time to consider the repercussions. You suffer +2 difficulty to Wits-based Mental challenges.
Rorg — Foul Temper: (2 Traits) You suffer from perpetual anger, and this shows in your words and actions. You are quick to snap at packmates and lose your temper easily. Because you are so angry so often, you find it more difficult to accumulate Rage –– anger is your normal state of being, and it's hard to focus your wrath into something more potent. Whenever you encounter a situation that would normally result in your gaining a point
of Rage, you must make a Willpower roll (difficulty 6) to do so.
Restricted Flaws
Anti-Wyrmbringer Bias: (1 Trait) — Wendigo ONLY!! — Social
You have an instinctive dislike for Garou whose ancestors came from Europe to invade the Pure Lands. Even though your reason may tell you that the time for old hatreds has passed, and the Gaea needs all her defenders to work together in these days before the Apocalypse, you still find it hard to tolerate the pretensions and arrogant assumptions of the Wyrmcomer tribes (and, yes, you call them that when you are around them). You are forced to bid +2 traits during social interactions involving Garou other than Wendigo.
With the Storyteller's permission, you may exempt up to three tribes – such as the Stargazers, Silent Striders and Children of Gaea, as examples – from your roster of 'foreigners'. The Anti-Wyrmbringer Bias should not cripple your ability to function in a pack with non-native Garou; rather it should provide many opportunities for problematic interactions and inter pack tensions. Through roleplaying, you may eventually acquire evidence from companions (i.e. other player characters) that enable you to buy off this Flaw.
Original Sin: (1 Trait) — SL ONLY!! — Social
You are the child or student of an infamous Garou. Galliards have spread legendary stories about him from caern to caern, and the same infamy is extended to you. Within the Shadow Lords, this may work to your benefit, as few would dare betray you, but outside of your tribe, your reputation precedes you. It is assumed that you will resume where your parent or mentor left off. Wear your scorn with pride. This cannot be taken with the Political Mentor Background.
Hubris (3 Trait) – SF ONLY! — Social
The Silver Fangs are the chosen children of Falcon and the appointed leaders of the Garou Nation. They are purer in their breeding than their cousins in other tribes are. They have much, in fact, to be proud of. However, some of the tribe take this pride too far, passing through arrogance into hubris. They look down their noses at their fellows from ”lesser tribes” and even members of their own tribe of less pure breeding. They consider themselves the best-suited werewolves for any task and always assume that they are the alpha of any gathering. They struggle to keep the disdain and condescension out of their voice when dealing with others and sometimes even aggravate the spirits with their offhand behaviour.
This flaw goes beyond the Condescending Negative Trait (though chances are the character has that as well), to the realm of nearly staggering arrogance. The Garou suffers a one-Trait penalty on all Social tests with anyone of perceived inferior social standing – and that’s just about everyone – and tends to overestimate not only the goodwill of her peers but her own capabilities as well, sometimes with disastrous results. Naturally, when things go wrong it still isn’t her fault; one of the little people must have screwed it up, big time!
Ward Pack: (4 Trait) - Red Talon ONLY! —Social
This flaw is similar to the Flaw: Ward (3 traits) but refers to an entire wolf pack. The Garou is responsible for the wolf pack's safety and good health. The pack is often in need of defence and care, and may have suffered the loss of many members before the Garou was entrusted with its care. Perhaps it is a captive pack or in an area of active wolf hunting.
Sickly (1 Trait) – Kin ONLY! —Phys
It seems you’re always coming down with some sickness or another, and no matter how often you get them, your immune system doesn’t seem to be getting any better at fighting them off. Indeed, you are two Traits down on all tests to resist diseases and other infections, and should roleplay your constant low-level sickness when possible. This is distinct from the Sickly Negative Trait in that it reflects a weakened immune system, as opposed to simply a frail body, though they can be combined if the player desires.
Permanent Fangs (2 Traits) – Shifter Only! — Phys
Your fangs do not retract, making the preservation of the Veil difficult at best. You must take the Negative Social Trait: Bestial, which cannot be bought off with experience points
Umbral Vertigo: (3 Trait)
Being in the Umbra so distorts your perceptions that you cannot tell which way is 'up' or 'down'. You constantly experience the sensation of falling. You perform all physical actions at a +2 difficulty while you are in the Umbra, including combat; furthermore, you must make a Willpower roll to avoid suffering the same penalty on Social and Mental rolls, due to your inability to concentrate completely on what you are doing
Mental Flaws
Compulsion (1 Trait)
You are afflicted by a psychological compulsion. You choose the specific compulsion - a mania for cleanliness, perfection, theft, lying, gambling, whatever - and your Storyteller must approve it. You should roleplay your compulsion when appropriate,
though you can temporarily resist your compulsion for one scene by expending a Willpower Trait.
Illiterate (1 Trait)
You are unable to read or write. This Flaw is a cause of endless frustration when you are trying to perform any kind of supernatural research.
Mistaken identity (1 Trait)
Another Garou happens to bear a striking resemblance to you. Worse, others in your area have heard descriptions of this person or even met your lookalike, causing no end of confusion. This Flaw can be especially problematic if your look-alike is particularly powerful or notorious in Garou society.
Nightmares (1 Trait)
Twisted dreams plague you in your sleep, bleeding over into your daily life. Perhaps you watched your pack slaughtered by Banes, or just the incredible stresses of being a werewolf make you nightmare-prone. For one reason or another these nightmares cause you such unrest that you aren’t sleeping at night and cannot get these images out of your head during the waking hours of the daytime. Make a test every game session. If you fail, you are down two Traits on every challenge due to exhaustion
and distraction.
Overconfident (1 Trait)
You have an undeservedly high opinion of yourself and your capabilities. You trust your abilities implicitly, even in situations where you risk defeat. Whenever you fail, you quickly find someone or something else to blame. Your overconfidence can be infectious if you are convincing enough, and can therefore lead you and your associates into very dangerous situations.
Phobia (1 or 3 Trait)
You suffer from an irrational fear of an object, creature or circumstance -heights, snakes, crowds, confined spaces are a few ideas - and do everything in your power to avoid it. Your pack mates may view you as weak and unfit to lead. When confronted with the object of your fear, you are two Traits down to resist frenzy. With a one-Trait Flaw, you must make a Willpower Challenge to approach the object in question; if you lose, you flee until it is no longer in sight. With the three-Trait Flaw, you test for frenzy; should you lose, you fall into fox frenzy until the object is removed or you’re put down in some way.
Shy (1 Trait)
Unlike the Negative Trait Shy, which indicates difficulty dealing with other individuals, you have a specific problem with large groups of people. You take a two-Trait penalty on all Social Challenges with three or more people, three
Traits for groups of 10 or more.
Speech impediment (1 Trait)
A stammer, Tourette’s Syndrome or other speech deficiency makes communication difficult for you. Roleplay your deficiency, and suffer a two-Trait penalty on all verbal communication. You cannot have this Flaw with the Merit: Enchanting Voice.
Soft-Hearted (1 Trait)
You cannot stand to watch the suffering of others - the idea of causing it is unthinkable. Perhaps you’re truly compassionate (which some Garou might considera hinderance), or you just dislike the intensity of the situation. If you must watch
suffering, you must bid an extra Trait in all challenges until the scene has passed.
Amnesia (2 Trait)
Your past is a blank slate - you recall nothing of your past friends, family or foes. Of course, such things have a way of coming back to haunt you. Create your character normally, but why you have such a set of skills or Attributes is up to the Storyteller. You may also choose to take five Traits of unspecified Flaws, letting the Storyteller fill in the details later. If you choose this flaw, the ST will make your sheet for you and you will play the game without a sheet, and will be forced to experience the world from within.
Attention-Deficit Disorder (2 Traits)
No one posts you to guard duty unless they have no choice, and chances are you’re first one to drift off during planning sessions - you can’t help it, but it’s just about impossible for you to sit still and pay attention for any length of time. If you are ever
required to perform an action that requires more than ten minutes of constant supervision, such as standing guard outside a stronghold or watching for signs of activity in a monster lair, you must make a Willpower test against six Traits. Failure means that you become distracted somehow; you need not abandon your post outright, but you have a two-Trait penalty for the rest of that scene to all Perception-related tests due to your inattentiveness.
Confused (2 Trait)
You are often confused or befuddled, and the world seems to you a very disorienting place. You should roleplay this behaviour at all times to a small degree, but your confusion becomes very evident whenever you are exposed to excessive stimuli (such as when a number of people are all talking at once, or when you enter a noisy nightclub). You are two Traits down on all challenges in such situations. You may spend a Willpower Trait to override the effects of your confusion, but only for a scene.
Dyslexic (2 Traits)
While not necessarily stupid or uneducated by any means, you have a tremendous difficulty reading the printed word, such that even the simplest documents often take
you a great deal of time to work through. You are two Traits down on all tests to decipher maps or read documents of any kind, and such activities take half again as long as they would for another character to reflect the additional difficulty you have working through such sources.
Low Self-Image (2 Trait)
You suffer from a lack of self-esteem. You are two Traits down in all situations where you don’t expect to succeed (at the Narrator’s discretion, though the penalty might be limited to one Trait if you help by pointing out when this Flaw might affect you). At the Narrator’s option, you may be required to expend a Willpower Trait in order to attempt things that require strong self confidence.
Lunacy (2 Trait)
Though all Garou are more susceptible to frenzy during one phase of the moon, you have almost no control over your Rage during this moon phase. You are two Traits down to avoid frenzy under your auspice moon phase.
Pack Mentality (2 Trait)
Your identity is intrinsically tied in with your pack. You live and die by the words of Vince Lombardi: “There is no ‘I’ in “team.” You are so tied to your pack that you have trouble making decisions without them. You gain a bonus Trait in challenges where two or more of your pack mates are actively involved, but you take a one-Trait penalty on all challenges when you are alone. In stressful situations, you may even need to spend Willpower to act on your own.
Short Fuse (2 Trait)
If Rage is considered the touch of the Wyrm, then the Destroyer has his hand a little deeper in your spirit. You lose all ties when making frenzy tests, no matter what the circumstances. This Flaw is a dangerous one - a Garou who cannot control his Rage may well be put down like a mad dog.
Absent-Minded (3 Trait)
You forget details like names, appointments, and what you ate for breakfast. You must win a Static Mental Challenge against a number of Traits determined by the Storyteller in order to remember anything other than your own name, address and phone number during stressful situations.
Addicted to Vampiric Vitae (3 Trait)
You are addicted to the rush and power you feel when you drink vampire blood. You’ll do anything to get your fix and satisfy the craving- this might even be your main reason for living - Gaia be damned. Like any addiction, this one is powerful and subtle beyond belief, and only long therapy and support from your closest friends may cure you of the disease.
Hatred (3 Trait)
There is someone or something that you just can’t stand. In fact, nothing would make you happier than to see this object rubbed out of existence. The mere mention of this thing during conversation makes your hackles rise. When in the presence of the object of your hatred, you must spend a Willpower Trait or immediately enter frenzy until either you have destroyed this object or it is out of your sight.
Territorial (3 Trait)
You have an area that marks your “turf.” You don’t like leaving, and you sure don’t like having strangers tramping on it. When uninvited guests (those without your permission to enter) enter your territory, you must test for frenzy; losing means you’ll chase whatever is left of them out of your space.
Physical Flaws
Allergies (1 Trait)
A common substance that’s harmless to most people - dog fur, pollen etc., - presents a particular problem for you, causing sneezing, watery eyes and other irritating symptoms. You are at a one-Trait penalty on all actions when exposed to this substance, and the symptoms take another scene to go away, even after you’ve left its presence.
Animal Musk (I Trait Flaw)
No matter how often you bathe, you can never seem to get rid of the animal funk that wafts off your body. You are two Traits down in social situations where your smell is obvious (at parties, indoors, etc.). Wolves aren’t bothered by the smell.
Arthritic (1 Trait)
You suffer chronic pain in your joints, especially your hands, which makes it difficult to perform actions that require delicacy or fine motor control. Any time you must attempt such a feat - typing, sewing, working with small parts - you are one Trait down due to added difficulty presented by your condition. Metis may take this Flaw as their Metis disfigurement.
Bad Sight (1 or 3 Trait Flaw)
You don’t see very well for some reason. Large objects are still visible, albeit fuzzy, and smaller things are too out of focus for you to clearly identify. You are two Traits down on all challenges where careful eyesight is needed. This Flaw is worth one Trait if your vision is correctable with glasses or contacts and three Traits if your vision is uncorrectable.
Colour Blind (1-2 Traits)
Colours tend to blend together into an indistinguishable blur to your eyes, making it hard to give accurate descriptions or identify items by sight. You are one Trait down on all Perception-related Mental Challenges involving distinguishing or identifying objects. For two Traits, this Flaw indicates a complete inability to perceive any colour at all, though colour density is still visible as degrees of shading. While this monochromatic condition makes you a natural noir film director, it also puts you at a one-Trait penalty on the sort of tests described above, as you lack even the proper frame ofreference to describe colours at all.
Deep Sleeper (1 Trait Flaw)
It is very difficult for you to awaken from sleep. If you are awakened unexpectedly, you are disoriented and two Traits down for all challenges in the following hour. The Storyteller may also require you to make a Simple Test in order to awaken when danger threatens.
Distinguishing Characteristic (1-2 Traits)
You have a permanent physical mark that’s easy to remember - a prominent tattoo, scars or a birthmark. Not only does this make it easy to identify you, but all attempts to track you down based on witness interviews are up a number ofTraits equal to the value of this Flaw. This Flaw is worth one Trait if your characteristic is easily covered by clothing, two Traits if it is not, and should be represented by appropriate descriptions..
Hard of Hearing (1 Trait)
You have some difficulty hearing. You suffer a two-Trait penalty on all tests of hearing. Obviously, you cannot have this Flaw and the Merit: Acute Sense: Hearing.
Low Alcohol Tolerance (1 Trait)
If someone opens a beer in the next room, you head starts getting fuzzy, and in general you tend to feel the effects of alcohol long before others would. You suffer twice the normal penalties related for intoxication, as well as suffer a one-Trait penalty on all actions the next day due to the nasty hangovers you’re prone to getting.
Motion Sickness (1 Trait)
Try as you might, you’ve never developed a stomach for things like sea voyages or carnival rides, and even a long trip by car soon becomes an adventure in nausea for you. Any time you spend more than 15 minutes on a boat or plane, or more than 30 minutes in a car, you are at a one-Trait penalty on all actions for the rest of the trip as well as a full half-hour afterward, due to the sickness such journeys cause.
No Sense of Smell/Taste (1 Trait)
Your sense of smell or taste is completely gone, whether due to a genetic defect or some sort of freak accident. You are at a one-Trait penalty on all Perception-related tests involving your deficient sense, but on the other hand you suffer half the normal penalty (round down) when it comes to dealing with unpleasant odours or tastes, as appropriate.
Short (1 Trait)
You have trouble seeing over things, interacting with tall people and escaping notice due to your proportions. You also have trouble reaching countertops and manipulating objects designed for normal people (like cars).
Strict Carnivore (1 Trait)
“Vegetarian” is a just a foreign term for “lazy hunter”; if it’s not meat, it’s not in your diet. You gain no nourishment from vegetables of any kind and subsist solely on meat.
Disfigured (2 Trait)
Either a birth defect or an injury during your lifetime has left you with a scarred face. You’re easy to spot or remember. Work with the Storyteller to create an appropriate disfigurement. You are down two Traits in any Social Challenges save for Intimidation and may never take Social Traits relating to a pleasing appearance (Alluring, Gorgeous, Seductive). Metis may take this Flaw as their metis disfigurement.
One eye (2 Trait)
Whether you were born with the defect or injured somehow, you have only one functional eye, the other being either missing entirely or a dead-white orb. You are two Traits down on all challenges involving depth perception, including ranged combat. Depending on the nature of your handicap, you may choose to wear an eye patch, or you may simply have one blind eye.
Hemophiliac (3 Trait)
You do not naturally stop bleeding when you are injured. Cuts and wounds
continue to bleed, and bruises worsen through internal injury. Any time you are
wounded (whenever you lose a health level), you lose an additional health level every
10 minutes until someone helps you. Anyone with the Medicine Ability may make a
Static Mental Challenge against a difficulty of six Traits to stop the bleeding. Vampires
who feed from you discover that they cannot close the wound with a lick, for reasons
they do not understand.
Child (3 Trait)
You are a child, between 10 and 16 years of age. Your age causes some decided problems: you cannot have more than six Physical Traits normally, and you suffer a two-Trait penalty on tests of authority with adults. You must additionally take the Flaw: Short (though you do get Free Traits for it).(The second half is age dependant and ST discretion.)
Lame (3 Trait)
For some reason, your legs don’t work effectively. This may have been from a disease, an injury before your Change or a battle scar. You suffer a two-Trait penalty on all movement, no matter what your form. Metis characters may take this Flaw as their Metis disfigurement.
Monstrous (3 Trait)
You’re regularly mistaken for a horror movie extra as you are hideous and physically displeasing. As a result, you may not initiate any Social Challenges other than those concerning Intimidation, and you may not take any Appearance-related Social Traits, such as Alluring or Gorgeous.
One Arm (3 Trait)
You lost an arm to an accident, a battle scar or even a birth defect. You have become used to using your remaining hand for most tasks, so you suffer no penalty for an “off” hand. However, you suffer a two-Trait penalty to tasks when two hands would be needed. Metis characters may take this Flaw as their metis deformity.
Partially Crippled (3 Trait)
Your legs are injured or otherwise defective. You are down three Traits in all challenges related to movement. You may need assistance walking, such as a cane, a pair of crutches or a wheelchair. Metis characters may take this Flaw as their metis deformity.
Permanent Wound (3 Trait)
Perhaps you suffered a deep battle scar, or were severely injured in your homid or lupus form and have never quite healed the damage. As a result, you are permanently down one Healthy and Bruised health level.
Deaf (4 Trait)
You are completely deaf - you cannot hear sound at all. You can feel the vibrations of very loud noises, but nothing more. You automatically fail any challenge involving hearing, and you are automatically surprised by anyone approaching you from out of your line of sight. As you cannot hear yourself, your howls or speech are likely to sound strange to others.
Mute (4 Trait)
You cannot speak (or howl) at all, and must either sign or write out your thoughts in order to express yourself. Without Linguistics, you might not be able to use sign language. This is a very difficult Flaw to play and should be discussed with the Storyteller before jumping in.
Wolf Years (5 Trait)
You have the lifespan of a wolf, rather than a Garou- 12 to 20 years at most. The aging effects begin at eight years (for a lupus) or within five years after First Change (for a homid).
Blind (6 Trait)
You are robbed of the blessing of vision. You lose all ties where sight is involved (such as manual dexterity) and automatically lose all challenges where sight is required.
Social Flaws
Dark Secret (1 Trait)
Some incident in your past haunts you and you strive to cover it up - maybe you murdered an elder, or you had extensive dealings with a vampire. Whatever it is, knowledge of this could get you branded as a pariah in the Garou Nation. You can cover it for now, but someday, the piper will need paying.
Enemy (1 to 5 Trait)
There is someone or something out to get you. The value of this Flaw depends on the power of your enemy. An enemy with an equal level of power to yours is worth one Trait, where a pack of Black Spiral Dancers or a coterie of vampires would be worth five Traits. Work with your Storyteller to determine who your enemy is and how you became enemies in the first place.
Ghoulish Sense of Humour (1 Trait)
You have an highly active sense of humour, but not exactly a healthy one-in fact, you tend to find amusing what other people consider disturbing or outright disgusting, and thus have a bad tendency to crack inappropriate jokes at the worst possible times. Any time you’re faced with a gory scene or otherwise uncomfortable moment (such as someone consoling a crying victim), you are two Traits down on all Social Challenges due to your habit of belittling the situation or those involved in it. Needless to say, you should roleplay this behaviour as well as possible, so long as you remember to keep all the jokes in character.
Shy (1 Trait)
You suffer a social stigma, and you just dislike the limelight. You do whatever you can do not be the focus of attention. When you are at the centre of attention, you must bid an extra Trait to initiate challenges.
Honest to a Fault (2 Traits)
Telling lies or even just bending the truth is contrary to your nature, so much so that you will not do it unless it’s necessary to save human lives. Naturally, this lack of practice tends to make you a pretty poor deceiver when you do attempt to twist the truth, and you are two Traits down on any Social Challenge involving deception.
Lustful (2 Traits)
There are plenty of words for people like you, but regardless of how you want to look at it, even you admit that you seldom put up much of a fight when it comes to resisting the sensual charms of the gender you fancy. All attempts to seduce you are two Traits up, and in general you make very poor decisions when it comes to people that you find physically attractive, which should be roleplayed accordingly within the rules of Mind’s Eye Theatre.
Persistent Parents (2 Trait)
When you became a Garou, you likely disappeared from your old life. Your parents refuse to let your memory lie and started searching for you. Perhaps they’ve even hired private detectives to hunt for you. For some reason, you simply can’t come clean with your parents - perhaps your mother is employed by Pentex, or they have strange religious beliefs that would mandate killing you to “save” you.
Hunted (3 Trait)
A very powerful hunter is tracking you, believing you’re a rabid animal who’s a threat to all humanity. He has the skills and resources enough to make your life “interesting” (and to snuff it out, if you aren’t careful), and will keep you watching over your shoulder. Your friends, family, allies and associates are also in peril should this hunter decide to turn an eye their way. Worse, your hunter is immune to the Delirium.
Keep one eye on the exits ....
Ward (3 point)
You are devoted to the protection of a human. Perhaps she’s Kinfolk, or one of the few friends you’ve hung onto since your Change. You may describe your Ward, but the Storyteller will actually create her. Such people are often targeted by your enemies, or just get caught up in the action too well. If she is Kinfolk, you must have a particularly special relationship with her (spouse, lover, child, longtime friend, sibling, etc.).
Inept (5 Trait)
You are incompetent and unskilled. Until you buy off this Flaw, you may not buy your Abilities or Influences above one Trait.
Supernatural Flaws
Banned Transformation (1 to 6 Trait)
Something prevents you from changing, except to your breed form. You must spend a Willpower Trait and make a Willpower Challenge to force the change when the restricting circumstance is near. For one Trait, it might be soothing music; at two Traits, in the presence of wolfsbane. Four Traits might be when silver is present, or for five Traits, you cannot shift during the day. Work with your Storyteller to determine the circumstance and its worth.
Cursed (1 to 5 Trait)
You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to bump into large objects like tables and chairs; a three-Trait curse could cause your guns to jam inthe middle of a firefight; a five-Trait curse can be powerful enough to one day prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.
Forced Transformation (1 to 4 Trait)
Something causes you to shift forms involuntarily. You must spend a Willpower Trait in order to prevent this unwanted transformation. Work with your Storyteller to decide the number of Traits and specific trigger for this transformation. One Trait may cause you to shift from homid to Glabro form when you are sexually aroused; three Traits might force you to shift from lupus to Hispo form when you are sensing for the Wyrm; five Traits might cause you to shift from any form to a form other than Crinos when you enter frenzy. The forced transformation should always be inconveniencing at the very least.
Mark of the Predator (2 Trait)
Your nature marks you among animals. Herbivores shy from you, and other predators view you as a potential threat. You may never purchase the Ability AnimalKen.
Sign of the Wolf (2 Trait)
Your Homid form bears a number of the traditional hallmarks of a werewolf. Your eyebrows grow together, you have hair in your palms, your second and third fingers are the same length, and you may even display a pentagram in your palm during your auspice phase of the moon. To those hunters who are alert to such things, you stand out like a neon sign.
Haunted (3 Trait)
A malicious ghost, possibly a felled foe or an enemy of an ancestor has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling death screams and the occasional shove, it does its best to make your life difficult. The Storyteller should create the ghost.
Pierced Veil (3 Trait)
For some reason, your Crinos form doesn’t trigger the Delirium in normal humans. This can be extremely dangerous, as werewolf-hunters are unlikely to be startled by you and might even use it to track you.
Dark Fate (5 Trait)
Your life will end very badly, and your fate is sealed. Worse yet, you have dreams and premonitions of your future demise or eternal torment. The Storyteller determines a particular fate, which will inevitably strike you down. Furthermore, in any game session the Storyteller deems appropriate, you may receive a vision of your impending suffering. You must spend a Willpower Trait to shake off the experience, or else be one Trait down on all challenges from the rest of the session. This Flaw should only be taken with Storyteller permission, as it is difficult to play.
Taint of Corruption (7 Trait)
You either had a run-in with minions of the Wyrm or are a corrupt soul, but either way you stink of the Wyrm. You register as a Wyrm-creature when someone invokes the Gift: Sense Wyrm and are never trusted around cubs or Kinfolk. You can hear the Corruptor’s honeyed words in your dreams, beckoning you to join with it. This Flaw can be very debilitating as you start the game at a major disadvantage. Your only hope might be your pack (if it will still stand by you). Seeking to rid yourself of the corruption would be a major undertaking, but one that would inspire some of the greatest tales.
Zodiacal Flaws- You can choose a merit /flaw from one zodiac sign, only.
Nerigal- Reluctant Warrior: (2 Trait) Despite your Garou nature, you loathe fighting and have to force yourself to enter battle. Once you have committed yourself to the fray, you do not have any trouble using all your abilities to their fullest; however, you never initiate combat of your own accord. This Flaw does not affect your ability to defend yourself when attacked.
Eshtarra - Earthbound: (3 Trait) You have an inherent need to feel something solid underfoot. You avoid traveling by airplane whenever possible, dislike water (even if you're able to swim) and otherwise do whatever you can to remain 'on the ground'. Even when you travel through the Umbra, this feeling of discomfort accompanies you.You are only at ease when you have actually arrived at some 'solid' place in the Umbra. You must spend a point of temporary Willpower in order to board a plane, use a gift that allows flight or take some similar action that separates you from terra ferma.
Mitanu- Mitanu's Retrograde Curse: (3 Trait) The planet Mercury's retrograde position at the time of your birth has inflicted you with a perpetual handicap in communication. People constantly misunderstand you, you habitually arrive late for meetings, letters you sent get delayed, lost or mis delivered and other similar misfortunes beset you. You must engage in a static social test against 8 traits or spend a point of Willpower each time you need to make yourself understood clearly or make it to an appointment or meeting on time.
Sokhta - Sokhta's Minor Madness: (2 Trait) Madness overcomes you from time to time, although for the most part you remain functional. Choose a Derangement for your character. Whenever the moon is in your auspice, you must engage in a status mental test (difficulty 8) to avoid surrendering to your lunacy. You must make this roll every night the moon remains in your phase. At all other times of the month you function normally.
Katanka-Sonnak - Uncontrollable Appetite: (2 Trait) You suffer from a tendency to binge whenever you are under stress or have gone without food for more than a few hours. Something in your metabolism snaps and you feel the need to eat enormous amounts of food –– everything in sight that is even vaguely edible. Such binges follow each frenzy or other stress-related event, additionally, whenever you go more than four hours without at least a snack of some sort, you feel the urge to devour great amounts of food at the next opportunity. You may spend a temporaryWillpower point to overcome this urge for a scene. At the end of each binge, you must engage in a static physical test (difficulty 8) or be violently ill for the next half-hour.
Hahake- Sadness of Hakahe: (1 Trait) You tend to succumb to depression whenever circumstances overwhelm you. Instead of reaching inside to find that extra will to endure or persist, you flounder in the depths of self-pity and pessimism. If you fail three successive challenges, either in combat or non-combative situations you fall prey to the feelings of despair or inadequacy. All successive challenges have a +1 added to their difficulty until you finally succeed at something.
Tambiyah - Incorrigible Flirt: (2 Trait) You cannot resist making playful attempts at seducing anyone who fits your criteria for the perfect sexual partner. Although you may not intend to being a serious relationship (or any relationship) with the object of your desire, you find yourself assuming the role of coquette or seducer, whichever seems more appropriate, whenever you are in the presence of someone who you consider attractive. You may find yourself flirting with more than one person at the same time, a situation that could turn awkward in a heartbeat. You must spend a point of Willpower to remain focused on the matter at hand and defer your urges until a more appropriate time. Worse, your Willpower is considered to be one point lower whenever 'potential mates' try to seduce you or bend your will with supernatural powers. Garou with this Flaw are almost certainly Enticer-bait, so don't assume it's all fun and games.
Meros - Errant Mind: (1 Trait) You have a deserved reputation for being unreliable. Your mind tends to wander frequently so that you forget meetings you promised to attend, fail to keep promises (although sworn oaths tend to stay in your memory) and otherwise fail short of the expectations of others. You must spend a Willpower point each time that you wish to make a determined effort to keep a promise or attend a gathering.
Zarok - Braggart: (2 Trait) Your favourite topic of conversation is yourself. You make every attempt to bring conversations around to your achievements and successes and you never fail to take credit for everything you even vaguely affected. You cant avoid reminding others of your deeds and exploits. Consequently, people tire of listening to you blow your own horn for more than a few minutes. You make all Social tests at a penalty of +1 as a result of others' inattention and boredom with your self-aggrandizing speeches. (If you take this Flaw, you'll be expected to roleplay your sense of pride and over importance.)
Lu Bat - Indolent Will : (4 pt Flaw) You have a hard time rousing yourself to take action. Whether others call it laziness or simply a tendency toward inertia, you prefer to sit back and let others take the initiative. Unless you spend a Willpower point to allow yourself a normal initiative roll, you automatically go last in any turn.
Rautma Intrigue Junkie: (1 Trait) You can't resist the urge to complicate matters by inserting an element of intrigue in almost everything you do. Nothing for you is ever simple or straightforward. You assume that others have ulterior motives, just as you do. You must spend a Willpower point to resist your tendency to mistrust others or to avoid overcomplicating a simple situation.
Rautma Suspicion Magnet: (4 Traits) For some reason, others mistrust you and attribute all kinds of sinister motives to your every word and deed. Even your packmates refuse to believe that you can do anything without some ulterior motive. You suffer a +2 difficulty to Social challenges to reflect your problems convincing others of your sincerity or that you are speaking truthfully.
Shantar Thoughtless Heart: (2 Traits) You suffer from a lack of wisdom in your judgments and frequently take action without regard to the consequences for yourself or for others. You often say or do things that hurt others out of thoughtlessness, rather than from malice. You don't mean to harm anyone, you just don't take the time to consider the repercussions. You suffer +2 difficulty to Wits-based Mental challenges.
Rorg — Foul Temper: (2 Traits) You suffer from perpetual anger, and this shows in your words and actions. You are quick to snap at packmates and lose your temper easily. Because you are so angry so often, you find it more difficult to accumulate Rage –– anger is your normal state of being, and it's hard to focus your wrath into something more potent. Whenever you encounter a situation that would normally result in your gaining a point
of Rage, you must make a Willpower roll (difficulty 6) to do so.
Restricted Flaws
Anti-Wyrmbringer Bias: (1 Trait) — Wendigo ONLY!! — Social
You have an instinctive dislike for Garou whose ancestors came from Europe to invade the Pure Lands. Even though your reason may tell you that the time for old hatreds has passed, and the Gaea needs all her defenders to work together in these days before the Apocalypse, you still find it hard to tolerate the pretensions and arrogant assumptions of the Wyrmcomer tribes (and, yes, you call them that when you are around them). You are forced to bid +2 traits during social interactions involving Garou other than Wendigo.
With the Storyteller's permission, you may exempt up to three tribes – such as the Stargazers, Silent Striders and Children of Gaea, as examples – from your roster of 'foreigners'. The Anti-Wyrmbringer Bias should not cripple your ability to function in a pack with non-native Garou; rather it should provide many opportunities for problematic interactions and inter pack tensions. Through roleplaying, you may eventually acquire evidence from companions (i.e. other player characters) that enable you to buy off this Flaw.
Original Sin: (1 Trait) — SL ONLY!! — Social
You are the child or student of an infamous Garou. Galliards have spread legendary stories about him from caern to caern, and the same infamy is extended to you. Within the Shadow Lords, this may work to your benefit, as few would dare betray you, but outside of your tribe, your reputation precedes you. It is assumed that you will resume where your parent or mentor left off. Wear your scorn with pride. This cannot be taken with the Political Mentor Background.
Hubris (3 Trait) – SF ONLY! — Social
The Silver Fangs are the chosen children of Falcon and the appointed leaders of the Garou Nation. They are purer in their breeding than their cousins in other tribes are. They have much, in fact, to be proud of. However, some of the tribe take this pride too far, passing through arrogance into hubris. They look down their noses at their fellows from ”lesser tribes” and even members of their own tribe of less pure breeding. They consider themselves the best-suited werewolves for any task and always assume that they are the alpha of any gathering. They struggle to keep the disdain and condescension out of their voice when dealing with others and sometimes even aggravate the spirits with their offhand behaviour.
This flaw goes beyond the Condescending Negative Trait (though chances are the character has that as well), to the realm of nearly staggering arrogance. The Garou suffers a one-Trait penalty on all Social tests with anyone of perceived inferior social standing – and that’s just about everyone – and tends to overestimate not only the goodwill of her peers but her own capabilities as well, sometimes with disastrous results. Naturally, when things go wrong it still isn’t her fault; one of the little people must have screwed it up, big time!
Ward Pack: (4 Trait) - Red Talon ONLY! —Social
This flaw is similar to the Flaw: Ward (3 traits) but refers to an entire wolf pack. The Garou is responsible for the wolf pack's safety and good health. The pack is often in need of defence and care, and may have suffered the loss of many members before the Garou was entrusted with its care. Perhaps it is a captive pack or in an area of active wolf hunting.
Sickly (1 Trait) – Kin ONLY! —Phys
It seems you’re always coming down with some sickness or another, and no matter how often you get them, your immune system doesn’t seem to be getting any better at fighting them off. Indeed, you are two Traits down on all tests to resist diseases and other infections, and should roleplay your constant low-level sickness when possible. This is distinct from the Sickly Negative Trait in that it reflects a weakened immune system, as opposed to simply a frail body, though they can be combined if the player desires.
Permanent Fangs (2 Traits) – Shifter Only! — Phys
Your fangs do not retract, making the preservation of the Veil difficult at best. You must take the Negative Social Trait: Bestial, which cannot be bought off with experience points