Post by Admin on Oct 26, 2017 17:35:24 GMT
Anosmia (1 Trait Flaw, Shifters Only)
You have no sense of taste or smell. You can’t track by scent, you do not gain Heightened Senses in your non-homid forms, and you aren’t affected by any powers that work solely on scent.
Compulsion (1-4 Trait Flaw)
Whether by psychological, physical or supernatural impairment, you find yourself forced to do (or not do) a specific thing or class of things. The action could be just about anything; by its very nature, it can make your existence uncomfortable at the very least.
With a psychological Compulsion, you might be able to overcome your difficulty with a Static Challenge of your permanent Willpower Traits versus a difficulty of the Flaw's value plus six Traits. (If you lose, you do lose a temporary Willpower Trait - you fought and failed.) With a supernatural or physical Compulsion, you're stuck: Your body or soul just can't cope. Even if you manage to overcome your Compulsion briefly in some fashion, you don't escape it without extensive work (and Experience Traits).
The value for a Compulsion varies with its severity. Storytellers, take note of players who look for loopholes to take a Compulsion and then use the letter of the Compulsion to suffer no real hindrance for it. That's a violation of the spirit of the rules and should be disciplined appropriately.
One Trait: Do not cross a threshold without permission, never show fear to the enemy, never contradict a superior, always keep your hands clean
Two Traits: Never refuse a reasonable bet, never betray any emotion, do not touch anything hold or consecrated to a particular faith, never harm a child
Three Traits: Never refuse a duel, never strike a woman, never refuse an offer of sex, never tell a lie, never take a life, always check for fire hazards before you leave the house
Four Traits: Never tell the truth, dance whenever you hear music, become entranced by the beauty in mirrors or books, never refuse a dare, do no harm ever
Deep Sleeper (1 Trait Flaw)
It is very difficult for you to awaken from sleep. If you are awakened unexpectedly, you are disoriented and two Traits down for all challenges in the following hour. You stagger, stumble and look bleary-eyed, and rest up against anything vaguely pillow like in an attempt to return to Dreamland. The Storyteller may also require you to make a Simple Test in order to awaken when danger threatens.
Illiterate (1 Trait Flaw)
You are unable to read or write. This Flaw is a cause of endless frustration when you are trying to perform any kind of supernatural research.
Ineptitude (1 Trait Flaw)
You just suck at something. Pick one Ability that you possess. You suffer a two-Trait resolution penalty on all challenges related to that Ability. The Storyteller has final say on which Ability you may limit in this fashion; taking Ineptitude with, say, Computer in a chronicle where you never use the things is not worth any Traits.
Lazy (1 Trait Flaw)
Why put off until tomorrow what can safely wait until next week? You despise physical labor of any kind, and even faced with a rather pressing need you would rather debate what needs to be done for hours than actually get up off your posterior to get it going. Any time you are faced with doing work not directly relating to the hunt or to keeping your job (if you have one), you must make a Willpower test against four
Traits-failure means that you cannot be bothered to perform such routine tasks until some time later.
Medicated (1-5 Trait Flaw)
You require some form of medication to stay healthy; exactly how often you require it (not to mention how difficult it is to acquire) determines the value of this Flaw. One Trait indicates a medication that matters for long term health but which has little impact on everyday life, such as cholesterol medication; three Traits indicates something more serious, such as heart or liver pills; five Traits means that your character requires daily doses of medication to keep her alive, such as insulin for a diabetic. Missing a day’s worth of medicine inflicts a level of bashing or lethal damage, depending on the seriousness of the condition. This damage cannot be healed until the character gets back on his medication, at which time it heals at a rate of one level every 12 hours.
Nightmares (1 Trait Flaw)
Twisted dreams plague you in your sleep, bleeding over into your daily life. Perhaps you watched your pack slaughtered by Banes, or just the incredible stresses of being a werewolf make you nightmare-prone. For one reason or another these nightmares cause you such unrest that you aren’t sleeping at night and cannot get these images out of your head during the waking hours of the daytime. Make a test every game session. If you fail, you are down two Traits on every challenge due to exhaustion and distraction.
No Sense of Direction (1 Trait Flaw)
Maps, compasses, heck, even GPS technology and a personal guide - none of it does you any good, you still get lost all the time anyway. You have trouble keeping your bearings in all but the most familiar surroundings, and are two Traits down on any tests to navigate or otherwise try to feel out your way to a location. This doesn’t include trailing a target, though it might make for an interesting trip home, especially if he went through some bad parts of town.. ..
Overconfident (1 Trait Flaw)
You have an undeservedly high opinion of yourself and your capabilities. You trust your abilities implicitly, even in situations where you risk defeat. Whenever you fail, you quickly find someone or something else to blame. Your overconfidence can be infectious if you are convincing enough, and can therefore lead you and your associates into very dangerous situations.
Phobia (1 or 3 Trait Flaw)
You suffer from an irrational fear of an object, creature or circumstance - heights, snakes, crowds, confined spaces are a few ideas - and do everything in your power to avoid it. Your packmates may view you as weak and unfit to lead. When confronted with the object of your fear, you are two Traits down to resist frenzy. With a one-Trait Flaw, you must make a Willpower Challenge to approach the object in question; if you lose, you flee until it is no longer in sight. With the three-Trait Flaw, you test for frenzy; should you lose, you fall into fox frenzy until the object is removed or you’re put down in some way.
Poor Sense of Time (1 Trait Flaw)
It’s very difficult for you to estimate the passage of time without a clock on hand, and as a result you tend to over or underestimate how much time has passed by five minutes or more, which can be a critical mistake when you’re attempting to go along with a tightly planned operation. This Flaw largely relies on the player to roleplay correctly, though the Narrator may impose a one-Trait penalty on all tests involving estimating the passage of time correctly, including demolitions work or arriving at the right time to rescue a fellow character.
Soft-Hearted (1 Trait Flaw)
You cannot stand to watch the suffering of others - the idea of causing it is unthinkable. Perhaps you’re truly compassionate (which some Garou might consider a hindrance), or you just dislike the intensity of the situation. If you must watch suffering, you must bid an extra Trait in all challenges until the scene has passed.
Speech Impediment (1 Trait Flaw)
A stammer, Tourette’s Syndrome or other speech deficiency makes communication difficult for you. Roleplay your deficiency, and suffer a two-Trait penalty on all verbal communication. You cannot have this Flaw with the Merit: Enchanting Voice.
Absent-Minded (2 Trait Flaw)
Whether due to advanced age or just a natural trait, you tend to forget details that other people take for granted. Once per session, when you try to use an item that you would normally bring with you, the Narrator may require you to make a Willpower test against five Traits. If you fail, you forgot to bring the item in question, and you must go searching for it before it’ll turn up again (it always does by the end of scene, if you look).
Adrenaline Addict (2-Trait Flaw)
Your sense of curiosity is heightened to self-destructive proportions, turning you into a thrill-seeker with a need to test your limits no matter the consequences. You’re fascinated with the Homid things that you didn’t have growing up, and enjoy playing with such pointy and dangerous objects as chainsaws and motorbikes while in Homid form (For non Homid born). For Homid, you’ve fallen in love with the acrobatic stunts you can pull off in shifted form, and have no idea of what safe is for such a creature. You must act out this Flaw at least once per session.
Attention-Deficit Disorder (2 Trait Flaw)
No one posts you to guard duty unless they have no choice, and chances are you’re first one to drift off during planning sessions - you can’t help it, but it’s just about impossible for you to sit still and pay attention for any length of time. If you are ever required to perform an action that requires more than ten minutes of constant supervision, such as standing guard outside a stronghold or watching for signs of activity in a monster lair, you must make a Willpower test against six Traits. Failure means that you become distracted somehow; you need not abandon your post outright, but you have a two-Trait penalty for the rest of that scene to all Perception-related tests due to your inattentiveness.
Confused (2 Trait Flaw)
You are often confused or befuddled, and the world seems to you a very disorienting place. You should roleplay this behavior at all times to asmall degree, but your confusion becomes very evident whenever you are exposed to excessive stimuli (such as when a number of people are all talking at once, or when you enter a noisy nightclub). You are two Traits down on all challenges in such situations. You may spend a Willpower Trait to override the effects of your confusion, but only for a scene.
Dyslexic (2 Trait Flaw)
While not necessarily stupid or uneducated by any means, you have a tremendous difficulty reading the printed word, such that even the simplest documents often take you a great deal of time to work through. You are two Traits down on all tests to decipher maps or read documents of any kind, and such activities take half again as long as they would for another character to reflect the additional difficulty you have working through such sources.
Gullible (2 Trait Flaw)
Maybe you’re a couple bricks shy of a load, or maybe you just never learned how to separate truth from fiction. Whatever the cause, you’re particularly susceptible to subtle lies and half-truths. You suffer a three-Trait penalty on challenges related to subterfuge, such as trying to discern if someone is lying or making your own attempts to lie. You may never possess the Subterfuge ability.
Insomniac (2 Trait Flaw)
Sleep is a precious commodity for the imbued, but you have trouble getting even a few hours of sleep, and your daytime performance frequently suffers because of it. A Willpower test against a difficulty of five Traits is required before each session begins - if it fails, you are assumed to have gotten inadequate sleep the night before. Aside from the hours of frustrated tossing and turning or mindless infomercial watching this entails, you also suffer a one-Trait penalty on all Alertness-, Awareness- and Intuition-related tests due to your dull senses and groggy thinking. This Flaw cannot be selected if you have either the Endurance Ability or the Vigilance edge, and if you acquire those Traits later, the Traits from this Flaw must be reassigned to another as soon as possible.
Lost Homid (2 Trait Flaw)
You can’t remember anything since your First Change. Although Homid, you start with the same restrictions on Abilities as a Lupus.
Low Self-Image (2 Trait Flaw)
You suffer from a lack of self-esteem. You are two Traits down in all situations where you don’t expect to succeed (at the Narrator’s discretion, though the penalty might be limited to one Trait if you help by pointing out when this Flaw might affect you). At the Narrator’s option, you may be required to expend a Willpower Trait in order to attempt things that require strong self-confidence.
Lunacy (2 Trait Flaw)
Though all Garou are more susceptible to frenzy during one phase of the moon, you have almost no control over your Rage during this moon phase. You are two Traits down to avoid frenzy under your auspice moon phase.
Pack Mentality (2 Trait Flaw)
Your identity is intrinsically tied in with your pack. You live and die by the words of Vince Lombardi: “There is no ‘I’ in “team.” You are so tied to your pack that you have trouble making decisions without them. You gain a bonus Trait in challenges where two or more of your packmates are actively involved, but you take a one-Trait penalty on all challenges when you are alone. In stressful situations, you may even need to spend Willpower to act on your own.
Short Fuse (2 Trait Flaw)
Whenever someone ticks you off, you tend to fly off the handle. Make a Static Willpower Challenge (difficulty six Traits) when you're insulted or threatened. Failure means that you automatically take the offensive - this may mean responding in kind, be it with verbal abuse, social vendettas or physical violence. If you have the Berserker Flaw, you suffer a two-Trait penalty on your challenges to control your berserk rages, as well.
Vengeful (2 Trait Flaw)
You want to even a score, either from before your shifting or with some group or individual encountered thereafter. You constantly plan ways to satisfy your revenge, and if presented with an opportunity for vengeance, you must spend a Willpower Trait to take any different action for the scene.
Driving Goal (3 Trait Flaw)
You have a personal goal that compels and directs your actions, sometimes in startling or unexpected ways. The goal is always limitless in depth, and you can never truly achieve it: It’s the pursuit of your goal that counts. Your single-minded devotion to your goal gets you into trouble from time to time and might jeopardize other goals. You can avoid your driving goal for one scene by expending a Mental Trait, and for one game session by expending a Willpower Trait. You cannot take the Merit Higher Purpose.
Faint of Heart (3 Trait Flaw)
You have a weak stomach for scenes of gore and carnage; even cheesy horror films can make you queasy, and when confronted by an actual scene of such depravity you must make a Willpower test against a difficulty of five Traits to avoid losing your lunch. Failure means that you’re overcome with nausea for the next 10 minutes, and while you still may attempt other actions than retching if the need is great, all such tests suffer a one-Trait penalty while the sickness lasts.
Hatred (3 Trait Flaw)
There is someone or something that you just can’t stand. In fact, nothing would make you happier than to see this object rubbed out of existence. The mere mention of this thing during conversation makes your hackles rise. When in the presence of the object of your hatred, you must spend a Willpower Trait or immediately enter frenzy until either you have destroyed this object or it is out of your sight.
Incompetent (3 Trait Flaw)
You are absolutely terrible at one Ability, but unfortunately it seems like you’re the only one who doesn’t notice it. Perhaps you fancy yourself a master thespian when all your audience wants to do is crawl under their seats, or maybe you assume that a lifetime of playing violent roleplaying games has somehow made you a skilled martial artist. Choose one Ability when this Flaw is chosen - you believe that you have a proficiency of three levels or more in this Ability, but you cannot take actually any levels of this Ability during character creation, nor can you learn it during play until this Flaw is bought off. (It will take you some time to learn to walk the walk as well as talk the talk.) The plus side of this arrangement is that you do not need to spend a Willpower Trait to attempt challenges with this Ability, even though you do not have any levels of it, since you are so completely convinced you’re an expert in the field. However, your overconfidence paired with your utter lack of any real knowledge also means that you lose all ties involving this Ability, and with particularly important failures the Storyteller may require you to win or tie a Simple Test to avoid failing in some truly spectacular way. Naturally, until this Flaw is bought off you are quick to deflect any failures or perceived lack of expertise on your part, and will come up with no end of excuses or rationalizations to maintain your self-deception.
Slow Learner (3 Trait Flaw)
Regardless of how intelligent you might actually be, you have trouble getting your mind around new concepts as quickly as others, and can drive even patient instructors to distraction as you plod along. It costs an extra Experience Trait to learn a new Ability, and if you spend Experience to raise an Ability it does not actually increase until the session after next, reflecting how long it takes you to put what you’ve learned into practice.
Territorial (3 Trait Flaw)
What's yours is yours, anyone attempting to interfere or take what is yours results in an immediate frenzy check. A loss means you will do everything in your power to regain what was taken from you, be that an area or item.
Weak-Willed (3 Trait Flaw)
You are two Traits down in all challenges in which you are commanded or intimidated. Because you are highly susceptible to the control of others, you can use your Willpower Traits only when your survival (or that of another) is at stake, or when it is appropriate to your Nature. Moreover, you cannot learn to use sorcery or Theurgy of any sort.
Inept (5 Trait Flaw)
You are incompetent and unskilled. Until you buy off this Flaw, you may not buy your Abilities or Influences above one Trait.
Amnesia (7 Trait Flaw)
Your past is a blank slate - you recall nothing of your past friends, family or foes. Of course, such things have a way of coming back to haunt you. Create your character normally, but why you have such a set of skills or Attributes is up to the Storyteller.
THE ST WRITES YOUR BACKGROUND
You have no sense of taste or smell. You can’t track by scent, you do not gain Heightened Senses in your non-homid forms, and you aren’t affected by any powers that work solely on scent.
Compulsion (1-4 Trait Flaw)
Whether by psychological, physical or supernatural impairment, you find yourself forced to do (or not do) a specific thing or class of things. The action could be just about anything; by its very nature, it can make your existence uncomfortable at the very least.
With a psychological Compulsion, you might be able to overcome your difficulty with a Static Challenge of your permanent Willpower Traits versus a difficulty of the Flaw's value plus six Traits. (If you lose, you do lose a temporary Willpower Trait - you fought and failed.) With a supernatural or physical Compulsion, you're stuck: Your body or soul just can't cope. Even if you manage to overcome your Compulsion briefly in some fashion, you don't escape it without extensive work (and Experience Traits).
The value for a Compulsion varies with its severity. Storytellers, take note of players who look for loopholes to take a Compulsion and then use the letter of the Compulsion to suffer no real hindrance for it. That's a violation of the spirit of the rules and should be disciplined appropriately.
One Trait: Do not cross a threshold without permission, never show fear to the enemy, never contradict a superior, always keep your hands clean
Two Traits: Never refuse a reasonable bet, never betray any emotion, do not touch anything hold or consecrated to a particular faith, never harm a child
Three Traits: Never refuse a duel, never strike a woman, never refuse an offer of sex, never tell a lie, never take a life, always check for fire hazards before you leave the house
Four Traits: Never tell the truth, dance whenever you hear music, become entranced by the beauty in mirrors or books, never refuse a dare, do no harm ever
Deep Sleeper (1 Trait Flaw)
It is very difficult for you to awaken from sleep. If you are awakened unexpectedly, you are disoriented and two Traits down for all challenges in the following hour. You stagger, stumble and look bleary-eyed, and rest up against anything vaguely pillow like in an attempt to return to Dreamland. The Storyteller may also require you to make a Simple Test in order to awaken when danger threatens.
Illiterate (1 Trait Flaw)
You are unable to read or write. This Flaw is a cause of endless frustration when you are trying to perform any kind of supernatural research.
Ineptitude (1 Trait Flaw)
You just suck at something. Pick one Ability that you possess. You suffer a two-Trait resolution penalty on all challenges related to that Ability. The Storyteller has final say on which Ability you may limit in this fashion; taking Ineptitude with, say, Computer in a chronicle where you never use the things is not worth any Traits.
Lazy (1 Trait Flaw)
Why put off until tomorrow what can safely wait until next week? You despise physical labor of any kind, and even faced with a rather pressing need you would rather debate what needs to be done for hours than actually get up off your posterior to get it going. Any time you are faced with doing work not directly relating to the hunt or to keeping your job (if you have one), you must make a Willpower test against four
Traits-failure means that you cannot be bothered to perform such routine tasks until some time later.
Medicated (1-5 Trait Flaw)
You require some form of medication to stay healthy; exactly how often you require it (not to mention how difficult it is to acquire) determines the value of this Flaw. One Trait indicates a medication that matters for long term health but which has little impact on everyday life, such as cholesterol medication; three Traits indicates something more serious, such as heart or liver pills; five Traits means that your character requires daily doses of medication to keep her alive, such as insulin for a diabetic. Missing a day’s worth of medicine inflicts a level of bashing or lethal damage, depending on the seriousness of the condition. This damage cannot be healed until the character gets back on his medication, at which time it heals at a rate of one level every 12 hours.
Nightmares (1 Trait Flaw)
Twisted dreams plague you in your sleep, bleeding over into your daily life. Perhaps you watched your pack slaughtered by Banes, or just the incredible stresses of being a werewolf make you nightmare-prone. For one reason or another these nightmares cause you such unrest that you aren’t sleeping at night and cannot get these images out of your head during the waking hours of the daytime. Make a test every game session. If you fail, you are down two Traits on every challenge due to exhaustion and distraction.
No Sense of Direction (1 Trait Flaw)
Maps, compasses, heck, even GPS technology and a personal guide - none of it does you any good, you still get lost all the time anyway. You have trouble keeping your bearings in all but the most familiar surroundings, and are two Traits down on any tests to navigate or otherwise try to feel out your way to a location. This doesn’t include trailing a target, though it might make for an interesting trip home, especially if he went through some bad parts of town.. ..
Overconfident (1 Trait Flaw)
You have an undeservedly high opinion of yourself and your capabilities. You trust your abilities implicitly, even in situations where you risk defeat. Whenever you fail, you quickly find someone or something else to blame. Your overconfidence can be infectious if you are convincing enough, and can therefore lead you and your associates into very dangerous situations.
Phobia (1 or 3 Trait Flaw)
You suffer from an irrational fear of an object, creature or circumstance - heights, snakes, crowds, confined spaces are a few ideas - and do everything in your power to avoid it. Your packmates may view you as weak and unfit to lead. When confronted with the object of your fear, you are two Traits down to resist frenzy. With a one-Trait Flaw, you must make a Willpower Challenge to approach the object in question; if you lose, you flee until it is no longer in sight. With the three-Trait Flaw, you test for frenzy; should you lose, you fall into fox frenzy until the object is removed or you’re put down in some way.
Poor Sense of Time (1 Trait Flaw)
It’s very difficult for you to estimate the passage of time without a clock on hand, and as a result you tend to over or underestimate how much time has passed by five minutes or more, which can be a critical mistake when you’re attempting to go along with a tightly planned operation. This Flaw largely relies on the player to roleplay correctly, though the Narrator may impose a one-Trait penalty on all tests involving estimating the passage of time correctly, including demolitions work or arriving at the right time to rescue a fellow character.
Soft-Hearted (1 Trait Flaw)
You cannot stand to watch the suffering of others - the idea of causing it is unthinkable. Perhaps you’re truly compassionate (which some Garou might consider a hindrance), or you just dislike the intensity of the situation. If you must watch suffering, you must bid an extra Trait in all challenges until the scene has passed.
Speech Impediment (1 Trait Flaw)
A stammer, Tourette’s Syndrome or other speech deficiency makes communication difficult for you. Roleplay your deficiency, and suffer a two-Trait penalty on all verbal communication. You cannot have this Flaw with the Merit: Enchanting Voice.
Absent-Minded (2 Trait Flaw)
Whether due to advanced age or just a natural trait, you tend to forget details that other people take for granted. Once per session, when you try to use an item that you would normally bring with you, the Narrator may require you to make a Willpower test against five Traits. If you fail, you forgot to bring the item in question, and you must go searching for it before it’ll turn up again (it always does by the end of scene, if you look).
Adrenaline Addict (2-Trait Flaw)
Your sense of curiosity is heightened to self-destructive proportions, turning you into a thrill-seeker with a need to test your limits no matter the consequences. You’re fascinated with the Homid things that you didn’t have growing up, and enjoy playing with such pointy and dangerous objects as chainsaws and motorbikes while in Homid form (For non Homid born). For Homid, you’ve fallen in love with the acrobatic stunts you can pull off in shifted form, and have no idea of what safe is for such a creature. You must act out this Flaw at least once per session.
Attention-Deficit Disorder (2 Trait Flaw)
No one posts you to guard duty unless they have no choice, and chances are you’re first one to drift off during planning sessions - you can’t help it, but it’s just about impossible for you to sit still and pay attention for any length of time. If you are ever required to perform an action that requires more than ten minutes of constant supervision, such as standing guard outside a stronghold or watching for signs of activity in a monster lair, you must make a Willpower test against six Traits. Failure means that you become distracted somehow; you need not abandon your post outright, but you have a two-Trait penalty for the rest of that scene to all Perception-related tests due to your inattentiveness.
Confused (2 Trait Flaw)
You are often confused or befuddled, and the world seems to you a very disorienting place. You should roleplay this behavior at all times to asmall degree, but your confusion becomes very evident whenever you are exposed to excessive stimuli (such as when a number of people are all talking at once, or when you enter a noisy nightclub). You are two Traits down on all challenges in such situations. You may spend a Willpower Trait to override the effects of your confusion, but only for a scene.
Dyslexic (2 Trait Flaw)
While not necessarily stupid or uneducated by any means, you have a tremendous difficulty reading the printed word, such that even the simplest documents often take you a great deal of time to work through. You are two Traits down on all tests to decipher maps or read documents of any kind, and such activities take half again as long as they would for another character to reflect the additional difficulty you have working through such sources.
Gullible (2 Trait Flaw)
Maybe you’re a couple bricks shy of a load, or maybe you just never learned how to separate truth from fiction. Whatever the cause, you’re particularly susceptible to subtle lies and half-truths. You suffer a three-Trait penalty on challenges related to subterfuge, such as trying to discern if someone is lying or making your own attempts to lie. You may never possess the Subterfuge ability.
Insomniac (2 Trait Flaw)
Sleep is a precious commodity for the imbued, but you have trouble getting even a few hours of sleep, and your daytime performance frequently suffers because of it. A Willpower test against a difficulty of five Traits is required before each session begins - if it fails, you are assumed to have gotten inadequate sleep the night before. Aside from the hours of frustrated tossing and turning or mindless infomercial watching this entails, you also suffer a one-Trait penalty on all Alertness-, Awareness- and Intuition-related tests due to your dull senses and groggy thinking. This Flaw cannot be selected if you have either the Endurance Ability or the Vigilance edge, and if you acquire those Traits later, the Traits from this Flaw must be reassigned to another as soon as possible.
Lost Homid (2 Trait Flaw)
You can’t remember anything since your First Change. Although Homid, you start with the same restrictions on Abilities as a Lupus.
Low Self-Image (2 Trait Flaw)
You suffer from a lack of self-esteem. You are two Traits down in all situations where you don’t expect to succeed (at the Narrator’s discretion, though the penalty might be limited to one Trait if you help by pointing out when this Flaw might affect you). At the Narrator’s option, you may be required to expend a Willpower Trait in order to attempt things that require strong self-confidence.
Lunacy (2 Trait Flaw)
Though all Garou are more susceptible to frenzy during one phase of the moon, you have almost no control over your Rage during this moon phase. You are two Traits down to avoid frenzy under your auspice moon phase.
Pack Mentality (2 Trait Flaw)
Your identity is intrinsically tied in with your pack. You live and die by the words of Vince Lombardi: “There is no ‘I’ in “team.” You are so tied to your pack that you have trouble making decisions without them. You gain a bonus Trait in challenges where two or more of your packmates are actively involved, but you take a one-Trait penalty on all challenges when you are alone. In stressful situations, you may even need to spend Willpower to act on your own.
Short Fuse (2 Trait Flaw)
Whenever someone ticks you off, you tend to fly off the handle. Make a Static Willpower Challenge (difficulty six Traits) when you're insulted or threatened. Failure means that you automatically take the offensive - this may mean responding in kind, be it with verbal abuse, social vendettas or physical violence. If you have the Berserker Flaw, you suffer a two-Trait penalty on your challenges to control your berserk rages, as well.
Vengeful (2 Trait Flaw)
You want to even a score, either from before your shifting or with some group or individual encountered thereafter. You constantly plan ways to satisfy your revenge, and if presented with an opportunity for vengeance, you must spend a Willpower Trait to take any different action for the scene.
Driving Goal (3 Trait Flaw)
You have a personal goal that compels and directs your actions, sometimes in startling or unexpected ways. The goal is always limitless in depth, and you can never truly achieve it: It’s the pursuit of your goal that counts. Your single-minded devotion to your goal gets you into trouble from time to time and might jeopardize other goals. You can avoid your driving goal for one scene by expending a Mental Trait, and for one game session by expending a Willpower Trait. You cannot take the Merit Higher Purpose.
Faint of Heart (3 Trait Flaw)
You have a weak stomach for scenes of gore and carnage; even cheesy horror films can make you queasy, and when confronted by an actual scene of such depravity you must make a Willpower test against a difficulty of five Traits to avoid losing your lunch. Failure means that you’re overcome with nausea for the next 10 minutes, and while you still may attempt other actions than retching if the need is great, all such tests suffer a one-Trait penalty while the sickness lasts.
Hatred (3 Trait Flaw)
There is someone or something that you just can’t stand. In fact, nothing would make you happier than to see this object rubbed out of existence. The mere mention of this thing during conversation makes your hackles rise. When in the presence of the object of your hatred, you must spend a Willpower Trait or immediately enter frenzy until either you have destroyed this object or it is out of your sight.
Incompetent (3 Trait Flaw)
You are absolutely terrible at one Ability, but unfortunately it seems like you’re the only one who doesn’t notice it. Perhaps you fancy yourself a master thespian when all your audience wants to do is crawl under their seats, or maybe you assume that a lifetime of playing violent roleplaying games has somehow made you a skilled martial artist. Choose one Ability when this Flaw is chosen - you believe that you have a proficiency of three levels or more in this Ability, but you cannot take actually any levels of this Ability during character creation, nor can you learn it during play until this Flaw is bought off. (It will take you some time to learn to walk the walk as well as talk the talk.) The plus side of this arrangement is that you do not need to spend a Willpower Trait to attempt challenges with this Ability, even though you do not have any levels of it, since you are so completely convinced you’re an expert in the field. However, your overconfidence paired with your utter lack of any real knowledge also means that you lose all ties involving this Ability, and with particularly important failures the Storyteller may require you to win or tie a Simple Test to avoid failing in some truly spectacular way. Naturally, until this Flaw is bought off you are quick to deflect any failures or perceived lack of expertise on your part, and will come up with no end of excuses or rationalizations to maintain your self-deception.
Slow Learner (3 Trait Flaw)
Regardless of how intelligent you might actually be, you have trouble getting your mind around new concepts as quickly as others, and can drive even patient instructors to distraction as you plod along. It costs an extra Experience Trait to learn a new Ability, and if you spend Experience to raise an Ability it does not actually increase until the session after next, reflecting how long it takes you to put what you’ve learned into practice.
Territorial (3 Trait Flaw)
What's yours is yours, anyone attempting to interfere or take what is yours results in an immediate frenzy check. A loss means you will do everything in your power to regain what was taken from you, be that an area or item.
Weak-Willed (3 Trait Flaw)
You are two Traits down in all challenges in which you are commanded or intimidated. Because you are highly susceptible to the control of others, you can use your Willpower Traits only when your survival (or that of another) is at stake, or when it is appropriate to your Nature. Moreover, you cannot learn to use sorcery or Theurgy of any sort.
Inept (5 Trait Flaw)
You are incompetent and unskilled. Until you buy off this Flaw, you may not buy your Abilities or Influences above one Trait.
Amnesia (7 Trait Flaw)
Your past is a blank slate - you recall nothing of your past friends, family or foes. Of course, such things have a way of coming back to haunt you. Create your character normally, but why you have such a set of skills or Attributes is up to the Storyteller.
THE ST WRITES YOUR BACKGROUND