Draft
General Flaws
Flaw | Cost | Allowed | Type | Source | Details |
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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. |
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 |
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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. |
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. |
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. |
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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