Difference between revisions of "Flaws"
m (Added Trolls and Pooka info) |
(added Players Guide to Garou and Vampire Players Guide 2nd Ed) |
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''Book Ref:'' Kithbook: Pooka, pg.#89 | ''Book Ref:'' Kithbook: Pooka, pg.#89 | ||
|- | |- | ||
− | | '''Animal Musk''' | + | |style="background-color:lightblue" | '''Animal Musk''' |
− | | | + | |style="background-color:lightblue" | 1 |
− | | | + | |style="background-color:lightblue" | Physical |
− | | WW3806 | + | |style="background-color:lightblue" | WW3806 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' You have the odor of an animal, even in Homid form. <br> |
− | ''System:'' <br> | + | ''System:'' Whenever you are indoors or in a crowd of people, you make all Social rolls at a +2 difficulty. Outdoors or in situations where you can distance yourself from humans, your odor is not noticeable. Wolves (and lupus-born Garou) take little notice of this Flaw.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Players Guide to Garou, pg.#159 | ''Book Ref:'' Players Guide to Garou, pg.#159 | ||
Line 905: | Line 905: | ||
Mage: The Ascension (Revised), pg.#289 | Mage: The Ascension (Revised), pg.#289 | ||
|- | |- | ||
− | | '''Banned Transformation''' | + | |style="background-color:lightblue" | '''Banned Transformation''' |
− | | | + | |style="background-color:lightblue" | 1-6 |
− | | | + | |style="background-color:lightblue" | Supernatrual |
− | | WW3806 | + | |style="background-color:lightblue" | WW3806 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' Some circumstance, event, or situation inhibits your ability to change forms, except to return to your breed form. <br> |
− | ''System:'' <br> | + | ''System:'' To overcome the restricting factor requires the expenditure of a Willpower point and a successful Willpower roll (difficulty 8). Some examples of triggers and their relative point costs include:<br> |
+ | {|class="wikitable" style="text-align: center;" width="25%" | ||
+ | ! style="min-width: 100px" | Points | ||
+ | ! style="min-width: 425px" | Trigger | ||
+ | |- | ||
+ | |1 point | ||
+ | |Relaxing music | ||
+ | |- | ||
+ | |2 points | ||
+ | |In the vicinity of wolfsbane | ||
+ | |- | ||
+ | |3 points | ||
+ | |Unless you spend a Rage point | ||
+ | |- | ||
+ | |4 points | ||
+ | |When around silver | ||
+ | |- | ||
+ | |5 points | ||
+ | |During the day or during the night | ||
+ | |- | ||
+ | |6 points | ||
+ | |When the moon is not visible | ||
+ | |} | ||
+ | <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Players Guide to Garou, pg.#166 | ''Book Ref:'' Players Guide to Garou, pg.#166 | ||
Line 1,135: | Line 1,158: | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Vampire Player's Guide, pg.#41<br> | ''Book Ref:'' Vampire Player's Guide, pg.#41<br> | ||
− | Vampire Players Guide (2nd Edition Text Only), pg.# | + | Vampire Players Guide (2nd Edition Text Only), pg.#9<br> |
Vampire The Masquerade (Revised Edition), pg.#302 | Vampire The Masquerade (Revised Edition), pg.#302 | ||
|- | |- | ||
Line 1,274: | Line 1,297: | ||
|style="background-color:lightblue" | ''Synopsis:'' You can only see in black and white. <br> | |style="background-color:lightblue" | ''Synopsis:'' You can only see in black and white. <br> | ||
''System:'' Color means nothing to you, although you are sensitive to color density, which you perceive in shades of gray. <br> | ''System:'' Color means nothing to you, although you are sensitive to color density, which you perceive in shades of gray. <br> | ||
− | ''Notes:'' Color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of playability.<br> | + | ''Notes:'' Color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of playability. This Flaw occurs more frequently among lupus.<br> |
+ | In Players Guide to Garou, this flaw is named '''Monochrome Vision'''.<br> | ||
''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#6<br> | ''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#6<br> | ||
Players Guide to Garou, pg.#159<br> | Players Guide to Garou, pg.#159<br> | ||
Line 1,574: | Line 1,598: | ||
WW7300 | WW7300 | ||
|style="background-color:lightblue" | ''Synopsis:'' You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local supernatural community.<br> | |style="background-color:lightblue" | ''Synopsis:'' You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local supernatural community.<br> | ||
− | ''System:'' Examples include: Murdered an elder Kindred, being a member of the Sabbat, turned on his mentor, secretly in love with a Widderslainte, <br> | + | ''System:'' Examples include: Murdered an elder Kindred, being a member of the Sabbat, turned on his mentor, secretly in love with a Widderslainte, had a lover who is a Black Spiral Dancer, responsible for the slaughter of your former pack or the mysterious death of a sept leader. <br> |
+ | This secret preys on your mind at all times even though your friends are unaware of your shame. Occasionally, hints about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice three experience points to buy it off.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Vampire The Masquerade (Revised Edition), pg.#300<br> | ''Book Ref:'' Vampire The Masquerade (Revised Edition), pg.#300<br> | ||
Line 1,746: | Line 1,771: | ||
''Book Ref:'' Mage: The Ascension (Revised), pg.#298 | ''Book Ref:'' Mage: The Ascension (Revised), pg.#298 | ||
|- | |- | ||
− | | '''Diabolic Sire''' | + | |style="background-color:lightblue" | '''Diabolic Sire''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Vampire |
− | | WW2206 | + | |style="background-color:lightblue" | WW2206 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. <br> |
− | ''System:'' <br> | + | ''System:'' She could be wantonly breaking the Masquerade, or hunting down the elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire's whereabouts, and they may not believe you if you tell them you do not know.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#10 | ''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#10 | ||
Line 2,075: | Line 2,100: | ||
| ''Synopsis:'' You have an enemy, or perhaps a group of enemies, who seek to harm you. <br> | | ''Synopsis:'' You have an enemy, or perhaps a group of enemies, who seek to harm you. <br> | ||
''System:'' The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Methuselah, archmage, or other potent supernatural foe).<br> | ''System:'' The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Methuselah, archmage, or other potent supernatural foe).<br> | ||
+ | (Garou) A 1-pt. Flaw may signify that your enemy is another Garou of your own rank who has taken a strong dislike to you or who blames you for some past wrong. A 3-pt Flaw may indicate that a pack of Black Spiral Dancers bears a particular grudge against you or that a small group of supernaturally potent werewolf hunters has tagged you as a potential danger. A 5-pt. Glaw means that you have angered one of the movers and shakers of Garou society or a powerful elder vampire.<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Vampire The Masquerade (Revised Edition), pg.#300<br> | ''Book Ref:'' Vampire The Masquerade (Revised Edition), pg.#300<br> | ||
Line 2,220: | Line 2,246: | ||
''Book Ref:'' Vampire The Masquerade (Revised Edition), pg.#298 | ''Book Ref:'' Vampire The Masquerade (Revised Edition), pg.#298 | ||
|- | |- | ||
− | | '''Forced Transformation''' | + | |style="background-color:lightblue" | '''Forced Transformation''' |
− | | | + | |style="background-color:lightblue" | 1-4 |
− | | | + | |style="background-color:lightblue" | Supernatural |
− | | WW3806 | + | |style="background-color:lightblue" | WW3806 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' Certain circumstances force you to undergo an uncontrollable shift in form. <br> |
− | ''System:'' <br> | + | ''System:'' You may resist the change by spending a Willpower point, but once you have made the forced change, you may not change back until the triggering situation has passed. You may use the following examples or design your own circumstances and point costs (with Storyteller approval).<br> |
+ | <br> | ||
+ | The full moon forces you to assume your Crinos form. (2 points)<br> | ||
+ | You automatically change to Crinos when your auspice wanes (2 points)<br> | ||
+ | Sexual arousal stimulates a forced change (1 point to Glabro; 2 points to Crinos; 2 points to Homid if you are a lupus)<br> | ||
+ | Alcohol or drugs force your change (1 point to Glabro; 2 points to Crinos)<br> | ||
+ | Entering the Umbra triggers a change (1 point to Glabro, Crinos or Hispo, 2 points to Homid or Lupus)<br> | ||
+ | Frenzy forces a change to a form other than Crinos (2 points to Glabro or Hispo; 3 points to Lupus; 4 points to Homid).<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
− | ''Book Ref:'' | + | ''Book Ref:'' Players Guide to Garou, pg.#166 |
− | Players Guide to Garou, pg.#166 | ||
|- | |- | ||
|style="background-color:lightblue" | '''Foreigner''' | |style="background-color:lightblue" | '''Foreigner''' | ||
Line 2,514: | Line 2,546: | ||
Hunter Players Guide, pg.#116 | Hunter Players Guide, pg.#116 | ||
|- | |- | ||
− | | '''Hunted''' | + | |style="background-color:lightblue" | '''Hunted''' |
− | | 4 | + | |style="background-color:lightblue" | 4 |
− | | Supernatural | + | |style="background-color:lightblue" | Supernatural |
− | | WW2300<br> | + | |style="background-color:lightblue" | WW2300<br> |
WW3081<br> | WW3081<br> | ||
WW3108<br> | WW3108<br> | ||
WW3806<br> | WW3806<br> | ||
WW7300 | WW7300 | ||
− | | ''Synopsis:'' (Changeling) Vampires and werewolves are not the only supernaturals 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. | + | |style="background-color:lightblue" | ''Synopsis:'' (Changeling) Vampires and werewolves are not the only supernaturals 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.<br> |
+ | (Garou) A dedicated werewolf hunter has targeted you as his quarry, convinced that you are a monster out of legend bent on preying upon humans. Anyone you know, including your pack members and even humans you are close to may be in danger from this hunter. While your nemesis desires the elimination of all werewolves, he seems to focus primarily on you. As fate would have it, the Delirium has no effect on your pursuer. He is also intelligent and resourceful, far more likely to set nasty traps for you than to blunder into any traps you leave for him.<br> | ||
(Vampire) You are pursued by a fanatical witch-hunter who believes (perhaps correctly) that you are a danger to humanity. All those with whom you associate, be they mortal or otherwise, may be hunted as well.<br> | (Vampire) You are pursued by a fanatical witch-hunter who believes (perhaps correctly) that you are a danger to humanity. All those with whom you associate, be they mortal or otherwise, may be hunted as well.<br> | ||
''System:'' <br> | ''System:'' <br> | ||
Line 2,588: | Line 2,621: | ||
Demon Players Guide, pg.#95 | Demon Players Guide, pg.#95 | ||
|- | |- | ||
− | | '''Illiterate''' | + | |style="background-color:lightblue" | '''Illiterate''' |
− | | | + | |style="background-color:lightblue" | 1 |
− | | | + | |style="background-color:lightblue" | Aptitude |
− | | WW2206 | + | |style="background-color:lightblue" | WW2206 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.<br> |
''System:'' <br> | ''System:'' <br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
Line 2,674: | Line 2,707: | ||
|- | |- | ||
| '''Inept''' | | '''Inept''' | ||
− | | | + | | 5 |
− | | | + | | Aptitude |
| WW2204 <br> | | WW2204 <br> | ||
WW2206 <br> | WW2206 <br> | ||
Line 2,683: | Line 2,716: | ||
WW3704 <br> | WW3704 <br> | ||
WW6007 | WW6007 | ||
− | | ''Synopsis:'' <br> | + | | ''Synopsis:'' You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (so the greatest number of points you can spend on your Talents at the beginning of play would be eight, and the fewest would be zero). <br> |
− | ''System:'' <br> | + | ''System:'' Of course, you can still spend freebie points to buy Talents. However, at the beginning of the game, you cannot have more than three dots in any Talent.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Vampire Player's Guide, pg.#38<br> | ''Book Ref:'' Vampire Player's Guide, pg.#38<br> | ||
− | Vampire Players Guide (2nd Edition Text Only), pg.# | + | Vampire Players Guide (2nd Edition Text Only), pg.#7<br> |
Vampire: The Dark Ages, pg.#272<br> | Vampire: The Dark Ages, pg.#272<br> | ||
Werewolf Players Guide (2nd Edition), pg.#14<br> | Werewolf Players Guide (2nd Edition), pg.#14<br> | ||
Line 2,784: | Line 2,817: | ||
''Book Ref:'' Changeling: The Enchanted, pg.#81 | ''Book Ref:'' Changeling: The Enchanted, pg.#81 | ||
|- | |- | ||
− | | '''Insane Ancestor''' | + | |style="background-color:lightblue" | '''Insane Ancestor''' |
− | | | + | |style="background-color:lightblue" | 1 |
− | | | + | |style="background-color:lightblue" | Supernatural |
− | | WW3806 | + | |style="background-color:lightblue" | WW3806 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' An insane ancestor of yours occasionally takes over when you seek help from the spirits of your forebears. Usually, this ancestor appears only under certain common circumstances, such as when Black Spiral Dancers threaten you or whenever a certain common rite is performed in your presence. <br> |
− | ''System:'' <br> | + | ''System:'' When the Storyteller deems this circumstance has come about, roll your Ancestors Background, difficulty 6. Any successes indicate that your ancestor takes control of you for the scene, or until someone recognizes what is happening and manages to convince him to relinquish control once more. You should create your ancestor, name him, and describe his madness. You may spend a Willpower point to stifle the ancestor-spirit for the scene. You must purchase the Background: Ancestors to take this Flaw.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Players Guide to Garou, pg.#167 | ''Book Ref:'' Players Guide to Garou, pg.#167 | ||
Line 2,802: | Line 2,835: | ||
''Book Ref:'' Changeling The Dreaming (2nd Edition), pg.#165 | ''Book Ref:'' Changeling The Dreaming (2nd Edition), pg.#165 | ||
|- | |- | ||
− | | '''Insane Sire''' | + | |style="background-color:lightblue" | '''Insane Sire''' |
− | | | + | |style="background-color:lightblue" | 1 |
− | | | + | |style="background-color:lightblue" | Vampire |
− | | WW2206 | + | |style="background-color:lightblue" | WW2206 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' Your sire has completely lost his grip on reality, and has become dangerously insane. <br> |
− | ''System:'' <br> | + | ''System:'' Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you. <br> |
− | ''Notes:'' <br> | + | ''Notes:'' Because their sires are already assumed to be insane, Malkavians cannot take this Flaw.<br> |
''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#10 | ''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#10 | ||
|- | |- | ||
Line 3,087: | Line 3,120: | ||
''Book Ref:'' Clanbook Assamite (Revised Edition), pg.#76 | ''Book Ref:'' Clanbook Assamite (Revised Edition), pg.#76 | ||
|- | |- | ||
− | | '''Magic Susceptibility''' | + | |style="background-color:lightblue" | '''Magic Susceptibility''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Supernatural |
− | | WW2206 | + | |style="background-color:lightblue" | WW2206 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds and orders. <br> |
− | ''System:'' <br> | + | ''System:'' The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#9 | ''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#9 | ||
Line 3,392: | Line 3,425: | ||
''Book Ref:'' Guide to the Camarilla, pg.#77 | ''Book Ref:'' Guide to the Camarilla, pg.#77 | ||
|- | |- | ||
− | | '''Nightmares''' | + | |style="background-color:lightblue" | '''Nightmares''' |
− | | 1 | + | |style="background-color:lightblue" | 1 |
− | | Mental | + | |style="background-color:lightblue" | Mental |
− | | WW2300<br> | + | |style="background-color:lightblue" | WW2300<br> |
− | WW3806<br> | + | |style="background-color:lightblue" WW3806<br> |
WW4600<br> | WW4600<br> | ||
WW7300<br> | WW7300<br> | ||
WW8202 | WW8202 | ||
− | | ''Synopsis:'' You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. <br> | + | |style="background-color:lightblue" | ''Synopsis:'' You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. <br> |
''System:'' Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.<br> | ''System:'' Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.<br> | ||
(Demon) The day after, add two to the difficulty of the first Ability or Attribute roll you make to deal with other demons.<br> | (Demon) The day after, add two to the difficulty of the first Ability or Attribute roll you make to deal with other demons.<br> | ||
Line 3,454: | Line 3,487: | ||
WW7300 | WW7300 | ||
| ''Synopsis:'' You have a bad reputation among your peers; perhaps you violated the porotcols once too often, or belong to an unpopular freehold. <br> | | ''Synopsis:'' You have a bad reputation among your peers; perhaps you violated the porotcols once too often, or belong to an unpopular freehold. <br> | ||
− | ''System:'' There is a two dice penalty to all dice rolls for social dealings with associated changelings. <br> | + | ''System:'' There is a two dice penalty to all dice rolls for social dealings with associated (insert: changelings/garou/kindred/wraith - whatever your race is). <br> |
''Notes:'' A character with this Flaw may not take the Merit Reputation.<br> | ''Notes:'' A character with this Flaw may not take the Merit Reputation.<br> | ||
''Book Ref:'' Vampire Player's Guide, pg.#43<br> | ''Book Ref:'' Vampire Player's Guide, pg.#43<br> | ||
Line 3,689: | Line 3,722: | ||
''Book Ref:'' Sorcerer (Revised Edition), pg.#54 | ''Book Ref:'' Sorcerer (Revised Edition), pg.#54 | ||
|- | |- | ||
− | | '''Pack Mentality''' | + | |style="background-color:lightblue" | '''Pack Mentality''' |
− | | 1 | + | |style="background-color:lightblue" | 1 |
− | | | + | |style="background-color:lightblue" | Mental |
− | | WW3806<br> | + | |style="background-color:lightblue" | WW3806<br> |
WW7054 | WW7054 | ||
− | | ''Synopsis:'' Your attachment to your pack far exceeds healthy limits. You not only want to be a part of a pack you need to be. You go to extreme lengths to protect your pack, even to the point of sacrificing yourself, and if you find yourself without a pack, you join up with the first that accepts you. You stress hard when left alone. You don’t, however, have to be a follower in the pack, you could just as easily be the leader who needs more than anything to have a group to oversee. | + | |style="background-color:lightblue" | ''Synopsis:'' (Garou) You are lost without your pack. Their presence helps define you to an extreme. You have little identity outside the pack and even find it hard to speak in terms of "I" or "me". When you are with at least one member of your pack, you have a -1 difficulty to all rolls involving pack activities or strategies; you you are alone, your difficulty increases by 1 on any task you would ordinarily expect people to help you with (such as combat). You sometimes have trouble making decisions without your pack to help you, even if you ar the pack leader. In stressful situations, you may need to make a Willpower roll to act on your own.<br> |
− | + | (Pooka) Your attachment to your pack far exceeds healthy limits. You not only want to be a part of a pack, you need to be. You go to extreme lengths to protect your pack, even to the point of sacrificing yourself, and if you find yourself without a pack, you join up with the first that accepts you. You stress hard when left alone. You don’t, however, have to be a follower in the pack, you could just as easily be the leader who needs more than anything to have a group to oversee. If you’ve lost your old pack, spend a Willpower point to put off joining the first pack you find — even if they seem inimical to your own ethics. You must do this for a number of days equal to the number of failures (i.e. the number of 1s rolled) on an Intelligence roll.<br> | |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Players Guide to Garou, pg.#164<br> | ''Book Ref:'' Players Guide to Garou, pg.#164<br> | ||
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''Book Ref:'' Mage: The Ascension (Revised), pg.#300 | ''Book Ref:'' Mage: The Ascension (Revised), pg.#300 | ||
|- | |- | ||
− | | '''Pierced Veil''' | + | |style="background-color:lightblue" | '''Pierced Veil''' |
− | | | + | |style="background-color:lightblue" | 3 |
− | | | + | |style="background-color:lightblue" | Supernatrual |
− | | WW3806 | + | |style="background-color:lightblue" | WW3806 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' Unlike most Garou, your Crinos form does not trigger the Delirium in mortals. <br> |
− | ''System:'' <br> | + | ''System:'' This makes you particularly vulnerable to werewolf hunters, who may find it less difficult to pursue you back to your caern, putting the members of your sept in considerable danger.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Players Guide to Garou, pg.#168 | ''Book Ref:'' Players Guide to Garou, pg.#168 | ||
Line 3,916: | Line 3,949: | ||
''Notes:'' Ventrue, owing to the limitations already imposed on their feeding by their Clan weakness, may not take this Flaw.<br> | ''Notes:'' Ventrue, owing to the limitations already imposed on their feeding by their Clan weakness, may not take this Flaw.<br> | ||
''Book Ref:'' Vampire Player's Guide, pg.#33<br> | ''Book Ref:'' Vampire Player's Guide, pg.#33<br> | ||
− | Vampire Players Guide (2nd Edition Text Only), pg.# | + | Vampire Players Guide (2nd Edition Text Only), pg.#4<br> |
Vampire The Masquerade (Revised Edition), pg.#299<br> | Vampire The Masquerade (Revised Edition), pg.#299<br> | ||
Vampire: The Dark Ages, pg.#279 | Vampire: The Dark Ages, pg.#279 | ||
Line 4,091: | Line 4,124: | ||
|- | |- | ||
| '''Repelled By Crosses''' | | '''Repelled By Crosses''' | ||
− | | | + | | 3 |
− | | | + | | Supernatural |
| WW2204 <br> | | WW2204 <br> | ||
WW2206 | WW2206 | ||
− | | ''Synopsis:'' <br> | + | | ''Synopsis:'' You are repelled by the sight of ordinary crosses ( just as if they were holy). <br> |
− | ''System:'' <br> | + | ''System:'' Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Vampire Player's Guide, pg.#40<br> | ''Book Ref:'' Vampire Player's Guide, pg.#40<br> | ||
− | Vampire Players Guide (2nd Edition Text Only), pg.# | + | Vampire Players Guide (2nd Edition Text Only), pg.#9 |
|- | |- | ||
| '''Repulsed By Garlic''' | | '''Repulsed By Garlic''' | ||
− | | | + | | 1 |
− | | | + | | Supernatural |
| WW2204 <br> | | WW2204 <br> | ||
WW2206 <br> | WW2206 <br> | ||
WW2800 | WW2800 | ||
− | | ''Synopsis:'' <br> | + | | ''Synopsis:'' You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. <br> |
− | ''System:'' <br> | + | ''System:'' The full force of its pungent odor will bring bloody tears to your face and render you nearly blind, while its touch can cause boils and even open wounds.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Vampire Player's Guide, pg.#40<br> | ''Book Ref:'' Vampire Player's Guide, pg.#40<br> | ||
− | Vampire Players Guide (2nd Edition Text Only), pg.# | + | Vampire Players Guide (2nd Edition Text Only), pg.#9<br> |
Vampire: The Dark Ages, pg.#281 | Vampire: The Dark Ages, pg.#281 | ||
|- | |- | ||
Line 4,238: | Line 4,271: | ||
''Book Ref:'' Book of Auspices, pg.#124 | ''Book Ref:'' Book of Auspices, pg.#124 | ||
|- | |- | ||
− | | '''Selective Digestion''' | + | |style="background-color:lightblue" | '''Selective Digestion''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Physical |
− | | WW2206 | + | |style="background-color:lightblue" | WW2206 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' You can digest only certain types of blood. <br> |
− | ''System:'' <br> | + | ''System:'' You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood with the taste of joy, or perhaps only certain types (A, O, etc.) of blood. <br> |
− | ''Notes:'' <br> | + | ''Notes:'' This Flaw may not be taken by Ventrue characters, since they already have something like it through their clan weakness.<br> |
''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#12 | ''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#12 | ||
|- | |- | ||
Line 4,332: | Line 4,365: | ||
''Book Ref:'' Changeling The Dreaming (2nd Edition), pg.#165 | ''Book Ref:'' Changeling The Dreaming (2nd Edition), pg.#165 | ||
|- | |- | ||
− | | '''Sign Of The Wolf''' | + | |style="background-color:lightblue" | '''Sign Of The Wolf''' |
− | | | + | |style="background-color:lightblue" | 2 |
− | | | + | |style="background-color:lightblue" | Supernatural |
− | | WW3806 | + | |style="background-color:lightblue" | WW3806 |
− | | ''Synopsis:'' <br> | + | |style="background-color:lightblue" | ''Synopsis:'' The folklore of werewolves holds true as far as you’re concerned. <br> |
− | ''System:'' <br> | + | ''System:'' Like the shapechangers of myth and legend, you possess eyebrows that meet in the middle of your forehead, hair grows on the palms of your hands, and the second and third fingers of your hands are the same length. You may even manifest a pentagram on your palm before and during your auspice’s phase of the moon. While most people may simply wonder at these bizarre physical manifestations, werewolf hunters who notice these signs suspect your true nature.<br> |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Players Guide to Garou, pg.#167 | ''Book Ref:'' Players Guide to Garou, pg.#167 | ||
Line 4,742: | Line 4,775: | ||
|- | |- | ||
| '''Taint Of Corruption''' | | '''Taint Of Corruption''' | ||
− | | | + | | 1 or 7 |
− | | | + | | Supernatural |
| WW2206 | | WW2206 | ||
WW3806 | WW3806 | ||
− | | ''Synopsis:'' <br> | + | | ''Synopsis:'' (Garou) Somehow, the Wyrm has touched you and left its taint upon your spirit. When other Garou invoke the Gift: Sense Wyrm, you register as strongly Wyrm-tainted. The taint is innate, and cannot be removed by a Rite of Cleansing (which serves only to make you ill and sore). Minions of the Wyrm trouble your sleep, attempting to lure you fully into the service of the Destroyer. You are at +2 difficulty on any rolls made to resist the powers of “fellow” Wyrmspawn — fomori powers, Black Spiral Dancer Gifts, Bane Charms, vampiric Disciplines, or the like. Only your pack can keep you from succumbing to the Wyrm, provided they give you their support and assistance. Ridding yourself of this Flaw requires a major quest and can provide the heart of a character-driven chronicle.<br> |
− | + | (Vampire) Plants wither when you approach, and will die if you touch them. It is rumored that Caine himself possesses this Flaw.<br> | |
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#9<br> | ''Book Ref:'' Vampire Players Guide (2nd Edition Text Only), pg.#9<br> |
Revision as of 21:36, 23 August 2020
Reference Lists | |||
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Contents
Notes and Tips
Looking for a Flaw? You can find the flaw you want in the list below, that'll tell you fit is is available already and in the game database. Scroll down further to find the chart and find its full details, sources, costs, etc. Currently this page is under construction. Updates will include more details, but currently all book references are based on +book/stat on game.
Which Flaw do I choose when there's more than one? Sometimes the same Flaw can be found in multiple places, or there are different Flaws with the same name. You're expected to choose the Flaw that's within your type rather than shopping for a cheaper version from a different splat.
Make sure to check the details for the Flaw you're after to avoid name confusion, especially as those with (flaw) next to the name require you to use that in cgen and xpreq's to avoid confusion with other stats.
Pro Tip! Make a +note for your Flaws and copy the full details from here into it. Not only will this let you avoid searching for them every time you need the info, but you'll be able to prove your version of a Flaw to anyone asking which it is. This lets the other person avoid searching around as well!
Not finding what you want? +request it! You have your book/pdf open and there is a flaw that you want in there, but it is not on this list. That does not mean you cannot request it to be added! Just make a +request to staff, give the name of the flaw and a book reference, and a decision will be made if it can be added! Many times it is would be approved, just no one has asked for it before.
Alphabetized List
#/A
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B
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C
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C
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D
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D
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E
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F
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G
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H
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I
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I
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J/K/L
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M
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N
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O
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P
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P
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R
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S
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S
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T
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U
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V
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W/Y
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Merit | Cost | Type | Source | Details | ||||||||||||||
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14th Generation | 2 | Vampire Physical | WW2300 | Synopsis: You were created five or fewer years ago by a member of the 13th generation. System: Though you have 10 blood points in your body, only either 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 os probably too thin to pass down the distinguishing characteristics of a clan. Most 14th-generation vampires should also take the Thin Blood Flaw. | ||||||||||||||
15th Generation | 4 | Vampire Physical | WW2101 | Synopsis: Your vitae is so weak that only six of your 10 blood points can be used for Disciplines, healing or raising Attributes. System: For these functions, you must expend two blood points to obtain the effect a normal vampire would achieve with one. (The cost for nightly rising remains a single blood point.) What’s more, you cannot create or sustain ghouls, create a blood bond, or sire a vampiric childe. You can use the remaining four blood points to survive through the day and wake up each night, nothing more. | ||||||||||||||
Abandoned Cub | 4 | Gurahl | WW3079 | Synopsis: Like many Gurahl, you experienced your First Change alone. Unlike other werebears, however, no mentor turned up to explain things to you. You received no mystical summons that led you on a journey in search of your Buri-Jaan. Instead, you have to come to terms with the strange "curse" that had befallen you without any outside assistance. Maybe it drove you mad for a time, leading to institutionalization. Maybe you ran away from civilization entirely, seeking to hide your monstrous self from the eyes of normal people. Finally, somehow, you came into contact with the Gurahl and they tried to set you straight. You now know who and what you are, but the knowledge came with great cost, and you still bear the psychological scars of that time of terror between your First Change and your present state. System: If you choose this Flaw, you may not buy any dots in Mentor. (The Storyteller may eventually introduce your character to a Buri-Jaan, but that will occur during gameplay.) Additionally, you may not purchase the Rituals Knowledge until you have interacted with Gurahl society enough to justify learning some of the werebears rites. | ||||||||||||||
Ability Deficit | 5 | Mental | WW4600 | Synopsis: Your character is not attuned to his natural aptitudes, so you have five fewer points to spend on his Talents, Skills, or Knowledges. System: Therefore, the most you could take on that category would be eight dots, and the least would be zero. Of course, you can still spend freebie points to take Abilities in the affected category. However, you cannot have any Ability in that category at three dots or higher at the start of the game. | ||||||||||||||
Absent-minded | 3 | Mental | WW7300 | Synopsis: Though you do not forget things such as Knowledges or Skills, you do forget things such as names, addresses, and the last time you gained Glamour. System: In order to remember anything more than your own name and the location of your freehold, you need to make a Wits roll, or, as a last resort, spend a Willpower point. | ||||||||||||||
Abusive Partner | 2 | Social | WW8120 | Synopsis: You're married to or living with someone who routinely abuses you physically. System: Make a Stamina roll (difficulty 6) every time you spend a night at home. Failure indicates that your character has suffered one health level of bashing damage. A botch means that you suffer tow health levels of bashing damage. | ||||||||||||||
Addiction | 1 or 3 | Physical | WW2300 WW4600 |
Synopsis: You are addicted to any one of a variety of things. System: (1 point) If the substance is relatively trivial and easily obtained, this Flaw is worth one point, and it probably won't cause any game-related difficulties. A one point Flaw would be a mild addiction to an easily obtained substance, such as caffeine, nicotine, or alcohol. | ||||||||||||||
Adrenaline Addict | 2 | Ratkin | WW3080 | Synopsis: Curiosity killed the rat. You are fascinated by inherently dangerous stuff and feel a strong need to investigate it. If you're a rodens or mets Ratkin, this means that when you shift into Homid, you've just got to check out things you didn't grow up using. Shiny things like butcher knives, automobiles and chainsaws fascinate you. If you're a homid Ratkin, you like to take stupid risks whils wearing your Rodens form; you like thrillseeking and have little concept of what's "safe for a small rat. System: As with other disadvantages, your Storyteller may set up a signal or code word to tip you off when a dangerous opportunity arises. You can pass up these dangers, but must act out this Flaw at least once a session. If you don't the Storyteller will ask you to make a Willpower roll (difficulty 9) to avoid acting on impulse and rushing into life-threatening situations. Some Ratkin Engineers start with a variant of this disadvantage; if they do, they don't get extra points for taking it as a Flaw. | ||||||||||||||
Aging | 5 | Physical | WW4600 | Synopsis: Your mage is either not as spry as he used to be, or he is not yet mature. System: Eitherway, one Physical Attribute score (your choice) must be lowered by one point. This Flaw must be taken once per decade over the 40-year mark, or once for each age bracket under 15. Your character loses one dot between the ages of 11 and 14, two for being between seven and 10, and he loses three for being between four and six. If you take this Flaw to represent youth, you must also take the Child Flaw. | ||||||||||||||
Ahimsa | 4 | Children of Gaia | WW3853 | Synopsis: You have taken a vow not to kill any animal large enough to see (this does not include germs, plants, tiny insects, etc.). This includes the Vegan Flaw (which you may not take along with this one) as well as deliberately inflicting lethal damage. You may fight (you will need to) but you must strive only to defeat your foes, not slay them. Many Children take this vow. System: If you kill accidentally, you will not lose the freebie points generated from this Flaw, but if you deliberately take another being's life the storyteller will remove 3 points from your character anywhere that she sees fit. | ||||||||||||||
Airhead | 1 | Mental | WW3074 | Synopsis: You're so wrapped up in your own little world, you don't have a clue about reality! System: 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 werewolves and other Kin snickier at you behind your back. | ||||||||||||||
Akuma | 3 | Kuei-Jin | WW2900 | Synopsis: Either through vassalage to the Yama Kings or violation of Kuei-jin tradition, you have been branded akuma — a devilridden outcast. You are ostracized from Kuei-jin society, exempt from any consideration under the Fivefold Way, and other Kueijin are within their rights to hunt you down and destroy you. Because of the sheer size of the Middle Kingdom, it might be possible to conceal your identity and "pass" in Cathayan society for a time. You might even be a member of a wu, in which you masquerade;as a respectable vampire. Also, certain courts, such as the Green and Golden Courts, either care little for the old traditions or ask fewer questions. Nonetheless, your unlife is likely to be a perilous one. | ||||||||||||||
Albino | 1 | Mokole | WW3081 | Synopsis: You have no pigment in any form. You are white skinned and have pale pink eyes. System: In the sun, you will be burned within a few minutes. In addition, you receive two fewer dice on all Social rolls because of your bizarre appearance. This flaw is common among sacred crocodiles. | ||||||||||||||
Alien Appearance | 1-5 | Bygone Physical | WW4802 | Synopsis: Like an albino tiger or six-legged gryphon, your appearance is notably different and unsettling. Whispers follow wherever you walk, children stare or look away and enemies can always find people who remember your passing. You are more noticeable, more easily picked out of a crowd and more memorable to strangers. System: Beasts with a one point Flaw might only possess a minor blemish (parti-colored eyes or a bright patch of fur). A sky-blue wolf, 800-pound rat or cat with rabbits' ears would earn a five-point Flaw. A bizarre magical beast (celestial dragon, hippogryph, etc.) may take this Flaw even if it doesn't seem especially unusual for its kind. The beast's normal appearance is abnormality enough. | ||||||||||||||
Alimony Payments | 3 | Economic | WW8202 | Synopsis: You character's mortal host is financially responsible for his ex-spouse and perhaps children. He must hold down a steady job and meet monthly payments or risk having his assets frozen and his possessions seized. System: Your character can never have more than three dots of Resources because of the economic hardship of keeping up with payments. | ||||||||||||||
Allergic | 1 to 4 | Physical | WW7300 | Synopsis: You are allergic to some substance – pollen, animal fur, alcohol, chocolate, etc. System: (1 point) For one point, you get hives, sneeze, or become dizzy upon prolonged contact with your bane; | ||||||||||||||
Amnesia | 2 | Mental | WW4600 | Synopsis: Your character can't remember anything about his past, his history, or the events of his life. The character can still use his various Abilities, but he may not remember how he learned them. System: Your Storyteller has final say on your character's history, and some things may come back to surprise you. You can set aside two to five additional points of Flaws for use by the Storyteller; the Storyteller gets to pick Flaws worth one fewer point (thus, if you take four extra amnesiac Flaws, your Storyteller chooses three points of Flaws but you get the four freebie points). Of course, you don't know what these Flaws are, so you may be in for a surprise! | ||||||||||||||
Anachronism | 1-3 | Mage Social | WW4603 | Synopsis: Your mage was raised in another time and hasn't quite caught up to the present. Maybe she traveled forward (or backward) in time, or sideways from a parallel universe. Maybe the Awakening made her recall one of her past lives so vividly that she thinks she's supposed to be in 10th century Egypt. Or maybe she's from one of the few quaint backwaters of the present day and everything in the modern Western world might as well be Mars for all the sense it makes to her. System: For one point, the character is just a little out of sync. Pick any decade from the 20th or 21st century, excepting those on both sides of the current one, and set your attitudes and beliefs accordingly. | ||||||||||||||
Ancestral Soil Dependence | 2 | Vampire Tzimisce Supernatural | WW2361 | Synopsis: Dependence on their native soil hampered the Tzimisce's flight from Eastern Europe. Even a few childer sired elsewhere required the soil of a homeland they had never visited, making them particularly vulnerable to enemies who knew of this weakness. In the modern nights, rapid transportation makes such a threat much less severe, but even childer sired generations after their ancestors relocated occasionally manifest this Flaw. System: The will of the spirits from the ancestral Tzimisce homeland weighs heavy on your blood - soil from a place important to you as a mortal won't do. You actually need two handfuls of the tainted Eastern European soil of the Tzimisce homeland. Ancestral Soil Dependence most commonly manifests in the childer of koldun and the branch of the clan thought to be descended rfom Yorak.
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Ancient Animosity | 1-3 | Infernal | WW8202 | Synopsis: Your character still holds to an ancient feud with another demon that dates from the War of Wrath. Even if the object of her animosity remains in the Abyss, he will make every attempt to even the score against her through allies and proxies. System: The amount of points spent on this Flaw indicates how far your character’s foe is willing to go to strike back at her. One point indicates a minor or largely forgotten feud; the other demon will take steps to make your character’s life difficult only
when it is convenient for him to do so. Two points indicate that your character’s enemy is actively working on plans to make your character’s existence as difficult as possible, enlisting the aid of friends and allies to strike at her whenever the opportunity arises. Three points indicate that your character has gained an implacable foe that thinks of nothing else but your character’s demise. He bends all of his energies and resources to make her life a living Hell. | ||||||||||||||
Ancient Oath | 2-5 | Changeling Troll | WW7050 | Synopsis: Trolls, on the whole, take oaths much more seriously than most, and diligently fulfill their duties and obligations. However, due to the effects of the Mists, many oaths have been forgotten. System: Characters with this Flaw are bound to just such an oath. The strength and severity of the forgotten oath depends on the points taken. Though the Storyteller may allow hints and vague memories of this oath to the character in question, the actual discovery of its nature should be a great work. Should, for any reason, the oath become invalid, the character is obligated to buy off the Flaw, or have it replaced with another by the Storyteller. | ||||||||||||||
Animalistic Features | 1-3 | Changeling Pooka | WW7054 | Synopsis: The animalistic features so apparent in your faerie mien leak over into your mortal form as well. System: Over the years, you have developed characteristics that cause your mortal body to look somewhat odd. They might even give you away as a changeling to someone who knows the signs. In some cases, this may manifest as excessive hairiness, fang-like teeth, clammy skin or even internal organs arranged in an odd manner. The higher the point value of the Flaw, the more noticeable and hindering the feature is to the fae. | ||||||||||||||
Animal Amnesia | 4 | Changeling Pooka | WW7054 | Synopsis: Most pooka can shift back and forth between forms without the slightest problem. You, however, have a challenge. System: Whenever you shift back from your animal mien, you forget everything that happened while you were in that form. It’s as if you blacked out. Not a single memory makes it back through the change. While in your animal mien, you have complete awareness. However, once you change back to your changeling or mortal form, you forget it all. This is extremely disconcerting, worse than waking up after a particularly nasty drunk and not remembering that you took all your clothes off in the middle of the street. | ||||||||||||||
Animal Musk | 1 | Physical | WW3806 | Synopsis: You have the odor of an animal, even in Homid form. System: Whenever you are indoors or in a crowd of people, you make all Social rolls at a +2 difficulty. Outdoors or in situations where you can distance yourself from humans, your odor is not noticeable. Wolves (and lupus-born Garou) take little notice of this Flaw. | ||||||||||||||
Animate Shadow | ? | ? | WW20007 | Synopsis: System: | ||||||||||||||
Anosmia | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Artificially Aged | ? | ? | WW2021 | Synopsis: System: | ||||||||||||||
Asthma | 1 | Physical | WW7300 | Synopsis: 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. System: 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. | ||||||||||||||
Attracted to Humans | 2 | Gurahl | WW3079 | Synopsis: The society of humans fascinates you. You enjoy watching their antics, hearing their conversation and speculating about their motives. In Homid form, this attraction does not present a problem for you. However, if you are in Ursus or Bjornen form, humans generally react to your appearance in their midst with less than friendly gestures - and you often forget to shift into Homid to go speak to them. This Flaw is particularly appropriate for the Ursine Gurahl. System: | ||||||||||||||
Autopsied | ? | ? | WW6302 | Synopsis: System: | ||||||||||||||
Babbling Brook | ? | ? | WW7307 | Synopsis: System: | ||||||||||||||
Bad Liar | 1 | Social | WW8202 | Synopsis: Your character's mortal host had tremendous trouble lying. System: The spontaneous excuses that she came up with were usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a lie, your character stutters, stammers, blushes and generally looks guilty. Increase the difficulty by two on any roll that involves verbal deception. | ||||||||||||||
Bad Mnesis | 2-5 | Mokole | WW3081 | Synopsis: Your Mnesis contains memories so horrible and taining that any attempt to use the Memory is fraught with peril: you may retrieve false memories, remember something incorrectly, enter Harano or suffer Derangements. System: The more points in this flaw, the more dangerous it is: three points means that there is a fair chance of any Mnesis quest ending badly, while five points means that using Mnesis for anything is sure to cause trouble. | ||||||||||||||
Bad Sight | 3 | Physical | WW2300 WW4600 |
Synopsis: The character has some sort of noncorrectable vision problem - a severe astigmatism, myopia or the like. This problem can't be corrected with glasses or contact lenses, and fixing it with Life magic requires extensive permanent work to bypass the problems of Pattern bleeding (and thus requires the expenditure of experience to remove the Flaw). System: You always suffer a two-point penalty to all rolls in which vision is a factor. Since sight is such an important sense, this Flaw is worth more than a simple Defective Sense. | ||||||||||||||
Banned Transformation | 1-6 | Supernatrual | WW3806 | Synopsis: Some circumstance, event, or situation inhibits your ability to change forms, except to return to your breed form. System: To overcome the restricting factor requires the expenditure of a Willpower point and a successful Willpower roll (difficulty 8). Some examples of triggers and their relative point costs include:
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Bard's Tongue | 1 | Supernatural | WW4600 | Synopsis: Your character speaks the truth, uncannily so. Things he says tend to come true. This Flaw is not a facility for blessing and cursing, or an Effect that can be ruled by any conscious control (use Time 2 instead). System: However, at least once per story, an uncomfortable truth regarding any current situation will appear in his head and come out his mouth.. To avoid speaking prophecy, the owner of this "gift" must expend a Willpower point and take a wound of one bashing health Level from the strain of resisting (especially if he bites a hole in his tongue). | ||||||||||||||
Beacon Of The Unholy | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Benefit Blind | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Betweener Sympethizer | 1 | Rokea | WW3083 | Synopsis: You may still live in the ocean, but you don't have any problems with those who don't wish to do so. You probably wont participate in a hunt for a betweener and may very well warn betweeners of impending hunts. While this sort of behavior wont get you killed by itself, it will certainly make you a few enemies if it comes to light. System: Betweeners, obviously, cannot take this Flaw, and Rokea with this Flaw who later "goes betweener" must immediately buy it off with experience. | ||||||||||||||
Bigot | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Big Mouth | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Birdlike Mannerisms | 1 | Corax | WW3077 | Synopsis: You don't leave your corvid nature entirely behind when you lose your feathers. Rather, you're prone to birdlike head motions, sudden stalking advances, standing on one leg, and, when you think no one's looking, the human equivalent of preening. Mind you, 99.9% of the human population will not ascribe anything odd to you, other than perhaps a need for certain medications, but to that 0.1% who are in the know, you'll stand out. System: | ||||||||||||||
Bizarre Hunger | 2-5 | Bygone Physical | WW4802 | Synopsis: Your daily bread is... odd. Like the gold-eating hen or the ghul, you must consume dangerous, expensive or revolting substances in order to stay healthy.
System: If you cannot satisfy this hunger, you begin losing Health Levels at the rate of one per day after the first day of abstinence. Although you may eat more conventional food, you derive no sustenance from it. In general, the more appalling or inconvenient the substance required, the greater the Flaw.
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Bizarre Taste | ? | ? | WW3807 | Synopsis: System: | ||||||||||||||
Black And White | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Blind | 6 | Physical | WW4600 | Synopsis: The character has no natural sight - the world of color and vision is lost to him. System: You cannot even make Perception rolls that require vision, and you suffer a three-point difficulty penalty on any Alertness roll where you do have a shot, unless the matter relies exclusively on another sense. The difficulty of all Dexterity-related rolls increases by two. Your mage must target his magic by hearing, Correspondence or some other magical or mundane sense. | ||||||||||||||
Blood Hunted | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Blood Magic | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Blunt Fangs | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Botched Presentation | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Bound | ? | ? | WW2302 WW4010 |
Synopsis: System: | ||||||||||||||
Bound By The Law Of Three | ? | ? | WW4659 | Synopsis: System: | ||||||||||||||
Bound To The Council | ? | ? | WW???? | Synopsis: System: | ||||||||||||||
Bully | 1 | Social | WW8202 | Synopsis: Your character tends to push people around when she can get away with it. System: This aggression doesn’t necessarily take on a physical display. It is often purely social. She chafes under the leadership of more forceful personalities and can be a malcontent when she isn’t in charge. | ||||||||||||||
Burned Out | 3 | Children of Gaia | WW3853 | Synopsis: If anyone starts with the peace and love crap again, you just might lose it. Your lengthy struggle for good has taken its toll. System: You are depressed, cynical and prone to Harano; the difficulty of all Willpower rolls is raised by 1. | ||||||||||||||
Calling Card | ? | ? | WW4663 | Synopsis: System: | ||||||||||||||
Can't Cross Running Water | 3 | Vampire Supernatural | WW2204 WW2206 |
Synopsis: 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. System: | ||||||||||||||
Can't Eat Solid Foods | 5 | Ananasi | WW3082 | Synopsis: You live on a liquid diet. For some reason, the human digestive system doesn't work in your body. No matter how light the food, anything solid that you eat causes you intense pain until you regurgitate it. All of your nourishment comes from blood or liquified flesh, and you need to feed this apetite far more often than a typical Ananasi would. System: You automatically lose one blood point a day, whether you have used any for other purposes or not. If your blood pool drops below three, you run a chance of entering a hunter induced frenzy (an exception to the rule that Ananasi cannot normally frenzy). The sight or smell of blood will require you to make a Willpower roll (difficulty 5), or immediately try to begin feeding off that source. Even if the source is a friend or ally, you will attack her and drain as much blood as you need. For every blood point drained, you get to make another Willpower roll to come out of the frenzy. | ||||||||||||||
Cannot Enter Holy Ground | 3 | Infernal | WW8202 | Synopsis: Your character’s intense regret and guilt following her rebellion against God is so great that she cannot bear to enter holy ground or handle holy objects without suffering intense pain. System: No matter what her Torment level is, your character still suffers damage from holy ground and sanctified items such as crosses and holy water. | ||||||||||||||
Cast No Reflection | 1 | Supernatural | WW4603 | Synopsis: There are many explanations for this phenomenon, and no two agree: Your mage may have got trapped in a mirror or left in a little girl's bedroom somewhere which is better than the alternative, for some believe if it escapes, it runs around as your evil twin. System: In any case, your character casts no reflection, and this may cause many problems, especially because this is a common Flaw among the Nephandi. | ||||||||||||||
Cast No Shadow | 1 | Supernatural | WW4603 | Synopsis: There are many explanations for this phenomenon, and no two agree: Your mage may have attended the legendary Black School, where the Devil who runs the place took the hindmost as payment- in this case, your character's shadow. System: In any case, your character casts no shadow, and this may cause many problems, especially because this is a common Flaw among the Nephandi. | ||||||||||||||
Catspaw | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Changeling's Eyes | 1 | Supernatural | WW7300 | Synopsis: Your eyes are a startling color, maybe emerald green, violet, or yellow. System: This is a sign you are a changeling, recognizable to those who know the ancient lore. | ||||||||||||||
Chimerical Magnet | 5 | Supernatural | WW7300 | Synopsis: 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. System: Chimerical beasts on a rampage will tend to turn on you before attacking others. Nervosa find you irresistable, and sprites of all types surround you constantly, often making you the butt of their harmless but annoying pranks. | ||||||||||||||
Chronically Late | 1 | Social | WW8120 WW8202 |
Synopsis: You're always running behind schedule. System: If you agree to meet someone at a particular time, you must make a successful Willpower roll (difficulty 6) to arrive on time. Failure means you arrive between fifteen and thirty minutes late. A botch means you show up an hour late or not at all. | ||||||||||||||
Chronic Illness | 4 | Physical | WW8120 | Synopsis: You suffer from a debilitating illness such as chronic fatigue syndrom or even cancer. System: You frequently feel weak, and you are easily injured. Add two to the difficulty of any Athletics or soak rolls. | ||||||||||||||
Clan Enmity | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Cleared Mists | 3 | Supernatural | WW7300 | Synopsis: 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. System: 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. | ||||||||||||||
Clumsy | ? | ? | WW4805 | Synopsis: System: | ||||||||||||||
Cold Blooded | 2 | Mokole | WW3081 | Synopsis: In all your forms, you have no ability to regulate your body temperature. System: In warm weather, you get +1 Dexterity, but after each hour of exertion you must rest or cool yourself (such as with water) or lose a health level. If it grows too hot, high temperatures alone have the same detrimental effects of exertion. In cold weather, you suffer -1 Dexterity and -1 to Mental Attributes. In below-freezing weather, you take one health level of damage per hour from the cold, and you continue to get colder until you fall unconcious. After a number of hours equal to your Stamina, you will die. You may reverse this by heating yourself, such as with heated coveralls or in a hot bath. This flaw is most common for Suchids. | ||||||||||||||
Cold Breeze | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Color Blindness | 1 | Physical | WW2206 WW3806 |
Synopsis: You can only see in black and white. System: Color means nothing to you, although you are sensitive to color density, which you perceive in shades of gray. | ||||||||||||||
Compulsion | 1 to 4 | Mental | WW4600 WW6007 |
Synopsis: There is something your mage is compelled to do or not do, and wheather or not he likes this fact is immaterial. This Flaw may be psychological, physiological, or supernatural in nature. If it's purely psychological, you may roll Willpower to resist the Compulsion (difficulty 6+ the point value of the Flaw). However, if it's physiological or supernatural, it doesn't matter how willing the mind is, since the spirit is bound or the body is crippled, and he is unable to do this thing no matter how hard he tries. The Flaw is worth two extra points if such is the case.
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Conditional Magic (flaw) | 1 to 6 | Magic Supernatural | WW4600 | Synopsis: There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.
Notes: | ||||||||||||||
Confused | ? | ? | WW???? | Synopsis: System: | ||||||||||||||
Conspicuous Consumption | 4 | Vampire Mental | WW2300 | Synopsis: 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. System: 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. | ||||||||||||||
Construct (flaw) | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Consumption | 5 | Vampire Physical | WW2361 | Synopsis: Portions of the Antediluvian are not only within you, they're active and act like a cancer that devours you from the inside out. Your very blood is wrought with a corrosive, flesh-eating bacteria. System: At the beginning of each evening, you suffer one health level of bashing damage that cannot be soaked nor healed with blood. The only way to counteract the effect is by ingesting one-tenth of your body-weight in flesh to supplement your depleted carcass. Whether you kill and devour the skin from humans or raid the biohazard containers of liposuction clinics for siphoned fat, you need your ration of human flesh in order to survive. If you try and ingest this macabre meal before damage is done, you'll simply vomit it out like any other food - this does not impart the benefits of the Eat Food Merit. | ||||||||||||||
Contagious | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Corrupt Embrace | ? | ? | WW2441 | Synopsis: System: | ||||||||||||||
Criminal Entanglements | 4 | Social | WW8120 | Synopsis: You owe a lot of money or a big favor to someone on the wrong side of the law, and you have refused or been unable to pay. System: Although hitmen aren't being sent after you quite yet, the threat hangs over you constantly. The exact nature of the debt and the individual(s) behind it are left to the Storyteller, but they should suit your character concept. | ||||||||||||||
Criminal Past | ? | ? | WW20011 | Synopsis: System: | ||||||||||||||
Criminal Record | 2 | Legal | WW8202 | Synopsis: Your character’s mortal host had a bit of a shady past, having been convicted for several misdemeanors or perhaps for a minor felony. System: Your character is unable to buy firearms legally, and she receives exceptionally poor treatment from law-enforcement officials who know her record. | ||||||||||||||
Crippled Limb | 3 | Physical | WW8202 | Synopsis: Your character’s mortal body is either missing a limb or has injured one so badly that it is unusable. System: If one of her arms is crippled, increase the difficulty by two for actions that normally require two hands, such as firing a rifle. If one of her legs is crippled, she moves at only one-quarter normal speed without some sort of cane, walker or wheelchair. With the appropriate aid, your character can move up to half normal speed. | ||||||||||||||
Crucial Component | 2 to 5 | Supernatural | WW4600 | Synopsis: There is some raw ingredient your mage needs to work his magic, besides magic itself. This component may be something rare or esoteric, like diamonds or ghostly ectoplasm, or perhaps something common or easily obtainable, like anger, alcohol or electricity. Without this crucial component, he cannot work his magic, and if this crucial component cannot be worked into a casting, oh well — you need to find a different Effect.
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Cryogenic Intolerance | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Cultural Snob | 1 | Social | WW8120 | Synopsis: You have nothing but disdain for popular music, TV and movies. System: You couldn't name any of the current top-10 songs, and you think that knowledge of TV is a sign of poor taste and incorrigible stupidity. Unfortunately, this means you have a hard time relating to people who aren't equally snobbish with things. When dealing with strangers who don't share your allegedly enlightened views, increase the difficulty of any Social rolls by two. | ||||||||||||||
Curiosity | 2 | Psychological | WW6007 WW7300 |
Synopsis: 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. System: 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?” | ||||||||||||||
Cursed | 1 to 5 | Supernatural | WW21001 WW2300 |
Synopsis: You are the recipient of a supernatural curse. System: The strength and pervasiveness of the curse depend upon how many points you wish to incur. Examples follow:
Notes: For more examples, check out your splat book as listed below. | ||||||||||||||
Cursed By God | 1-5 | Infernal | WW8202 | Synopsis: Your character has been especially cursed by the Creator for actions taken during the War of Wrath. System: The strength and pervasiveness of the curse depends upon how many points you wish to gain. | ||||||||||||||
Damned | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Dancing Fool | 1 | Gurahl | WW3079 | Synopsis: Despite the stigma now attached to dancing in public, you cant help but respond to music. You enjoy going to clubs, square dances, line-dancing, a ceilidh - you name it. You know that other Gurahl look down on you for giving in to this symbol of the cruel treatment of bears by humans, but their censure doesn't stop you from indulging in your weakness. System: The difficulty of all Social rolls made to impress Gurahl who kow of your vice is increased by 1. | ||||||||||||||
Darksight (flaw) | ? | ? | WW20007 | Synopsis: System: | ||||||||||||||
Dark Fate | 5 | Supernatural | WW4600 | Synopsis: Some terrible fate looms over your mage, and worse still, she knows it. She will die in a horrible way, or she may be doomed to suffer for eternity. Maybe she had a vision of her own Gilgul, or of entering the Cauls of the Nephandi. Your character cannot escape this fate, and it will come to haunt her sooner than she thinks. Occasionally, situations may remind your mage of the futility of her existence. System: You must spend a Willpower point to overcome such lassitude or else lose a die from all rolls for the rest of the day. Only the Storyteller knows the exact nature of this fate, and it's up to him to determine how it will come to pass. | ||||||||||||||
Dark Secret | 1 | Social | WW2300 WW3806 |
Synopsis: You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local supernatural community. System: Examples include: Murdered an elder Kindred, being a member of the Sabbat, turned on his mentor, secretly in love with a Widderslainte, had a lover who is a Black Spiral Dancer, responsible for the slaughter of your former pack or the mysterious death of a sept leader. | ||||||||||||||
Dead Passion | ? | ? | WW4661 | Synopsis: System: | ||||||||||||||
Deaf | 4 | Physical | WW4600 | Synopsis: Your mage's natural Pattern is deaf, and the mage cannot hear at all! System: You fail all rolls involving hearing automatically. This Flaw increases the difficulty of many Alertness rolls by three as well, since your mage must rely on other senses for warnings and clues. Overcoming this defect with magic, as with all such Flaws, requires the use of difficult permanent rituals and the expenditure of experience points. | ||||||||||||||
Death's Reflection | ? | ? | WW2362 | Synopsis: System: | ||||||||||||||
Deathsight | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Deep Sleeper | 1 | Mental | WW2300 WW4600 |
Synopsis: When you sleep, it is very difficult for you to awaken. System: The difficulty of any roll to awaken during the day is increased by two. | ||||||||||||||
Defective Sense | 1 | Physical | WW4600 | Synopsis: One of your character's senses is dulled or abnormally damaged in some fashion. Perhaps the character is hard to hearing, has limited taste receptors, is color-blind or is correctably nearsighted. System: In each case, you suffer a two-point penalty to the difficulty of all rolls involving the flawed sense. Obviously, you cannot take this Flas in conjunction with an Acute Sense of the same type! | ||||||||||||||
Defensive | 1 | Social | WW8120 WW8202 |
Synopsis: You have problems taking responsibility for your actions. System: Perhaps you view yourself as a perfectionist, or maybe you're simply too immature to accept the blame for failure. When things go wrong, you look for ways to blame others and rarely accept blame or criticism for your actions without contention. | ||||||||||||||
Defiled | 6 | Kuei-Jin | WW2900 | Synopsis: You have ingested corrupt Chi and bear its taint. This Flaw is most common among vampires who fed near the blasted zones of Hiroshima or Nagasaki, but any site of tainted Chi has the potential to defile a vampire. System: Defiled vampires constantly suffer nightmaresand burning pain. Thus, defiled vampires' wound penalties are actually reduced by one (-2 becomes -1,etc.).However,anytime a defiled vampire botches any roll involving the expenditure of Chi or Willpower, he must make a Stamina roll (difficulty 6). Failure induces a horrid physiological reaction — from one to five (one die, divided by two) points of Chi spontaneously reject themselves from die Kuei-jin's body. The vampire vomits the Chi as a disgusting (and unusable) sludge. Furthermore, the vampire loses a permanent Health Level from the accompanying internalbums.This Health Level cannot be restored through any widely known method, though mmors persist that certain reclusive bodhisattvas know a cure. Few Kuei-jin with this Flaw live very long unlives, and most are immediately branded as akuma. | ||||||||||||||
Deformity | 3 | Physical | WW4600 | Synopsis: You mage has some kind of deformity - a misshapen limb, hunchback, clubfoot, etc, - that affects his physical abilities and interactions with others. System: Having a hunchback, for instance, would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one, when appropriate. After all, a hunchback can type as well as the next guy, and social interactions aren't based on appearance over the Digital Web. It is the responsibility of the Storytell to determine the specific effects of the chosen deformity. | ||||||||||||||
Degeneration | 3, 6, or 9 | Physical | WW4600 | Synopsis: Your character will die without the aid of magic or science to sustain her. She might be the victim of a disease or curse, or maybe she's something that wasn't meant to be alive in the first place. System: (3 points) At the lowest version of this Flaw, your character simply does not have the natural healing factor with which most mortals are born. All wounds he suffers remain until treated with magic or Technocratic science. He will not heal any damage otherwise. | ||||||||||||||
Demanding Career | 2 | Economic | WW8202 | Synopsis: Your character’s host’s current job requires long hours and frequent travel, making it challenging for her to both work and pursue her goals. System: She must always carry a pager and keep in touch with the office, and she can be called back to work at almost any time. If she should quit her job to free up time for her infernal agenda, reduce your character’s Resources by at least one point. | ||||||||||||||
Demented Eidolon | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Demon-hounded | ? | ? | WW2800 | Synopsis: System: | ||||||||||||||
Depression | 4 | Mental | WW8202 | Synopsis: Your character’s mortal host was mired in a pit of bleak, mind-numbing sorrow. She refused to seek professional help, convinced that her eternally dark mood was completely natural — or deserved. System: Your character does not regain a point of Willpower per day as most characters do. Instead, she gains Willpower only through actions, and even those must ardently
reaffirm her goals. | ||||||||||||||
Deranged | 2 | Mental | WW4600 | Synopsis: Due to circumstances beyond her control, your character is permanently insane. This state may result from a congential brain disorder, or maybe she saw things she wasn't meant to see that drove her mad. System: Although you can overcome this insanity temporarily with Willpower, your character might never overcome its grip. However, while your mage is crazy, she is not necessarily a Marauder. Her magic or science may, in fact, be one of the few sane things about her. Choose or create a Derangement. | ||||||||||||||
Derangement (flaw) | ? | ? | WW???? | Synopsis: System: | ||||||||||||||
Devil's Mark | 1 | Supernatural | WW4600 | Synopsis: Somewhere along the line, your mage made a pact with a demon or devil and it tunneled its foul power into him, leaving a mark in the process. System: This blemish (known as a witch's nipple) is dark and unwholesome looking, but it is insensitive to pain. In ages past, the “witch prickers” of the Inquisition would test these marks with special pins before they burned infernalists at the stake. In the modern day, the puritanical pricks are few and far between, and most people who see this mark will just think it's a birthmark. Despite the name “nipple,” it can grow anywhere on your mage's body. On the plus side, if you have some demonic familiar, your imp can suck Quintessence directly from your character's third nipple, with the added bonus of it being insensible to pain — a real perk when you have a cat chewing on your tit. | ||||||||||||||
Diabolic Sire | 2 | Vampire | WW2206 | Synopsis: Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. System: She could be wantonly breaking the Masquerade, or hunting down the elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire's whereabouts, and they may not believe you if you tell them you do not know. | ||||||||||||||
Didactic P'o | ? | ? | WW2908 | Synopsis: System: | ||||||||||||||
Diet of Worms | 1 | Corax | WW3077 | Synopsis: You have a hard time keeping your appetites straight. While in bird form, you get cravings for hamburgers and fries - neither of which will do much to keep you airborne. Even worse, your bird appetites come through when you're in Homid, meaning that you've got unhealthy attractions to things like roadkill. System: Needless to say, this Flaw can cause certain social situations to become awkward unless you make a Willpower roll (difficulty 7). | ||||||||||||||
Different Body | 1 | Kuei-Jin | WW2900 | Synopsis: You were forced to reincarnate in a body different from the one that housed your soul during mortal life. System: This body is not entirely comfortable to you, and this discomfort might manifest itself in the form of nervous tics, involuntary twitches or similar habits. Occasionally, you might spontaneously display a mannerism of the previous body's inhabitant —and if, by ill fortune, the body's original soul still exists as a wraith or spirit, unlife can get interesting indeed. | ||||||||||||||
Diminished Attributes | Variable | Physical | WW4600 | Synopsis: Life isn't fair. When they were passing our brains, brawn or beauty, someone else got your character's portion - maybe several of them. What this means is that your character is remarkably lacking in the social, physical or mental department. He might be a victim of disease or brain damage, or he may just have been born on the shallow end of the gene pool. It happens. However, you (the player) have points to spend on other stuff. Real life may not be fair, but at least game reality is. However, Storytellers should be careful with this Flaw, and make certain that the player rolepays the actual realities of being shortchanged. | ||||||||||||||
Disconcerting | 2 | Social | WW3037 | Synopsis: You creep people out. It's not the things you say, or your looks, it's just... you. People don't handle your presence very well, and animals are skittish around you. Your actions may put them at ease, or might make things worse, but that nagging eeriness never fades. Even your best friends admit you're weird. System: In game terms, your Bastet adds +2 to all Social difficulties that involve getting someone to like or trust her. This disconcerting aura has nothing to do with your looks or manners, and you may have to use those talents to balance out the effect you have on those around you. As the player, you may have to act out some sort of eerie mannerism, or struggle with the fact that people just don't care to be around your character. | ||||||||||||||
Discordant | ? | ? | WW4665 | Synopsis: System: | ||||||||||||||
Discredited | ? | ? | WW4658 | Synopsis: System: | ||||||||||||||
Disease Carrier | 4 | Vampire Physical | WW2300 | Synopsis: 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% chance of becoming a carrier as well. System: 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.). | ||||||||||||||
Disfigured | 2 | Physical | WW2300 WW4600 |
Synopsis: A hideous disfigurement makes your character's appearance disturbing. System: The difficulties of all die rolls relating to social interactions increase by two. The character may not have an Appearance rating greater than 2. | ||||||||||||||
Disgrace To The Blood | ? | ? | WW???? | Synopsis: System: | ||||||||||||||
Distinctive Appearance | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Distinguishing Characteristic | 1-2 | Physical | WW8202 | Synopsis: Your character’s mortal body has a physical feature that makes her very easy to pick out in crowds, such as elaborate tattoos, a scar or an obvious birthmark. System: This Flaw is worth one point if the characteristic is hidden easily under clothes, two points if it is not. | ||||||||||||||
Distorted Image | ? | ? | WW4044 | Synopsis: System: | ||||||||||||||
Dogged By Fringe Media | 2 | Social | WW8120 WW8202 |
Synopsis: You have somehow attracted the attention of an amateur reporter, one who covers a fringe website or publishes a zine that covers the bizarre or paranormal. System: This crank occasionally follows you to try to discover any dirt on you. Unfortunately, and in true modern journalism style, he tends to catch you in bizarre circumstances that he simply can't understand. Of course, he tries to interpret them anyway. | ||||||||||||||
Domitor Pariah | ? | ? | WW2021 | Synopsis: System: | ||||||||||||||
Double Betrayer | ? | ? | WW2357 | Synopsis: System: | ||||||||||||||
Double Jeopardy | ? | ? | WW3212 | Synopsis: System: | ||||||||||||||
Driving Goal | ? | ? | WW3108 | Synopsis: System: | ||||||||||||||
Dulled Bite | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Earthbound | 3 | Supernatural | WW3110 | Synopsis: (Eshtarra) You have an inherent need to feel something solid underfoot. You avoid traveling by airplane whenever possible, dislike water (even if you're able to swim) and otherwise do whatever you can to remain "on the ground". Even when you travel through the Umbra, this feeling of discomfort accompanies you. You are only at ease when you have actually arrived at some "solid" place in the Umbra. System: You must spend a point of Willpower in order to board a plane, use a Gift that allows flight or take some similar action that separates you from terra firma. You must also make a Willpower roll whenever you enter the Umbra to avoid having to suffer a +1 difficulty to all your actions while beyond the Gauntlet. | ||||||||||||||
Easily Sensed | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Eccentric Appearance | 1 | Social | WW8202 | Synopsis: Your character’s mortal host dyed her hair pink, wore clothes that were fashionable only among fringe subcultures such as goths or punks, and otherwise appeared nothing like the average citizen. System: When dealing with people who are not familiar with your character’s host’s particular subculture, increase the difficulty by two on any Social rolls you attempt. Your character’s appearance unnerves mainstream people and makes them wary of her. Furthermore, her appearance is eye-catching, though people tend to focus on her mode of dress rather than her actual physical characteristics. | ||||||||||||||
Echoes | 1 to 5 | Supernatural | WW4600 WW6007 |
Synopsis: (Mage) Your mage manifests the traditional marks associated with the supernatural.
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Echoes Of The Past | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Eerie Presence | 2 | Supernatural | WW21001 WW2300 |
Synopsis: Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence. System: Because of this, difficulties of all rolls relating to social interaction with mortals are increased by two. | ||||||||||||||
Embittered Shadow | ? | ? | WW6013 | Synopsis: System: | ||||||||||||||
Emotional Attachment | 3 | Ananasi | WW3082 | Synopsis: You have managed to come through the Metamorphosis with more of your human emotions intact than most of the Ananasi possess, and you suffer for it. There is a part of you that longs for human companionship and wants to have a "normal" life, which may not be possible in the world of the Ananasi. Family and friends aren't just tools to you, they are necessary companionship, and a potential bargaining chip against you. System: In order to resist the emotional pulls of those closest to you (for instance, if a friend is endangered or you're forced to leave him for a while), you must make a Willpower roll (difficulty 8) to resist your emotional ties. Other Ananasi look upon this trait as a weakness, and you suffer a +1 difficulty to all social rolls when dealing with any of the Damhan that know about your soft spot. | ||||||||||||||
Emotional Isolation | ? | ? | WW2233 | Synopsis: System: | ||||||||||||||
Empathy (ananasi) | ? | ? | WW3082 | Synopsis: System: | ||||||||||||||
Empathy (Flaw) | 3 | Ananasi | WW3082 | Synopsis: You aren't like other Ananasi. You actually feel for others. Most Ananasi don't care what happens to their brey or any other being for that matter, but you care. It isn't just the people that you feed upon on a regular basis, but the homeless man on the street, or the single mother that just lost her job. You actually want to help them out. System: Whether a situation arises that puts you in a position where you might be able to help someone else, you must make a Willpower roll (difficulty 6) or your guilt will get the better of you, and you will do something to help them out. Sometimes this can be as simple as giving a small monetary donation, while other times it will get you into deep trouble. | ||||||||||||||
Enchanted Blood | ? | ? | WW7008 | Synopsis: System: | ||||||||||||||
Endless Hunger | ? | ? | WW6013 | Synopsis: System: | ||||||||||||||
Enemy | 1 to 5 | Social | WW2300 WW3806 |
Synopsis: You have an enemy, or perhaps a group of enemies, who seek to harm you. System: The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Methuselah, archmage, or other potent supernatural foe). | ||||||||||||||
Enemy Brood | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Escaped Target | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Expendable | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Eyes of the Tyrant | 3 | Mokole | WW3081 | Synopsis: Like the Tyrannosaurus rex, you have difficulty seeing non-moving objects. System: You receive +3 to the difficulty of sight-related Perception rolls. If any enemy can remain perfectly still, you cannot see them at all. | ||||||||||||||
Fading Echoes | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Failure | ? | ? | WW???? | Synopsis: System: | ||||||||||||||
Faint Of Heart | 3 | Mental | WW8202 | Synopsis: The sight of gore and blood shocks your character to the core. System: If she witnesses a gruesome scene, you must make a Willpower roll (difficulty 6) to keep your character from suffering debilitating nausea for five to 10 minutes. The difficulty of all actions increases by one when your character is ill. | ||||||||||||||
Fallen Clutch | 5 | Mokole | WW3081 | Synopsis: Whether or not you know it, your entire home clutch has fallen to the Dissolver. The nature of the temptation and his weakness are not known to you automatically. System: The Storyteller will create the situation and reveal it to you in the course of the game. You may become aware of his nature through knowing of cannibalism, alliances with fomori or vampires, or other ghastly actions. With your entire clutch has fallen, you are in serious trouble. First of all, you effectively have no clutch. Second, your clutch will want to find you and either kill you or make you like them. Third, other Mokole will automatically assume that you have fallen as well. | ||||||||||||||
Fangless | 2 | Vampire Physical | WW2101 | Synopsis: Your Embrace malfunctioned: the Curse of Caine made you a vampire... but it didn't give you fangs! System: You must use a knife, syringe, or other sharp instrument to extract the blood you need to survive. Very few mortals find such excanguination pleasant, at least until you place your mouth to the wound (the the Kiss proceeds as normal). Having no fangs also removes your one natural way to cause aggravated damage. | ||||||||||||||
Faulty Enhancements | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Feeding Fetish | 1 | Vampire Mental | WW2101 | Synopsis: You feel compelled to bite only a specific part of the body to feed. System: Attempting to bite a victim anywhere else forces a Willpower check (difficulty 6). The neck, of course, is most traditional, but the legendary Armenian vampire Dakhanavar bit only the soles of his victim's feet. | ||||||||||||||
Fertile Essence | 1 | Mokole/Zhong Lung | WW3081 | Synopsis: You are filled with life-giving essence, to the peril of anyone who knows you. System: If anyone drinks from the same glass as you, uses the same pathing pool, or even handles your clothing or utensils, they have have children who will resemble you. Even people who are sterile or barren might become pregnant because of you (Storyteller's option, and certainly not applicable to metis characters). This can become annoying, and cause some serious misunderstandings. | ||||||||||||||
Fifth Degree | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Flashbacks | 3 | Psychological | WW2303 WW6007 |
Synopsis: 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. System: 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. | ||||||||||||||
Flesh Of The Corpse | 5 | Vampire Physical | WW2300 | Synopsis: Your flesh does not fully regenerate itself once it is damaged. System: While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears, bullet holes, and other visible damage etc., that you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult. | ||||||||||||||
Forced Transformation | 1-4 | Supernatural | WW3806 | Synopsis: Certain circumstances force you to undergo an uncontrollable shift in form. System: You may resist the change by spending a Willpower point, but once you have made the forced change, you may not change back until the triggering situation has passed. You may use the following examples or design your own circumstances and point costs (with Storyteller approval). | ||||||||||||||
Foreigner | 2 | Social | WW8202 | Synopsis: Your character’s mortal host is not native to the area in which she’s been living. While your character might understand the language and the general customs, she has trouble with many of the finer details. System: She has a distinguishing accent (which makes her easy to identify), and the difficulty of any Streetwise and Etiquette rolls you attempt increases by two. | ||||||||||||||
Former Prince | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Foul Mouth | ? | ? | WW7052 | Synopsis: System: | ||||||||||||||
Fresh Meat | ? | ? | WW4253 | Synopsis: System: | ||||||||||||||
Geas (Flaw) | 1-5 | Supernatural | WW3807 WW7300 |
Synopsis: (Changeling) 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 a duty that you have inherited, or it may have been imposed on you by a changeling using the Sovereign Art. System: (Changeling) 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 occasionally give to charity would only be worth one point. The more difficult geasa 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 may choose. | ||||||||||||||
Geas (Flaw) | 1-5 | Mage Supernatural | WW4600 | Synopsis: There is something your character must or must not do, and his life, his luck, his magic (and perhaps his very soul) depends on it. It may be something that has always been upon him, a Geas prophesied by druids at bis birth, or a curse laid on him by faeries at his christening. It may also be a sacred oath or vow he swore, or a promise or bargain he made, and Someone (with a capital S) witnessed it and is going to hold him to it. If he disobeys, the consequences are dire, if not deadly. System: The value of a Geas depends on how easily it is broken and the penalty for violating it. If the penalty is the loss of some Merit or Background, deduct the Geas' rating from the value of the Merit or Background and make that number the value of the Flaw. For example, your character's sword may be a five-point Artifact, but you have been told, “If you ever raise this blade in anger, the angels who gave it to you will take it away.” Never raising one's sword in anger is a small sacrifice, so it's worth four points, making a four point Flaw. When you take a Geas, choose the Flaw(s), Background (s), and/or Merit(s) to which the Geas is attached. Then either lessen the final value of the Flaw(s) or decrease the cost of the Merit(s) and/or Background (s). In the case of Merits that may be taken multiple times, you may take the Geas the same number of times to decrease the cost. However, your Geas should be at least one point less than the total value of the Merits, Backgrounds and/or Flaws to which it's linked. In other words, you cannot get a Merit or Background for free just by piling on strictures and limitations. Storytellers should examine each Geas to make sure it makes sense in terms of story, rather than just being a pile of bizarre restrictions and commandments that could only be explained by faeries dropping acid at a christening. Storytellers should also blackball any Geas that does not cause actual problems. Losing your soul if you die is a problem, and so is losing an legendary Attribute if you lose your virginity. However, it's to be expected that you'll lose all of your Attributes, enhanced or otherwise, when you die, so this is not a legitimate problem unless your character also has some way to come back from the dead. The point value of the Geasa suggested here is only approximate, and it will vary depending on character and circumstances.
Classic penalties for violating a Geas include suffering a dark fate, losing one's Avatar, having luck turn from good to bad (losing the Lucky Merit), being deserted by one's familiar (especially if the Geas was a pact you made with the beast), losing a totem, losing all one's friends and losing one's worldly possessions. Characters may have several Geasa that may come into conflict. Cuchulainn had the Geasa to “Never refuse hospitality” and to “Never harm a dog” (his namesake). Three hags then offered him roast dog for dinner and Cuchulainn died soon after. Consequently, most mages try to keep their Geasa secret, lest they be used against them by enemy mages. Unfortunately, Geasa can be divined by a simple Entropy 1 Effect mixed with a little skill in fortune-telling as can one's destiny. Elaborate traps have been devised to force mages to violate all their Geasa in succession, leading to their flamboyant destruction. Perversely, Geasa, curses, holy vows and binding oaths are also marks of great status among certain Traditions, particularly the Akashic Brotherhood, Verbena, and Celestial Chorus, who accord status to mages with such Flaws. Simply put, unimportant people don't have Geasa or family curses, and someone who takes a binding oath or makes a sacred vow (and keeps it) is worthy of respect. Most Technomancers, on the other hand, aren't impressed by people who take vows of chastity or silence, and they are similarly blase about those who break them. Traditionally, there is very little that may be done about Geasa, 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). However, with binding oaths, sacred vows, and bans imposed by totem spirits, characters who violate them accidentally may attempt to atone for their crime. A witch who has vowed to never eat any red meat, then suddenly finds ham in her pea soup, might be able to atone for the trespass by fasting and sending checks to PETA. However, if a mage violates an oath willingly and with full knowledge — and survives — he becomes an oathbreaker, one of the most foul epithets among the Traditions. The destiny of an oathbreaker is scarred permanently, and the marks show clearly to the same Entropy 1 magic that reveals a mage's destiny. As such, it is virtually impossible for an oathbreaker to find a tutor or any sort of aid among those Traditions that value one's sworn word. Some Traditions, notably the Order of Hermes and the Verbena, kill oathbreakers on sight, numbering them among the Nephandi, whose dark paths of power are the only ones left open to them. Ironically, many oathbreakers are young internalists who foreswore their allegiance to the Dark Masters — and the binding oath they had been given — after realizing the price of that power. Destiny, however, does not play favorites, and those who break their word to Hell are just as stigmatized as those who lie to Heaven.
Geasa may be taken at the same time as the Compulsion Flaw, assuming that the Compulsion does not make the Geas impossible. For example, a witch could be both under a Geas and supernaturally (or just psychologically) compelled to stop and pet every cat she saw, lest she suffer a dark fate. | ||||||||||||||
Gender Bender | ? | ? | WW6304 | Synopsis: System: | ||||||||||||||
Ghoulish Sense Of Humor | 1 | Social | WW8202 | Synopsis: Your character finds humor in situations that make most people uncomfortable. Her bad taste doesn’t make her particularly resistant to the horrors of gruesome sights. Her defense mechanism is simply to belittle the situation or those involved in an offcolor way. System: When confronted with a horribly gory scene or otherwise uncomfortable situation, she tends to crack jokes and sling insults. The difficulty of any Social roll you make under such circumstances increases by two. | ||||||||||||||
Glowing Eyes | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Goblin Magnet | ? | ? | WW7052 | Synopsis: System: | ||||||||||||||
Graceless | 2 | Aptitude | WW3037 | Synopsis: The antithesis of the graceful Merit: You always look awkward, even when you're totally on top of things. Everything you do looks, feels, or sounds wrong, even if you go about it the right way. People think you're a shmuck no matter what you do, and this drives you crazy. Which, of course, makes you look even worse. For a werecat, this is an infuriating Flaw... System: In game terms, Graceless adds +2 difficulty to all Social rolls which involve looking good, from Seduction to Etiquette, and leads other Bastet to think less of you. Depending on the circumstances, this may cost you a point of Cleverness Renown, although this can be offset by Ferocity or Honor as you struggle through. | ||||||||||||||
Greedy | 3 | Social | WW8202 | Synopsis: Your character’s mortal host lived to make money. Family, friends and other concerns were trivial when compared to the all-mighty dollar. System: If someone offers your character a bribe, you must make a Willpower roll (difficulty 7) to resist. If the bribe involves something that won’t directly result in any injuries or lasting damage as far as the character knows, increase the difficulty to 8. Your character also tends to victimize demons who have a lot of material wealth. | ||||||||||||||
Gregarious | ? | ? | WW7051 | Synopsis: System: | ||||||||||||||
Grip Of The Damned | 4 | Vampire Supernatural | WW2300 | Synopsis: There is no ecstasy in your Embrace — only terror and pain. Mortals upon whom you feed struggle and shriek while you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. System: For vampires with high Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller. | ||||||||||||||
Guilt-wracked | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Gullible | 1 | Mental | WW8202 | Synopsis: Your character’s mortal host had a lot of trouble separating truth from fiction. System: Your character is not stupid, she just tends to believe what people tell her rather than taking things with a grain of salt. Increase the difficulty by two on any roll to detect lies. | ||||||||||||||
Harano Prone | ? | ? | WW3860 | Synopsis: System: | ||||||||||||||
Harbinger Of The Abyss | ? | ? | WW20007 | Synopsis: System: | ||||||||||||||
Hard Of Hearing | 1 | Physical | WW2300 | Synopsis: Your hearing is defective. System: The difficulties of any rolls involving the use of hearing are increased by two. | ||||||||||||||
Hatred | 3 | Psychological | WW2206 WW3108 |
Synopsis: You have an unreasoning hatred of a certain thing. Your hate is total and largely uncontrollable. System: 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 gain power over it. | ||||||||||||||
Haunted | 3 | Supernatural | WW2300 WW7300 |
Synopsis: You are haunted by an angry and tormented spirit, most likely one of your first victims. Only uou (and mediums) can see and hear. System: (Changeling) 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 chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. The Storyteller will liekly 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.)
(Vampire) This spirit actively attempts to hinder you, especially when feeding, and does its utmost to vent its anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, its powers, and whether or not it can eventually be laid to rest. | ||||||||||||||
Heartless | ? | ? | WW2360 | Synopsis: System: | ||||||||||||||
Hero Worship | ? | ? | WW4010 | Synopsis: System: | ||||||||||||||
Hibernation | 5 | Changeling | WW7054 WW7307 |
Synopsis: Many animals hibernate. Some do so seasonally. Others hibernate when the temperature drops below a certain point. You have inherited this urge from your affinity. System: Whether you do it seasonally, sleeping all winter long, or whether you fall into hibernation only when the temperature drops, this can be quite debilitating. If your hibernation is triggered by season, then you miss out on a full quarter of the year. Although you don’t sleep 24 hours per day, you do sleep at least 20. Your body wakes you up just enough to eat and relieve yourself, but then you go right back to sleep. If it’s triggered by temperature, then you risk sudden sleepiness and a slowing of your physiology whenever cold. Temperatures below 40 degrees Fahrenheit will trigger your hibernation. | ||||||||||||||
Homeless | 4 | Economic | WW8202 | Synopsis: Your character lives on the streets. She can never have any dots in Resources, and she doesn’t have a secure place to rest and recuperate. System: Your character cannot heal any aggravated damage naturally while living on the street, and she must carry all of her possessions with her at all times or hide them and hope no one finds them. | ||||||||||||||
Honest to a Fault | 2 | Rokea | WW3083 WW8120 |
Synopsis: This "deception" thing confuses you mightily. You believe that any situation that would necessitate a lie really stems from ignorance on someone's part, and a good explanation would suffice. This can lead to some interesting role-playing, as human laws don't take sacred missions from Sea into account, to say nothing of betweener hunts. System: You receive a +2 to any difficulty involving lying or deception, and your inclination is to be honest when questioned. Note that this Flaw in no way forces the character to be loquacious, only that the character is honest when she does speak. | ||||||||||||||
Hunted | 4 | Supernatural | WW2300 WW3081 |
Synopsis: (Changeling) Vampires and werewolves are not the only supernaturals 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. (Garou) A dedicated werewolf hunter has targeted you as his quarry, convinced that you are a monster out of legend bent on preying upon humans. Anyone you know, including your pack members and even humans you are close to may be in danger from this hunter. While your nemesis desires the elimination of all werewolves, he seems to focus primarily on you. As fate would have it, the Delirium has no effect on your pursuer. He is also intelligent and resourceful, far more likely to set nasty traps for you than to blunder into any traps you leave for him. | ||||||||||||||
Hunted Like A Dog | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Icy | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Icy Demeanor | 1 | Social | WW8202 | Synopsis: Your character is uncomfortable relating to people on an emotional level, which is reflected in her mannerisms and speech. She clams up, seeks escape or avoids eye contact. System: Increase the difficulty by two for any Empathy rolls made toward your character, as people have trouble identifying with her. | ||||||||||||||
Ignorance Of Self | ? | ? | WW2920 | Synopsis: System: | ||||||||||||||
Ignorant | 1 | Social | WW8202 | Synopsis: Your character tends to miss common cultural references that others take for granted, such as knowing that the Statue of Liberty is in New York City. System: Your character is not necessarily dumb or uneducated, though. A cloistered college researcher could just as easily dive so deeply into his field of study that he dismisses anything outside it. She does tend to give people the impression that she’s slow or uneducated, however. | ||||||||||||||
Illegal Immigrant | 3 | Legal | WW8120 WW8202 |
Synopsis: You lack proper lawful permission to be in the country in which you currently live. System: You do not have a legitimate ID and are likely to be deported to your nation of origin if you are placed under arrest. You cannot hold a job unless it pays under the table. | ||||||||||||||
Illiterate | 1 | Aptitude | WW2206 | Synopsis: Through lack of education or as the result of a condition like dyslexia, you are unable to read or write. System: | ||||||||||||||
Impatient | 2 | ? | WW2302 WW3082 |
Synopsis: System: | ||||||||||||||
Impractical Dresser | 1 | Social | WW8120 | Synopsis: You tend to dress with an eye toward impressing others rather than personal comfort. System: Unless you explicitly state that you dress appropriately for physical activity, you wear high heels, tight jeans or something else that hampers physical activity. Increase the difficulty of Athletics rolls by two when you wear such clothes. | ||||||||||||||
Improperly Buried | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Inbred | ? | ? | WW2363 | Synopsis: System: | ||||||||||||||
Incoherent | 4-5 | Nosferatu Ratkin Physical | WW2354 WW3080 |
Synopsis: (Nosferatu - 5 points) You are incapable of human speech. Maybe your jaw has collapsed or you've been abandoned in the sewers for too long. Pointing, grunting, wheezing and wildly gesturing are all within your repertoire, but actually forming words is not. While a player portraying this character can describe what he is doing, the character can never utter a word. The only exception to this is communicating with animals; you can express yourself to beasts with nonverbal language. (Ratkin - 4 points) When rodens Ratkin succumb to their Infection, they experience a dizzying increase in their intelligence. Most of them absorb the local language very quickly as a result. However, a few remain linguistically challenged. The best they can muster is a repertoire of grunting noise, inchoate babbling and wheezing noises. Their crudely formed Homid mouths just can't wrap themselves around human words. If your character takes this Flaw, be prepared to communicate solely like a freak who's been raised by rats. | ||||||||||||||
Incomplete Understanding | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Independent Shaman | ? | ? | WW4662 | Synopsis: System: | ||||||||||||||
Indolent Will | ? | ? | WW3110 | Synopsis: System: | ||||||||||||||
Inept | 5 | Aptitude | WW2204 WW2206 |
Synopsis: You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (so the greatest number of points you can spend on your Talents at the beginning of play would be eight, and the fewest would be zero). System: Of course, you can still spend freebie points to buy Talents. However, at the beginning of the game, you cannot have more than three dots in any Talent. | ||||||||||||||
Ineptitude | 1 | Mental | WW4600 | Synopsis: Your mage just sucks at one particular Ability. Maybe he can't handle driving worth a damn, or he makes computers burst into flames and emit pink smoke. System: Pick one Ability in which your charact er has at least one dot — preferably one that will be important to your character in some fashion. (Your Storyteller will know if you do otherwise, and he has nasty ways to make you pay.) You suffer a difficulty penalty of two on all rolls with that Ability. | ||||||||||||||
Infamous Autarkis | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Infamous Sire | 1 | Vampire Social | WW2300 | Synopsis: Your sire was, and perhaps still is, distrusted and disliked by many of the city’s Kindred. System: As a result, you are distrusted and disliked as well. | ||||||||||||||
Infamy (flaw) | 2 | Infernal | WW8202 | Synopsis: Your character’s actions in the War of Wrath have earned her a degree of ill repute and hostility among her fellow demons. System: The difficulty of all Social rolls increases by one when your character is interacting with other fallen. | ||||||||||||||
Infectious | ? | ? | WW2353 | Synopsis: System: | ||||||||||||||
Infectious Bite | 2 | Vampire Physical | WW2300 | Synopsis: You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. System: 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. | ||||||||||||||
Inferiority Complex | 1 | Psychological | WW3074 | Synopsis: Nope, you're not worthy. Never have been, never will be. You'll keep trying, and tackle whatever task the Garou set you to, but even if you succeed and make a good job of it, it still won't be good enough for you. System: In situations requiring you to take charge and strut your stuff, all your difficulties are raised by one. | ||||||||||||||
Infertile | 1 or 3 | Garou Black Fury | WW3851 | Synopsis: Your character is infertile, for whatever reason; perhaps she contracted a cirulent disease as a youth, suffered from battle scars to the abdomen, or was the victim of a botched abortion before her First Change. She cannot bear any children. System: This is the cause of some lowering of status within the Black Furies; she loses 1 point of Honor renown. if the character has never born any children, then she will be considered a Maiden until such time as she goes through menopause and becomes a Crone - this is the 3-point version of the Flaw. She cannot learn any Mother Gifts or Rites. If the character has had children, and simply can have no more, this is only a 1 point Flaw. At the Storyteller's option, depending on the traditions of the Sept, the latter version of this Flaw may lead to the character being considered a Crone. | ||||||||||||||
Infertile Vitae | ? | ? | WW2303 | Synopsis: System: | ||||||||||||||
Inherited Frailty | ? | ? | WW7008 | Synopsis: System: | ||||||||||||||
Insane Ancestor | 1 | Supernatural | WW3806 | Synopsis: An insane ancestor of yours occasionally takes over when you seek help from the spirits of your forebears. Usually, this ancestor appears only under certain common circumstances, such as when Black Spiral Dancers threaten you or whenever a certain common rite is performed in your presence. System: When the Storyteller deems this circumstance has come about, roll your Ancestors Background, difficulty 6. Any successes indicate that your ancestor takes control of you for the scene, or until someone recognizes what is happening and manages to convince him to relinquish control once more. You should create your ancestor, name him, and describe his madness. You may spend a Willpower point to stifle the ancestor-spirit for the scene. You must purchase the Background: Ancestors to take this Flaw. | ||||||||||||||
Insane Mentor | 1 | Changeling Social | WW7300 | Synopsis: Your mentor has completely lost his grip on reality, and has become lost to Bedlam or dangerously insane. System: Any wrong committed by your mentor may affect your reputation, and some of your mentor's dangerous schemes may somehow involve you. | ||||||||||||||
Insane Sire | 1 | Vampire | WW2206 | Synopsis: Your sire has completely lost his grip on reality, and has become dangerously insane. System: Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you. | ||||||||||||||
Insensitive | 1 | Social | WW8202 | Synopsis: Your character has problems understanding how to gauge others’ emotional reactions. System: She can be rather blunt in handling delicate matters, and she often finds herself apologizing without really understanding what she’s done to offend someone. Add two the difficulty of any Empathy rolls you attempt. | ||||||||||||||
Intolerance | 1 | Mental | WW6007 WW7300 |
Synopsis: You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything else. System: 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 file arbiter on what you can pick to dislike. | ||||||||||||||
Iron's Curse | ? | ? | WW7008 | Synopsis: System: | ||||||||||||||
Iron Allergy | ? | ? | WW7100 | Synopsis: System: | ||||||||||||||
Isolated Upbringing | ? | ? | WW2020 WW4009 |
Synopsis: System: | ||||||||||||||
Issues | ? | ? | WW7053 | Synopsis: System: | ||||||||||||||
Jackal's Blood | 5 | Bone Gnawer | WW3852 | Synopsis: 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. System: The Storyteller sets an object in front of you (as the player) to represent your curse. The moment your Jackal's Blood kicks in, he removes it and alters the story so that the action you just attempted doesn't just fail but fails dramatically. Rules-minded troupes can interpret this as an automatic botch in any one dice roll. Drama hounds will prefer sudden story complications or a dramatic reversal of the hero's biggest success that evening. | ||||||||||||||
Kinfolk (flaw) | ? | ? | WW2021 | Synopsis: System: | ||||||||||||||
Kleptomaniac | 2-3 | Ratkin | WW3080 | Synopsis: Rats get attached to all sorts of little knickknacks humans leave lying around. One sign of a thriving infestation near someone's home is the sudden disappearance of small personal objects. Your character has an extreme version of this trait. System: (2 points) If she's got the 2-point Flaw: Kleptomania, she can't resist continually snatching up tempting objects wherever she travels. | ||||||||||||||
Known Betweener | 3 | Rokea | WW3083 | Synopsis: You are known to the Rokea populace at large as a betweener. You can expect hunting parties to come for you eventually, and you should keep moving, lest a slew find and devour you. Also, any human to whom you become attached is fair game as well, just in case you revealed anything about the Kunspawn to them. System: | ||||||||||||||
Known To The Enemy | ? | ? | WW3810 | Synopsis: System: | ||||||||||||||
Lame | 3 | Physical | WW4600 | Synopsis: Your legs are damaged, which prevents you from running or walking easily. System: You are forced to walk with a cane or possibly leg braces, and you have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible. | ||||||||||||||
Laughingstock | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Lazy | 1 | Physical | WW2303 WW8202 |
Synopsis: Your character has trouble motivating herself to do anything. She’d rather sit around the house watching TV and thinking of doing something with her life than actually getting up and doing it. She tends to complain loudly when there’s work to do, and she likes to let things slide until the last possible moment. System: You must make a Willpower roll (difficulty 6) to take care of any routine tasks not directly related to your character’s demonic activities, such as paying the electricity bill or getting the car’s tires rotated. | ||||||||||||||
Lifesaver | 3 | Psychological | WW4050 WW6007 |
Synopsis: You believe that human life is a sacred gift, and will not take a person's life except in the most extreme of circumstances. System: 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 determination of 'evil'…) Senseless death in all forms repulses you, and you feel that those who commit murder should be punished. | ||||||||||||||
Light Sensitive | 5 | Vampire Supernatural | WW2300 | Synopsis: You are even more sensitive to sunlight than other vampires are. System: Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, though it must shine directly upon you. Even bright lights hurt your eyes, requiring the use of sunglasses. | ||||||||||||||
Limbless | 4 | Mokole | WW3081 | Synopsis: Your Archid form has no useful limbs: You resemble a giant snake, though you may have flippers and a tail. System: You cannot manipulate anything and have no claw attack in Archid form; your land speed is reduced to a crawl (1/4 speed). However, Nagah may be favorably disposed toward you, should you ever happen to run into one. | ||||||||||||||
Limited Deathsight | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Limited Diet | 4 | Ananasi | WW3082 | Synopsis: You are perhaps just a bit too much of a spider for your own good. Even in Homid form, you are limited to the softest foods when eating. Of course, you can still eat - you can vomit out the digestive fluids to liquify anything you might be interested in eating - but it's not very socially acceptible in polite (or even impolite) society. System: Any attempts to eat foods more solid than pudding or gelatin will result in painful stomach cramps, and could even cause serious injury to your delicate digestive system. | ||||||||||||||
Limited Yang | ? | ? | WW2905 | Synopsis: System: | ||||||||||||||
Loathsome Regnant | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Long-winded | ? | ? | WW7307 | Synopsis: System: | ||||||||||||||
Lord Of The Flies | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Losing the Sun | 4 | Corax | WW3077 | Synopsis: You've had it with the bland vistas and boring views of the mortal world. The mysteries of the Umbra call to you with a siren song. System: Each time you step into the Umbra, you need to make a Willpower roll (difficulty 7) to prevent yourself from just flying away to explore its mysteries. Even if you succeed in dragging yourself away from the possibility of escape, as long as you're in the Umbra you are distracted (+1 difficulty to all rolls relating to Wits, Intelligence, and Perception). | ||||||||||||||
Low Alcohol Tolerance | 1 | Physical | WW8120 | Synopsis: Alcohol goes straight to your head. System: While this can be an advantage when you try to enjoy a night out on the cheap, it can be deadly on the hunt. Double any penalties you suffer from consuming alcohol. | ||||||||||||||
Low Self-image | ? | ? | WW3108 | Synopsis: System: | ||||||||||||||
Lunacy | 2 | Vampire Mental | WW2300 | Synopsis: You are affected by the phases of the moon, increasing your chances to frenzy. System: Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three. | ||||||||||||||
Lustful | 2 | Social | WW8202 | Synopsis: Your character can’t resist the advances of the appropriate gender. System: She is easily seduced and often exhibits very poor judgment when dealing with sexually attractive people. The difficulty of any attempts to seduce her decreases by two. | ||||||||||||||
Magical Addict | ? | ? | WW2359 | Synopsis: System: | ||||||||||||||
Magic Susceptibility | 2 | Supernatural | WW2206 | Synopsis: You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds and orders. System: The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you. | ||||||||||||||
Manchurian Candidate | ? | ? | WW3064 | Synopsis: System: | ||||||||||||||
Mark Of The Blood | ? | ? | WW7008 | Synopsis: System: | ||||||||||||||
Mark Of The Predator | ? | ? | WW???? | Synopsis: System: | ||||||||||||||
Masochist | 2 | Psychological | WW2300 WW4600 |
Synopsis: You are excited by receiving pain. In many situations, you will seek to be hurt for your pleasure. System: For a masochist (someone who enjoys pain), your soak roll difficulty for physical damage is increased by one because you really want to feel the pain. | ||||||||||||||
Masquerade Breaker | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Matricide-patricide | ? | ? | WW2233 | Synopsis: System: | ||||||||||||||
Medicated | 1 or 5 | Physical | WW8202 | Synopsis: Your character’s mortal body requires daily medication to stay in good health. System: As a one-point flaw, her medication is important for her long-term health but has little effect on her day-to-day well being, as with prescription drugs that keep your cholesterol down. | ||||||||||||||
Mental Patient | ? | ? | WW4043 | Synopsis: System: | ||||||||||||||
Mentor's Resentment | 1 | Social | WW7300 | Synopsis: Your mentor dislikes you and wishes you ill. System: 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! | ||||||||||||||
Mired In Scandal | 2 | Social | WW8202 | Synopsis: People in your character’s community tend to recognize her for all the wrong reasons. Maybe her mortal host was involved in a scandal involving a local politician, or perhaps she was charged but not convicted in a sensational case. System: No matter what the cause, your character tends to attract a lot of unwanted attention wherever she goes. People look down on her, though they don’t necessarily hinder or harass her. Add two to the difficulty of any Social rolls that involve people who know your character’s mortal past. | ||||||||||||||
Misinformed | 1 | Social | WW8120 WW8202 |
Synopsis: You uphold some odd belief, such as a conspiracy theory or UFO visitation, that flies in the face of accepted science or conventional wisdom. You tend to incorporate this misinformation into your worldview. System: Whenever you test a Knowledge that in some way relates to your belief, increase the difficulty by two. This penalty kicks in when you roll a failure. It represents your tendency to come up with off-the-wall answers that others see as obviously incorrect. | ||||||||||||||
Mistaken Identity | 1 | Social | WW4600 | Synopsis: Your mage is not the reincarnation of some ancient hero or nefarious character from history, the favored child that some great animal totem set its mark upon, a powerful immortal wizard who has not been seen for a hundred years or some god come down in human form. Unfortunately, he looks the part, and people who value iconography more than actions will believe he fits the role. System: This confusion can naturally get your mage into all sorts of trouble. People may expect him to have capabilites that he doesn't, or they may blame him for problems that aren't his own. | ||||||||||||||
Mistreated Minority | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Molt | 1 | Mokole | WW3081 | Synopsis: You molt on a regular basis. When you molt, the scales, feathers, or fur of your Archid form slough off, and your Homid form loses all its facial and body hair. Your skin will shred and peel. You may lose tattoos, piercings and scars as well as suntan. Your suchid form's outer skin will also shred and peel off. System: You are treated as Brused during a molt and your armor or shell, if any, do not exist. Your Appearance is lowered by 2, although it cannot be lowered below 1 through molting. You itch horribly and are constantly scratching in all your forms throughout the molt. You may spend a Willpower point to stop scratching for one scene. The molt lasts as long as a sunburn, several days to a week, and offurs at least once a year. The Storyteller decides when you molt and informs you of the consequences. It is possible that stress, fear, or exposure to toxic chemicals could cause you to molt ahead of time or more than once. On the other hand, the difficulty of the Rite of Shedding Hide is lowered by 1 if you are molting. | ||||||||||||||
Monstrous | 3 | Physical | WW4600 | Synopsis: Your mage has an Appearance rating of zero. System: He may be the stereotypical pock-marked leper, or he may have the face and body of a demon or bug-eyed monster. Otherwise, someone just beat him with the ugly stick. | ||||||||||||||
Monstrous Connection | 2 | Social | WW8120 | Synopsis: You have to deal with a monster as part of your job or even your family life. Perhaps it's your boss or a key family figure. System: The monster is not necessarily hostile toward you - it might not even know you're a hunter - but it's in a position to cause you a lot of trouble should it choose to. | ||||||||||||||
Moon Mad | 5 | Psychological | WW3037 | Synopsis: Seline has branded you with a madness that swells with her fullness and erupts during the full moon, when she attains her furious state. System: In game terms, the Bastet character gains an additional +2 Rage during this phase of the moon, or during visits to the moon itself. This extra Rage makes her irritable under the best of circumstances, psychopathic under stress. She may have dreams just before every full moon where she wanders a dead landscape with the blood of innocents and enemies alike on her claws. During waking hours, the character prowls angrily, exploding into violence at any real provocation. This is great if a battle is called for; disastrous if the moment requires a cool head and steady hands. People who can see auras notice that the mad cat's body blazes with white-hot fire; even mortals can tell that something's horribly wrong with that chick in the corner. Maybe now's not the best time to pester her. You, of course, would agree... | ||||||||||||||
Mortal Fame | ? | ? | WW6302 | Synopsis: System: | ||||||||||||||
Motion Sickness | ? | ? | WW3350 | Synopsis: System: | ||||||||||||||
Mr. Red Tape | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Multiple Personalities | 5 | Psychological | WW3037 | Synopsis: Many Ceilican suffer from this affliction, which switches the werecat's Pyrio, Nature, Demeanor, or all three at unpredictable times. You may have been born at daylight, but your interests can turn to nighttime pursuits without warning. Others may notice your unpredictable personality shifts, which might grow so severe that you have to assume other personalities to accommodate them. Unlike true multiple personality disorder, your character has some awareness of her different aliases; most Bastet with this quirk set up elaborate parallel lives to cover the changes. Other werecats, those who dwell at the edges of civilization or in the wilderness, simply act differently. If anyone notices the difference, they're too intimidated to remark on it. System: In game terms, this Flaw forces the player to alter her characters behavior every few sessions, possibly during times of stress. You must figure out at least one "alternate identity" for your werecat to assume once in a while, and play out the difference between the two personalities. In really extreme situations, the Storyteller might demand a Willpower roll, difficulty 8; if the player fails, the character starts behaving in a radically different manner, which may be a good thing, or a bad thing... | ||||||||||||||
Mute | 4 | Physcial | WW4600 | Synopsis: Your mage can't speak. This shortcoming may derive from physical damage, a magical curse or a natural deformity. System: You may communicate with your game group to describe your character's actions, but you are not allowed to actually talk in character (and if you do so "out of character" to get your point across, your Storyteller may penalize you by awarding you fewer experience points). You can use Linguistics to learn sign language, or write (assuming your character isn't illiterate as well). Mind magic can also overcome this problem to a limited degree. | ||||||||||||||
Mystical Aura | ? | ? | WW20006 | Synopsis: System: | ||||||||||||||
Mystical Imperative | 1-5 | Supernatural | WW7300 | Synopsis: 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 their enemies. | ||||||||||||||
Narc | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Natural Urge | 2 | Changeling Pooka | WW7054 | Synopsis: Animals do lots of things that would be very odd if humans or changelings did them as well. They have urges. You have these urges as well. This could be a disturbing taste for raw meat, a desire to chase cars, an unconscious habit of licking yourself, an impulse to search your friends’ hair for parasites, or a predilection for attacking weaklings. System: Whatever natural urge you have, you do it without thinking. It’s a part of you and only by spending a Willpower point can you avoid the urge for an hour when in a situation where you would normally feel the urge. | ||||||||||||||
Necrophile | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Needy Friends | 1 | Social | WW8202 | Synopsis: Your character’s mortal friends and other nonfallen social contacts have a pattern of falling into bad situations and turning to her for help. She is the bedrock in their lives. System: Whether they need some advice dealing with a girlfriend or need bail money, they look to her. If your character has the Allies Background, this effect is magnified even more, at the Storyteller’s discretion. | ||||||||||||||
Nephandic Taint | ? | ? | WW4253 | Synopsis: System: | ||||||||||||||
New Arrival | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
New Kid | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Nightmares | 1 | Mental | WW2300 |
style="background-color:lightblue" WW3806 WW4600 |
Synopsis: You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. System: Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare. | |||||||||||||
Night Terrors | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Non-confrontational | 1 | Social | WW8202 | Synopsis: Your character’s mortal host had a hard time bringing up difficult subjects with others. Now, your character is willing to make a lot of sacrifices to avoid interpersonal confrontations. She lets people have their way simply to avoid fights, and she often steps into arguments and attempts to end them without giving any thought to the outcome of the discussion. She has a hard time coping with pushy people and finds herself making compromises that she later wishes she hadn’t. System: Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with your character. | ||||||||||||||
Non-swimmer aka Nonswimmer |
1 | Physical | WW8120 WW8202 |
Synopsis: Your character never learned how to swim, and she has no natural talent for it. System: If she ever finds herself in a position where she has to try to swim, she can manage a pitiable doggie paddle. Increase the difficulty by two for any Athletics rolls involving swimming. | ||||||||||||||
Notoriety (flaw) | 3 | Social | WW2204 WW2206 |
Synopsis: You have a bad reputation among your peers; perhaps you violated the porotcols once too often, or belong to an unpopular freehold. System: There is a two dice penalty to all dice rolls for social dealings with associated (insert: changelings/garou/kindred/wraith - whatever your race is). | ||||||||||||||
No Dexterous Limbs | 4 | Bygone Physical | WW4802 | Synopsis: The noble unicorn and the humble pig share this Flaw. System: Neither has hands, claws, trunks or prehensile tails that it may use to employ tools or grip objects. You have this "disability" and cannot use weapons other than your natural ones, or write in any medium more convenient than wet clay. | ||||||||||||||
No Partial Transformation | ? | ? | WW3108 | Synopsis: System: | ||||||||||||||
No Sense Of Smell | 1 | Physical | WW8120 | Synopsis: You completely lack a sense of smell. You may have simply been born without it, or perhaps you lost it due to some freak accident. System: You can't smell anything, no matter how strong the odor might be. Food tastes somewhat bland to you. On the good side, you aren't bothered by the stench of sewers, rotting flesh, or other nastiness. | ||||||||||||||
Obese | 2 | Physical | WW8202 | Synopsis: Your character’s host body is seriously overweight, large enough that she has trouble using the seats in most theaters. System: Add two to the difficulty of any Dodge or Athletics rolls you make. Your character moves at half the normal rate. | ||||||||||||||
Obsession | 2 | Mental | WW6007 WW6013 |
Synopsis: There is something you like, love, or are fascinated by to the point where you often disregard common sense to cater to this drive. br>
System: 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 ever supermarket tabloid that caries an article about him anyway. There are many other obsessions, including British royalty, guns, football, roleplaying games…you know the type.< | ||||||||||||||
Obvious Predator | ? | ? | WW2351 | Synopsis: System: | ||||||||||||||
Odd Eye | ? | ? | WW2822 | Synopsis: System: | ||||||||||||||
Offensive To Animals | 1 | Bygone Supernatural | WW4802 | Synopsis: Many magical beasts engender fear and hatred in the lesser beasts. Horses shy at gryphon scent, for example.You cause such fear in other creatures. System: Unless the Storyteller explicitly rules otherwise, no mundane animal will have anything to do with you, and may startle, cry out or otherwise object to your presence. Even mundane animals may have this Flaw if they've been tainted by the supernatural (or just smell weird). In game terms,you have a two-die penalty for any action involving other animals (except, of course, fighting them), and you cannot interact with one without causing a fuss. | ||||||||||||||
Old Flame | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Old Injury | 2 | Physical | WW8202 | Synopsis: Your character’s host body was hurt pretty badly back in her younger days, and she now pays the price with chronic pain and swelling. System: Increase the difficulty of any Athletics roll by two. | ||||||||||||||
One Arm | 3 | Physical | WW2204 WW2206 |
Synopsis: You were either born with only one arm or lost your arm through an injury of some sort. System: You suffer no secondary-hand penalty, since you have adapted to using your one hand for most activities. When you need to use two hands, however, you lose two dice from your dice pool. For Garou, your running speed in Hispo and Lupus form is 1/2 of normal. | ||||||||||||||
One Ear | 2 | Physical | WW4600 | Synopsis: You character is missing an ear, or else he has suffered damage or a birth defect that makes such an organ useless. System: The difficulties of all Perception rolls with the appropriate sense increase by two (just like the Defective Sense Flaw). Furthermore, a character with one functional ear suffers a one-point difficulty on all rolls to determine the location of a given sound (due to the loss of binaural hearing.) | ||||||||||||||
One Eye | 2 | Physical | WW4600 | Synopsis: You character is missing an eye, or else he has suffered damage or a birth defect that makes such an organ useless. System: The difficulties of all Perception rolls with the appropriate sense increase by two (just like the Defective Sense Flaw). Furthermore, a character with one functional eye increases the difficulty of all rolls involving depth-perception by one (including ranged attacks). | ||||||||||||||
Ontological Pacifist | ? | ? | WW4657 | Synopsis: System: | ||||||||||||||
Open Wound | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Otherworldly Taint | ? | ? | WW4010 | Synopsis: System: | ||||||||||||||
Outsider | 2 | Social | WW3074 | Synopsis: Because of false rumors, an ill-done deed or some other reason, you have a poor reputation among Kinfolk and Garou. They don't necessarily hurt you, but they let you know you aren't welcome in their camps or homes. System: Make all Social rolls involving interaction with werewolves and Kin at +2 difficulty. | ||||||||||||||
Overconfident | 1 | Mental | WW2206 WW6007 |
Synopsis: You have an exaggerated and unshakable opinion of your own worth and capabilities. System: You never hesitate to trust your abilities, even if 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. | ||||||||||||||
Overextended | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Overkill | ? | ? | WW6305 | Synopsis: System: | ||||||||||||||
Overly Curious | 3 | Psychological | WW3037 WW3076 |
Synopsis: Overly curious Nuwisha are fairly common. If there's a door halfway open, a werecoyote feels obligated to see what's on the other side. If there's a spooky noise coming from a cave that stinks of the Wyrm, she simply has to check it out. System: Nuwisha cant leave a mystery unsolved. Werecoyotes with this Flaw cannot resist temptation without a Willpower roll, difficulty 9. | ||||||||||||||
Pacifist | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Pack Mentality | 1 | Mental | WW3806 WW7054 |
Synopsis: (Garou) You are lost without your pack. Their presence helps define you to an extreme. You have little identity outside the pack and even find it hard to speak in terms of "I" or "me". When you are with at least one member of your pack, you have a -1 difficulty to all rolls involving pack activities or strategies; you you are alone, your difficulty increases by 1 on any task you would ordinarily expect people to help you with (such as combat). You sometimes have trouble making decisions without your pack to help you, even if you ar the pack leader. In stressful situations, you may need to make a Willpower roll to act on your own. (Pooka) Your attachment to your pack far exceeds healthy limits. You not only want to be a part of a pack, you need to be. You go to extreme lengths to protect your pack, even to the point of sacrificing yourself, and if you find yourself without a pack, you join up with the first that accepts you. You stress hard when left alone. You don’t, however, have to be a follower in the pack, you could just as easily be the leader who needs more than anything to have a group to oversee. If you’ve lost your old pack, spend a Willpower point to put off joining the first pack you find — even if they seem inimical to your own ethics. You must do this for a number of days equal to the number of failures (i.e. the number of 1s rolled) on an Intelligence roll. | ||||||||||||||
Pallid | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Paraplegic | 6 | Physical | WW4600 | Synopsis: Your magician is confined to a wheelchair, or completely unable to stand and move about without the aid of crutches, the chair itself or some other difficult and painful system. System: Your mage generally moves a single yard per turn, and doing even that much is torturous. Perhaps the wizard's body is broken by accident, or he may not have been born with any functioning limbs. This Flaw makes life very difficult, and you should consider carefully before taking it! | ||||||||||||||
Parasitic Infestation | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Path Inept | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Pelagic Compulsion | ? | ? | WW2362 | Synopsis: System: | ||||||||||||||
Permanent Fangs | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Permanent Wound | 3 | Physical | WW2300 WW4600 |
Synopsis: (Vampire) You suffered injuries during your Embrace which your transformation somehow failed to repair.
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Persistent Parents | ? | ? | WW3108 | Synopsis: System: | ||||||||||||||
Phobia | 1 or 2 or 3 | Psychological | WW2300 WW3806 |
Synopsis: (1pt - Mild) 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. (2pts - GAROU) Something incites an illogical and overwhelming fear in you. Whether you are afraid of spiders, crowds or enclosed spaces, you make a point of avoiding the object of your fear. | ||||||||||||||
Phylactery | 7 | Mage Supernatural | WW4600 | Synopsis: Historically, a phylactery referred to a special arm wrapping with a prayer box that contained sutras, divine power and a portion of the wearer's soul. Mages refer to a phylactery as a container for the power to perform magic. Your mage's Avatar exists in the physical plane, invested into an object or place, or possibly imbued into some creature or person (such as his familiar or ally) or even a part of his body. On rare occasions, it may be invested into some nebulous concept, like a bloodline, secret society or a religion. The good news is that this object or creature is now Correspondence Range 0 in regards to yourself, which means you can sense it wherever it is, unless it's shrouded by warding. Teleporting your phylactery ring off your finger or making you drop your phylactery sword is as difficult a feat as teleporting your finger off your hand or forcing you to chop off your own arm. The bad news is that you must be in actual physical contact with your phylactery in order to work magic — even if that physical contact is long distance, like a Virtual Adept linked via modem to the mainframe in his bedroom. Moreover, you need to be very obvious about what it is you're using to perform your arts. If your mage's phylactery is his staff, your mage must wave it grandly during all invocations; if his phylactery is a crown, he must hold his head high and wear the crown everywhere he intends to do magic. System: If your mage's phylactery speaks to him as his Avatar, you should also take the Manifest Avatar Merit. If the phylactery is an object, you should probably take the item as a unique focus. As with any unique focus, a phylactery can be repaired or retrieved if it is damaged, destroyed or stolen. | ||||||||||||||
Pierced Veil | 3 | Supernatrual | WW3806 | Synopsis: Unlike most Garou, your Crinos form does not trigger the Delirium in mortals. System: This makes you particularly vulnerable to werewolf hunters, who may find it less difficult to pursue you back to your caern, putting the members of your sept in considerable danger. | ||||||||||||||
Pig-pen | ? | ? | WW???? | Synopsis: System: | ||||||||||||||
Poison Joss | ? | ? | WW2920 | Synopsis: System: | ||||||||||||||
Political Radical | 1 | Legal | WW8202 | Synopsis: Your character’s mortal host had connections to a radical political organization that many people view with suspicion, such as the Nation of Islam or the KKK. System: Your character is an active member of the group, and local law enforcement has an open dossier on her. While she does not necessarily have a criminal record or engage in illegal activity, the local police view her as a troublemaker and suspicious character. At any given time, she might be the target of undercover observation prompted by the activities of her organization. | ||||||||||||||
Polluted-defaced | ? | ? | WW7307 | Synopsis: System: | ||||||||||||||
Poor Sense Of Time | 1 | Mental | WW8202 | Synopsis: Your character has no intuitive sense for the flow of time. System: She can’t even begin to guess the current time without looking at a clock, and she always over- or underestimates the amount of time that has passed since (or that remains before) a specified event. | ||||||||||||||
Poseidon's Call | ? | ? | WW2362 | Synopsis: System: | ||||||||||||||
Possession Prone | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Potent Blood | ? | ? | WW2205 | Synopsis: System: | ||||||||||||||
Prey Exclusion | 1 | Vampire Mental | WW2204 WW2206 |
Synopsis: You refuse to hunt a certain class of prey. System: You might refuse to feed on drug dealers, policemen, accountants, or rich people — if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity or Path loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller’s discretion. | ||||||||||||||
Primal Marks (flaw) | 2 | Physical | WW4600 | Synopsis: You mage may have an Avatar of the Primordial Essence, some totem or god of legend, or perhaps she's just gained some powerful spirit's patronage and it's set its mark on her. If the totem is an animal, she resembles what such an animal would look like in human form so strongly that people who don't even know her call her "Bear" or "Moose" or "Raven." If the Avatar is some well known god or hero, your character looks just like people would expect her to, including any particular deformities (although you do get extra points for such handicaps). Your mage looks the part so much that anyone can guess her nature at a glance, and there is some danger in that, especially if your Avatar has a legedary enemy (as most do). Your character's totem or Avatar will also require her to protect its species or finish up its unfinished agenda.
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Privacy Obsession | ? | ? | WW2061 | Synopsis: System: | ||||||||||||||
Probationary Member | 3 | Mummy Social | WW2380 | Synopsis: Your character is not entirely trusted as a member of an organization such as the Cult of Isis. System: Older members look upon him with susupicion, and they do not trust him with the group's secrets or any major responsibilities. On the other hand, if there's drudgery to be done (or a suicide missiong to go on), you can bet that they'll pick your character to do it. | ||||||||||||||
Probationary Sect Member | 4 | Social | WW2300 WW4600 |
Synopsis: You are a defector. You turned traitor on (Sect, Faction, Technocracy, etc) and recently joined the other side. You still have much to prove before you are accepted by those you have defected to. System: Your character is treated with hostility and suspicion, and your reputation might even sully those whom you regularly associate with. | ||||||||||||||
Procrastination | ? | ? | WW7053 | Synopsis: System: | ||||||||||||||
Projection Trauma | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Prone To Quiet | ? | ? | WW4660 | Synopsis: System: | ||||||||||||||
Psi Focus | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Psychic Feedback | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Psychic Vampire (flaw) | 5 | Supernatural | WW4050 WW7300 |
Synopsis: The spark of life is dying within you, and you must be continuously fed from outside forces. You are a psychic vampire. System: Plants and insects 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 forth in a month, and finally, one wound every three months. | ||||||||||||||
Putrescent | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Pyromania | ? | ? | WW7307 | Synopsis: System: | ||||||||||||||
Rat Fink (flaw) | 2 | Ratkin | WW3080 | Synopsis: You have a compulsion to gather secrets about everyone, including the members of your own rat pack, and you have no qualms about betraying someone's confidence if you can benefit by it. System: Granted, this means that you aren't trusted by anyone, including your so-called friends, but it also means that you can score a lot of extra Contract Rites. Many strange people will owe you favors as a result.You've got a compulsion to gather information on anyone you deal with;you've got toknow everything. This Flaw does have one limitation, though: you won't betray the secrecy of a colony. The fact that Knife-Skulkers will hunt you down for such behavior is incidental — you may enjoy a good dark secret now and then, but that doesn't mean you'll risk the survival of the Ratkin race. You're devious, but not stupid. | ||||||||||||||
Recluse | ? | ? | WW7051 | Synopsis: System: | ||||||||||||||
Recruitment Target | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Red List | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Reluctant Warrior | 2 | Shifter | WW3110 | Synopsis: (Nerigal) Despite your Garou nature, you loathe fighting and have to force yourself to enter battle. Once you have committed yourself to the fray, you do not have any trouble using all your abilities to their fullest; however, you never initiate combat of your own accord. This flaw does not affect your ability to defend yourself when attacked. System: | ||||||||||||||
Renunciate (flaw) | ? | ? | WW4046 | Synopsis: System: | ||||||||||||||
Repelled By Crosses | 3 | Supernatural | WW2204 WW2206 |
Synopsis: You are repelled by the sight of ordinary crosses ( just as if they were holy). System: Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God. | ||||||||||||||
Repulsed By Garlic | 1 | Supernatural | WW2204 WW2206 |
Synopsis: You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. System: The full force of its pungent odor will bring bloody tears to your face and render you nearly blind, while its touch can cause boils and even open wounds. | ||||||||||||||
Revenant Weakness | 3 | Vampire Physical | WW2361 | Synopsis: You were once part of a revenant family. System: Following the Embrace, you suffered the double-whammy of your clan's weakness and your revenant family's limitations; whether it's the Bratovitch's propensity to fly into a rage, the Grimaldi's blood bond to the Sabbat, the Obertus' instability or the Zantosa's weak will. The Storyteller might also let you manifest a weakness from a lost or destroyed revenant line. This could add mystery to your background and allow for a bit of geneological work. | ||||||||||||||
Revoked Driver's License | 1 | Legal | WW8202 | Synopsis: Your character’s mortal host has lost her driver’s license due to a poor driving record. System: If your character is pulled over for reckless driving or is otherwise caught driving, the police will attempt to arrest her immediately and impound her car. | ||||||||||||||
Ritual Sleeper | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Rival Sires | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Rogue (flaw) | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Romantic Notions | ? | ? | WW2021 | Synopsis: System: | ||||||||||||||
Rose-colored Mirrorshades | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Rotten Liar | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Rotting (flaw) | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Routine | ? | ? | WW2233 | Synopsis: System: | ||||||||||||||
Sadist (flaw) | 2 | Psychological | WW4050 WW7100 |
Synopsis: You are excited either by causing pain. In many situations, you will seek to hurt someone for your pleasure. System: 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 unaware of anything else happening around you. | ||||||||||||||
Scarface | 2-4 | Physical | WW2361 | Synopsis: You're a walking mess of scars. Although you heal damage with Cainite efficiency, the manner in which you do so is all too human. For some reason, the regenerating flesh returns as scar tissue. Vicissitude doesn't help; in fact, it aggravates your condition with stretch marks and cicatrices anywhere your skin breaks. While this doesn't hamper you physically, it does affect your interactions with other people. System: For 2 points, all Social roll difficulties increase by one. | ||||||||||||||
Scarred | ? | ? | WW3812 | Synopsis: System: | ||||||||||||||
Selective Digestion | 2 | Physical | WW2206 | Synopsis: You can digest only certain types of blood. System: You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood with the taste of joy, or perhaps only certain types (A, O, etc.) of blood. | ||||||||||||||
Sensation Junkie | 2 | Psychological | WW3037 | Synopsis: Wheeee!! Hop aboard the ride of your life - your life, that is! To you, everything is an endless source of stimulation, and you crave all the stimulation you can get. System: When an opportunity to try some new kick offers itself, you have to make a Willpower roll to resist. The more dangerous the sensation appears, the lower the difficulty of the roll - you might crave forbidden sensations, but you're not utterly suicidal. Naturally, you can always choose to have your character take life up on its offer even if she makes the roll, but that's her choice, not a compulsion. | ||||||||||||||
Sexual Hang-up | ? | ? | WW7053 | Synopsis: System: | ||||||||||||||
Shadow Walker | ? | ? | WW2363 | Synopsis: System: | ||||||||||||||
Sheltered Upbringing | ? | ? | WW2920 | Synopsis: System: | ||||||||||||||
Short | 1 | Physical | WW2300 WW3806 |
Synopsis: You are well below average height — four and a half feet (1.5 meters) tall or less. System: You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of an average human. | ||||||||||||||
Short Fuse | 2 | Mental | WW4600 | Synopsis: Your mage is quick to anger. System: Whenever anybody ticks off your character, you must make a Willpower roll (difficulty 6) to not go on the offensive. This Flaw is especially dangerous with the Berserker Merit, as it increases the diffculty of the roll to resist going berserk by two. | ||||||||||||||
Shy | 1 | Social | WW4600 | Synopsis: Large groups of people make your mage uncomfortable, and although he doesn't necessarily panic and flee from crowds, he has trouble dealing with such gatherings. You mage has trouble speaking and presenting himself when the world's watching. System: Any time your mage interacts with strangers or becomes the center of attention for a group of three or more other people, you suffer a difficulty penalty of three on all Social rolls. | ||||||||||||||
Sickly | 1 | Physical | WW8202 | Synopsis: Your character is constantly coughing and wheezing, and she has trouble shaking colds. Her mortal host suffered almost every childhood illness imaginable, and she’s only become worse as an adult. System: When checking to avoid catching a disease or developing an infection, increase the difficulty of the roll by two. | ||||||||||||||
Sidhe's Curse | 5 | Supernatural | WW7300 | Synopsis: The sidhe live in mortal terror of Banality, due to the fact that it can take root in their souls much more easily than any other of the kith. System: 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. | ||||||||||||||
Sign Of The Wolf | 2 | Supernatural | WW3806 | Synopsis: The folklore of werewolves holds true as far as you’re concerned. System: Like the shapechangers of myth and legend, you possess eyebrows that meet in the middle of your forehead, hair grows on the palms of your hands, and the second and third fingers of your hands are the same length. You may even manifest a pentagram on your palm before and during your auspice’s phase of the moon. While most people may simply wonder at these bizarre physical manifestations, werewolf hunters who notice these signs suspect your true nature. | ||||||||||||||
Sire's Resentment | 1 | Vampire Social | WW2204 WW2206 |
Synopsis: Your sire dislikes you and wishes you ill. System: Given the smallest opportunity, she will actively seek to do you harm. Your sire’s allies also work against you, and many elders may resent you. | ||||||||||||||
Sleeping With The Enemy | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Sleepwalker | 1 to 4 | Mage Mental | WW4600 | Synopsis: Magic? What a load of bullshit. No one in his right mind believes in magic. This is the 21st Century. You'd have to be nuts to believe in that stuff. System: Unfortunately, your character is nuts. However, his madness is that he doesn't believe in magic no matter how much evidence he sees to the contrary. He rationalizes everything, and even if he can be awakened for a short time by incredibly vulgar magic, the next day he'll remember everything as a weird dream or too much acid, not an earth-shattering revelation of the true nature of reality. He may believe in laser guns and personal jet -packs — after all, that's science — but he refuses to believe in all the nonscientific bell, book and candle stuff. Anything outside the Consensus of modern technological society is just bunk as far as your character's concerned. | ||||||||||||||
Sleep Projector | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Slipped Seeming | 1-5 | Changeling Supernatural | WW7300 | Synopsis: Your fae seeming blends into your mortal seeming and makes you obvious to those mundanes who know what to look for. System: 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 rice-picker, and fortunately there was a skilled plastic surgeon nearby…” | ||||||||||||||
Slip Sideways | ? | ? | WW3108 WW3202 |
Synopsis: System: | ||||||||||||||
Slow Healing | 3 | Physical | WW2300 WW2380 |
Synopsis: (Mage) The mage's body's natural healing processes are slow, whether due to a bad immune system, old age, bad diet or just genetics. (Vampire) You have difficulty healing wounds. | ||||||||||||||
Small | 2 | Mokole | WW3081 | Synopsis: You are a small creature in your Archid and Suchid forms and are probably smaller than normal even as a human. System: You have one less die on Social rolls and are not considered for leadership. You have normal Rage and Health Levels, but have less body mall and subtract a die from your combat dice pools if you are brawling. | ||||||||||||||
Smell Of The Grave | 1 | Vampire Physical | WW2300 | Synopsis: You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. System: Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one. | ||||||||||||||
Socially Oblivious | 1 | Social | WW8202 | Synopsis: Your character has trouble picking up subtle hints from others. She often overstays her welcome at parties, and she tends to blurt out topics that everyone else takes great pains to avoid in conversation. Your character isn’t a socially repellent person, just occasionally tactless. System: Add two to the difficulty of any Etiquette rolls you attempt. | ||||||||||||||
Soft-hearted | 1 | Mental | WW2300 WW2800 |
Synopsis: You cannot stand to watch others suffer. System: You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty 8). | ||||||||||||||
Soul's Reflection | ? | ? | WW2380 | Synopsis: System: | ||||||||||||||
Soulless | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Soul Tag | ? | ? | WW2381 | Synopsis: System: | ||||||||||||||
Speech Impediment | 1 | Mental | WW4600 | Synopsis: A severe lisp, stutter, cleft palate, outburst of Tourette's Syndrom or similar problem makes it difficult for your mage to speak clearly. System: Try to roleplay this Flaw; you suffer a two-point penalty to all verbal communication rolls. | ||||||||||||||
Sphere Inept | 5 | Supernatural | WW4600 | Synopsis: For some reason, your mage sucks at a certain kind of magic. She could be paying off some karmic debt or struggling with some metaphysical concept. Maybe she invested her knowledge in some item in a past life and she hasn't run across it yet in this incarnation. System: This Flaw acts like Sphere Natural (merit) in reverse. Advancement in one particular Sphere (chosen at character creation) costs 1/4 more experience points than normal, rounded up. To take this Flaw, choose one Sphere that your character plans to study. This Flaw can be selected only once, and it must be chosen at character creation. | ||||||||||||||
Spirit's Mark (flaw) | ? | ? | WW3810 | Synopsis: System: | ||||||||||||||
Spiritually Noticeable | ? | ? | WW4043 | Synopsis: System: | ||||||||||||||
Spite Confluent | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Spoiled Beast | ? | ? | WW2421 | Synopsis: System: | ||||||||||||||
Stalked | 2 | Social | WW8202 | Synopsis: Someone has an unhealthy obsession with your character. Despite repeated calls to the police and several restraining orders, he continues to follow and occasionally harass her. System: Your Storyteller should create game stats for the stalker. Any time your character heads out on the town, the Storyteller can make a Perception test on your character’s behalf (difficulty 6). If it fails or botches, the stalker has managed to tail your character throughout the night and might put in an appearance when it’s least helpful. | ||||||||||||||
Stench | 1 | WW2354 | Synopsis: Even other Nosferatu recoil at your horrific odor. System: Subtract two dice from any Stealth roll when evading any creature that can smell (unless you are upwind). | |||||||||||||||
Stereotype | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Sterile | 1, 2, or 4 | Physical | WW3074 WW3081 |
Synopsis: (1pt - Sorcerer) Put simply, your sorcerer cannot have children. (2pt - Mokole) For whatever reason, you are completely sterile. Unless you "buy off" this flaw with experience points (such as by roleplaying a quest, magical gift, or operation), you will remain so. If other Mokole know this, they may assume that you are diseased or Dissolver-ridden, or simply avoid you. | ||||||||||||||
Sticky Plasm | ? | ? | WW6304 | Synopsis: System: | ||||||||||||||
Stigmata | ? | ? | WW2353 | Synopsis: System: | ||||||||||||||
Stolen Tooth | ? | ? | WW7055 | Synopsis: System: | ||||||||||||||
Strangeness | ? | ? | WW4050 | Synopsis: System: | ||||||||||||||
Stress Atavism | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Strict Carnivore | ? | ? | WW3108 WW3202 |
Synopsis: System: | ||||||||||||||
Strong P'o | ? | ? | WW2920 | Synopsis: System: | ||||||||||||||
Stubborn | 1 | Social | WW8202 | Synopsis: Once your character’s mind is made up, there’s no changing it. She clings to her beliefs with the tenacity of a rabid bulldog, and she is equally pleasantly comported when others challenge them. She hates being proved wrong and will go to extremes to avoid enduring the shame of it. System: Increase the difficulties of all Social rolls by two when someone challenges your character’s behavior. | ||||||||||||||
Subject To Paradox | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Sunday Driver | 1 | Legal | WW8120 WW8202 |
Synopsis: Whenever you go out with friends, no one wants you to drive. System: You pay almost obsessive attention to the traffic regulations and make a conscious effort to drive below the speed limit. Alternatively, you have no patience for traffic, right of way signs, or your simply fail to pay attention to the road. | ||||||||||||||
Sun Allergy | ? | ? | WW2920 | Synopsis: System: | ||||||||||||||
Superstitious | 1 or 3 | Kuei-Jin | WW2900 WW6010 |
Synopsis: You have inherited some of the superstitions associated with the Hungry Dead. System: (1 point) Vampires who cannot enter a Shinto shrine (because they are impure) or who recoil from mirrors suffer from a one-point Flaw. | ||||||||||||||
Surreal Quality | 2 | Changeling Supernatural | WW7300 | Synopsis: Though the Mists still protect you from mortal detection, there is something about you that mortal find fascinating. System: At inappropriate times, they will stare at you and strike up conversation in 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. | ||||||||||||||
Suspicion Magnet | 4 | Shifter | WW3110 | Synopsis: (Ruatma) For some reason, others mistrust you and attribute all kinds of sinister motives to your every word and deed. Even your packmates refuse to believe that you can do anything without some sort of ulterior motive. System: You suffer a +2 difficulty to Social rolls, to reflect your problems convincing others of your sincerity or that you are speaking truthfully. | ||||||||||||||
Sympathizer | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Tainted Joss | ? | ? | WW2920 | Synopsis: System: | ||||||||||||||
Taint Of Corruption | 1 or 7 | Supernatural | WW2206
WW3806 |
Synopsis: (Garou) Somehow, the Wyrm has touched you and left its taint upon your spirit. When other Garou invoke the Gift: Sense Wyrm, you register as strongly Wyrm-tainted. The taint is innate, and cannot be removed by a Rite of Cleansing (which serves only to make you ill and sore). Minions of the Wyrm trouble your sleep, attempting to lure you fully into the service of the Destroyer. You are at +2 difficulty on any rolls made to resist the powers of “fellow” Wyrmspawn — fomori powers, Black Spiral Dancer Gifts, Bane Charms, vampiric Disciplines, or the like. Only your pack can keep you from succumbing to the Wyrm, provided they give you their support and assistance. Ridding yourself of this Flaw requires a major quest and can provide the heart of a character-driven chronicle. (Vampire) Plants wither when you approach, and will die if you touch them. It is rumored that Caine himself possesses this Flaw. | ||||||||||||||
Tangential | ? | ? | WW3812 | Synopsis: System: | ||||||||||||||
Technobabbler | ? | ? | WW4014 | Synopsis: System: | ||||||||||||||
Technological Delusions | 2 | Ratkin | WW3080 | Synopsis: All Ratkin rebel against the order that bindshuman society, but you take it to extremes. You see evidence of technological threats everywhere and act on these impulses. You've deviated from human society enough that you've obtained some rather strange views about how it works. System: This Flaw is especially vicious among rodens Ratkin, who don't grow up using human tech every day. Perhaps you believe that televisions are used to monitor the peoplewhowatch them, that radiosbroadcast mindcontrol messages, or that automobiles are programmed to make the drivers think they actually control them. If you don't play your character as sufficiently delusional, the Storyteller may allow you a Willpower roll (difficulty 9) before he starts hitting youwith evidence of this dementia that no one else can see. If the roll fails, you will begin to see and experience things that are not there. Some Twitchers and Munchmausen start with variations of this disadvantage; if they do, they don't get extra points for taking it as a Flaw. | ||||||||||||||
Technophobe | 2 | Social | WW8120 | Synopsis: You are severely intimidated by computer and other technology. You never use and ATM if a teller is available, and you get nervous at the sight of a keyboard. System: You must make an intelligence roll, difficulty 6, to perform even simple tasks on a computer, ATM or similar device. Increase the difficulty of any Computer or Technology roll by two. | ||||||||||||||
Terrible With Names | 1 | Mental | WW8202 | Synopsis: Try as you might, your character almost always forget people’s names, especially when meeting large groups for the first time. System: You may not write down the names of any people your character meets during the game unless your character has a pad and paper handy. Your character also has problems with recognizing faces or remembering if she’s been somewhere before. Make an Intelligence roll (difficulty 6) to recall such information. | ||||||||||||||
Territorial | 2 | Vampire Mental | WW2300 | Synopsis: You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. System: 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 or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances. | ||||||||||||||
Thaumaturgically Inept | ? | ? | WW2357 | Synopsis: System: | ||||||||||||||
Thaumivore | 5 | Bygone | WW4802 | Synopsis: You literally feed on magick. In days past, mystickal sustenance was easy to come by, but now, magic is ebbing and you're left hungry. To survive, you must consume the fruit of the Fifth Essence — the Quintessence that magi and their ilk so value! System: In game terms, this Trait resembles the Flaw: Bizarre Hunger, except that your particular food is Tass (see The
Sorcerers Crusade, pages 10 and 99). "Raw" Quintessence, channeled by Prime magicks, can sustain you, but living on such energies is somewhat akin to a diet of liquid vitamins — nourishing, perhaps, but hardly satisfying. To live, you must consume at least one point of Quintessence per day, or suffer a wasting, terrible hunger. Greater beasts, such as dragons, unicorns, gryphons and krakens, require far more Quintessence (typically five points or more per day). A creature living on the bare minimum will be sick and surly — not things you want, say, a dragon to be! | ||||||||||||||
The Veil | ? | ? | WW21001 | Synopsis: System: | ||||||||||||||
Thin-blooded | ? | ? | WW2206 | Synopsis: System: | ||||||||||||||
Thirst For Innocence | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Throwback (flaw) | 1-5 | Supernatural | WW2381 WW7300 |
Synopsis: One or more of your past lives has affected 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). System: 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 experience, 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. | ||||||||||||||
Time Cycle | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Tonic Immobility | 3 | Rokea | WW3083 | Synopsis: Many sharks become immobile when turned on their backs. Rokea do not - normally. System: You, however, sink into catatonia when flipped over, and even in homid form, lying on your back puts you to sleep almost immediately. If you find yourself on your back in Squamus, Chasmus, or Gladius forms, you immediately fall asleep and cannot move until you are upright again. | ||||||||||||||
Touch Of Chaos | ? | ? | WW4663 | Synopsis: System: | ||||||||||||||
Touch Of Death (flaw) | ? | ? | WW2380 | Synopsis: System: | ||||||||||||||
Touch Of Frost | 1 | Supernatural | WW21001 WW2300 |
Synopsis: Plants wither as you approach and die at his touch. System: Your touch leeches heat from living beings, as though you were made of ice. | ||||||||||||||
Traitor | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Troglodyte | ? | ? | WW7052 | Synopsis: System: | ||||||||||||||
True Reflection | 1 | Infernal | WW8202 | Synopsis: It was once believed that mirrors reflected not one’s physical appearance, but the true nature of one’s soul. Your character’s reflection reveals her actual celestial nature. When she looks in the mirror, she sees her apocalyptic form rather than her mortal guise. System: This reflection changes as her Torment increases or decreases. Mortals who see this reflected image are not subject to Revelation (see page 253 of the Demon core rules for details), but they will react with shock, amazement or alarm. | ||||||||||||||
Trusting | 1 | Social | WW8202 | Synopsis: Your character tends to follow her instincts when dealing with strangers. Sadly, her instincts often tell her that she can trust people. System: Your character wants to believe the best about everyone she meets. As a result, she tends to put herself in situations that could be dangerous, such as accepting a ride home from a recent acquaintance, going home with a person she just met at a bar or taking a stroll in a poorly patrolled city park after dark. | ||||||||||||||
Twisted Upbringing | ? | ? | WW2206 WW3108 |
Synopsis: System: | ||||||||||||||
Twitch | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Ulterior Motive | 2 | Psychological | WW3074 | Synopsis: Something other than love and respect for your Garou relatives and Kinfolk 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 or the SAD. System: Whatever the case, the cause or your secret employter holds your ultimate loyalty. Should someone suspect things aren't as they seem, you could be in big trouble. | ||||||||||||||
Umbral Connection | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Umbral Connection (wraith) | ? | ? | WW6007 | Synopsis: System: | ||||||||||||||
Unbroken | ? | ? | WW2359 | Synopsis: System: | ||||||||||||||
Uncontrollable | ? | ? | WW2351 | Synopsis: System: | ||||||||||||||
Uncontrollable Appetite | 2 | Shifter | WW3110 | Synopsis: (Katanka-Sonnak) You suffer from a tendency to binge whenever you are under stress or have gone without food for more than a few hours. Something in your metabolism snaps and you feel the need to eat enormous amounts of food - everything in sight that is even vaguely edible. Such binges follow each frenzy or other stress related event; additionally, whenever you go more than four hours without at least a snack of some sort, you feel the urge to devour great amounts of food at the next opportunity. System: You may spend a Willpower point to overcome this urge for a scene. At the end of each binge, you must roll Stamina + Survival (difficult 7) or be violently ill for the next half hour. | ||||||||||||||
Uncontrollable Night Sight | ? | ? | WW2362 | Synopsis: System: | ||||||||||||||
Uncontrolled Lust | 4 | Rokea | WW3083 | Synopsis: All Rokea feel the need to mate on land, but you cant take two steps into a beach without being overcome with hormones. System: While on land, you are distracted and agitated in the presence of eligible mates (that is, anyone of the opposite sex who is not pre-pubescent or geriatric). You add 2 to the difficulty of any roll involving concentration and 1 to the difficulty of any extended action while under such conditions. Also, if you enter Kunmind, your urge to mate runs out of your control and your companions had best restrain you. | ||||||||||||||
Unconvinced | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Uneducated | ? | ? | WW2206 | Synopsis: System: | ||||||||||||||
Uninvited | ? | ? | WW2427 | Synopsis: System: | ||||||||||||||
Unlucky | 4 | Social | WW8202 | Synopsis: Your character’s mortal host dealt with bad breaks all her life. From the struggling Internet company she quit two months before its billion dollar IPO to that true love who had to move across the country, your character seems to make the wrong moves at the wrong time. System: Once per game session, the Storyteller may increase the difficulty of a critical roll you make by two. If you fail the roll, it’s due to some random, hard-luck factor. Your character’s bad luck seems to crop up at the most inconvenient times. | ||||||||||||||
Unrepentant Beast | ? | ? | WW2421 | Synopsis: System: | ||||||||||||||
Unscented | 1 | Physical | WW3074 | Synopsis: 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. System: No Gifts, 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. | ||||||||||||||
Unsettling Effect | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Unskilled | ? | ? | WW2204 WW2206 |
Synopsis: System: | ||||||||||||||
Unstable Features | 4 | Ananasi | WW3082 | Synopsis: Just as there are some Ananasi who can manage a more perfected human body, there are some who simply cant hold it together quite as well as others. You suffer from a shifting in your body weight and mass that is virtually unnoticable from minute to minute, but can radically alter your features over the course of a few hours. While the changes are subtle, they are constant, and in the span of a day or so you look different enough to make you unrecognizable as the same person, at least visually. Your scent doesn't change, but your body, shape, and face will alter continuously. The only respite from this change is to change into one of your other forms, and then change back into your human form. Inevitably you start off with the same face and body after a transfermation, but the instability sets in again each time, and leaves most of the people you meet unsettled around you for reasons they don't necessarily understand. System: You suffer a +2 difficulty on all Social rolls beyond making a first impression. | ||||||||||||||
Unsure Footing | 3 | Rokea | WW3083 | Synopsis: You just cant get the hang of walking on two legs. You stumble and trip easily, and suffer from vertigo just by looking up. System: Your fine motor skills are unaffected, so writing and so forth isn't a problem, but dodging, firing a gun, using a weapon, hand-to-hand combat, or even walking is a chore for you. Add 2 to all Dexterity difficulties on land involving balance or body coordination, including combat. | ||||||||||||||
Uppity | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Vampire-phile | 1 | Ananasi | WW3082 | Synopsis: Well, it's just embarrassing, but you've become obsessed with knowing everything you can about vampires and their society, to the point where it's becomming an obsession. You've started dressing like them, acting like them - up to and including avoiding sunlight for fear it will hurt you - and generally making yourself as much a part of their society as you can. While the vampires might think you're okay, the rest of the Ananasi are starting to worry, and that is not a good thing. System: In order to "break out of character" and act like you're supposed to among your own kind, you must spend one Willpower point per scene. Even then, the Storyteller might require extra rolls if you are in a bad situation, such as up against the Inquisition. | ||||||||||||||
Veiled | 5 | Supernatural | WW3074 | Synopsis: 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. System: 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. | ||||||||||||||
Vengeance | 2 | Mental | WW2206 WW3108 |
Synopsis: You have a score to settle - a freehold was wiped out, a friend was corrupted, a parent was slain.... You are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations. System: 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. | ||||||||||||||
Vengeful | 2 | Mental | WW4600 | Synopsis: Someone pissed your mage off, and he plans to get even. Your mage wants to even the score with one individual or group. This victim may or may not be an enemy - the subject may not even be aware of the perceived slight - buy your mage takes it seriously and counts it as a major part of his life. System: You must spend a Willpower point to turn your mage away from the object of his vengeance when a situation crops up to potentially wreak havoc on the opponent in question. | ||||||||||||||
Vengeful Ancestors | 4 | Vampire Supernatural | WW2900 | Synopsis: Your ancestors disapprove of what you have become...and they take every opportunity to let you know it. System: You are continually haunted by one or more ghosts: possibly a mortified (pardon the pun) ancestor, possibly a wraithly ex-lover who wails remorsefully over your shameful existence as one of the Hungry Dead. This spirit plagues you constantly, possibly scaring away prey or inconveniencing you in various minor ways. Behaving piously and performing tasks for the spirit might cause it to cease troubling you for a time, but, until the Flaw is bought off, it always comes back. Of course, certain vampires are more than capable of dealing with the dead, but behaving forcefully toward an ancestor or family member can have serious karmic repercussions. | ||||||||||||||
Vice (flaw) | 1-3 | Physical | WW8202 | Synopsis: Your character is addicted to some sort of substance. System: The one-point version of this Flaw represents an addiction to a substance that is legal and easy to satisfy, such as cigarettes. | ||||||||||||||
Victim Of The Masquerade | ? | ? | WW2302 | Synopsis: System: | ||||||||||||||
Virus Carrier | ? | ? | WW6300 | Synopsis: System: | ||||||||||||||
Vitae Sink | ? | ? | WW2021 | Synopsis: System: | ||||||||||||||
Vivophage | ? | ? | WW2920 | Synopsis: System: | ||||||||||||||
Vulnerability | 2-7 | Supernatural | WW4603 WW4802 |
Synopsis: For all their vast powers, many magical or supernatural beasts seem to have one chink in their armor, one bane of
their existence. Whether this Flaw is evidence of Divine balance or Infernal incompetence in such beasts' creation is a subject for theologians and philosophers to debate. You only know it's a matter of life and death.
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Vulnerability To Silver | ? | ? | WW2303 | Synopsis: System: | ||||||||||||||
Vulnerable To Eclipses | ? | ? | WW2381 | Synopsis: System: | ||||||||||||||
Wanted By Law Enforcement | 3 | Legal | WW8120 | Synopsis: You are the prime suspect in a felony crime. System: The police actively look for you, and you cannot move openly about your usual hangouts. If you encounter cops who know that you're wanted, they'll call in backup and bring you in. | ||||||||||||||
Ward | 3 | Social | WW2101 WW2204 |
Synopsis: (Vampire) A mortal whom you want to protect depends on you in some way. They need a lot of protection, too: Wards have a way of getting sucked into awkward situations, forcing you to change your own plans or even put yourself in danger. No matter how many people depend on you, however, you can take this Flaw only once. A ward could be a relative, a lover, a friend, or just about any mortal to whom one has a strong connection. Wards have no special influence or abilities they can offer in return (if they did, they would be Allies or Contacts). | ||||||||||||||
War Wound | 2 | Infernal | WW8202 | Synopsis: Your character endured a terrible wound during the war that scarred the very essence of her being, manifesting itself even to this day when she reveals her Celestial nature. System: When your character adopts her apocalyptic form, she automatically suffers one health level of aggravated damage above and beyond any damage she currently suffers. This damage cannot be healed by any means. | ||||||||||||||
Water Under The Bridge | ? | ? | WW???? | Synopsis: System: | ||||||||||||||
Wavering Faith | 3 | Social | WW8120 | Synopsis: You were once a strong adjerent of a religion, but your faith has faded (or fades) in the face of the enemy. If a divine being exists, how could He let such creatures prey on humanity? Ghosts are concrete evidence that the afterlife is flawed. System: Your confidence is severely shaken. Add two to the difficulty of all Willpower tests. | ||||||||||||||
Weak-willed | 3 | Mental | WW2300 | Synopsis: You are highly susceptible to Dominate and intimidation by others. System: Dominate attempts automatically affect you unless the Discipline wielder is of higher generation your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4. | ||||||||||||||
Weak Spot | 3 | Physical | WW4802 | Synopsis: There's a literal chink in your armor, a place where an opponent can badly wound you. This might be a horse's
bad leg, a roc's fragile skull, or a vital spot in a wyvern's hide. | ||||||||||||||
Wild Talent (flaw) | ? | ? | WW4254 | Synopsis: System: | ||||||||||||||
Winged (flaw) | 2 | Changeling Supernatural | WW7300 | Synopsis: You have beautiful wings, be they feathered bird's wings or batwings or colored butterfly wings. System: 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 your coats. If you have taken this as a Flaw, you will not be able to fly, but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 3). This power works as any other use of Glamour when only Kithain are present, but will not work in the presence of mortals. | ||||||||||||||
Witch's Bane | ? | ? | WW4659 | Synopsis: System: | ||||||||||||||
Withered Leg | ? | ? | WW2354 | Synopsis: System: | ||||||||||||||
Wyld Mind | 2 | Mental | WW7300 | Synopsis: Your mind is extremely chaotic and unpredictable. As a result you have difficulty concentrating on any one task. System: You must make a Willpower roll (difficulty 4) for ever extended action roll after the second. | ||||||||||||||
Yearning Soul | 2 | Changeling Troll | WW7050 | Synopsis: You feel the pull toward romance much more strongly than other trolls, and desperately need some aspect of it in your life. System: You will fixate your attention on the most attractive fae or person in any given situation, though your reactions will vary, depending on your character. You may pine from afar, behave like an eager puppy desperate for approval, attempt to impress the object of your affections, etc. Note that, should you only be in the company of those you would not normally be interested in, you will begin to lower your standards; your desire and need for romance is that strong, even if it leads you to a crush on a sluagh. This Flaw should be strictly roleplayed, and the Storyteller may see fit to impose dice penalties depending on the circumstances. | ||||||||||||||
Youthful Appearance | 1 | Physical | WW8202 | Synopsis: Your character’s mortal host looks like she did in high school. She always gets carded at bars and often has to produce identification to buy even cigarettes. System: In order to gain entry to clubs, concerts and bars, or to purchase alcohol, your character needs to present a valid-looking ID. |