Post by Storyteller on May 9, 2015 17:24:06 GMT
Banned Transformation (1 to 6 Trait Flaw) – NEEDS ST APPROVAL
Something prevents you from changing, except to your breed form. You must spend a Willpower Trait and make a Willpower Challenge to force the change when the restricting circumstance is near. For one Trait, it might be soothing music; at two Traits, in the presence of wolfsbane. Four Traits might be when silver is present, or for five Traits, you cannot shift during the day. Work with your Storyteller to determine the circumstance and its worth.
The Bard’s Tongue (1 Trait Flaw) – RARE – ST APPROVAL
When you mutter unpleasant imprecations, they have a nasty way of coming true. Once per session, some uncomfortable possibility that you mention - even sarcastically! - will come true. Anything from “It could only get worse if the car broke down” to “This guy’s too good to be true - I bet he’s a Nephandus” could come to pass. If you don’t mention anything particularly noteworthy, a Storyteller or Narrator might whisper to you a cryptic pronouncement that simply comes upon you and blurts out. To quash this urge you must expend a Willpower Trait and suffer one health level of bashing damage as you bite down on your tongue.
Cold Breeze (1 Trait Flaw) – Must have background story to support
A cold breeze follows you wherever you go. While this is terribly dramatic around curtains and open flames, it also proclaims your supernatural aspect to everyone around you, including mortals. You are one Trait down on any social interaction with mortals. It is recommended that you wear a tag describing this aspect of your character.
Cursed (1 to 5 Trait Flaw) – NEEDS ST APPROVAL
You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to bump into large objects like tables and chairs; a three-Trait curse could cause your guns to jam in the middle of a firefight; a five-Trait curse can be powerful enough to one day prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.
Forced Transformation (1 to 4 Trait Flaw) – NEEDS ST APPROVAL
Something causes you to shift forms involuntarily. You must spend a Willpower Trait in order to prevent this unwanted transformation. Work with your Storyteller to decide the number of Traits and specific trigger for this transformation. One Trait may cause you to shift from homid to Glabro form when you are sexually aroused; three Traits might force you to shift from lupus to Hispo form when you are sensing for the Wyrm; five Traits might cause you to shift from any form to a form other than Crinos when you enter frenzy. The forced transformation should always be inconveniencing at the very least.
Monogamous (1 Trait Flaw) – NEEDS ST NOTIFICATION
You mate once and stay with that partner for life. You are incapable of feeling sexual attraction for another while your mate lives or performing any sex act with another. Your mate may be a True Love, but there is no guarantee that your mate is equally monogamous.
Angry Ancestor (2 Trait Flaw) – NEEDS ST APPROVAL
You have somehow earned the wrath of one of your Ancestor-spirits; either you don’t measure up in some essential way, or you’ve inadvertently slighted her or caused problems for her in the Celestial Courts. In any case, your ancestor has decided to dog your movements and make her disapproval plain to you - and those around you. Whenever you interact with the spirit world, either through participating in rites or traveling through the Mirror Lands, you suffer a one-Trait penalty in any action you attempt to take. Furthermore, if you have the Ancestor Background, your ancestor may sometimes take over your body and attempt to force you to behave to her liking. (The player must make astatic Mental Challenge against six Traits to resist being temporarily possessed by her angry ancestor, which may make her even more irritated) In most cases, the ancestor does not wish you any real harm; she merely wants you to mend your ways.
Deathsight (2 Trait Flaw) – Must have background story to support
Everything appears to be dead and decaying around you. The world is a corpse, mortals are walking cadavers, and everything is in ruins. You must take the Negative Social Trait: Callous and the Negative Mental Trait: Oblivious, neither of which can be bought off with experience points. On the other hand, you are two Traits up when comparing Traits on any Social Challenge based on physical appearance (i.e., your opponent bids the Traits Gorgeous or Alluring).
Eerie Presence (2 Trait Flaw) – Must have background story to support
You radiate an otherworldly air that causes nervousness and unease in everyone around you. You suffer a two-Trait penalty in all Social Challenges with regular humans. Furthermore, your unusual nature is apparent to anyone who interacts with you.
Mark of the Predator (2 Trait Flaw) – NEEDS ST NOTIFICATION
Your nature marks you among animals. Herbivores shy from you, and other predators view you as a potential threat. You may never purchase the Ability Animal Ken.
Sign of the Wolf (2 Trait Flaw) – NEEDS ST NOTIFICATION
Your Homid form bears a number of the traditional hallmarks of a werewolf. Your eyebrows grow together, you have hair in your palms, your second and third fingers are the same length, and you may even display a pentagram in your palm during your auspice phase of the moon. To those hunters who are alert to such things, you stand out like a neon sign.
Wotan’s Curse (2 Trait Flaw) – NEEDS ST NOTIFICATION
The curse of Wotan has fallen on your bloodline, and has unluckily manifested itself in you. Wraiths, vampires, Risen and walking dead gain a single free retest when attempting to use a power that targets you. The second test’s results must stand.
Haunted (3 Trait Flaw) – NEEDS ST APPROVAL
A malicious ghost, possibly a felled foe or an enemy of an ancestor has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling death screams and the occasional shove, it does its best to make your life difficult. The Storyteller should create the ghost.
Pierced Veil (3 Trait Flaw) – NEEDS ST NOTIFICATION
For some reason, your Crinos form doesn’t trigger the Delirium in normal humans. This can be extremely dangerous, as werewolf-hunters are unlikely to be startled by you and might even use it to track you.
Easy Consort (4 Trait Flaw) – Must have background story to support
Wraiths and other spirits find it easier to possess you than other mortals, it means that you are a natural channel for beings from the other worlds. Thus, they may choose to approach and barter with you for the favor of borrowing your body. Wraiths and spirits are up two Traits whenever they attempt to possess you; furthermore, you retain full awareness of all events that occur during the possession.
Wyrm-Tainted (4 Trait Flaw) – Must have background story to support
For some reason, the stink of the Wyrm clings to you. Perhaps you willingly serve the Wyrm, or perhaps the condition is hereditary. You may not even be aware of it. In any case, Garou can sense this about you, and many of them will kill you first and ask questions later if they detect your taint.
Dark Fate (5 Trait Flaw) – NEEDS ST APPROVAL
Your life will end very badly, and your fate is sealed. Worse yet, you have dreams and premonitions of your future demise or eternal torment. The Storyteller determines a particular fate, which will inevitably strike you down. Furthermore, in any game session the Storyteller deems appropriate, you may receive a vision of your impending suffering. You must spend a Willpower Trait to shake off the experience, or else be one Trait down on all challenges from the rest of the session. This Flaw should only be taken with Storyteller permission, as it is difficult to play.
Jackal’s Blood (5 Trait Flaw) – NEEDS ST APPROVAL
You’re cursed. In fact, you make the average garou look lucky. Please note this in your nick so that Storytellers are aware of this flaw. Storytellers, take note: Some players will try to sleaze out of this by entering inconsequential challenges or crummy little scuffles early in the game. Be sure to keep an eye out for the overall course of the game and look for a time to really put the screws to the player. The player shouldn’t have taken a 5-Trait Flaw without knowing in advance that it’s going to be a real problem, after all.
Taint of Corruption (7 Trait Flaw) – NEEDS ST APPROVAL
You either had a run-in with minions of the Wyrm or are a corrupt soul, but either way you stink of the Wyrm. You register as a Wyrm-creature when someone invokes the Gift: Sense Wyrm and are never trusted around cubs or Kinfolk. You can hear the Corruptor’s honeyed words in your dreams, beckoning you to join with it. This Flaw can be very debilitating as you start the game at a major disadvantage. Your only hope might be your pack (if it will still stand by you). Seeking to rid yourself of the corruption would be a major undertaking, but one that would inspire some of the greatest tales. (Note: This Flaw is too pervasive and severe for a simple Rite of Cleansing to purge. This taint has permeated every aspect of your character’s life, whether he realizes it or not. This does NOT go away.)
Something prevents you from changing, except to your breed form. You must spend a Willpower Trait and make a Willpower Challenge to force the change when the restricting circumstance is near. For one Trait, it might be soothing music; at two Traits, in the presence of wolfsbane. Four Traits might be when silver is present, or for five Traits, you cannot shift during the day. Work with your Storyteller to determine the circumstance and its worth.
The Bard’s Tongue (1 Trait Flaw) – RARE – ST APPROVAL
When you mutter unpleasant imprecations, they have a nasty way of coming true. Once per session, some uncomfortable possibility that you mention - even sarcastically! - will come true. Anything from “It could only get worse if the car broke down” to “This guy’s too good to be true - I bet he’s a Nephandus” could come to pass. If you don’t mention anything particularly noteworthy, a Storyteller or Narrator might whisper to you a cryptic pronouncement that simply comes upon you and blurts out. To quash this urge you must expend a Willpower Trait and suffer one health level of bashing damage as you bite down on your tongue.
Cold Breeze (1 Trait Flaw) – Must have background story to support
A cold breeze follows you wherever you go. While this is terribly dramatic around curtains and open flames, it also proclaims your supernatural aspect to everyone around you, including mortals. You are one Trait down on any social interaction with mortals. It is recommended that you wear a tag describing this aspect of your character.
Cursed (1 to 5 Trait Flaw) – NEEDS ST APPROVAL
You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to bump into large objects like tables and chairs; a three-Trait curse could cause your guns to jam in the middle of a firefight; a five-Trait curse can be powerful enough to one day prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.
Forced Transformation (1 to 4 Trait Flaw) – NEEDS ST APPROVAL
Something causes you to shift forms involuntarily. You must spend a Willpower Trait in order to prevent this unwanted transformation. Work with your Storyteller to decide the number of Traits and specific trigger for this transformation. One Trait may cause you to shift from homid to Glabro form when you are sexually aroused; three Traits might force you to shift from lupus to Hispo form when you are sensing for the Wyrm; five Traits might cause you to shift from any form to a form other than Crinos when you enter frenzy. The forced transformation should always be inconveniencing at the very least.
Monogamous (1 Trait Flaw) – NEEDS ST NOTIFICATION
You mate once and stay with that partner for life. You are incapable of feeling sexual attraction for another while your mate lives or performing any sex act with another. Your mate may be a True Love, but there is no guarantee that your mate is equally monogamous.
Angry Ancestor (2 Trait Flaw) – NEEDS ST APPROVAL
You have somehow earned the wrath of one of your Ancestor-spirits; either you don’t measure up in some essential way, or you’ve inadvertently slighted her or caused problems for her in the Celestial Courts. In any case, your ancestor has decided to dog your movements and make her disapproval plain to you - and those around you. Whenever you interact with the spirit world, either through participating in rites or traveling through the Mirror Lands, you suffer a one-Trait penalty in any action you attempt to take. Furthermore, if you have the Ancestor Background, your ancestor may sometimes take over your body and attempt to force you to behave to her liking. (The player must make astatic Mental Challenge against six Traits to resist being temporarily possessed by her angry ancestor, which may make her even more irritated) In most cases, the ancestor does not wish you any real harm; she merely wants you to mend your ways.
Deathsight (2 Trait Flaw) – Must have background story to support
Everything appears to be dead and decaying around you. The world is a corpse, mortals are walking cadavers, and everything is in ruins. You must take the Negative Social Trait: Callous and the Negative Mental Trait: Oblivious, neither of which can be bought off with experience points. On the other hand, you are two Traits up when comparing Traits on any Social Challenge based on physical appearance (i.e., your opponent bids the Traits Gorgeous or Alluring).
Eerie Presence (2 Trait Flaw) – Must have background story to support
You radiate an otherworldly air that causes nervousness and unease in everyone around you. You suffer a two-Trait penalty in all Social Challenges with regular humans. Furthermore, your unusual nature is apparent to anyone who interacts with you.
Mark of the Predator (2 Trait Flaw) – NEEDS ST NOTIFICATION
Your nature marks you among animals. Herbivores shy from you, and other predators view you as a potential threat. You may never purchase the Ability Animal Ken.
Sign of the Wolf (2 Trait Flaw) – NEEDS ST NOTIFICATION
Your Homid form bears a number of the traditional hallmarks of a werewolf. Your eyebrows grow together, you have hair in your palms, your second and third fingers are the same length, and you may even display a pentagram in your palm during your auspice phase of the moon. To those hunters who are alert to such things, you stand out like a neon sign.
Wotan’s Curse (2 Trait Flaw) – NEEDS ST NOTIFICATION
The curse of Wotan has fallen on your bloodline, and has unluckily manifested itself in you. Wraiths, vampires, Risen and walking dead gain a single free retest when attempting to use a power that targets you. The second test’s results must stand.
Haunted (3 Trait Flaw) – NEEDS ST APPROVAL
A malicious ghost, possibly a felled foe or an enemy of an ancestor has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling death screams and the occasional shove, it does its best to make your life difficult. The Storyteller should create the ghost.
Pierced Veil (3 Trait Flaw) – NEEDS ST NOTIFICATION
For some reason, your Crinos form doesn’t trigger the Delirium in normal humans. This can be extremely dangerous, as werewolf-hunters are unlikely to be startled by you and might even use it to track you.
Easy Consort (4 Trait Flaw) – Must have background story to support
Wraiths and other spirits find it easier to possess you than other mortals, it means that you are a natural channel for beings from the other worlds. Thus, they may choose to approach and barter with you for the favor of borrowing your body. Wraiths and spirits are up two Traits whenever they attempt to possess you; furthermore, you retain full awareness of all events that occur during the possession.
Wyrm-Tainted (4 Trait Flaw) – Must have background story to support
For some reason, the stink of the Wyrm clings to you. Perhaps you willingly serve the Wyrm, or perhaps the condition is hereditary. You may not even be aware of it. In any case, Garou can sense this about you, and many of them will kill you first and ask questions later if they detect your taint.
Dark Fate (5 Trait Flaw) – NEEDS ST APPROVAL
Your life will end very badly, and your fate is sealed. Worse yet, you have dreams and premonitions of your future demise or eternal torment. The Storyteller determines a particular fate, which will inevitably strike you down. Furthermore, in any game session the Storyteller deems appropriate, you may receive a vision of your impending suffering. You must spend a Willpower Trait to shake off the experience, or else be one Trait down on all challenges from the rest of the session. This Flaw should only be taken with Storyteller permission, as it is difficult to play.
Jackal’s Blood (5 Trait Flaw) – NEEDS ST APPROVAL
You’re cursed. In fact, you make the average garou look lucky. Please note this in your nick so that Storytellers are aware of this flaw. Storytellers, take note: Some players will try to sleaze out of this by entering inconsequential challenges or crummy little scuffles early in the game. Be sure to keep an eye out for the overall course of the game and look for a time to really put the screws to the player. The player shouldn’t have taken a 5-Trait Flaw without knowing in advance that it’s going to be a real problem, after all.
Taint of Corruption (7 Trait Flaw) – NEEDS ST APPROVAL
You either had a run-in with minions of the Wyrm or are a corrupt soul, but either way you stink of the Wyrm. You register as a Wyrm-creature when someone invokes the Gift: Sense Wyrm and are never trusted around cubs or Kinfolk. You can hear the Corruptor’s honeyed words in your dreams, beckoning you to join with it. This Flaw can be very debilitating as you start the game at a major disadvantage. Your only hope might be your pack (if it will still stand by you). Seeking to rid yourself of the corruption would be a major undertaking, but one that would inspire some of the greatest tales. (Note: This Flaw is too pervasive and severe for a simple Rite of Cleansing to purge. This taint has permeated every aspect of your character’s life, whether he realizes it or not. This does NOT go away.)