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Physical Merits and Flaws

These Merits and Flaws deal with your health and physical makeup.

Merit Cost Location Page


Alcohol Tolerance 1 Get of Fenris Tribebook 46
Alcohol Tolerance 1 Tribebook: Get of Fenris, Revised Ed. 85
Bad Taste 2 Werewolf Players Guide 26
Bad Taste 2 Werewolf Players Guide, 2nd Ed. 20
Cast-Iron Stomach 1 World of Darkness: Bygone Bestiary 107
Daredevil 3 Book of Shadows, The 46
Double-Jointed 1 Werewolf Players Guide 26
Double-Jointed 1 Werewolf Players Guide, 2nd Ed. 20
Effortless Shift 6 Wild West Companion 69
Fair Glabro 2 Werewolf Players Guide 26
Fair Glabro 2 Werewolf Players Guide, 2nd Ed. 20
Feral Appearance 1 Kinfolk: Unsung Heroes 54
Hidden Power 2 Freak Legion: A Players Guide to Fomori 22
Huge Size 4 Werewolf Players Guide 26
Huge Size 4 Werewolf Players Guide, 2nd Ed. 21
Lack of Scent 2 Werewolf Players Guide 26
Lack of Scent 2 Werewolf Players Guide, 2nd Ed. 20
Longevity 2 Werewolf Players Guide 27
Longevity 2 Werewolf Players Guide, 2nd Ed. 21
Metamorph 6 Guardians of the Caerns 105
Metamorph 6 Werewolf Players Guide 27
Metamorph 6 Werewolf Players Guide, 2nd Ed. 21
Mixed-Morph 1 Werewolf Players Guide 27
Mixed-morph 1 Werewolf Players Guide, 2nd Ed. 20
Natural Weapons 3 Red Talons Tribebook 51
Partial Shift 1 Wild West Companion 68
Perfect Balance 2 Book of Shadows, The 46
Physically Impressive 2 Get of Fenris Tribebook 47
Prosthesis 3 Guardians of the Caerns 105
Seldom Sleeps 2 Tribebook: Fianna, Revised Ed. 83
Stigmata of the Wyrm 4 Freak Legion: A Players Guide to Fomori 22
Unobtrusive 2 Werewolf: The Dark Ages 87
Unusually Fertile 1 Tribebook: Black Furies, Revised Ed. 87
Voice of the Songbird 3 Fianna Tribebook 47
Wolf Sight 2 Book of Shadows, The 46

Flaw Bonus Location Page


Allergic 1-4 Book of Shadows, The 45
Animal Musk 1 Werewolf Players Guide 26
Animal Musk 1 Werewolf Players Guide, 2nd Ed. 21
Anosmia 1 Tribebook: Bone Gnawers, Revised Ed. 81
Asthma 1 Book of Shadows, The 45
Bad Sight 3 Book of Shadows, The 45
Barren/Sterile 4 Kinfolk: Unsung Heroes 54
Blind 6 Book of Shadows, The 45
Deaf 4 Book of Shadows, The 46
Deformity 1 Freak Legion: A Players Guide to Fomori 23
Deformity 3 Werewolf Players Guide 26
Deformity 3 Werewolf Players Guide, 2nd Ed. 21
Disfigured 2 Werewolf Players Guide 26
Disfigured 2 Werewolf Players Guide, 2nd Ed. 21
Double Jeopardy 5 Guardians of the Caerns 105
Hard of Hearing 1 Book of Shadows, The 46
Infertile 1/3 Tribebook: Black Furies, Revised Ed. 87
Lame 3 Werewolf Players Guide 27
Lame 3 Werewolf Players Guide, 2nd Ed. 21
Monochrome Vision 1 Book of Shadows, The 46
Monstrous 2 Werewolf Players Guide 27
Monstrous 3 Werewolf Players Guide, 2nd Ed. 21
Mute 4 Werewolf Players Guide 27
Mute 4 Werewolf Players Guide, 2nd Ed. 21
Mute 3 World of Darkness: Bygone Bestiary 110
No Dextrous Limbs 4 World of Darkness: Bygone Bestiary 110
No Partial Transformation 1 Werewolf Players Guide 27
No Partial Transformation 1 Werewolf Players Guide, 2nd Ed. 21
One Arm 3 Werewolf Players Guide 27
One Arm 3 Werewolf Players Guide, 2nd Ed. 21
One-Armed 3 Wild West Companion 70
One Eye 2 Book of Shadows, The 46
Paraplegic 6 Book of Shadows, The 46
Scary Presence 2 Freak Legion: A Players Guide to Fomori 23
Short 1 Werewolf Players Guide 27
Short 1 Werewolf Players Guide, 2nd Ed. 21
Strict Carnivore 1 Werewolf Players Guide 27
Strict Carnivore 1 Werewolf Players Guide, 2nd Ed. 21
Unscented 1 Kinfolk: Unsung Heroes 54
Weak Spot 3 World of Darkness: Bygone Bestiary 110
Wolf Years 5 Werewolf Players Guide 27
Wolf Years 5 Werewolf Players Guide, 2nd Ed. 21

Alcohol Tolerance: (1 pt Merit) The Fianna pride themselves on their brewing, but the Get are still able to
show the Fianna a thing or two about drinking. With a successful Stamina roll (difficulty 7), a Garou with this
Merit can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a
drunken fighter. This Merit works against all natural intoxicants, though not against poisons. Naturally, a
werewolf with this level of tolerance has a much more difficult time getting drunk, which may spoil her fun a
bit.
MET: Spend a Stamina-related Physical Trait to shake off the intoxication.

Allergic: (1-4 pt Flaw) You are allergic to some substance — pollen, animal fur, alcohol, chocolate, etc. For
one point, you get hives, sneeze or become dizzy upon prolonged contact with your bane; for two points, you
swell up uncomfortably in the affected area, reducing all Dice Pools by one; for three points, your reaction
actually incapacitates you, reducing appropriate Dice Pools by three. If the substance is really common in your
chronicle, add an additional point to this Flaw.

Animal Musk: (1 pt Flaw) You smell like an animal even in Homid form. You suffer +2 difficulty on Social
rolls in a situation where your smell is obvious (indoors, at a party; but not at a dump, etc.). Outdoors, or in
situations where you can distance yourself from humans, your odor is not noticeable. This scent does not bother
wolves, only humans.

Anosmia: (1 pt Flaw) You’ve lost all sense of taste and smell. Maybe it’s because you’ve been surrounded by
the stink of the city for so long, or it may simply be a genetic defect. Some Bone Gnawer metis are born with
this affliction; this Flaw is always in the addition to the more crippling and obvious metis deformity chosen
during character creation.
Regardless of the cause of this Flaw, you automatically fail any roll involving these two senses. Including
Primal Urge rolls for tracking or hunting. In lupus form, its even more crippling, since smell is a wolf’s most
acute sense; this Flaw cancels out the -2 difficulty to Perception rolls a Garou gets in that form. There’s a slight
benefit, however: At the Storyteller’s discretion, you may be immune to Gifts and supernatural abilities that rely
on odors or stink, such as the Gift: Odor of the Skunk. Bone Gnawer cooking also tastes just fine to you, even if
the texture is occasionally repulsive.
MET: You have no sense of smell, You cant track by scent, you do not gain Heightened Senses in your non
homid forms and you aren’t affected by any powers that work solely on scent

Asthma: (1 pt Flaw) You have difficulty performing strenuous tasks because you cannot breathe properly. With
asthma, your lungs only pull in a fraction of the air that normal lungs require. Any time that you exert yourself,
you must make a Stamina roll against difficulty of 6 or be unable to perform any action on the next round while
you catch your breath.

Bad Taste: (2 pt Merit) You're just plain nasty. Your flesh exudes oils tasting so bad that anyone whose mouth
parts touch you (Garou, fomori, Wyrm monsters) becomes nauseated. The would-be biter must make a
successful Willpower roll each turn for the remainder of the scene or be unable to act while he is retching.
Lupus and wolves may react poorly to you; they obviously won't lick you. These oils aren't odorous in any way,
but you must constantly wipe oily sweat from yourself.

Bad Sight: (3 pt Flaw) You have a hard time seeing due to an uncorrectable visual defect. You make all dice
rolls related to sight at a +2 difficulty. Your Lupus form does not receive the standard bonus to Perception for
visual checks, though other senses are not affected. You also suffer from night-blindness. Unlike
nearsightedness or farsightedness, this defect cannot be corrected.

Barren/Sterile: (4 pt Flaw) Kinfolk fill a limited number of roles in Garou society. For Kinfolk who serve
werewolves as perpetuators of the species, inability to reproduce is a serious Flaw indeed. Not only does it carry
a social stigma, it may also call down abuse, neglect or exile. Kinfolk men or women who can't reproduce lose a
great deal of their usefulness in Garou eyes. For obvious reasons, vampire and wraith Kin can't use this flaw.

Blind: (6 pt Flaw) You are totally blind, lacking even the faintest ability to see. You cannot even attempt any
Perception rolls involving visual stimulus. All rolls made to step sideways are at a +1 difficulty, as you cannot
use the usual method of visualizing the other world.

Cast Iron Stomach: (1 pt Merit) Beasts must often forage for sustenance; as a consequence, some have learned
to be less picky than others. Like a goat or a shrew, you can eat anything remotely similar to food and gain
nourishment from it. Carrion, straw, bones; it's all dinner. As for the smell, well, you get used to it....
Daredevil: (3 pt Merit) You enjoy taking risks and have a talent for surviving dangerous situations. When you
attempt something with a higher danger or risk factor (such as leaping to grab a flagpole thirty stories above the
ground), you receive 3 additional dice to your rolls, and you may ignore a single 'one' (giving you an additional
success) on these rolls. Generally, an action must be at least difficulty 8, and with the potential to inflict at least
three health levels of damage if failed, to qualify as sufficiently dangerous to earn this bonus.

Deaf: (4 pt Flaw) You were either born profoundly deaf or have lost your hearing entirely during your
childhood. You automatically fail any rolls involving hearing. You may feel sound vibrations from sufficiently
loud noises, but you hear nothing.

Disfigured: (2 pt Flaw) A hideous disfigurement makes you ugly and easy to notice — as well as remember.
You therefore have a zero Appearance. The disfigurement is either a deformity from birth or a massive battle
scar that has ruined your face. Metis characters may take this Flaw as their metis disfigurement.

Deformity: (3 pt Flaw) You have some kind of deformity — a misshapen limb, a hunchback or some other —
that affects your interactions with others and may inconvenience you physically. Your difficulty is +2 on all
dice rolls related to physical appearance. This Flaw also raises the difficulty of some Dexterity rolls by two,
depending on the type of deformity you possess. Metis characters may take this Flaw as their metis
disfigurement.

Double Jeopardy: (5 pt Flaw) You were born not with one, but two metis deformities. These are incurable and
cannot be eliminated through experience points or events in the chronicle. Gaea either marked you for
something special or cursed you for some unknown reason.

Double-Jointed: (1 pt Merit) You are unusually supple. The difficulty of any Dexterity roll involving body
flexibility is reduced by 2. Squeezing through a tiny space is one example of a use for this Merit.

Effortless Shift: (6 pt Merit) If only bronco busting was this simple! You find it extremely easy to change
forms, and you sometimes do it in your sleep. You do not need to roll to shift forms (you are considered to have
an automatic five successes); nor do you need to spend a Rage point to instantly assume a desired form. In
addition, if you are ever knocked unconscious (due to wounds, etc.), you can make a roll of Wits + Primal Urge
(difficulty 8) to assume whatever form you wish, instead of reverting to your breed form.

Fair Glabro: (2 pt Merit) Your Glabro form can pass for Homid, albeit a large and bulky one. You lose no
Social Attributes when in Glabro.

Feral Appearance: (1 pt Merit) Whether you're more hirsute than the average person or have a lean, hungry
look to your features, the werewolves like what they see. It isn't a matter of physical beauty; there's just
something about you that stirs their animal natures. You get an extra die in all rolls involving appearance when
dealing with homid Garou, and you are considered to have an extra dot of Charisma among lupus Garou
(although it can't exceed 5).

Hard of Hearing: (1 pt Flaw) You have problems hearing certain sounds or ranges of sounds or have some
other problem that affects your auditory senses. You have a +2 difficulty to all rolls involving hearing sounds.
Your lupus form receives its standard Perception bonus only to rolls involving scent.

Hidden Power: (2 pt Merit) None of your powers or Taints are physically obvious. You appear to be human (or
whatever you were before becoming a fomori). If you have extra limbs or body barbs, they are retractable and
hidden under a sheath of skin. You seem to be one of the crowd.
Huge Size: (4 pt Merit) You are abnormally large in size, possibly over seven feet tall and 400 pounds in
weight in Homid form. You therefore have one additional Health Level, and you can thus suffer more harm
before you are incapacitated. Treat this Merit as an extra Bruised Health Level, with no penalties to rolls.

Infertile: (1 or 3 pt Flaw) Your character is infertile, fro whatever reason; perhaps she contracted a virulent
disease as youth, suffered from battle scars to the abdomen, or was the victim of a botched abortion before her
First Change. She cannot bear any children. This is the cause of some lowering of status within the Black
Furies; she loses 1 point of honor Renown. If the Character has never borne any children, the she will be
considered a Maiden until such time as she goes through menopause and becomes a Crone…this is the 3 point
version of the flaw. She cannot learn any Mother Gifts or rites. If the Character has had children and simply can
have no more this is only a 1 point Flaw. At the Storytellers option, depending on the traditions of the Sept, the
latter version of this flaw may lead to the character’s being considered a Crone.
MET: Lose one trait of Honor Renown: your character can never have children except through the intervention
of magical assistance (which may require you to spend experience points to remove this Flaw).
For one Trait, you have had children but cannot have more and probably considered a Crone. For Three Traits,
you have not and never will have children; you will be a Maiden until you enter the Crone age. You will also
tend to suffer from varying levels of pity and scorn from other Black Furies, especially Mothers.

Lame: (3 pt Flaw) Your legs are injured or otherwise prevented from working effectively. You suffer a two-
dice penalty to all dice rolls related to movement, no matter your form. Lameness may result from a birth
defect, pre-Change injury or battle scar. A character may not take this Flaw along with the Merit: Double-
jointed. Metis characters may take this Flaw as their inborn deformity.

Lack of Scent: (2 pt Merit) You either have no scent at all, or your scent is extremely faint. You are hard to
track by Garou or other hunters who use scent. Any attempts to track you are at +2 difficulty. You may find it
difficult to deal with lupus Garou or wolves, as they will mistrust your lack of a 'natural' scent.

Longevity: (2 pt Merit) Gaia has blessed you with long life. You do not suffer aging effects until you are 90
years old or more (rather than 70 and up). You can expect to reach 120 to 130 years of age, barring death in
combat.

Metamorph: (6 pt Merit) find it extremely easy to change forms and can do it even in your sleep. You do not
need to roll to shift forms (you are considered to have an automatic five successes); nor do you need to spend a
Rage point to instantly assume a desired form. In addition, if you are ever knocked unconscious (due to wounds,
etc.), you can make a roll of Wits + Primal-Urge, difficulty 8, to assume whatever form you wish instead of
reverting to your breed form.

Mixed-Morph: (1 pt Merit) It is easy for you to transform certain body parts only, such as a hand to a claw
while you remain in Homid form or changing your Lupus vocal cords into a human voice box. Your difficulty
for such changes is only a 6.

Monochrome Vision: (1 pt Flaw) You cannot distinguish between colours, but see the world in varying shades
of black, white and gray. This is not true colour-blindness, which usually refers to the inability to distinguish
between certain colours (such as red and green). Colour has no meaning for you, though you can differentiate
intensities of shade — dark gray, light gray, dull gray, etc. This Flaw occurs more frequently among lupus.

Monstrous: (3 pt Flaw) There is something wholly monstrous about you, something that makes you hideous in
the eyes of fellow Garou. Your Homid form scarcely looks human and your Crinos and Lupus forms look
horrendous; in what manner you differ from the norm is up to you. Perhaps you have taken on the features of a
reptilian animal and resemble a creature of the Wyrm to certain literal-minded Garou. Your Appearance is 0.
Metis characters may take this Flaw as their metis disfigurement.
Mute: (4 pt Flaw) Your vocal apparatus does not function, and you cannot speak at all. You can communicate
only through other means — typically writing or signing. Metis characters may take this Flaw as their metis
disfigurement.

Natural Weapons: (3 or 4 pt Merit) Garou with this Merit are greatly in tune with their wolf physique. Their
balance and physical acuity in Lupus form is greater than those in Homid form. The Garou can subtract one
from any difficulty of any attack roll with a natural weapon (e.g., claw, fangs, punch, kick, grapple) when in
Lupus form. However, he adds one to the difficulties o any such attack rolls made while in Homid form.
This Merit costs four points for homid characters.

No Dextrous Limbs: (4 pt Flaw) The noble unicorn and the humble pig share this Flaw. Neither has hands,
claws, trunks or prehensile tails that it may use to employ tools or grip objects. You have this "disability" and
cannot use weapons other than your natural ones, or write in any medium more convenient than wet clay.

No Partial Transformation: (1 pt Flaw) You cannot take any mixed forms at all (such as Crinos paws while in
Hispo) — only the full forms.

One Arm: (3 pt Flaw) Whether from a birth defect, pre-Change injury or battle scar, you have only one arm. It's
assumed that you are accustomed to using your remaining hand, so you suffer no secondary-hand penalty.
However, you do suffer a two-dice penalty to any Dice Pool when two hands would normally be needed to
perform a task. Metis characters may take this Flaw as their metis deformity.

One-Armed: (3 pt Flaw) Whether from a birth defect, pre-Change injury or Battle Scar, you have only one arm.
It's assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty.
However, you do suffer a two-die penalty to any Dice Pool in which two hands would normally be needed to
perform a task. Metis characters may take this Flaw as their metis deformity.

One Eye: (2 pt Flaw) You lack depth perception and have limited vision due to the fact you only have one eye.
Your blind side has no peripheral vision. When depth perception is involved (such as during ranged combat),
you suffer a 2 dice penalty to your rolls.

Paraplegic: (6 pt Flaw) You can hardly move without assistance, such as a pair of crutches or a wheelchair.
Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to roleplay this
Flaw correctly, no matter how difficult it makes things. A character may not take this Flaw along with the
Merit: Double-Jointed.

Partial Shift: (1 pt Merit) This whole shapeshifting deal is pretty easy for you. You're so good at it, you can
transform certain body parts, such as a hand to a claw, while still in Homid form. Your difficulty for such
changes to 6.

Perfect Balance: (2 pt Merit) You have an uncanny knack for staying on your feet, either from natural talent or
from long hours of training. Most likely, you have never fallen in your life, nor does it seem likely that you will
lose your balance in the near future. Any rolls you make to attempt physical activities requiring balance (such as
tightrope walking, maneuvering across ice or other slippery surfaces, mountain climbing or rock scaling) are at
a -2 difficulty.

Physically Impressive: (2 pt Merit) A Garou with this Merit can add one die to all Social rolls that involve
intimidation. The Get appears dangerous both in outward demeanor and in physical bearing, and exudes a
confidence that assists in impressing opponents.

Prosthesis: (3 pt Merit) If your character has a physical deformity or missing limbs, you've somehow obtained
prosthetics to compensate. This does not mean your deformity is cured when you can't wear the prosthetics, and
many homid and lupus dislike them, you've still got the deformity and its limitations. However, these
prosthetics may help offset some of your penalties when worn (Storyteller discretion). This is a common Merit
among Glass Walker metis.

Scary Presence: (2 pt Flaw) The Wyrm rides you always; no matter how you act or appear, you're cursed to
frighten people by your very presence. This Flaw has no physical manifestation - you scare folks simply by
existing. Mundane humans will avoid you however they can, and may become violent if pressed. Even other
fomori will sense the taint that infects your soul; they may not flee, but you won't be popular, either. Loneliness
is your lot forever.

Seldom Sleeps: (2 pt Merit) Like the Sight, this Merit is the product of a dab of magic in the blood. While rest
is still required after exertion, sleep is seldom necessary. One hour a night is fine, and even an hour every three
days won't make a Fianna more than a little red-eyed. Such people find themselves pulling more than their share
of guard duty.
MET: This Merit does not make you immune to sleep-causing effects, nor negate the need or rest after using
taxing Gifts or rituals. The character is not always perky, bright-eyed and bushy-tailed -- it's possible to be
relaxed but not sleepy. Resting after rituals or Gifts means no combat and no challenges.

Short: (1 pt Flaw) You are well below average height, and you have trouble seeing over high objects and
moving quickly. Your Crinos form doesn't gain as much mass and size as it normally would; you are just under
average human height in this form. You suffer a two-dice penalty to all pursuit rolls, and you and the Storyteller
should make sure your height is taken into account in all situations. In some circumstances, this Flaw can give
you a concealment bonus.

Stigmata of The Wyrm: (4 pt Merit) These are marks of the Urge Wyrms, which sometimes commune with
favored servants. To 'win' one, a fomori must first understand the aspects of the Wyrm (which indicates some
level of insanity to begin with), then contact her own inner corruption (to discover which aspect favors her),
manifest that Urge in word, body and deed, and often undergo some hideous ordeal of consecration.
Seeking the Wyrm within often requires a perverted visionquest; this usually involves breaking away from all
friends (including other fomori), and indulging in some excess related to the vision your character seeks until
some truth appears. These excesses can include killing sprees, near-fatal drug binges, wanton cruelty
(brutalizing homeless folks, children, animals, etc.), prolonged depressions, psychotic episodes, mad orgies and
other deadly activities. At some point, a vision of the Urge Wyrm's Maeljin Incarna appears to the fortunate one
and sends her through some excruciating test of loyalty; such ordeals are related to the Urge Wyrm involved —
tests of greed, cruelty, deceit, etc. A fomori who survives the tests (many do not) receive the mark of favour.
Like the tests, stigmata marks relate to the Urge Wyrm the character serves: Pseulak, Lord of Lies, often gifts
his chosen with forked tongues. Karnala, Desire's Urge, has more attractive marks, often hypnotically intriguing
tattoos. Foebook gifts his followers with forever-open eyes, while Angu's mark consists of massive brands
which never heal. The exact nature of the mark is left to the troupe's imagination, but it should reflect some
appropriately deviant behaviour.
Stigmata can be really useful in social situations with others who understand the mark; Black Spiral Dancers
may revere the chosen (or may kill her anyway — they are demented, after all!), and Pentex superiors and
Wyrm-mystics will give her respect. Even mundanes who embrace the Urge Wyrm's principles will regard the
chosen one with a measure of awe and reverence. Stigmata are usually good for 1 to 3 extra dice for Social rolls
when dealing with the Wyrm-tainted. Naturally, the character will stand out like a beacon to Sense Wyrm and
other such Gifts, and must continue to serve the Urge Wyrm whenever possible.

Strict Carnivore: (1 pt Flaw) derive no nourishment from vegetables, and you must rely solely on meat —
preferably raw. It is hard for you to subsist in a desolate landscape where prey is scarce.

Unscented: (1 pt Flaw) For some reason, you have no discernible scent; it's completely missing from your
body. While this condition might be an advantage when hiding from predators, it's an advantage among
werewolves. They might pounce on you, unaware you're Kin. No Gifts, such as Scent of the True Form, can
detect you as Kinfolk. Worse, the more suspicious types may think it's some sort of Wyrm power! Among a
people who rely so heavily on the sense of smell, you've got a disability.

Unobtrusive: (2 pt Merit) You are fairly average in both appearance and action. You don't attract attention to
yourself. Others have a +1 difficulty when trying to remember anything particular about you, be it your hair
colour or a wild frenzy from last night.

Unusually Fertile: (1 pt Merit) The character with this merit is far more likely to become a parent than another
Garou is. While Garou with Unusually Fertile is twice as likely as an average human to become pregnant or
cause a pregnancy after a single unprotected sexual encounter. The children of a character with this merit are no
more likely to be Garou then are the children of another character not so blessed. The specific effects of the
Merit are best left to the Storyteller and player involved, especially if the character is female. For obvious
reasons, metis may not take this Merit.
MET: As noted in the table text, your character is unusually fertile, but the impact of this upon game play is a
matter of Storyteller discretion, not for challenges and Traits.

Weak Spot: (3 pt Flaw) There's a literal chink in your armor, a place where an opponent can badly wound you.
This might be a horse's bad leg, a roc's fragile skull, or a vital spot in a wyvern's hide. A successful strike there
bypasses any armor you might have and inflicts two unsoakable Health Levels of aggravated damage (or two
extra Health Levels if the attack was already aggravated); a hit with which your opponent scores five successes
or more inflicts double that amount.
In many cases, your weak spot is a secret. If you're especially notorious or ancient, or if your frailty is
inherent to your kind, an attacker with the right information (Intelligence + Hearth Wisdom or your species'
Lore, difficulty 8) might have heard about it. Even if she has, however, knowing about the spot and hitting it are
two different things. A targeted shot on your vital area adds four to the attacker's usual difficulty. As an optional
rule, the Storyteller might decide that a random strike that scores six successes or more hits the Weak Spot for
normal (that is, two aggravated Health Levels) damage, while one that hits with more than eight (exceedingly
unlikely!) cripples you with four aggravated Health Levels. This can be a deadly Flaw to take.

Wolf Sight: (2 pt Merit) In all your forms, you see colours and intensities of light as a wolf does. Your colour
vision is dimmer than that of a humans, though you embrace the full spectrum of colours. Your night vision,
however, far surpasses human nocturnal vision. You also notice movement more readily. You gain an extra die
to all Perception rolls that involve movement or take place at night.

Wolf Years: (5 pt Flaw) Your life span is that of a wolf, rather than that of a normal Garou. In other words,
you've got 12 to 20 years at most. You begin to take aging effects at eight years if you are lupus or within five
years of the Change for a homid character. Naturally, homids with this Flaw begin aging quickly only after the
Change.

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