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MERITS & FLAWS:

As optional Traits to help flesh out your character, Merits and Flaws aid in specifying certain benefits and hindrances that add dimensions not readily covered by Attributes, Abilities and Backgrounds. All Merits and Flaws are organized into specific categories: Physical, Social, Mental and Supernatural. In order to purchase Merits you must spend Free Traits; taking a Flaw, conversely, adds burden to your beast but offers extra Traits to spend elsewhere. You may take as many as seven Traits each in Merits and Flaws. Some Flaws have been designated as appropriate for metis characters to take as their metis disfigurement. If you choose to do this, you gain none of the Free Traits the Flaw would normally provide.

Normally you may only purchase Merits and Flaws during character creation, however, with an appropriate explanation, you may purchase a new Merit (with Experience at double the cost) to overcome an existing Flaw (again, with Experience at double the cost).

Mental Merits

Mental Flaws

Social Merits

Social Flaws

Physical Merits

Physical

Flaws

Return to Creation

Supernatural

Merits

Supernatural

Flaws

PHYSICAL MERITS:

 

Bad Taste (2 Trait Merit)

You are gamey to the palate and revolting on the taste buds; plainly put, you taste nasty. Your sweat is oily, though not foul-smelling, and causes victims successfully biting you to spend a Willpower Trait or retch uncontrollably for a scene. Since you taste bad to everyone, very few lupus or wolves will lick you.

 

Fair Glabro (2 Trait Merit)

Your Glabro form can pass for Homid, although a somewhat large and bulky one, and therefore you do not suffer the Negative Social penalty while in this form.

 

Lack of Scent (2 Trait Merit)

Your body produces no defining scent, making it near impossible for you to be tracked solely by smell.

 

 

Huge Size (4 Trait Merit) 

You are abnormally large, possibly over seven feet tall and weighing over 300  pounds. You gain an extra Bruised health level.

 

 

Metamorph (6 Trait Merit)

Shifting between forms is second nature to the point that you can do it in your sleep. Not only are you not required to make a test to change forms, you do not need to spend a Rage Trait to instantly shift to a specific form. If knocked unconcious, you may make a Simple Test to shift to whatever form you like, instead of your breed form. Anyone attempting to track you in this manner suffers a two- Trait penalty to these tests.

PHYSICAL FLAWS:

 

Animal Musk (I Trait Flaw)

No matter how often you bathe, you can never seem to get rid of the animal funk that wafts off your body. You are two Traits down in social situations where your smell is obvious (at parties, indoors, etc.). Wolves aren’t bothered by the smell.

 

Strict Carnivore (1 Trait Flaw)

“Vegetarian” is a just a foreign term for “lazy hunter”; if it’s not meat, it’s not in your diet. You gain no nourishment from vegetables of any kind and subsist solely on meat.

 

Bad Sight (1 or 3 Trait Flaw)

You don’t see very well for some reason. Large objects are still visible, albeit fuzzy, and smaller things are too out of focus for you to clearly identify. You are two Traits down on all challenges where careful eyesight is needed. This Flaw is worth one Trait if your vision is correctable with glasses or contacts and three Traits if your vision is uncorrec table.

 

 

Disfigured (2 Trait Flaw)

Either a birth defect or an injury during your lifetime has left you with a scarred face. You’re easy to spot or remember. Work with the Storyteller to create an appropriate disfigurement. You are down two Traits in any Social Challenges save for Intimidation and may never take Social Traits relating to a pleasing appearance (Alluring, Gorgeous, Seductive). Metis may take this Flaw as their metis disfigurement.

 

 

One Eye (2 trait Flaw)

Whether you were born with the defect or injured somehow, you have only one functional eye, the other being either missing entirely or adead-white orb. You are two Traits down on all challenges involving depth perception, including ranged combat. Depending on the nature of your handicap, you may choose to wear an eye patch, or you may simply have one blind eye.

.

 

Lame (3 Trait Flaw)

For some reason, your legs don’t work effectively. This may have been from a

disease, an injury before your Change or a battle scar. You suffer a two-Trait penalty on all movement, no matter what your form. Metis characters may take this Flaw as their metis disfigurement.

 

 

Monstrous (3 Trait Flaw)

You’re regularly mistaken for a horror movie extra as you are hideous and

physically displeasing. As a result, you may not initiate any Social Challenges other than those concerning Intimidation, and you may not take any Appearance-related Social Traits, such as Alluring or Gorgeous.

 

 

One Arm (3 Trait Flaw)

You lost an arm to an accident, a battle scar or even a birth defect. You have

become used to using your remaining hand for most tasks, so you suffer no penalty for an “off” hand. However, you suffer a two-Trait penalty to tasks when two hands would be needed. Metis characters may take this Flaw as their metis deformity.

 

Permanent Wound (3 Trait Flaw)

Perhaps you suffered a deep battle scar, or were severely injured in your homid or lupus form and have never quite healed the damage. As a result, you are permanently down one Healthy and Bruised health level.

 

Deaf (4 Trait Flaw)

You are completely deaf - you cannot hear sound at all. You can feel the

vibrations of very loud noises, but nothing more. You automatically fail any challenge involving hearing, and you are automatically surprised by anyone approaching you from out of your line of sight. As you cannot hear yourself, your howls or speech are likely to sound strange to others.

 

Mute (4 Trait Flaw)

You cannot speak (or howl) at all, and must either sign or write out your thoughts in order to express yourself. Without Linguistics, you might not be able to use sign language. This is a very difficult Flaw to play and should be discussed with the Storyteller before jumping in.

 

Wolf years (5 Trait Flaw)

You have the lifespan of a wolf, rather than a Garou- 12 to 20 years at most. The aging effects begin at eight years (for a lupus) or within five years after First Change (for a homid).

 

 

Blind (6 Trait Flaw)

You are robbed of the blessing of vision. You lose all ties where sight is involved (such as manual dexterity) and automatically lose all challenges where sight is required.

Phys Merit
Phys Flaws

MENTAL MERITS:

 

 

Code of Honor ( 1 Trait Merit)

A specific code of honor or chivalry guides your actions, separate from your pack or sept rules. This code is very personal, shaped by your experiences. You should work with your Storyteller tocreate an appropriate code (one withhindrancesand restricted activities along with beliefs and passions). You gain a free retest in Mental and Social  challenges against supernatural persuasion (Mind magic, Dominate, etc.) that would force you to violate your code.

 

Concentration ( I Trait Merit)

You shut out all noises and interruptions that would hinder most other people. You take no penalty for sudden distractions.

 

Berserker (2 Trait Merit)

You are in total control of your Rage. You may enter frenzy at will, during which time you do not suffer any wound penalties; however, you must still make frenzy tests when the need arises.

 

Calm Heart (3 Trait Merit)

You are naturally calm, and find it easier to resist your Rage. You are one Trait up to resist frenzy, no matter how the incident is provoked. 

 

Iron Will (5 Trait Merit)

You are a rock of stubborn resolve. Very little can sway you once your mind is made up. You may resist mind-altering effects (vampiric Dominate, or mind attacks by other superntural creatures) by spending a Willpower Trait. This Merit has no effect on powers that affect the emotions (such as Presence).

Ment Merits

MENTAL FLAWS:

 

Nightmares (1 Trait Flaw)

Twisted dreams plague you in your sleep, bleeding over into your daily life. Perhaps you watched your pack slaughtered by Banes, or just the incredible stresses of being a werewolf make you nightmare-prone. For one reason or another these

nightmares cause you such unrest that you aren’t sleeping at night and cannot get these images out of your head during the waking hours of the daytime. Make a test every game session. If you fail, you are down two Traits on every challenge due to exhaustion and distraction.

 

Phobia (1 or 3 Trait Flaw)

You suffer from an irrational fear of an object, creature or circumstance - heights, snakes, crowds, confined spaces are a few ideas - and do everything in your power to avoid it. Your packmates may view you as weak and unfit to lead. When

confronted with the object of your fear, you are two Traits down to resist frenzy. With a one-Trait Flaw, you must make a Willpower Challenge to approach the object in question; if you lose, you flee until it is no longer in sight. With the three-Trait Flaw, you test for frenzy; should you lose, you fall into fox frenzy until the object is removed or you’re put down in some way.

 

Soft-Hearted (1 Trait Flaw)

You cannot stand to watch the suffering of others - the idea of causing it is unthinkable. Perhaps you’re truly compassionate (which some Garou might consider a hinderance), or you just dislike the intensity of the situation. If you must watch

suffering, you must bid an extra Trait in all challenges until the scene has passed.

 

Pack Mentality (2 Trait Flaw)

Your identity is intrisically tied in with your pack. You live and die by the words of Vince Lombardi: “There is no ‘I’ in “team.” You are so tied to your pack that you have trouble making decisions without them. You gain a bonus Trait in challenges where

two or more of your packmates are actively involved, but you take a one-Trait penalty on all challenges when you are alone. In stressful situations, you may even need to spend Willpower to act on your own.

 

Amnesia (2 Trait Flaw )

Your past is a blank slate - you recall nothing of your past friends, family or foes. Of course, such things have a way ofcoming back to haunt you. Create your character normally, but why you have such a set of skills or Attributes is up to the Storyteller.

You may also choose to take five Traits of unspecified Flaws, letting the Storyteller fill

in the details later.

 

Lunacy (2 Trait Flaw)

Though all Garou are more susceptible to frenzy during one phase of the moon, you have almost no control over your Rage during this moon phase. You are two Traits down to avoid frenzy under your auspice moon phase.

 

 

Short Fuse (2 Trait Flaw)

If Rage is considered the touch of the Wyrm, then the Destroyer has his hand a little deeper in your spirit. You lose all ties when making frenzy tests, no matter what the circumstances. This Flaw is a dangerous one - a Garou who cannot control his Rage may well be put down like a mad dog.

 

 

Hatred (3 Trait Flaw)

There is someone or something that you just can’t stand. In fact, nothing would make you happier than to see this object rubbed out of existence. The mere mention of this thing during conversation makes your hackles rise. When in the presence of the object of your hatred, you must spend a Willpower Trait or immediately enter frenzy until either you have destroyed this object or it is out of your sight.

 

 

Territorial (3 Trait Flaw)

You have an area that marks your “turf.” You don’t like leaving, and you sure don’t like having strangers tramping on it. When uninvited guests (those without your permission to enter) enter your territory, you must test for frenzy; losing means you’ll chase whatever is left of them out of your space.

 

 

Ment Flaws

SOCIAL MERITS:

 

Favor ( 1 or 3 T r a i t Merit)

An elder owes you a debt of gratitude for a deed you performed at one time or another. Garou society is very strict about repaying debts, for making good on debts is always good for Renown. OneTrait indicates that you are owed a minor boon, where three Traits indicate a major boon. Work with the Storyteller to come up with the specific details of the boon).

 

Human Tribal Status (2 or 4 Trait Merit)

You maintain an active part in the human community you came from, even attaining a position of some standing, such as council elder or healer. At two Traits, you might act as shamanic healer for your Kinfolk or perhaps you’re the go-between for them and the Garou while four Traits means you hold a seat on a tribal council or perhaps act as spokesman for your group to the human community at large. You must come from either a Native American or distinctly ethnic community to take this Merit. Lupus and metis characters may not take this Merit.

Soc Merits

SOCIAL FLAWS:

 

Enemy (1 to 5 Trait Flaw)

There is someone or something out to get you. The value of this Flaw depends on the power of your enemy. An enemy with an equal level of power to yours is worth one Trait, where a pack of Black Spiral Dancers or a coterie of vampires would be worth five Traits. Work with your Storyteller to determine who your enemy is and how you became enemies in the first place.

 

Dark Secret (1 Trait flaw)

Some incident in your past haunts you and you strive to cover it up - maybe you murdered an elder, or you had extensive dealings with a vampire. Whatever it is, knowledge of this could get you branded as a pariah in the Garou Nation. You can cover it for now, but someday, the piper will need paying.

 

Shy (1 Trait Flaw)

You suffer a social stigma, and you just dislike the limelight. You do whatever you can do not be the focus of attention. When you are at the center of attention, you must bid an extra Trait to initiate challenges.

 

Persistent Parents (2 Trait Flaw)

When you became a Garou, you likely disappeared from your old life. Your parents refuse to let your memory lie and started searching for you. Perhaps they’ve even hired private detectives to hunt for you. For some reason, you simply can’t come clean with your parents - perhaps your mother is employed by Pentex, or they have strange religious beliefs that would mandate killing you to “save” you.

 

Hunted (3 Trait Flaw)

A very powerful hunter is tracking you, believing you’re a rabid animal who’s a threat to all humanity. He has the skills and resources enough to make your life “interesting” (and to snuff it out, if you aren’tcareful), and will keep you watching over

your shoulder. Your friends, family, allies and associates are also in peril should this hunter decide to turn an eye their way. Worse, your hunter is immune to the Delirium. Keep one eye on the exits ....

 

Ward (3 Trait Flaw)

You are devoted to the protection of a human. Perhaps she’s Kinfolk, or one of the few friends you’ve hung onto since your Change. You may describe your Ward, but the Storyteller will actually create her. Such people are often targeted by your enemies, or just get caught up in the action too well. If she is Kinfolk, you must have a particularly special relationship with her (spouse, lover, child, longtime friend, sibling, etc.).

 

Inept (5 Trait Flaw) 

You are incompetent and unskilled. Until you buy off this Flaw, you may not buy your Abilities or Influences above one Trait.

Supernatural Merits:

 

Ancestral Mentor (1 Trait Merit)

A friend or relative from your past, perhaps a friend of an ancestor, guides you on your path. The Storyteller decides the exact powers. If it really exerts itself, it can materialize in the real world, however it usually contents itself to providing advice and company.

 

True Love (1 Trait Merit)

Even with all of the pain and suffering you see on a daily basis, you have found a true love that gives you strength topersevere. When the need arises you gain an extra Willpower Trait, known as a True Love Trait once per session. (These Traits are not cumulative and cannot be saved for use at a later date). However, your True Love may well need rescuing or help from time to time.

 

Medium (2 Trait Merit)

You do, in fact, hear dead people from across the Shroud. Ghosts follow you wherever you go and you can feel their presence at all times. So long as you are willing to barter with them, these Restless Dead will communicate with you for favors and information. 

 

Moon-Bound (2 Trait Merit)

You share a special tie to your auspice and benefit even more than usual when it is in its moon phase. When your moon is in the waxing phase, you receive a bonusTrait to all ties, though you are down one Trait during its waning phase (either determined by the Storyteller or the real world moon).

 

Luck (3 Trait Merit)

Maybe Gaia has someone looking after you; maybe you’re just that dam lucky. Whatever it is, you can make one retest per session on a failed challenge by bidding the Trait Lucky. The results of the second challenge always stand.

 

Natural Channel (3 Trait Merit)

For some reason, you find it easier to step sideways. You gain one free retest per session on stepping sideways. Further, spirits react more favorably to you because you’re so attuned to the Umbra. It doesn’t mean you can get away with murder, but the spirits are less likely to jump you the minute you step into the Umbra and more inclined to listen to you.

 

 

Supernatural Companion (3 Trait Merit)

You have a friend who’s not like the other kids - he happens to be a vampire, a wraith, achangelingorsomeother supernatural creature. You can call on him for aid, just as he will call on you (you are friends, right?). However, neither your sept nor his  elders will appreciate this if you’re found out (and slumming with a Leech is very bad news), and you can expect punishment if you’re caught. The Storyteller will create

your friend.

 

Resistant to Wyrm Emanations (6 Trait Merit)

Gaia grants you a hardiness against contaminations from the Wyrm. You get a free retest in challenges where Wyrm-taint is involved. This Merit also protects you from balefire, radiation and possession by Banes. It is very likely that you will be thrust to the frontlines, and otherwise expected to use your Gift “for the good of Gaia.” Don’t let the Bane bugs bite.

 

Silver Tolerance (7 Trait Merit)

Gaia has blessed you with the immunity to the inherent bane of Garou existence. Although the damage from silver weapons is still aggravated, you may test and, on a win or tie, have the ability to soak it with your regenerative facilities. Also, it takes a pair of silver items carried to cause you to lose one Gnosis.

Sup Merit

 

Supernatural Flaws:

 

 

Banned Transformation (1 to 6 Trait Flaw)

Something prevents you from changing, except to your breed form. You must spend a Willpower Trait and make a Willpower Challenge to force the change when the restricting circumstance is near. For one Trait, it might be soothing music; at two Traits, in the presence of wolfsbane. Four Traits might be when silver is present, or for five Traits, you cannot shift during the day. Work with your Storyteller to determine the circumstance and its worth.

 

Cursed (1 to 5 Trait Flaw)

You are afflicted by a powerful curse. The number of Traits determines the strength and tenacity of the curse. A one-Trait curse might cause you to bump into large objects like tables and chairs; a three-Trait curse could cause your guns to jam in the middle of a firefight; a five-Trait curse can be powerful enough to one day prove your undoing. The exact effects, as well as ways to overcome it, are up to the Storyteller.

 

Forced Transformation (1 to 4 Trait Flaw)

Something causes you to shift forms involuntarily. You must spend a Willpower Trait in order to prevent this unwanted transformation. Work with your Storyteller to decide the number of Traits and specific trigger for this transformation. One Trait

may cause you to shift from homid to Glabro form when you are sexually aroused; three Traits might force you to shift from lupus to Hispo form when you are sensing for the Wyrm; five Traits might cause you to shift from any form to a form other than Crinos when you enter frenzy. The forced transformation should always be inconveniencing at the very least.

 

 

Mark of the Predator (2 Trait Flaw)

Your nature marks you among animals. Herbivores shy from you, and other predatorsviewyouasapotentialthreat. Youmay neverpurchase the Ability AnimalKen.

 

 

Sign of the Wolf (2 Trait Flaw)

Your Homid form bears a number of the traditional hallmarks of a werewolf. Your eyebrows grow together, you have hair in your palms, your second and third fingers are the same length, and you may even display a pentagram in your palm during your auspice phase of the moon. To those hunters who are alert to such things, you stand out like a neon sign.

 

 

Haunted (3 Trait Flaw)

A malicious ghost, possibly a felled foe or an enemy of an ancestor has decided to torment you from beyond the grave. Though it is usually limited to ghostly manifestations, chilling death screams and the occasional shove, it does its best to make your life difficult. The Storyteller should create the ghost.

 

Pierced Veil (3 Trait Flaw)

For some reason, your Crinos form doesn’t trigger the Delirium in normal humans. This can be extremely dangerous, as werewolf-hunters are unlikely to be startled by you and might even use it to track you.

 

Dark Fate (5 Trait Flaw)

Your life will end very badly, and your fate is sealed. Worse yet, you have dreams and premonitions ofyour futuredemiseor eternal torment. The Storyteller determines a particular fate, which will inevitably strike you down. Furthermore, in any game

session the Storyteller deems appropriate, you may receive a vision of your impending suffering. You must spend a Willpower Trait to shake off the experience, or else be one Trait down on all challenges from the rest of the session. This Flaw should only be taken with Storyteller permission, as it is difficult to play.

 

Taint of Corruption (7 Trait Flaw)

Youeither had arun-inwithminions of the Wyrm or are acorrupt soul, but either way you stink of the Wyrm. You register as a Wyrm-creature when someone invokes the Gift: Sense Wyrm and are never trusted around cubs or Kinfolk. You can hear the

Corruptor’s honeyed words in your dreams, beckoning you to join with it. This Flaw can be very debilitating as you start the game at a major disadvantage. Your only hope might be your pack (if it will still stand by you). Seeking to rid yourself of the corruption would be a major undertaking, but one that would inspire some of the greatest tales.

Sup Flaws
Soc Flaws
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