Flaws
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. Next update will include as many with book references as possible
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.
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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. |
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. |
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 receive two fewer dice on all Social rolls because of your bizarre appearance. This flaw is common among sacred crocodiles. | |
Anosmia | 1 | Bone Gnawer | WW3852 | Synopsis: You've lost all sense of taste or smell. Maybe it's because you've been surrounded by the stink of the city for so long, or it may simply be a genetic defect. Some Bone Gnawer metis are born with this afflection; this Flaw is always in addition to the more crippling and obvious metis deformity chosen during character creation. System: Regardless of the cause of this Flaw, you automatically gail any roll involving these two senses, including Primal Urge rolls for tracking or hunting. In Lupus form, it's even more crippling, since smell is a wolf's most acute sense; this flaw cancels out the -2 difficulty to Perception rolls a Garou gets in that form. There's a slight benefit, however: At the Storyteller's discretion, you may be immune to Gifts and supernatural abilities that rely on odors or stink, such as the Gift: Odor of the Skunk. Bone Gnawer Gooking also tastes just fine to you. Even if the texture is occasionally repulsive. |
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 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. |
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: |
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. |
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. |
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. |
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. |
Deaf | 1 | Mokole | WW3081 | Synopsis: You are mostly without hearing, like some large lizards. You are able to hear some things in your Homid and Archid forms, but are entirely deaf in Suchid. 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). |
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. |
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. |
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. |
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. |
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. |
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. |
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. |
Geas (Flaw) | 1-7 | Fianna | WW3854 | Synopsis: A geas is a mystical prohibition or imperative designed to make life difficult. A central tenet of Celtic life, a gease was a mark of distinction, a sign of destiny. Many of the Fianna of legend carried at least one geas, carried from birth or placed upon them by a spirit or druid. In the old legends, geasa are very common among people of note, from heroes to kings to druids, and the greatest had multiple geasa. Despite their best efforts, the heroes often ended up breaking a geas, a circumstance which always spelled disaster, not necessarilly immediately, but soon (Cuchulain faced a choice between his two geasa - "Never reject hospitality" and "Never eat dog meat" - and soon fell in battle). System: The point value of a geas starts with a base of one to four points, depending on how difficult it is to avoid (or fulfil) the ban. A minor geas (easily avoided circumstance) such as "Never drink brandy while sitting at a table" is worth one point. "Must honor every second request" could be worth two points, while "Never harm a Garou, save Black Spirals" might be worth three points, and "Never harm a Garou, including Black Spirals" would count for four. The severity of the consequences adds to the point value of the Flaw (e.g., All hair falls out: +0 pt; the loss of Gifts, or all difficulties increase by 1: +1 pt; ostracism by all Garou: +2 pts; imminent death: +3 pts). A broke geas that can be forgiven through quest or attonement is worth one less point. |
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. |
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. |
Hunted | 3 | Mokole | WW3081 | Synopsis: You are hunted by human poachers, by Innocents in the Umbra, by the Noonday Suns, by other creatures, or by Garou. They will seek you out and try to kill you, or worse, capture you. They are armed with silver or gold weapons and know about your abilities, even if they do not know much about the Mokole. They are not constantly on your trail, but they will show up through your chronicle. System: |
Impatient | 2 | Ananasi | WW3082 | Synopsis: The Ananasi take too long to accomplish their goals in your mind. You want immediate gratification, and instant results from your actions. When things don't happen right away, you might become irritated, or even angry at the delay. Your plans never involve long-term effects, but concentrate on the here and now. System: If there is ever a time when things are taking too long, you must make a Willpower roll (difficulty 6) to avoid taking matters into your own hands. |
Infertile | 1 or 3 | 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. |
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. |
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: |
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 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. |
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). |
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. |
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... |
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... |
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. |
Phobia | 2 | Bone Gnawer | WW3852 | Synopsis: Many Bone Gnawers take to wandering the streets because they're broke, homeless, or even mentally ill. The transition from human being to supernatural creature isn't always an easy one, and some Garou face extreme circumstances along the way. The trauma of the First Change can scar a soul for life, leading to unreasonable and irrational fears of perfectly ordinary people, places and things. System: A character with the Phobia Flaw has a strong aversion to a type of encounter or confrontation that's likely to occur in a story. When presented with this stimulus (crowds, birds, rats, enclosed spaces, heights), the character must make a Willpower roll (difficulty 9); one success overrides the phobia. If the character scores no successes, he'll spend the rest of the scene trying to avoid or flee the situation, confrontation, or revelation. On a botch, the character is paralyzed by fear for at least one round. Spending a Willpower point can override this reaction for at least one round, no doubt long enough for the rest of the pack to come to the fearful victim's aid. |
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: |
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. |
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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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. |
Stench | 2 | Mokole | WW3081 | Synopsis: You have a repellent stench which penalizes Social rolls by three dice in all your forms. System: Anything trying to track you by scent has the difficulty lowered by 2, and you cannot mask the scent with perfume or wash it away. Most mammals, such as horses and dogs, will be uneasy around you. |
Sterile | 2 | Mokole | WW3081 | Synopsis: 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. System: You cannot gain Matre and are an undesirable mate: Mokole and Kin who know of your "curse" will not want even casual intimacy with you, except perhaps for same-sex relations. |
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. |
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. |
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. |
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. |
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. |
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. |