Shifter Flaws

Physical

Barren (4 points)

You’re unable to have children. Your inability to contribute to the future of your kind means that you’re … maybe not expandable per se, but something close to it. If someone’s needed for a heroic sacrifice or a final stand against impossible odds, everyone’s eyes are going to turn to you first, and you may find yourself volun-told if you don’t step forward on your own. Refusing or complaining will probably even lose you Renown into the bargain.

Double Jeopardy (3 points)

Instead of one, you have two metis deformities, which must be separate and distinct from one another. Anyone who thinks badly of metis will probably think even more so of you. This Flaw can only be taken by metis, although it is available to Bastet, Kitsune and Ratkin as well as to Garou.

No Partial Transformation (1 point)

You can only shapeshift completely from one form to another — growing spider fangs in human form or a human larynx in wolf form is impossible. You look with envy on those who’ve mastered these tricks.

Strict Carnivore (1 point)

You can only eat meat — ideally, freshly killed and raw, but cooked will do in a pinch. If forced to eat vegetables, fruit, grains, etc., you can keep them down, they just don’t provide you with any nutrition. Ananasi cannot take this Flaw.

Mental

Foul Temper (2 points)

Rather than storing up your anger, you tend to vent it as quickly as it arises. Not only does this make you somewhat unpleasant to be around, it also makes it more difficult to accumulate Rage. Whenever you would normally be able to gain a point of Rage, roll Willpower (difficulty 6). If you fail, the gain is nullified. Character type that do not have Rage (e.g., Ananasi) cannot take this Flaw.

Pack Mentality (2 points)

Most wolves are most comfortable with a pack, but you take it to an extreme. If there are no members of your pack around, your difficulty for any roll increases by 2. If you do have at least one member around, your difficulty for pack-centric activities is decreased by one. “Pack-centric” means something for which the presence of, and involvement of, packmates is a key part of the activity; you don’t get a difficulty break on things you do on your own just because your pack is around. If you’re in a stressful situation and are on your own, you may need to roll Willpower to take any action. If you don’t have a pack, you suffer the negative effects of this Flaw at all times — being around someone from the same sept is no help. You must be Garou to take this Flaw.

Social

Metis Child (4 points)

You’re the parent of a metis cub, and the more traditionally-minded Garou make sure that anyone who’s been in the area for long knows it. You suffer a -2 dice penalty to any Social rolls made regarding Garou who know of your offense, which — unless you’re not in your home territory, or are dealing with outsiders who’re new in town — is virtually everyone. It’s not likely you’ll ever be trusted with a sept office, and rising in rank will be even more of a trial than usual. You must be Garou to take this Flaw.

Supernatural

Banned Transformation (1 to 6 points)

Under some specific circumstance or situation, you become unable to change form except to assume your breed form. If you wish to change in spite of this Flaw, you must spend a Willpower point and succeed on a Willpower roll (difficulty 8). The more common the circumstances, the higher the point value; “when you can hear relaxing music” is probably worth only one point, but “any time you cannot see the moon” is likely to be worth the whole six (not only does it prevent you changing during the day, but also before the moon rises, after it sets, when you’re indoors or underground, etc.)

Docile (1 to 3 points)

The wolf side of your nature is quite distant, and you have difficulty summoning the same Rage as others of your auspice. For each point in this Flaw, your maximum Rage is lowered by 2 (to 8 for one point, 6 for 2, 4 for 3), and cannot be bought above that level without first buying off this Flaw. Other Garou are likely to show disdain for your “domesticated” affect; expect to have to work harder than normal to gain respect. Shifter types that do not have Rage (e.g., Ananasi) cannot take this Flaw.

Forced Transformation (1 or 2 points)

Some type of circumstance forces you to take a particular form and remain in it until those circumstances have passed (although you may spend a Willpower point to resist the initial shift). Depending on the circumstances, and on which form you take when they occur, this may be worth either 1 or 2 points.

Harano Prone (4 points)

You have a tendency to fall into bouts of the deep depression that the Garou call Harano. Any time you suffer a setback of some kind, roll Willpower (difficulty 6); if you fail, you become moody, despairing, self-destructive, or suffer some other kind of downswing in your mood. Either way, you lose a die from all your dice pools for 24 hours. A botch on the roll gives you a temporary Derangement. Unlike the book version, you may not spend Willpower to put off the Harano attack. You must be Garou to take this Flaw.

Insane Ancestor (1 point)

One of your ancestors was mad, and, unfortunately, happens to be one of those with which you have a connection. The explanatory +note for this Flaw should give a brief writeup for the ancestor in question and what form their madness takes, along with what common circumstances cause them to come to the fore. When that happens, roll your rating in the Ancestors Background; any successes cause the mad ancestor to take control for the rest of the scene. You may spend a point of Willpower to fight down the madness temporarily, but your ancestor will always be present. You must have at least one dot in Ancestors to buy this Flaw.

Pierced Veil (3 points)

Your Crinos form does not trigger the Delirium, forcing you to be particularly cautious — failing to notice an inquisitive mortal could lead to dire consequences for you and the rest of your sept. Kitsune cannot take this Flaw.

Sign of the Wolf (2 points)

You manifest many of the physical characteristics that supposedly identify a werewolf — eyebrows that row together, middle and ring fingers that are the same length, hair growing on your palms, and so forth. Most people just think you’re a little weird-looking, but any werewolf hunters, and perhaps Wyrm agents or spies, will find you immediately worthy of interest. You must be Garou to take this Flaw.

Slip Sideways (1 point)

Whenever you’re under stress and near a reflective surface, you must roll Wits + Occult (difficult 7) to avoid shifting to the Umbra unintentionally. If you fail, roll your Gnosis versus the local Gauntlet -1 to see what results. When trying to step sideways, you use the normal Gauntlet rating.

Kinfolk Only

Unscented (1 point)

You have no scent at all, and no Gift can reveal you as Kinfolk. While this does mean that anyone tracking you based on scent is done at +3 difficulty (while you may not smell like anything, you’re probably carrying or wearing something that does, so there’s still a slight chance), it also means that most scent-oriented creatures — Garou, for instance — will find you to be weird and a little untrustworthy. Traditionalists will worry that you may be hiding Wyrm taint. More imaginative werewolves may wonder if you’re a cyborg intrusion unit. As long as you’re among friends, you’ll probably be fine, but meeting any new Garou will be a fraught experience, and you should expect to have a hard time gaining the trust of the sept elders.

Veiled (5 points)

Despite being Kinfolk, you’re not immune to the Delirium, which can cause severe problems in dealing with Garou. You do, at least, gain a +1 bonus on the Delirium chart, and retain your memories of what happens while affected.