User Tools

Site Tools


setting:werewolf_flaws

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
setting:werewolf_flaws [2023/Dec/19 16:36]
jpizzo22
setting:werewolf_flaws [2023/Dec/19 16:42] (current)
jpizzo22
Line 93: Line 93:
  
  
-=== New General Merits===+===New Tribal Flaws===
  
-==Affinity merits== 
  
-Weaver affinity (4Pt) - instead of the normal chart to regain gnosis or cross over you use the following instead +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.
-Area:+
  
-Science lab -3  
  
-Inner city 4 +==Black Fury==
  
-Mini-mall-5 +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.
  
-Open highway 6 +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. 
  
-Rural countryside 7 +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.
  
-Lonely train track 8 +==Bone Gnawer==
  
-Untouched wilderness 9  
  
-The exception is the sept areas still at the same diffAs well, if you spend 1 gnosis and touch a machinethat machine energy will not run out for the next hour, runs normally, and makes no pollutionIf supernatural were to disrupt, disable, or hamper technology affected by this ability you can make wp roll dc 7 to try to counter it. This doesn’t affect if it’s trying to do direct damage to the machine +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 itemsYour 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 preparednessbut your collection grows far faster than you find uses for itWhenever you leave location that you do not have familiarity with you will consciously or subconsciously take memento adding it to your midden. This item can be of any size you can carry. Small things tend to be pocketed on a whimLarger items tend to be taken for an obvious (to you) imminent purposeIf you leave an unfamiliar location without adding to your midden you immediately lose a point of WillpowerRatkin are also known to possess this flaw
-Those with this can’t take or use abilities that make it harder for them to resist weaver taint and influenceThose with this merit get a + 1 diff to resisting the call of the weaverNor can they take the wyld affinity merit+
  
-**Wyld affinity** (4 PT) +Without a Paddle (2-point flaw)  
-  +Nothing is ever where you put itFar be it for you to ever have actually anything you need for taskYour struggle transcends typical member of your tribeSometimes you wonder if people aren’t stealing from youA Bone Gnawer with this flaw may never purchase the Resources BackgroundIn 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.
-You gain -2 diff to cross over or regain gnosis in wyld areas but + 2 in weaver areasYou get  +
-+ 2 dice on gnosis rollsAs well, when activating gifts, you can spend gnosis instead of a WP to get an auto successYou also gain a -1 diff to shifting forms and partial shifting.  +
-Those with this can’t take or use abilities that make it harder for them to resist wyld taint and influenceThose with this merit get a + 1 diff to resisting the call of the wyldNor can they take the weaver affinity merit.+
  
 +Jackal’s Blood (3- or 5-point flaw) 
  
-===New Tribal Merits===+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 
  
  
-These are merits of each individual tribe; with some exceptions these have to be earned in game through your tribe and tasks of your tribe.+==Child of Gaia==
  
  
-Merits (Tribe)+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.
  
-==Black fury==+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. 
  
-Sisters in Arms (1 point merit)- Black Furies thrive among their own, taking strength from their common goals. They are blood kin under Luna, sharing their strengths, even if they fight among themselves. Their will as family is ironclad, and their blood runs hot. When you are among one or more other Black Furies, you may substitute the highest Willpower total from any one present allied Black Fury in place of your own when calculating your defensive test pools. Additionally, when you witness an injustice that infringes upon the rights of others, such as a violent crime, or an attack against another Black Fury, you begin combat with an additional rage.+==Fianna==
  
-Arrows of Artemis (2-point merit)- Rage flows thick in the spirits of those who serve as Artemis’s avengers; they can pull this weapon from their very blood. You carry special connection to the goddess of the hunt and are able to channel your Rage in ways beyond simple hand-to-hand combatWhen using ranged weapons, such as guns, bows, or spears, or any thrown weapon, you can spend rage to add +2 dice to range attacks and damage As well you can ignore one on die for damage for range damage+Morrigu’s Flock (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 Corax (unless it is a Fallen Corax) if petitioned and the request is something reasonable and able to be accomplishedRequests 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 point of Willpower.
  
-Crone’s Wisdom (3-point merit)- You have the Crone’s ability to dispense truth and wisdom from a place of personal strength and clarity. Your knowledge is well-known and brings students from all corners of the world. People listen when you speak. Any time you give advice, and the person follows it, or whenever you admonish a wrong doer, so they see the error of their ways, both you and your target replenish your Willpower pools to maximum. You can only use this ability once per hour. In addition, once per game session, you can spend a Wisdom Renown to be treated as though you possess 1 additional dot of the Rank background when discussing and deciding a matter.+ 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. 
  
-==Bone Gnawer==+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.
  
-Struggling (1 point)- Page 79-80 bone gnawer revised tribe book 
  
-Shame (2 point)-Page 80 bone gnawer revised tribe book+==Get of Fenris==
  
-Ratkin buddies (point)- Page 80-81 bone gnawer revised tribe book+Child of Ratatosk (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) 
  
-==Child of gaia==+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) 
  
-Distant Relative (1 point)-Page 75-76 Coggie revised tribe book+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. 
  
-Supporter (2 point)- Page 76 Coggie revised tribe book 
  
-Grandmother’s Touch (3-point merit)- You are a gifted healer, with an exceptionally powerful ability to soothe pain and mend wounds. Whenever you use a healing gift you have a -1 dc.  You can spend a gnosis to increase your test pool by 2, and you heal your target for 1 additional point of damage. +==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)
  
-==Fianna==+ 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. 
  
  
-Essence of Stag (point merit)- Fianna are known as a tribe for two notable traits: their legendary stamina, and their willingness to jump into a fight. Blessed by the essence of the Stag, you epitomize these qualities and gain -1 dc to stamina test. Furthermore, when you are the one to initiate a combat by successfully making a Physical attack, you may choose to immediately gain 1 point of Rage.+Freedom of Information Act (3-point flaw
  
-Seldom Sleep (2-point page)- Page 83 Fianna Tribe book+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.
  
-Child of Tir na nog (3-point merit)- Fae blood runs through your lineage. Though only traces may remain, it has imbued you with the Spriggans’ gift. By expending your standard action to draw upon this power, you can alter your physical size. You may grow to up to triple your normal height, granting you 3 additional health levels. However, you can’t use melee nor Firearms as you are too big and have a -3-test pool to stealth.  Damage to these health levels remains when you return to normal size; a careless Fianna can find herself incapacitated or worse after returning to her normal size. Conversely, you may choose to shrink yourself down to one-third of your normal height. When you decrease your size by at least half, you gain a +3 wild card bonus to any challenges using your Stealth skill but have -2 to your Stamina rolls.+==Shadowlord==
  
  
-==Get of Fenris==+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.
  
-Skaldi’s Resolve (1 point merit)- Fear and pain are sicknesses of the soul. The Fenrir train their Cubs to purify these weaknesses. You have mastered your fear and pain by smothering them with rage. You are Get a -2 dc to resist fear bases powers. When driven into fox frenzy, you may choose to enter anger frenzy instead. However, Skaldi’s Resolve does not make you immune to the social rituals of Garou nor mundane means of fear.  If you have this and Child of Ratatosk flaw, if the Flaw is active, it overrides this merit.  This can’t be taken with flaws that increase dc to resist fear-based powers. 
-  
-The Vigil (2-point merit)- Spend 1 point of Gnosis and use your standard action to declare an oath invoking the name of Heimdallr. As long as you remain awake and stay within 15 steps of the spot where you activated The Vigil, you automatically detect intruders or active threats that come within 10 steps of you. The Vigil does not allow you to see the appearance of someone who is supernaturally concealed, but you know that someone is present, and you can attack her without using the Blind Fighting combat maneuver, even if you cannot see her. 
  
  
-Fenrir’s Bite (3-point merit)- As Tyr learned long ago, the bite of Fenris is savage. You have the spirit of your tribe’s patron in your blood and have inherited his crushing bite. Should you manage to lock jaws around one of your enemy’s limbs, you can render it weaker. Whenever you bite your opponent, you may choose to weaken a limb. If you choose an arm, your target receives a -3 penalty to all Brawl and Melee attacks, and she cannot use two-handed weapons so long as she is afflicted. If you choose a leg, she can move as if she is 1 damage level higher on the table. This effect lasts until she has healed the damage from your attack. You must be in Crinos, Hispo or lupus to use this.  A target can only suffer from the effects of one application of Fenris’s Bite at a single time, no matter how many limbs have been incapacitated.+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.  
  
-==Glasswalker==+==Silent Strider==
  
 +Beacon of Vegarda 
  
-Pulse of the City (1 point merit)You know everything that happens in your city, and your clout extends much further than mostYou receive a second specialization for every dot of the Allies and Influence backgrounds you purchase. In addition, you have gained control of an influence network that has proven to be particularly adroit and capable. Each week, you regain one spent influence action of your choice.+(1 point flawWhen 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 askinga character may willingly change her mind and release the Silent Strider from her obligationThis 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
  
-Technologically advanced (2-point merit)- Glass walkers are more adept to the weaver then most and know how to use it to make a better future using its technology. Choose one of the following, to science, academics, Craft, Technology, Computers or another knowledge that is weaver.  You get a +2 dice to that roll and when you gain a spec, you may get a second spec, you can also spend a gnosis and for a roll you can remove one -1 botch die to the roll. This can be purchased more than once. +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. 
  
-==Shadowlord==+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.
  
-Storm crow (1-point merit)- Shadowlord’s are connected to storms and also crows, being just as dark as them.  By making a wit + occult dc 7, you can summon a crow for an hour.  It lasts an hour, and its dice pool is equal to half the number of successes rounded up, it gains a +2 dice to stealth, primal urge, investigation, flight and athletics.  It will follow your orders but will not attack nor defend you or others if attacked. It will also not do something that will destroy itself.  You can spend a gnosis and make a dc 7 gnosis, for a number of minutes equal to success on gnosis roll, you can see through its eyes and ears and direct the crow, however it still won’t attack or do something that’ll destroy itself.  Any test made use your test pool. While this is active you can’t move, nor see nor hear where your physical body is, you automatically fail any dodge test to your body.   
  
  
-Loophole (2-point merit)- Rules are for suckers too dim to avoid being caught. You’ve learned how to temporarily escape the limits of a supernatural compulsion that governs your free will.  You may slip these supernatural shackles for a single turn per point of Gnosis spent. The metaphysical restraints immediately return after you stop spending Gnosis.  This doesn’t prevent mundane manipulation. +==Silver fangs== 
  
-Thunder’s child (3-point merit)- Page 82 of shadowlord book, reduced from 5 to 3.  
  
 +Silver Fangs Self-Perpetuating Myths (1 point flaw) 
  
-==Silver Fang==+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.
  
  
-Noble heritage (point)- Page 85 Silverfang revised tribe book+ Hubristically Insufferable (2-point flaw)
  
-House connected (2 point))-Silver fangs are connected deeply to their housejust as much as their tribe Instead of having their personal totem being Falconthere personal totem may instead be their house totem, showing deeper connections to their house This may make it easier to do things within your housebut harder to do things to/with other silver fangs not a part of your house+ 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 thoroughlyyou’ve even managed, begrudgingly, to study the history of the other tribes and the FeraAlong the way of course you’ve picked up what amounts to three PhDs in human history and academia. Seriouslyyou may even be capable of writing an encyclopedia in your spare timeThere 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. Luckilyyou 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.
  
-A Hero’s Return (3-point merit)-Phoenix is revered by the Silver Fangs. This totem has taken a special interest in your heroic deeds and will grant you a one-time favor. If you are wounded to the point of death while acting in a heroic manner, you are immediately resurrected at full health in a grand flourish of silver flame. For the next five turns, you receive a -2 dc to all test pools. + High and Mighty (3-point flaw)
  
-Before the end of that time, you must kill all of your enemies present, or you must complete a heroic deed worthy of song and the admiration of the Garou Nation(The interpretation of said heroic deed and its worth is solely at the discretion of the Storyteller.) If you fail to achieve either goal in the allotted time, you meet your death permanently and irrevocablyregardless of health or any other supernatural power.  Your body simply fades into silver light and then disappears.  The exception to this is if you use your one Get out of jail free card You cannot use this merit if your initial death resulted from something other than taking damage or is result of lawful punishment. Phoenix will only intervene if it is a battle worthy of her notice. This merit can only be used once before it must be struck from your character’s sheet without refund of XPOnce lost you cannot regain this merit+ 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 roomEveryone 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 somethingyou 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 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 frenzy roll at dc -2 and gain 2 rages if you succeed but don’t frenzy and must spend 1 point of WillpowerYour 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==
  
-==Stargazer==+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.
  
-Mewa Birthmarks (1 point)Stargazers’ tribe rev Page (80)+ Pride of Bya-akko (2-point flaw)
  
-Wisdom of the Ages (2-point merit)- As your soul has traveled through the Wheel, you have maintained a spark of knowledge from ages pastThrough this spark, you retain a unique connection with your ancestorscarefully cultivated through the ages. This spark also grants you a deeper awareness of the universe around youWith this merit, you may purchase the Ancestors background at a reduced cost, decreased to 3 exp for initial and 2 x CR instead of the standard 4 exp for initial and 3 x CR Additionally, raise your character’s potential maximum number of dots in that background by 1. You must still spend XP at a rate of 2 x CR purchase that background to its maximum level.+ 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 WyrmA Stargazer with this Flaw must refuse to willingly use or benefit directly from any equipment with more than one moving part or any electronic partsseeing them as instruments of the WeaverIn 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
  
-Mewa Birthmarks (3 point)-Tranquil soul rev Page (80+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== ==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.
  
- Keeper of the Old Ways (point merit)- You’ve been entrusted with some of the most important secrets of your tribe. The Uktena Bane Tenders once leveraged ancient rites and lore to trap powerful banes in the great Mesoamerican pyramids. Umbral storms and other changes to the spiritual landscape have lessened the potency of these spiritual prisons, but you’ve learned to jail these creatures in such a way as to protect your territory and master their mysteries. Your secret knowledge protects you from bane attacks, causing any damage dealt to you from a bane to be reduced by 2 unless its agg in which its 1.  The banes you have imprisoned continually beg for their release, whispering tantalizing secrets and sharing long-lost tales.  You also gain a -1 dc to Wyrm lore and Cosmology. +Wyrm Sponge (3-point flaw)
  
-Fera Friendship (2-point merit)- The Uktena share both friendship and kinfolk with a number of the Fera and have earned a measure of their goodwill. Choose two level 1 gifts that are normally restricted toa type of Fera that isn’t extinct or bannedYou can purchase these gifts as out-of-affinity gifts. These purchases don’t require a teacher to learn. This isan exception to the rule preventing Garou from learning you may activate them by spending Gnosis instead of Blood.+ 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 WyrmWhenever 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.
  
-Shedding the Snake’s Skin (3-point merit)- Uktena has taught you the secret of shedding your skin to be reborn anew. Expend a standard action to rip the outer layer of skin from your face. Afterwards, your body renews, and you automatically heal 3 levels of damage. The caster of any powers currently active knows that her hold over you has been rebuked by Uktena. Just as a snake infrequently sheds its skin, you are likewise limited to using this power only once per game session, and afterwards your maximum Willpower pool is reduced by 1 for 30.  This doesn’t prevent deals such as blood contract, infernalism or extreme cases like blood bonds.+==Wendigo==
  
 +Finishing Move (1 point flaw)
  
-==Wendigo==+ 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) 
  
-Bonds of Spirit (1 point merit)- Great Wendigo, the cannibal spirit of wind and iceis the patron of the Wendigo tribeAs his devotee, you are able to call upon the power of the legendary hunter. With only taste of the blood of your enemy or prey, you gain -to dc to tracking In additionthe ancestor spirits of the tribe can speak through you more readily, granting you an additional +1 dice to the skill granted by the Ancestors background when you call on themFurthermore, natural wind and cold cannot harm you, and even damage you take from magical coldsuch as from an ice spirit, is reduced by 2 unless its agg then 1+The moose spirit is a stubborn and intractable creature and often has difficulty changing course from its chosen goal. Like mooseWendigo who possesses this flaw does not deal well with plans that changeIn order to willingly alter your actions from previously determined plan you must spend WillpowerFor exampleif 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 heedlesslyIf you choose not to spend willpower you remain faithful to the original set of tacticswhich may or may not lead to its own consequences from your peers
  
-Camouflage (point)- Wendigo revised pg 82+Wyrm Churn (3-point flaw
  
-Avatar of Wendigo (3-point merit)- Your Crinos form is infused with the cannibal spirit of vengeanceWhen in this form, you are covered in thin sheet of living ice and radiate extreme coldThis coating does not impede your movement in any wayis weightless, and does not damage any armor you may be wearing or items you are carrying. However, any living creature who touches you suffers 1 point of unsoakable aggravated damage from severe coldThis damage applies when you are successfully struck by a Brawl attack from an opponent. If you grapple an opponentshe takes 1 point of unsoakable aggravated damage at the end of the Everyman round during every turn that she remains grappled.+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 rememberYou 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 -2 penalty to all test pools until she can be cleansed of the Wyrm taint she has gained, as these thoughts overwhelm and distract herIf 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 timerShould 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 yourselfthis 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.1703003796.txt.gz · Last modified: 2023/Dec/19 16:36 by jpizzo22