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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.

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