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setting:werewolf_flaws

Ability Deficit (5pt.) ==== Whether due to poor education, lack of opportunity, or simple laziness, you’ve fallen short of your potential. 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.

Animal Musk (1pt.) ==== You have the odor of an animal, even in Homid form. 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.

Anosmia (1pt.) ==== Whether from birth or due to some illness or accident, you’ve lost all sense of taste and smell. 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.

Banned Transformation (1-6pt.) ==== Some circumstance, event, or situation inhibits your ability to change forms, except to return to your breed form. To overcome the restricting factor requires the expenditure of a Willpower point and a successful Willpower roll (difficulty 8). Some examples of triggers and their relative point costs include:

  • Relaxing music (1 point)
  • In the vicinity of wolfsbane (2 points)
  • Unless you spend a Rage point (3 points)
  • When around silver (4 points)
  • During the day or during the night (5 points)
  • When the moon is not visible (6 points)

Barren/Sterile (4 pt.) ==== 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. 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.

Camp Enmity (1pt.) ==== You have earned the attention and disfavor of a particular Garou tribal camp. Perhaps you’re a former member of the camp, or have refused to join them and they feel slighted. Perhaps they feel you’ve done them wrong, or the camp you are a part of is ideologically opposed to what they stand for. Regardless, all Social rolls when interacting with that camp are made at +1 difficulty. You may not already be a member of this camp when you first take this Merit, although you can become recruited (or re-recruited) into the camp during play at the Storyteller’s discretion. You may take this Merit multiple times for different camps. Storytellers are encouraged to incorporate Storyteller characters of the appropriate camp into their storylines, so as to make this a meaningful Flaw.

Docile (1-3pt.) ==== Your distance from “the wolf” dampens the fires of Rage within you, hampering your ability to access them in Gaia’s service. For every point of Docile you take, your maximum Rage is lowered by 2, and can never be bought above that level. Others may see you as “domesticated” or “more dog than wolf” and react with derision.

Double Jeopardy (3pt.) ==== 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. 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.

Foe from the Past (1-3pt.) ==== You have inherited an enemy, not because of anything you’ve done, but because one of your ancestors incurred his wrath. The strength of the enemy determines the point value of the Flaw.

  • (1 point) A werewolf hunter whose parents were killed by your forebear.
  • (2 points) A mage whose mentor suffered at the hands of one of your ancestors.
  • (3 points) A powerful vampire or spirit creature who has sworn a vendetta against your family line. You should work with the Storyteller to come up with a logical backstory surrounding your ancestor’s enemy, since encounters with your foe may provide an ongoing story arc for your chronicle. You must possess the Ancestors Background to take this Flaw.

Forced Transformation (1-2pt.) ==== Certain circumstances force you to undergo an uncontrollable shift in form. You may resist the change by spending a Willpower point, but once you have made the forced change, you may not change back until the triggering situation has passed. You may use the following examples or design your own circumstances and point costs (with Storyteller approval).

  • The full moon forces you to assume your Crinos form. (2 points)
  • You automatically change to Crinos when your auspice wanes (2 points)
  • Sexual arousal stimulates a forced change (1 point to Glabro; 2 points to Crinos; 2 points to Homid if you are a lupus)

Harano Prone (4pt.) ==== Characters suffering from this Flaw are prone to bouts of deep depression, indolence, and mood swings. You must make a Willpower roll every scene in which you suffer some form of setback. If the roll fails, you fall into a bout of temporary Harano. You may become morose and inactive, or suddenly spring into self-destructive activity. Your perceptions go awry, causing you to lose a die from every dice pool. If you botch the Willpower roll, you also acquire a temporary derangement (see below). You may delay the Harano attack for a single scene by spending a Willpower point.

Inferiority Complex (1 pt.) ==== Nope, you’re not worthy. Never have been, never will be. In situations requiring you to take charge or be personally responsible, all your difficulties are raised by one.

Insane Ancestor (1pt.) ==== An insane ancestor of yours occasionally takes over when you seek help from the spirits of your forebears. Usually, this ancestor appears only under certain common circumstances, such as when Black Spiral Dancers threaten you or whenever a certain common rite is performed in your presence. When the Storyteller deems this circumstance has come about, roll your Ancestors Background, difficulty 6. Any successes indicate that your ancestor takes control of you for the scene, or until someone recognizes what is happening and manages to convince him to relinquish control once more. You should create your ancestor, name him, and describe his madness. You may spend a Willpower point to stifle the ancestor-spirit for the scene. You must purchase the Background: Ancestors to take this Flaw.

Mark of the Predator (2pt.) ==== You give off emanations of a predatory nature. Herbivores shy away from you, while carnivores see you as a potential threat and may offer challenge. You may not possess the Skill: Animal Ken.

Metis Child (4pt.) ==== You begin play as the parent of a metis cub from an illicit relationship with another Garou. You need to decide the circumstances surrounding the birth of the child —who the other parent is, when this happened, if you are currently attempting to raise the child in your own sept, or if the cub was fostered out to another sept to avoid further embarrassment. The effects of this Flaw include a two dice penalty to any Social rolls made regarding Garou who know of your child, as well as the additional burden of being required to take responsibility for your cub’s welfare (you miserable charach). As a Litany-breaker, you will probably be unable to hold any important sept offices or be trusted with important tasks, no matter how much you strive to prove yourself. Metis characters cannot take this Flaw. If a character sires or bears a metis cub during the events of the chronicle, the penalties of this Flaw may apply, but no bonus points are granted for it.

No Partial Transformation (1pt.) ==== 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. You can only change into the complete form.

Outsider (2 pt.) ==== 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. Make all Social rolls involving interaction with werewolves and Kin at +2 difficulty.

Pierced Veil (3pt.) ==== Unlike most Garou, your Crinos form does not trigger the Delirium in mortals. This makes you particularly vulnerable to werewolf hunters, who may find it less difficult to pursue you back to your caern, putting the members of your sept in considerable danger.

Persistent Parents (2pt.) ==== Most werewolves, unless they have Kinfolk parents, sacrifice their family ties after their First Change, in order to protect the Veil. Your parents, however, have not given up on you. They may hire detectives to find you, plaster posters with your picture on it around town, pester radio and television stations to run public service ads, or dedicate websites and utilize social media to recruit the aid of the internet in order to try to find you. They may be ignorant of your new life, suspecting instead that you have run away, joined a cult, or been kidnapped. They may instead have ties to Pentex or other organizations with ulterior motives in locating you. Only homids may take this Flaw.

Short Fuse (2pt.) ==== You are closer to the Wyrm than most Garou; your Rage burns hotter within you than most. 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.

Sign of the Wolf (2pt.) ==== The folklore of werewolves holds true as far as you’re concerned. Like the shapechangers of myth and legend, you possess eyebrows that meet in the middle of your forehead, hair grows on the palms of your hands, and the second and third fingers of your hands are the same length. You may even manifest a pentagram on your palm before and during your auspice’s phase of the moon. While most people may simply wonder at these bizarre physical manifestations, werewolf hunters who notice these signs suspect your true nature.

Slip Sideways (1pt.) ==== You find it difficult to control travel between the physical world and the Umbra, sometimes entering the spirit world when you don’t intend to. When stressed and near a reflective surface, you must roll Wits + Occult (difficulty 7) to avoid shifting into the Umbra unintentionally. In order to overcome the Gauntlet, you must still roll your Gnosis, but the difficulty is 1 less than usual. If you deliberately try to step sideways, you do so at the normal difficulty.

Strict Carnivore (1pt.) ==== “Vegetarian” is just another way of saying “lazy hunter.” 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.

Taint of Corruption (7pt.) ==== Somehow, the Wyrm has touched you and left its taint upon your spirit. When other Garou invoke the Gift: Sense Wyrm, you register as strongly Wyrm-tainted. The taint is innate, and cannot be removed by a Rite of Cleansing (which serves only to make you ill and sore). Minions of the Wyrm trouble your sleep, attempting to lure you fully into the service of the Destroyer. You are at +2 difficulty on any rolls made to resist the powers of “fellow” Wyrmspawn — fomori powers, Black Spiral Dancer Gifts, Bane Charms, vampiric Disciplines, or the like. Only your pack can keep you from succumbing to the Wyrm, provided they give you their support and assistance. Ridding yourself of this Flaw requires a major quest and can provide the heart of a character-driven chronicle.

Territorial (2pt.) ==== 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. 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.

Ulterior Motive (2 pt.) ==== 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. 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

Veiled (5 pt.) ==== For some reason, you’re not immune to the Delirium. 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 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.

New Tribal Flaws

These are the tribal flaws that you could take, to make your character more interesting, these can be picked up at character creation and earned IC.

Black Fury

Inauspicious (1 point flaw) Like the Medusae, the first pack of Black Furies, you embody your auspice. To your detriment you find it difficult to learn gifts from other auspices and are suspicious of the devotion of other tribes to their moon phase. In order to learn an out of affinity auspice gift you must be instructed by another Black Fury.

Blinding Rage (2-point flaw) You exemplify the tenacity of Lyssa the primordial deity of blind rage from Greek mythology. Once you enter an anger frenzy it is impossible for you to willingly change targets. While in anger frenzy you must continue to target the last character whom you attacked prior to entering anger frenzy, until that target is incapacitated or dead. While that target remains in line of sight you may not initiate offense challenges against another opponent. If you are blinded or your original target is incapacitated or no longer in line of sight, you will refocus on the next closest target.

Double Down (3-point flaw) All Black Furies have a passionate desire to fight against prejudice, to avenge violations of the sanctity of the Wyld, and to protect the weak and helpless. Your passion burns hotter and longer than your sisters. When your tribal weakness is triggered, its -2 dc and dc 8 Wp roll.

Bone Gnawer

Pack Rat (1 point flaw) The term packrat originates from the North and Central American woodrat who accumulate sticks, bones, small metal objects and innumerable other items into collections called middens. Like the woodrat you collect junk and worthless items. Your pockets are always full of useless rubbish and anywhere you dwell is likely knee deep with clutter and miscellany. You defend your collection of items with claims of preparedness, but your collection grows far faster than you find uses for it. Whenever you leave a location that you do not have familiarity with you will consciously or subconsciously take a memento adding it to your midden. This item can be of any size you can carry. Small things tend to be pocketed on a whim. Larger items tend to be taken for an obvious (to you) imminent purpose. If you leave an unfamiliar location without adding to your midden you immediately lose a point of Willpower. Ratkin are also known to possess this flaw.

Without a Paddle (2-point flaw) Nothing is ever where you put it. Far be it for you to ever have actually anything you need for a task. Your struggle transcends a typical member of your tribe. Sometimes you wonder if people aren’t stealing from you. A Bone Gnawer with this flaw may never purchase the Resources Background. In addition, she may never possess any mundane equipment worth more than $10 dollars per item for longer than 24 hours. After acquiring such an item, you either lose it, forget where you put it, or it mysteriously vanishes. At your Storyteller’s discretion the item may turn up again at a future game session, but never at an opportune time.

Jackal’s Blood (3- or 5-point flaw)

If not for bad luck you would have no luck at all. Some might call it a losing streak; you call it Tuesday. Once per game session your Storyteller will designate a challenge or action you are undertaking to be an automatic failure. This failure or the events that follow it will always be grandiose, monumental, and typically embarrassing. This failure can occur in combat but only if the resulting damage is 3 or less (aggravated or normal) and only affects you. If you wish for even harder challenge and worse luck page 81-82 of Bone gnawer revised tribe book can be used

Child of Gaia

Devotion of Peace (1 point flaw) The Litany is well known and adhered to by all Garou. The Children of Gaia have an unspoken, additional tenant to the Litany: “Create and pursue peace whenever possible.” A lifetime of obedience to this belief has tempered your rage. A Child of Gaia character with this can’t use rage for first rage of combat. Nor during combat can they gain rage through non-gift means.

Ahimsa (2-point flaw) Nonviolence is a key virtue in many cultures including Jainism, Hinduism, and Buddhism. Ahimsa is a nonviolent ideology that states all living beings have a spark of divine spiritual energy and to hurt another is to hurt oneself. You have taken a vow never to kill another living thing. If you directly cause or aid in the death of another living thing, including plants, insects, and animals you immediately lose one Willpower and make a Wp roll for Harano.

Burned Out (3-point flaw)

You’ve had enough with the peace, love, and happiness schtick. The world is going to hell in a handbasket, and you are just hoping to somehow survive another day. The burden of your existence hangs heavy on your shoulders. While you possess at least one level of Harano you can no longer spend Willpower.

Fianna

Morrigu’s Flock (1 point flaw) The Morrigu is often referred to as the Great Queen and was an important figure in ancient Celtic history, taking on the avatar of a great carrion crow. A triune spirit the Morrigu has three aspects Macha, (the personification of war), Badb (fury) and Nemain (venom). A Fianna with this flaw must choose one of the following three bans: • One of the Flock: You cannot harm a crow, raven, or similar spirit, unless it is Wyrm tainted. • Friend of Feathers: You must always assist a Corax (unless it is a Fallen Corax) if petitioned and the request is something reasonable and able to be accomplished. Requests like kill yourself or fly to the moon are requests the Fianna may safely decline. • Fearless: You may never show fear unless supernaturally forced to. Breaking your chosen ban causes you to immediately lose 1 point of Willpower.

Ends of the Earth (2-point flaw)

Herne the Hunter is a relentless spirit who appears as a man surrounded by hounds, adorned with a headdress of stag antlers, and armed with a great spear made from boar tusks. He is renowned for his tenacity when hunting the Wyrm, never giving up until his quarry is brought low. A Fianna with this flaw will never stop when on the hunt for enemies of the Wyrm. Should her quarry escape, she refuses to give up, designating at least one escaped target and continuing to pursue them, either by physical chase or investigative tracking. If she is forced to pause the hunt for her enemies, she suffers a -2 penalty to all offensive test pools until she regains the scent of her prey and begins the Hunt again, the prey is killed, or she admits her loss. To abandon a still-living target, she must commune with a spirit of the hunt, perhaps Herne himself, explaining her failure and giving chiminage for it.

Rule of Three (3-point flaw)

Garou recognize the importance of the number three; the three fundamental forces of the Wyld, Weaver and Wyrm, the three forms of the Goddess (maiden, mother, and crone), many totems have three aspects, and many rites require three days of preparation. The Fianna even espouse the three virtues of Hospitality, Generosity and Bravery. A Fianna with this flaw becomes obsessed with the importance of three and to a lesser extent its multiples, except for nine which is a particularly powerful omen. They insist on being in packs of three (or a multiple of three), they will knock on a door three times before entering, etc. In addition, they attribute significance when things appear in multiples of three, even if there is none. Three dogs digging through a dumpster? Must be something in there. Four possible doors to open? It’s probably the third one. This obsession becomes problematic when a Fianna cannot easily find a representation of three (or its multiples) in her line of sight. She becomes distracted and paranoid, suffering a -3 penalty to all test pools as she continues to search for a representation of three. While she can easily mitigate this concern by carrying three of the same weapons, or only working in groups of three, her obsession with the number manifests constantly in other ways.

Get of Fenris

Child of Ratatosk (1 point flaw) The clever squirrel Ratatosk is renowned for his cleverness. He sees all, hears all and keeps himself safe by navigating secret pathways through the World Tree. He is small and puny, but he is crafty and will do anything to survive. Whenever you fail a challenge that causes you to enter an anger frenzy you instead enter a fox frenzy. This doesn’t happen if you thrall.

Wotan’s Curse (2-point flaw)

Your ancestors were among those that fell, destroying Odin the One Eye. They witnessed the dark forces that allowed Odin to resurrect his fallen warriors as undead. They saw the unspeakable monsters summoned from the spirit world. That memory lives on in a Get of Fenris who possesses this flaw. Wraith’s, zombies, vampires, and other undead creatures get -1 dc to their test pools against you.

Kill It with Fire (3-point flaw)

Galliards of the Get of Fenris tell many tales of Odin Glad-of-War including his unearthly ability to bring to life the corpses of hanged men. Some stories of the ancient battle tell of Odin’s unstoppable army. Fenrir would destroy Odin’s warriors only for him to raise them back to life. A Get of Fenris with this flaw is obsessed with destroying the corpses of his enemies with fire to prevent them from rising again. Any time you do not set flame to a fallen enemy that is a known agent of the Wyrm you lose 1 point of Willpower for a week.

Glasswalker

Blue Screen of Rage (1 point flaw) Stop code: CRITICAL_PROCESS_DIED. Your PC (player character in this case) ran into a problem that it couldn’t handle, and now it needs to restart, and probably participate in a moot. Your character has a short fuse when it comes to computers and other devices failing to perform their duties. Whenever your character fails a check using a pool that involves the Computers Skill you immediately have frenzy check at -1 dc. In addition, if for any reason a computer or similarly modern technological device such as a smart phone locks up while you are using it, you immediately have frenzy check at -1 dc.

Alt F4 (2-point flaw)

For all its talk about systems, control and procedure, the technology the Weaver holds dominion over is fickle and frustrating. Sometimes you just need to start over from scratch. There is no telling what programs are running in the background, how much available memory is already used up, or if any uninstalled updates will throw a wrench in the works. It’s better to just start from the beginning than risk getting halfway through and then having to restart. Any time you begin using a computing device that you do not have Familiarity with, that is at least as complicated as a modern cell phone, you must reboot the device. If you fail to do so you immediately lose 1 point of willpower. This may require waiting for pending updates to install or require you to enter login passwords you don’t have. To have familiarity with an object you must spend 5 minutes interacting with it on 3 separate occasions, the last occasion happening within the last 30 days.

Freedom of Information Act (3-point flaw)

Secrets don’t make friends and you abhor them. A level playing field is the only honorable way to victory. You will not keep information private and to yourself. For no other reason than the risk of dying without having a backup of your information. You may not keep secrets to yourself, any information you come across you must tell someone within 24 hours of learning. Failure to do so causes you gain a rage and to make a frenzy check at -1 dc every 24 hours until you divulge to someone. The storyteller may delay this for any reason such as ooc reasons like time or player availability within reason. This will most often be a pack member or a ranking member of your sept. In addition, you tend to announce your plans whether anyone wants to know them or not. In the first round of any combat scenario, you blurt out your general intentions. This does not require you to take an action, but this brief soliloquy cannot be used to activate powers or give orders. You may spend a Willpower to keep your intentions to yourself for the remainder of the combat scenario. Unless you have spent a Willpower in this way you cannot participate in a Surprise Attack.

Shadowlord

Cards on the Table (1 point flaw) While the Shadow Lord tribe places a high emphasis on tactics, manipulation, and cunning, you’ve just never been good at hiding your actions. While you bring other things to the table, subtlety is not one of them. You may still buy the Subterfuge skill, but you have a +1 dc to all subterfuge rolls. In addition, other characters with the Awareness skill gain a +3 bonus to their pool to notice your successful uses of powers. You must notify players using the Awareness skill on you that you have this flaw when they attempt to notice the successful use of your powers.

Misery Loves Company (2-point flaw) Sacrifice has played an important role in the history of the Shadow Lord tribe. This has come in the form of self-sacrifice and sacrifices the Shadow Lords have cleverly put in motion to further their own goals. The pain and suffering you and your ancestors have seen (and caused) weighs heavily on you. When your closest allies suffer Harano caused by the struggle against the Wyrm and other enemies, you can’t help but shoulder some of the hopelessness. As long as anyone in your pack possesses a level of Harano you may never be reduced below the lowest level of Harano that anyone in your pack possesses. In addition, if a character with this Flaw possesses zero levels of Harano and spends more than 5 minutes interacting with a packmate who possesses 1 or more levels of Harano she immediately gains one level of Harano.

Bright Light (3-point flaw)

Shadow lords move and blend within the shadows more than other tribes. They use the darkness to fight the Darkness. However, you have taken it to an extreme. You live in the darkness, and love it there, some even think you are of the wyrm for being so closed to the darkness. You became so used to the darkness and shadows you have a hard time with the light, as it burns your eyes and makes your inner wolf angry. You get a +2 DC to all perception checks and as well as a -2 dc on rage rolls while in bright light.

Silent Strider

Beacon of Vegarda

(1 point flaw) When the Silent Striders were expelled from Egypt and scattered across the globe it was the light of the North Star that helped them navigate unfamiliar territory. You have taken a vow to pay that favor forward by guiding others whenever they need help. A Silent Strider with this flaw cannot refuse another character who requests his assistance with a Quest or when asked to perform message carrying duties. After asking, a character may willingly change her mind and release the Silent Strider from her obligation. This Flaw cannot be triggered trivially. The character asking for assistance must have a legitimate Quest or require a legitimate message delivered. In addition, the Silent Strider does not have to immediately acquiesce to the request and can take a reasonable amount of time to prepare or finish anything she is currently involved in.

Volume Control (2-point flaw)

When the ancient vampire Sutekh fell to the Silent Striders he issued one last curse that severed the tribe from their ancestor spirits and banished them from their homeland. The full curse is much longer but you recall the stories and remember the final sentence. “As I was cast out, so then shall you be exiled, voiceless and lost forevermore.” Despite the loss of your ancestral ties this curse has been warped and passed down to you in another form. A Silent Strider with this flaw cannot speak above a whisper. Other characters cannot make out your words unless they are within 3 steps of you or are using an extrasensory power such as Wolf Senses. When using a Gift that requires a vocal component a Silent Strider can only target characters within 3 steps of her location.

Solitary Refinement (3-point flaw)

Banished centuries ago, from Egypt the Silent Striders became accustomed to wandering, searching for comfort and peace. This forced many of your ancestors to lead solitary lives of deep introspection. This sense of isolation has been passed down to you and even when accepted into a caern or a pack you know in your heart that such relationships are fleeting and that you have no true home. A Silent Strider with this flaw may only purchase one dot of the Totem background, choosing to rely only on her own contributions to the pack. This does not affect her ability to purchase the Personal Totem background.

Silver fangs

Silver Fangs Self-Perpetuating Myths (1 point flaw)

There are many spirits among Falcon’s brood but none more cunning than Hawk. He teaches his children to be deceptive and confounding so as to distract and disorient enemies into a position of weakness. You have spent your entire existence fulfilling this tactic, playing the long game. Any time a Silver Fang with this flaw speaks of himself or another Silver Fang she must embellish or outright lie once for every two truths she speaks. In doing so enemies will never know what you or your allies are truly capable of. Many members of the House of the Gleaming Eye take this flaw as Hawk is their favored totem spirit.

Hubristically Insufferable (2-point flaw)

As a Silver Fang you have known from your First Change that you are a chosen child of Falcon and an eventual leader of the Garou Nation. Understanding that destiny (or active duty) you have studied your ancestor’s history thoroughly, you’ve even managed, begrudgingly, to study the history of the other tribes and the Fera. Along the way of course you’ve picked up what amounts to three PhDs in human history and academia. Seriously, you may even be capable of writing an encyclopedia in your spare time. There is nothing you don’t know. Or so you think? This is particularly annoying to your peers and your need to educate those who may not know everything you know makes you unbearable to be around at times. You find it nearly impossible to hold back information on a subject, whether you are being directly questioned about it or you simply overhear a subject matter upon which you can expound. Only by spending a point of Willpower can you refrain from offering your expertise for 10 minutes. If the conversation has not ended by then you must spend another Willpower not to contribute. Luckily, you have learned not to insert your expertise into every conversation you overhear. This compulsion only extends to facts and information; you do not feel compelled to share sensitive material such as tribal secrets or incriminating information when questioned. This flaw does not apply in combat or in situations where injury is imminent.

High and Mighty (3-point flaw)

The measure of your own self-worth and importance to those around you knows no bounds. You are at all times the most vital and influential person in the room. Everyone should hang on your every word. That is not to say the others present aren’t moderately capable of succeeding without you, it would just be easier and more efficient if they listened to your suggestions. Your need to be the focal point of decisions is so strong, you have a hard time following anyone else’s orders without at least adding your own two cents. When given a task or told to actively do something, you must add additional steps or instructions that make it clear to everyone that you are truly the one in charge. You will not necessarily undermine a superior or disobey a direct order, but you will embellish and complicate things to your advantage. If you willingly choose to follow orders precisely as given, you immediately make a frenzy roll at dc -2 and gain 2 rages if you succeed but don’t frenzy and must spend 1 point of Willpower. Your Storyteller is the final arbiter to determine whether you have adjusted the original task enough to mitigate this flaw. Following the successful completion of your goal you are also prone to take credit and quick to point out how well your additional guidance was to all involved.

Stargazers

True Neutral (1 point flaw)

Legends of the origins of the Stargazers refer to a wise sage named Klaital Starcatcher who preached self-balance, moderation, and harmony in all things. Following his ways, you see both sides of nearly any disagreement. A Stargazer with this flaw must wait until all arguments have finished before deciding on whether to interject her own wisdom. After all other characters have made their case, you must either remain out of the argument entirely, support both sides equally, or denounce both sides equally, remaining truly neutral and allowing those involved to come to their own conclusions. Failure to do so causes you to gain one level of Harano as you battle with internal contemplation that you have wrongfully biased someone against their true beliefs. This flaw is not triggered in regard to matters directly pertaining to clear violations of the Litany.

Pride of Bya-akko (2-point flaw)

Bya-akko the White Tiger has lost many of his corporeal kin —the albino tigers. Few Garou are familiar with him and fewer follow his teachings. The most important teaching of Bya-akko is that the Weaver destroyed his children and may be just as dangerous an enemy as the Wyrm. A Stargazer with this Flaw must refuse to willingly use or benefit directly from any equipment with more than one moving part or any electronic parts, seeing them as instruments of the Weaver. In addition, you refuse to use modern currency for any reason as it is the backbone of modern trade which perpetuates the spread of the Weaver’s influence. You are free to use precious metals and gemstones and other ‘naturally’ occurring forms of wealth.

Enraged Ancestor (3- or 4-point flaw)

One of your ancestors strayed from the path of moderation walked by most of the Stargazer tribe. Passion and anger consumed her and ultimately, she was lost to her rage. Any time you fail a challenge involving a pool you’ve boosted with the Ancestors Background you immediately gain a rage and make a frenzy check at -1 dc. Characters may only purchase this Flaw if they have 2 more dots of the Ancestors Background.

The 4-point version is in Stargazer revised tribe book on page 81.

Uktena

Open Door Policy (1 point flaw) Throughout the history of the Uktena tribe they have been known for their pragmatism and willingness to work with nearly anyone who has proven themselves honorable and willing to fight for Gaia. Throughout their history they have taken many less fortunate under their protection, in particular, those who have had their homes and lands taken from them by enemies. An Uktena with this flaw cannot refuse to give hospitality to refugees or the homeless (unless known to possess Wyrm taint) and must take steps to assist or provide suitable shelter for them. Failure to do so prevents an Uktena from regaining Gnosis for a week. Your storyteller is the final arbiter when determining if you have fulfilled the requirements of this flaw and are able to regain Gnosis normally. Spiritual Hunger (2-point flaw) Gnosis is connective energy that joins Garou and Fera alike to the spirits of the Umbra. To deplete all of your Gnosis means severing that connection temporarily. Being separated from your spiritual half is especially traumatic and harrowing for you. When you are reduced to below half your Gnosis you have an uncontrollable urge to replenish your Gnosis. Until your Gnosis pool returns to full you must immediately spend all your actions attempting to take steps to regain Gnosis. This may require you to flee combat ignoring the plight of your allies. In addition, until you have raised your Gnosis pool is full, you must immediately test for rage frenzy any time someone or something prevents your efforts to recover Gnosis. You must shave 2 or more gnosis to take this flaw.

Wyrm Sponge (3-point flaw)

The Uktena are best known as hunters of the Wyrm and its Bane servants. Unfortunately for an Uktena with this Flaw the constant interaction and pursuit of forbidden knowledge has weakened you to the corrupting effect of the Wyrm. Whenever you gain the first stage of Wyrm taint you instead progress directly to the second stage. In addition, when removing Wyrm taint in a Circle of Gaia’s Cleansing you must spend an additional 5 minutes per stage of Wyrm taint within the Circle to be fully cleansed.

Wendigo

Finishing Move (1 point flaw)

While the Get of Fenris are often thought of as the mightiest of the Garou tribes, the Wendigo pride themselves on their own skills as warriors and trackers. If anything, their ability to add skill and guile allows them to surpass the brute force of the Get. A Wendigo with this flaw is particular about reminding everyone how skilled and ruthless a warrior she is —not with words, but by the manner in which she brings down her prey. After a Wendigo has landed a killing blow, she is compelled to spend at least her next action making sure the foe is truly dead or to simply draw attention to her brutal efficacy in an overt display of showmanship. This could mean removing her victim’s head or tearing her heart out, holding it up for all to see or something equally audacious. Failing to do so causes you to lose 1 point of Willpower and make a rage roll at -1 dc.

Temperament of Moose (2-point flaw)

The moose spirit is a stubborn and intractable creature and often has difficulty changing course from its chosen goal. Like moose, a Wendigo who possesses this flaw does not deal well with plans that change. In order to willingly alter your actions from a previously determined plan you must spend 1 Willpower. For example, if an attack on a Hive originally called for a full-frontal assault and then is changed to a stealth mission you must spend a willpower not to charge in heedlessly. If you choose not to spend willpower you remain faithful to the original set of tactics, which may or may not lead to its own consequences from your peers.

Wyrm Churn (3-point flaw)

Nothing is sweeter to a Wendigo than the taste of an enemy’s blood on her fangs, and you have tasted the toxic flesh of the Wyrm more times than you can remember. You have entered the cleansing circle so many times that the pain has become like an old friend; you've started to look forward to it after a battle. More than welcoming, you even become impatient to the point of obsessive over the need to cleanse yourself. A Wendigo with this flaw suffers a -2 penalty to all test pools until she can be cleansed of the Wyrm taint she has gained, as these thoughts overwhelm and distract her. If you have not entered a Circle of Gaia's Cleansing to begin the cleansing process within an hour of gaining your current level of Wyrm taint, you must immediately test for anger frenzy. However, the Wyrm never misses an opportunity to sink its claws into even its most dedicated of enemies; while you must test again for frenzy every hour until fully cleansed, gaining an additional level of corruption will reset this timer. Should you choose to progress to the fourth stage of Wyrm taint, you have embraced the rage and no longer need to test for frenzy to avoid the Circle. If you eventually choose to cleanse yourself, this flaw applies as normal the next time you gain Wyrm Taint. Wyrm taint gained during combat applies at the end of the fight.

setting/werewolf_flaws.txt · Last modified: 2023/Dec/19 16:42 by jpizzo22