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Werewolf: Flaws and Merits
Topic Started: Jan 10 2011, 09:04 PM (410 Views)
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Flaws:

Mental Flaws

* Addiction

Your character is addicted to some substance, and may even suffer from symptoms of withdrawal. (WOD: Core Rulebook, p218)

* Amnesia

Large sections of your previous life are missing, which could hurt when forgotten parts of your life return to haunt you. (WOD: Core Rulebook, p218)

* Coward

Fear and hesitation cloud your judgment in a stressful situation. (WOD: Core Rulebook, p219)

* Forgetful

It becomes difficult to remember small details about a situation, which may require constant reminders from allies. Opposite to the Mental Merit Eidetic Memory. (WOD: Core Rulebook, p219)

* Impossible Standard

Perfectionism is a very difficult standard, considering that nothing can ever be perfect, especially in the World of Darkness. Characters with this Flaw berate themselves for falling short of the standard they set for themselves. When applied to others, it becomes the Social Flaw Expectations. (VTR: Ventrue: Lords Over the Damned, p107)

Physical Flaws

* Crippled

Your character is confined to a wheelchair or other mobility-enhancing device, making movement severely limited. (WOD: Core Rulebook, p219)

* Dwarf

A smaller than standard size, causing a number of problems, not the least of which being reduced stats from a lowered Size. (WOD: Core Rulebook, p219)

* Hard of Hearing

It becomes difficult to understand information relayed through vocal communication. (WOD: Core Rulebook, p219)

* Lame

A less severe version of Crippled that gives an impediment to movement, making it take a fair bit longer to move around. (WOD: Core Rulebook, p219)

* Mute

Speech is not an option, making communication that much more difficult. (WOD: Core Rulebook, p219)

* One Arm

With only one arm left, even simple day-to-day tasks can be a little more complicated than one might expect. (WOD: Core Rulebook, p219)

* One Eye

The absence of a second eye takes with it the ability to perceive depth, causing penalties to just about anything done at range. (WOD: Core Rulebook, p219)

* Poor Sight

The sight version of Hard of Hearing makes perceiving details through sight very difficult. Does not count if the character wears glasses, unless of course they lose them. (WOD: Core Rulebook, p219)

Social Flaws

* Aloof

Although the term is often used in a positive way in real life, abstaining from Social situations has obvious consequences for the party of an Aloof individual. (WOD: Core Rulebook, p219)

* Behavior Blind

Some people just cannot seem to understand both the meanings of other people's behaviors, or the ramifications of how they choose to carry themselves in conversation. (WOD: Core Rulebook, p219)

* Deformity

An obvious oddity about the way a character looks, making it difficult for them to make a good first impression. (WOD: Core Rulebook, p219)

* Dishonorably Discharged

The character was once part of the military, but is no longer, and under unsavory circumstances. Can be used to explain why a character has Mental or Physical traits of military origin, but they will generally be shunned by current service members on a Social level. (WOD: Dogs of War, p40)

* Embarrassing Secret

Something that a character must work very hard to hide, or else they will suffer a terrible consequence, even if they alone believe the secret to be embarrassing. May change into a different flaw once the secret is out. (WOD: Core Rulebook, p219)

* Expectations

A high-strung and stuck-up attitude, in which the character clings irrationally to their understanding of how things should be, rather than how they are. Causes a number of social problems, especially when they try to forcibly correct whatever it is they feel is wrong with society. (VTR: Ventrue: Lords Over the Damned, p107)

* Notoriety

Not all fame is good fame, and with this Flaw, the character's ugly reputation has a way of preceding them. (WOD: Core Rulebook, p219)

* Racist/Sexist

A prejudice held towards members of some group or culture, whether that group be mortal or supernatural. Note that, where this Flaw is involved, it is very important to remember that character and player are two separate entities. (WOD: Core Rulebook, p219)

* Speech Impediment

The character has some form of strange manner of speaking or accent, which can result in comic or tragic misunderstandings. (WOD: Core Rulebook, p219)

Supernatural Flaws

* Essence Vessel

Spirits are drawn to your character, but not in a good way; they see the character as a buffet of Essence, and would rather like to kill that character and take the Essence by force. (WOD: Book of Spirits, p111)

* Shadow Addiction

An Addiction (As the Mental Flaw, Addiction) requires the character to deal with the Shadow Realm almost constantly, in order to get their fix of spirits, Essence, or whatever else it is they are addicted to. (WOD: Book of Spirits, p111)

* Shadow Aversion

The opposite of Shadow Addiction, these characters are completely uninterested in spirits and the experiences they offer, to the point of cowardice or phobia whenever they are involved. (WOD: Book of Spirits, p111)

Kindred Flaws

These Flaws may only be taken by vampires, as they make little sense to mortals or other supernaturals.

* Fealty

The character is bound to a lord, most likely a Prince or other official of vampiric society. This relationship requires the character possessing the Flaw to maintain both loyalty and subservience to the lord in question, but does provide some benefits, such as access to the Domain Social Merit, and it's partner merits, Feeding Ground, Tenant, and Vassal. (VTR: Damnation City, p199)

* Lost Love

Eternity is a very long time, and when an eternal vampire falls in love with an ephemeral creature, such as a human, naturally there will be some feelings of regret that follow them far into the future. May be dulled by the amnesia of the Fog of Eternity, or intensified by the terror of torpid nightmares. (VTR: Ancient Mysteries, p69)

* No Fangs

The Norvegi bloodline weakness boiled down to a Flaw, Kindred who possess this Flaw never obtained or somehow permanently lost their fangs, making it difficult to feed, and impossible to enrapture people through the Kiss. (VTR: Mekhet: Shadows in the Dark, p118)

* Sluggish Vitae

Over time, the vampire's Vitae has hardened and congealed to the point that it becomes a physical limitation, forcing the Kindred into a sedentary state. (VTR: Ancient Mysteries, p69)

Uratha Flaws

These Flaws are designed to enrich the flavor and struggle of werewolves, so they make little sense on mortals or other supernatural characters.

Mental Flaws

Anthropocentric - Rage p 105

Headstrong - Rage p 105

Physical Flaws

Bad Regeneration - Rage p 105

Poor Sense of Smell - Rage p 106

Silver Allergy - Rage p 106

Social Flaws

Disharmony - Rage p 106

Hollywood Syndrome - Rage p 106

Lone Wolf - Rage p 106

Materialist - Rage p 106
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Merits:

Uratha Merits

* Auspice Blessing (•) [auspice skill at ••] tR:PG p 103
* Animal Magnetism (•••) tR:PG p 105
* Ephemeral Reckoning (•• or ••••) tR:PG p 103
* Fetish (• to •••••) W:tF p 81
* Fighting Style: Tooth and Claw (• to •••••) [Str ••, Dex •••, Sta •••, Bra ••] tR:PG p 103
* Heal like Stone (••) BotW p 22
* Language (First Tongue) (•)
* Moon-Centered (••) tR:PG p 103
* Metabolic Control (••) [Sta •••] tR:PG p 105
* Predator’s Gaze (••) [Pre ••, Inti ••] tR:PG p 105
* Scout (••) Te p 48
* Staunch Defender (•••) [defined territory] Te p 48
* Territorial Familiarity (• to •••) BotW p 99
* Totem (varies) [sharable] W:tF p 81
* Vicious Attacker (•••) Te p 48

Bale-Hound Merits

* Flayed Lune (••••) [Bale Hounds only] Bl p 136

Lodge Merits

* Ancestral Vessel (• to ••••) [Lodge of Voices only] L:tF p 104
* Chain-Breaker (••••) [Lodge of Ashes only; Har 8] L:tF p 35
* Prophet’s Voice (•••) [Uratha or Wolf-Blooded only; Res 8] L:tF p 79

Territorial Merits

* Eyrie (•••) [Uratha only; defined territory] Te p 47
* Local (••) [Uratha only; defined territory] Te p 47
* Nimble Defender (••••) [Uratha only; defined territory] Te p 47
* Secret Paths (••) [Uratha only; defined territory] Te p 47
* Short Cuts (•) [Uratha only; defined territory] Te p 47

Territory Feature Merits

* Ambush Site (•) [Defined territory] Te p 40
* Arcane (+•) [Defined territory] Te p 40
* Contested (-•) [Defined territory] Te p 41
* Essence Current/Ley Line (+•) [Defined territory] Te p 41
* Haunted (+•) [Defined territory] Te p 42
* Media Center (+•) [Defined territory] Te p 42
* Neutral Territory (-) [Defined territory] Te p 43
* Notorious (-) [Defined territory] Te p 42
* Occluded (+•) [Defined territory] Te p 44
* Poor (+•) [Defined territory] Te p 44
* Pure (-••) [Defined territory] Te p 44
* Rich (+•) [Defined territory] Te p 45
* Sanguine (+•) [Defined territory] Te p 44
* Virgin (+••) [Defined territory] Te p 44

Territory Merits, General

* Cemetery (•) [Defined territory] Te p 33
* Church (•) [Defined territory] Te p 33
* Criminal District (•) [Defined territory] Te p 34
* Empty Building (•) [Defined territory] Te p 34
* Highway (•) [Defined territory] Te p 34
* Hospital (•••) [Defined territory] Te p 35
* Military Base (•••) [Defined territory] Te p 35
* University/Post Secondary School (••) [Defined territory] Te p 36
* Utilities (•) [Defined territory] Te p 36

Territory Merits, Rural

* Caverns/Tunnels (•) [Defined territory] Te p 19
* Cliff/Ridge (•) [Defined territory] Te p 19
* Desert (•) [Defined territory] Te p 19
* Fallow Prairie (•) [Defined territory] Te p 21
* Factory Farm (-) [Defined territory] Te p 21
* Farm (• or ••) [Defined territory] Te p 21
* Glacier/Icepack/Tundra (•) [Defined territory] Te p 22
* Landfill/Garbage Dump (••) [Defined territory] Te p 22
* Mountain (••) [Defined territory] Te p 22
* Ocean/Sea/Great Lake (•) [Defined territory] Te p 23
* Pond/Lake/Lake Front (•) [Defined territory] Te p 24
* River/Riverside (•) [Defined territory] Te p 24
* Spring (••) [Defined territory] Te p 24
* Stream (•) [Defined territory] Te p 25
* Swamp/Marsh/Wetland (••) [Defined territory] Te p 25
* Woods/Forest (••) [Defined territory] Te p 26

Territory Merits, Spirit/Supernatural

* Barren (-) [Defined territory] Te p 37
* Catalyst (•) [Defined territory] Te p 37
* Glade (•••) [Defined territory] Te p 38
* Locus (• to •••••) [Defined territory] W:tF p 260
* Shoal (-) [Defined territory] Te p 38
* Verge (-) [Defined territory] Te p 39
* Window (•) [Defined territory] Te p 39
* Wound (-) [Defined territory] Te p 39

Territory Merits, Urban

* Apartment Building (•) [Defined territory] Te p 27
* Big Box Store (•) [Defined territory] Te p 27
* Club/Bar (••) [Defined territory] Te p 28
* Factory (•) [Defined territory] Te p 29
* Houses/Housing (•) [Defined territory] Te p 29
* Mall/Strip Mall (•) [Defined territory] Te p 29
* Museum/Library (•) [Defined territory] Te p 30
* Office Building/Skyscraper (•) [Defined territory] Te p 30
* Park (•) [Defined territory] Te p 30
* School (•) [Defined territory] Te p 31
* Shop/Restaurant (•) [Defined territory] Te p 31
* Stadium/Arena (•) [Defined territory] Te p 31
* Theatre/Opera House (•) [Defined territory] Te p 32

Wolf-Blooded Merits

* Fetish (• to •••) [Wolf-Blooded 2] BotW p 125
* Lunatic Glare (••) [Wolf-Blooded 3] BotW p 125
* Watched (• to •••••) [Wolf-Blooded 2] BotW p 126
* Wolf-Blooded (•• to •••••) [Mortals only] BotW p 126
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The Auspices:

Rahu: Full Moon, Warrior

The Rahu auspice is technically a blessing, but few Uratha look upon it as wholly benign, for the gift of the full moon is mad fury. Despite the power of their fury, a Rahu should never be dismissed as "mindless". Many are insightful leaders on the field of battle, the linchpins of their packs' combat abilities. All immerse themselves in their role, attempting to master their violent impulses.

Cahalith: Gibbous Moon, Visionary

Equal parts priest and historian, oracle and war-howler, the Cahalith is the voice of Luna. To be a Cahalith is to be ridden by one's dreams, to sense things in sharp context, to have one's soul constantly churning with thoughts and emotion that demand expression.

Elodoth: Half Moon, Walker Between

The half moon hangs in balance, and balance is Luna's gift to the Elodoth. Those who Change under the half moon are touched with duality, drawing strength from that dichotomy. The Elodoth are judges and executioners, able to weigh both sides of any argument and ideally suited to act as a voice of law.

Ithaeur: Crescent Moon, Spirit Master

The crescent moon is the auspice of the shaman, the speaker with spirits or the spirit hunter. When Luna is barely visible, she is the oracle moon, the patron goddess of mysticism. The crescent moon marks those Forsaken who change under it with mystical insight and a connection to the spirit world. Yet, as the crescent moon is just enough light to count as moonlight, the Ithaeur is possessed of just enough knowledge to get into trouble.

Irraka: New Moon, Stalker

Those who change under the new moon are strange and unpredictable - moonless Forsaken with no guiding star. Luna's blessing to the Irraka is the ability to walk unseen, the gift of deception. Within the pack, the Irraka is the scout, the first to follow a trail and the first to catch sight of their prey. They are the werewolves who hunt without howling, who kill with a silent bite to the throat.
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Uratha Forms:

The Uratha can take different forms, with 5 standard forms, and one special form allowed by a Gift (Primal Form of the Mother Luna Gift list)
Hishu - Human

The human form is the form the Uratha has had all his life before his Change. It is the mask that allows him to walk in the human cities without to much trouble (aside from the Social penalties due to their Primal Urge trait) The Hishu form is taken when conflict with humans is inevitable.

Associated with the Irraka(New Moon) auspice
Dalu - Near-Human

The Dalu form combines the human form with several wolf-like features. Most Uratha gain a short fur, elongated teeth and fingernails and changes in the eyes are also common. The Size of an Uratha in Dalu form is also increased, as muscle tissue builds and bones lenghten. Dalu form grants the Uratha more combat options (increases Strength) and also grants a bonus to the performing of Rites.

Associated with the Ithaeur(Cresent Moon) Auspice
Gauru - Wolf-Man

The Gauru form is the Rage embodied. When the Gauru form is taken, blood starts flowing soon. The greatest of the normal forms an Uratha can attain, both in size as in combat potential, the Gauru form is also the most dangerous to the Uratha himself. For he becomes a lethal killing machine that finds it hard to discern friend from foe. Gauru form is the War-form, shaped for combat. Also, when the kuruth is unleashed, the Gauru form is taken.

Associated with the Rahu (Full Moon) Auspice
Urshul - Near-Wolf

The Urshul form is similar to the Urhan (Wolf) form, yet bigger, stronger and faster. Also the senses are greatly increased, granting the Uratha a whole new view on the world. Urhsul is the form mostly taken when a chase is emminent or when a prey must be found quickly, but it wants not to be found.

Associated with the Cahalith (Gibbous Moon) Auspice
Urhan - Wolf

Urhan is the form Uratha take to be quick, nimble and aware of their surroundings. Some Uratha enjoy to spend time in this form for, next to the Hishu form of course, that feels most natural to them. The other forms sometimes feel alien to don. Urhan is mostly taken when the Uratha has the need to stalk a prey over great distances, especially in rural country.

Associated with the Elodoth (Half Moon) Auspice
Primal Form

Unlike the previous forms, the Primal form is not one any but few select Uratha can don. It is the greatest power of the Mother Luna Gift list. Primal Form is greater, stronger, sturdier than any other shape an Uratha can hope to attain. Their regenerative powers are also increased. The chances of kuruth are also increased so it is not a form taken lightly. The Pure tribes known as the Predator Kings are most common to achieve this power, to hunt the Tribes of the Moon.

Primal Form is not associated with any Auspice
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Rites:

Level One

* Banish Human, WTF 149
* Blood Ogham, SotUK 99
* Funeral Rite, WTF 149
* Howl of Ownership, T 50
* Rite of Blood's Revelation, LtF 108 - Lodge of Wendigo
* Rite of Dedication, WTF 150
* Rite of Renunciation, WTF 150
* Rite of the Duel, LtF 31 - Lodge of Arms
* Rite of the Final Howl, SotUK 99
* Rite of the Ghost Howl, LtF 75 - Lodge of Night
* Rite of the Spirit Brand, WTF 151
* Ritual Mind, LotF 121
* Scent of the Einherjar, Blsph 102 - Valkyrja Mot
* Shared Scent, WTF 151
* Tremulous Howl, BotW 98

Level Two

* Banish Spirit, WTF 152
* Bar to Birth, BotW 28
* Beseech the Mother, SotUK 100
* Blessing of the Spirit Hunt, WTF 152
* Call Gaffling, WTF 153
* Call Human, WTF 153
* Call the Cloudless Sky, Rage 130
* Carrion Messenger, LtF 43 Lodge of Crows
* Cleansed Blood, WTF 154
* Communion of the Flesh, LtF 126 - Lodge of Feast
* Fortify the Border Marches, WTF 154
* Fresh Scent, LotF 121
* Hallow Touchstone, WTF 155
* Minor Sending, T 48
* Rite of Churned Earth, LtF 61 - Lodge of Harmony
* Rite of Contrition, WTF 155
* Rite of Dormancy, WTF 156
* Rite of Winter's Anguish, BotW 98
* Rite of the Cairn Stone, SotUK 100
* Rite of the Lesser Oath, Blsph 99 - Mot
* Rite of the Shroud Blsph, 140 - Bale Hound
* Rite of the Sin-Eater Blsph, 142 - Bale Hound
* Scarlet Messenger, SotUK 101

Level Three

* Bind Human, WTF 156
* Bind Spirit, WTF 157
* Blood Communion of Spring, Rage 131
* Call Jaggling, WTF 158
* Call the Empty Road, Rage 130
* Lay of the Land, T 48
* Prophets Voice, LtF 79 - Lodge of Prophecy
* Rite of Angry Streets, LtF 95 - Lodge of Stones
* Rite of Comprehension, LtF 89 - Lodge of Scrolls
* Rite of Forbidden Flesh, LtF 108 - Lodge of Wendigo
* Rite of Healing, WTF 159
* Rite of Initiation, WTF 159
* Rite of Moon’s Love, WTF 160
* Rite of the Bone Club, LotF 122
* Rite of the Final Sunrise, LtF 82 - Lodge of Ruin
* Rite of the Maenads Blsph, 79 - Lodge of Mania
* Rite of the Moon's Veil, LtF 86 - Lodge of Salvation
* Sacred Hunt, WTF 160
* Sense of the Territory, T 48
* Shrieking Glyphs, Blsph 142 - Bale Hound
* Subduing Hunger's Rite, BotW 99
* Wake the Spirit, WTF 161
* Waken the Fell Wolf, Blsph 103 - Valkyrja Mot

Level Four

* Animate the Land, T 49
* Binding of Locks, Rage 131
* Blinding the Eye, LtF 112 - Lodge of Winter
* Bloody-Handed Hunter, SotUK 101
* Bone-fires of Summer, Rage 131
* Chain-Breaker, LoF 35
* Fetish Rite, WTF 162
* Forging Arms, LtF 31 - Lodge of Arms
* Mark of the Death Wolf, BotW 115
* Questioning Rite, LotF 123
* Rite of Chosen Ground, WTF 163
* Rite of Corosion, LtF 71 - Lodge of Metal
* Rite of Dead Light, Blsph 143 - Bale Hound
* Rite of Desert Rain, T 50
* Rite of the Alpha's Blessing, LtF 112 - Lodge of Winter
* Rite of the Greater Oath Blsph, 99 - Mot
* Shadow Play, BotW 67
* Transfer the Spirits Blessing, LotF 123

Level Five

* Besieging the Shadow, T 51
* Disrupt Essence, T 50
* Drawing Down the Shadow, WTF 163
* Rending the Gauntlet, WTF 165
* Rite of the Border Citadel, T 51
* Rite of the Silver Scar, LtF 86 - Lodge of Salvation
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Tribes of the Moon

* Blood Talons

* Bone Shadows

* Hunters in Darkness

* Iron Masters

* Storm Lords

* Ghost Wolves

Pure Tribes

* Fire-Touched

* Ivory Claws

* Predator Kings
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