Post by Admin on Oct 26, 2017 17:29:57 GMT
Banned Transformation (1 to 6 Trait Flaw)
Something prevents you from changing, except to your breed form. You must spend a Willpower Trait and make a Willpower Challenge to force the change when the restricting circumstance is near.
Work with your Storyteller to determine the circumstance and its worth.
Cursed (1 to 5 Trait Flaw)
You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to bump into large objects like tables and chairs; a three-Trait curse could cause your guns to jam in the middle of a firefight; a five-Trait curse can be powerful enough to one day prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.
Forced Transformation (1 to 4 Trait Flaw)
Something causes you to shift forms involuntarily. You must spend a Willpower Trait in order to prevent this unwanted transformation. One Trait may cause you to shift from Homid to Glabro form when you are sexually aroused; three Traits might force you to shift from lupus to Hispo form when you are sensing for the Wyrm; five Traits might cause you to shift from any form to a form other than Crinos when you enter frenzy. The forced transformation should always be inconveniencing at the very least.
Work with your Storyteller to decide the number of Traits and specific trigger for this transformation.
Angry Ancestor (2 Trait Flaw)
You have somehow earned the wrath of one of your Ancestor-spirits; either you don’t measure up in some essential way, or you’ve inadvertently slighted her or caused problems for her in the Celestial Courts. In any case, your ancestor has decided to dog your movements and make her disapproval plain to you - and those around you. Whenever you interact with the spirit world, either through participating in rites or traveling through the Mirror Lands, you suffer a one-Trait penalty in any action you attempt to take. Furthermore, if you have the Ancestor Background, your ancestor may sometimes take over your body and attempt to force you to behave to her liking. (The player must make astatic Mental Challenge against six Traits to resist being temporarily possessed by her angry ancestor, which may make her even more irritated) In most cases, the ancestor does not wish you any real harm; she merely wants you to mend your ways.
Eerie Presence (2 Trait Flaw)
You radiate an otherworldly air that causes nervousness and unease in everyone around you. You suffer a two-Trait penalty in all Social Challenges with regular humans. Furthermore, your unusual nature is apparent to anyone who interacts with you.
Inauspicious Birth (2 Trait Flaw)
Born under an ill sign, you attract misfortune and complications wherever you go. Others consider you unlucky and often ascribe failures and bad luck to your mere presence. Once per session the Storyteller may declare one of your actions “unlucky,” giving your opponent an automatic success in a specific non-lethal challenge. You may take both this Flaw and the Merit Auspicious Birth to represent a character whose birth presents mixed blessings for those around him, as luck is in the eye of the beholder.
Mark of the Predator (2 Trait Flaw)
Your nature marks you among animals. Herbivores shy from you, and other predators view you as a potential threat. You may never purchase the Ability Animal Ken.
Sign of the Wolf (2 Trait Flaw)
Your Homid form bears a number of the traditional hallmarks of a werewolf. Your eyebrows grow together, you have hair in your palms, your second and third fingers are the same length, and you may even display a pentagram in your palm during your auspice phase of the moon. To those hunters who are alert to such things, you stand out like a neon sign.
Haunted (3 Trait Flaw)
A malicious ghost, possibly a felled foe or an enemy of an ancestor has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling death screams and the occasional shove, it does its best to make your life difficult. The Storyteller should create the ghost.
Pierced Veil (3 Trait Flaw)
For some reason, your Crinos form doesn’t trigger the Delirium in normal humans. This can be extremely dangerous, as werewolf-hunters are unlikely to be startled by you and might even use it to track you.
Easy Consort (4 Trait Flaw)
Wraiths and other sprits find it easier to possess you than other mortals, it means that you are a natural channel for beings from the other worlds. Thus, they may choose to approach and barter with you for the favor of borrowing your body. Wraiths and spirits are up two Traits whenever they attempt to possess you; furthermore, you retain full awareness of all events that occur during the possession.
Wyrm-Tainted (4 Trait Flaw)
For some reason, the stink of the Wyrm clings to you. Perhaps you willingly serve the Wyrm, or perhaps the condition is hereditary. You may not even be aware of it. In any case, Garou can sense this about you, and many of them will kill you first and ask questions later if they detect your taint.
Dark Fate (5 Trait Flaw)
Your life will end very badly, and your fate is sealed. Worse yet, you have dreams and premonitions of your future demise or eternal torment. The Storyteller determines a particular fate, which will inevitably strike you down. Furthermore, in any game session the Storyteller deems appropriate, you may receive a vision of your impending suffering. You must spend a Willpower Trait to shake off the experience, or else be one Trait down on all challenges from the rest of the session. This Flaw should only be taken with Storyteller permission, as it is difficult to play.
Taint of Corruption (7 Trait Flaw)
You either had a run-in with minions of the Wyrm or are a corrupt soul, but either way you stink of the Wyrm. You register as a Wyrm-creature when someone invokes the Gift: Sense Wyrm and are never trusted around cubs or Kinfolk. You can hear the Corruptor’s honeyed words in your dreams, beckoning you to join with it. This Flaw can be very debilitating as you start the game at a major disadvantage. Your only hope might be your pack (if it will still stand by you). Seeking to rid yourself of the corruption would be a major undertaking, but one that would inspire some of the greatest tales. (Note: This Flaw is too pervasive and severe for a simple Rite of Cleansing to purge. This taint has permeated every aspect of your character’s life, whether he realizes it or not. This does NOT go away.)
Something prevents you from changing, except to your breed form. You must spend a Willpower Trait and make a Willpower Challenge to force the change when the restricting circumstance is near.
Work with your Storyteller to determine the circumstance and its worth.
Cursed (1 to 5 Trait Flaw)
You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to bump into large objects like tables and chairs; a three-Trait curse could cause your guns to jam in the middle of a firefight; a five-Trait curse can be powerful enough to one day prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.
Forced Transformation (1 to 4 Trait Flaw)
Something causes you to shift forms involuntarily. You must spend a Willpower Trait in order to prevent this unwanted transformation. One Trait may cause you to shift from Homid to Glabro form when you are sexually aroused; three Traits might force you to shift from lupus to Hispo form when you are sensing for the Wyrm; five Traits might cause you to shift from any form to a form other than Crinos when you enter frenzy. The forced transformation should always be inconveniencing at the very least.
Work with your Storyteller to decide the number of Traits and specific trigger for this transformation.
Angry Ancestor (2 Trait Flaw)
You have somehow earned the wrath of one of your Ancestor-spirits; either you don’t measure up in some essential way, or you’ve inadvertently slighted her or caused problems for her in the Celestial Courts. In any case, your ancestor has decided to dog your movements and make her disapproval plain to you - and those around you. Whenever you interact with the spirit world, either through participating in rites or traveling through the Mirror Lands, you suffer a one-Trait penalty in any action you attempt to take. Furthermore, if you have the Ancestor Background, your ancestor may sometimes take over your body and attempt to force you to behave to her liking. (The player must make astatic Mental Challenge against six Traits to resist being temporarily possessed by her angry ancestor, which may make her even more irritated) In most cases, the ancestor does not wish you any real harm; she merely wants you to mend your ways.
Eerie Presence (2 Trait Flaw)
You radiate an otherworldly air that causes nervousness and unease in everyone around you. You suffer a two-Trait penalty in all Social Challenges with regular humans. Furthermore, your unusual nature is apparent to anyone who interacts with you.
Inauspicious Birth (2 Trait Flaw)
Born under an ill sign, you attract misfortune and complications wherever you go. Others consider you unlucky and often ascribe failures and bad luck to your mere presence. Once per session the Storyteller may declare one of your actions “unlucky,” giving your opponent an automatic success in a specific non-lethal challenge. You may take both this Flaw and the Merit Auspicious Birth to represent a character whose birth presents mixed blessings for those around him, as luck is in the eye of the beholder.
Mark of the Predator (2 Trait Flaw)
Your nature marks you among animals. Herbivores shy from you, and other predators view you as a potential threat. You may never purchase the Ability Animal Ken.
Sign of the Wolf (2 Trait Flaw)
Your Homid form bears a number of the traditional hallmarks of a werewolf. Your eyebrows grow together, you have hair in your palms, your second and third fingers are the same length, and you may even display a pentagram in your palm during your auspice phase of the moon. To those hunters who are alert to such things, you stand out like a neon sign.
Haunted (3 Trait Flaw)
A malicious ghost, possibly a felled foe or an enemy of an ancestor has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling death screams and the occasional shove, it does its best to make your life difficult. The Storyteller should create the ghost.
Pierced Veil (3 Trait Flaw)
For some reason, your Crinos form doesn’t trigger the Delirium in normal humans. This can be extremely dangerous, as werewolf-hunters are unlikely to be startled by you and might even use it to track you.
Easy Consort (4 Trait Flaw)
Wraiths and other sprits find it easier to possess you than other mortals, it means that you are a natural channel for beings from the other worlds. Thus, they may choose to approach and barter with you for the favor of borrowing your body. Wraiths and spirits are up two Traits whenever they attempt to possess you; furthermore, you retain full awareness of all events that occur during the possession.
Wyrm-Tainted (4 Trait Flaw)
For some reason, the stink of the Wyrm clings to you. Perhaps you willingly serve the Wyrm, or perhaps the condition is hereditary. You may not even be aware of it. In any case, Garou can sense this about you, and many of them will kill you first and ask questions later if they detect your taint.
Dark Fate (5 Trait Flaw)
Your life will end very badly, and your fate is sealed. Worse yet, you have dreams and premonitions of your future demise or eternal torment. The Storyteller determines a particular fate, which will inevitably strike you down. Furthermore, in any game session the Storyteller deems appropriate, you may receive a vision of your impending suffering. You must spend a Willpower Trait to shake off the experience, or else be one Trait down on all challenges from the rest of the session. This Flaw should only be taken with Storyteller permission, as it is difficult to play.
Taint of Corruption (7 Trait Flaw)
You either had a run-in with minions of the Wyrm or are a corrupt soul, but either way you stink of the Wyrm. You register as a Wyrm-creature when someone invokes the Gift: Sense Wyrm and are never trusted around cubs or Kinfolk. You can hear the Corruptor’s honeyed words in your dreams, beckoning you to join with it. This Flaw can be very debilitating as you start the game at a major disadvantage. Your only hope might be your pack (if it will still stand by you). Seeking to rid yourself of the corruption would be a major undertaking, but one that would inspire some of the greatest tales. (Note: This Flaw is too pervasive and severe for a simple Rite of Cleansing to purge. This taint has permeated every aspect of your character’s life, whether he realizes it or not. This does NOT go away.)