Difference between revisions of "Flaws"
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! Source | ! Source | ||
! Details | ! Details | ||
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+ | |style="background-color:lightblue" | '''Abandoned Cub''' | ||
+ | |style="background-color:lightblue" | 4 | ||
+ | |style="background-color:lightblue" | Gurahl | ||
+ | |style="background-color:lightblue" | WW3079 | ||
+ | |style="background-color:lightblue" | ''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.<br>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.<br> | ||
+ | ''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.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Gurahl, pg.#90 | ||
+ | |- | ||
+ | |style="background-color:lightblue" | '''Albino''' | ||
+ | |style="background-color:lightblue" | | ||
+ | |style="background-color:lightblue" | Mokole | ||
+ | |style="background-color:lightblue" | WW3081 | ||
+ | |style="background-color:lightblue" | ''Synopsis:'' You have no pigment in any form. You are white skinned and have pale pink eyes.<br> | ||
+ | ''System:'' In the sun, you will be burned within a few minutes. In addition, you reveive two fewer dice on all Social rolls because of your bizarre appearance. This flaw is common among sacred crocodiles.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Mokole, pg.#72 | ||
+ | |- | ||
+ | |style="background-color:lightblue" | '''Attracted to Humans''' | ||
+ | |style="background-color:lightblue" | 2 | ||
+ | |style="background-color:lightblue" | Gurahl | ||
+ | |style="background-color:lightblue" | WW3079 | ||
+ | |style="background-color:lightblue" | ''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.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Gurahl, pg.#89 | ||
|- | |- | ||
|style="background-color:#FEBCC0" | '''Bad Moon''' | |style="background-color:#FEBCC0" | '''Bad Moon''' | ||
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|style="background-color:#FEBCC0" | Shifter | |style="background-color:#FEBCC0" | Shifter | ||
|style="background-color:#FEBCC0" | WW3110 | |style="background-color:#FEBCC0" | WW3110 | ||
− | |style="background-color:#FEBCC0" | ''Synopsis:'' ''(Zarok)'' Your favorite topic of conversation is yourself. You make every attempt to bring conversations around to your achievements and successes and you never fail to take credit for everything you even vaguely affected. You cant avoid reminding others of your deeds and exploits. | + | |style="background-color:#FEBCC0" | ''Synopsis:'' ''(Zarok)'' Your favorite topic of conversation is yourself. You make every attempt to bring conversations around to your achievements and successes and you never fail to take credit for everything you even vaguely affected. You cant avoid reminding others of your deeds and exploits. Consequently, people tire of listening to you blow your own horn for more than a few minutes.<br> |
''System:'' You make all Social rolls at a penalty of +1 to your difficulty as a result of others' inattention and boredom with your self-aggrandizing speeches. (If you take this Flaw, you'll be expected to roleplay your sense of pride and over importance.)<br> | ''System:'' You make all Social rolls at a penalty of +1 to your difficulty as a result of others' inattention and boredom with your self-aggrandizing speeches. (If you take this Flaw, you'll be expected to roleplay your sense of pride and over importance.)<br> | ||
''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Rage Across the Heavens, pg.#128 | ''Book Ref:'' Rage Across the Heavens, pg.#128 | ||
+ | |- | ||
+ | |style="background-color:#FEBCC0" | '''Clawless''' | ||
+ | |style="background-color:#FEBCC0" | 3 | ||
+ | |style="background-color:#FEBCC0" | Gurahl | ||
+ | |style="background-color:#FEBCC0" | WW3079 | ||
+ | |style="background-color:#FEBCC0" | ''Synopsis:'' Bears' claws (and claws in general) serve as more than weapons. They assist in balance, provide sturdy grips for traveling on uneven surfaces, and serve as handy scoops for getting at tasty grubs buried in rotting logs. <br> | ||
+ | ''System:'' For some reason - Ursa only knows - your Crinos, Bjornen and Ursine forms are missing this important piece of anatomy, which puts you at a severe disadvantage when moving about in the wilderness (+1 to the difficulty for all movement-related actions) and hampers you in combat, restricting you to paw buffets and bites. In addition, you cannot leave messages in trees unless you use a knife to carve the marks (and you need hands - not paws - to do the job). This Flaw is the closest a Gurahl comes to what might be considered a metis disfigurement. Fortunately, in Homid and Arthren forms, you have normal finger- and toe-nails.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Gurahl, pg.#89 | ||
+ | |- | ||
+ | |style="background-color:lightblue" | '''Dancing Fool''' | ||
+ | |style="background-color:lightblue" | 1 | ||
+ | |style="background-color:lightblue" | Gurahl | ||
+ | |style="background-color:lightblue" | WW3079 | ||
+ | |style="background-color:lightblue" | ''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. <br> | ||
+ | ''System:'' The difficulty of all Social rolls made to impress Gurahl who kow of your vice is increased by 1.<br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Gurahl, pg.#89 | ||
|- | |- | ||
|style="background-color:lightblue" | '''Diet of Worms''' | |style="background-color:lightblue" | '''Diet of Worms''' | ||
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''Notes:'' <br> | ''Notes:'' <br> | ||
''Book Ref:'' Bastet, pg.#87 | ''Book Ref:'' Bastet, pg.#87 | ||
+ | |- | ||
+ | |style="background-color:#FEBCC0" | '''Harano''' | ||
+ | |style="background-color:#FEBCC0" | 4 | ||
+ | |style="background-color:#FEBCC0" | Shifter | ||
+ | |style="background-color:#FEBCC0" | WW3076 | ||
+ | |style="background-color:#FEBCC0" | ''Synopsis:'' Nuwisha do not normally suffer Harano, but a werecoyote with this Flaw is as susceptible to the killing depression as a Garou. This is never a good thing for a Nuwisha.<br> | ||
+ | ''System:'' <br> | ||
+ | ''Notes:'' <br> | ||
+ | ''Book Ref:'' Nuwisha, pg.#49 | ||
|- | |- | ||
|style="background-color:lightblue" | '''Honest to a Fault''' | |style="background-color:lightblue" | '''Honest to a Fault''' |
Revision as of 17:49, 12 September 2019
Listed below are all the Flaws currently approved in the Database on City of Hope. That does not mean you cannot request one missing to be added.
You also may want to see this page for Merits.
This page is still under construction, check back as more is filled in.
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Merit | Cost | Type | Source | Details |
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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. |
Albino | 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 reveive two fewer dice on all Social rolls because of your bizarre appearance. This flaw is common among sacred crocodiles. | |
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: |
Bad Moon | 2 | Nuwisha | WW3076 | Synopsis: Sometimes Luna gets revenge for what Coyote did to her. Nuwisha who are born under a bad moon have natural dispositions similar to the Garou. A Nuwisha born under this sign has the same outlook on life as the werewolf born under the same sign, but gets none of the Garou advantages. System: For example, a werecoyote born under the full moon has an Ahroun temper, but cannot Rage. This Flaw cannot be taken for New Moon Nuwisha, as all Nuwisha act out the role of Ragabash anyway. |
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. |
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: |
Braggart | 2 | Shifter | WW3110 | Synopsis: (Zarok) Your favorite topic of conversation is yourself. You make every attempt to bring conversations around to your achievements and successes and you never fail to take credit for everything you even vaguely affected. You cant avoid reminding others of your deeds and exploits. Consequently, people tire of listening to you blow your own horn for more than a few minutes. System: You make all Social rolls at a penalty of +1 to your difficulty as a result of others' inattention and boredom with your self-aggrandizing speeches. (If you take this Flaw, you'll be expected to roleplay your sense of pride and over importance.) |
Clawless | 3 | Gurahl | WW3079 | Synopsis: Bears' claws (and claws in general) serve as more than weapons. They assist in balance, provide sturdy grips for traveling on uneven surfaces, and serve as handy scoops for getting at tasty grubs buried in rotting logs. System: For some reason - Ursa only knows - your Crinos, Bjornen and Ursine forms are missing this important piece of anatomy, which puts you at a severe disadvantage when moving about in the wilderness (+1 to the difficulty for all movement-related actions) and hampers you in combat, restricting you to paw buffets and bites. In addition, you cannot leave messages in trees unless you use a knife to carve the marks (and you need hands - not paws - to do the job). This Flaw is the closest a Gurahl comes to what might be considered a metis disfigurement. Fortunately, in Homid and Arthren forms, you have normal finger- and toe-nails. |
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. |
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). |
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. |
Emu | 7 | Corax | WW3077 | Synopsis: You're the worst sort of social outcast among the Corax: a bird who cannot fly. Due to some trick of fate, you're simply unable to get airborne, meaning that you spend your days in Homid and, occasionally, earthbound Rara Avis. The rest of the Corax regard you with pity at best, derision at worse - but never respect. Obviously, without flight, certain Gifts and rites are beyond your abilities, and your modes of transporation are severely limited. Furthermore, you're likely to miss many of the waysigns posted for your kind in the Umbra, as more than half are set up to be visible only from the air. 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. |
Errant Mind | 1 | Shifter | WW3110 | Synopsis: (Meros) You have a deserved reputation for being unreliable. Your mind tends to wander frequently so that you forget meetings you promised to attend, fail to keep promises (although sworn oaths tend to stay in your memory) and otherwise fall short of the expectations of others. System: You must spend a Willpower point each time you wish to make a determined effort to keep a promise or attend a gathering. |
Foul Temper | 2 | Shifter | WW3110 | Synopsis: (Rorg) You suffer from perpetual anger, and this shows in your words and actions. You are quick to snap at packmates and lose your temper easily. Because you are so angry so often, you find it more difficult to accumulate Rage - anger is your normal state of being, and it's hard to focus your wrath into something more potent. System: Whenever you encounter a situation that would normally result in your gaining a point of Rage, you must make a Willpower roll (difficulty 6) to do so. |
Garou Enemy | 2 or 4 | Rokea | WW3083 | Synopsis: You have run afoul of a pack of werewolves, who have decided you are a creature of the Wyrm and wish to kill you. They don't necessarily hunt you relentlessly, but they might show up at the worst possible times. Although they probably don't understand what you are, they might have the presence of mind to route you toward dry land, making escape all but impossible. This flaw is worth 2 points to ocean-dwelling Rokea, and 4 to betweeners. 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. |
Harano | 4 | Shifter | WW3076 | Synopsis: Nuwisha do not normally suffer Harano, but a werecoyote with this Flaw is as susceptible to the killing depression as a Garou. This is never a good thing for a Nuwisha. System: |
Honest to a Fault | 2 | Rokea | WW3083 | 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. |
Incorrigible Flirt | 2 | Shifter | WW3110 | Synopsis: (Tambiyah) You cannot resist making playful attempts at seducing anyone who fits your criteria for the perfect sexual partner. Although you may not intend to begin a serious relationship (or any relationship) with the object of your desire, you find yourself assuming the roll of coquette or seducer, whichever seems more appropriate, whenever you are in the presence of someone who you consider attractive. You may find yourself flirting with more than one person at the same time, a situation that could turn awkward in a heartbeat. System: You must spend a point of Willpower to remain focused on the matter at hand and defer your urges until a more appropriate time. Worse, your Willpower is considered to be one point lower whenever "potential mates" try to seduce you or bend your will with supernatural powers. Garou with this Flaw are almost certainly Enticer bait, so don't assume it's all fun and games. |
Indolent Will | 4 | Shifter | WW3110 | Synopsis: (Lu-Bat) You have a hard time rousing yourself to take action. Whether others call it laziness or simply a tendency towards inertia, you prefer to sit back and let others take the initiative. System: Unless you spend a Willpower point to allow yourself a normal initiative roll, you automatically go last in any turn. |
Intrigue Junkie | 1 | Shifter | WW3110 | Synopsis: (Ruatma) You cant resist the urge to complicate matters by inserting an element of intrigue in almost everything you do. Nothing for you is ever simple or straight forward. You assume that others have ulterior motives, just as you do. System: You must spend a Willpower point to resist your tendency to mistrust others or to avoid overcomplicating a simple situation. |
Jupiter Descending | 6 | Shifter | WW3110 | Synopsis: Murphy's Law seems to rule your life. Jupiter's lucky influences reverse themselves in your horoscope, causing bad luck to plague you constantly. Fortunately, your bad luck does not bleed over into the lives and fortunes of others. This frequently causes you to resent their comparative good fortune. System: Each time you make a roll, the Storyteller rolls an additional die. If that die is a one, it takes away one of your successes; otherwise it has no effect on your roll. |
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: |
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). |
Mars Descending | 6 | Shifter | WW3110 | Synopsis: Your inner anger overwhelms you to the point of inarticulateness and incapacity. Despite your potential as a warrior, you just cant seem to pull it together at the right time due to your run-away passions. System: Your dice pool for combat-related actions is reduced by one. In addition, you can only spend up to two Rage points per turn, regardless of your dexterity. |
Mercury Descending | 3 | Shifter | WW3110 | Synopsis: This unfavorable aspect causes you to have problems with limitations and boundaries due to the reversal of the qualities associated with Mercury. Communication difficulties that involve long distance or complex ideas also tend to go awry. System: You suffer a penalty of +1 to actions that involve the Gauntlet as well as attempts to maneuver through bureaucratic red tape or bypass a locked door or security systems. Rolls that involve Subterfuge also receive a +1 to their difficulty. |
Mitanu's Retrograde Curse | 3 | Shifter | WW3110 | Synopsis: (Mitanu) The planet Mercury's retrograde position at the time of your birth has inflicted you with a perpetual handicap in communication. People constantly misunderstand you, you habitually arrive late at meetings, letters you send get delayed, lost or misdelivered and other similar misfortunes beset you. System: You must spend spend a point of Willpower each time you need to make yourself understood clearly or make it to an appointment on time. |
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 angrilly, 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... |
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 accomodate 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... |
Overly Curious | 3 | Psychological | 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. |
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: |
Sadness of Hakahe | 1 | Shifter | WW3110 | Synopsis: (Hakahe) You tend to succumb to depression whenever circumstances overwhelm you. Instead of reaching inside to find that extra will to endure or persist, you flounder in the depths of self-pity and pessimism. System: If you fail three successive rolls (either in combat or non-combat situations) you fall prey to feelings of despair and inadequacy. All successive rolls have +1 added to their difficulty until you finally succeed at something. |
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. |
Shark Teeth | 1 | Rokea | WW3083 | Synopsis: Even in Homid form, your teeth remain mildly pointed. While they aren't sharp or strong enough to do any real damage, they are very noticeable and loose - like a shark's teeth, they come out if you bite into something tough and sinewy, like steak. (They do regenerate, however.) System: |
Short Lived | 1 | Rokea | WW3083 | Synopsis: For whatever reason - Perhaps Sea is angry with you, perhaps you have human blood somehow - you continued to age after your Long Swim. You age at roughly the same rate as a human. Your finite lifespan will certainly affect your behavior. Maybe you shun taking risks, as you want to hold on to all the life you can. Or perhaps you are at the forefront of any challenge; after all, since you don't have an eternal life to protect, what difference do a few decades make?
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Sokhta's Minor Madness | 2 | Shifter | WW3110 | Synopsis: (Sokhta) Madness overcomes you from time to time, although for the most part you remain functional. System: Choose a Derangement for your character. Whenever the moon is in your auspice, you must roll your Willpower (difficulty 8) to avoid surrendering to your lunacy. You must make this roll every night the moon remains in your phase. At all other times of the month you function normally. |
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. |
Thoughtless Heart | 2 | Shifter | WW3110 | Synopsis: (Shantar) You suffer from a lack of wisdom in your judgements and frequently take action without regard to consequences for yourself or for others. You often say or do things that hurt others out of thoughtlessness, rather than from malice. You don't mean to harm anyone, you just don't take the time to consider the repercussions. System: You suffer a +2 difficulty to Wits related rolls (with the exception of initiative rolls). |
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. |
Too Curious | 3 | Psychological | WW3037 | Synopsis: You're too inquisitive for your own good; even most cats have more of a sense of self-preservation than you do. When a mystery presents itself, you'll go all the way to hell (literally!) to puzzle it out. It's hard to put your finger on why you feel compelled to search out facts, but it often gets you in trouble. System: In game terms, this Flaw forces you to make a Willpower roll whenever some question is left unresolved. This question could be anything from an overheard conversation to a lost artifact. If you fail the roll, you'll go out of your way - really out of your way - to uncover the answer. The difficulty for the roll depends on the amount of work it looks like you will have to do. The simpler the question appears, the higher the Willpower difficulty will be. Note the emphasis on "looks like"; many complicated problems arise from something that seemed simple at the time. |
Umbral Vertigo | 3 | Supernatural | WW3110 | Synopsis: Being in the Umbra so distorts your perceptions that you cannot tell which way is "up" or "down". You constantly experience the sensation of falling. System: You perform all physical actions at a +2 difficulty while you are in the Umbra, including combat; furthermore, you must make a Willpower roll to avoid suffering the same penalty on Social and Mental rolls, due to your inability to concentrate completely on what you're doing. |
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. |
Uncontroled 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. |
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 proble, 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. |
Venus Descending | 2 | Shifter | WW3110 | Synopsis: Love defeats you constantly. In addition, people tend to discount what you say for no apparent reason. Bone Gnawers see this aspect as a test of one's ability to survive despite unfavorable circumstances and respect anyone who possesses Venus Descending (though they don't necessarily listen to the individual). System: Any Social rolls that involve Charisma or Seduction are at +1 difficulty for you. Bone Gnawers with Venus Descending, however, receive two extra points in temporary Honor renown (a one-time bonus given at the time of character creation or when they Flaw is first aquired. |
Vertigo | 5 | Corax | WW3077 | Synopsis: You can fly, but that doesn't mean you like it up there. Truth be told, flying makes you dizzy, nauseated and generally plain scared, so much so that you need to make a Willpower roll (difficulty 6) any time you try to fly to an altitude higher off the ground than your Homid form eyebrows. Furthermore, any time you perch at a point more than 10 feet off the ground, you need to make that same Willpower roll, or things get ugly. You might panic, or perhaps you could slip and fall... System: |