Universal Merits and Flaws
Available to any Breed and Tribe
Merits
Ability Aptitude (2 pt Merit)
Choose an ability when developing this merit. You are able to develop that skill 1 dot higher than you would normally be able to. (Typically to 6.) You may select this merit multiple times, but each time you must choose a different ability.
Acute Senses (1 pt Merit)
One or more of your senses are particularly sharp (You must specify one of your five senses). You are 2 traits up on all non-Combat challenges involving this particular sense. You may take this Merit multiple times for different senses
Adaptable Nature (2 pt Merit)
You accept change easily and adapt quickly to unfamiliar situations or alien circumstances. The most bizarre Antarctic landscapes do not phase you, nor does it bother you to make sudden changes in plans or battle tactics. You can avoid any penalties associated with exposure to alien environments or drastic changes. Note that these environments must be naturally occuring within the realm or the Umbra for this to apply; environments summoned by powers are not covered by this Merit.
Alternate Identity (1-5 pt Merit)
You have established a false persona that stands up to scrutiny and investigation. The quality and detail of this face depends on the number of points invested in the Merit. For one point, your identity is new or intended for casual use only. At two points, it takes determined effort to reveal your ruse. For three points, your false name is known in several cities. At four points, your identity is widely known and respected. For five points, you can even deceive the most paranoid. Although the difficulty of any Investigation to determine your true identity equals your Alternate Identity rating +5, it is up to you to actively maintain your persona. Characters with more than one false face must purchase this Merit multiple times.
Animal Affinity (2 pt Merit)
You feel ties of kinship with a particular animal species. Such creatures are not discomforted by your presence and generally like you (+1 Trait to all pertinent Animal Ken tests).
Ambidextrous (2 pt Merit)
You have a high degree of Off-Hand Dexterity, and you can perform tasks with the "wrong" hand at no Penalty. This grants no additional actions or ability to do more than one thing at a time. This simply lets you do things with both hands instead of having a dominate one. Further, in combat, once per turn you may apply one of the weapon tags of a weapon in your off hand when making an attack, in addition to all of the tags of the weapon in your main hand.
Artistically Gifted (1 pt Merit)
The Muses work their will through you, or so it appears. Whenever you employ your artistic talent (as in, uses of Crafts or Performance that are more aesthetic than functional), add +2 to any relevant challenge except Gift Activation, which focuses more on channeling spirits than truly expressing the soul.
Beauty of Aphrodite/Adonis (3 pt Merit)
Prerequisite: At least one Heroic Social Attribute, Striking Looks 2. Your looks are truly superhuman, and there are some who might believe you divine when you speak with them. Add +3 to all tests that involve your looks, this stacks with the bonus from Striking Looks. However, you suffer the dubious honor of being almost completely unforgettable. Unless compelled by supernatural powers, it is unlikely anyone will forget having seen you.
Berserker (3 pt Merit)
You are in total control of your beast, a master of your primal self. You may enter frenzy at will, during which time you do not suffer any wound penalties (this means that you are not treated to be in your injured or incapacitated wound tracts), but you must still make frenzy tests when the need arises. This merit does not make ending Frenzy any easier.
Calm Heart (2 pt Merit)
Although many Garou have difficulty resisting frenzy, you find it easier to stay your anger. You are one Trait up to resist frenzy.
Camp Membership (1 pt Merit)
You’re a member of one of the cross-tribal camps or tribal cults, allowing you to purchase the camp/cult’s Gifts at Affinity costs. You may only be a member of one camp/cult.
Cast Iron Stomach (3 point Merit)
You can eat more or less anything without gagging. Squirming bugs, a freshly-gutted carcass with the innards still hanging out… hey, it’s all food, so chow down! Anything you can physically devour and digest is yours for the eating. This Merit does not in any way protect you from the effects of said substances (rotted meat can still poison you), but you can keep down and gain nourishment from a meal that would make the average person puke from its mere proximity.
Catlike Balance (1 pt Merit)
You are Sure-Footed and almost never slip or get dizzy. Your sense of Balance is so keen that you can traverse even the narrowest ledges or wires. You are two traits up on test where you balance is a factor. (The storyteller has final say on what this effects)
Cathartic Fury (2 pt Merit)
You find solace and strength in periodic outbursts of rage. At the conclusion of any frenzy, throw a simple test. Success restores one point of Willpower, up to your usual maximum. (you may not take this merit and the Berserker merits)
Celestial Attunement (1 pt Merit)
You have an innate link to the passage of time and the movement of celestial bodies. You can estimate the time until sunrise or sunset within a minute or two, and you can follow the phases of the moon in your head. Those with some training in astrology and this Merit can even foretell certain astrological conjunctions without access to charts. You can accomplish any of these feats with only a minimum of concentration.
Clear Sighted (3 point Merit)
You have the unusual ability to see with great clarity, overcoming distractions and illusions. Gain +5 to resist perception-altering powers (one that affects perception, rather than emotions or perception), such as Distractions. This is a defensive bonus; you cannot use Clear Sighted when using Heightened Senses (or similar powers) to see through another individual’s already established invisibility or to actively pierce illusions.
Code of Honor (2 pt Merit)
A specific code of honor or chivalry guides your actions, separate from your road ethics. This code is very personal, shaped by your experiences. You should work with your Storyteller to create an appropriate code (one with hindrances and restricted activities along with beliefs and passions). If you are affected by a power that would force you to violate your code you are up 2 traits on all tests to resist that power. All codes must be approved by the storytellers. Should you willingly violate your code you lose access to this merit until such time as you manage to reaffirm your code, likely making public apologies for your actions.
Common Sense (3 point Merit, free to players new to Werewolf or LARP)
Your character has an exceptionally sound and rational mind. With a moment’s thought, she can weigh potential courses of action and outcomes. Once per session as an instant action, you may ask the Storyteller one of the following questions about a task at hand or course of action. If you would like answers to more than one question, make a Wits + Composure test, difficulty 8.
- What is the worst choice?
- What do I stand to lose here?
- What’s the safest choice?
- Am I chasing a worthless lead?
Concentration (1 pt Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g. loud noises, hanging upside down).
Danger Sense (3 pt Merit)
You have a sixth sense for trouble, and you just know when something is about to happen. If there is a chance that you will be surprised by an ambush, you may make a Simple Test. On a win or tie, you may take an action without the hindrance of surprise. The Storyteller determines when this Merit reacts to danger. (This merit is strictly reactionary)
Daredevil (3 pt Merit)
You are good at taking risks and even better at surviving them. When attempting exceptionally dangerous (Non-combat) Physical actions, such as leaping from one moving horse to another, your test pool increases by 3. If you engage multiple opponents on your own, you receive a +2 bonus to your Physical defense test pools.
Direction Sense (1 pt Merit)
Your sense of direction is infallible. Even underground, you are always aware of which direction is north, and you receive a +1 bonus to navigate or find your way.
Double-Jointed (1 pt Merit)
You possess uncanny suppleness, gaining a +2 bonus on any test that requires flexibility or on any tests to escape a grapple. You can contort yourself into odd positions or squeeze into small spaces.
Efficient Learner (1 pt Merit)
You've figured out the art of learning Gifts! If learning an out-of-Affinity Gift with a patron, the patron doesn't have to put in any Downtime towards getting the Gift for you. You've already done all the set up, they just need the stamp of approval. Please note that your patron will still need to note advocating for you when submitting their Downtimes so we can verify them, but this will not require a full Downtime Action from them.
Eidetic Taste (4 pt Merit)
Possessed most commonly by Red Talons, Eidetic Taste allows you to remember the taste of everything you’ve ever eaten, and be able to identify it instantly if you taste it again. Furthermore, you’re granted the ability to sense where the nearest supply of that taste might be. If you’ve ever had a bite of someone, it serves as an excellent way to track that meal. Creative garou have found other uses for this power, including tracking down poisons.
Enchanting Feature (2 pt Merit)
Blessed with magnificent eyes, sleek hair, mighty biceps, preternatural grace, ripped abs, a dazzling smile, or some other standout physical feature, you can enchant people with the raw perfection of that feature. The feature in question doesn’t need to be visually obvious, either; maybe you smell good, possess a seductive voice, move with animalistic allure, or enjoy some likewise wondrous physical asset. (Please be tasteful here, folks.)
This Merit takes the place of related Physical Merits such as Enchanting Gaze, Soothing Voice, Graceful, and other potentially similar attributes. Story-wise, this Enchanting Feature becomes a standout part of your character’s description. System-wise, you gain two Bonus Traits when your character deploys the feature in question as part of some social feat. This Merit does not stack with Natural Leader.
Enhanced Homid Form (2 pt Merit)
Your Homid form provides most of the benefits provided by Glabro form, excluding the ability to inflict lethal damage with brawl attacks.
Enhanced Lupus Form (2 pt Merit)
Your Lupus form provides the benefits provided by Hispo form.
Fighting Finesse (2 pt Merit)
You are skilled at fighting with agility rather than strength. When selecting this Merit, choose either Brawl or Melee. You may now make attacks using the Dexterity Attribute rather than Strength when making an attack with that Ability. You may select this Merit a second time to choose the other Ability.
Foul Blood (2 pt Merit)
Your flesh and blood tastes bilious or outright putrescent. Anyone who bites or feeds from you must make a Willpower test (difficulty 5 plus the number of health levels inflicted or blood points consumed). Those who fail spend the next turn choking, retching or gagging. Any fool who actually attempts to drink you dry must make three consecutive Willpower tests difficulty 9 to succeed. If any of these checks fail, the attacker spends the rest of the scene vomiting the tainted gore. While this merit is mostly a benefit, it does come with one serious drawback, you begin every game with Wyrm Taint 1, as if there is something foul in your blood offering this protection. If you are already suffering under the effects of Wyrm Taint before the start of a game, you instead increase your Wyrm Taint by 1, to a maximum of 3.
Gift Affinity (1-5 pt Merit)
Upon developing this Merit, select one out of affinity Gift you possess and gain that Gift's Affinity effect. You may develop this Merit multiple times (up to a maximum of your rank; at legend there is no limit), each time selecting a different out of Affinity Gift you possess. The cost of this merit is the level of the gift.
There must be STRONG justification for having this merit for any tribal gift. Breed and Auspice gifts will require some justification
Green Thumb (1 pt Merit)
Plants flourish from your touch. Although they don’t bloom and grow on contact, they do attain a healthy boost when you work with them. Gain a +2 Bonus to all non-supernatural tests (and a +1 to supernatural tests) when you work with plants, trees, and other forms of vegetation – algae, mold, fungus, seaweed, and the like. Story-wise, your aura pulsates with green vitality, plant matter grows fast and robust in your presence.
Heroic Attribute (3 pt Merit)
You have the potential to be like the heroes of old, upon developing this merit select you may select one of the following.
- You raise your limit for a single attribute by 3
- You raise your limit for a single attribute by 2 and another attribute by 1
- You raise your limit for three attributes by 1 each.
(typically this will take your limit from 5; however other effects or flaws may change this).
You cannot take this Merit as a Totem Benefit.
Heroic Lineage (2 pt Merit)
As the product of generations of pure breeding, you are related to a hero of your tribe, and other Garou can sense it when they see you. Once per game session, when you engage in a Stare Down with someone who knows of your lineage, you gain an additional
Merit retest on the challenge.
If you are part of a well-known family, others may easily identify your specific heroic relative and their connection to you. If this is not the case, a character with the "Scholar of..." merit of your tribe may examine you and determine to which hero you are related. This examination may require viewing you in several different forms.
More traditional Garou place a lot of stock in ancestry and may give you special favor above and beyond the mechanics of this merit, but all Garou can sense the greatness in your blood and your undeniable link to a hero of your tribe. This merit must be purchased at character creation. Characters with the Heroic Lineage merit cannot have the Legendary Lineage merit. This is our replacement for Pure Breed.
Huge Size (4 pt Merit)
You are abnormally large, Possibly over seven feet tall and weighing over 300 pounds. You gain extra health levels based on your stamina.
+1 Health: Stamina 1-3
+2 Health: Stamina 4-5
+3 Health: Stamina 6+
Infectious Courage (5 pt Merit)
While it's the duty of all Ahroun to inspire valor on the field of battle, it comes to you far more naturally than to most; even among the stout Garou, your courage and resolve is legendary. Whenever a fear-causing Gift or power is used on you, you may gain a +2 bonus to resist it. If a similar ability is used on one or more of your packmates and you are in their line of sight, they gain a +1 to resist it as well.
Iron Will (3 point Merit)
By achieving a level of mental control worthy of martial arts masters or intensely dedicated scholars, you have mastered a rigid thought structure. You can use this internal resolution to focus your mind, resisting torture, intimidation, and powers that directly attempt to control you. Gain +5 to resist mind-altering powers (one that affects thoughts, rather than emotions or perception), such as Mastery.
Legendary Lineage (5 pt Merit)
You are directly related to one of the greatest heros of your tribe, and other Garou can sense the purity of your breed when they see you. This direct connection to an ancient hero grants you the Heroic Attribute merit at no cost.
More traditional Garou place a lot of stock in ancestry and may give you special favor above and beyond the mechanics of this merit, but all Garou can sense the greatness in your blood and your undeniable link to a hero of your tribe. As the product of generations of pure breeding, you are related to a hero of your tribe, and other Garou can sense it when they see you. Once per game session, when you engage in a Stare Down with someone who knows of your lineage, you gain an additional
Merit retest on the challenge.
The hero to whom you are related is obvious to any Garou who sees you. You must work with the Storytelling Staff to detail who your heroic ancestor is before purchasing this merit. In addition, other Garou may judge you harshly for your failures. This merit must be purchased at character creation. Characters with Legendary Lineage cannot have the Heroic Lineage merit. This is our replacement for Pure Breed.
Longevity (1 pt Merit)
Some quirk of the First Change slowed down your aging process. You are decades older than you appear, and barring a violent death, you may live to be several hundred years old.
Note: This merit should only be taken if you want to play an abnormally old garou, if you just want your character to live long into the future there is no need to take this merit.
Lucky (3 pt Merit)
Like most tricksters, fools, and madmen, your life has been a series of fortunate coincidences and second chances. Whether you rely on this luck or just fall into it, you lead a charmed existence. If an opponent achieves an exceptional success against you, you may choose to downgrade it to a normal success. Alternatively, should you be about to suffer a dramatic failure, you may choose to reduce it to just a normal failure. You can use this benefit once every five minutes, or twice per combat.
Master Craftsman (3 pt Merit)
When designing, building, or repairing something, you gain a +1 on all Crafts tests. Additionally, you require one less Downtime (to a minimum of one) on any duration required when working on large or complex projects.
Master of Protocol (1 pt Merit)
Your mentor has laboriously tutored you in most forms of etiquette, even customs outside your own culture and time. As such upon taking this merit you gain as many etiquette specialties as you have points in etiquette (the specialties still do not stack when a situation would let you use more than one.) If you ever increase you etiquette ability level you gain a free specialty as well. You also gain an additional bonus point when calling upon specialties.
Medium (2 pt Merit)
You do, in fact, hear dead people from the spirit world. Ghosts follow you wherever you go and you can feel their presence at all times. As long as you are willing to barter with them, the restless dead will communicate with you for favors and information.
Metamorph (6 pt Merit)
Shapechanging for you is as easy as breathing. You do not need to test to change forms, nor is it necessary to spend a Rage point for an instantaneous shift. If you lose consciousness from wounds or for some other reason, you may choose which form you assume rather than reverting to breed form.
Mist Sight (2 pt Merit)
Perhaps you were enchanted by the fae in your youth. Perhaps a faun played a prank on you. Whatever the reason, you’re capable of seeing through faerie glamours and recognize them and their creations for what they are. This isn’t always a good thing; beings of mischief tend to hide for a reason.
Mixed-morph (1 or 5 pt Merit)
You are able to engage in the art of partial transformation, shifting just a portion of your body as opposed to all of you completely from one for to the next. At 1 point doing so costs a point of willpower and a simple action, and you may then choose to transform a portion of yourself to a new form and gain some of the benefits of that new form (Crinos hands might give you the bonus on brawl attacks, while a lupus nose might give you the bonus on tracking), it is up to the ST precisely what the bonus provided is. At 5 points the willpower cost is waived and you are able to partially transform with only a simple action.
Natural Channel (3 pt Merit)
Traveling between the Material Realm and the Umbra has always felt natural to you. You may always consider the gauntlet rating to be one lower when crossing into or out of the umbra.
Natural Leader (1 pt Merit)
You were born to lead. Your magnetism attracts people, and all they want to do is follow your example. You are two Bonus Traits up in challenges involving the leadership ability. You must have at least three Charisma in order to take this Merit. (This Merit does not stack with Enchanting Voice)
Natural Linguist (2 pt Merit)
You have a remarkable grasp of any languages that you speak or write (as per your Linguistics Ability). You gain 3 bonus Traits on all challenges related to language. You also know twice the number of languages that your level of the Linguistics Ability would normally allow.
Noted Messenger (3 pt Merit)
Legends and Elders have used your services to deliver their important words. You may have even been called upon to carry messages of peace (or war) between the Nation and outside forces. Because of your reputation as a reliable messenger, you can pass through other Garou territories without your presence causing offense, and you may be allowed into any sept (or other locale where your reputation is respected, such as spirit courts or Fera holdings) unchallenged, as long as you carry a message for someone residing there. However, you are expected to behave in accordance with your reputation; if you take offensive actions, act indiscreetly, or speak rudely while in the line of duty, it may affect how you are treated (and may cause the Storyteller to deem that you lose this Merit).
Oracular Ability (2 pt Merit)
You see omens of the future. You might use techniques such as casting bones, studying astrology, or have visions at holy sights. Conversely you might have your visions thrust upon you, even if you try to prevent such divinations. You can draw advice from these omens, as they provide hints of the future and warnings of the present. You can, once per game session, ask the story teller for advice or a hint on how to proceed. This hint may come in the form of an elaborate vision. In addition, once per hour, you can sacrifice your standard action to immediately take your simple action at at any time, even before your initiative order.
Piscine (1 pt Merit)
You are unusually comfortable underwater and vastly prefer swimming to walking. You take no penalties on Physical challenges for being in water, instead gaining a +2 bonus on all such actions. For you swimming only takes a Simple action rather than a standard action.
Predator's Glare (2 pt Merit)
You can bring your predatory nature to the surface, frightening off humans. Spend 1 Rage and a simple action, for as long as you choose to maintain this power (which must be role played as being a much more frightening, predatory individual), non-supernatural humans and animals with less than 8 Willpower will not attack you and will instinctively avoid you. All other mundane humans and animals (those with 8+ WP) instead suffer a -3 penalty when attempting to attack you.
Priest/Priestess/Priestex (2 or 4 pt Merit)
You have risen to some prominence within the cult of your chosen divine patron and received the title of Priest, Priestess, or Priestex as appropriate. Whenever a player earns 10 Renown Cards, they may bring them to you for review in order to sign off on converting them to permanent Devotion, though you must have your own Devotion authorized by someone else. This is a hefty responsibility, so be careful in committing to this Merit. As a reward, you gain a free point of the Kinfolk: Cult Background, and a free point of Temple Influence that may exceed rage caps. Should you leave your patron for another, you lose this Merit without refund. This Merit is 2 points for Black Furies and Stargazers and 4 points for members of any other tribe.
It is recommended you discuss your patron with Staff if you have concerns about what they may ask of you as this Merit represents a serious commitment to a Divine Patron that cannot be easily ended.
Scarred (1 pt Merit)
Whether a result of battle wounds or religious practices, your body is heavily adorned with scars. These scars do not interfere with your movement or sensation, nor are they ugly enough to reduce your appearance. However, anyone who beholds you recognizes you as someone intimately familiar with pain and violence. You gain +2 traits on all non supernatural based Intimidation test. As a rule, town drunks are less inclined to quarrel with you and most individuals will assume you know how to fight (whether or not you actually do). This Merit can also reflect branding, tattooing or other rarer markings at Storyteller discretion.
Scholar of ______ (2 pt Merit)
You have taken the time to learn about and specialize in one particular group of people or an organization. You are aware of at least some of the group's customs, strategies, abilities and long-term goals, and can put that knowledge to good use. The merit is our replacement for Lores.
Sea Legs (1 pt Merit)
Prerequisite: Stamina 2+. A character with Sea Legs never needs to test for seasickness. She is assumed to have such a strong constitution as to never become motion sick.
Soul of the Muse (4 pt Merit)
You are an inspiration to creators of all types. Whether you are artistically gifted or not, other artists find it far easier to create masterworks when you are around. If you are in the presence of any creator — whether you are acting as a model, providing counsel, or singing a song — that creator can treat any success as an exceptional success. This creative stimulation applies to works of wonder and destruction alike, as you inspire all.
Strong Lungs (1 pt Merit)
The character has an incredible lung capacity, either through training or the grace of good genes. His maximum time to hold his breath is figured as if his Stamina were one point higher.
Ship Owner (2-3 pt Merit)
You own a ship Perhaps you run a gang of smugglers or pirates, or patron explorers or merchants to find you rare discoveries. At 2 points, you own a galley or other long ship, swift and fast vessels but tight on cargo space. At 3 points, you own a cargo ship, larger and with more cargo space, but less maneuverable and slow. You may not own a Trireme with this merit.
Silver Tolerance (7 pt Merit)
Blessed by Luna you have somehow found yourself not so weak to her metal as many other Garou are. You do not take the additional damage inflicted by silver, nor is damage inflicted by silver weapons or arrows automatically aggravated against you (you may still take aggravated damage if there is some other effect). Further, your tolerance for Silver extends to your ability to carry silver, while the spirits may still deride you and take an Honor or a Glory renown if you are carrying too much silver, you are able to carry 10 objects before it costs you a gnosis (rather than the standard 5) further, a Klaive by itself does not cost any Gnosis, and a Grand Klaive costs only 1 gnosis. You are still barred from crossing the gauntlet if you are in violent contact with Silver however.
Soothing Presence (2 pt Merit)
You have a calming way about you, and people who are prone to anger find their rage easier to quell with you around. Any Garou within 3 steps of you gains +3 on all tests to resist frenzy. The effects of this Merit require a peaceful situation around you; as such this Merit has no effect during combat.
Striking Looks (1-2 pt Merit)
Your style, appearance, or that special feeling about you is striking, and people find you pleasing to the eye. At one point, you are good looking and you probably get quite a few compliments on your style. At two points you are stunning, you likely have many suitors and perhaps even offers for marriage from young nobles. You gain a bonus equal to this merit on all tests that involve your appearance. However, this bonus also applies to anyone trying to remember you were present in a situation. Just as your looks are a benefit to you, you are also quite hard to forget.
This merit can also be used to represent other striking looks, not necessarily beauty. For example, a person with elaborate scar work that ran all along their arms. Typically though, this merit is for when there is something favorable about the appearance that the character wishes to use. If instead you are looking to have looks that will only have a negative impact, consider the Uncanny flaw (below).
Supple Joints (1 or 3 pt Merit)
You are unusually lithe. For one point, you gain +2 on all Dexterity tests involving body flexibility outside of combat (such as escaping restraints or contorting through tight spaces). For three points, you can bend most joints backward, dislocate others at will and perform feats of contortion impossible for a human body (such as turning your head to look straight back). You can escape most restraints and slither through small spaces automatically, although the Storyteller may require a test for extreme feats.
Supporter (3 pt Merit)
You inspire all around you to greater efforts. Whether by speaking, writing, or leading by example, you give anyone who works with you reason to go on and hope of success. You have a +2 bonus on Social tests to inspire, comfort, or unify, and you give any group you’re part of +1 to its total test pool, provided everyone is working towards the same goal.
Tranquil Soul (3 pt Merit)
You have a calmness about you, and the ability to keep your head on straight even when others would lose control of themselves. When you are testing to resist falling into Frenzy you double your current willpower for the purpose of testing. Further, should you fall into a Berserk Frenzy you always treat your Gnosis as though it were higher than your Rage, regardless of the actual values of each. You may not take this merit and the Berserker merit.
Traveler (2 pt Merit)
As a well-traveled individual, you have mastered the art of travel. With this Merit, you can justify downtimes that occur elsewhere in Greece without dedicating downtimes to the travel itself. This Merit is very popular with Silent Striders.
Trusty Companion (4 pt Merit)
You have a reputation as trustworthy, stalwart, and unfaltering in your dedication to your companions. Your very presence in a pack bolsters the Willpower of your packmates, allowing them each to regain one spent Willpower point per game session (which cannot bring them over their permanent maximum). If this occurs in combat, it doesn’t take an action, but must wait until their initiative. You will always be relied upon to risk your life for them, as only a trusted companion might. Should you ever complain about your lot, the Willpower bonus you provide disappears until you once again risk physical or reputational peril for your friends.
Unimpressed (3 pt Merit)
You've seen everything, done everything, and been everywhere. You are notoriously difficult to impress, and you have a knack for looking at facts without emotional coloration. Gain +5 to resist emotion-altering powers (one that affects feelings, rather than thoughts or perception), such as Siren's Lure or Snarl of the Predator.
Untrackable (2 pt Merit)
You are extremely difficult to track. Anyone attempting to identify your scent suffers a -3 to relevant challenges either mundane or supernatural. Additionally, you cannot be tracked through mundane tracking or similar supernatural means. Characters that are untrackable cannot take the Animal Musk flaw.
Umbral Realm Affinity (3 pt Merit)
Your spirit is attuned to a realm of your choice within the penumbra or near umbra. Spirits within the chosen realm view you more favorably and welcome you when you visit. While within your attuned realm you gain +2 on any tests involved in dealing with the spirits or interacting with the realm. You instinctively know the laws of the Realm as well. You may only have an affinity with one Realm at a time. Should you sever your connection with a Realm it greatly offends the spirits and you gain the Spirit Notoriety flaw without gaining any bonus XP.
Unobtrusive (1 pt Merit)
You can pass without notice in most social situations. Although it does not in any way render you invisible or untraceable, this Merit lets you blend in and slip from memory. Folks need to make a Intelligence + Composure test (difficulty 8) in order to recall your features or name. On the flipside, you have a -2 penalty on any social tests you need to make, because folks just don’t notice you under most circumstances. For obvious reasons, you can’t take any socially distinctive Merits, Flaws or Backgrounds – such Traits would make you memorable – or have especially distinctive features or clothing.
Volatile (2 pt Merit)
You are savage and explosive to the extreme. While this may frighten some, it is a boon to you, and you relish in the carnage you are able to bring. When you enter frenzy you regain one spent willpower. You may only benefit from this merit once per combat.
Well-Educated (3 pt Merit)
You have studied with the great thinkers, perhaps even been ambushed by Socrates and his knife, and are truly well educated. You may double the number of specializations you can take with Academics, and furthermore are up three traits on any mundane Academics tests. Characters must have at least three dots of Academics to purchase this Merit.
Wolf in Sheep's Clothing (3 pt Merit)
Where most Garou suffer hard under the Curse and so cannot interact easily with the mortal populace, you are an exception. It takes nearly twice as long for mortals to become affected by the Curse when around you. Further, halve the penalty from Rage to your Social tests (round down). Further, you are able to more easily develop Influences. Rather than the cap being 5 - (half your rage round up) it becomes 5 - (one quarter of your rage, round up).
Weaver Affinity (3 pt Merit)
You possess a strong connection with the Weaver beyond what most Garou have, some Garou may even consider such a connection unhealthy; however, you are not a drone nor have you succumbed to Weaver Taint. When handling any tool, you may spend a point of Gnosis, that tool functions perfectly for 1 hour and does not emit any waste, in addition such an item is immune any power that would attempt to prevent it's use or if under such an effect by activating this merit that effect immediately ends. Further, when attempting to cross the Gauntlet in a Weaver Affinity area, you are able to cross as though it were an area closely associated with Gaia. Further, reverse the typical crossing restrictions in regards to the Wyld and to the Weaver, you find it easier to cross the Gauntlet when near the Weaver than the Wyld. Use of Sense the Balance on you detects you as aligned with the Weaver, this merit is common among Garou that work closely with humans or in cities.
You may not take Wyld Affinity with this merit.
Wyld Affinity (3 pt Merit)
You have a strong connection to the Wyld beyond what most other Garou have, some Garou may even consider such a connection unhealthy; however you are not a gorgon nor have you succumbed to Wyld Taint. At the start of each game you receive 2 additional points of Gnosis above your limit, this is an exception to the rule that you can have temporary Gnosis above your Permanent Gnosis. Further, when attempting to cross the Gauntlet in a Wyld Affinity area, you are able to cross as though it were an area closely associated with Gaia. Use of Sense the Balance on you detects you as aligned with the Wyld, this merit is common among Garou that work far out in the deep wilds, often away from humans.
You may not take Weaver Affinity with this merit.
Wyrm Resistant (7 pt Merit)
Your dedication to fighting the Wyrm has granted you some limited resistance to it's taint. Whenever you gain a point of Wyrm taint, you halve the amount gained (round down). Further, your resistance to taint allows for it to be easily removed. When receiving cleansing, treat the time needed for cleansing as though you had 1 less Wyrm Taint (this means if you have only 1 point of Wyrm taint you are immediately cleansed upon receiving cleansing). This merit does not protect you from willing actions you perform that would grant Wyrm Taint however, as if you act in such a way as to fall to the Wyrm your resistances do not apply.
Zealot (3 pt Merit)
Your devotion to Gaia's cause is unshakable, no matter how bad things may seem. When you are in your injured wound track, gain +2 to your initiative. When you are within your incapacitated wound track gain an additional +2 to your initiative, for a total of +4.
Flaws
Addiction (2 pt Flaw)
You suffer from an addiction to a substance, which you must take routinely. This can be alcohol, nicotine, hard drugs, or simply adrenaline. Mechanically, a character’s addiction is broken down into one of three categories: amphetamines, hallucinogens, or sedatives. When you take this flaw, you must choose one of these three categories to represent your character’s addiction, you may take this flaw multiple times, each time selecting a new addiction type. You start each game session under the effect of your addiction which lasts for one hour before wearing off.
- Amphetamine: You receive a -2 penalty to all Mental challenges and all challenges requiring coordination or mental dexterity.
- Hallucinogen: You are at a -3 penalty to all perception tests.
- Sedatives: You suffer a -3 to all tests involving wits or to your initiative; excluding perception tests.
Allergy (1-2 pt Flaw)
You are vulnerable to some substance other than silver. Choose a substance that it is possible to craft into a weapon. Whenever you are attacked with a weapon composed (even partially) of this substance you suffer aggravated damage.
Some examples would be obsidian, or rosewood. If you select some type of material that is commonly forged into weapons like iron or wood then this flaw is worth two points.
Amnesia (1-5 pt Flaw)
Your mind is a blank slate, and you recall no memories of your past friends, family, or foes. Storytellers should write up your character’s history including the reasons for your amnesia. For each point you take in this flaw the Storytellers give you an equal number of flaws your character is unaware of. ***By taking this flaw you give control of your character over to the ST for a fair amount of your character’s history. Please speak to the ST's if you wish to influence things***
Animal Musk (3 pt Flaw)
The wolf is so strong in you that you always smell like one, even in homid form. This scent is pungent enough that in situations where the smell is obvious those trained in occult will immediately know that you are a Garou. Non-supernatural humans react to your scent with either disgust or pity, giving them +3 to resist any social tests you make against them, excluding intimidation.
Those attempting to track you receive +3 on their test to do so.
Awkward Mobility (2 pt Flaw)
You have difficulty moving quickly, or keeping up with others around you. You might be short or have a club foot. Whatever the reason, when taking an action to move, you only move two steps instead of the typical three.
Bad Liar (1 pt Flaw)
You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush, pick at your hair, etc. Pick a tell for your character that gives away when you’re lying. Additionally, a Bad Liar cannot buy any dots of the Subterfuge Ability.
Bad Sight (2 pt Flaw)
Your sight is defective and you cannot see with complete acuity. You suffer a -2 penalty to all your physical ranged attacks including attacks with archery or thrown weapons.
Banned Transformation (1 to 6 pt. Flaw)
Some circumstance, event, or situation inhibits your ability to change forms, except to return to your breed form. To overcome the restricting factor requires the expenditure of a Willpower point and a successful Willpower test (difficulty 8). Some examples of triggers and their relative point costs include:
- Hearing relaxing music (1 point)
- In the vicinity of wolfsbane (2 points)
- Unless you spend a Rage point (3 points)
- When around silver (4 points)
- In frenzy (5 points)
- Away from a caern/bawn (6 points)
Proximity to a specific item requires being closer than 5 steps. Changing form after suffering the effect of this Flaw requires your next simple action.
Blabbermouth (2 pt Flaw)
You can't keep a secret, not even to save your life. If you know something that is hidden from others, you just have to tell someone. This may get you in trouble with friends whose confidences you betray or worse, bring trouble to your tribe or nation when you blithely give away the location of their secret hunting grounds. To maintain silence concerning something secret that you know, you must spend a Willpower point to suppress the urge for a scene.
Blind (4 pt Flaw)
Whether you have two eyes in the right place that don't work, or no eyes at all, you are totally blind. You fail any challenges related to vision automatically. However, your other senses are slightly sharper, you gain +1 on any other challenge related to perception. You are still susceptible to Blinding Attacks, but instead of clearing your eyes, you must spend the two simple actions trying to make sure nothing happened to your face (or make use of the Fighting Blind maneuver). This Flaw can be taken by ostraka characters as their disfigurement (for no freebie points).
Blunted Claws (3 pt Flaw)
Your claws and fangs are blunted, rather than being sharp like those of other werewolves. As a result, your claw and bite attacks do not inflict lethal damage but rather bashing. This is regardless of the form you take. Characters with Blunted Claws cannot take the Natural Weapons merit.
Born of the Wyld (2 or 5 pt Flaw)
You may be a Lupus, or extremely dedicated to the Wyld. For whatever reason, you are ill at ease when you are not in the comfort of nature. Whenever you are in a location even somewhat affiliated with the Weaver (such as a town, city, or the like) you are distracted, edgy, and easily startled. You suffer a -1 penalty to all Wits tests (but not derived traits), and a -3 penalty to resist any powers that cause you to flee or become frightened such as snarl of the predator. At two points, when you are battling in an area affiliated with the Wyrm you are able to steal yourself into battle as you are ready to fight, and this flaw has no effect. At Five points your discomfort persists there as well and you suffer the full effects of this flaw.
Branded (3 pt Flaw)
You have been branded for a punishment for a horrific crime, any who see you see the brand and know your crime upon sight. You must discuss the details and circumstances or your crime and trial with the Storyteller staff so that the appropriate moniker may be assigned to your character.
Careless (1 pt Flaw)
You've always been easily distracted, and make plenty of mistakes in your day to day life. In combat, your attacks do not count for the purpose of stopping a character's fair escape, unless you are currently grappling the target. A character attacked by you prior in the round may declare their intention to fair escape.
Crippled (5 pt Flaw)
You suffer from one or more permanent injuries that make it difficult to function physically. Characters with this flaw are limited to a maximum of 3 in their physical attributes, rather than 5.
Curiosity (2 pt Flaw)
Your incredible curiosity often overrides your common sense. You can't help it! Your obsession with mysteries, secrets to uncover and places to explore often causes you to act first, plan later. If you fail to explore something new or unknown, your maximum WP pool is reduced by 1 for the remainder of the game session. This penalty is cumulative; if you refuse more than one intriguing opportunity, your maximum willpower continues to decline. **Keep in mind, unlike Rage, you cannot have more temporary willpower, than permanent willpower, as such if your maximum drops below your current temporary you will lose temporary willpower as well.**
Cursed (1-5 pt 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 never win at gambling; a three-Trait curse could cause anything mechanical or complex to malfunction; a five-Trait curse can be powerful enough to one night prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.
Cassandra's Tongue (2 pt Flaw)
Like the ancient seer, you too find your words often misconstrued or ignored. Taking this flaw, any warning you give to any NPC will be completely ignored as they believe such an idea to be impossible - this cannot be weaponized to make the NPC lower their guard (e.g. going up to an enemy and telling them the Garou are planning to attack won't make him abandon his defenses). At Staff's discretion attempts to use this curse to benefit you or others may even more directly backfire. This may affect PCs at their discretion.
Whenever you engage in conversation with an NPC make sure to declare this flaw, Staff will try to keep it in mind; however, as there can be a lot of players it can be difficult to remember all of the merits and flaws everyone has.
Deaf (4 pt Flaw)
You were either born profoundly deaf or have lost your hearing entirely. You may feel sound vibrations from sufficiently loud noises, but you hear nothing. Any tests to notice sounds take a -3 penalty. Ostraka characters may take this Flaw (for no freebie points) as their inborn disfigurement. If taken in conjunction with ‘Mute’, both Flaws will total 6 points, not 8.
Deformity (2 pt Flaw)
You have a misshapen limb, a twisted spine, or some other deformity that interferes with your Physical abilities and your interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and add a -1 penalty to all tests relating to social skills. A withered arm might reduce Dexterity by 2 for all manual manipulation tests, reduce your running speed in any four-legged form, and add a -1 penalty as well. You should work out the nature of your deformity with your Storyteller, as well as the exact penalties offered. Ostraka characters may take this Flaw (for no freebie points) as their ostraka disfigurement.
Disfigured (2 pt Flaw)
A hideous disfigurement makes your appearance disturbing and memorable. All social tests relating to appearance suffer a -2 penalty.
Docile (3 pt Flaw)
Your mind is weak, easily disturbed, or confused. You tend to be a follower and rarely speak up for yourself. Because of this weakness you are highly susceptible to powers that directly control your mind or force you to back down. You may not use a
general retest when trying to resist powers such as Snarl of the Predator or Ultimatum.
Driving Goal (2 pt Flaw)
You are driven by a personal goal that compels you in sometimes startling ways. The goal is always unachievable: free the bound Wyrm before it’s further corrupted, balance the Triat, make amends for your ancestors' crimes in the War of Rage. But while many Garou may empathize with your objectives, few are as consumed by the singular nature of your focus. You must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), and your one-track mind continually gets you into trouble with those who do not share the intensity of your vision. Choose your goal carefully, as it will be the focus of everything your character does, and remember that the goal is
unachievable.
Dulled Sense (2 pt Flaw)
One or more of your senses are particularly Dull (You may only choose from Sight, Hearing, or Smell). You are 2 traits down on all challenges involving this particular sense. You may take this Flaw multiple times for different senses.
Earthbound (2 or 3 pt Flaw)
You have an inherent need to feel something solid underfoot. You avoid traveling by boat whenever possible, dislike water (even if you're able to swim), and otherwise do whatever you can to remain "on the ground." Even when you travel through the Umbra, this feeling of discomfort accompanies you. You are only at ease when you have actually arrived at some "solid" place in the Umbra. You must spend a point of Willpower in order to board a ship, use a Gift that allows flight, or take a similar action that separates you from terra firma. You must also make a Willpower test (difficulty 6) whenever you enter the Umbra to avoid having to suffer a -1 penalty to all your actions while beyond the Gauntlet. For Kinfolk without Gnosis, this Flaw is a 2 Point Flaw. For Garou and Kinfolk with Gnosis, this Flaw is 3 Points.
Eerie Presence (1 pt Flaw)
You radiate an otherworldly air that causes nervousness and unease in the people around you, beyond the Curse. The exact nature of this Eerie Presence is specific to each garou and can take many different forms. You should speak with your Storyteller to determine the exact strangeness conferred upon your character by this flaw, but all types of eerie Eerie Presence are disconcerting and risk breaching the Veil. You may take this flaw up to three times for different aspects of your strange nature, but each must be distinctive and unconnected from the rest. You cannot take Eerie Presence twice and claim your eyes are purple and glowing. You can take Eerie Presence twice and say your eyes glow and you constantly emit a stench of wet earth.
Some possible examples include:
- Glowing or unusually colored eyes
- Cold breeze following the character
- Unearthly scent of flowers or wet earth
- Fangs in all forms
- Otherworldly glowing glyphs on the skin
Enemy (1 to 5 pt Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend. (Five points indicate the wrath of a Methuselah, arch-magus or other potent supernatural foe.) The Storyteller should work with you in order to bang out the details of your enemy. Although your enemy might not show up at every game session, their presence will always be brought up somehow to keep it fresh in your mind.
Errant Mind (1 pt Flaw)
You have a deserved reputation for being unreliable. Your mind tends to wander frequently so that you forget meetings you promised to attend, fail to keep promises (although sworn oaths tend to stay in your memory), and otherwise fall short of the expectations of others. You must spend a Willpower point each time that you wish to make a determined effort to keep a promise or attend a gathering.
Fallen Hero (5 pt Flaw)
You were once considered to be amongst the best and bravest of your generation, but you have fallen from the good graces of the Garou Nation. You are known as
Disgraced, and all Garou and Spirits know this on sight. Each night, the first two Renown you would earn you do not earn as the Spirits expect you to go even further beyond anyone else to gain even the slightest acknowledgement. Work with the Storyteller on the nature of your crime and how it came to be uncovered.
Removal of this flaw would require you to undertake a truly epic quest, one that more than likely would result in your death.
Fierce Bigot (2 pt Flaw)
You hold particular hatred or disdain for a specific class or community of mortals, most likely the common rabble of serfs and servants. You make all frenzy checks at -2 trait difficulty around such individuals and always attack them first if you do succumb to frenzy. Please make sure roleplaying this Merit does not make other players uncomfortable; you will be expected to check-in regularly with others.
Forced Transformation (1-2 pt Flaw)
Certain circumstances force you to undergo an uncontrollable shift in form. You may resist the change by spending a Willpower point, but once you have made the forced change, you may not change back until the triggering situation has passed. You may use the following examples or design your own circumstances and point costs (with Storyteller approval).
- The full moon forces you to assume your Crinos form. (2 points)
- Being frightened makes you shrink into lupus. (1 point)
- You automatically change to Crinos when publicly embarrassed. (2 points)
- Frenzy forces you into a weaker form. (1 point for Glabro or Hispo; 2 points for Homid or Lupus)
Fragile Bones (4 pt Flaw)
Your body is less hardy than most and cannot endure much injury. Your bones may be more brittle, or your physical stature may be slight or delicate. If you take more than 2 points of damage from a single blow, one of your limbs (chosen by your attacker) breaks. The limb is useless until the damage is healed. If one or more of your character's legs are broken, you can only move at one step an action by limping or crawling. If either of your character's arms are broken you suffer a -3 penalty to Brawl and Melee attack test pools. A character with one broken arm cannot use two handed weapons, a character with two broken arms cannot make Physical Attacks using their arms.
Frozen (5 pt Flaw)
When confronted with a terror-inducing situation (i.e., a fight), you become paralyzed. You are always the last to act, as your brain temporarily shuts down as fear grips you completely. When initiative is generated for combat you must skip your first standard action unless you spend two Willpower points, and even then, you will always go last in initiative.
Geas (1-5 pt Flaw)
A powerful magical being — a mage, a fae noble or perhaps an ancient blood sorcerer — has placed you under a powerful binding. Rather than commanding your adoration, your geas compels you to fulfill or avoid certain actions lest some calamity befall you. The severity of the consequence and the ease of keeping the terms of the pact determine the rating of the Flaw. At one point, you must not feed on the members of a particular noble family or else wear the marks of your treachery as boils on your immortal face. For five points, you must remain within a remote forest or the sun will find you wherever you sleep no matter how deep or darkened your lair. As always, the Storyteller has the final say on any Geis, including the unlikely possibility of its removal. Players should work closely with the Storyteller to develop Geis that create story hooks rather than being obscure quirks chosen for a couple extra bonus points.
Hamartia (5 pt Flaw)
You suffer from a tragic flaw that will be your undoing. Work with the Storytelling staff on precisely what your hamartia is. Understand that by taking this flaw, you are agreeing that this tragic flaw will be exploited during the course of this chronicle to bring about your character's undoing. (This is the equivalent of Dark Fate for this chronicle.)
There is one 'benefit' to having this flaw, while you are engaging in whatever behavior will lead to your downfall, you are nearly impossible to sway from your current course of action; mundane attempts to convince you are all but futile, and if a supernatural power would try to compel you to stop acting in accordance with your hamarita, you receive +3 to your defensive test pool to resist such a power. Even if you desire to cease engaging in the behavior, unless you buy off this flaw, you always come back to your old ways.
Haunted (1 pt Flaw)
A malicious spirit, possibly a felled foe from a life many years removed has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling screams and the occasional shove, it does its best to make your life difficult.
Hero Worship (1 pt Flaw)
You adore another character, to the point where that person can do no wrong as far as you’re concerned. Attempts to sway your opinion will just piss you off, shut you down, induce Frenzy, or drive you to heights (or depths) of absurd justification for whatever someone says about him.
If your hero tells you to do something, you’re inclined to obey, and must make a Willpower + Composure test in order to refuse their desires. The difficulty for this test depends upon the extremity of those desires; “Gimme a kiss,” would probably be difficulty 6, while “Go stab your best friend in the back for me” would be 10 or higher. If and when you’re confronted with proof of your hero’s weaknesses, you are capable of seeing reason eventually – it’s just not easy to get you to think so clearly. Any social test that’s aimed at getting you to discard your hero worship adds a -2 penalty unless the hero has recently done something very wrong… like, say, telling you to stab your best friend in the back for him!
Hunted (5 pt Flaw)
You have attracted the attention of the servants of the Wyrm, or perhaps the Wyrm itself. Whatever the reason, you are pursued by powerful enemies who seek to end your life. Every downtime period you must spend two downtimes evading or combating your enemies, otherwise you enter into the next game with 4 aggravated wounds on your health track as they managed to catch you unawares.
Illiterate (2 pt Flaw)
You never learned to read or write your native human language. You can understand most signs that rely on pictographs, but written instructions and warnings are completely beyond your comprehension. This Flaw does not interfere with your understanding of glyphs.
Impatient (2 pt Flaw)
You have no patience for standing around and waiting. You want to do things now - forget the slowpokes trying to hold you back. You vastly prefer acting on impulse without caring about the consequences. Every time you are forced to wait or be patient instead of acting immediately you must spend 1 point of Willpower to wait without acting for five minutes. If you do not spend this Willpower you react with extreme anger lashing out at the source of your delay.
Inept (5 pt Flaw)
You are incompetent and unskilled. Until you buy off this Flaw, you may not have Abilities or Influences above one Trait.
Inhuman (2 pt Flaw)
Some Lupus are so tied to their wolf natures that they have difficulty approximating human shapes and behaviors. As one of these Garou, you are biologically closer to the wolf than to your human aspect. You cannot spend Rage to speed up the transformation to Homid or Glabro form. If you have the Metamorph merit it does not help you transform into either of those forms more quickly. Further, your lack of comfort within those forms prevents you from moving smoothly while in them, you do not gain the dodge bonus normally granted by Glabro form.
Intolerance (1 pt Flaw)
You have an unreasonable dislike of a certain thing. This may be a tribe, a type of creature, or a specific type of person. You will persecute these individuals to the extent of your ability, even jeopardizing alliances and your own reputation to see them besmirched. If forced to work with such a person, you suffer a -2 penalty to all your non-defensive test pools.
Low Pain Tolerance (2 pt Flaw)
You have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sign of it. Although you soak damage normally, you suffer a -1 penalty on all tests whenever you are injured, and take Wound Penalties at 1 less damage than others.
Low Self Image (2 pt Flaw)
You just don't believe in yourself. You bid two fewer traits in situations where you don't expect to succeed (at the Storyteller's discretion, although he might limit this penalty to one trait if you do the brave thing and point out times when this Flaw could affect you). At the Storyteller's option, you may have to make Willpower tests to do things that require self-confidence, or even to use a Willpower point when other players would not be obliged to do so.
Moon Bound (1 pt Flaw)
Pick one phase of the moon, other than the one associated with your auspice. You suffer a -1 penalty to all challenges you engage in while under the chosen moon phase.
Moon Mad (2 pt Flaw)
Your temper waxes and wanes with the phases of the moon even more than a usual Garou. Add an additional +2 to the moon phase modifier for frenzy.
Motion Sickness (1 pt Flaw)
A character who suffers from motion sickness is easily unbalanced by the rocking of the sea. The player makes Stamina + Survival tests for seasickness against a base difficulty of 9. Storyteller may also require seasickness tests from the player of such a character in other situations, such as a long cart ride.
Mute (4 pt Flaw)
You cannot speak, in any form. Even communicating via Garou Tongue or lupine language (which relies upon both vocalizations and body movements to communicate) are beyond you. As a player, you may communicate with the Storyteller and describe your actions, but your character cannot talk to other characters unless everyone concerned possesses a commonly understood sign language (via the Linguistics Ability). Otherwise, your character must communicate through writing or body language. Ostraka characters may take this Flaw (for no freebie points) as their inborn disfigurement. If taken in conjunction with ‘Deaf’, both Flaws will total 6 points, not 8.
Nameless (5 pt Flaw)
You do not exist. Certainly, you still walk the earth and your friends and kin can still see and touch you, but all records of your existence have been destroyed. Not even your Tribe can lay claim to your name. As far as anyone can prove, you never were. If you take this Flaw, you may not take any Social Merits that grant benefits based on reputation. At Storyteller’s discretion, you may also be barred from taking Backgrounds that require a social presence. Who or what have you made so angry that they have erased your existence from the face of this earth? (This flaw only affects positive interactions you have)
Note: Silent Striders may not take this flaw.
Nervous Condition (3 pt Flaw)
The trauma of your exposure to the supernatural has left deep mental scars. The damage manifests as chronic physical ailments that haunt your everyday life. You suffer muscle tremors and nervous tension that affects even the most mundane tasks.
Your hands and feet tremble almost constantly, increasing in severity when you are under stress. All Dexterity-based actions gain a -1 penalty. In times of significant stress, the penalty can be up to three, at the Storyteller's discretion. It should also be noted that combat is always a time of signfiicant stress. Additionally, you react very poorly to sudden shocks, imposing a -1 penalty to
all actions when you are surprised.
Nightmares (1 pt Flaw)
Twisted dreams plague you in your sleep, bleeding over into your daily life. Perhaps you see your packmates eviscerated by the wyrm, or you lose your rank on the mound in a very humiliating fashion. For one reason or another, these nightmares cause you such unrest that you aren’t sleeping, and you cannot get these images out of your head during the waking hours. Make a test every game session. If you fail, you are down two Traits on every challenge due to lack of sleep.
One Eye (2 pt Flaw)
Whether you were born with the defect or injured somehow, you have only one functional eye, missing from your head or a dead-white orb. You are two traits down on all challenges involving depth perception, including ranged combat.
Overconfident (2 pt Flaw)
You are sure of your own abilities, quite possibly to your own detriment. You are unable to benefit from the Assist Attacker or Assist Defender combat maneuvers unless the individual offering the aid is following your direct orders.
Pack Mentality (3 pt Flaw)
Your pack is your entire world, and you find it difficult to exist outside that comfortable structure. Alone, you feel uncertain and filled with doubts. If you are not within the presence of at least one packmate, your permanent and temporary willpower totals decrease by 1 each. This penalty fades and both points return the moment you are in the presence of at least one packmate again.
Pierced Veil (3 pt Flaw)
The sight of your Crinos form should trigger the Delirium in humans, but instead only inspires the usual terror one would expect from seeing a monster. Humans remember the encounter afterwards quite clearly, even if they find the idea of a werewolf unbelievable. This circumstance requires you to be careful about when you reveal your Crinos form and cover your tracks carefully, lest hunters and minions of the Wyrm track you down. Children of Gaia cannot take this Flaw.
Permanent Wound (2 pt Flaw)
By some misfortune, a serious wound you have suffered still limits you now, and no healing magic can make the wound knit closed. Reduce your total number of health levels by 2.
Phobia (2 pt Flaw)
You suffer from an irrational fear of an object, creature or circumstance, and you do everything in your power to avoid it. When confronted with the object of your fear, you are two Traits down to resist frenzy. If you do not win this test, you will remain in a frenzied state until you spend a Willpower Point or the object of your phobia is dead or no longer in line of sight. Work with your Storyteller to create the object of your fear.
Poor Taste (1 pt Flaw)
Your aesthetic runs counter to that of society, or perhaps you really are simply a tasteless cretin with pretensions of class. In either case, you add -1 to Social chops involving mainstream artists or critics. Intimidation tests suffer also with this penalty — you are graceless even at the art of fear.
Rivalry (1 to 5 pt Flaw)
Someone hates you so much that they cannot bear to leave you alone. The scale of this Flaw is similar to that of the Enemy Flaw, but your Rival is not interested in seeing you dead. Rather, a Rival desires only to make your unlife as troublesome and hellish as possible. At lower point value, the Rival may also be a friend who arrives at precisely the worst moment to steal your thunder or make you embarrassed. At higher levels, your Rival loses sleep planning how to make your life miserable.
Scapegoat (4 pt Flaw)
Whenever anything goes wrong, you are the first suspect. Actual guilt is irrelevant; you are the local Garou whipping boy and everyone knows it. You cannot ever gain the Rank background beyond Cliath unless you somehow change your reputation - and that will be a Herculean feat. Even if you move to another city, your tainted reputation follows you. This flaw is especially appropriate for Ostraka.
Scaredy Cat (1 pt Flaw)
You startle easily. Like, really easily. It’s almost impossible for you to sneak around, as the slightest creaking of a board or squeaking of a mouse will elicit an involuntary yelp, shriek or groan of terror. You must succeed at a Willpower + Composure test, difficulty 9, or immediately break any stealth you’re in. Additionally, your Stealth tests suffer a -1 penalty.
Short (1 pt Flaw)
You are well below average height - Four feet tall or less. You have difficulty reaching or manipulating objects designed for normal adult size and your running speed is -1 Step per action (-2 if you take full movement)
Shy (1 pt Flaw)
You dislike being the center of attention and feel uncomfortable in crowds. You suffer a -2 penalty to all social tests involving strangers, and a -1 penalty to anything said in a crowd. The sole exception to this is speaking with your pack, although a player may choose to extend the penalty here if it’s particularly appropriate.
Slow on the Draw (2 pt Flaw)
You don't think quickly, and your movements have never been especially sure. You have a slow reaction time. It isn't your fault that you're slow on your feet, but it does hold you back a bit - especially in combat. Your initiative is reduced by 3. Additionally, you cannot activate or receive the benefits of the burst of speed or quick draw combat maneuvers.
Soft-Hearted (1 pt Flaw)
Whether because of an abundance of empathy and compassion, or simply a weak stomach, you cannot stand to watch others suffer. You must avoid or leave any situation that involves someone in physical or emotional pain, unless you succeed on a Willpower + Composure test (difficulty 9).
Trouble Magnet (1 pt Flaw)
Whenever weird stuff occurs, it happens to you. You have terrible luck, and misfortune follows at your heels, tearing you down whenever it has an opportunity. Whenever the Storyteller needs to randomly determine a negative result, such as determining which character is hit by a falling rock, or where the Constable is patrolling at any given time, no test is made; you always suffer the consequence of bad luck.
Uncanny (3 pt Flaw)
You are too strange or disturbing to forget. You may have distinguishing features or a mystical Presence, but the effect is the same: Anyone trying to locate you through Investigation receives 5 free traits towards finding you. Fortunately, Uncanny does not interfere with active Stealth attempts. However, you always stand out from a crowd and cannot hide through anonymity. Even characters with Coyote's Mantle must contend with their noticeable mien.
Unable to Swim (2 pt Flaw)
The character has never learned to swim, or has been taught but reverts to helpless flailing. Consider this character's Athletics rating to be zero for purposes of swimming tests.
Uncontrollable Appetite (2 pt Flaw)
You suffer from a tendency to binge whenever you are under stress or have gone without food for more than a few hours. Something in your metabolism snaps and you feel the need to eat enormous amounts of food -- everything in sight that is even vaguely edible. Such binges follow each frenzy or other stress-related event; additionally, whenever you go more than four hours without at least a snack of some sort, you feel the urge to devour great amounts of food at the next opportunity. You may spend a Willpower point to overcome this urge for a scene. At the end of each binge, you must succeed in a Stamina + Survival test (difficulty 7) or be violently ill for the next half-hour, suffering a -1 Trait penalty on all challenges.
Vengeful (2 pt Flaw)
You will not rest well until you have avenged a loved one for the wrongs committed against them or against you. It is your life's quest to fulfill the dying wish of the departed. When the time presents itself to reap your vengeance, you must spend a Willpower Trait in order to take any other action for a scene.
Ward (3 pt Flaw)
You are devoted to protecting someone, perhaps a close friend or relative from the days before your First Change. This may be a child (or wolf cub) that relies upon you for care as well as protection. Or it can be an adult who, because of their connection to you, finds themselves exposed to dangers beyond what they can handle themselves. It could even represent a small pack of wolves who rely on you to protect them from human and supernatural predation. Regardless, your Ward's path is firmly tied to yours in some way, and they have a knack for finding themselves in the middle of trouble, looking to you to save the day. Taking this Flaw means you are consenting to your ward being put in danger. If you just want to have a Ward that is going to be safe, do not take this Flaw.
Wyld Mind (2 pt Flaw)
Your mind is extremely chaotic and unpredictable. As a result, you have difficulty concentrating on any one task. In combat, you vary your targets frequently. In investigations, you often leave leads half-explored before moving onto the next. After the first two tests on the same subject, you must make a Willpower test (difficulty 9) for any further tests focused in the same place in that scene.
Restricted or Removed Merits/Flaws
These merits and flaws are not available to buy but are posted for clarity.
Caern-Touched (2 pt Merit)
Due to your sacrifice during Caern Building, you are deeply tied to this caern. Anywhere within the bawn, you may step across the Gauntlet with no test. This still counts as a Gnosis action, so you may not do this in the same round you spend Rage. Further, you cannot be Surprised while within the bawn. Lastly, you have a mystical connection to the caern heart that's hard to define.
Bygone Friend (3 pt Merit)
A Child of Gaia’s presence is generally more beatific than that of most werewolves, and although humans can’t sense this aura of peace, bygones can. When interacting with bygones in a friendly manner they are more likely to engage in a friendly manner and just be more amicable. If a social challenge is needed, you gain +3 on this challenge.