
GAROU MERITS AND FLAWS
Here you will find a listing of Merits and Flaws. If you want a merit or flaw that is not listed here. Please let the ST staff know. ST's also have the right to deny any merit or flaw (even those listed below).

Restricted
Below are a list of restricted Merits and Flaws
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Iron Will
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Dark Fate
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Child

Mental Merits
Berserker (2) GAROU
You control your rage instead of it controlling you.
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You can enter a berserk frenzy at will.
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You still need to make a standard roll to see if you enter a regular frenzy when the situation may rise.
Calm Heart (3) ALL
You're cool and collected. +2 dice when attempting to resist frenzy.
Code of Honor (2) ALL
You follow a strict personal code.
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2 additiona dice to Willpower or Virtue rolls when following your code or avoiding situation which will tempt them to break it.
Common Sense (1) ALL
You have something a lot of people lack. The ST may give you hints or suggestions about what your actions may cause.
Note: A great merit for starting characters, as you may receive advice from the Storyteller regarding how to handle certain situations. If you do not take this merit, STs can and will deny helping you when your character is in over their head.
Computer Aptitude (1 for Garou, 2 for Vampire) ALL
Computers are your friend.
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-2 difficulty on all rolls involving computers.
Concentration (1) ALL
You can focus better than most. You're unaffected by distracting circumstances.
Eidetic Memory (2) ALL
You have a photographic memory.
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If stressed you can make a perception + alertness, difficulty 6 to remember what you're experiencing.
Expert Driver (1) GAROU
You are a kickass driver.
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-2 difficulty on driving related rolls.
Gall (2) GAROU KIN
You've got more moxy than is probably good for your health.
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+1 die on social rolls involving showing backbone.
Inner Strength (2) GAROU
You are a real survivor. Willpower rolls are
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-2 difficulty if struggling against overwhelming odds.
Jack-of-all-Trades (3) GAROU
You know a little about a lot.
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You can roll on a knowledge you don't possess at a +2 difficulty.
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Only Metis and Homid characters can take this.
Language (1) ALL
You know a human language.
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You must take this for each language you know.
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It can be combined with Natural Linguist.
Lightning Calculator (1) GAROU
You're good with numbers.
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-2 difficulty when it comes to mental math problems.
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You may also be able to figure out the odds of success or failure.
Mechanical Aptitude (1) GAROU
You're good with your hands, a mister or miss fix-it. This does not include electronics or computers, though.
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-2 difficulty to understand, repair, or operate any kind of mechanical device.
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It does not help you know how to drive it.
Natural Linguist (2) ALL
You're particularly good with languages.
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Learn 2 languages for every purchase of the Language merit.
Recognize Garou (3) GAROU KIN
Either you grew up around them, or something in you just knows, but you can recognize Garou by their actions and mannerisms.
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-2 difficulty to Perception attempts to figure out if someone is Garou or not.
Seldom Sleeps (2) GAROU
You can go a long time without much sleep.
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One hour a night to every three days will cause you no penalties.
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You might not be the life of the party, but you're up and working.
Self-Confident (5) GAROU
You're very sure of yourself.
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When you spend a Willpower for an automatic success, you do not lose it unless it's the only success the roll gave you.
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It may only be used in challenging situations when the difficulty is 6 or higher.
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If it's used when the difficulty is 5 or lower, the willpower will be lost no matter the outcome of the roll.
Time Sense (1) ALL
Your internal clock is completely accurate.
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You can judge the passage of time.
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You can also know what phase the moon is in.
Untamable (5) GAROU
Your will is too strong to be manipulated easily.
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Immune to Domination attempts (but not emotional control via Presence) and immune to the gifts "Roll Over," "Obedience," and "Mastery."
Wolf-Sense (1) GAROU KIN
You have a "spidey-sense" for yourself and actions.
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With a successful wits roll, an ST can tell you if you're about to do something Garou will see as stupid.

Mental Flaws
Ability Deficit (5) GAROU
You didn't learn everything you should have.
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You have 5 fewer points to use in Talent, Skills, or Knowledge.
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That means you can take 8/9/5, 13/4/5, or 13/9/0.
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It's up to you where you want to put them.
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You can use freebies to up the abilities in your choosen category but you cannot have any ability at 3 dots or higher at the start of the game.
Absent-Minded (3) GAROU
You're forgetful.
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To remember specific details about anything, other than your name, you have to pass an Intelligence roll, diff set by the ST.
Amnesia (2) ALL
You've forgotten your past though it may come back to you.
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You can take up to 5 points in other flaws that are unknown to you.
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The storyteller can pick them for you and use them against you.
Compulsion (1) GAROU
You have something you just have to do. Think of it like OCD.
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You can spend a willpower to avoid your compulsion temporarily.
Deranged (3) GAROU
You're a bit insane.
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Pick a derangement.
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Willpower may give you a break from it, but only for a little while.
Driving Goal (3) GAROU
You have a deep-seeded goal that you must accomplish but will never be able to.
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You can deviate from this goal, temporarily, by spending a willpower.
Flashbacks (6) ALL
Your first change was so horrible that sometimes something sends you into a different state of mind.
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At the beginning of each story, roll your Willpower.
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If you succeed then you can participate as normal.
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If you fail, you have 1 Willpower for that story until the next session.
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Willpower can not be spent to automatically succeed the roll.
Hatred (3) GAROU
Some person, thing, or situation has caused you to hate it wholeheartedly.
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As a Garou, you already hate the Wyrm and cannot pick that.
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You can spend a Willpower to ignore that hatred for a short time.
Impatient (1) ALL
You hate waiting. You want things NOW NOW NOW!
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You must succeed a Willpower roll, difficulty 6, anytime you're made to wait for something.
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If you fail, you'll go off on your own to get whatever the job is done.
Inferiority Complex (1) GAROU KIN
You're not worthy.
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If you're put in charge or are responsible for something, your difficulties are raised by 1.
Intolerance (1) GAROU
You very much dislike a thing, person, animal, something.
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You have a +2 difficulty involving the object of that dislike.
Nightmares (1) ALL
Your sleep is never peaceful. Nightmares plague your dreams.
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Make a willpower, difficulty 7, or lose a die on all actions for the night.
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If you botch, you believe you're still locked in your nightmare.
Overconfident (1) ALL
You believe you can do anything you want, no matter if it's too large for you to take on. You'll never back down from being outgunned or outnumbered.
Pack Mentality (2) GAROU
Your pack is everything.
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When you're not with them, you are totally alone.
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+2 difficulty on any task when you're not with at least 1 member of your pack.
Phobia (2 for Vampire, 2 or 3 for Garou) ALL
Something is very scary to you.
VAMPIRE
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You must make a courage roll everytime you encounter the object of your fear.
GAROU
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2 points is a minor fear.
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You must succeed on a willpower roll or run away.
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3 points is a major fear.
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You must roll a frenzy check, difficulty 6.
Short Fuse (2) ALL
You should be in anger management classes.
Brujah cannot take this flaw, they already have something similar.
Shy (1) ALL
You are not a social butterfly.
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Social interactions with strangers come at a difficulty +2 for you.
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If you become the center of attention, the difficulty increases by +3.
Soft-hearted (1) ALL
Suffering touches your heart more than most. You can't stand to see it.
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You must succeed in a willpower, difficulty 8, roll to avoid a situation where you might cause pain.
VAMPIRE
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You must have a Humanity 7 to take this flaw.
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If you're on the Path of Enlightenment, ST approval is needed.
Speech Impediment (1) ALL
You have a stutter or something else that makes it hard for you to speak properly.
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It spreads to any languages you may know.
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Verbal communication rolls are at a +2 difficulty.
Territorial (2) ALL
What's your's is your's and no one else can have it!
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If another enters your territory, you must make a frenzy roll.
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If you fail, you immediately attack the intruder.
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You are reluctant to leave your territory except in dire circumstances.
Ulterior Motive (2) GAROU KIN
You may love and respect your Garou kin, but you're there for something else.
Vengeful (2) ALL
Someone wronged you and you will make it right.
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You can spend a willpower to temporarily put aside your vengeful nature.
Weak-Willed (3) ALL
Dominate, Stare-down, Roll Over and intimidation work incredibly well on you.
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The diff to resist social abilities such as Intimidation or Leadership, as well as spells or magic are increased by 2.
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Your willpower may never raise above 4.
Curiosity (2) GAROU
You are deeply curious about everything. You know that saying about the cat, right?
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You must succeed a Wits roll or you'll investigate the unkown.
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The difficulty to resist varies, depending on the situation.

Physical Merits
Acute Senses (1) ALL
One of your five senses is incredibly sharp.
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-2 difficulty for detection with that sense.
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You must buy this merit separately for each sense.
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For Garou - The reduction is cumulative with other difficulty reductions, but only one reduction for Acute Senses is allowed. Ex: Hearing and Sight are being used. You only get -2 diff instead of -4 for the roll.
Alcohol Tolerance (1) GAROU
You can hold your liquor better than others.
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Stamina (diff 7) lets you shrug the effects of if needed.
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Works with all natural drugs.
Ambidextrous (1) ALL
You are equally dextrous, or nearly so, with both hands, and use your "off" hand at no penalty.
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Difficulties to do two different tasks at once (one with each hand) are at +1 for both rolls, rather than +1 for the "right" hand and +3 for the other.
Bad Taste (2) GAROU
You leave a bad taste in other people's mouths, literally. You would not make a fine 3rd course. People are nauseated when they bite you.
Daredevil (3) ALL
You love to take risks, and are damn good at living through them.
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Add 3 additional die to the roll, negate a single botch. Generally the action must be at least diff 8 with potential to inflict at least 3 health levels of damage if failed to qualify.
Double-Jointed (1) ALL
-2 difficulty on any roll involving flexibility.
Fair Glabro (2) GAROU
You can almost pass for human when in glabro. No social penalties apply.
Feral Appearance (1) GAROU KIN
You may be human kin but the wolves seem more at eas around. Something about you reminds them of themselves.
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You gain an extra die on Appearance rolls when dealing with Garou.
Huge Size (4) ALL
You are not a girly-man (or woman), and may be as tall as seven feet and weigh as much as 400lbs. You have an extra Bruised Health Level.
Lack of Scent (2) GAROU
You don't have much of a smell, if any at all.
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Difficulties to find you by scent increase by 2.
Long-Distance Runner (3) GAROU
You've trained hard or were born with the ability to run long distances very fast.
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Your normal running speed is doubled for one hour per dot in stamina.
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You must have at least Stamina 4 to take this merit.
Metamorph (7) GAROU
You're so skilled at shifting you no longer need to roll or spend rage to shift.
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If you are knocked unconsious, you can roll wits + primal urge, diff 8, to pick which form you remain in.
Mixed-morph (1 or 5) GAROU
Partial transformation is easy.
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You just need to roll Dex + Primal Urge at diff 6 instead of 9 and do not need to spend a Willpower.
Natural Weapons (3 or 4) GAROU
You're more intune with your natural weapons.
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You subtract one from the difficulty of an attack roll in Lupus but add one when making the same attack in homid.
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Lupus and Metis born characters spend 3 points on this merit while Homid born characters spend 4.
Perfect Balance (1) GAROU
Your balance is like no other.
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Balance-related tests (like Dex + Athletics) are -2 difficulty.
Physically Impressive (2) GAROU
Your physical demeanor and bearing are dangerous and confident.
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Add a die to all social rolls for intimidation.
Wolf Sight (1) GAROU
You see as a wolf does. Your color vision isn't as good though you do see all colors. Your nightvision is far superior to humans.
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Add an extra die to visual based rolls at night or when they involve movement.

Physical Flaws
Animal Musk (1) GAROU
You smell like an animal in all forms.
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Indoor situations call for +2 difficulty to social rolls.
Anosmia (1) GAROU
You can't taste or smell things.
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You fail any roll inovlving those senses.
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This cancels out the -2 diff to Perception in lupus as well.
Bad Sight (1 or 3) VAMPIRE (3) GAROU
You can't see very well.
VAMPIRES:
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1 point with this flaw can be corrected by glasses or contacts.
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3 points with this flaw is too severe to be corrected.
GAROU
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Difficulties for all sight-based dice are increased by two.
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Your lupus form does not get the bonus for sight-based Perception checks.
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This cannot be corrected.
Barren/Sterile (4) GAROU KIN
You are unable to have or sire children.
Blind (6) ALL
You can't see. This obviously hinders certain perception attempts.
VAMPIRES
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Dextiry-based rolls have an increased difficulty of +2.
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Disciplines that require eye contact, like Dominate, are at a penalty.
GAROU
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+1 difficulty to step side ways.
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Metis can take this as their deformity with no freebie points.
Deaf (4) ALL
You can't hear. Hinders certian perception checks.
VAMPIRE
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+3 difficulty for hearing-based Perception checks
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May be more resistant to some Dominate commands.
GAROU
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+3 difficulty for hearing-based Perception checks.
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Metis can take this as their deformity but get no freebies from it.
Deformity (3) ALL
You have a withered limb, hunchback, or other physical defect which causes you difficulty in movement, as well as in some social interactions.
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Penalties are dependent on the deformity
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A withered arm might reduce Dex by 2 for all manual manipulation attempts and reduce run speed in 4-legged forms for Garou.
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A hunchback may reduce Dex by 2 and increase difficulty by 1 for all social interactions.
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Penalties are at the ST's discretion.
Double Jeopardy (3) GAROU
Gaia really hated what your parents did.
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You have two metis deformities.
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Can only be taken by Metis.
Hard of Hearing (1) ALL
You don't hear so well.
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+2 difficulty on hearing-based rolls
Lame (3) ALL
Your legs are somehow permanently injured. You walk with a limp.
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Your walking speed is 1/4 that of normal and running is impossible.
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Metis can take this as their deformity but gain no freebie points for it.
Monochrome Vision (1) GAROU
You literally see in only black and white (and various shades of grey too.)
Monstrous (3) ALL
You look like the very devil, maybe literally. Some people may take your appearance to believe you're connected to some horrible yucky evil thing.
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Appearance automatically 0
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Metis can take this as their deformity but gain no freebie points from it.
Note: Nosferatu may NOT take this flaw.
Mute (4) ALL
You are physically unable to speak, and must communicate through writing or sign language (or perhaps telepathy, if you are capable of the skill and are in appropriate company).
No Partial Transformation (1) GAROU
You can't change just a part of you. It's all or nothing.
One Arm (3) GAROU
Due to an unfortunate injury or birth-defect.
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You suffer a -2 dice penalty to rolls where an action would usually require two hands.
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Your running speed is 1/2 normal in Hispo and Lupus.
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Metis can take this as their deformity but gain no freebie points from it.
One Eye (2) ALL
You lack peripheral vision on one side.
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Difficulty for sight-based Perception rolls increase by 2.
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If it involves depth perception, the difficulty is increase by 1 again for a total of 3.
Note: You cannot take this flaw twice.
Short (1) ALL
You are well below average height, about 4 1/2 feet tall or less.
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Your running speed is halved of normal.
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You have trouble reaching things or manipulating things designed for an adult of normal height.
Strict Carnivore (1) GAROU
You are the opposite of Vegan. Only meat for you! You can eat other things if you want, but you gain no nutrion from them.

Social Merits
Animal Magnetism (2) GAROU
You are especially attractive to others of your breed form.
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Rolls to attract, persuade, charm, or seduce those people are at
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-2 difficulty. This does not apply to threatening or intimidation.
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Metis must choose either pick wolves or humans for what they attract.
Camp Goodwill (1) GAROU
One of the Garou Camps have taken notice of you and like what you do.
You can take this Merit multiple times for different camps.
Family Support (1) GAROU
You're one of the lucky ones. Your family knows what you are and support it. They'll lend their support and understanding to you when you need it.
Favor (1-3) GAROU
You did something good for someone more powerful than you are. They owe you a favor for it.
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The 1 point version gives a minor service.
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2 points means you've done something significant.
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3 points means that you probably saved their life and can ask for something equal in return.
Good Old Boy/Girl (2) GAROU KIN
You're just a nice person and people want to be around you.
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+1 dice on Social rolls involving interactions with Garou or Kinfolk.
Natural Leader (1) VAMPIRE (2) GAROU
Your personality makes people want to follow you.
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Your charisma must be 3 or higher to take this merit.
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You get 2 extra dice when making Leadership rolls.
Notable Heritage (2) GAROU
Your family line can be traced back to many people of great renown.
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-1 difficulty to all social rolls when in the appropriate society.
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You are expected to live up to your heritage.
Bone Gnawers may not take this merit.
Noted Messenger (3) GAROU
Legends and Elders use you as their gopher and errand person. You might even carry messages or war or peace between the Garou and others. Because of this, other Garou don't often mind you moving through their territory as long as you have a message for someone there. If you're rude to the people you are delivering your messages to, the good name you've made for yourself may fall out of favor.
Pitiable (1) GAROU
You look like someone people want to take pity on.
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You get 1 die on all Social rolls when actively playing this aspect up.
Reputation (2) GAROU
You have a good reputation and a good name too.
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+3 dice to your social rolls when dealing with the Garou of your sept.
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Reputation and Renown are not the same, don't get them confused.
You may not take the Flaw - Notoriety.
Supernatural Companion (3) GAROU
Be it Vampire, Mage, Wraith, Changeling, or other supernatural creatuer, they're your companion. You both have the right to call on each other in times of need though the two of you do not have to like what each other is or where they live. It can be detrimental to you, especially if this friend is Wyrm-tainted.
Supporter (2) GAROU
You support those around you with actions or words.
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-2 difficulty on Social rolls and any group effort you're involved with gets +1 dice to it's total pool.

Social Flaws
Camp Enmity (1) GAROU
You've made an enemy of one of the Garou camps.
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Social rolls when dealing with that camp are at +1 difficulty.
You can take this merit multiple times for different camps.
Conniver (1) GAROU
Your word can't be trusted.
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-1 die from Social rolls involving extending trust, truth, or believing what you say
Dark Secret (1) ALL
Something in your past is so dark you've kept it hidden. It could cause you a lot of hard times if it were revealed. If it's revealed and is no longer something that looms over you, you must buy this fall off with experience points.
Enemy (1) VAMPIRE (1-5) GAROU
You've made someone very angry.
GAROU
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The amount you put into this is how strong your enemy is.
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1 point could be another Garou of the same rank while 5 points could be a Legendary Garou or elder vampire.
Gullible (2) GAROU
You'd believe anything you're told.
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-3 dice on rolls relating to guile and subterfuge (not stealth).
Hunted (4) ALL
Some hunter has found you out and wants to take you out. They won't stop.
GAROU
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Delirium doesn't work on your pursuer.
Metis Child (4) GAROU
You have a metis child.
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-2 dice to Social rolls made against Garou who know of your child.
Naive (1) GAROU
You don't want to just look on the sunny side, you live on it.
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+2 difficulty to detect ill-intent and from Sense Wyrm to Empanty rolls.
Notoriety (3) GAROU
You are well known and not for good things.
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-2 dice on Social rolls involving Garou of your sept other than your own pack.
Outsider (2) GAROU KIN
Garou and their kin don't like you for something you've done in the past.
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Social rolls with Garou and Kin are at +2 difficulty.
Persistent Parents (2) GAROU
Your parents have no idea what you are or where you are and still spend time and effort looking for you in your new life.
Only homids may take this flaw.
Twisted Upbringing (1) GAROU
You weren't taught the Garou ways properly. It can cause you problems. You may spend experience points to buy this flaw off later, once you've re-learned things.
Ward (3) GAROU
You have someone you watch over. If they are in danger, you'll rush to their rescue.
Mistaken Identity (1) ALL
You look like someone else so much so that people often get you two mixed up.
Note: This has to be someone famous or someone who is already in play in the channel.

Supernatural Merits
Ancestor Ally (1) GAROU
One of your ancestors, though a spirit, still watches over you.
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-2 difficulty to contact this spirit via the Ancestors Background.
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Give this spirit a name, personality, and outline significant abilities and powers.
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You must have Ancestors as a background to purchase this merit.
Danger Sense (3) GAROU
Your spidey sense works very well.
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The ST will make a secret Perception + Alertness roll, difficulty depends on the situation, when you are in danger but don't know it.
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If the roll succeeds then you'll be notified.
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Multiple successes give you a better picture of what's about to happen.
Fetish (5-7) GAROU KIN
You have a fetish either inherited or found.
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5 points is a level 1 fetish.
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6 points is a level 2 fetish.
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7 points is a lvl 3 fetish.
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If you do not have Gnosis as well then you may not be able to attune or use it.
Gnosis (5-7) GAROU KIN
Gaia blessed your kin heart with Gnosis.
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5 points is 1 point of Gnosis.
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6 points is 2 points of Gnosis.
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7 points is 3 points of Gnosis.
Immune to Wyrm Emanations (6) GAROU
The poisons of the Wyrm have a harder time affecting you. You still receive damage from balefire, supernaturally-caused radition and Wyrm elementals or other forms of Wyrm toxins but you don't suffer any dice penalties because of them.
Lucky (3) ALL
You're pretty lucky.
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Reroll three failed rolls per story, including botches.
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You can only try once per fail.
Moon-bound (1) GAROU
You and Luna are best buds.
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When the moon is in your Auspice, you recieve one extra die for each roll.
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When she is opposite your Auspice, you lose one die for each roll.
Natural Channel (3) GAROU
Crossing into the Umbra is easier for you.
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-1 difficulty to step sideways.
Silver Tolerance (7) GAROU
You're more tolerant of silver in all of your forms than most Garou.
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You can soak silver damage at difficulty 8 though it doesn't change the type of damage silver does to you.
Spirit Magnet (1) GAROU
Spirits love talking to you when you are in the Umbra. Banes also are attracted to you. You cannot command these spirits that gather around you unless you have a gift that allows you to do so.
True Love (4) ALL
You've found someone that you would do anything for. They may be of your society or someone completely unaware.
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Gain an automatic success on one Willpower roll per story if you're actively trying to reach your True Love.
-
Be cautious, some relationships are forbidden and may come back to you in a bad way.
Unbondable (5) ALL
You cannot be blood bound.
Tremere cannot take this merit.

Supernatural Flaws
Banned Transformation (1-6) GAROU
Some situations are so bad that you can't even change forms.
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You must spend a Willpower and succeed on a Willpower roll, difficulty 8, to bypass this.
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Relaxing Music is 1 point worth.
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In the Vicinity of wolfsbane is 2 points.
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Unless you spend a Rage point is 3 points.
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When around silver is 4 points.
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During the day or during the night is 5 points.
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When you cannot see the moon is 6 points.
Cursed (1-5) ALL
Someone dislikes you enough to have put a curse on you.
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1 your betrayal will come back if you pass on a secret.
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2 points would mean things you cherish tend to disappear.
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3 points could mean that your tools break or just stop using them when you need them most.
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4 points cause relationships to go south the moment you finally open up to the other person.
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5 points brings about horrible failures when you need something to work in a life or death situation.
Docile (1-3) GAROU
Your inner wolf is so far from you that your Rage is soothed.
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Every point of Docile reduces your maximum Rage rating by 2 and can never be bought above that level.
Foe from the Past (1-3) GAROU
Your family made an enemy and they're coming after you.
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A werewolf hunter has followed your line for 1 point.
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2 points gained the attention of a mage.
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A vampire or spirit swore a vendetta against your family line for 3 points.
Forced Transformation (1-2) GAROU
A certain situation causes you to shift.
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You shift to crinos during the full moon would be 2 points worth.
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Crinos comes about when the moon waxes to your auspice is also 2 points.
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1 point would be sexual stimulation causes you to shift to glabro.
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Take 2 points and you would shift to crinos or homid (if you are lupus born)
Harano Prone (4) GAROU
You're depressed and suffer moodswings.
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Every scene you suffer some set back you must roll your Willpower.
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If it fails then you fall into a temporary harano.
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If you botch the roll then you gain a temporary derangement.
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You can delay this effect by spending a Willpower.
Insane Ancestor (1) GAROU
Not everyone has a sane family. When you use your Ancestors background for guidance you may just reach Crazy Uncle Charlie instead.
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Roll your Ancestor background, difficulty 6.
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If you succeed, your ancestor takes control for the scene or until someone realizes what's happening and convince him to let you go.
You must have Ancestors background to take this flaw.
Mark of the Predator (2) GAROU
Something about you screams predator.
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You may not have any dots in Animal Ken.
Pierced Veil (3) GAROU
You do not cause delirium in your Crinos form.
Sign of the Wolf (2) GAROU
Even in your homid form you have some feature that the tattles about what you are. Bushy unibrown, hairy palms, 2nd and 3rd fingers of your hands are the same length. Normal humans might just be a little curious, but hunters know what it means.
Slip Sideways (1) GAROU
Some people nervously chew their lip or nails, you nervously slip sideways into the umbra when you're stressed and near a reflective surface.
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Roll Wits + Occult, difficulty 7, to avoid this accidental side step.
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You still need to roll Gnosis to overcome the Gauntlet, but the difficulty is reduced by 1.
Taint of Corruption (7) GAROU
The wyrm has left it's mark on you. It cannot be cleansed with the Rite of Cleansing, that just makes you sick and sore. Your dreams are haunted by wyrmthings, attempting to corrupt you.
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+2 difficulty on rolls made to resist powers of other Wyrmspawn, fomori powers, BSD Gifts, Bane Charms, Vampiric Disciplines, or the like.
To get rid of this flaw, you'll need to go on a major quest of some nature.
Veiled (5) GAROU KIN
You aren't immune to the delirium like most kin.
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+1 bonus on the delirium chart and retain all memories of what you see, but seeing a Garou in Crinos will still cause you to want to run and hide.