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Revision as of 13:11, 26 April 2025
General Flaws
Flaw | Cost | Allowed | Type | Source | Details |
---|---|---|---|---|---|
Anosmia | 1 | General | Physical | W20 Core, pg 473 | Synopsis: Whether from birth or due to some illness or accident, you’ve lost all sense of taste and smell. System: You automatically fail any roll involving these two senses, including Primal Urge rolls for tracking or hunting. In Lupus form, it’s even more crippling, since smell is a wolf’s most acute sense; this Flaw cancels out the –2 difficulty to Perception rolls a Garou gets in that form. There’s a slight benefit, however: At the Storyteller’s discretion, you may be immune to the debilitating effects of environmental conditions, Gifts and supernatural abilities that rely on odors. |
Hard of Hearing | 1 | General | Physical | W20 Core, pg 473 V20 Core, pg 480 |
Synopsis: You have problems hearing certain sounds or ranges of sounds, or have some other problem that affects your auditory senses. System: You have a +2 difficulty to all rolls involving hearing sounds. You do not receive the normal bonus for Perception in Lupus form for auditory checks. |
Monochrome Vision | 1 | General | Physical | W20 Core, pg 473 | Synopsis: You cannot distinguish between colors, but see the world in varying shades of black and white and gray. This is not true color-blindness, which usually refers to the inability to distinguish between certain colors (such as red and green). System: Color has no meaning for you, though you can differentiate intensities of shade — dark gray, light gray, dull gray, etc. This Flaw occurs more frequently among lupus Garou. |
Short | 1 | General | Physical | W20 Core, pg 473 V20 Core, pg 481 |
Synopsis: You are well below average height — four and a half feet (1.5 meters) tall or less. Your diminutive size causes you problems, making it difficult to see over obstacles, reach high shelves, or manipulate things built for average individuals. System: This lack of stature is mirrored in all of your forms. Your running speed is halved, and your Storyteller may choose to levy additional penalties as appropriate in any given situation, although occasionally, this Flaw can give you a concealment advantage. |
One Eye | 2 | General | Physical | W20 Core, pf 473 V20 Core, pg 481 |
Synopsis: You lack depth perception and have limited vision, due to the fact that you only have one eye. Your blind side has no peripheral vision. System: The difficulties of all Perception rolls involving eyesight are increased by two, and when depth perception is involved (such as during ranged combat), the difficulty is increased by an additional +1. |
Bad Sight | 2 | General | Physical | W20 Core, pg 473 V20 Core, pg 481 |
Synopsis: You have a hard time seeing due to an uncorrectable visual defect. System: The difficulties of all dice rolls related to sight increased by two. Your Lupus form does not receive the standard bonus to Perception for visual checks, though the bonuses to other senses are not affected. Unlike nearsightedness or farsightedness, this defect cannot be corrected. |
Lame | 3 | General | Physical | W20 Core, pg 474 V20 Core, 482 |
Synopsis: Either from birth, an accident, or a major battle scar, your legs are damaged, which prevents you from running or walking easily. You have a pronounced limp and may need assistance from a cane or walking stick. System: Your walking speed is one-quarter that of a normal human, and running is impossible. Metis characters may take this Flaw (for no freebie points) as their metis disfigurement. |
One Arm | 3 | General | Physical | W20 Core, pg 474 | Synopsis: You were either born with only one arm or lost your arm through an injury of some sort. You suffer no secondary-hand penalty, since you have adapted to using your one hand for most activities. System: When you need to use two hands, however, you lose two dice from your dice pool. Your running speed in Hispo and Lupus form is 1/2 of normal. Metis characters may take this Flaw (for no freebie points) as their inherent deformity. |
Deaf | 4 | General | Physical | W20 Core, pg 474 V20 Core, pg 483 |
Synopsis: You were either born profoundly deaf or have lost your hearing entirely. You may feel sound vibrations from sufficiently loud noises, but you hear nothing. System: The difficulty of any Perception rolls related to sound is increased by three. Metis characters may take this Flaw (for no freebie points) as their inborn disfigurement. |
Mute | 4 | General | Physical | W20 Core, pg 474 V20 Core, pg 483 |
Synopsis: You cannot speak, in any form. Even communicating via Garou Tongue or lupine language (which relies upon both vocalizations and body movements to communicate) are beyond you, as is Spirit Speech. System: As a player, you may communicate with the Storyteller and describe your actions, but your character cannot talk to other characters unless everyone concerned possesses a commonly understood sign language (via the Language Merit). Otherwise, your character must communicate through writing or body language. Metis characters may take this Flaw (for no freebie points) as their inborn disfigurement. |
Blind | 6 | General | Physical | W20 Core, pg 474 V20 Core, pg 484 |
Synopsis: You cannot see. System: ou automatically fail any rolls based solely on vision. Difficulties on all Dexterity-based rolls are increased by two as well. All rolls made to step sideways are at +1 difficulty, as you cannot use the usual method of visualizing the other world. This flaw can be taken by metis characters as their disfigurement (for no freebie points). |
Compulsion | 1 | General | Mental | W20 Core, pg 476 | Synopsis: You feel compelled to take certain actions at certain times or under specific circumstances. System: This psychological quirk sometimes takes a highly ritualized form (constant hand-washing or grooming) or else manifests in trigger situations (compulsive gambling, swearing, talking, stealing). This Flaw not only causes problems for you, but for your packmates as well. You may spend a Willpower point to avoid your compulsion temporarily. Check with your Storyteller to find out how long you can resist before you must spend another Willpower point or succumb to your compulsion. |
Impatient | 1 | General | Mental | W20 Core, pg 477 V20 Core, pg 485 |
Synopsis: You have no patience for standing around and waiting. Now is the time for action. System: Make a Willpower roll (difficulty 6) any time you try to wait rather than act immediately. Failure means you’re off to tackle what’s got to be done, on your own if necessary. |
Intolerance | 1 | General | Mental | W20 Core, pg 477 | Synopsis: You have an irrational dislike of a certain thing: an animal, class of person, situation, or object. System: You gain a +2 difficulty on all dice rolls involving the focus of your intolerance. The Storyteller is the final arbiter of what you can choose to have an Intolerance of: some dislikes may be too trivial to count (doughnuts or mechanical pencils) while disliking “the Wyrm” is already a common mindset for Garou and hardly counts as a Flaw. |
Nightmares | 1 | General | Mental | W20 Core, pg 477 V20 Core, pg 485 |
Synopsis: You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. System: Upon awakening, you must succeed on a Willpower roll (difficulty 7) or lose a die on all actions for that day. |
Overconfident | 1 | General | Mental | W20 Core, pg 477 | Synopsis: You can do anything — or so you think. No challenge is too big for you to tackle, regardless of whether you actually have the skill to succeed. System: Never refuse to attempt something due to being outgunned, outclassed, or outnumbered. If you fail, you will find someone or something else to blame; it couldn’t have been any lack on your part, of course. |
Shy | 1 | General | Mental | W20 Core, pg 477 V20 Core, pg 485 |
Synopsis: You dislike being the center of attention and feel uncomfortable in crowds. System: Difficulties for all rolls involving social interaction with strangers are increased by two. If you are the focus of the situation, even amongst those you know, the difficulty increases by three. |
Soft Hearted | 1 | General | Mental | W20 Core, pg 477 V20 Core, pg 485 |
Synopsis: Whether because of an abundance of empathy and compassion, or simply a weak stomach, you cannot stand to watch others suffer. System: You must avoid or leave any situation that involves someone in physical or emotional pain, unless you succeed on a Willpower roll (difficulty 8). |
Speech Impediment | 1 | General | Mental | W20 Core, pg 477 V20 Core, pg 485 |
Synopsis: You have a stammer, lisp, or other speech impediment that interferes with verbal communication. System: This impediment affects not only your human voice but also carries over into the Garou tongue, marring your howls and snarls so that they are difficult to understand. The difficulties of all die rolls involving verbal communication are increased by two. This Flaw must be roleplayed whenever possible. |
Curiosity | 2 | General | Mental | W20 Core, pg 477 | Synopsis: You find mysteries of any sort irresistible. Whether it’s a closed drawer, a whispered conversation, or a mysterious light just beyond the trees, you have to know what is going on at all times. System: Anytime you are presented with the unknown, make a Wits roll or else you must go investigate. The difficulty varies with the roll involved: 5 for simple things (“What is in that storage unit?”) and up to 9 for intense circumstances (“I wonder what those fomori are planning. I’d better go listen in. What could possibly go wrong?”) |
Phobia | 2 or 3 | General | Mental | W20 Core, pg 477 V20 Core, pg 486 |
Synopsis: You have an overwhelming fear of something. Spiders, snakes, crowds, and heights are examples of common phobias. System: If you have a mild phobia (2 points), you must make a Willpower roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller and based on the circumstances of the encounter. You must make at last three successes in order to approach the object of your fear or deal with the fearful situation. If you fail the roll, you must run away. The three-point version of this Flaw requires that you make a frenzy check to resist fox frenzy when you are faced with what you fear. Your Storyteller must approve your choice of phobia. |
Absent Minded | 3 | General | Mental | W20 Core, pg 478 | Synopsis: You forget things: important things like names, phone numbers, and which route to take to the caern. You often forget tasks you’ve been assigned, what day or time certain happenings are taking place, or even when you last ate. System: Although you don’t forget Skills, Talents, or Knowledges, in order to remember specific details about anything more significant than your own name, you need to make an Intelligence roll (difficulty is set by the Storyteller). |
Hatred | 3 | General | Mental | W20 Core, pg 478 | Synopsis: Certain types of people or situations arouse an uncontrollable and irrational hatred in you, causing you to make a frenzy roll whenever you confront the object or objects of your hatred. Furthermore, you actively look for opportunities to wreak destruction on your chosen targets. System: You should choose your nemesis carefully, since the Flaw can affect your relationship with your pack or sept, and can get in the way of your duties as a Garou. Hatred of the Wyrm is assumed and doesn’t count as a suitable object for this Flaw. |
Weak Willed | 3 | General | Mental | W20 Core, pg 478 V20 Core, pg 486 |
Synopsis: You have little resistance to attempts to dominate or intimidate you. System: Domination-focused Gifts such as Staredown, Roll Over, etc. automatically succeed against you. Your difficulties to resist Social Talents such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower may never rise above 4. |
Ability Deficit | 5 | General | Mental | W20 Core, pg 478 | Synopsis: Whether due to poor education, lack of opportunity, or simple laziness, you’ve fallen short of your potential. System: You have five fewer points to distribute in one of your Ability categories: Talents, Skills, or Knowledges. Therefore, the most you could initially take in that category would be eight points, and the least would be zero. Of course, you can still spend freebie points to take Abilities in the affected category. However, you cannot have any Ability in that category at three dots or higher at the start of the game. This Flaw is particularly appropriate to lupus characters that have yet to learn much about life as Garou. |
Conniver | 1 | General | Social | W20 Core, pg 480 | Synopsis: There is no honor among thieves, nor trust among liars. You are known as someone whose word cannot be trusted. System: Whether earned or not, you have a reputation for deceit and treachery, and you lose one die from all Social rolls involving any extension of trust, truth, or believing your words. |
Naive | 1 | General | Social | W20 Core, pg 481 | Synopsis: You are hopelessly naïve about the nature of reality and see everything through “rose-colored glasses.” You may have been brought up in wealth and privilege or be a survivor of abuse and trauma that you have repressed. System: You are hesitant to suspect evil or foul play in others, which can be a serious problem. The difficulty for any rolls for you to detect another person’s ill intent, from the Sense Wyrm Gift to Empathy rolls, is raised by 2. |
Gullible | 2 | General | Social | W20 Core, pg 481 | Synopsis: Maybe you’re slow on the uptake, or maybe you just never learned to separate truth from fiction. Whatever the cause, you’re particularly susceptible to lies and half-truths. System: You lose three dice from all dice pools relating to guile and subterfuge (not stealth), whether perpetrating your own feeble lies or attempting to penetrate someone else’s words to find the truth. |
Changeling Flaws
Flaw | Cost | Allowed | Type | Source | Details |
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Mage Flaws
Flaw | Cost | Allowed | Type | Source | Details |
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Shifter Flaws
Flaw | Cost | Allowed | Type | Source | Details |
---|---|---|---|---|---|
Animal Musk | 1 | Shifter | Physical | W20 Core, pg 473 | Synopsis: You have the odor of an animal, even in Homid form. System: Whenever you are indoors or in a crowd of people, you make all Social rolls at a +2 difficulty. Outdoors or in situations where you can distance yourself from humans, your odor is not noticeable. Wolves (and lupus-born Garou) take little notice of this Flaw. |
No Partial Transformation | 1 | Shifter | Physical | W20 Core, pg 473 | Synopsis: You can only change into the complete form. System: You have no ability to mix forms; you cannot shift your larynx in Lupus to be capable of human speech, or grow a wolf’s muzzle in Glabro |
Strict Carnivore | 1 | Shifter | Physical | W20 Core, pg 473 | Synopsis: “Vegetarian” is just another way of saying “lazy hunter.” System: Vegetables and grains give you no nutritional benefit; you can only subsist on meat — the closer to raw, the better. You have real problems in areas where meat is scarce. |
Deformity | 3 | Shifter | Physical | W20 Core, pg 474 V20 Core, pg 482 |
Synopsis: You have a misshapen limb, a twisted spine, or some other deformity that interferes with your physical abilities and your interactions with others. System: A hunchback, for instance, would lower a character’s Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. A withered arm might reduce Dexterity by 2 for all manual manipulation rolls, reduce your running speed in any four-legged form, and increase social skills’ difficulty by one. You should work out the nature of your deformity with your Storyteller, as well as the exact penalties offered. Metis characters may take this Flaw (for no freebie points) as their metis disfigurement. |
Double Jeopardy | 3 | Shifter | Physical | W20 Core, pg 474 | Synopsis: Gaia has marked you strongly. You were born not with one, but two significant metis deformities. These may be related, but must be two clearly separate disfigurements. System: A pair of antlers, or two rows of shark teeth would only be one deformity, but antlers and hooves, or a row of shark’s teeth and a set of gills would be acceptably different. The Storyteller has the final judgment on whether the two deformities are significant enough to qualify for this Flaw. This flaw can be taken only by metis Garou. |
Monstrous | 3 | Shifter | Physical | W20 Core, pg 474 V20 Core, pg 482 |
Synopsis: Your physical appearance is truly hideous to your fellow Garou. All your forms bear some grotesque qualities; your Homid form barely looks human, while your other forms have something significant that disfigures them. You should decide what you look like. System: Your Appearance rating is zero, and cannot be raised higher with experience points barring some remarkable circumstances. Metis characters may take this Flaw (for no freebie points) as their inborn deformity. |
Persistent Parents | 2 | Shifter | Social | W20 Core, pg 481 | Synopsis: Most werewolves, unless they have Kinfolk parents, sacrifice their family ties after their First Change, in order to protect the Veil. Your parents, however, have not given up on you. System: They may hire detectives to find you, plaster posters with your picture on it around town, pester radio and television stations to run public service ads, or dedicate websites and utilize social media to recruit the aid of the internet in order to try to find you. They may be ignorant of your new life, suspecting instead that you have run away, joined a cult, or been kidnapped. They may instead have ties to Pentex or other organizations with ulterior motives in locating you. Only homids may take this Flaw. |
Notoriety | 3 | Shifter | Social | W20 Core, pg 481 | Synopsis: You have acquired a bad name among the Garou in your sept, either through your own actions or because of something involving your pack. System: You suffer a penalty of two dice on any Social rolls involving Garou of your sept other than your own pack. Renown (or lack thereof) has nothing to do with your reputation. Your own sept members (other than your pack) dislike you regardless of how much Renown you have. You may not take the Merit: Reputation. |
Ward | 3 | Shifter | Social | W20 Core, pg 481 | Synopsis: You are devoted to protecting someone, perhaps a close friend or relative from the days before your First Change. This may be a child (or wolf cub) that relies upon you for care as well as protection. Or it can be an adult who, because of their connection to you, finds themselves exposed to dangers beyond what they can handle themselves. It could even represent a small pack of wolves who rely on you to protect them from human and supernatural predation. System: Regardless, your Ward’s path is firmly tied to yours in some way, and they have a knack for finding themselves in the middle of trouble, looking to you to save the day. |
Hunted | 4 | Shifter | Social | W20 Core, pg 481 | Synopsis: A dedicated werewolf hunter has targeted you as his quarry, convinced that you are a monster out of legend bent on preying upon humans. (He’s not, of course, entirely wrong.) Anyone you know, including your pack members or humans you are close to, may be in danger from the hunter. System: While your nemesis desires the elimination of all werewolves, his primary focus is on you. As fate would have it, the Delirium has no effect on your pursuer. He is also intelligent and resourceful, far more likely to set nasty traps for you than to blunder into any pitfall you leave for him. |
Metis Child | 4 | Shifter | Social | W20 Core, pg 482 | Synopsis: You begin play as the parent of a metis cub from an illicit relationship with another Garou. You need to decide the circumstances surrounding the birth of the child — who the other parent is, when this happened, if you are currently attempting to raise the child in your own sept, or if the cub was fostered out to another sept to avoid further embarrassment. System: The effects of this Flaw include a two dice penalty to any Social rolls made regarding Garou who know of your child, as well as the additional burden of being required to take responsibility for your cub’s welfare (you miserable charach). As a Litany-breaker, you will probably be unable to hold any important sept offices or be trusted with important tasks, no matter how much you strive to prove yourself. Metis characters cannot take this Flaw. If a character sires or bears a metis cub during the events of the chronicle, the penalties of this Flaw may apply, but no bonus points are granted for it. |
Banned Transformation | 1-6 | Shifter | Supernatural | W20 Core, pg 483 | Synopsis: Some circumstance, event, or situation inhibits your ability to change forms, except to return to your breed form System: To overcome the restricting factor requires the expenditure of a Willpower point and a successful Willpower roll (difficulty 8). Some examples of triggers and their relative point costs include:
Notes: |
Amnesia | 2 | Shifter | Meltal | W20 Core, pg 477 | Synopsis: You have no memory of your past before your First Change. You don’t know if you still have a family, or if someone is out to get you, much less where you were born or anything about your education (although you do remember what you’ve learned). Your past, however, may catch up with you, revealing many surprising facts about your former life. System: You may take up to five more points in Flaws that remain unknown to you. Your Storyteller picks them for you and brings them into play (to your surprise) during the course of your chronicle. |
Pack Mentality | 2 | Shifter | Mental | W20 Core, pg 477 | Synopsis: You are lost without your pack. Their presence not only supports you, it helps define you. System: When you are with at least one member of your pack, you have –1 difficulty on all rolls involving group activities or strategies; when you are not, your difficulty increases by 2 on any task. You sometimes have trouble making decision without your pack to help you, even if you are the pack leader. In stressful situations, you may need to make a Willpower roll to act on your own. |
Short Fuse | 2 | Shifter | Mental | W20 Core, pg 478 | Synopsis: You are closer to the Wyrm than most Garou; your Rage burns hotter within you than most. System: Your difficulty for Rage rolls is decreased by two, and you fall more readily into the “thrall of the Wyrm.” Be careful when choosing this Flaw; it can bring worlds of trouble down upon you and your pack. |
Territorial | 2 | Shifter | Mental | W20 Core, pg 478 | Synopsis: You have the wolf’s territorial nature. You dislike leaving your home turf or having people you don’t know infringe upon your claimed space. System: Before play starts, work with your Storyteller to define your territory. You must roll to avoid frenzying whenever strangers enter your territory without your permission, and are reluctant to leave there except under desperate circumstances. |
Vengeful | 2 | Shifter | Mental | W20 Core, pg 478 | Synopsis: You have a score to settle; perhaps Black Spiral Dancers murdered your family or a Pentex First Team destroyed your original pack. System: Taking revenge on the individual or group responsible is your overriding priority in any situation where you encounter them, or have the opportunity to come closer to your revenge. You may temporarily resist your need for vengeance by spending a Willpower point. |
Deranged | 3 | Shifter | Mental | W20 Core, pg 478 | Synopsis: You suffer from a permanent form of insanity, either due to a congenital defect or some past trauma. System: Pick a derangement from those available on W20 Core, pg 485. Willpower may allow you to overcome your insanity temporarily, but it always returns. |
Driving Goal | 3 | Shifter | Mental | W20 Core, pg 478 | Synopsis: You are driven by a personal goal that compels you in sometimes startling ways. The goal is always unachievable: reform the Black Spiral Dancers, balance the Triat, make amends for your ancestors’ crimes in the War of Rage. But while many Garou may empathize with your objectives, few are as consumed by the singular nature of your focus. System: You must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), and your one-track mind continually gets you into trouble with those who do not share the intensity of your vision. Choose your goal carefully, as it will be the focus of everything your character does. |
Flashbacks | 6 | Shifter | Mental | W20 Core, pg 478 | Synopsis: You managed to make it through your First Change, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind, and as such your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. System: At the beginning of each story, make a Willpower roll (you may not spend Willpower for an automatic success). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower score is considered to be 1 for the duration of that session, and you have only one Willpower point to spend. You may roll again at the beginning of the next session to see if your Willpower for that session works as normal. |
Dark Secret | 1 | Shifter | Social | W20 Core, pg 480 | Synopsis: You possess a hidden past which, if revealed, would cause you great embarrassment at best and make you an outcast or even hunted in Garou society at worst. Perhaps you had a lover who is a Black Spiral Dancer. Maybe you were responsible for the slaughter of your former pack or the mysterious death of a sept leader. This secret preys on your mind at all times, even though your friends and packmates are unaware of your shame. System: Occasionally, hints about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice the experience points to buy it off. |
Enemy | 1-5 | Shifter | Social | W20 Core, pg 480 | Synopsis: You have acquired an enemy (one or more individuals) that not only knows what you are, but also has power of their own. System: The 1-point version of this Flaw may signify that your enemy is another Garou of your own rank who has taken a strong dislike towards you or who blames you for some past wrong. The 3-point version may represent a pack of Black Spiral Dancers who bear a particular grudge against you or a small group of supernaturally potent werewolf hunters who have tagged you as a specific target. A 5-point Enemy may mean that you have angered one of the legends of Garou society or a powerful elder vampire. |
Twisted Upbringing | 1 | Shifter | Social | W20 Core, pg 481 | Synopsis: The Garou who found you after your First Change, and who oversaw your Rite of Passage and early entry into Garou society, taught you everything they knew — and it was all wrong. Whether they did this out of ignorance or perversity is up to you and your Storyteller to decide. System: Your wrong assumptions and skewed beliefs cause you a great deal of grief until someone straightens you out. Eventually you may overcome the problems caused by this Flaw (and be able to pay the experience point cost to buy it off), but in the meantime, it should present you with a number of good roleplaying opportunities. |
Camp Enmity | 1 | Shifter | Social | W20 Core, pg 481 | Synopsis: You have earned the attention and disfavor of a particular Garou tribal camp. Perhaps you’re a former member of the camp, or have refused to join them and they feel slighted. Perhaps they feel you’ve done them wrong, or the camp you are a part of is ideologically opposed to what they stand for. System: Regardless, all Social rolls when interacting with that camp are made at +1 difficulty. You may not already be a member of this camp when you first take this Merit, although you can become recruited (or re-recruited) into the camp during play at the Storyteller’s discretion. You may take this Merit multiple times for different camps. Storytellers are encouraged to incorporate Storyteller characters of the appropriate camp into their storylines, so as to make this a meaningful Flaw. |
Foe From the Past | 1-3 | Shifter | Supernatural | W20 Core, pg 484 | Synopsis: You have inherited an enemy, not because of anything you’ve done, but because one of your ancestors incurred his wrath. System: The strength of the enemy determines the point value of the Flaw. |
Forced Transformation | 1-2 | Shifter | Supernatural | W20 Core, pg 484 | Synopsis: Certain circumstances force you to undergo an uncontrollable shift in form. System: You may resist the change by spending a Willpower point, but once you have made the forced change, you may not change back until the triggering situation has passed. You may use the following examples or design your own circumstances and point costs (with Storyteller approval).
Notes: |
Insane Ancestor | 1 | Shifter | Supernatural | W20 Core, pg 484 | Synopsis: An insane ancestor of yours occasionally takes over when you seek help from the spirits of your forebears. Usually, this ancestor appears only under certain common circumstances, such as when Black Spiral Dancers threaten you or whenever a certain common rite is performed in your presence. System: When the Storyteller deems this circumstance has come about, roll your Ancestors Background, difficulty 6. Any successes indicate that your ancestor takes control of you for the scene, or until someone recognizes what is happening and manages to convince him to relinquish control once more. You should create your ancestor, name him, and describe his madness. You may spend a Willpower point to stifle the ancestor-spirit for the scene. You must purchase the Background: Ancestors to take this Flaw. |
Slip Sideways | 1 | Shifter | Supernatural | W20 Core, pg 484 | Synopsis: System: You find it difficult to control travel between the physical world and the Umbra, sometimes entering the spirit world when you don’t intend to. |
Docile | 1-3 | Shifter | Supernatural | W20 Core, pg 484 | Synopsis: Your distance from “the wolf” dampens the fires of Rage within you, hampering your ability to access them in Gaia’s service. System: For every point of Docile you take, your maximum Rage is lowered by 2, and can never be bought above that level. Others may see you as “domesticated” or “more dog than wolf” and react with derision. |
Mark of the Predator | 2 | Shifter | Supernatural | W20 Core, pg 484 | Synopsis: You give off emanations of a predatory nature. Herbivores shy away from you, while carnivores see you as a potential threat and may offer challenge. System: You may not possess the Skill: Animal Ken. |
Sign of the Wolf | 2 | Shifter | Supernatural | W20 Core, pg 484 | Synopsis: The folklore of werewolves holds true as far as you’re concerned. Like the shapechangers of myth and legend, you possess eyebrows that meet in the middle of your forehead, hair grows on the palms of your hands, and the second and third fingers of your hands are the same length. You may even manifest a pentagram on your palm before and during your auspice’s phase of the moon. System: While most people may simply wonder at these bizarre physical manifestations, werewolf hunters who notice these signs suspect your true nature. |
Pierced Veil | 3 | Shifter | Supernatural | W20 Core, pg 484 | Synopsis: Unlike most Garou, your Crinos form does not trigger the Delirium in mortals. System: This makes you particularly vulnerable to werewolf hunters, who may find it less difficult to pursue you back to your caern, putting the members of your sept in considerable danger. |
Harano Prone | 4 | Shifter | Supernatural | W20 Core, pg 484 | Synopsis: Characters suffering from this Flaw are prone to bouts of deep depression, indolence, and mood swings. System: You must make a Willpower roll every scene in which you suffer some form of setback. If the roll fails, you fall into a bout of temporary Harano. You may become morose and inactive, or suddenly spring into self-destructive activity. Your perceptions go awry, causing you to lose a die from every dice pool. If you botch the Willpower roll, you also acquire a temporary derangement (see below). You may delay the Harano attack for a single scene by spending a Willpower point. |
Taint of Corruption | 7 | Shifter | Supernatural | W20 Core, pg 485 | Synopsis: Somehow, the Wyrm has touched you and left its taint upon your spirit. System: When other Garou invoke the Gift: Sense Wyrm, you register as strongly Wyrm-tainted. The taint is innate, and cannot be removed by a Rite of Cleansing (which serves only to make you ill and sore). Minions of the Wyrm trouble your sleep, attempting to lure you fully into the service of the Destroyer. You are at +2 difficulty on any rolls made to resist the powers of “fellow” Wyrmspawn — fomori powers, Black Spiral Dancer Gifts, Bane Charms, vampiric Disciplines, or the like. Only your pack can keep you from succumbing to the Wyrm, provided they give you their support and assistance. Ridding yourself of this Flaw requires a major quest and can provide the heart of a character-driven chronicle. |
Shark Teeth | 1 | Rokea | Supernatural | W20 Changing Breeds, pg 209 | Synopsis: Even in Homid form, the character’s teeth remain mildly pointed. System: This isn’t sufficient to do any extra damage, but it’s very noticeable. |
Cant Eat Solid Foodds | 5 | Ananasi | Supernatural | W20 Changing Breeds, pg 209 | Synopsis: For some reason, the character’s human digestive system doesn’t function; she lives on a diet of blood or liquefied flesh, and needs to consume much more of it than the typical werespider. System: The character automatically loses one blood point per day, and when her blood pool falls below three, she risks frenzying from hunger. |
Unsure Footing | 5 | Rokea | Supernatural | W20 Changing Breeds, pg 209 | Synopsis: The character just can’t get the hang of walking on two legs. She stumbles easily, and suffers from vertigo just looking up. System: All rolls involving coordinated movement on land (including combat) add 2 to their difficulty. |
Kinfolk Flaws
Flaw | Cost | Allowed | Type | Source | Details |
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Barren/Sterile | 4 | Kinfolk | Physical | W20 Core, pg 382 | Synopsis: For Kinfolk who serve werewolves as perpetuators of the species, inability to reproduce is a serious Flaw indeed. Not only does it carry a social stigma, it may also incur abuse, neglect, or even exile. System: Kinfolk who can’t reproduce lose a great deal of their value in Garou eyes. For obvious reasons, vampire and wraith who were Kin can’t take this Flaw |
Inferiority Complex | 1 | Kinfolk | Mental | W20 Core, pg 382 | Synopsis: Nope, you’re not worthy. Never have been, never will be. System: In situations requiring you to take charge or be personally responsible, all your difficulties are raised by one. |
Ulterior Motive | 2 | Kinfolk | Mental | W20 Core, pg 382 | Synopsis: Something other than love and respect for your Garou relatives and Kinfolk guides your actions. This “something” may be as simple as greed or a lust for vengeance; you could also be a traitor working for an outside agency. Whatever the case, this ulterior motive holds your ultimate loyalty. System: Should someone suspect things aren’t as they seem, you could be in big trouble. This Flaw makes a good complement for the Flaw: Dark Secret (W20 Core, pg 480). |
Outsider | 2 | Kinfolk | Social | W20 Core, pg 382 | Synopsis: Because of rumors (true or not), an ill-done deed, poor decision, or some other character flaw, you have a poor reputation among Kinfolk and Garou. They don’t necessarily hurt you, but they let you know you aren’t welcome in their camps or homes. System: Make all Social rolls involving interaction with werewolves and Kin at +2 difficulty. |
Veiled | 5 | Kinfolk | Supernatural | W20 Core, pg 383 | Synopsis: For some reason, you’re not immune to the Delirium. System: Gifts such as Part the Veil and the Rending of the Veil rite have no effect on you. You do receive a +1 bonus on the Delirium chart (p. 263) and retain all memories of what you see, but the sight of a Garou in Crinos form still invokes some sort of instinctive, uncontrollable reaction in you. This may convince Garou you’re not really Kinfolk, reduce your likelihood of finding a Garou mate, or throw your heritage into question. |
Wyrm Tainted | 4 | Kinfolk | Supernatural | W20 Kinfolk, pg 63 | Synopsis: Whether through your own twisted actions in the Wyrm’s service, an unfortunate hereditary blemish, or through sheer bad supernatural luck, you reek of Wyrm-taint. System: Because certain Gifts enable a Garou to identify you as marked by the Wyrm, most werewolves may try to kill you outright! This Flaw is not to be taken lightly. You should work with your Storyteller to determine how you acquired this taint, unless you want it to be a mystery to your character. |
Unscented | 1 | Kinfolk | Physical | W20 Kinfolk, pg 63 | Synopsis: For some reason, you have no noticeable body odor. Your scent is so faint as to be practically undetectable by animals and Garou. This may work to your advantage while hiding from scent-driven predators (and many humans may prefer a neutral-smelling person), this fact is a decided disadvantage among Garou. They are likely to instinctually distrust anyone without a scent, suspecting that he or she is using supernatural means to hide Wyrm taint. System: No Gifts, such as Scent of the True Form, can reveal you as Kinfolk. Among a group of people who rely heavily on their sense of smell, you have a distinct disability. |
Vampire Flaws
Flaw | Cost | Allowed | Type | Source | Details |
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Ghouls and Revenant Flaws
Flaw | Cost | Allowed | Type | Source | Details |
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Wraith Flaws
Flaw | Cost | Allowed | Type | Source | Details |
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