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+ | :'''6 Point Merit''' |
:You find it extremely easy to change forms and can do it even in your sleep. You do not need to roll to shift forms (you are considered to have an automatic five successes); nor do you need to spend a Rage point to instantly assume a desired form. In addition, if you are ever knocked unconscious (due to wounds, etc.), you can make a roll of Wits + Primal-Urge, difficulty 8, to assume whatever form you wish instead of reverting to your breed form. |
:You find it extremely easy to change forms and can do it even in your sleep. You do not need to roll to shift forms (you are considered to have an automatic five successes); nor do you need to spend a Rage point to instantly assume a desired form. In addition, if you are ever knocked unconscious (due to wounds, etc.), you can make a roll of Wits + Primal-Urge, difficulty 8, to assume whatever form you wish instead of reverting to your breed form. |
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:''Garou Merit'' |
:''Garou Merit'' |
Revision as of 02:14, 19 July 2020
Merits
Psychological
Berserker
- 2 Point Merit
- You feel the rage burning inside you, and you know how to use and direct it against your enemies. You have the ability to frenzy at will and, thus, are able to ignore your wound penalties. However, any acts you commit during frenzy have consequences, just as they would otherwise. Also, you have the same chance of going into frenzy even when you don't wish to do so.
- Garou Merit
Code of Honor
- 1 Point Merit
- You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion (Mind magic, vampiric Dominate or Chicanery) that would make you violate your code, you either gain three extra dice to resist or your opponent's difficulties are increased by two (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.
- General Merit
Gall
- 2 Point Merit
- Audacity, guts, pluck - whatever it's called, you've got it. You aren't afraid to stand up to anyone, from naughty children to tribal leaders. This isn't brash, foolhardy behavior; you're still polite, after all. You simply don't get the shakes when the Silver Fang Ahroun comes over to speak to you. Many respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone.
- General Merit
Higher Purpose
- 1 Point Merit
- All creatures have some vision of their path, but you have a special commitment to it. Your chosen goal drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on any roll that has something to do with this higher purpose. Decide what your higher purpose is, and make sure you discuss it with the Storyteller. You may not take this Merit if you have the Flaw Driving Goal.
- General Merit
Loyal Heart
- 2 Point Merit
- While all fae are conscious of the bonds of oaths, for you it is almost of a religious nature. Oaths are not something you take lightly, but are more than a matter of life and death. They are also a measure of your self worth, for they give your life a meaning beyond most. Whenever you are overwhelmed or dejected, the thought of your duties is enough to give you the strength to persevere. In game terms, you automatically succeed on all Willpower rolls, but only as they pertain to the fulfillment of your oaths. Similarly, the power of your sense of duty may be sufficient to allow temporary immunity to other supernatural effects (Storyteller's discretion). However, this is not a Merit to be chosen lightly, for those of Loyal Heart are unable to ignore the bonds of the given word. Specifically, no Willpower may be spent in any action having to do with the breaking of oaths. Consider whether or not your character would rather die than break her word, for it is that serious. Notes: This is not cumulative with the effects of the Merit: True Love, though it can be combined for purposes of roleplaying.
- Changeling: Troll Merit
Mental
Calm Heart
- 3 Point Merit
- You are naturally calm and well composed, and you rarely fly off the handle. Raise the difficulty on all your frenzy rolls by 2, no matter how any incident is provoked.
- Brujah may not take this trait.
- Garou/Vampire Merit
Common Sense
- 1 Point Merit
- You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.
- General Merit
Concentration
- 2 Point Merit
- You have the ability to focus your mind and shut out any distractions or annoyances, above and beyond the norm. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two dice, though no extra benefits are gained if only one penalty die is imposed.
- General Merit
Eidetic Memory
- 2 Point Merit
- You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll, you can recall any sight or sound accurately, even if you heard it or glanced at it only once (although the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: The Storyteller relates to you exactly what was seen or heard.
- General Merit
- 5 Point Merit
- You forget nothing and can "photograph" scenes and texts into your memory with the appropriate effort. This Merit costs a lot more for Mokole than for any other creature, for obvious reasons. Once any fact or scene has been recalled through Mnesis, the Mokole can call it to mind again, although every single detail of an ancestor's life isn't available to him unless that ancestor also had eiditic memory. The player may ask the Storyteller for any fact or event that his character witnessed. The Merit makes learning anything memory-related cost half the usual experience points (although things that have to be practiced are as costly as usual). The Merit also brings respect, as other Mokole appeal to the character to settle disputes and the like.
- Mokole Merit
Iron Will
- 3 Point Merit
- When you are determined and your mind is set, nothing can divert you from your goals. You cannot be Dominated, and wraiths, mages and changelings using mental attacks against you gain an additional + 3 to their difficulties if you are aware of them and resisting. However, the additional mental defense costs you one Willpower per turn. Even if you are unaware of the attempt, anyone attempting to magically influence you must add + 1 to their difficulty.
- General Merit
Lightning Calculator
- 1 Point Merit
- You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller to estimate the difficulty rating of a task you are about to perform.
- General Merit
Light Sleeper
- 2 Point Merit
- You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day.
- Vampire Merit
Self-Confident
- 5 Point Merit
- When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of Willpower unless you fail. This will also prevent you from botching, but only if you declare that you are spending the Willpower point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the difficulty of your roll is 6 or higher. You may spend Willpower at other times; however, if the difficulty is 5 or less, the Merit will not help you.
- General Merit
Time Sense
- 1 Point Merit
- You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device.
- General Merit
Wolf-Sense
- 1 Point Merit
- This merit is a blend of folk wisdom, practical sense and animal instincts. If you have Wolf-sense and make a successful Intelligence roll, the Storyteller can opt to give you advice on whether you're about to do something stupid. It doesn't mean she'll tell you what you should or shouldn't do, but at least you'll have some warning.
- General Merit
Awareness
Acute Senses
- 1 Point Merit
- You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g., Perception + Awareness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two.
- General Merit
Recognize Werewolves
- 3 Point Merit
- Over the years, you've become adept at picking out the Changers of your race in a crowd. Rather than having any kind of mystical awareness, you've simply learned what physical and personality traits tend to mark Gaia's children. They just stand out to you, once they're undergone the Change. This merit doesn't allow you to find cubs on the verge of Firsting (or what have you), but you may notice their propensity for violence. All Perception attempts to notice which people in the room seem to have that special touch of Rage or wildness that could indicate they're of your Changing Breed are at -2 difficulty.
- Kinfolk Merit
Aptitudes
Ambidextrous
- 1 Point Merit
- You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (e.g., fighting with a weapon in each hand) is at a + 1 difficulty for the "right" hand and a + 3 difficulty for the other hand.
- General Merit
- 2 point Merit
- You have a high degree of secondary-hand dexterity and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is +1 difficulty for the "right" hand and +3 difficulty for the other hand; with this Merit, the penalty is at +1 for each hand.
- General Merit
Animal Magnetism
- 1 Point Merit
- You are especially attractive to others. You receive a - 2 to your difficulty on Seduction or Subterfuge rolls. However, this will aggravate others of your gender.
- General Merit
Computer Aptitude
- 1 Point Merit
- You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are reduced by two.
- General Merit
Crack Driver
- 1 Point Merit
- You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are reduced by two.
- General Merit
Daredevil
- 3 Point Merit
- You are good at taking risks, and are even better at surviving them. All difficulties are - 1 whenever you try something particularly dangerous, and you can ignore one botch result when you roll "ones" on such actions (you can cancel a single "one" that is rolled, as if you have an extra success).
- General Merit
Electronic Aptitude
- 1 point Merit
- You are naturally adept with all kinds of electrical and electronic devices, save those covered under Computer Aptitude. The difficulties of all dice rolls to understand, repair, construct, or operate any of these electronic device are reduced by two.
- General Merit
Fast Learner
- 3 Point Merit
- You learn very quickly, and pick up on new things faster than most do. Your +learns are completed faster than usual, as per Wiz discretion. (Remember to note your Fast Learner merit in your @mail to your Wiz.)
- General Merit
Jack of All Trades
- 5 Point Merit
- You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If you train or spend experience in the Skill or Knowledge, you must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to two dots.
- General Merit
Mechanical Aptitude
- 1 Point Merit
- You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices, such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are reduced by two. However, this Merit doesn't help you drive any sort of vehicle. This Merit affects a characters aptitude with chimerical mechanical objects just as well as the mundane.
- General Merit
Natural Leadership
- 1 Point Merit
- You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this merit.
- General Merit
Natural Linguist
- 1 Point Merit
- You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken).
- General Merit
Perfect Balance
- 3 Point Merit
- Your sense of balance has achieved great heights by constant training or inherited traits. It is very unlikely that you will ever fall during your life. You may trip, but you will always catch yourself before you fully lose your footing or handhold. This Merit functions for such actions as tightrope walking, crossing ice and climbing mountains. All difficulties involving such feats are reduced by three. It would take a lot to push or shove a character off his feet if he has this Merit.
- General Merit
Poison Resistance
- 1 Point Merit
- You have, for some reason or another, become resistant to poisons. It could be that you are somehow naturally resistant, or that you have spent years building up your resistance against all known types of poisons. Any time you need to make a soak roll against the effects of a poison or toxin, reduce your difficulty by three.
- General Merit
Prodigy
- 2 point Merit
- You were Awakened very early in your life and have not been subject to the problems of unlearning the cultural reality. Perhaps one or both of your parents were Awakened and sheltered you from the reality created by the Technomancers. As a result of this protection, you have an easier time grasping the most abstract Spheres of magick. You receive on extra die on rolls that relate to abstract ideas or magickal comprehension. Though you were Awakened at an early age, your actual training in magick probably began much later.
- Mage Merit
Supernatural
Ancestor Ally
- 1 Point Merit
- You are strongly linked to one particular Past Life; the difficulty to channel him is 2 less. Create the ancestor; give him a name, abilities for which he was known (and which you can easily channel) and decide how renowned he was among other Garou. You must have the Background: Ancestors to purchase this Merit.
- Garou Merit
Art Affinity
- 5 Point Merit
- You are able to utilize one of the Arts with a greater degree of ease than other changelings. In a previous incarnation, you were extremely proficient in one of the Arts — so much so that you have managed to draw a small portion of that knowledge through into this lifetime.
- Select an Art; when spending experience points to gain levels in that Art, you pay three-quarters the normal cost. This Art must be declared during character conception. Of course, this Merit may only be purchased once.
- Changeling Merit
Blessing of Atlas
- 5 Point Merit
- All trolls are significantly stronger than their fellow fae, yet there are those who exceed even these comparisons. They are as to their fellow trolls what trolls are to other fae. In game terms, a character with the Blessing of Atlas will permanently raise her Strength by one, and will also raise the potential maximum Strength pool by one. Trolls with this Merit are only slightly larger than their kith, but even more defined. Should it become known that a character possesses this Merit, she will be expected to act all the more responsibly for it.
- Changeling: Troll Merit
Charmed Existence
- 5 Point Merit
- Your life is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Because of this Merit, you may ignore a single one on every roll you make, as though you had an extra success. This Merit makes it far more unlikely that you will ever botch and grants you more successes than others might obtain.
- General Merit
Danger Sense
- 2 Point Merit
- You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature.
- General Merit
Faerie Eternity
- 5 Point Merit
- After you went through your Chrysalis, you had a birthday, and then another, and then another. Something was strange, however — you didn't seem to be growing or getting older. You are touched with a vestige of the immortality that used to be the birthright of all fae. As long as your fae seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed, or should you retreat into Banality, you will begin to age normally.
- Changeling Merit
Fetish
- 5-7 Point Merit
- You own a fetish, one you can actually use (or, at the very least, lend to Garou, ostensibly in return for other favors). You may have inherited this item, received it as a gift or found it on your own. In any case, the fetish is highly valuable. Fetishes aren't common among Garou, much less Kin. You and your Storyteller should work together on constructing the Item and establishing how it came into your possession. Five points equals a Level One fetish, six points for a Level Two fetish and seven points gets you a Level Three fetish. A few rare fetishes allow expenditure of Willpower rather than Gnosis for attunement and activation.
- Kinfolk Merit
Gnosis
- 5-7 Point Merit
- More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia's favor. It's extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn Gifts, use fetishes and, in the case of a vampire's Embrace, the chance to die with dignity and honor, rather than suffer unlife. Even the stuffiest Garou gives a nod of respect to a Kin who possesses Gnosis. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Kinfolk cannot have Rage; they do not have the fury of Gaia within them. Five points spent on the Merit grants one point of Gnosis, six points gives two points of Gnosis, and seven points gives three points of Gnosis.
- Kinfolk Merit
Guardian Angel
- 6 Point Merit
- Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need, you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched and what is watching you (not necessarily an angel, despite the name).
- General Merit
Immune to Wyrm Emanations
- 6 Point Merit
- You have a special boon from Gaia: You are immune to the toxins of the Wyrm. You receive no penalty from supernatural radiation, balefire, Wyrm elementals and the like (although you still suffer damage from such attacks). Likewise, you are immune to Bane possession. Your sept recognizes this invulnerability and thrusts you into many dangerous perils with the expectation that you will use your immunity for the good of others.
- General Merit
Iron Resistance
- 4 Point Merit
- Cold iron has no physical effect on you. You may touch cold iron and feel no excruciating pain, not even a tingle. However, constant exposure to the metal will still cause you to suffer Banality. This is a double-edged sword, as you may not realize when you are sitting on a cold iron bench or leaning against a fence made of the foul metal. A Perception + Intelligence roll (difficulty 7) is required to avoid exposing yourself to the dangerous element in any new setting where it is present.
- Changeling Merit
Luck
- 3 Point Merit
- You were born lucky; either you have a guardian angel, or maybe the Devil looks after his own. Either way, you can repeat three failed non-magical rolls per story. Only one repeat attempt may be made on any single roll.
- General Merit
Magic Resistance
- 2 Point Merit
- You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline of Thaumaturgy.
- General Merit
Manifest Avatar
- 3 Point Merit
- Most people only see their Avatar during Seekings, if at all. Your mage's drops by every day for tea, if it doesn't hang out 'round the clock. This Avatar is completely invisible to everyone but your character (and those who can read her mind), unless you take this Merit in combination with the Allies Background, creating the body of a person or familiar for your Avatar. In this case, your Avatar becomes your bamf!ing buddy, popping in and out of existence when it feels like it. If it's killed, only the mortal shell dies, not your Avatar--unless you also have the Phylactery Flaw, in which case your Avatar's form is immune to all physical harm, but is manifested permanently. If such is the case, it is able to be kidnapped, transformed and so on.
- Storytellers should note that an Avatar doesn't have to say it's an Avatar, and just because an Avatar in invested into a phylactery doesn't mean everything that phylactery tells you is a pronouncement from your Avatar. A V-A may have his laptop as a phylactery, but unless he's also taken Manifest Avatar as a Merit, his laptop's warnings to update his virus software are nothing more significant than that. Likewise you may have invested your Avatar into your best friend, but that doesn't mean that everything (or anything) he says are pronouncements from your personal spirit guide. Such only happens to be the case if you take Manifest Avatar. Even then, why should your Avatar tell you he's anyone except your best friend?
- A manifest Avatar can chat with you and other people like the intelligences that show up on the Web to guide Virtual Adepts and converse with their contemporaries. With the right tricks, it can even materialize to harangue you, to fight, to push you around or just make for a hot date.
- Mage Merit
Medium
- 2 Point Merit
- You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice for free — they will always want something in return.
- General Merit
Moon-Bound
- 2 Point Merit
- You are especially tied to your auspice, and when Luna is in the waxing phase of your auspice, you receive an extra die on all rolls. However, when your moon phase is waning, you lose one die on all rolls.
- Garou Merit
Natural Channel
- 3 Point Merit
- You find the Gauntlet between worlds thinner than most Garou do. Your difficulty to step sideways is one less, and spirits react a bit more favorably to you. Even if you aren't a Theurge, you won't find it difficult to obtain training from the Garou shamans.
- Garou Merit
Nature Linked
- 3 Point Merit
- Legends are full of incidents concerning the connection to nature and strength; this Merit represents the positive aspects of such tales. Possessors of this Merit have a near mystical link to nature and all living, growing things in their own environment. They are rarely lost, and can find food and shelter easily, almost as if nature itself is seeing to their needs. Characters who possess this Merit may subtract two from all difficulty numbers when in natural surroundings. Cities and asphalt are not considered natural, though a park within a city might qualify. As always the Storyteller is the final arbiter.
- Changeling: Troll Merit
Nine Lives
- 6 Point Merit
- Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. When a roll occurs that would results in your death, the roll is made again. If the next roll succeeds, then you live and one of your nine lives is used up. If that subsequent roll fails, then another reroll is made, until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.
- General Merit
Oracular Ability
- 3 Point Merit
- You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in position to see an omen, you will be required to make a perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen.
- General Merit
Poetic Heart
- 3 Point Merit
- You have a truly inspired soul within you. You are destined to be a great hero or artist, and therefore Glamour shields you from the ravages of Banality. At times you may even be able to stave off the tide of Banality. You may make a Willpower roll (difficulty equal to the character's permanent Banality) to avoid gaining a point of temporary Banality once per story.
- Changeling Merit
Past Life
- 1-5 Point Merit
- You can remember one or more of your previous incarnations. This can be as simple as constant deja vu in places known to your past lives, or as complex as conscious, waking memories of being another person. In practical terms, this means that your character (and therefore you the player) knows slightly more about whatever situations the dead memories contain. You might know your way around the past life's hometown, or back away from your murderer without knowing why. This is a good background for beginning players; the Storyteller can tell them that something they are about to do is stupid, dangerous or both, because even if the character wouldn't logically know that, one of her past lives might. However, this Background cannot be used to "remember" Abilities.
- The Storyteller can, and likely should, take the opportunity to flesh out one or more of these past selves with you. Unless the memory is very detailed, your character isn't likely to know everything about that past.
- One point — Deja vu memories of one life
- Two points — Dreamy, vague memories of one life, with deja vu from several lives
- Three points — Vague memories of several lives and one or two well-remembered impressions from one life
- Four points — Several well-remembered impressions from many lives
- Five points — A clear but broken thread of memories back to the Mythic Age and beyond...
- Changeling & Mage Merit
Regeneration
- 7 Point Merit
- Your faerie nature is very strong, and as a result you heal much faster than other Kithain. For every turn spent resting, you recover one Health Level of chimerical damage. Physical wounds can be regenerated at a rate of one Health Level per hour. While in a freehold, your wounds heal at twice this speed. Wounds inflicted by cold iron are not affected by this Merit.
- Changeling Merit
Seeming's Blessing
- 5 Point Merit
- All of your Birthrights affect your mortal seeming as well as your fae mien. They even function normally in the presence of mortals. A sidhe would have her extra dots in Appearance, a satyr would get his extra stamina and speed, trolls would get their extra strength, etc.
- Changeling Merit
Silver Tolerance
- 7 Point Merit
- You have an immunity of sorts to silver. You are able to soak silver, although it still causes you aggravated damage. Also, any Gnosis loss from carrying silver items is halved for Garou with this Merit. Instead of losing one Gnosis for every silver item you possess, you lose one Gnosis for every pair of silver items you carry (always round up to the nearest number).
- Garou Merit
Sphere Natural
- 5 Point Merit
- You are able to utilize one of the Spheres of magick with a greater degree of ease than others. In aprevious incarnation, you were extremely proficient in one of the Spheres--so much so that your Avatar has managed to draw a small portion of that knowledge through into this lifetime.
- Select a Sphere; when spending experience points to gain levels in that Sphere, you pay three-quarters of the normal cost. This Sphere must be declared during character creation. Of course, this Merit may only be purchased once.
- Mage Merit
Spirit Mentor
- 3 Point Merit
- You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself (see Haunted, below), but for the most part, its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies. Mentors of this sort are not true Mentors of the Arts, but might give special insights into aspects of mortal life that changelings have missed or forgotten. (Further ideas for this Merit can be obtained from Wraith: The Oblivion.)
- General Merit
Supernatural Companion
- 3 Point Merit
- You have a friend and ally who happens to be a vampire, mage, wraith or changeling. Although you may call upon her in time of need, she also has the right to call upon you (after all, you are friends). However, neither your fellows nor hers are likely to appreciate such a relationship, and they'll punish both of you if you are found out (especially if you're slumming with a Leech). Meeting places and methods of communication are always risky. The Storyteller creates your companion, but doesn't reveal to you her full powers and potencies.
- General Merit
Supernatural Kinfolk
- 4-5 Point Merit
- Not actually intended for mortals, this merit is necessary for vampire, wraith, mage and changeling characters who are Kin as well. Despite your undead, magical or faerie status, your tribe accepts you as Kin (although they don't necessarily think of you in glowing terms). Individuals outside your immediate family may not like you, and other tribes probably won't treat you well - they may not even recognize you as Kin. After all, most werewolves view mages as caern raiders and vampires as Wyrm-spawn. Likewise, you're 'other' life may sometimes impinge on Kinfolk business. Still, there's value in knowing about both worlds.
- Supernatural Kinfolk is a 4-point merit for changelings, mages and wraiths. It costs 5 points for vampires; the were creatures and vampires have always been at odds, and even family ties do little to erase the gulf between their ideologies. If you have an especially close friend among the Garou, you'll also need to buy Merit: Supernatural Companion. If you build a Kinfolk character with the standard rules who's not dead, Embraced, Awakened or Kithain, you may not take this merit; it's strictly for characters constructed as wraiths, vampires, mages or changelings and based upon rules from other World of Darkness games.
- Kinfolk Merit
True Faith
- 7 Point Merit
- An additional 7 points needed for each extra dot/rating. Yes, taking True Faith means you may take no other merits out of chargen (regardless of rank or age) without tacit Wizard approval.
- You have a deep-seated faith in (and love for) Gaia, God or whatever it is you consider the Almighty. You begin the game with one point of Faith (a Trait that ranges from 1-10; Jesus or Siddhartha would have been Faith 9-10). This Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. The exact effects of Faith can vary from person to person, and some are almost never obvious; some of the most saintly people never perform miracles greater than managing to ease an injured soul's suffering. The nature of any miracles you might perform is usually tied to your own auspice or Nature, and you may never realize that you receive aid from a force beyond yourself. True Faith is a rare and powerful attribute in this day and age. All characters may add their Faith to any appropriate Willpower roll in addition to such effects as discussed below.
- Remember that Faith represents a person's total commitment to her beliefs. That person will act accordingly. Those with high Faith ratings may seem fanatical, even insane to those not of their religion.
- Note: No one may start the game with more than one Faith point. Additional points are only awarded at Wizard discretion, which is usually based on an examination of appropriate behavior and deeds.
- Further Note: For Vampires wishing to take this advantage, you must have a Humanity of 9 or higher to choose this merit, and if you lose even one Humanity point, all your Faith points are lost and my be regained only when the lost Humanity is recovered.
- See Merit: True Faith for more information on Faith.
- General Merit
True Love
- 1 Point Merit
- You have discovered, and possibly lost (at least temporarily) a true love. Nonetheless, this love provides joy in an arid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love. Also, the power of your love may be powerful enough to protect you from other supernatural forces (Storyteller's discretion). However, your true love may also be a hindrance and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit to play over the course of a chronicle.
- General Merit
- 4 Point Merit
- You have discovered perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you the strength to persevere. This merit grants you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift and also a hindrance, for your true love my require protection and occasionally rescue.
- Vampire Merit
Unbondable
- 4 Point Merit
- You are immune to being Blood Bound. No matter how much vampire blood you drink, you will never be Bound to one. This is exceedingly rare, and the Merit should be carefully considered by Storytellers before it is allowed into the game.
- General Merit
Winged
- 2 Point Flaw/Point Merit
- You have beautiful wings, be they feathered bird's wings or batwings or colored butterfly wings. They are chimerical, but they need to be free, or they will subtract one die from Dexterity rolls. You may have to explain why you have cut slits in all of your coats. If you have taken this as a Flaw, you are not able to fly, but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 4). If you have taken this as a Merit, you may indeed fly for short periods of time. This power works as any other use of Glamour when only Kithain are present, but will not work in the presence of mortals.
- Changeling Merit
Community Ties
Boon
- 1-3 Point Merit
- A noble or an Elder owes you a favor because of something either you or your mentor once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the noble probably owes you his life (or unlife, as it were).
- General Merit
Good Old Boy (Or Girl)
- 2 Point Merit
- For either gender, this merit means the same thing: You're an intrinsically nice person, and you genuinely care about your fellows. Depending upon the setting, werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk.
- General Merit
Prestigious Mentor
- 1 Point Merit
- Your mentor had or has great Status among the Kithain, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be merely riding your mentor's coattails. This prestige could greatly aid you when dealing with elders acquainted with your mentor. Indeed, your mentor's contacts may actually approach you at some point offering aid. Although your mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever.
- Changeling Merit
Prestigious Sire
- 1 Point Merit
- Your sire has or had great status in her sect or clan, and this has accorded you with a certain amount of prestige. Though your sire may no longer have any dealing with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with your elders or other neonates, or it might engender jealousy or contempt.
- Vampire Merit
Reputation
- 2 Point Merit
- You have a good reputation among the your peers of your Race. This may be your own reputation, or it may be derived from your mentor. Add three dice to any Dice Pools involving social dealings with others of your Race. A character with this Merit may not take the Flaw: Notoriety.
- General Merit
Mortal Society
Black Market Ties
- 1-5 Point Merit
- You have special ties to the underground shopping network, ties that help you acquire hard-to-find equipment. This Merit adds one die per point to your Streetwise roll when trying, for instance, to obtain black market weaponry. Difficulties for such rolls are left up to the Storyteller (typically 7 or higher). The point cost reflects how "connected" you may be. The Storyteller may allow you to use your black market connections during the game to provide you with needed or useful equipment. Such connections will not simply hand you whatever you want — these things don't come cheap! It is up to the Storyteller to determine the quantity, quality and availability of the equipment. He may feel free to disallow it entirely if such connections would unbalance the game.
- One point — Small items: ammo, low-clearance ID badges, good software
- Two points — Average items: guns, hi-tech software, special ammo
- Three points — Fancy items: antique cars, explosives, automatic weapons
- Four points — Hefty items: heavy weapons, high-security IDs or access codes
- Five points — "Yeah, right. Maybe next game.": hi-tech military weapons, high explosives, military vehicles
- General Merit
Church Ties
- 3 Point Merit
- You have influence and contacts in some local churches, and have the means to create protest rallies, help the needy or raise money. The more you use your ties, of course, the greater your risk of being discovered.
- General Merit
Corporate CEO
- 5 Point Merit
- You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you might have owned this company before your Chrysalis, and you have retained your control. Through this corporation, you know much that takes place in the corporate community and have the means to wage economic warfare. This Merit provides you with some informal allies and Resources, the exact extent of which is determined by the Storyteller.
- General Merit
Entertainment Ties
- 3 Point Merit
- You have a degree of fame and influence in the local entertainment scene (music, theater, dance, S.C.A., etc.). Either you own or manage a good venue or site, or you have some notoriety among both peers and fans. You can exert this influence to ferret out information or buy favors. For five points, this fame can become nationwide.
- General Merit
Judicial Ties
- 2 Point Merit
- You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.
- General Merit
Local Ties
- 1-3 Point Merit
- You have influence and/or contacts in an important local institution, though the more you use these ties, the weaker they may become. Samples and their point levels include ties with the following:
- Park Department (1), Judicial (2), Church (2), Media (3), Corporate (3), Police (3), Political (3), and Underworld (3).
- General Merit
Mansion
- 3 Point Merit
- You own a large mansion — a home with 25 or more rooms — as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, although they cannot be used as Dreamers or Retainers unless you purchase the appropriate Background. The mansion is assumed to have the most current electronic security available and a fence around the perimeter. While the mansion can be in as poor or as good a shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house won't attract IRS audits, but it may attract police scrutiny if bands of strange kids hang out there.
- General Merit
Media Ties
- 2 Point Merit
- You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch), and you have access to the files and gossip of the staffs of newspapers and TV stations.
- General Merit
Nightclub
- 2 Point Merit
- You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your freehold (though you must purchase the Background Trait to do so), or you may simply hang out there. The name of the nightclub, its style, design and its regular patrons are all up to you. Variations on this theme could include a restaurant, theater, comedy club, sports arena or retail store.
- General Merit
Police Ties
- 3 Point Merit
- You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play), and it can let you down at times.
- General Merit
Political Ties
- 3 Point Merit
- You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.
- General Merit
Underworld Ties
- 3 Point Merit
- You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.
- General Merit
Physical
Bad Taste
- 2 Point Merit
- You're just plain nasty. Your flesh exudes oils tasting so bad that anyone whose mouth parts touch you (Garou, fomori, Wyrm monsters) becomes nauseated. The would-be biter must make a successful Willpower roll each turn for the remainder of the scene or be unable to act while he is retching. Lupus and wolves may react poorly to you; they obviously won't lick you. These oils aren't odorous in any way, but you must constantly wipe oily sweat from yourself.
- General Merit
Blush of Health
- 2 Point Merit
- You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
- Vampire Merit
Catlike Balance
- 1 Point Merit
- You possess and innately perfect sense of balance. Characters with this merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.
- General Merit
Double-Jointed
- 1 Point Merit
- You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.
- General Merit
Eat Food
- 1 Point Merit
- You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in maintaining the Masquerade. Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up.
- Vampire Merit
Efficient Digestion
- 3 Point Merit
- You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum.
- Vampire Merit
Enchanting Voice
- 2 Point Merit
- There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.
- General Merit
Fair Glabro
- 2 Point Merit
- Your Glabro form can pass for Homid, albeit a large and bulky one. You lose no Social Attributes when in Glabro.
- Garou Merit
Feral Appearance
- 1 Point Merit
- Whether you're more hirsute than the average person or have a lean, hungry look to your features, the werewolves like what they see. It isn't a matter of physical beauty; there's just something about you that stirs their animal natures. You get an extra die on all rolls involving Appearance when dealing with homid Garou, and you are considered to have an extra dot of Charisma among lupus Garou (although it can't exceed 5).
- General Merit
Huge Size
- 4 Point Merit
- You are (or your mortal seeming is) abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this as an extra Health Level, with no penalties to rolls.
- Trolls can take this Merit since the extra Health Level gained through Huge Size affects only the mortal seeming. The extra Health Level is added to those a troll gets from his Birthright for the purposes of chimerical damage, however, or real damage if the troll has called upon the Wyrd.
- General Merit
Lack of Scent
- 2 Point Merit
- You produce no scent, or your scent is extremely faint. You are hard to track by Garou or other hunters who use scent. Any attempts to track you are at +2 difficulty.
- General Merit
Longevity
- 2 Point Merit
- Gaia has blessed you with long life. You do not suffer aging effects until you are 90 years old or more (rather than 70 and up). You can expect to reach 120 to 130 years of age, barring death in combat.
- Garou Merit
Metamorph
- 6 Point Merit
- You find it extremely easy to change forms and can do it even in your sleep. You do not need to roll to shift forms (you are considered to have an automatic five successes); nor do you need to spend a Rage point to instantly assume a desired form. In addition, if you are ever knocked unconscious (due to wounds, etc.), you can make a roll of Wits + Primal-Urge, difficulty 8, to assume whatever form you wish instead of reverting to your breed form.
- Garou Merit
Mixed-Morph
- 1 Point Merit
- It is easy for you to transform certain body parts only, such as a hand to a claw while you remain in Homid form or changing your Lupus vocal cords into a human voicebox. Your difficulty for such changes is only a 6.
- Garou Merit
Surreal Beauty
- 1 Point Merit
- You possess a beauty far beyond that of normal mortals. People stand in awe of your perfect form. If you are sidhe then perhaps your fae mien shines over into your mortal seeming. Characters who take this Merit must first purchase at least an Appearance 5 though their appearance is considered to surpass even that.
- Changeling Merit
Temperature Control
- 2 Point Merit
- You can control your body temperature. You will never suffer from fever, heat exhaustion, heatstroke or hypothermia, save in the most extreme conditions. In addition, if you concentrate intensely enough, you can avoid being spotted by heat sensors. Your body temperature cannot usually go over 110 degrees or under 65 degrees Fahrenheit, however.
- Mokole Merit
Flaws
Psychological
Addiction
- 1-3 Point Flaw
- You are addicted to any one of a variety of things. A one-point Flaw would be a mild addiction to an easily obtained substance, such as caffeine, nicotine or alcohol. A two-point Flaw would be either a severe addiction to any easily obtained substance, or any "mild" drug, such as painkillers, sleeping pills or marijuana. A three-point Addiction involves the heavy street drugs or hard-to-find drugs. The need for these drugs varies from once a day for some to two to three times a day for others, depending on the strength of the drug and the addiction. If, for whatever reason, you are denied access to the drug, you lose the number of dice equal to the level of your addiction (one, two or three) until you receive your "fix." If you are deprived of the drugs for an extended length of time, you will be forced to make a Willpower check (difficulty of 4 for the first day, + 1 for each additional day). If you fail, you will forgo everything and forcibly go seeking the drug. This would be an easy way for you to be either controlled or forced to do favors for your supplier, especially if the drug is hard to obtain due to its rarity or price.
- General Flaw
Compulsion
- 1 Point Flaw
- You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point, but it is in effect at all other times.
- General Flaw
Curiosity
- 2 Point Flaw
- You are a naturally curious person, and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a Wits roll (difficulty 5) for simple things like, "I wonder what is in that cabinet." Increase the difficulty up to 9 for things like, "I wonder what those strange sounds coming from the Unseelie duke's freehold are. I'll just slip in and check it out — no one will ever know. What could possibly go wrong?"
- General Flaw
Dark Secret
- 1 Point Flaw
- You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah among your peers. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.
- General Flaw
Deranged
- 3 Point Flaw
- Due to circumstances beyond your control, you are permanently insane. You may have a congenital brain disorder, or perhaps you saw things you weren't meant to see, and the experience drove you mad. Choose a Derangement for your character; although you can temporarily overcome this insanity with Willpower, you can never permanently rid yourself of its grip. Metis can take this Flaw as their deformity.
- General Flaw
Driving Goal
- 3 Point Flaw
- You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
- General Flaw
Flashbacks
- 3 Point Flaw
- You are prone to flashbacks if you are in either high pressure situations or circumstances that are similar to the event that caused the flashback itself. Flashbacks can be caused by almost any trauma—torture, extended combat or repeated drug experimentation. Either positive or negative stimulation could result in an episode. Emotional anxiety and stress are the usual catalysts for the flashbacks to begin. Returning to a good and happy vision can be just as dangerous or distracting as suddenly being surrounded by demonic hallucinations. During the flashback, you are not aware of what is really around you. Even people speaking to you will be viewed as people or objects from the vision. You can mistake men for women, people for animals and even inanimate objects for people. To you, reality has shifted, and you are back there again.
- General Flaw
Hatred
- 3 Point Flaw
- You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a situation or just about anything else, and you constantly pursue opportunities to harm the hated object or to gain power over it.
- General Flaw
Inferiority Complex
- 1 Point Flaw
- Nope, you're not worthy. never have been, never will be. You'll keep trying, and tackle whatever task your superiors, the garou, the nobles, etc. set you to, but even if you succeed and make a good job of it, it still won't be good enough for you. In situations requiring you to take charge and strut your stuff, all your difficulties are raised by one.
- General Flaw
Intolerance
- 1 Point Flaw
- You have an unreasonable dislike of a certain thing. This may be an animal, a class of person, a color, a situation or just about anything else. The difficulties of all dice rolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here — a dislike of left-handed Lithuanian plumbers or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike.
- General Flaw
Lifesaver
- 3 Point Flaw
- You believe that human life is a sacred gift, and will not take a person's life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You have no problems with killing animals (for the right reasons), and will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your definition of "evil"....) Senseless death in all forms repulses you, and you feel that those who commit murder should be punished.
- General Flaw
Low Self Image
- 2 Point Flaw
- You just don't believe in yourself. You have two fewer dice in situations where you don't expect to succeed (at the Storyteller's discretion, although he might limit this penalty to one die 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 rolls to do things that require self-confidence, or even to use a Willpower point when other players would not be obliged to do so.
- General Flaw
Mild Phobia
- 1 Point Flaw
- You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a Willpower roll whenever you encounter the object of your fear. The difficulty of this roll is determined by the Storyteller. If you fail the roll, you must retreat from the object.
- General Flaw
Nightmares
- 1 Point Flaw
- You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next night (Storyteller's discretion). Some of the nightmares may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this.
- General Flaw
Obsession
- 2 Point Flaw
- There is something you like, love or are fascinated by to the point where you often disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it's not in your best interests. For example, if you are obsessed with supernatural creatures, you will go out of your way to talk to and befriend vampires, werewolves and stranger things, and find out as much as you can about them, disregarding all warnings. If you are obsessed with Elvis, you have your house decorated with black velvet paintings and annoy your friends with your constant talk about the King. You don't necessarily believe that Elvis is still alive, but you buy every supermarket tabloid that carries an article about him anyway. There are many other obsessions, including British royalty, guns, football, roleplaying games...you know the type.
- General Flaw
Overconfident
- 1 Point Flaw
- You have an exaggerated and unshakable opinion of your own worth and capabilities. You never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.
- General Flaw
Pack Mentality
- 2 Point Flaw
- The pack is your life; without it, you are nothing. Your identity is so tied to that of your pack that you always think in terms of "us" rather than "me." When in the presence of at least one packmate, you receive a -1 on all pack tactics difficulties; when alone, you receive a +1 to all difficulties. You are so dependent on your pack that sometimes you can't make decisions without them — even if you are the alpha! The Storyteller may decide that you have to make a Willpower roll or even spend a Willpower point to act on your own in a stressful situation.
- Garou Flaw
Recently Arisen
- 3 Point Flaw
- You have been lying in a state of torpor or other such long sleep until very recently. The years have left you in their wake and the world has been remade in your absence. The culture shock is very jarring, and you still find it difficult to make your way in this strange new environment. Only the general flow of Kindred politics and society (if you are a vampire) remains reasonably familiar; the rest of the world is gibberish. You receive a +2 to the difficulty level of rolls involving technology and to social interactions with everyone save others who understand the time you slept in (elder Kindred, Gurahl of your era, Mokole with the appropriate Mnesis, etc.).
- Vampire, Gurahl, or Mokole Flaw
Sadism or Masochism
- 2 Point Flaw
- You are excited either by causing pain or receiving it. In many situations, you will seek either to be hurt or hurt someone for your pleasure. For a masochist (someone who enjoys pain), your soak roll for actual physical damage is increased by one because you really want to feel the pain. A sadist (someone who likes to hurt others) must make a Willpower roll (difficulty 5) to stop combat (modified depending on how much you are into the attack and how much you are enjoying hurting the other person). If you fail, you are so caught up in the event that you are unaware of anything else happening around you.
- General Flaw
Severe Phobia
- 3 Point Flaw
- You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights and so on. You must make a Willpower roll not to freak out when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. If you score less than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle.
- General Flaw
Short Fuse
- 2 Point Flaw
- The difficulty of your frenzy rolls is always 2 lower, no matter how you might be provoked. The Wyrm's touch on you is stronger than normal, and you naturally fall more easily into the "thrall of the Wyrm." This Flaw is a dangerous one; don't choose it lightly.
- Garou Flaw
Shrinking Violet
- 2 Point Flaw
- Trolls are known to be close-mouthed and silent, particularly when not among their own kind. For most of this kith it is a matter of choice, but for those possessing this Flaw, it goes much deeper. Trolls who are Shrinking Violets are only comfortable with their own; with everyone else they are constantly aware of the differences between them, and are consequently ill at ease. This manifests as clumsiness (fear of breaking things and people), difficulty speaking in social situations (only able to speak of things as they are), etc. In game terms, characters with this Flaw add +2 to all difficulties of Social rolls when not primarily among other trolls.
- Changeling: Troll Flaw
Shy
- 1 Point Flaw
- You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social interactions are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don't expect your character to make a public speech.
- General Flaw
Soft-Hearted
- 1 Point Flaw
- You cannot stand to see others suffer; maybe you're truly compassionate, or maybe you just dislike the intensity of their emotion. If you directly cause someone's suffering while that person is with you, you experience days of nausea and sleepless grief. You avoid situations in which you might have to observe suffering, and you will do anything possible to protect others from it as well. Whenever you must witness true suffering, difficulties for all your rolls are at +2 for the next hour.
- General Flaw
Speech Impediment
- 1 Point Flaw
- You have a stammer or some other speech impediment that hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time, but in times of stress, or when dealing with outsiders, you should attempt to simulate it. Sluagh may not purchase this Flaw in respect to their Frailty.
- General Flaw
Territorial
- 3 Point Flaw
- You don't like to leave your territory, nor do you like to have strangers enter it. In fact, you get so nervous and disoriented while outside your territory that you are + 1 on all difficulties. In addition, you must make a frenzy roll to keep yourself from attacking intruders who enter your territory, unless they obtain your permission to do so.
- Garou Flaw
- 2 Point Flaw
- You are extremely territorial, staking (ha ha) out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead of has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.
- Vampire Flaw
Ulterior Motive
- 2 Point Flaw
- Something other than love and respect for your Garou and Kinfolk relatives guides your actions. This 'something' may be as simple as greed or a lust for vengeance against an enemy; it could also be that you're a traitor working for an outside agency, such as the Kindred. Whatever the case, the cause or your secret employer holds your ultimate loyalty. Should someone suspect things aren't as they seem, you could be in big trouble.
- Kinfolk Flaw
Vengeance
- 2 Point Flaw
- You have a score to settle — a freehold was wiped out, a friend was corrupted, a parent was slain, your caern was destroyed.... You are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations. The need for vengeance can only be overcome by spending Willpower points, and even then, it only temporarily subsides. Someday you may have your revenge, but the Storyteller won't make it easy.
- General Flaw
Wyld Mind
- 2 Point Flaw
- Your mind is extremely chaotic and unpredictable. As a result you have difficulty concentrating on any one task. You must make a Willpower roll (difficulty 4) for every extended action roll after the second.
- General Flaw
Mental
Absent-Minded
- 3 Point Flaw
- Though you do not forget such things as Knowledges or Skills, you do forget such things as names, addresses and the last time you gained Glamour. In order to remember anything more than your own name and the location of your home/caern/freehold/etc., you need to make a Wits roll or, as a last resort, spend a Willpower point. This Flaw may not be taken with the Merit: Concentration.
- General Flaw
Airhead
- 1 Point Flaw
- You're so wrapped up in your own little world, you don't have a clue about reality! Perhaps you retreat into yourself because you're afraid or avoiding a problem, but more likely, you simply aren't using your gray cells. Maybe you fall in and out of conversations and spout non sequiturs. Whatever the case, the Garou and other Kin snicker at you behind your back. This can result in Perception and Wits penalties at a GM's discretion.
- General Flaw
Amnesia
- 2 Point Flaw
- You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may some day come back to haunt you, and the Storyteller is under no obligation to be merciful. (You can, if you wish, take up to five points of other Flaws without specifying what they are. The Storyteller can supply the details. Over the course of the chronicle, you and your character will slowly discover them.)
- General Flaw
Confused
- 2 Point Flaw
- You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once, or you enter a nightclub with loud, pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily.
- General Flaw
Conspicuous Consumption
- 4 Point Flaw
- It is not enough for you to draw nourishment from the blood of mortals - you believe you must also consume your victim's heart, liver and other blood-rich tissue. Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Characters with this flaw must additionally purchase the Merit: Eat Food.
- Vampire Flaw
Deep Sleeper
- 1 Point Flaw
- When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the day is increased by two.
- Vampire Flaw
Lunacy
- 2 Point Flaw
- You are affected by the phases of the moon, increasing your chances to frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous, they rise by two. When the moon is full, difficulties increase by three.
- Vampire Flaw
Phobia
- 2 Point Flaw
- You have an overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll, you must retreat from the object.
- Vampire Flaw
Prey Exclusion
- 1 Point Flaw
- You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people... if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this flaw.
- Vampire Flaw
Weak-Willed
- 2 Point Flaw
- You are highly susceptible to domination and intimidation; you are, in fact, unable to use your Willpower freely. You can roll or spend Willpower only when survival is at stake or when it is appropriate to your auspice or Nature (see the Archetypes section).
- General Flaw
Awareness
Color Blindness
- 1 point Flaw
- You can only see in black and white. Color means nothing to you, although you are sensitive to color density, which you perceive as shades of gray. Note: color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of playability.
- General Flaw
Bad Sight
- 2 point Flaw
- Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. This Flaw is neither nearsightedness nor farsightedness — it is a minor form of blindness. The impairment is not correctable.
- General Flaw
Blind
- 6 point Flaw
- You automatically fail all dice rolls involving vision. You cannot see — the world of color and light is lost to you.
- General Flaw
Deaf
- 4 point Flaw
- You cannot hear sound, and automatically fail any rolls that require hearing.
- General Flaw
Hard of Hearing
- 1 point Flaw
- Your hearing is defective, but not entirely missing. The difficulties of all dice rolls related to hearing are increased by two.
- General Flaw
Anosmia
- 2 point Flaw
- You cannot smell anything, plus your sense of taste is severely diminished.
- General Flaw
Aptitudes
Age
- 1 Point Flaw
- You began your training in magick either very early in your life or very late. Maybe you were not discovered by anyone until you had already passed the usual age of students, but the Master, for whatever reason, chose to teach you anyway. Or perhaps something about you intrigued your masters so much that they began your studies very early (see the Merit: Prodigy). This age difference will cause people to react to you differently. If you are older than the norm, they may either think that you are more skilled than you actually are (which could get you in over your head quickly) or think that you're a joke. If you're young, the other students may resent you or not take you seriously. ("You've got to be kidding. He's just a kid!") Increase the difficulty of your Social rolls by 1 to 3 depending on the circumstances of your situation or the individual you are confronting.
- Mage Flaw
Inept
- 5 point Flaw
- You are not attuned to your natural aptitudes and, therefore, have 5 fewer points to spend on your Talents (so the most you could take on your talents would be 8, and the least would be 0). Of course, you can still spend freebie points to take Talents. However, you cannot, at the start of the game, have any Talent at level 3 or higher.
- General Flaw
Uneducated
- 5 point Flaw
- Because you have never been to school, you have 5 fewer points to spend on your Knowledge abilities (so the most you could take would be 8, and the least would be 0). Of course, you can still spend freebie points to take Knowledges. However, you cannot, at the start of the game, have any Knowledge at level 3 or higher. Lupus cannot take this Flaw, and the Storyteller should allow it only in games that have the characters interact often with human society.
- General Flaw
Unskilled
- 5 point Flaw
- You have never trained extensively in any skill or craft and, therefore, have 5 fewer points to spend on your Skills (so the most you could take on your Skills would be 8, and the least would be 0). Of course, you can still spend freebie points to take Skills. However, you cannot, at the start of the game, have any Skills at level 3 or higher.
- General Flaw
Supernatural
Banned Transformation
- 1-6 point Flaw
- Some event prevents you from changing, except back to your breed form. Choose one from below or create your own. You must spend a Willpower point and make a Willpower roll to change forms successfully when the restricting circumstance occurs.
- Soothing music (1 point)
- When wolfsbane is near (2 points)
- Without spending a Rage point (3 points)
- When silver is near (4 points)
- During the day (5 points)
- When the moon cannot be seen (6 points)
- Garou Flaw
The Bard's Tongue
- 1 point Flaw
- You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing or cursing, or an Effect that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and through your lips. To avoid speaking prophecy, you must expend a Willpower point and take a Health Level from the strain of resisting (especially if you bite a hole in your tongue).
- General Flaw
Can't Cross Running Water
- 3 point Flaw
- You believe in the old folklore, and cannot cross running water unless you are at least 50 feet above it. Running water is considered to be any body of water at least two feet wide in any direction and not completely stagnant.
- Vampire Flaw
Cast No Reflection
- 1 point Flaw
- You actually cast no reflection, just like the vampires of legend. This can have a very detrimental effect when trying to pass as a human. Vampires of clan Lasombra automatically have this flaw and you may be mistaken for one of them if you possess this.
- Vampire Flaw
Changeling's Eyes
- 1 point Flaw
- Your eyes are a startling color, maybe emerald green, violet or yellow. This is a sign you are a changeling, recognizable to those who know the ancient lore.
- Changeling Flaw
Chimerical Disability
- 1-3 point Flaw
- Part of your fae mien is damaged and no longer exists due to a past altercation. This disability is permanent. Examples of this Flaw would be a chimerical hand missing, therefore you cannot pick up chimera with that hand (two points). Your fae mien is missing one eye, therefore your view of chimera lacks depth perception (three points). One of your chimerical legs is missing; you can still walk, but it becomes extremely difficult to ride a chimerical creature (one point).
- Changeling Flaw
Chimerical Magnet
- 5 point Flaw
- For some reason, chimera notice you more often than usual. In some cases this is of benefit, but more often than not this Flaw causes problems. Chimerical beasts on a rampage will tend to turn on you before attacking others. Nervosa find you irresistible, and sprites of all types surround you constantly, often making you the butt of their harmless but annoying pranks.
- Changeling Flaw
Cleared Mists
- 3 point Flaw
- The Mists are the effect of the Shattering on the human world. It cloaks the powers and enchantments of the Kithain, hiding their presence in its tendrils. Unfortunately, the Mists do not hide your magic or abilities. Should a mortal witness your actions, he will not forget the effects of your Arts or other fae abilities. As a result, you may reveal your nature to the mortal world, triggering dire consequences for the rest of the Kithain.
- Changeling Flaw'
Cursed
- 1-5 point Flaw
- You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed. It cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow:
- If you pass on a secret that was told to you, your betrayal will later harm you in some way. Your fur falls out in clumps from time to time, lowering your Appearance to 1 for days at a stretch. (1 point)
- You stutter uncontrollably when you try to describe what you have seen or heard. You always wind up losing something very important to you — your keys, a minor fetish or that strategic memo from the Pentex board of directors. (2 points)
- Tools often break or malfunction when you attempt to use them. (3 points)
- You are doomed to make enemies of those to whom you become most attached (so whatever you do, don't get too close to the other characters!). (4 points)
- Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. Any fetishes you use have a fifty-fifty chance of not working even if you manage to successfully activate them. (5 points)
- General Flaw
Dark Fate
- 5 point Flaw
- You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles and your dreams will come to naught. Your fate is certain, and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate — and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and the malaise will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller.
- Though you can't do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that, ironically, it grants freedom. Combining this Flaw with the Destiny Background is very appropriate — Elric and Vanyel are classic literary examples.
- General Flaw
Demented Eidolon
- 3 point Flaw
- The voices in your head won't let you be! Superstitionist visions torment you night and day, weird Eidolons tantalize you with their commands, everything in you says you're going insane, but still the Genius drives you towards a complete breakdown... or treason.
- Essentially, this Flaw represents a mystic Avatar - one that refuses to accept the Technocracy's paradigm, and runs around in your head in a fully supernatural form. This split between your conscious mind and mystic soul erodes your sanity and tears at your allegiance to the Union. It makes an appropriate addition to Merits like Avatar Companion, Inner Knight, Past Life, Spirit Mentor and Twin Souls, as well as Flaws like Dark Fate, Psychic Vampire, and Throwback. What you see and what you believe are on a crash course. Sooner or late, one will win... or you'll go mad... or both.
- Mage (Technocracy) Flaw
Echoes (Fae)
- 2-5 point Flaw
- Your connection to the Dreaming is stronger than in most of the Kithain. As a result of this powerful connection, you are more susceptible to the ancient wives' tales of things which traditionally affect faeries. While Echoes is purchased as a Flaw, it often has some beneficial side effects. The points received with this Flaw reflect the level of your connection to the Dreaming and even to Arcadia. You must have Storyteller approval in order to take this Flaw. The effects of this Flaw are cumulative. A character with a five-point Flaw also suffers the setbacks of the two through four-point Flaws.
- Minor: Salt thrown over the shoulder for good luck offers a mortal from faerie powers. The same is true of bread. Any mortal who does so cannot be affected by your cantrips in any way for the duration of the scene. You may physically hurt the person, but cantrips simply do not work, or worse, they may well backfire. Additionally any mortal knowing your full name can command three tasks from you, which you must accomplish before you can be freed of that mortal's influence. However, you need only follow the exact wording of the mortal's request, not the desire behind the request. (2 points)
- Moderate: You may not enter a home without invitation, unless you perform some small favor for the owners of the dwelling. However, the invitation to enter a home may come from anyone at all, it need not be the owner. Cold iron in a residence will bar you from entering the place whether you are invited or not; religious symbols have the same effect. Religious symbols of any sort will prevent you from physically or magically affecting mortals. The sound of ringing church bells causes you pain, just as cold iron does (at this level there is only pain, but as a four-point Flaw, the changeling gains one point of Banality for every turn he is forced to endure the sound). (3 points)
- Serious: Four-leaf clovers in the possession of a mortal prevent you from using your Arts against that mortal for good or for bad. However, four-leaf clovers picked by you are sure to bring good luck (you cannot botch, or perhaps you temporarily gain the favor of a powerful individual) for as long as the petals of the clover remain intact. The clover must be worn or carried in order for this luck to remain. Any mortal wearing their coat inside out is invisible to you. You may not cross running water, save by means of a bridge. Religious symbols are now repellent to you, forcing you away from those who wear them, The shadow of a cross falling upon your person causes one Health Level of chimerical damage for each turn the shadow touches you. You may no longer enter holy ground without suffering chimerical injuries (one Health Level per turn), though this damage may be soaked. (4 points)
- Extreme: Wherever you dwell, mushrooms tend to bloom in a faerie ring — even on your plush carpet. The Mists no longer hide your powers. Many people will remember you if you use your Glamour while around them. Chimerical creatures tend to become more real for you than for others, and their attacks cause real and permanent injury. By the reverse, your chimerical weapons can cause damage to anyone, even mortals. People will likely follow you if you request it, often gaining a dazed look and following you even into dangerous situations. Your difficulties in casting cantrips might be reduced by a substantial amount (Storyteller's discretion), but those wearing cold iron or religious symbols are immune to any Arts you might use. You must make a Willpower roll (difficulty 7) in order to enter holy ground. Even if you succeed in your Willpower roll, actual physical damage (one Health Level per turn) occurs whenever you enter holy ground. (5 points)
- Changeling Flaw
Echoes (Mage)
1-5 point Flaw
- The beliefs of the unawakened affect you more strongly than they do most mages. Depending on where you are at any given time, the superstitious beliefs of the Sleepers around you can actually become your reality. The severity of the Echoes differs from mage to mage — for some, there is only minor inconvenience, but for others, the situation can be deadly. In some cases, the beliefs of the Sleepers can be beneficial, but they are most often harmful in some way.
- Very minor (1 point)
- While you are not truly affected by the Echoes, you have an affect on the nature of reality in the area. For example, milk may sour in your presence, or bread does not rise while you are in a kitchen.
- Mild (2 points)
- Echoes of this level can be an inconvenience, sometimes physically and sometimes mentally. For example, dogs have a tendency to growl when you are around; you could be physically incapable of entering a person's home without permission (anyone at all can invite you in, it need not be the owner of the property); horses break into a hard sweat when you are nearby.
- Noticeable (3 points)
- The flaws are easily noticed by those with a trained eye. You are easily distracted by religious symbols of any nature; you develop a sudden allergy to salt; your hair moves opposite the breeze.
- Distracting (4 points)
- You have trouble concentrating when people act a certain way around you, and people of a superstitious nature will not trust you without the aid of magick. You may be affected by the "evil eye"; anyone casting this gesture in your direction is unaffected by your powers; certain herbs and home remedies have the same affect on you; you cast no shadow, or your shadow moves of its own volition.
- Powerful (5 points)
- You are still able to alter reality, but you are now susceptible to the whims of the collective unconscious. Also, you now affect reality without trying. The beliefs of the area where you are currently located can grant you extra powers and cause you physical changes. You might not sink in water, you float; physically touching the ground can cause you pain; those who are "psychically aware" are thrown into convulsions in your presence and often speak in tongues.
- Mage Flaw
Eerie Presence
- 2 point Flaw
- Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all die rolls relating to social interaction with mortals are increased by two.
- Vampire Flaw
Foe From the Past
- 1-3 point Flaw
- An enemy of one of your ancestors still seeks revenge — through you. If the enemy is supernatural, such as a vampire, mage, wraith, changeling or spirit, this Flaw is worth three points; if you are being stalked by a fanatical werewolf hunter or other nonsupernatural human, it is worth one or two points, depending on how powerful your foe is. (Such a mortal probably isn't the same person that pursued your ancestor, but rather a descendant or heir of one of your ancestor's enemies.) She doesn't necessarily pursue you all the time. She is out for revenge against your ancestor, and you are simply the best path to that vengeance. You must have the Background Background: Ancestors to purchase this Flaw.
- General Flaw
Forced Transformation
- 1-4 point Flaw
- Some event or condition forces you to shapeshift uncontrollably. You must spend a Willpower point each turn to resist the change. Once changed, you cannot shift back until the condition forcing the change has passed. Choose one event from below or create your own.
- Every full moon you must assume Crinos form (2 points)
- When your auspice waxes you assume Crinos form (2 points)
- You change under influence of alcohol: to Glabro (1 point), to Crinos (2 points)
- When you are sexually aroused: to Glabro (1 point), to Crinos (2 points); if you are a lupus: to Homid (2 points)
- When you get angry (just short of a Rage roll): to Glabro (1 point), to Crinos (2 points)
- When you frenzy, you take a form other than Crinos: to Glabro or Hispo (2 points), to Lupus (3 points), to Homid (4 points)
- When entering the Umbra: to Glabro, Crinos, Hispo (1 point), to Homid or Lupus (2 points)
- At the sight of wolfsbane: to Homid (1 point)
- At the sight of a vampire: to Crinos (1 point), to Homid (3 points)
- When you sense Wyrm-taint: to Crinos (1 point), to Homid (2 points)
- Garou Flaw
Geas
- 1-5 point Flaw
- You are under some kind of geas at the beginning of play, most likely a Ban, but possibly a long-term quest. This geas may be a family curse or duty that you have inherited, or it may have been imposed on you by a changeling using the Sovereign Art. The difficulty of the geas determines how great a Flaw it is. Something minor, such as a Ban against harming animals or a requirement to give occasionally to charity, would only be worth one point. More difficult geas are worth more points. A five-point geas is something that rules your entire life, like a Ban against sleeping in the same place more than one night or a quest that requires you to render aid to anyone in need you encounter. The Storyteller decides the exact value of whatever geas you choose.
- General Flaw
Grip of the Damned
- 4 point Flaw
- There is no ecstasy in your Embrace - only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For vampires with high Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller.
- Vampire Flaw
Haunted
- 3 point Flaw
- You are haunted by a ghost that only you (and mediums) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting you, especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power): hiding small objects; bringing a "chill" over others, making them very ill at ease with you; causing a loud buzzing in your ear or the ears of others; moving a small object such as a knife or pen; breaking a fragile item such as a bottle or mirror; tripping you or making eerie noises, such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you. (More ideas for this Flaw can be obtained from Wraith: The Oblivion.)
- General Flaw
Iron Allergy
- 3-5 point Flaw
- Most of the Kithain only suffer pain and Banality when in contact with cold iron. You suffer from actual wounds. Cold iron reacts like superheated steel when touching your skin. The very least you will endure is severe blistering. For each turn in contact with iron, you suffer one Health Level of chimerical damage. As a four-point Flaw, you take one Health Level of real damage every three turns in contact with cold iron. As a five point Flaw, you suffer this damage if you stand within a foot of the iron and you will take one Health Level of aggravated damage for every turn spent in contact with cold iron.
- Changeling Flaw
Insane Past Life
- 1 point Flaw
- One of your ancestors was mad. This Past Life takes over during certain situations and is quite a hindrance. Choose the situation; it can be anything from "whenever Black Spiral Dancers appear" to "whenever the Litany law is read at a moot." Create the ancestor; give him a name and some abilities and define the nature of his madness. Play it to the hilt. If the Storyteller deems you aren't playing the ancestor well, he can declare that you've spent a Willpower point to suppress your Past Life. You must have the Background: Backgrounds: Ancestors to purchase this Flaw.
- General Flaw
Jackal's Blood
- 5 point Flaw
- You're cursed. In fact, you make the average Bone Gnawer look lucky. Once per session, something you attempt will go horribly, horribly wrong. It may be something as minor as spilling a drink, or as major as swinging at a foe in combat and hitting your best friend. The moment your Jackal's Blood kicks in, the action you've attempted doesn't just fail, but fails dramatically. Rules-minded troupes can interpret this as an automatic botch on any one dice roll. Drama hounds will prefer sudden story complications or a dramatic reversal of the hero's biggest success that evening.
Light Sensitive
- 5 point Flaw
- You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, thought it must shine directly upon you. Even bright lights hurt your eyes, requiring the use of sunglasses.
- Vampire Flaw
Mark of the Predator
- 2 point Flaw
- Herbivores fear you, and carnivores see you as a threat. You cannot posses the Skill: Skill: Animal Ken.
- General Flaw
Mystical Prohibition or Imperative
- 1-5 point Flaw
- There is something you must or must not do, and your life, your luck, your magic and perhaps your very soul depends on it. It may be something that has always been upon you, a geas prophesied by Druids at your birth, a sacred oath or vow you swore, or a promise or bargain you made. Someone (with a capital S) witnessed it and is going to hold you to it. If you disobey, the consequences will be dire, if not deadly.
- Characters may have several magical prohibitions or imperatives, and these may come into conflict. In Celtic myth, Cuchulainn had the geas to "Never refuse hospitality" and "Never eat dog meat." Three hags once offered him roast dog for dinner, and Cuchulainn died soon after. Consequently, most changelings keep their magical prohibitions and imperatives secret, lest they be used against them by enemies.
- Storytellers should examine each prohibition or imperative and assign a point value to it, as well as to the punishment for violating it. Easily avoided circumstances, such as "Never break bread with a red-haired man," are worth one point, while more common, or difficult, things, such as "Stop and pet every cat you see," are worth two points, and particularly drastic or dangerous circumstances, such as "Never back down from a fight," are worth three (or more) points. Consequences are worth points as well. Automatically botching the next major cantrip you do is worth one point, having bad luck for the rest of your life is worth two, losing all your friends and worldly possessions is worth three, dying is worth four, and being deserted by your faerie soul five. Characters and Storytellers may come up with variants of these.
- Traditionally, there is very little that may be done about geas, which are simply facets of one's destiny, and curses are devilishly hard to lift (and the Flaw must be bought off if they are). Characters who accidentally violate them may attempt to atone for their crime, fixing whatever they did wrong. A witch who has vowed to never eat any red meat, and then suddenly finds beef in her soup, might be able to atone for the trespass by fasting and sending checks to PETA. However, if a changeling violates an oath willingly and with full knowledge — and survives — he becomes an oathbreaker, one of the foulest epithets among changelings. Oathbreakers are psychically marked. It is virtually impossible for them to find a tutor or any sort of aid.
- Characters who wish to begin as oath-breakers should take the Flaw Dark Fate or some curse, as well as Oathbreaker, worth four points.
Nature Bound
- 2 point Flaw
- Legends are full of incidents concerning the connection to nature and strength; this Flaw represents the negative side of that link. Characters with this Flaw take their strength from contact with nature, and weaken when removed from it. In game terms, characters are at no penalty when in natural surroundings, yet subtract one die from all actions when in unnatural settings. For purposes of this Flaw, cities, wastelands and the like are not considered natural. Characters with this Flaw should consider careers as park rangers, farmers and the like, or live as close as possible to a large park.
- General Flaw
Pierced Veil
- 3 point Flaw
- Your Crinos form doesn't trigger the Delirium in mortals. This Flaw can be a dangerous one, as werewolf hunters find it easier to trace you and perhaps find your caern.
- GarouFlaw
Psychic Vampire
- 5 point Flaw
- The spark of life is dying within you and must be continually fed from outside forces. You are a psychic vampire. Plants and insect life wither or die in your presence as you feed on their energies, and any person you touch for more than an hour will suffer one non-aggravated Health Level as you siphon away his life. Those already injured (including those whose Bruised Health Level has been sucked away) will not heal while in your presence. You can still be in the same building without harming someone, but sharing a bed is not possible unless you want the other person to slowly die. If you do not feed the emptiness within yourself at least once a day, you will begin to die. The rate at which you take wounds follows the progression for natural healing in reverse: you take a Health Level after one day, a second in three days, a third in a week, a fourth in a month, and, finally, one wound every three months.
- General Flaw
Repelled by Crosses
- 3 point Flaw
- You are repelled by the sight of ordinary crosses, believing them to be symbols of holy might. When confronted by a cross, you must make a Willpower roll (difficulty 9) or flee from the symbol for the duration of the scene. If you botch the roll, not only must you attempt to flee, but the touch of the cross can cause aggravated damage (one health level of damage per turn of contact). This damage cannot be soaked, even if the vampire possesses Fortitude.
- Vampire Flaw
Repulsed by Garlic
- 1 point Flaw
- You cannot abide garlic, and the smallest whiff of its scent will drive you from a room unless you make a successful Willpower roll (difficulty based on the strength of the odor).
- Vampire Flaw
Sidhe's Curse
- 5 point Flaw
- The sidhe live in mortal terror of Banality, due to the fact it can take root in their souls much more easily than any other of the kith. Unfortunately although you are not sidhe, you are subject to this frailty as well. You gain two points of Banality for every one given by the Storyteller. Sidhe characters may not take this Flaw.
- Changeling (Non-Sidhe) Flaw
Sign of the Wolf
- 2 point Flaw
- You find it difficult to hide your werewolf heritage. In fact, your Homid form has all the folkloric signs of werewolves. Your eyebrows have grown together, there is hair on your palms, your second and third digits are the same length — you exhibit all manner of embarrassing conditions, in other words. In extreme cases, a pentagram may appear on your palm just before and during your auspice's phase of the moon. Obviously, it's difficult for you to hide from werewolf hunters.
- General Flaw
Slipped Seeming
- 1-5 point Flaw
- Your fae seeming bleeds into your mortal seeming and makes you obvious to those mundanes who know what to look for. A one-point would be a slight bluish cast to the skin of a troll, and a five-point would be a pair of satyr's horns. This may make it difficult to explain yourself to mortals: "Ah, my friend... obviously got his head caught in a mechanical ricepicker, and fortunately there was a skilled plastic surgeon nearby...." This Flaw does not give you the benefits of certain portions of your fae mien (Goats legs will not allow you to run at advanced speeds, etc.).
- Changeling Flaw
Slip Sideways
- 1 point Flaw
- You can't always control your passage to the Umbra. If, during a stressful situation, you should confront a highly reflective surface, roll Wits + Occult, difficulty 7, to avoid making the shift. You must still make a Gnosis roll to pass the Gauntlet in this instance, though your difficulty is 1 less — but only when you accidentally step sideways. If you want to go through, you're at normal difficulty.
- Garou Flaw
Sphere Inept
- 5 point Flaw
- You are unable to utilie the magicks of one of the Spheres. This is not due to the fact that you have not yet been trained in this particular Sphere of magick. You are denied access to this Sphere because your Avatar has been "crippled" in some way. No matter how much time you spend trying to correct the problem, you are unable to remedy it. You will be forever disconnected from the mystic Sphere selected. Discovering the cause of this "injury" might become a character's long-term goal. Perhaps some sort of "penance" could be found to eventually buy this Flaw off. This effect could have been generated by the mage being put through a lesser Gilgul in a previous incarnation. The Sphere of Ineptitude must be declared during character creation.
- Mage Flaw
Strangeness
- 1 Point Flaw
- Reality is slightly stranger for you. Once per game session, the Storyteller will choose one of your Spheres, pick an Effect at random and roll for a bizarre coincidental effect. If the roll succeeds something unusual involving the Sphere will happen for no apparent reason. For instance, Mind 3 could result in a Mage getting a visit from a telepathic dog, picking up Mexican radio stations in his head or hearing stray thoughts from a passing serial killer. If the roll fails, the strangeness passes. If the roll botches, Paradox descends on the Mage, pushing him a little closer towards Quiet.
- Mage Flaw
Surreal Quality
- 2 point Flaw
- Though the Mists still protect you from mortal detection, there is something about you that mortals find fascinating. At inappropriate times, they will stare at you and strike up conversations in the hopes of getting to know you better. Worse still, those mortals who are of less savory nature will choose you over other potential targets for their illicit acts.
- Changeling Flaw
Taint of Corruption
- 7 point Flaw
- You are touched by the Wyrm and corrupt in the eyes of other Garou. You appear as a Wyrm creature to others using the Gift: Sense Wyrm. You suffer bad dreams, as manifestations of the Wyrm come to you in your sleep to lure you to their side. Your only hope may be your pack, if it will stand beside you. Ridding yourself of this corruption should be a major undertaking; such a quest would certainly inspire many stories.
- Garou Flaw
Throwback
- 1-5 point Flaw
- One or more of your past lives still affects you... badly. Their fears come back to haunt you in your dreams, and you have flashbacks of their worst memories (such as their death, or, even worse, a personality that encroaches on your own). For bad dreams or flashbacks, take one to two points depending on the severity of the condition and how much it will affect your studies or performance in dangerous situations. For a "roommate in your head," take three points (whether you know he exists or not). For the package deal and a truly miserable existence, take five points, but expect the Storyteller to take every opportunity to use these against you. This Flaw can be "worked off during the course of play, but only with difficulty.
- General Flaw
Touch of Frost
- 1 point Flaw
- Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.
- Vampire Flaw
Veiled
- 5 point Flaw
- You may believe in Gaia and the Garou way with all your heart and soul, but, for some reason, you're not immune to the Delirium. Gifts such as Rending the Veil and the Rite of the Parted Veil have no effect on you. You do receive a +1 bonus on the Delirium Chart and retain all memories of what you see, but the sight of a Garou in Crinos form still invokes some sort of instinctive, uncontrollable reaction in you.
- Kinfolk Flaw
Winged
- 2 point Flaw/4 point Merit
- You have beautiful wings, be they feathered bird's wings or batwings or colored butterfly wings. They are chimerical, but they need to be free, or they will subtract one die from Dexterity rolls. You may have to explain why you have cut slits in all of your coats. If you have taken this as a Flaw, you are not able to fly, but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 4). If you have taken this as a Merit, you may indeed fly for short periods of time. This power works as any other use of Glamour when only Kithain are present, but will not work in the presence of mortals.
- Changeling Flaw
Wyrm Tainted
- 4 point Flaw
- Whether through your own twisted service to the Wyrm, an unfortunate quirk of heredity or just because of a supernatural accident, you reek of the enemy's blight. A number of Gifts allow shapechangers to notice your foul stench and most may want to kill you outright. This is a risky flaw. (Don't say we didn't warn you!)
- General Flaw
Community Ties
Construct
- 2 point Flaw
- Some people were born of natural parents. You were born in a creche. Sexless fertilization, genetic alteration and carefully monitored Procedures brought you into this world, and no one will let you forget that. Despite this "Unity" everyone talks about, people treat you different. Some outright despise you, while others treat you sooo nicely that it makes you want to puke. Chances are, you consider yourself different, too. Maybe you're arrogant about your Homo superior status... or perhaps you'd consider Homo freakus more appropriate. In social situations, you're at a constant disadvantage (and might suffer penalties to your Social rolls), either through others' aversion or your own insecurity.
- Note: This Flaw is required of all construct characters. It represents a construct who's painfully obvious about what he is, not one who blends in well. The Technocracy has many of both.
- Technocracy Flaw
Diabolical Mentor
- 2 point Flaw
- Your mentor is engaged in acts that could cause a tremendous uproar. Plenty of folks are after your mentor's hide, and you may be tarred with the same brush.
- General Flaw
Enemy
- 1-5 point Flaw
- You have an enemy, or perhaps a group of enemies. Someone wants to harm you. The value of the Flaw determines how powerful these enemies are. The most powerful enemies (kings or elder vampires) would be five-point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you earned such enmity in the first place.
- General Flaw
Infamous Mentor
- 1 point Flaw
- Your mentor was, and perhaps still is, distrusted and disliked by many of your peers. As a result, you are distrusted and disliked as well. This is a heavy load, and one not easily shed.
- General Flaw
Infamous Sire
- 1 point Flaw
- Your sire was, and perhaps still is, distrusted and disliked by many of the city's Kindred. As a result, you are distrusted and disliked as well.
- Vampire Flaw
Insane Mentor
- 1 point Flaw
- Your mentor has completely lost his grip on reality, and has become lost to Bedlam or dangerously insane. Any wrong committed by your mentor may affect your reputation, and some of your mentor's dangerous schemes may somehow involve you.
- General Flaw
Mentor's Resentment
- 1 point Flaw
- Your mentor dislikes you and wishes you ill. Given the smallest opportunity, your mentor will seek to do you harm, and may even attack you if provoked. Your mentor's friends will also work against you. Good luck!
- General Flaw
Mistaken Identity
- 1 point Flaw
- You look similar to descriptions of another Kindred, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has terrible reputation or is wanted for some crime.
- Vampire Flaw
Notoriety
- 3 point Flaw
- You have a bad reputation among your peers; perhaps you violated the protocols once too often, or belong to an unpopular freehold, pack, etc. There is a two dice penalty to all dice rolls for social dealings with associated changelings. A character with this Flaw may not take the Merit Reputation.
- General Flaw
Outsider
- 2 point Flaw
- Because of false rumors, an ill-done deed or some other reason, you have a poor reputation among the Kinfolk and Garou. They don't necessarily hurt you, but they let you know you aren't welcome in their camps or homes. Make all Social rolls involving interaction with werewolves and Kin at +2 difficulty.
- Kinfolk Flaw
Probationary Sect Member
- 4 point Flaw
- You are a defector. You turned traitor to the Camarilla, Sabbat, Followers of Set or other vampiric order, and you still have much to prove before you are accepted by the Kindred you have defected to. Elders, ancillae and even neonates treat you with distrust and even hostility, and your reputation might even sully those whom you regularly associate with.
- Vampire Flaw
Sire's Resentment
- 1 point Flaw
- Your sire dislikes you and wishes you ill. Given the smallest opportunity, she will actively seek to fo you harm. Your sire's allies also work against you, and many elders may resent you.
- Vampire Flaw
Twisted Apprenticeship
- 1 point Flaw
- Your mentor was quite malevolent and taught you all the wrong things about Kithain society. Your concepts of changeling politics are all wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.
- Changeling Flaw
Twisted Upbringing
- 1 point Flaw
- The pack that nabbed you and took you away for your Rite of Passage taught you all the wrong things about Garou society. Everything you believe about how Garou interact is wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you continue to believe what you first heard, no matter how others try to trick you into thinking otherwise.
- Garou Flaw
Mortal Society
Ward
- 3 point Flaw
- You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character may be a friend or relative from your pre-Chrysalis/pre-Change days, or just a good friend. Wards have a talent for getting caught up in the action of stories, and they're frequent targets of a character's enemies. If the ward is Kinfolk, then she must be one the character has a particularly special relationship with (lover, childhood friend, etc.).
- General Flaw
Hunted
- 3 point Flaw
- You are pursued by a fanatical werewolf hunter who believes you are a dangerous, slavering beast inimical to humanity (whether you are or not). All your companions may be hunted by the same individual as well. Although this hunter seeks the destruction of all Garou, there is something about you that impassions this killer. The hunter is, for some reason, immune to the Delirium.
- Garou Flaw
- 4 point Flaw
- Werewolves are not the only supernatural who need to fear fanatical witch-hunters. You have somehow attracted the interest of some mortal agency or individual who now seeks your destruction. This hunter is beyond reason, and has some form of power, influence or authority that puts you at a disadvantage. Your friends, family and associates are likewise endangered. Sooner or later, this Flaw will result in a confrontation. The resolution should not be an easy one.
- Changeling/Vampire Flaw
Persistent Parents
- 2 point Flaw
- Your parents refuse to let your memory lie, and they actively run a missing teens program to search for you. They also use hired detectives to hunt for you. How close they are to your trail is the Storyteller's decision. You cannot simply tell them what has become of you for some reason: Maybe your father is a loyal Pentex employee, or perhaps your parents are fundamentalists who just wouldn't understand your new life.
- General Flaw
Physical
14th Generation
- 2 point Flaw
- You were created five or fewer years ago by a member of the 13th Generation. Though you have 10 blood points in your body, only eight of them may be used to heal wounds, power Disciplines, raise Attributes, etc. Obviously, taking this flaw precludes you from taking the Generation Background, and you may not start with Status, either. You are likely a clanless Caitiff, for your blood is probably too thin to pass down the distinguishing characteristics of a clan. Most 14th Generation vampires should also take the Thin Blood flaw.
- Vampire Flaw
Allergic
- 1-4 point Flaw
- You are allergic to some substance — pollen, animal fur, alcohol, chocolate, etc. For one point, you get hives, sneeze or become dizzy upon prolonged contact with your bane; for two points, you swell up uncomfortably in the affected area, reducing all Dice Pools by one; for three points, your reaction actually incapacitates you, reducing appropriate Dice Pools by three. If the substance is really common in your chronicle, add an additional point to this Flaw.
- General Flaw
Animal Musk
- 1 point Flaw
- You smell like an animal even in Homid form. You suffer +2 difficulty on Social rolls in a situation where your smell is obvious (indoors, at a party; but not at a dump, etc.). This scent does not bother wolves, only humans.
- Garou Flaw
Asthma
- 1 point Flaw
- You have difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only pull in a fraction of the air that normal lungs require. Any time that you exert yourself, you must make a Stamina roll against a difficulty of 6 or be unable to perform any action on the next round while you catch your breath.
- General Flaw
Child
- 3 point Flaw
- You were a small child at the time of your Chrysalis or Embrace. You may be precocious, but you're still just a kid. You have the Flaw Short, and find it difficult to be taken seriously by others (two dice penalty to all relevant rolls).You may not have more than two dots in Strength or Stamina (except when raising Physical Attributes with blood points). Additionally, you may be subject to parental control, curfews and child labor and truancy laws. Few clubs will admit you, because you are "underage." Childlings who do not take this Flaw are for some reason more accepted by those older than themselves.
- Changeling/Vampire Flaw
Deformity
- 3 point Flaw
- You have some kind of deformity — such as a misshapen limb, a hunchback — that affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.
- Sidhe characters cannot take this Flaw.
- General Flaw
Disease Carrier
- 4 point Flaw
- Your blood carries a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 10 percent chance of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will begin manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.).
- Vampire Flaw
Disfigured
- 2 point Flaw
- A hideous disfigurement makes you ugly and easy to notice or remember. You therefore have a zero Appearance.
- Sidhe characters cannot take this Flaw.
- General Flaw
Faulty Enhancement
- No description yet. See Flaw: Faulty Enhancement for details.
- Technocracy Flaw
Flesh of the Corpse
- 5 point Flaw
- Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears, bullet holes, etc., which you have incurred. Depending on the nature of the damage, this flaw will make social dealing exceedingly difficult.
- Vampire Flaw
Infectious Bite
- 2 point Flaw
- You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. You may not automatically lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
- Vampire Flaw
Lame
- 3 point Flaw
- Your legs are injured or otherwise prevented from working effectively. You suffer a two dice penalty to all dice rolls related to movement. A character may not take this Flaw along with the Merit Merit: Double-jointed.
- Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.
- General Flaw
Monstrous
- 3 point Flaw
- There is something wholly monstrous about you, something that makes you hideous in the eyes of fellow Garou. Your Homid form scarcely looks human and your Crinos and Lupus forms look horrendous; in what manner you differ from the norm is up to you. Perhaps you have taken on the features of a reptilian animal and resemble a creature of the Wyrm to certain literal-minded Garou. Your Appearance is 0. Metis characters may take this Flaw as their metis disfigurement.
- Garou Flaw
Mute
- 4 point Flaw
- Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means — typically through writing or signing.
- Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.
- General Flaw
No Partial Transformation
- 1 point Flaw
- You cannot take any mixed forms at all (such as Crinos paws while in Hispo) — only the full forms.
- Garou Flaw
One Arm
- 3 point Flaw
- You have only one arm — choose which, or determine randomly at character creation. This could be a battle scar, birth defect or other form of injury. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw along with the Merit Merit: Ambidextrous.
- Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.
- General Flaw
Paraplegic
- 6 point Flaw
- You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to roleplay this Flaw correctly, no matter how difficult it makes things. A character may not take this Flaw along with the Merit Merit: Double-jointed.
- Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.
- General Flaw
Permanent Wound
- 3 point Flaw
- You suffered injuries during your Embrace which your transformation somehow failed to repair. At the beginning of each night, you rise from sleep at the Wounded health level, though this may be healed by spending blood points.
- Vampire Flaw
Short
- 1 point Flaw
- You are well below average height, and have trouble seeing over high objects and moving quickly. You suffer a two dice penalty to all pursuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. For Garou, your Crinos form doesn't gain as much mass and size as it normally would; you are just under average human height in this form. Only childling trolls can take this Flaw, other seemings of Trolls cannot.
- General Flaw
Slow Healing
- 3 point Flaw
- You have difficultly healing wounds. It requires two blood points to heal one health level of normal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure).
- Vampire Flaw
Smell of the Grave
- 1 point Flaw
- You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortal increase by one.
- Vampire Flaw
Sterile
- 4 point Flaw
- Kinfolk fill a limited number of roles in Garou society. For Kinfolk who serve werewolves as perpetuators of the species, inability to reproduce is a serious flaw indeed. Not only does it carry a social stigma, it may also call down abuse, neglect or exile. Kinfolk, men or women, who can't reproduce lose a great deal of their usefulness in Garou eyes. For obvious reasons, vampire and wraith Kin can't take this flaw.
- Kinfolk Flaw
Strict Carnivore
- 1 point Flaw
- You derive no nourishment from vegetables, and you must rely solely on meat — preferably raw. It is hard for you to subsist in a desolate landscape where prey is scarce.
- General Flaw
Thin Blood
- 4 point Flaw
- Your blood is thin, weak and does not sustain you well. All blood point costs are doubled (e.g., using blood-related Disciplines or healing damage), and you are unable to create a blood bond. Furthermore, efforts to sire other vampires succeed only 20% of the time.
- Vampire Flaw
Unscented
- 1 point Flaw
- For some reason, you have no discernible scent; it's completely missing from your body. While this condition might be an advantage when hiding from predators, it's a disadvantage among werewolves. They might pounce on you, unaware you're Kin. No Gift, such as Scent of the True Form, can detect you as Kinfolk. Worse, the more suspicious types may think it's some sort of Wyrm power! Among a people who rely so heavily on the sense of smell, you've got a disability.
- Kinfolk Flaw
Wolf Years
- 5 point Flaw
- Your life span is that of a wolf, rather than that of a normal Garou. In other words, you've got 12 to 20 years at most. You begin to take aging effects at eight years if you are lupus or within five years of the Change for a homid character. Naturally, homids with this Flaw begin aging quickly only after the Change.
- Garou Flaw