Difference between revisions of "Flaws"

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imported>Apollonia
imported>Apollonia
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''Notes:'' <br>
 
''Notes:'' <br>
 
''Book Ref:'' Rokea, pg.#83
 
''Book Ref:'' Rokea, pg.#83
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|-
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|style="background-color:#FEBCC0" | '''Geas (Flaw)'''
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|style="background-color:#FEBCC0" | 1-7
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|style="background-color:#FEBCC0" | Fianna
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|style="background-color:#FEBCC0" | WW3854
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|style="background-color:#FEBCC0" | ''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).<br>
 +
''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.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Tribebook: Fianna (Revised Edition), pg.#83
 
|-
 
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|style="background-color:lightblue" | '''Graceless'''
 
|style="background-color:lightblue" | '''Graceless'''

Revision as of 14:14, 14 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.

#/A

  • 14th Generation
  • 15th Generation
  • Abandoned Cub
  • Ability Deficit
  • Absent-minded
  • Abusive Partner
  • Addiction
  • Adrenaline Addict
  • Aging
  • Ahimsa
  • Airhead
  • Akuma
  • Albino
  • Alien Appearance
  • Alimony Payments
  • Allergic
  • Amnesia
  • Anachronism
  • Ancestral Soil Dependence
  • Ancient Animosity
  • Ancient Oath
  • Animalistic Features
  • Animal Amnesia
  • Animal Musk
  • Animate Shadow
  • Anosmia
  • Artificially Aged
  • Attracted To Humans
  • Autopsied

B

  • Babbling Brook
  • Bad Liar
  • Bad Mnesis
  • Bad Moon
  • Bad Sight
  • Banned Transformation
  • Bard's Tongue
  • Barren
  • Beacon Of The Unholy
  • Benefit Blind
  • Betweener Sympathizer
  • Bigot
  • Big Mouth
  • Birdlike Mannerisms
  • Bizarre Hunger
  • Bizarre Taste
  • Black And White
  • Blind
  • Blood Hunted
  • Blood Magic
  • Blunt Fangs
  • Botched Presentation
  • Bound
  • Bound By The Law Of Three
  • Bound To The Council
  • Braggart
  • Bully
  • Burned Out

C

  • Calling Card
  • Camp Enmity
  • Can't Cross Running Water
  • Can't Eat Solid Foods
  • Cannot Enter Holy Ground
  • Cast No Reflection
  • Cast No Shadow
  • Catspaw
  • Changeling's Eyes
  • Charach
  • Chimerical Magnet
  • Chronic Illness
  • Clan Enmity
  • Clawless
  • Cleared Mists
  • Clumsy
  • Cold Blooded
  • Cold Breeze
  • Color Blindness
  • Compulsion
  • Conditional Magic (flaw)

C

  • Confused
  • Conspicuous Consumption
  • Construct (flaw)
  • Consumption
  • Contagious
  • Criminal Entanglements
  • Criminal Past
  • Criminal Record
  • Crippled Limb
  • Crucial Component
  • Cryogenic Intolerance
  • Cultural Snob
  • Curiosity
  • Cursed
  • Cursed By God

D

  • Damned
  • Damned (flaw)
  • Dancing Fool
  • Darksight (flaw)
  • Dark Fate
  • Dark Secret
  • Deaf
  • Death's Reflection
  • Deathsight
  • Deep Sleeper
  • Defective Sense
  • Defensive
  • Defiled
  • Deformity
  • Degeneration
  • Demanding Career
  • Demented Eidolon
  • Demon-hounded
  • Deranged
  • Derangement (flaw)
  • Devil's Mark

D

  • Diabolic Sire
  • Didactic P'o
  • Diet Of Worms
  • Different Body
  • Diminished Attributes
  • Disconcerting
  • Discordant
  • Discredited
  • Disease Carrier
  • Disfigured
  • Disgrace To The Blood
  • Distinctive Appearance
  • Distinguishing Characteristic
  • Diurnal
  • Docile
  • Dogged By Fringe Media
  • Domitor Pariah
  • Double Betrayer
  • Dream Hunter
  • Driving Goal
  • Dulled Bite

E

  • Earthbound
  • Easily Sensed
  • Eccentric Appearance
  • Echoes
  • Echoes Of The Past
  • Eerie Presence
  • Embittered Shadow
  • Emotional Attachment
  • Emotional Isolation
  • Empathy (Ananasi)
  • Empathy (flaw)
  • Emu
  • Enchanted Blood
  • Endless Hunger
  • Enemy
  • Enemy Brood
  • Errant Mind
  • Escaped Target
  • Exclusive Herbivore
  • Expendable
  • Eyes Of The Tyrant

F

  • Fading Echoes
  • Failure
  • Faint Of Heart
  • Fallen Clutch
  • Fallen Elder
  • Faulty Enhancements
  • Fear of Iron
  • Feeding Fetish
  • Fertile Essence
  • Fifth Degree
  • Flashbacks
  • Flesh Of The Corpse
  • Forced Transformation
  • Foreigner
  • Former Prince
  • Foul Mouth
  • Foul Temper
  • Fresh Meat

G

  • Garou Enemy
  • Geas (flaw)
  • Gender Bender
  • Ghoulish Sense Of Humor
  • Glowing Eyes
  • Goblin Magnet
  • Graceless
  • Great Fossil Lizard
  • Greedy
  • Grip Of The Damned
  • Guilt-wracked
  • Gullible

H

  • Harano
  • Harano Prone
  • Harbinger Of The Abyss
  • Hard Of Hearing
  • Hatred
  • Haunted
  • Heartless
  • Hero Worship
  • Hibernation
  • Homeless
  • Honest To A Fault
  • Hunted
  • Hunted Like A Dog

I

  • Icy
  • Icy Demeanor
  • Ignorant
  • Illiterate
  • Impatient
  • Impractical Dresser
  • Improperly Buried
  • Inbred
  • Incoherent
  • Incomplete Understanding
  • Incorrigible Flirt
  • Indolent Will
  • Inept
  • Ineptitude
  • Infamous Autarkis
  • Infamous Clutch
  • Infamous Elder
  • Infamous Sire
  • Infamy (flaw)

I

  • Infectious
  • Infectious Bite
  • Inferiority Complex
  • Infertile
  • Infertile Vitae
  • Inherited Frailty
  • Insane Ancestor
  • Insane Elder
  • Insane Mentor
  • Insane Sire
  • Insensitive
  • Intolerance
  • Intrigue Junkie
  • Iron's Curse
  • Iron Allergy
  • Isolated Upbringing

J/K/L

  • Jackal's Blood
  • Jupiter Descending
  • Kinfolk (flaw)
  • Kleptomaniac
  • Known Betweener
  • Known To The Enemy
  • Lame
  • Laughingstock
  • Lazy
  • Lifesaver
  • Light Sensitive
  • Limbless
  • Limited Deathsight
  • Limited Diet
  • Limited Yang
  • Loathsome Regnant
  • Long-winded
  • Lord Of The Flies
  • Losing The Sun
  • Lost Homid
  • Low Alcohol Tolerance
  • Low Self-image
  • Lunacy
  • Lustful

M

  • Magical Addict
  • Magic Susceptibility
  • Manchurian Candidate
  • Mark Of The Blood
  • Mark Of The Predator
  • Mars Descending
  • Masochist
  • Masquerade Breaker
  • Matricide-patricide
  • Medicated
  • Mental Patient
  • Mentor's Resentment
  • Mercury Descending
  • Migratory Urges
  • Mired In Scandal
  • Mistaken Identity
  • Mistreated Minority
  • Mitanu's Retrograde Curse
  • Molt
  • Monogamous
  • Monstrous
  • Monstrous Connection
  • Moon Mad
  • Mortal Fame
  • Motion Sickness
  • Mr. Red Tape
  • Multiple Personalities
  • Mute
  • Mystical Imperative

N

  • Naive
  • Narc
  • Natural Urge
  • Necrophile
  • Needy Friends
  • Nephandic Taint
  • New Arrival
  • New Kid
  • Nightmares
  • Night Terrors
  • Non-confrontational
  • Non-swimmer
  • Nonswimmer
  • Notoriety (flaw)
  • No Dexterous Limbs
  • No Fangs
  • No Partial Transformation
  • No Sense Of Smell

O

  • Obese
  • Obsession
  • Obvious Predator
  • Odd Eye
  • Offensive To Animals
  • Old Flame
  • Old Injury
  • One Arm
  • One Ear
  • One Eye
  • Ontological Pacifist
  • Open Wound
  • Otherworldly Taint
  • Outsider
  • Overconfident
  • Overextended
  • Overly Curious

P

  • Pacifist
  • Pack Mentality
  • Pallid
  • Paraplegic
  • Parasitic Infestation
  • Path Inept
  • Pelagic Compulsion
  • Permanent Fangs
  • Permanent Wound
  • Persistent Parents
  • Phobia
  • Phylactery
  • Pierced Veil
  • Pig-pen

P

  • Political Radical
  • Polluted-defaced
  • Poor Sense Of Time
  • Poseidon's Call
  • Possession Prone
  • Potent Blood
  • Prey Exclusion
  • Primal Marks (flaw)
  • Privacy Obsession
  • Probationary Member
  • Probationary Sect Member
  • Procrastination
  • Projection Trauma
  • Prone To Quiet
  • Psi Focus
  • Psychic Feedback
  • Psychic Vampire (flaw)
  • Putrescent
  • Pyromania

R

  • Rat Fink (flaw)
  • Recluse
  • Recruitment Target
  • Red List
  • Reluctant Warrior
  • Renunciate (flaw)
  • Repelled By Crosses
  • Repulsed By Garlic
  • Revenant Weakness
  • Revoked Driver's License
  • Ritual Sleeper
  • Rival Sires
  • Rogue (flaw)
  • Romantic Notions
  • Rose-colored Mirrorshades
  • Rotten Liar
  • Rotting (flaw)
  • Routine

S

  • Sadist (flaw)
  • Sadness of Hakahe
  • Scarface
  • Scarred
  • Scavenger
  • Selective Digestion
  • Sensation Junkie
  • Sexual Hang-up
  • Shadow Walker
  • Shark Teeth
  • Short
  • Short Fuse
  • Short Lived
  • Shy
  • Sickly
  • Sign Of The Wolf
  • Sire's Resentment
  • Sleeping With The Enemy
  • Sleepwalker
  • Sleep Projector
  • Slime
  • Slipped Seeming
  • Slip Sideways
  • Slow Healing
  • Small
  • Smell Of The Grave

S

  • Socially Oblivious
  • Soft-hearted
  • Sokhta's Minor Madness
  • Soul's Reflection
  • Soulless
  • Soul Tag
  • Speechless
  • Speech Impediment
  • Sphere Inept
  • Spirit's Mark (flaw)
  • Spiritually Noticeable
  • Spite Confluent
  • Spoiled Beast
  • Stalked
  • Stench
  • Stereotype
  • Sterile
  • Sticky Palms
  • Stigmata
  • Stolen Tooth
  • Stone Blind
  • Stress Atavism
  • Strict Carnivore
  • Stubborn
  • Subject To Paradox
  • Superstitious
  • Surreal Quality
  • Suspicion Magnet
  • Sympathizer

T

  • Taint Of Corruption
  • Tangential
  • Technobabbler
  • Technological Delusions
  • Technophobe
  • Terrible With Names
  • Territorial
  • Thaumaturgically Inept
  • Thaumivore
  • The Veil
  • Thin-blooded
  • Thirst For Innocence
  • Thoughtless Heart
  • Throwback (flaw)
  • Time Cycle
  • Tonic Immobility
  • Too Curious
  • Touch Of Chaos
  • Touch Of Frost
  • Traitor
  • Troglodyte
  • True Reflection
  • Trusting
  • Twisted Upbringing
  • Twitch

U

  • Ulterior Motive
  • Umbral Connection
  • Umbral Connection (wraith)
  • Umbral Vertigo
  • Unbroken
  • Uncontrollable
  • Uncontrollable Appetite
  • Uncontrollable Night Sigh
  • Uncontrolled Lust
  • Unconvinced
  • Uneducated
  • Unkempt
  • Uninvited
  • Unknown Fetter
  • Unlucky
  • Unrepentant Beast
  • Unscented
  • Unsettling Effect
  • Unskilled
  • Unstable Features
  • Unsure Footing
  • Uppity

V

  • Vampire-phile
  • Vegan
  • Veiled
  • Vengeance
  • Vengeful
  • Vengeful Ancestors
  • Venus Descending
  • Vertigo
  • Vice (flaw)
  • Victim Of The Masquerade
  • Virus Carrier
  • Vitae Sink
  • Vulnerability
  • Vulnerability To Silver
  • Vulnerable To Eclipses

W/Y

  • Wall Eye
  • Wanted By Law Enforcement
  • Ward
  • War Wound
  • Water Under The Bridge
  • Weak-willed
  • Weak Spot
  • Wild Talent (flaw)
  • Winged (flaw)
  • Witch's Bane
  • Withered Leg
  • Wyld Mind


  • Yearning Soul
  • Youthful Appearance


Merit Cost Type Source Details
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.
Notes:
Book Ref: Gurahl, pg.#90

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.
Notes:
Book Ref: Children of Gaia (Revised), pg.#76

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.
Notes:
Book Ref: Mokole, pg.#72

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.
Notes:
Book Ref: Bone Gnawer, pg.#81

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:
Notes:
Book Ref: Gurahl, pg.#89

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.
Notes:
Book Ref: Mokole, pg.#73

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.
Notes:
Book Ref: Nuwisha, pg.#49

Barren 2 Mokole WW3081 Synopsis: For whatever reason, you are completely barren. 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.
Notes:
Book Ref: Mokole, pg.#74

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.
Notes:
Book Ref: Rokea, pg.#83

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:
Notes:
Book Ref: Corax, pg.#75

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.)
Notes:
Book Ref: Rage Across the Heavens, pg.#128

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.
Notes:
Book Ref: Children of Gaia (Revised), pg.#76

Camp Enmity 2 Black Fury WW3851 Synopsis: Camp Enmity indicates that a particular camp of Black Furies has it in for you. This works best when the character is a member of a particular camp to which the other camp already has some opposition, like the Sisterhood and the Order of Our Merciful Mother, or the Bacchantes and the Amazons of Diana. Or perhaps you're not in a given camp, but you have done something to give offense to one.

System: No matter the cause, this Flaw gives you a +1 difficulty on Social rolls when interacting with that camp.
Notes:
Book Ref: Black Furies (Revised), pg.#87

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.
Notes:
Book Ref: Ananasi, pg.#84

Charach 1 Children of Gaia WW3853 Synopsis: You are known to have a Garou lover. You may be performing the Rite of Clouds and Rain, or simply be involved romantically. The Storyteller will create this character for you, but you should be aware that any charach is regarded by Garou (even some Children of Gaia) as a perverted criminal who deserves death. Other Garou may be very angry with you for breaking the Litany, and may insist on punishing you.

System: You automatically begin the game with one less point of Renown, and must lose that port of Renown from Honor if at all possible.
Notes:
Book Ref: Children of Gaia (Revised), pg.#76

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.
Notes:
Book Ref: Gurahl, pg.#89

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.
Notes:
Book Ref: Mokole, pg.#73

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.
Notes:
Book Ref: Gurahl, pg.#89

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:
Notes:
Book Ref: Mokole, pg.#72

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).
Notes:
Book Ref: Corax, pg.#74

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.
Notes:
Book Ref: Bastet, pg.#87

Diurnal 1 Mokole WW3081 Synopsis: You are strictly diurnal and sleep all night.

System: You must spend a Willpower to function with a full dicepool after the sky is dark. If there are lights as bright as the sun (Storyteller's decision) you may act as if it were day.
Notes:
Book Ref: Mokole, pg.#72

Docile 1-3 Children of Gaia WW3853 Synopsis: For better or for worse, you are docile in nature. Your distance from "the wolf" is noticeable to others. They may use the words "domesticated" or "dog". Some Children of Gaia Lupus who have this gift are actually somewhat doglike in appearance.

System: For ever point of Docile you take, your maximum Rage is lowered by 2, and can never be bought above that level.
Notes:
Book Ref: Children of Gaia (Revised), pg.#76

Dream Hunter 2 Mokole WW3081 Synopsis: Your Mnesis contains a powerful and dangerous memory, called a Dream Hunter. This deadly creature was roused from slumber when you remembered the time and place wherein it lived. Whenever it gets a chance, it will attack you in Mnesis, trying to kill you or drive you mad.

System: Your battles with it take place in Mnesis, using spirit combat rules. Unless you are able to kill it permanently by finding the place and time in the memory whence it came and destroying it completely there, or y erasing Mnesis with the Rite of the Burning Library, it will continue to hunt you and anyone who inwits with you. This flaw may actually include more than one Dream Hunter, but usually only one will appear at a time.
Notes:
Book Ref: Mokole, pg.#74

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

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.
Notes:
Book Ref: Ananasi, pg.#84

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.
Notes:
Book Ref: Ananasi, pg.#84

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:
Notes:
Book Ref: Corax, pg.#74

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#128

Exclusive Herbivore 2 Mokole WW3081 Synopsis: You are an herbivorous creature in your Archid form.

System: Your bite attack is 1 die lower and the taste of blood sickens you. The Storyteller may force you to spend a Willpower point to avoid retching. You may not eat or digest anything that comes out of an animals body, including milk or eggs, in any of your forms. This will sicken you and cause you to lose one health level.
Notes:
Book Ref: Mokole, pg.#74

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.
Notes:
Book Ref: Mokole, pg.#74

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.
Notes:
Book Ref: Mokole, pg.#74

Fallen Elder 3 Mokole WW3081 Synopsis: Whether or not you know it, the elder in your 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.
Notes:
Book Ref: Mokole, pg.#74

Fear of Iron 1 Mokole/Zhong Lung WW3081 Synopsis: You can be banished by means of iron. A hunter may throw iron into your pond, or strike you with iron.

System: If his Willpower overcomes yours in an opposed roll, you must flee.
Notes:
Book Ref: Mokole, pg.#76

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.
Notes:
Book Ref: Mokole, pg.#76

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#129

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:
Notes:
Book Ref: Rokea, pg.#83

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.
Notes:
Book Ref: Tribebook: Fianna (Revised Edition), pg.#83

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.
Notes:
Book Ref: Bastet, pg.#87

Great Fossil Lizard 5 Mokole WW3081 Synopsis: Your dreaming was warped by the beliefs firmly held by millions about prehistoric reptiles. You are not a real dinosaur in your Archid form, but the old-school image of one. You are cold-blooded, have a walnut-sized brain, are grey-green in color and lurch along slowly dragging your snaky tail. You are most comfortable living in a swamp and eating soft waterweeds. Your Mental Attributes do not change, but you have a tendency to think "slowly".

System:
Notes:
Book Ref: Mokole, pg.#75

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:
Notes:
Book Ref: Nuwisha, pg.#49

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.
Notes:
Book Ref: Rokea, pg.#83

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:
Notes:
Book Ref: Mokole, pg.#74

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.
Notes:
Book Ref: Ananasi, pg.#84

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#128

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#129

Infamous Clutch 4 Mokole WW3081 Synopsis: Your entire home clutch has a bad reputation and is notorious for its words or actions. Perhaps they have shown cowardice or broken the Duties. You may be insulted or shown dishonor on their account.

System: You are three dice lower to dice pools for gaining Renown anywhere but your home clutch. The Storyteller will develop the exact details of the dishonor but will not reveal everything to you right away.
Notes:
Book Ref: Mokole, pg.#74

Infamous Elder 2 Mokole WW3081 Synopsis: An elder in your clutch who has authority over you has a bad reputation. Perhaps he has shown cowardice or broken the Duties. You may be insulted or shown dishonor on his account.

System: You are three dice lower to dice pools for gaining Renown anywhere but your home clutch. The Storyteller will develop the exact details of the dishonor but will not reveal everything to you right away.
Notes:
Book Ref: Mokole, pg.#74

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.
Notes:
Book Ref: Black Furies (Revised), pg.#87

Insane Elder 2 Mokole WW3081 Synopsis: An elder in your clutch, one who gives you orders, has Bad Mnesis and is horribly mad. His mental illness may not be obvious to you. Indeed, you may not even know that he is insane. However, any information he gives you is suspect (the Storyteller may provide you with false information on the chronicle setting through him) and his judgements and sayings will be out of touch with reality.

System: The other Mokole you know will be more and more aware of his foibles as time goes by and will distrust you on his account.
Notes:
Book Ref: Mokole, pg.#74

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#129

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.
Notes:
Book Ref: Bone Gnawer, pg.#81

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#131

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:
Notes:
Book Ref: Rokea, pg.#83

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.
Notes:
Book Ref: Mokole, pg.#74

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.
Notes:
Book Ref: Ananasi, pg.#84

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).
Notes: Obviously if you fail your Willpower roll you could derail your entire chronicle (or just lose a favorite character) by vanishing into neverland. Therefore, this Flaw should only be bought with Storyteller approval, allowing her to prepare for the eventuality of having to send the entire group of characters pelting off through the Umbra to catch their wayward birdie.
Book Ref: Corax, pg.#74

Lost Homid 2 Bone Gnawer WW3852 Synopsis: You cant remember anything since your First Change. At times, you cant remember back much farther than a year or two. Your first transformation was so intense, so vivid, that it completely ripped away all memory of your former life. You no doubt wandered the streets for months before the Bone Gnawer tribe found you and taught you who you really were - no other tribe would take you in. After all, most Garou don't share the tolerance Bone Gnawers and Children of Gaia have for the mentally ill.

System: This Flaw is only available to Homid Garou. Living on the streets has thoroughly distanced you from the human world. You lived like an animal, and so you have lost much of your understanding for how humans live. As part of this, you have the same restrictions on Abilities as a Lupus. You have fallen between the cracks of society, and so begin play without identification, a human name, or any ties to human society. (You cant take this Flaw if you also have the Flaw: Struggling.)
Notes:
Book Ref: Bone Gnawer, pg.#81

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#131

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#130

Migratory Urges 1 Mokole WW3081 Synopsis: You have powerful inborn urges to migrate each year. Usually, you learn the migration routes immediately after your First Change, often through Mnesis from a migrating ancestor.

System: The Storyteller determines your migration route, although she wont disclose every detail of it to you. If you are prevented from migrating, you will lose one die from your dice pools each day until you do so, as if you were wounded. Other Mokole may join you in the migration or meet you at the end. Note that you have no special knowledge of the route. There may be all sorts of dangers that you do not know about.
Notes:
Book Ref: Mokole, pg.#72

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

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.
Notes:
Book Ref: Mokole, pg.#72

Monogamous Mokole WW3081 Synopsis: You are strictly monogamous (like several species of the Bird Kings). Not only can you not mate with anyone but your mate, you cannot even desire to do so.

System: You may choose a mate, or one may be chosen for you from suitable Kinfolk. Note that your mate may also be your True Love (see the Werewolf Player's Guide for this merit). This flaw does not guarantee that your mate will be monogamous, or that your mate is of the opposite sex. However, your mate will regard you favorably, at least at first.
Notes:
Book Ref: Mokole, pg.#72

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...
Notes:
Book Ref: Bastet, pg.#87

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...
Notes:
Book Ref: Bastet, pg.#87

Naive 1 Children of Gaia WW3853 Synopsis: You are hopelessly naive about the nature of reality and see all through "rose-colored glasses". You may have been brought up in wealth and privilage, or be a survivor of abuse and trauma that you have repressed. You are unwilling to suspect evil or foul play, which can be a serious problem.

System: The difficulty for any rolls to detect another person's ill intent, from the Sense Wyrm Gift to Empathy rolls, is raised by 2.
Notes:
Book Ref: Children of Gaia (Revised), pg.#76

No Fangs 3 Ananasi WW3082 Synopsis: Unlike most Ananasi, you do not grow fangs in any form.

System: In forms that would normally allow you to inject venom, you can still transfer it through your saliva, you simply have to bite down on your target and hold on until the venom can take effect. In Homid form, you cannot bite into someone to drain their blood, but instead must create an open wound from which to drink. In any case, you can ingest only liquid food through normal drinking or eating.
Notes:
Book Ref: Ananasi, pg.#84

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.
Notes:
Book Ref: Nuwisha, pg.#49

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.
xxxxxAs you'd expect, the Storyteller has the right to disallow any phobia that's too trivial or too esoteric to ever show up in a story. In fact, the Storyteller should feel free to work the phobia into sessions once in a while to justify it. If the Flaw doesn't inconcenience or challenge the character, the Storyteller can veto it immediately and choose another Flaw for the character.
Notes:
Book Ref: Bone Gnawer, pg.#81

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:
Notes:
Book Ref: Rage Across the Heavens, pg.#127

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#128

Scavenger 1 Mokole WW3081 Synopsis: You are a carrion eater in your Archid form. This does not affect your combat abilities, but you cannot eat flesh that is not decayed. Fresh meat may even make you sick.

System: You have bad breath (-1 die to Social rolls) and are unwelcome at parties and feasts. However, any flesh, even completely rotten, is nourishing to you.
Notes:
Book Ref: Mokole, pg.#73

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.
Notes:
Book Ref: Bastet, pg.#87

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:
Notes:
Book Ref: Rokea, pg.#83

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?


System:
Notes:
Book Ref: Rokea, pg.#83

Slime 1 Mokole WW3081 Synopsis: Your Archid form is slimy and your human form sweat a great deal or has horrible body odor. Wherever you go, a trail of ooze follows.

System: You reveive -2 dice to all Social rolls.
Notes:
Book Ref: Mokole, pg.#73

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.
Notes:
Book Ref: Mokole, pg.#73

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

Speechless 1 Mokole WW3081 Synopsis: Due to a gap in your Mnesis, you are not fluent in the Dragon's Tongue and cannot converse with other Mokole when in Archid or Suchid, save for primitive body language.

System: You can eventually buy off this flaw by learning the Dragon's Tongue over time, but be warned that it's a difficult business and there are few Mokole patient enough to give you the lessons you need at times convenient for you.
Notes:
Book Ref: Mokole, pg.#73

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.
Notes:
Book Ref: Mokole, pg.#74

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.
Notes:
Book Ref: Mokole, pg.#74

Stone Blind 2 Mokole/Zhong Lung WW3081 Synopsis: You cannot see stones, or anything made of stone. If something is made of stone with other material added, such as mortar or paint, you know that it is there but cannot really tell what it is. You cannot read writings on stone tablets or markers and cannot see stones in your path, even if you trip on them. The Storyteller is urged to invent humorous uses for this.

System:
Notes:
Book Ref: Mokole, pg.#76

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#129

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).
Notes:
Book Ref: Rage Across the Heavens, pg.#129

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.
Notes:
Book Ref: Rokea, pg.#84

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.
Notes:
Book Ref: Bastet, pg.#87

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#126

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

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.
Notes:
Book Ref: Rokea, pg.#84

Unkempt 1 Ananasi WW3082 Synopsis: You are a slob, both in your physical appearance and in the manner that you keep your residence. This is not only annoying to most humans, it is almost intolerable to other Ananasi. They look at you as a lesser cousin, despite your actions, and will always hesitate to come to you for help or information; few would want to be associated with you.

System:
Notes:
Book Ref: Ananasi, pg.#84

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.
Notes:
Book Ref: Ananasi, pg.#84

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.
Notes:
Book Ref: Rokea, pg.#84

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.
Notes:
Book Ref: Ananasi, pg.#84

Vegan 1 Children of Gaia WW3853 Synopsis: You cannot eat any food that comes from an animal's body. You also must avoid using animal products such as leather, fur or wool.

System: If flesh so much as enters your mouth, the Storyteller may force you to make a Willpower roll to avoid gagging. This makes you unwelcome at most social events (especially among lupus) and you cannot hunt (except for spirits).
Notes:
Book Ref: Children of Gaia (Revised), pg.#76

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.
Notes:
Book Ref: Rage Across the Heavens, pg.#127

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:
Notes:
Book Ref: Corax, pg.#74

Wall Eye 2 Mokole WW3081 Synopsis: Your eyes do not allow binocular vision in any form. You must turn your head to the side to look at something.

System: You get two fewer dice on all visual based Perception rolls.
Notes:
Book Ref: Mokole, pg.#74