Post by Admin on Oct 26, 2017 17:32:44 GMT
Addiction (1-3 Trait Flaw)
You have a physical addiction to some potent substance. For a trivial, legal or easily obtained substance like alcohol, this Flaw is worth one Trait. For an illegal, highly dangerous or expensive substance, the Flaw is worth three Traits.
While under the effects of your substance of choice you suffer from an additional Negative Trait; perhaps Impatient for amphetamines or Obnoxious for alcohol. If you can’t get your fix, you will likely become sick and/ or violent, with results up to the Storyteller.
Allergies (1 Trait Flaw)
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 (I Trait Flaw)
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.
Bad Sight (1 Trait Flaw)
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. Your vision is correctable with glasses or contacts
Color Blind (1-2 Trait Flaw)
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.
Defective Sense (1 Trait Flaw)
One of your senses from abnormally poor functionality. In all challenges involving that sense, you suffer a two-Trait resolution penalty. You can temporarily overcome this with certain magics, but you cannot permanently repair this without permanent changes to your Pattern. Obviously, you cannot take this in conjunction with an Acute Sense of the same type.
Distinguishing Characteristic (1-2 Trait Flaw)
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 of Traits 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.
Low Alcohol Tolerance (1 Trait Flaw)
If someone opens a beer in the next room, you head starts getting fuzzy, and in general you tend to feel the effects of alcohol 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.
Motion Sickness (1 Trait Flaw)
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.
Nonswimmer (1 Trait Flaw)
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.
Short (1 Trait Flaw)
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.
Strict Carnivore (1 Trait Flaw)
“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 Trait Flaw)
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 ability to carry on, 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 and should you be denied it you may begin losing Willpower or suffering Trait penalties temporarily as you go through withdrawal.
Youthful Appearance (1 Trait) Flaw
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.
Disfigured (2 Trait Flaw)
Either a birth defect or an injury during your lifetime has left you with a scarred face. You’re easy to spot or remember. Work with the Storyteller to create an appropriate disfigurement. You are down two Traits in any Social Challenges save for Intimidation and may never take Social Traits relating to a pleasing appearance (Alluring, Gorgeous, Seductive).
Low Pain Tolerance (2 Trait Flaw)
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.
Old Injury (2 Trait Flaw)
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 Eye (2 Trait Flaw)
Whether you were born with the defect or injured somehow, you have only one functional eye, the other being either missing entirely or a dead-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.
One Ear (2 Trait Flaw)
Due to injury or defect, you lack an ear. You suffer a two-Trait resolution penalty on tests, just like someone with a Defective Sense. Additionally, missing an ear causes an additional one-Trait penalty on sound location.
Crippled Limb/Deformity (3 Trait Flaw)
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. 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.
Elderly (3 Trait Flaw)
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.
Lame (3 Trait Flaw)
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 can only take one step per action, no matter what your form, You can only take one step per action you cannot run and you should take the Negative Trait Lame as well.
Monstrous (3 Trait Flaw)
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.
One Arm (3 Trait Flaw)
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.
Permanent Wound (3 Trait Flaw)
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 Night Vision (2 Trait Flaw)
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.
Child (3 Trait Flaw)
You are a child, between five and 15 years of age. Your age 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. You must additionally take the Flaw: Short (though you do get Free Traits for it).
Shaky Hands (3 Trait Flaw)
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 a one-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.
Slow Healing (3 Trait Flaw)
You heal all injuries at half speed -double the healing times on the chart. All healing magic heals only half damage to you (round down).
Vegan (3 Trait Flaw)
You cannot eat any food that comes from an animal's body. You also must avoid using animal products such as leather, fur or wool. If flesh so much as enters your mouth, the Storyteller may force you to make a Willpower roll to avoid gagging. This makes you unwelcome at most social events (especially among lupus) and you cannot hunt (except for spirits). MET: Make a Willpower Challenge not to lose your lunch when you eat meat.
Albino (4 Trait Flaw)
You lack pigment in your skin and body, having white skin and pink/blue eyes and white hair – in Homid, or shifted forms. Your exposure to the sun must be incredibly limited, and those who encounter you are bound to conclude that you are a metis of the race. In human or animal interactions, you are considered freakish. As a result, you are two Traits down on all Social interactions where your being accepted or respected is key.
Chronic Illness (4 Trait Flaw)
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 flaw, and may even lose them slowly as the chronicle - and your illness - progresses.
Deaf (4 Trait Flaw)
You are completely deaf. You must use sign language or some other form of communication. You cannot hear Dominate commands, and so you are usually immune to them, but you suffer a three-Trait penalty on tests of perception and alertness. You automatically fail any challenge involving hearing, and you are automatically surprised by anyone approaching you from out of your line of sight. As you cannot hear yourself, your howls or speech are likely to sound strange to others.You cannot have Acute Sense: Hearing, and you are surprised automatically by anyone who approaches you from outside your line of sight.
Mute (4 Trait Flaw)
You cannot speak (or howl) at all, and must either sign or write out your thoughts in order to express yourself. Without Linguistics, you might not be able to use sign language. This is a very difficult Flaw to play and should be discussed with the Storyteller before jumping in.
Aging (5 Trait Flaw)
You’re just not a teenager anymore. For each decade over the 40-year mark, you take the Flaw once and you lose one from both your starting and maximum Physical Trait total. You may also take this if you’re underage: Once at 11-14, twice at 7-10 and up to three times for 4-6, with the same penalties (though you must buy off the Flaw with experience as you age, in the latter case). You must also take the Child Flaw if you’re “underage.” Obviously, you’ll need makeup or a special tag to indicate your apparent age.
Wolf years (5 Trait Flaw)
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).
Blind (6 Trait Flaw)
You are robbed of the blessing of vision. You lose all ties where sight is involved (such as manual dexterity) and automatically lose all challenges where sight is required.
Paraplegic (6 Trait Flaw)
Confined to a wheelchair, bed or crutches, you can’t move at all without extreme effort. You can only move one step per action, and doing so is very painful - take one level of bashing damage from exhaustion each time you move this fast. Anyone who relies on maneuverability (striking with a sword, kicking you or just running away) automatically bests you on all ties.
You have a physical addiction to some potent substance. For a trivial, legal or easily obtained substance like alcohol, this Flaw is worth one Trait. For an illegal, highly dangerous or expensive substance, the Flaw is worth three Traits.
While under the effects of your substance of choice you suffer from an additional Negative Trait; perhaps Impatient for amphetamines or Obnoxious for alcohol. If you can’t get your fix, you will likely become sick and/ or violent, with results up to the Storyteller.
Allergies (1 Trait Flaw)
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 (I Trait Flaw)
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.
Bad Sight (1 Trait Flaw)
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. Your vision is correctable with glasses or contacts
Color Blind (1-2 Trait Flaw)
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.
Defective Sense (1 Trait Flaw)
One of your senses from abnormally poor functionality. In all challenges involving that sense, you suffer a two-Trait resolution penalty. You can temporarily overcome this with certain magics, but you cannot permanently repair this without permanent changes to your Pattern. Obviously, you cannot take this in conjunction with an Acute Sense of the same type.
Distinguishing Characteristic (1-2 Trait Flaw)
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 of Traits 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.
Low Alcohol Tolerance (1 Trait Flaw)
If someone opens a beer in the next room, you head starts getting fuzzy, and in general you tend to feel the effects of alcohol 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.
Motion Sickness (1 Trait Flaw)
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.
Nonswimmer (1 Trait Flaw)
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.
Short (1 Trait Flaw)
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.
Strict Carnivore (1 Trait Flaw)
“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 Trait Flaw)
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 ability to carry on, 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 and should you be denied it you may begin losing Willpower or suffering Trait penalties temporarily as you go through withdrawal.
Youthful Appearance (1 Trait) Flaw
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.
Disfigured (2 Trait Flaw)
Either a birth defect or an injury during your lifetime has left you with a scarred face. You’re easy to spot or remember. Work with the Storyteller to create an appropriate disfigurement. You are down two Traits in any Social Challenges save for Intimidation and may never take Social Traits relating to a pleasing appearance (Alluring, Gorgeous, Seductive).
Low Pain Tolerance (2 Trait Flaw)
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.
Old Injury (2 Trait Flaw)
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 Eye (2 Trait Flaw)
Whether you were born with the defect or injured somehow, you have only one functional eye, the other being either missing entirely or a dead-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.
One Ear (2 Trait Flaw)
Due to injury or defect, you lack an ear. You suffer a two-Trait resolution penalty on tests, just like someone with a Defective Sense. Additionally, missing an ear causes an additional one-Trait penalty on sound location.
Crippled Limb/Deformity (3 Trait Flaw)
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. 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.
Elderly (3 Trait Flaw)
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.
Lame (3 Trait Flaw)
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 can only take one step per action, no matter what your form, You can only take one step per action you cannot run and you should take the Negative Trait Lame as well.
Monstrous (3 Trait Flaw)
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.
One Arm (3 Trait Flaw)
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.
Permanent Wound (3 Trait Flaw)
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 Night Vision (2 Trait Flaw)
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.
Child (3 Trait Flaw)
You are a child, between five and 15 years of age. Your age 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. You must additionally take the Flaw: Short (though you do get Free Traits for it).
Shaky Hands (3 Trait Flaw)
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 a one-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.
Slow Healing (3 Trait Flaw)
You heal all injuries at half speed -double the healing times on the chart. All healing magic heals only half damage to you (round down).
Vegan (3 Trait Flaw)
You cannot eat any food that comes from an animal's body. You also must avoid using animal products such as leather, fur or wool. If flesh so much as enters your mouth, the Storyteller may force you to make a Willpower roll to avoid gagging. This makes you unwelcome at most social events (especially among lupus) and you cannot hunt (except for spirits). MET: Make a Willpower Challenge not to lose your lunch when you eat meat.
Albino (4 Trait Flaw)
You lack pigment in your skin and body, having white skin and pink/blue eyes and white hair – in Homid, or shifted forms. Your exposure to the sun must be incredibly limited, and those who encounter you are bound to conclude that you are a metis of the race. In human or animal interactions, you are considered freakish. As a result, you are two Traits down on all Social interactions where your being accepted or respected is key.
Chronic Illness (4 Trait Flaw)
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 flaw, and may even lose them slowly as the chronicle - and your illness - progresses.
Deaf (4 Trait Flaw)
You are completely deaf. You must use sign language or some other form of communication. You cannot hear Dominate commands, and so you are usually immune to them, but you suffer a three-Trait penalty on tests of perception and alertness. You automatically fail any challenge involving hearing, and you are automatically surprised by anyone approaching you from out of your line of sight. As you cannot hear yourself, your howls or speech are likely to sound strange to others.You cannot have Acute Sense: Hearing, and you are surprised automatically by anyone who approaches you from outside your line of sight.
Mute (4 Trait Flaw)
You cannot speak (or howl) at all, and must either sign or write out your thoughts in order to express yourself. Without Linguistics, you might not be able to use sign language. This is a very difficult Flaw to play and should be discussed with the Storyteller before jumping in.
Aging (5 Trait Flaw)
You’re just not a teenager anymore. For each decade over the 40-year mark, you take the Flaw once and you lose one from both your starting and maximum Physical Trait total. You may also take this if you’re underage: Once at 11-14, twice at 7-10 and up to three times for 4-6, with the same penalties (though you must buy off the Flaw with experience as you age, in the latter case). You must also take the Child Flaw if you’re “underage.” Obviously, you’ll need makeup or a special tag to indicate your apparent age.
Wolf years (5 Trait Flaw)
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).
Blind (6 Trait Flaw)
You are robbed of the blessing of vision. You lose all ties where sight is involved (such as manual dexterity) and automatically lose all challenges where sight is required.
Paraplegic (6 Trait Flaw)
Confined to a wheelchair, bed or crutches, you can’t move at all without extreme effort. You can only move one step per action, and doing so is very painful - take one level of bashing damage from exhaustion each time you move this fast. Anyone who relies on maneuverability (striking with a sword, kicking you or just running away) automatically bests you on all ties.