Post by Storyteller on May 9, 2015 17:00:36 GMT
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 pillowlike 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) – NEEDS ST NOTIFICATION
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) – NEEDS ST NOTIFICATION
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.
Medicated (1-5 Trait Flaw) – Must have background story to support
You require some form of medication to stay healthy; exactly how often you require it 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) – Must have background story to support – NEEDS ST NOTIFICATION
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..
Phobia (1 or 3 Trait Flaw) – NEEDS ST NOTIFICATION
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.
Soft-Hearted (1 Trait Flaw) – NEEDS ST NOTIFICATION
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.
Adrenaline Addict (2-Trait Flaw) – NEEDS ST NOTIFICATION
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.
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).
Amnesia (2 Trait Flaw) – NEEDS ST APPROVAL
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. You may also choose to take five Traits of unspecified Flaws, letting the Storyteller fill in the details later.
Attention-Deficit Disorder (2 Trait Flaw) – NEEDS ST NOTIFICATION
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) – NEEDS ST NOTIFICATION
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.
Insomniac (2 Trait Flaw) – Must have background story to support
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.
Low Self-Image (2 Trait Flaw) – Must have background story to support
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 option, you may be required to expend a Willpower Trait in order to attempt things that require strong self-confidence.
Lunacy (2 Trait Flaw) – NEEDS ST APPROVAL
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) – NEEDS ST NOTIFICATION
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) – NEEDS ST APPROVAL
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) – Must have background story to support
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.
Absent-Minded (3 Trait Flaw)
You forget details like names, appointments, and what you ate for breakfast. You must win a Static Mental Challenge against a number of Traits determined by the Storyteller in order to remember anything other than your own name, address and phone number during stressful situations.
Company Man (3 Trait Flaw) – Must have background story to support
To you, your association is nothing less than your family. It is your entire world, and you perceive everyone who is outside your world with a suspicious and mistrustful eye. You are down two Traits when interacting with anyone who is not a member of your particular association.
Driving Goal (3 Trait Flaw) – Must have background story to support
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) – Must have background to support & ST APPROVAL
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.
Slow Learner (3 Trait Flaw) – NEEDS ST APPROVAL
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) – NEEDS ST APPROVAL
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) – NEEDS ST NOTIFICATION
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.
Ability Deficit (5 Trait Flaw) – NEEDS ST APPROVAL
You're not in tune with your natural Abilities; perhaps you lack an education, or maybe you're just not good with them. You start play with no Abilities other than those you take with Free Traits. Furthermore, you cannot purchase more than one level of any Ability, or any specialization at all, until you overcome this 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 pillowlike 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) – NEEDS ST NOTIFICATION
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) – NEEDS ST NOTIFICATION
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.
Medicated (1-5 Trait Flaw) – Must have background story to support
You require some form of medication to stay healthy; exactly how often you require it 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) – Must have background story to support – NEEDS ST NOTIFICATION
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..
Phobia (1 or 3 Trait Flaw) – NEEDS ST NOTIFICATION
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.
Soft-Hearted (1 Trait Flaw) – NEEDS ST NOTIFICATION
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.
Adrenaline Addict (2-Trait Flaw) – NEEDS ST NOTIFICATION
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.
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).
Amnesia (2 Trait Flaw) – NEEDS ST APPROVAL
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. You may also choose to take five Traits of unspecified Flaws, letting the Storyteller fill in the details later.
Attention-Deficit Disorder (2 Trait Flaw) – NEEDS ST NOTIFICATION
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) – NEEDS ST NOTIFICATION
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.
Insomniac (2 Trait Flaw) – Must have background story to support
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.
Low Self-Image (2 Trait Flaw) – Must have background story to support
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 option, you may be required to expend a Willpower Trait in order to attempt things that require strong self-confidence.
Lunacy (2 Trait Flaw) – NEEDS ST APPROVAL
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) – NEEDS ST NOTIFICATION
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) – NEEDS ST APPROVAL
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) – Must have background story to support
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.
Absent-Minded (3 Trait Flaw)
You forget details like names, appointments, and what you ate for breakfast. You must win a Static Mental Challenge against a number of Traits determined by the Storyteller in order to remember anything other than your own name, address and phone number during stressful situations.
Company Man (3 Trait Flaw) – Must have background story to support
To you, your association is nothing less than your family. It is your entire world, and you perceive everyone who is outside your world with a suspicious and mistrustful eye. You are down two Traits when interacting with anyone who is not a member of your particular association.
Driving Goal (3 Trait Flaw) – Must have background story to support
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) – Must have background to support & ST APPROVAL
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.
Slow Learner (3 Trait Flaw) – NEEDS ST APPROVAL
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) – NEEDS ST APPROVAL
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) – NEEDS ST NOTIFICATION
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.
Ability Deficit (5 Trait Flaw) – NEEDS ST APPROVAL
You're not in tune with your natural Abilities; perhaps you lack an education, or maybe you're just not good with them. You start play with no Abilities other than those you take with Free Traits. Furthermore, you cannot purchase more than one level of any Ability, or any specialization at all, until you overcome this Flaw.