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Flaws

Physical -

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Allergies (1 Pnt)

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 (1 Pnt) - Garou Only

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 Pnt)

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.

 

Bad Sight (1 or 3 Pnt)

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.

 

Blind (6 Pnt)

The world of sight is lost to you. You cannot see at all, so you automatically lose all ties where sight would be a factor (tests of manual dexterity, for instance). What’s more, you automatically fail any challenge that rely solely on sight, and the hunter code is obviously of no use to you at all. The Discern edge allows you to see again normally, if only for a time; at the Storyteller’s discretion, you may still be able to use your Conviction perceptions or even vision-related edges like Witness or Illuminate by developing your other senses to a higher degree instead. If you have this Flaw, you should wear a special tag or glasses to indicate its nature.

 

Child (4 Pnt) - Hunter Only

A true rarity among hunters, you were imbued as a child, between five and 10 years of age. This 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. Obviously, given enough time you will eventually grow out of this Flaw, so to speak, but until then you’re in for a multitude of headaches at least as bad as the protections and freedoms it provides. You must additionally take the Flaw Short (though you do get Free Traits for it), and a description tag of some kind is required to alert players to your tender age.

 

Chronic Illness (4 Pnt)

Whether acquired since the hunt began or a holdover from your life before, you suffer under a debilitating illness of some kind, from chronic fatigue syndrome to cancer, and as a result you tend to tire and injure more easily than most. You are two Traits down on all Athletics tests, as well as any tests involving absorbing punishment of any kind. You cannot have more than five Physical Traits if you wish to take this Merit, and may even lose them slowly as the chronicle - and your illness -progresses.

 

Color Blind (1-2 Pnt)

Colors 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 color at all, though color 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 of reference to describe colors at all.

 

Crippled Limb (3 Pnt)

More severe than simply suffering from a twitchy limb like the Lame Negative Physical Trait, you have extensive damage to one of your arms or legs. If one of your arms is injured, you suffer a two-Trait penalty on any actions that normally require two hands (firing a rifle, climbing a wall, etc.). You should also adopt a posture or prop that indicates your limb’s useless nature. If one of your legs is crippled, you can only take one step per action, you cannot run at all and you should probably take the Negative Trait Lame as well. Additionally, you should roleplay this impairment with a cane or a set of leg braces.

 

Deaf (4 Pnt)

You are completely deaf, and must use sign language or some other form of communication. On the plus side, this renders you immune to certain supernatural powers that rely on hearing to function, but you also suffer a three-Trait penalty on tests of perception and alertness. In addition, you are automatically Surprised by anyone who approaches you fromoutside your line of sight. Needless to say, you cannot possess any Merits or other Traits related to good hearing.

 

Deformity (3 Pnt)

A physical deformity of some sort not only mars your appearance, but makes physical activity difficult for you. You have one penalty Trait on challenge resolution for Physical Challenges, and two for Social Challenges. You should work with the Storyteller to define the nature of your Deformity (hunchback, club foot, etc.).

 

Disfigured (2 Pnt)

A hideous disfigurement mars your face, and your revolting countenance is hard to forget (try though others might). You cannot take any Appearance-related Social Traits, and you suffer a two-Trait penalty on all Social Challenges except intimidation when your face is visible. Makeup or a mask of some kind is recommended to ensure this Flaw has maximum effect, though a description tag will also do in a pinch.

 

Distinguishing Characteristic (1-2 Pnt)

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 makeup or description cards.

 

Elderly (3 Pnt) - Restricted

Most people are closer to the prime of their life when the imbuing strikes, but you’re the exception to that rule -while this means you can often offer advice on a wide range of topics, it has put a few limitations on your physical performance. While you might be just as strong or fast as your younger counterparts, you don’t have the stamina you once did; after any period of exertion (combat certainly included), you must make a Physical Challenge against seven Traits. Failure means that you must stop and catch your breath for at least 10 minutes, and suffer a one-Trait penalty to all actions until you do so. Likewise, your wound penalties are increased by one. This Flaw should be indicated by appropriate makeup or description cards.

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Hard of Hearing (1pt Flaw)

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.

 

Heavy Sleeper (1 Pnt)

On the plus side, when you want to sleep in, all the lawnmowers in the world won’t disturb a lazy Saturday morning in progress. On the negative side, however, chances are that a horde of rots beating down your door won’t stir you, either. Only striking or shaking you forcefully has any chance of waking you up, and even then you must win or tie a Simple Test to act the same turn as you awaken - on a loss, you cannot act at all that turn and count as Surprised on the one after that, reflecting how long it takes to shake the sleep from your eyes.

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Infertile (3 Trait Flaw)

You cannot bear or sire children. Metis cannot take this Flaw, as it's innate to their breed. This condition is irreversible by any means. The only way this can be worked around is with spirit chiminerge.

 

Insomniac (2 Pnt)

Sleep is a precious commodity for the imbued, but you have trouble getting even a few hours of sleep, and your daytime performance frequently suffers because of it. A Willpower test against a difficulty of five Traits is required before each session begins - if it fails, you are assumed to have gotten inadequate sleep the night before. Aside from the hours of frustrated tossing and turning or mindless infomercial watching this entails, you also suffer a one-Trait penalty on all Alertness-, Awareness- and Intuition related tests due to your dull senses and groggy thinking. This Flaw cannot be selected if you have either the Endurance Ability or the Vigilance edge, and if you acquire those Traits later, the Traits from this Flaw must be reassigned to another as soon as possible.

 

Lame (3 Pnt)

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.

 

Lazy (1 Pnt)

Why put off until tomorrow what can safely wait until next week? You despise physical labor of any kind, and even faced with arather pressing need you would rather debate what needs to be done for hours than actually get up off your posterior to get it going. Any time you are faced with doing work not directly relating to the hunt or to keeping your job (if you have one), you must make a Willpower test against four Traits-failure means that youcannot be bothered toperformsuch routine tasksuntil some time later.

 

Low Alcohol Tolerance (1 Pnt)

If someone opens a beer in the next room, you head starts getting fuzzy, and in general you tend to feel the effects ofalcohol 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.

 

Low Pain Tolerance (2 Pnt)

While you’re not necessarily any weaker than others, you have a much lower tolerance for pain than other people your size, and tend to cave in when confronted by the slightest period of discomfort. You suffer an additional one-Trait penalty whenever you are reduced below your last Bruised level, and have a similar penalty on all attempts to resist physical torture or intimidation as well.

 

Missing Eye (3 Pnt)

Whether by injury or defect, you are missing an eye or one of your eyes does not function. You are two Traits down on tests of depth perception, including ranged combat. Depending on the nature of your eye damage, you may choose to wear an eyepatch, or you may simply have one blind eye. Oddly enough, theDiscern edge allows you to see as though you still possessed both of your eyes.

 

Monstrous (3 Pnt)

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.

 

Motion Sickness (1 Pnt) - Hunter Only

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.

 

Mute (4 Pnt) - Restricted

You cannot speak at all. You should use sign language or write down your communications. You can explain your actions to a Storyteller or Narrator, but that is the limit of your speaking. Without Linguistics, you may not even be able to sign. You also cannot use any edges which rely on the spoken word to function, such as Bluster or Insinuate, unless your Storyteller allows you to come up with an equally compelling alternative for your condition. This can be a difficult Flaw to roleplay, so choose carefully.

 

No Sense of Smell/Taste (1 Pnt) - Garou Only

Your sense of smell or taste is completely gone, whether due to a genetic defect or some sort offreak 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 odors or tastes, as appropriate.

 

Non-swimmer (1 Pnt) - Hunter Only

Maybe you were raised somewhere in the Midwest, or perhaps you watched too many shark movies as a child, but either way you never learned how to swim and have no natural aptitude for it now. If thrust into an aquatic situation the best you can manage is a pitiful doggie paddle. You are two Traits down on all Athletics tests involving swimming, and might even panic if dropped into water.

 

Old Injury (2 Pnt)

At one point in the past you sustained a serious injury, and it continues to pain you to this day - you are at a one-Trait penalty on all Athletics tests due to discomfort, and should roleplay dealing with this old war wound accordingly.

 

One Arm (3 Pnt)

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.

 

One Eye (2 Pnt) - Restricted

Whether you were born with the defect or injured somehow, you have only one functional eye, the other being either missing entirely or adead-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.

 

Permanent Wound (3 Pnt) - Garou Only

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.

 

Poor Eyesight (1 or 3 Pnt)

Your natural eyesight is extremely poor, and you have a two+Trait penalty on all tests involving vision (including ranged combat tests). Obviously, you cannot have this Flaw and any Merits related to acute vision. This Flaw is worth one Trait if this difficulty can be corrected witheyeglasses or contact lenses, or three Traits if it cannot.

 

Poor Hearing ( 1 or 3 Pnt)

You have substantial difficulty hearing, and suffer a two-Trait penalty on all tests of hearing. Obviously, you cannot have this Flaw and any Merits related to acute hearing. This Flaw is worth one Trait if this difficulty can be corrected wirh a hearing aid, or three Traits if it cannot.

 

Poor Night Vision (2 Pnt)

Maybe your parents forbade you to go out at night, or perhaps you lacked the right vitamins in your diet, but regardless of the cause you have a terrible time getting around in low-light conditions. You are down two Traits on all tests made in dim light (such as those attempted by mere starlight or a simple flashlight beam), and suffer an additional one-Trait penalty on all combat conditions while fighting in low- or nolight conditions. Needless to say, this can be a devastating handicap when trying to adapt to your new life. The Discern edge eliminates this Flaw while active, although other vision-related edges such as Witness or Illuminate offer no such relief.

 

Shaky Hands (3 Pnt)

When you’re under pressure, your hands have a bad tendency to shake uncontrollably, making it difficult to perform actions that require any kind of manual dexterity (such as reloading a revolver or picking a lock). You may be as brave as the next hunter, but all the same you still suffer from this dangerous quirk, and are at aone-Trait penalty on all tests involving fine coordination. You must make a Physical Challenge against a difficulty of five Traits (retest with Firearms) to reload a revolver or shotgun during combat; failure means your turn is wasted and you must attempt to reload again another round.

 

Short (2 Pnt) - Restricted

You have trouble seeing over things, interacting with tall people and escaping notice due to your proportions. You can only take two steps in an action instead of three, due to your small size. You also have trouble reaching countertops and manipulating objects designed for normal people (like cars). You should wear a tag to note your condition if you are not actually that short.

 

Sickly (1 Pnt)

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.

 

Strict Carnivore (1 Pnt) - Garou Only

“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.

 

Vice (1-3 Pnt)

Somewhere along the line you got trapped in an addiction, and like it or not you still haven’t kicked the habit. The value of this Flaw depends on how common (and legal) the substance is, and to a lesser extent how addicted the character is to it. One Trait would indicate an addiction to a legal and easily obtainable substance, such as cigarettes or a $10-a-day coffee fixation. Two Traits indicates a legal or mildly illegal substance that impairs the hunter’s ability to carry on the hunt, such as marijuana or ecstasy. Three Traits indicates an addiction to a highly illegal and/or extremely dangerous drug such as heroin or crack. You are considered to always be under the effect of this substance (Storyteller discretion, but should be far more negative than positive overall), and should you be denied it you may begin losing Willpower or suffering Trait penalties temporarily as you go through withdrawal.

 

Wolf years (1 Pnt) - Garou Only

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).

 

Youthful Appearance (1 Pnt)

No matter how old you might be, you appear to be underage for many adult activities, and can count on being carded, looked down and otherwise harassed by those who believe you’re nothing more than a minor. You are one Trait down on all attempts to persuade others that you are in fact of legal age, as well as on all Social Challenges with those inclined to distrust young people (concert security guards, cynical police officers, etc.). If you do not already have an appearance that simulates up this Flaw, a description tag is recommended to alert other players to your apparent youth.

Social -

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Abusive Partner (2 Pnt) Hunter Only - Restricted

Monsters don’t just roam abroad - you live with a perfectly human beast at home, who abuses you physically whenever you’re home. Any time you spend the night at home, you must make a Simple Test - success means that you take no damage, while a tie means that you come into play next time with a level of bashing damage from the abuse. Aside from obvious social and psychological problems, this Flaw can also significantly impair a character’s healing times, and the Storyteller should make sure the character feels its weight appropriately.

 

Bad Liar (1 Pnt)

It’s said that children develop the capacity for deception as early as two years old, but your talent for fabrication hasn’t progressed much since that tender age. You might have obvious behavioral tell tales when you try to lie, such as stammering or blushing, or maybe you just tend to invent situations that are just too fantastic for anyone to give them credence. Regardless you should roleplay this difficulty whenever possible, and you are two Traits down on all Social Challenges involving deception in a social situation.

 

Bully (1 Pnt)

You like to throw your weight around and don’t see anything wrong with getting your way through social pressure or physical force when you feel like it. In addition to these charming traits, you don’t tend to deal well when compelled to follow a more forceful mentality, and tend to be a trouble maker when you’re not in charge. You’re one Trait down on all Social Challenges when you’re not the figure in charge, due to your irritation.

 

Compulsive Liar (2 Pnt)

Whether or not you’re good at it, you tend to inject your own special blend of the truth into what you say, ranging from little white lies to untruths that might potentially hurt others (especially when it comes to fellow hunters). At this point you might even believe the lies you invent, since you tell them so often. Regardless, you should roleplay this constant level of fabrication as best you can; additionally, in order to tell the complete truth for a scene, you must spend a Willpower Trait or win a Willpower Challenge against four Traits. This is also the case when you must tell a truth that openly exposes a previous lie.

 

Conspicuous Consumer (2 Pnt)

Saving money is difficult when there are so many cool things out there to buy, and you tend to tax your finances buying brand names and a host of products you don’t really need. Add two Traits to the difficulty of all tests related to using your Resources, and cut the amount of monthly allowance it usually affords you by a third to reflect the amount of money you spend.

 

Children (1 Pnt)

You have children who depend on you for the necessities of life, not to mention love and support. Fortunately for them, you treasure your role as a provider and take pride in being there for your kids; unfortunately, the demands of the hunt can quickly place a strain on your relationship with them, and no matter how they feel about it, the guilt of neglecting your responsibilities takes a terrible toll on you. This Flaw requires a lot of downtime attention to be significant enough to count, and should only be chosen if you and the Storyteller are willing to mind it often enough for it to have a real presence in the character’s life. (A good idea to start with is to have the player draw up a weekly schedule of his character’s obligations as well as the kids’ activities, which not only gives him an idea of the ways they might overlap, but also a framework for the kinds of actions he can perform in downtime without threatening his responsibilities.) If you go more than three days without seeing your kids, either due to the hunt or other obligations, you cannot regain Willpower until you have a chance to be with them again for a like amount of time. At the Storyteller’s discretion, this penalty may also apply for a time if you miss a particularly important event - championship game, class play, graduation, etc. - especially if you promised to attend or it would naturally be expected for a parent to be there.

 

Chronic Pessimist (1 Pnt)

Determined to make Eeyore look like Shirley Temple, you learned long ago that everything sucks, and what’s more, you’re happy to share this knowledge with others. Nothing ever looks like it’ll turn out right, and even if it does you’re sure it’s only because that success is a prelude to an even greater failure down the road. Even for one someone who knows that horrifying monsters kill people and poison the planet every day. Naturally, take delight in roleplaying this doomsaying at every opportunity, but remember that such fun does have a price: you’re down two Traits on all Social Challenges involving motivating people (such as Leadership challenges) or cheering them up in any way (such as Empathy tests) - it’s just not.. . you.

 

Chronically Late (1 Pnt)

Delays, delays, delays - something always seems to come up whenever you’re trying to get somewhere on time. This is as much a reflection of natural procrastination or inattentiveness on your part as it is external factors. Anytime you have an appointment to make, formal or informal, you must make a successful Willpower test against three Traits to be there on time-failure means you’re at least 10 minutes late. This can include entering the game later than other characters, if the time of your arrival is important. Alternately, the Narrator may choose to increase your effective travel times by as much as a third, to represent your inability to start a trip on time.

 

Chronically Shy (1 Pnt) Restricted

People? Eep! Above and beyond the Negative Trait of the same name (though you likely possess that as well), you’re incredibly wary of strange people, and even worse with crowds. You’re one Trait down on all Social Challenges with people you don’t know, and two Traits down on all Social Chalelnges that address a crowd of any kind. And yes, these penalties are cumulative for crowds that are composed of more strangers than familiar faces.

 

Clannish Family (1 Pnt) Hunter Only

Sure, your family loves and supports you, it’s just that, well, they don’t like outsiders much. It’s not that they’re necessarily mean, it’s just that they prefer to keep matters (and favors) within the family. This might not even have been much of a problem before, but since the imbuing they’ve noticed that you’ve been hanging around a lot with people they don’t know, or worse still, bringing these strangers home before the family felt comfortable with them. If your family constitutes or accounts for your Allies, Contacts, Resources or Roots, they flat-out refuse to do anything that requires them to directly or indirectly aid others outside the family, and will do their best to make outsiders feel uncomfortable whenever they interact with them.

 

Collaborator (1 Pnt) Hunter Only

Whether it was a devil’s deal to remove a larger threat to both sides, or just an innocent exchange of information, sometime in the recent past you’ve worked with one or more monsters to achieve your goals. Or maybe you haven’t, but word-of-mouth in the hunter community says you have, and for one reason or another it’s been impossible to prove otherwise so far. Either way, this reputation can put a serious strain on your relations with more conservative imbued, and the Storyteller should take care to inform other player characters of your supposed collaboration, so that they might roleplay their reaction accordingly.

 

Crude (1 Pnt)

You may be a trusted friend in private and valued ally on the hunt, but when it comes to situations that require a certain amount of manners or refinement, even your best friends try to pretend they don’t know you. You seem to break all the rules of etiquette, deliberately or otherwise, and thus are two Traits down on all Social Challenges in situations where tact or social grace are required. This Flaw can be taken in addition to Negative Traits such as Tactless or Obnoxious, because it reflects a general ignorance of social mores as opposed to a more specific difficulty with particular behaviors.

 

Cultural Snob (1 Pnt)

Yes, yes, we’ve all heard how much you appreciate fine art, classical music, the best wines and the sublime ambiance of a good French restaurant - the problem is, we’ve also heard how much abuse you heap on those who demonstrate the least bit of knowledge or enjoyment of pop culture. In short, it’s obvious to everyone that you’re a cultural snob of the worst sort, and you should do your best to roleplay this grating distaste for all things “popular” as well as possible. What’s more, when it comes to dealing with people who aren’t equally snobby about such things (read: just about everyone), you’re two Traits down on all Social Challenges.

 

Dark Secret (1 Pnt)

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.

 

Defensive (1 Pnt)

Whether from a lingering amount of immaturity or an endless drive for perfection (in your mind, at least), you have trouble taking responsibility for your actions. Any time anything goes wrong, you always find a way to blame someone or something else, and become downright hostile to anyone who tries to point out this tendency as well. You are one Trait down on all tests that would involve accepting responsibility for one of your failures, and one Trait down on all Social Challenges with someone who tries to point out this lovely habit of yours.

 

Dogged by Fringe Media (2 Pnt) Hunter Only

The truth is out there, but the sad fact is that lots of people went over the edge right along with it, and for one reason or another you’ve got one such “colorful” individual following you around. Worse still, this person is an amateur journalist for an paranormal Web site or ‘line of some kind, and thus while you needn’t worry about his work landing you on the front page of the local paper anytime soon, he can still draw lots of unwanted attention toward you, especially if monsters happen to monitor the local fringe media. What’s more, he has the most annoying habit of showing up just in time to witness something bizarre or difficult to explain, which naturally only fuels his curiosity further. You should work with the Storyteller to come up with some details about him and how the two of you met, although it will be up to the Storyteller to determine his true abilities and motivation.

 

Eccentric Appearance (1 Pnt)

Perhaps you run with a particular clique -Goth, punk, raver, etc. - or maybe you’ve just got a truly unique sense of style, but either way your appearance immediately makes you stand out in a crowd (at least among more ordinary folks). Aside from occasionally drawing negative attention from others who disapprove of your clique or style, you’re also easily remembered by other people. Any attempts to track you down through witnesses are two Traits up, and you cannot take the Everyman Background or the Forgettable Merit. Obviously, this Flaw also requires that you wear suitable costuming and makeup to mark your unique appearance, and repeated failure to do so will force you to buy off this Flaw.

 

Enemy (1 to 5 Pnt) Restricted

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.

 

Foreigner (2 Pnt) Hunter Only

While you might very well be fluent in the language and generally familiar with the customs, you are still not native to the area where you currently live (and hunt). You tend to be ignorant of small cultural details, and might have additional legal restrictions on you as well. Whenever you attempt Streetwise or Etiquette tests, you are two Traits down dealing with this strange foreign culture, and should adopt a distinctive accent or other mannerism that clearly marks you as a foreigner (without resorting to cultural stereotype).

 

Gambling Addict (1 Pnt)

You can’t help it - whenever there’s a possible wager on the table, you just have to take it. This is bad news because while you probably have extensive experience with gambling, you’re addicted to it as well, which means that you tend to lose a lot more than you win because you can’t pull yourself away from the table when you’re ahead. Aside from the obvious impact this might have on your Resources, you must also make a Willpower test against four Traits to pass up a chance to gamble. Once you’ve started, you must spend a Willpower Trait or make another test to stop gambling for any reason less than a direct threat, regardless of whether you’re winning (“I’m ahead now, so why stop?”) or losing (“I have to at least break even!”).

 

Ghoulish Sense of Humor (1 Pnt)

You have an highly active sense of humor, 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 behavior as well as possible, so long as you remember to keep all the jokes in character.

 

Honest to a Fault (2 Pnt)

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.

 

Hunted (3 Pnt) Restricted

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’tcareful), 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 ....

 

Icy Demeanor (1 Pnt)

Whatever that intangible quality is that makes people open up to others, you just don’t have it. No matter what you’re like on the inside, you habitually project a cool and hostile demeanor to those around you, and most don’t bother trying to get to know you any better than that. You are two Traits down on all Social tests with someone during the first scene that you meet them, due to your innate difficulty with presenting a likable face to others. This is distinct from the Callow Negative Trait in that it represents an ineptness at presenting yourself well rather than actual emotional isolation, though the two may be combined in to create a truly heartless and distant S.O.B.

 

Impractical Dresser (1 Pnt) Hunter Only

Nothing says your sense of style isn’t that great, but your sense of timing could definitely use an improvement, at least in regards to what you should - and shouldn’t -wear when on the hunt. Whether due to job constraints, wardrobe limits or simple force of habit, you always seem to be caught wearing high heels when you need to chase someone, or tight-fitting clothes that restrict your movements as you try to climb a chain link fence. Even some painful past experiences haven’t broken you of the habit. You are assumed to begin each session somehow attired inappropriately for the needs of the hunt, and thus are considered one Trait down on all athletic- or combat-related Physical Challenges unless you specifically acquire extra clothes in-game and take time out to change during the session. This Flaw should be simulated as safely as possible with appropriate costuming, but should you ignore or readily circumvent this Flaw too often you may be required to buy it off, as it is obvious that you have finally learned how to dress to kill (so to speak).

 

Infamy (2 Pnt)

You’re well known in the area that you live, but for all the wrong reasons. You might be a well-known criminal associate, or perhaps you were involved in a prominent local scandal that has never quite lifted from your reputation. While you won’t necessarily be attacked on the street, people do tend to look down on you or treat you with some hostility, and so you are two Traits down on all Social Challenges with those who know about your past. The Storyteller may also require you to wear a tag denoting your infamous status, to ensure that you get the kind of reactions that you deserve.

 

Inept (5 Pnt)

You are incompetent and unskilled. Until you buy off this Flaw, you may not buy your Abilities or Influences above one Trait.

 

Insensitive (1 Pnt)

Relating to people in an emotional context is an awkward and uncomfortable experience for you, and your typical method of avoiding such unpleasantness (being very blunt about everything) doesn’t usually do much to smooth things over either. Most of the time you wind up apologizing without knowing exactly what you did to offend someone, since you have a difficult time figuring out how other people are feeling. You are one Trait down on all Social Challenges with someone in the grip of a strong emotion of any kind, and two Traits down on all uses of the Empathy Ability (these penalties are cumulative).

 

Intolerant Neighbors (1 Pnt) Hunter Only

Your neighbors are every hunter’s nightmare: they like their neighborhood nice and peaceful and quiet, and don’t hesitate to call the authorities at the first sign of suspicious activity or even a loud party. This is generally up to the Storyteller to bring into play, but a hunter with this Flaw had best tread carefully in regards to some of her wilder activities lest the police or other agencies pay her an unwelcome visit. You cannot possess this Flaw and the Vibrant Neighborhood Merit or the Roots Background unless you have a truly strange living situation (and Storyteller approval).

 

Lustful (2 Pnt)

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.

 

Misinformed (1 Pnt) Hunter Only

Some time ago you latched onto a theory or idea that’s far from mainstream and/or flies in the face of accepted science, and for better or worse you’ve incorporated it into your worldview, so much so that you tend to interpret events through the lens of this belief. You need not be pushy about it, but you do truly believe in it, and will stand steadfast by it if it is ever called into question whenever you make an ability test that involves your skewed worldview (such as Science or Awareness), the difficulty is increased by two as you try to fit the events or information you’re seeing into your own perspective instead of vice versa. Note: You cannot take simply “the existence of monsters” as your skewed belief, though you might be able to persuade your Storyteller to allow it if your character passionately (read: blindly) believes that all monsters are actually space aliens from the planet Zorg or some similarly outlandish belief.

 

Mistaken Identity (1 Pnt)

They say everyone has a twin out there somewhere; problem is, yours is up to no good, and everyone knows it. You bear a striking resemblance to a notorious figure of some kind, whether a prominent criminal, infamous celebrity or even a feared monster or radical imbued. You must wear a description tag indicating this unfortunate resemblance. It doesn’t usually take much effort for others to figure out that you’re not your “evil twin,” but some hotheads or glory hounds might not stop to make the distinction before confronting you, and even then your presence is easily remembered by those who recognize you.

 

Moneygrubbing (3 Pnt)

Money makes the world go round, and you intend to ride the merry-go-round for all it’s worth. Everything is secondary to the pursuit of wealth, and you’re capable of performing some extreme things so long as there’s enough money in it for you. Any time you’re offered a bribe, even by a monster or other loathsome figure, you must either spend a Willpower Trait or make a Willpower test against six Traits to avoid accepting the bribe. This difficulty increases by one if you’re pretty sure the task required won’t hurt anyone (that you know of). In addition, you must make a similar test to avoid searching the bodies or dwellings of fallen opponents for valuables.. . Or looting fallen allies for the same.

 

Monstrous Connections (2 Pnt) Hunter Only

Most hunters spend nights out monster hunting, but you needn’t look far to find at least one of the creatures - you have to deal with one in your daily life, whether it’s your boss, a key family figure or another regular fixture of your existence. The creature doesn’t necessarily know what you are (yet), but it’s in a prime position to cause trouble for you should it choose to do so. This Flaw assumes that the monster is in some position where you cannot easily avoid it, if not actually in a role that your hunter would have a great deal of trouble justifying taking action against (such as a parent or child).

 

Needy Friends (1 Pnt) Hunter Only

Perhaps you’re just too soft-hearted to ever say no, or perhaps you have (or are perceived to have) time and money to bum, but regardless, you’re the one your friends and other non-imbued acquaintances always seem to come to when they need help. From posting bail to giving a ride to holding someone’s hand, their need for you never seems to end, and while you still consider them real friends as opposed to moochers, that only makes it less likely you’re going to break free any time soon. In game, the Storyteller may reflect this from time to time by temporarily lowering your Resources, asking for additional favors from an Ally or Contact, limiting your downtime activity between sessions or otherwise indicating how your friends need you as the chronicle progresses.

 

No Internet Access (1 Pnt) Hunter Only

Whether or not you’re familiar with computers or not, you have no ability to access email or the Internet of your own, and must rely on friends or local libraries to access this invaluable resources. Of course, this also makes it difficult for you to keep up with hunter-net, assuming you are even aware of it in the first place. The Storyteller may adjust the a mount of time it takes to use certain Backgrounds or Abilities to reflect the difficulty it takes to get in touch with you

 

No Phone (1 Pnt) Hunter Only

You do not have a regular phone number others can use to reach you, nor do you carry a pager or other electronic messenger. This can make it exceedingly difficult to track you down on short notice, and you must rely on other means such as e-mail or face-to-face meetings to keep in touch with your fellow hunters or plan for upcoming activities. The Storyteller may adjust the amount of time it takes to use certain Backgrounds or Abilities to reflect the difficulty it takes to get in touch with you.

 

Non-confrontational (1 Pnt)

Bringing up subjects you know others would prefer to avoid is acutely uncomfortable for you, and you often find yourself giving in and accepting compromises you regret later on down the road. It’s not that you’re weak, it’s just that you hate being thought of as causing unhappiness to those you care about, so much so that you will go to great lengths to avoid it if at all possible. Any time you find yourself the bearer of bad news or in need of telling a friend or love one some unpleasant things, you are two Traits down on all Social Challenges for the rest of the scene as a result of your hesitation and unhappiness.

 

Persistent Parents (2 Pnt) Garou Only

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.

 

Poor Judge of Character (2 Pnt)

No matter how hard you try, you always seem to fall in with the wrong crowd. Aside from (or perhaps including?) your fellow imbued, your “friends” tend to be moochers, petty criminals and other undesirables, and suffice it to say that your romantic history is probably long, tragic and highly repetitive. You are two Traits down on all Awareness-, Empathy- or Intuition-related Challenges in social situations, due to your difficulty in judging people correctly, and at the Storyteller’s discretion you may face occasional difficulties with Backgrounds such as Allies or Contacts if they involve your questionable associates.

 

Poor Online Demeanor (1 Pnt)

Sure, you’ve discovered hunter-net or a similar online community of the imbued, but now they almost wish you hadn’t- whether you intend it to be or not, your online persona is exceedingly grating and obnoxious to others, and they will aid you only grudgingly because of it. Add two to the difficulty of all attempts togather information or ask for aid from the online hunter community; what’s more, you are one Trait down on all face-to-face Social Challenges with other hunters who recognize you from your online postings.

 

Shy (1 Pnt)

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 center of attention, you must bid an extra Trait to initiate challenges.

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Speech Impediment (1pt Flaw):

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.

 

Stubborn (1 Pnt)

There are pit bulls, there’s ngmmmtis, and then there’s you- all three unwilling to let anything go once they’ve got a hold of it. All of your beliefs enjoy your full, unwavering support, and anyone who attempts to challenge them finds herself the recipient of as much grief as you can muster. Any time someone questions one of your beliefs, you are two Traits down on all Social Challenges with that character for the rest of the scene as you naturally close yourself off to her (not to mention the embarrassment if she’s actually right).

 

Superstitious (1 Pnt) Hunter Only

Whether a cautious trait you acquired since learning that monsters existed, or a habit you’ve had all your life, you adhere rigidly to a number of superstitions, to the point where you frequently attribute the success or failure of your plans to how well you adhered to “the rules.” You need not risk your life or the lives ofothers on these foibles, however. Not only should this tendency be reflected on a constant level in your roleplaying, but you are such a stickler for your superstitions that you are two Traits down on all Social Challenges with anyone who disapproves of them due to your conflict of belief. (As a rule of thumb, if you could imagine the person in question reacting incredulously or unfavorably to you performing one of your regular superstitions, this Flaw applies.)

 

Technophobe (2 Pnt) Hunter Only

You hate modem technology, especially computers, and you’re pretty damn sure it hates you right back. While you’re at home with tried-and-true things like cars and telephones, making any sense of cell phones, pagers, laptops or other newfangled gizmos is quite beyond you. You must make a Mental Challenge against five Traits to perform even simple tasks on a computer, ATM machine or other technological device you’re not comfortable with (which is most of them), and the Storyteller will probably restrict some of the Abilities you can take at character creation to reflect this deficiency as well.

 

Trusting (1 Pnt)

You can’t help it - you just naturally take people at face value, whether due to an optimistic view of people or just a limited amount of contact with people whose motivations aren’t as noble as yours. Not only do you take them at their word, but you also do such incautious things as accept rides home from recent acquaintances or walk through bad areas at night, simply because you truly don’t believe something bad will happen. You are two Traits down on all attempts to detect a lie or judge the character of someone you’ve met for the first time that session.

 

Ward (3 Pnt) Hunter Only

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.).

 

Wavering Faith (3 Pnt) Hunter Only

There was a time when you thought your faith could get you through just about anything, but that was before.. . .The horrors you’ve experienced since your imbuing have shaken your faith to the core, and you have trouble mustering courage of conviction when everything you once believed is so obviously wrong. After all, how could a loving deity allow monsters to roam free causing suffering and anguish? And it only takes one encounter with a ghost or a rot to see that the afterlife is obviously not how you always thought it was. Aside from the wonderful roleplaying opportunities this Flaw offers, all difficulties on Willpower tests of any kind are increased by one, due to your shattered sense of confidence.

Mental -

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Alimony Payments (3 Pnt)

Money you make goes right back out to your ex-spouse and your children (if any), and failure to keep up regular payments will result in having your assets frozen and your possessions seized by the authorities. You may never have more than three levels of Resources, no matter what your actual income might be, due to the economic hardship involved in meeting the payment schedule.

 

Amnesia (4 Pnt)

Prior to your imbuing, the past is a blank slate. You know nothing of your history, your family, your friends or foes. Your Storyteller makes up your character’s history, including the reasons for your Amnesia. The Storyteller may even keep your character record partially hidden, only revealing your Abilities, edges, Backgrounds, Conviction, Merits and Flaws when you try to use them (or when they come back to haunt you). In general, the only things obvious to you are the things you can see in the mirror.

 

Attention-Deficit Disorder (2 Pnt)

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 neednot 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.

 

Audit (1 Pnt) Hunter Only

Like it or not, you’ve become the subject of an audit by your government tax authority, and they watch your finances carefully for strange expenses or illegal maneuvering. Buying exotic or illegal equipment is extremely difficult, and the agency may bring you in from time to time to explain where your money comes from or how it is spent. Add two Traits to the difficulty of all Resources-related tests, as well as any transactions for illegal goods that total over $500.

 

Criminal Record (2 Pnt)

Rightly or wrongly, you have been convicted of several misdemeanors or perhaps a minor felony, and questions of rehabilitation aside this places certain legal restrictions on you as well. You cannot buy firearms legally, you can be brought in for questioning with the slightest of evidence, and depending on your particular crime and the place you live you might have to report yourself to the local police, newspapers or both. Needless to say, this can earn a lot of ill will from those who find out about you past, and you can expect to get nothing but grief from most police officers. You are two Traits down on all Social Challenges with law enforcement officials who know of your criminal past.

 

Depression (4 Pnt)

All hunters are threatened by feelings of depression at one time or another, but you’ve fallen into the trap to such a degree that at this point you think your feelings are perfectly natural (if not entirely deserved), and so you refuse to get help of any kind for your condition. This Flaw should not be confused with the derangement ofManic- Depression; the latter represents clinical insanity of one kind or another, while the former is “merely” a behavioral condition. (A character cannot possess both Traits; if one is acquired, the points for the other must be reassigned to other Flaws.) In any event, you do not regain Willpower naturally, but can only regain it by performing deeds in keeping with your nature or successfully completing great personal goals.

 

Dyslexic (2 Pnt)

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.

 

Eating Disorder (2 Pnt)

Whether a victim of cultural expectations or simply possessed of an unhealthy desire to stay trim, you have developed an eating disorder that is wrecking your body’s natural balance. You are two Traits down on all Stamina-related Physical Challenges, reflecting the weakness and malnutrition you’ve forced upon yourself.

 

Faint of Heart (3 Pnt)

You have a weak stomach for scenes of gore and carnage; even cheesy horror films can make you queasy, and when confronted by an actual scene of such depravity you must make a Willpower test against adifficulty offiveTraits to avoid losing your lunch. Failure means that you’re overcome with nausea for the next 10 minutes, and while youstillmay attempt other actions thanretching iftheneedisgreat, allsuchtestssuffer a one-Trait penalty while the sickness lasts.

 

Hatred (3 Pnt)

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.

 

Homeless (4 Pnt) Hunter Only

Just as it sounds, you have no permanent place to dwell, which means it’s a life on the streets or spent hopping from shelter to shelter for you. You cannot take the Resources Background at all, and cannot heal lethal damage naturally while living under these conditions. In addition, you must carry all of your equipment with you somehow, and if you do not you must hide it and make a Simple Test with the Storyteller-on a loss, your stash has been found and at least one item has been stolen.

 

Illegal Immigrant (3 Pnt) Hunter Only

Simple enough - wherever you live now, you don’t belong there, at least not as far as the law is concerned. If you’re ever arrested, there’s a serious risk of being deported to your country of origin, and you cannot hold down a job unless it pays you under the table. The Storyteller will most likely want to restrict your Backgrounds to reflect the difficulties you have being a non-citizen as well.

 

Illiterate (4 Pnt)

You cannot read or write your native language, and while you can recognize some common symbols such as traffic signs or warning labels, you are a great disadvantage when it comes to doing research of any kind, and will have trouble getting a decent Job job as well. You automatically fail all tests involving reading or writing. This Flaw does not affect your ability to understand the hunter code.

 

Immature/Old Before Your Time (2 or 4 Pnt)

You might be at the prime of your life as far as most people reckon, but for some reason you’re far short of your true potential, either due to lingering immaturity or conditions similar to the onset ofold age. For two Traits, you’re considered to be young for the purposes of determining Attribute and Willpower maximums, regardless of your actual age, and must grow up some and buy off this Flaw before you can exceed those limits. For four Traits, you’re considered old for the purposes of determining Attribute maximums, though not for Willpower maximums, and with time against yu it’s unlikely anything short of a serious miracle will ever correct the problem (i.e., buy off this Flaw). Only characters in the peak age group may take this Flaw, and the Storyteller may forbid it outright if she doesn’t feel it will make a substantial difference for a character.

 

Incompetent (3 Pnt)

You are absolutely terrible at one Ability, but unfortunately it seems like you’re the only one who doesn’t notice it. Perhaps you fancy yourself a master thespian when all your audience wants to do is crawl under their seats, or maybe you assume that a lifetime of playing violent roleplaying games has somehow made you a skilled martial artist. Choose one Ability when this Flaw is chosen - you believe that you have a proficiency of three levels or more in this Ability, but you cannot take actually any levels of this Ability during character creation, nor can you learn it during play until this Flaw is bought off. (It will take you some time to learn to walk the walk as well as talk the talk.) The plus side of this arrangement is that you do not need to spend a Willpower Trait to attempt challenges with this Ability, even though you do not have any levels of it, since you are so completely convinced you’re an expert in the field. However, your overconfidence paired with your utter lack of any real knowledge also means that you lose all ties involving this Ability, and with particularly important failures the Storyteller may require you to win or tie a Simple Test to avoid failing in some truly spectacular way. Naturally, until this Flaw is bought off you are quick to deflect any failures or perceived lack of expertise on your part, and will come up with no end of excuses or rationalizations to maintain your self-deception.

 

Language Barrier (2-3 Pnt)

You cannot speak the language or dialect of the area you operate in, which means that you must rely on clumsy guidebooks or translators in order to get your point across. For two Traits, you can read the language but have trouble using it in conversation (you’re at a two-Trait penalty on all related Social Challenges); for three Traits, you can neither speak it nor read it. Needless to say, you cannot learn the local language any further until you buy off this Flaw.

 

Low Self-Esteem (3 Pnt)

No matter your actual talents or strengths, you have trouble realizing your real worth, and tend to be down on yourself as a matter of habit. Others may try to cheer you up temporarily, but that can make it even worse if you realize what they’re doing, and you don’t even gain much satisfaction from applying yourself according to your true nature. Any time you would gain Willpower from a great success or acting in accordance with your Nature, you must make a Willpower test against five Traits - failure means that you do not earn the bonus after all, as a reflection of how much you downplay yourselfor your role in events. This penalty does not apply to Willpower you regain naturally by resting.

 

Lunacy (2 Pnt) Garou Only

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.

 

Medicated (1-5 Pnt) - Kinfolk & Hunter Only

You require some form of medication to stay healthy; exactly how often you require it (not to mention how difficult it is to acquire) determines the value of this Flaw. One Trait indicates a medication that matters for long term health but which has little impact on everyday life, such as cholesterol medication; three Traits indicates something more serious, such as heart or liver pills; five Traits means that your character requires daily doses of medication to keep her alive, such as insulin for a diabetic. Missing a day’s worth of medicine inflicts a level of bashing or lethal damage, depending on the seriousness of the condition. This damage cannot be healed until the character gets back on his medication, at which time it heals at a rate of one level every 12 hours.

 

Nightmares (1 Pnt)

Hideous nightmares about monsters stalk through your mind whenever you slumber. At a Narrator’s discretion, you may suffer nightmares so bad that you are unable to sleep restfully, causing you to be two Traits down on the first test you make against monsters that day. Acrafty Storyteller is usually quick to take advantage of this Flaw to introduce all sorts of mood and foreshadowing as well. You may possess this Flaw and the Vigilance edge or Endurance Ability -you may need less sleep, but it’s still as bad as a full night’s rest when you finally close your eyes.

 

No Sense of Direction (1 Pnt)

Maps, compasses, heck, even GPS technology and a personal guide - none of it does you any good, you still get lost all the time anyway. You have trouble keepin your bearings in all but the most familiar surroundings, and are two Traits down on any tests to navigate or otherwise try to feel out your way to a location. This doesn’t include trailing a target, though it might make for an interesting trip home, especially if he went through some bad parts of town.

 

Overconfident (2 Pnt)

Maybe you’re a talented individual who’s just a bit too sure of himself, or perhaps you’re just a show-off with an thoroughly unfounded opinion of his own merit, but either way you tend to underestimate your opposition at the same time that you overestimate your own capabilities. This can be a dangerous Flaw indeed when the hunt is involved, and once per session the Narrator may secretly add three Traits to the difficulty of one test to reflect how your inflated opinion of yourself has led you to draw the wrong conclusion about your situation. You also tend to jump in where others would hold back for at least a moment or two, which can lead to a short hunting career indeed.

 

Pack Mentality (2 Pnt) Garou Only

Your identity is intrisically 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 packmates 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.

 

Phobia (1 or 3 Pnt)

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 packmates 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.

 

Political Extremist (1 Pnt) Kinfolk & Hunter Only

You are a known member of a suspicious or feared organization such as the Klu Klux Klan. This naturally causes non-members to hold unpleasant views about you, and you are two Traits down on all Social Challenges with people who dislike the organization you belong to. In addition, you can expect curt treatment at best from local law enforcement, and while you might have no criminal record yourself, the local authorities will have an open file on you, regardless. You might even be targeted by undercover surveillance at different times if your organization begins attracting attention to itself, and the Storyteller may decide to restrict certain Backgrounds based on what people would trust you with.

 

Poor Sense of Time (1 Pnt)

It’s very difficult for you to estimate the passage of time without a clock on hand, and as a result you tend to over or underestimate how much time has passed by five minutes or more, which can be a critical mistake when you’re attempting to go along with a tightly planned operation. This Flaw largely relies on the player to roleplay correctly, though the Narrator may impose a one-Trait penalty on all tests involving estimating the passage of time correctly, including demolitions work or arriving at the right time to rescue a fellow hunter.

 

Primary Breadwinner (2 Pnt) Hunter Only

Your family counts on you to bring home the income it requires make ends meet, and you simply must have a regular job of some kind to do that, the needs of the hunt be damned. At least two levels of your Resources rating must be dedicated to supporting your family, and should that Background fall below that level your family will begin to suffer for it. If that ever becomes the case, increase the difficulty of all Willpower tests by one due to the shame and guilt you feel over letting your family down in such a fashion.

 

Probation (2 Pnt) Kinfolk & Hunter Only

At least it got you out of larger trouble, but making a deal for probation does have its bad side as well - you must report to your case officer on a regular basis, and submit to random searches of your residence or person when the court deems it necessary. Not only that, but you must demonstrate a commitment to becoming a model citizen as well: hold down a job, keep up with debt, not being seen any place suspicious, etc. Needless tosay, thiscanmakealotofhuntingactivitiesquitedifficulttogetaway with, but as the price for getting caught is most likely being tossed in jail, it’s a balancing act you’re going to have to become quite good at if you wish to go far.

 

Revoked Driver’s License (1 Pnt)

Whether you lost it due to a poor record, or never bothered to get it in the first place, you do not have a driver’s license of any kind, and if caught driving the police will immediately arrest you and impound your car. Needless to say, this can be a serious impediment to your hunting plans, not to mention a substantial limit on your mobility in general.

 

Short Fuse (2 Pnt)

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.

 

Slow Learner (3 Pnt)

Regardless ofhow intelligent you might actually be, you have trouble getting your mind around new concepts as quickly as others, and can drive even patient instructors to distraction as you plod along. It costs an extra Experience Trait to learn a new Ability, and if you spend Experience to raise an Ability it does not actually increase until the session after next, reflecting how long it takes you to put what you’ve learned into practice.

 

Soft-Hearted (1 Pnt)

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 consider a 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.

 

Sunday Driver (1 Pnt)

As much as they might love your company, your friends never want you to drive - maybe you’re fussy about obeying the speed limit and every other possible traffic regulation you come across, or perhaps you’re the exact opposite, and pay dangerously little attention to things like lane dividersor oncoming traffic. Either way, you’re down two Traits on all Drive tests involving high speed chases or other complicated maneuvers.

 

Territorial (3 Pnt)

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.

 

Uninsured (2 Pnt) Kinfolk & Hunter Only

You carry no insurance of any kind, either due to a lack of sufficient funds or a personal decision. Should you require medical attention or be involved in an accident, all the resulting costs must be paid out of your own pocket. Such tremendous drain is likely to reduce your Resources rating by at least one or two levels, perhaps even permanently in the case of serious or long-term expenses.

 

Wanted by Law Enforcement (3 Pnt)

Well, now you’ve done it (or maybe not, but it sure looks like you did) -you‘re the prime suspect in a felony crime, and the police are actively searching for you. That means living a fugitive’s life from night to night, as your assets are frozen, your regular hangouts watched closely and your known associates might be called on to provide your whereabouts. It is assumed in this Flaw that for one reason or another you cannot simply walk into the police station and clear up the matter, even if you happen to be innocent. Indeed, this Flaw cannot be bought off at all unless you either undergo the long and difficult process of clearing your name, or you somehow deflect official attention in a big way (flee the country, fake your own death).

 

Weak-Willed (3 Pnt)

”A hero? Who, me?” When others would rise to the occasion and summon the grit to carry on, more often than not you have trouble getting as far as the gritty part to begin with. Whether due to guilt over some past failure or just a difficulty in seeing yourself as worthy to take big chances, you have trouble rising to meet the kinds of challenges the imbued are faced with daily. Add two Traits the difficulty of all Willpower tests, and you cannot possess a Willpower rating higher than six so long as you still have this Flaw.

Supernatural -
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Banned Transformation (1 to 6 Pnt) Garou Only

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 Pnt)

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 in the 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 Pnt) Garou Only

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 Traitmay 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 Crinoswhen you enter frenzy. The forced transformation should always be inconveniencing at the very least.

 

Mark of the Predator (2 Pnt) Garou Only

Your nature marks you among animals. Herbivores shy from you, and other predatorsviewyouasapotentialthreat. Youmay neverpurchase the Ability AnimalKen.

 

Sign of the Wolf (2 Pnt) Garou Only

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. While in Homid or Glabro forms, you suffer an additional -2 penalty to your interactions with normal humans

 

Haunted (3 Pnt)

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 Pnt) Garou Only

For some reason, your Crinos form doesn’t trigger the Delirium in normalhumans. 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 Pnt) Restricted

Your life will end very badly, and your fate is sealed. Worse yet, you have dreams and premonitions ofyour futuredemiseor 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 Pnt) Restricted

You either had a run-in with minions of the Wyrm or are acorrupt 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.

Some players will naturally look at this extensive list and see right past the sea of roleplaying opportunities before them, focusing instead on the fact that it’s often possible to load up on related Merits and develop a character who gets an absurd amount of bonus Traits or difficulty breaks in some fairly common and/or potentially unbalancing circumstance. (“I have Acute Sense: Vision, Ability Aptitude: Fiream, Good Night Vision, Lucky and Daredevil - that basically means I’mup 10 Traits on all shots I take at night and have at least one free retest

for each one, right?”)

 

For sake of retaining some semblance of fairness, then, assume that bonus Traits or difficulty reductions from multiple Merits do not stack unless noted in their description, or if the Storyteller specifically allows such combinations to occur. As a rule, only the largest benefit applies, and in the case of a tie the hunter may decide which benefit he receives.

 

This should restrain the urge some players have to build invincible super-characters, while still permitting players to take related Merits if they desire.  Naturally, this limitation does not apply to the penalties earned from having multiple Flaws that come into play simultaneously; the poor bastard must just suffer through his abominable luck somehow, and pray that his weaknesses don’t line up like that ever again.

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