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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.

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