Merits & Flaws
Trait-Stacking For Fun and profit:
Some players will naturally look at this extensive list and see right past the sea of roleplaying opportunities before them, focusing instead on the fact that it’s often possible to load up on related Merits and develop a character who gets an absurd amount of bonus Traits or difficulty breaks in some fairly common and/or potentially unbalancing circumstance. (“I have Acute Sense: Vision, Ability Aptitude: Fiream, Good Night Vision, Lucky and Daredevil - that basically means I’mup 10 Traits on all shots I take at night and have at least one free retest
for each one, right?”) For sake of retaining some semblance of fairness, then, assume that bonus Traits or difficulty reductions from multiple Merits do not stack unless noted in their description, or if the Storyteller specifically allows such combinations to occur. As a rule, only the largest benefit applies, and in the case of a tie the hunter may decide which benefit he receives. This should restrain the urge some players have to build invincible super-hunters, while still permitting players to take related Merits if they desire.
Naturally, this limitation does not apply to the penalties earned from
having multiple Flaws that come into play simultaneously; the poor bastard must just suffer through his abominable luck somehow, and pray that his weaknesses don’t line up like that ever again.




Physical Merits
Deaf (4 Traits)
You are completely deaf, and must use sign language or some other form of
communication. On the plus side, this renders you immune to certain supernatural
powers that rely on hearing to function, but you also suffer a three-Trait penalty on
tests of perception and alertness. In addition, you are automatically Surprised by
anyone who approaches you fromoutside your line of sight. Needless to say, you cannot
possess any Merits or other Traits related to good hearing.
Mute (4 Traits)
You cannot speak at all. You should use sign language or write down your
communications. You can explain your actions to a Storyteller or Narrator, but that
is the limit of your speaking. Without Linguistics, you may not even be able to sign. You
also cannot use any edges which rely on the spoken word to function, such as Bluster
or Insinuate, unless your Storyteller allows you to come up with an equally compelling
alternative for your condition. This can be a difficult Flaw to roleplay, so choose
carefully.
Blind (6 Traits)
The world of sight is lost to you. You cannot see at all, so you automatically lose
all ties where sight would be a factor (tests of manual dexterity, for instance). What’s
more, you automatically fail any challenge that rely solely on sight, and the hunter
code is obviously of no use to you at all. The Discern edge allows you to see again
normally, if only for a time; at the Storyteller’s discretion, you may still be able to use
your Conviction perceptions or even vision-related edges like Witness or Illuminate by
developing your other senses to a higher degree instead. If you have this Flaw, you
should wear a special tag or glasses to indicate its nature.
Acute Sense (1 Trait)
You have a particularly sharp sense (specify which one). In all tests with that
sense, you are two Traits up on challenge resolution. Note that this never applies to
combat, unless the Narrator specifically says otherwise. You may have multiple Acute
Senses, but you may only take this Merit once for each sense.
Ambidextrous (1 Trait)
You have a high degree of coordination, and you can use both of your hands
equally well. Normally, you suffer a two-Trait penalty for performing tasks with your
“off hand. With this Merit, you have no penalty for using either hand. Of course, if
you use both hands, you still suffer the coordination penalty for both
Good Right/Left Hook (1 Trait)
Whether due to esoteric martial arts training or just a lot time spent pounding on
people, your unarmed attacks are particularly vicious. Upon making a successful Brawl
test to injure a target, you may immediately make a Simple Test -on a win, you inflict
an additional level of damage.
Hollow Leg (1 Trait)
You can put away an impressive amount of alcohol for someone your size, and
suffer little or no consequences for doing so unless you really attempt to poison yourself
with the stuff. All penalties for alcohol consumption are halved, and you suffer no
further side effects after drinking.
Light Sleeper (1 Trait)
While you still require the normal eight hours of sleep to be considered fully
rested, you awaken at the slightest signs of a disturbance, whether due to ghostly
whispers or merely those pesky neighbor kids cutting across your lawn again. You suffer
no penalty upon awakening and can act normally (as opposed to those without this
Merit, who are considered Surprised the turn after being roused). This does not replace
the Endurance Ability or the Vigilance edge, though they can certainly be combined
for maximum watchfulness.
Natural Runner (1 Trait)
You love to run, and have done so gleefully since you were a child. Accustomed
to the rigors of running under all conditions, you subtract one Trait from all movement
penalties in a combat turn. Additionally, when doing nothing but running (including
dodging) in a turn, you can channel your energy to put on a superb burst of speed -
by spending a Physical Trait, you may move an additional step that turn. Only one
Physical Trait can be spent in this fashion per turn.
Perfect Balance (1 Trait)
You almost never slip, stumble, fall or even get dizzy. Your sense of balance is so
well-developed that even on a narrow ledge or wire you can walk with ease. You are
two Traits up on resolution of challenges where your balance is a deciding factor.
Robust Health (1 Trait)
You shrug off most illnesses with ease, and even serious afflictions or mild
poisoning doesn’t slow you down much. Any time you must make a test to resist the
effects of poison or illness, you are two Traits up. You must have at least five Physical
Traits to purchase this Merit.
Sea Legs (1 Trait)
Accustomed to life on ocean vessels of all kinds, you are immune to seasickness
even in the roughest weather, and ignore all movement or action penalties due to
rough seas or unexpected ship movements.
Bundle of Energy (2 Traits)
A naturally vibrant and energetic person, you need only five to six hours of sleep
per night to count as fully rested, and thus can work long hours without much
difficulty. Needless to say, requiring less rest can be areal boon in maintaining adouble
life or stalking monsters for extended periods of time. You cannot purchase this Merit
if you have the Endurance Ability or Vigilance edge, and if you develop either of these
Traits later this Merit must be cashed in for two Free Traits.
Cat Napper (2 Traits)
Although you might still require the standard eight hours of sleep per night to
remain rested, you need not get them all at once - so long as the numbers of hours
you sleep in one 24-hour period totals what you normally require to be rested, you’re
fine. Additionally, you have little trouble falling asleep just about anywhere if you
want to, though once asleep you’re just as difficult to rouse as anyone else unless you
purchase additional Traits that dictate otherwise.
Forgettable (2 Traits)
When you were growing up, you thought your name was actually Hey You. It’s
not that you’re necessarily unattractive, it’s just that your face is, well, easily forgotten
by those you meet. While this means that you have to work twice as hard as most people
to be remembered, it can be a real blessing when you would prefer to remain
anonymous. All difficulties involving recalling your appearance are increased by two
Traits. This Merit is distinct from the Everyman Background in that it only applies to
your physical appearance; you may have a paper trail a mile long, but luckily for you
it’s unlikely you’ll ever be picked out of a lineup or off a wanted poster. (Of course, you
can combine this Merit with that Background for a truly anonymous character, if you
like.) You cannot have more than one Social Traits related to positive or negative
physical appearance (Gorgeous, Repugnant, etc.), nor can you have more than two
Social Traits related to personal charisma; if your totals ever rise above this level, this
Merit must be cashed in for two Free Traits.
Good Night Vision (2 Traits)
From an early age you’ve had little trouble getting around at night, although
chances are you never knew just how handy this knack would be later on in life. You
have excellent night vision, and suffer no penalties at all for low-light conditions, and
your natural self-assuredness allows to cut the normal penalty for operating in total
darkness in half (though this does not apply if you have been physically blinded
somehow). Additionally, you are two Traits up on all Mental Challenges involving
perception at night.
Sexy (2 Traits)
Maybe your town’s ground water contained chemicals which sent your pheromones
into overdrive,or perhaps you’re just blessed with a fabulous body, but no
matter what the case might be you’re pretty damn irresistible when you set your sights
on a target. You are up two Traits on all non-confrontational Social Challenges with
the opposite sex or members of your own sex who find you attractive, and should you
choose to focus the full power of your charms at a target, you are considered three Traits
up on all relevant Social Challenges. However, this magnetism can irritate others of
your own sexual persuasion - you are considered one Trait down on Social Challenges
with such individuals in any situation where you might be perceived as a rival.
Daredevil (3 Traits)
Not only do you take outrageous risks, you survive them. Whenever you take a
risky (some would say foolhardy) course of action - one with a difficulty of at least
eight Traits or a potentially harmful outcome - you get one Bonus Trait on the
attempt. This only applies to combats if you are outnumbered or sorely outclassed
(Narrator’s discretion).
Huge Size (3 Traits)
Nearly seven feet tall and hundreds of pounds in weight, you tower over most
adversaries (and allies). You have one extra Bruised health level. You should represent
your incredible mass appropriately - wearing bulky clothing and carrying large props
is a start, though an additional description tag of some kind is probably a good idea as
well.
Physical Flaws
Allergies (1 Trait)
A common substance that’s harmless to most people - dog fur, pollen etc., -
presents a particular problem for you, causing sneezing, watery eyes and other irritating
symptoms. You are at a one-Trait penalty on all actions when exposed to this
substance, and the symptoms take another scene to go away, even after you’ve left its
presence.
Arthritic (1 Trait)
You suffer chronic pain in your joints, especially your hands, which makes it
difficult to perform actions that require delicacy or fine motor control. Any time you
must attempt such a feat - typing, sewing, working with small parts - you are one
Trait down due to added difficulty presented by your condition.
Color Blind (1-2 Traits)
Colors tend to blend together into an indistinguishable blur to your eyes, making
it hard to give accurate descriptions or identify items by sight. You are one Trait down
on all Perception-related Mental Challenges involving distinguishing or identifying
objects. For two Traits, this Flaw indicates a complete inability to perceive any color
at all, though color density is still visible as degrees of shading. While this monochromatic
condition makes you a natural noir film director, it also puts you at a one-Trait
penalty on the sort of tests described above, as you lack even the proper frame of
reference to describe colors at all.
Distinguishing Characteristic (1-2 Traits)
You have a permanent physical mark that’s easy to remember - a prominent
tattoo, scars or a birthmark. Not only does this make it easy to identify you, but all
attempts to track you down based on witness interviews are up a number ofTraits equal
to the value of this Flaw. This Flaw is worth one Trait if your characteristic is easily
covered by clothing, two Traits if it is not, and should be represented by appropriate
makeup or description cards.
Heavy Sleeper (1 Trait)
On the plus side, when you want to sleep in, all the lawnmowers in the world
won’t disturb a lazy Saturday morning in progress. On the negative side, however,
chances are that a horde of rots beating down your door won’t stir you, either. Only
striking or shaking you forcefully has any chance of waking you up, and even then you
must win or tie a Simple Test to act the same turn as you awaken - on a loss, you
cannot act at all that turn and count as Surprised on the one after that, reflecting how
long it takes to shake the sleep from your eyes.
Lazy (1 Trait)
Why put off until tomorrow what can safely wait until next week? You despise
physical labor of any kind, and even faced with arather pressing need you would rather
debate what needs to be done for hours than actually get up off your posterior to get
it going. Any time you are faced with doing work not directly relating to the hunt or
to keeping your job (if you have one), you must make a Willpower test against four
Traits-failure means that youcannot be bothered toperformsuch routine tasksuntil
some time later.
Low Alcohol Tolerance (1 Trait)
If someone opens a beer in the next room, you head starts getting fuzzy, and in
general you tend to feel the effects ofalcohol long before others would. You suffer twice
the normal penalties related for intoxication, as well as suffer a one-Trait penalty on
all actions the next day due to the nasty hangovers you’re prone to getting.
Motion Sickness (1 Trait)
Try as you might, you’ve never developed a stomach for things like sea voyages
or carnival rides, and even a long trip by car soon becomes an adventure in nausea for
you. Any time you spend more than 15 minutes on a boat or plane, or more than 30
minutes in a car, you are at a one-Trait penalty on all actions for the rest of the trip
as well as a full half-hour afterward, due to the sickness such journeys cause.
No Sense of Smell/Taste (1 Trait)
Your sense of smell or taste is completely gone, whether due to a genetic defect
or some sort offreak accident. You are at a one-Trait penalty on all Perception-related
tests involving your deficient sense, but on the other hand you suffer half the normal
penalty (round down) when it comes to dealing with unpleasant odors or tastes, as
appropriate.
Nonswimmer (1 Trait)
Maybe you were raised somewhere in the Midwest, or perhaps you watched too
many shark movies as a child, but either way you never learned how to swim and have
no natural aptitude for it now. If thrust into an aquatic situation the best you can
manage is a pitiful doggie paddle. You are two Traits down on all Athletics tests
involving swimming, and might even panic if dropped into water.
Poor Eyesight (1 or 3 Traits)
Your natural eyesight is extremely poor, and you have a two+Trait penalty on all
tests involving vision (including ranged combat tests). Obviously, you cannot have
this Flaw and any Merits related to acute vision. This Flaw is worth one Trait if this
difficulty can be corrected witheyeglasses or contact lenses, or three Traits if it cannot.
Poor Hearing ( 1 or 3 Traits)
You have substantial difficulty hearing, and suffer a two-Trait penalty on all tests
of hearing. Obviously, you cannot have this Flaw and any Merits related to acute
hearing. This Flaw is worth one Trait if this difficulty can be corrected wirh a hearing
aid, or three Traits if it cannot.
Sickly (1 Trait)
It seems you’re always coming down with some sickness or another, and no matter
how often you get them, your immune system doesn’t seem to be getting any better at
fighting them off. Indeed, you are two Traits down on all tests to resist diseases and
other infections, and should roleplay your constant low-level sickness when possible.
This is distinct from the Sickly Negative Trait in that it reflects a weakened immune
system, as opposed to simply a frail body, though they can be combined if the player
desires.
Vice (1-3 Traits)
Somewhere along the line you got trapped in an addiction, and like it or not you
still haven’t kicked the habit. The value of this Flaw depends on how common (and
legal) the substance is, and to a lesser extent how addicted the character is to it. One
Trait would indicate an addiction to a legal and easily obtainable substance, such as
cigarettes or a $10-a-day coffee fixation. Two Traits indicates a legal or mildly illegal
substance that impairs the hunter’s ability to carry on the hunt, such as marijuana or
ecstasy. Three Traits indicates an addiction to a highly illegal and/or extremely
dangerous drug such as heroin or crack. You are considered to always be under the
effect of this substance (Storyteller discretion, but should be far more negative than
positive overall), and should you be denied it you may begin losing Willpower or
suffering Trait penalties temporarily as you go through withdrawal.
Youthful Appearance (1 Trait)
No matter how old you might be, you appear to be underage for many adult
activities, and can count on being carded, looked down and otherwise harassed by
those who believe you’re nothing more than a minor. You are one Trait down on all
attempts to persuade others that you are in fact of legal age, as well as on all Social
Challenges with those inclined to distrust young people (concert security guards,
cynical police officers, etc.). If you do not already have an appearance that simulates
up this Flaw, a description tag is recommended to alert other players to your apparent
youth.
Disfigured (2 Traits)
A hideous disfigurement mars your face, and your revolting countenance is hard
to forget (try though others might). You cannot take any Appearance-related Social
Traits, and you suffer a two-Trait penalty on all Social Challenges except intimidation
when your face is visible. Makeup or a mask of some kind is recommended to ensure
this Flaw has maximum effect, though a description tag will also do in a pinch.
Insomniac (2 Traits)
Sleep is a precious commodity for the imbued, but you have trouble getting even
a few hours of sleep, and your daytime performance frequently suffers because of it. A
Willpower test against a difficulty of five Traits is required before each session begins
- if it fails, you are assumed to have gotten inadequate sleep the night before. Aside
from the hours of frustrated tossing and turning or mindless infomercial watching this
entails, you also suffer a one-Trait penalty on all Alertness-, Awareness- and Intuitionrelated
tests due to your dull senses and groggy thinking. This Flaw cannot be selected
if you have either the Endurance Ability or the Vigilance edge, and if you acquire those
Traits later, the Traits from this Flaw must be reassigned to another as soon as possible.
Low Pain Tolerance (2 Traits)
While you’re not necessarily any weaker than others, you have a much lower
tolerance for pain than other people your size, and tend to cave in when confronted
by the slightest period of discomfort. You suffer an additional one-Trait penalty
whenever you are reduced below your last Bruised level, and have a similar penalty on
all attempts to resist physical torture or intimidation as well.
Old Injury (2 Traits)
At one point in the past you sustained a serious injury, and it continues to pain
you to this day - you are at a one-Trait penalty on all Athletics tests due to discomfort,
and should roleplay dealing with this old war wound accordingly.
Poor Night Vision (2 Traits)
Maybe your parents forbade you to go out at night, or perhaps you lacked the right
vitamins in your diet, but regardless of the cause you have a terrible time getting around
in low-light conditions. You are down two Traits on all tests made in dim light (such
as those attempted by mere starlight or a simple flashlight beam), and suffer an
additional one-Trait penalty on all combat conditions while fighting in low- or nolight
conditions. Needless to say, this can be a devastating handicap when trying to
adapt to your new life. The Discern edge eliminates this Flaw while active, although
other vision-related edges such as Witness or Illuminate offer no such relief.
Short (2 Traits)
You have trouble seeing over things, interacting with tall people and escaping
notice due to your proportions. You can only take two steps in an action instead of
three, due to your small size. You also have trouble reaching countertops and
manipulating objects designed for normal people (like cars). You should wear a tag to
note your condition if you are not actually that short.
Crippled Limb (3 Traits)
More severe than simply suffering from a twitchy limb like the Lame Negative
Physical Trait, you have extensive damage to one of your arms or legs. If one of your
arms is injured, you suffer a two-Trait penalty on any actions that normally require two
hands (firing a rifle, climbing a wall, etc.). You should also adopt a posture or prop that
indicates your limb’s useless nature. If one of your legs is crippled, you can only take
one step per action, you cannot run at all and you should probably take the Negative
Trait Lame as well. Additionally, you should roleplay this impairment with a cane or
a set of leg braces.
Deformity (3 Traits)
A physical deformity of some sort not only mars your appearance, but makes
physical activity difficult for you. You have one penalty Trait on challenge resolution
for Physical Challenges, and two for Social Challenges. You should work with the
Storyteller to define the nature of your Deformity (hunchback, club foot, etc.).
Elderly (3 Traits)
Most people are closer to the prime of their life when the imbuing strikes, but
you’re the exception to that rule -while this means you can often offer advice on a
wide range of topics, it has put a few limitations on your physical performance. While
you might be just as strong or fast as your younger counterparts, you don’t have the
stamina you once did; after any period of exertion (combat certainly included), you
must make a Physical Challenge against seven Traits. Failure means that you must stop
and catch your breath for at least 10 minutes, and suffer a one-Trait penalty to all
actions until you do so. Likewise, your wound penalties are increased by one. This Flaw
should be indicated by appropriate makeup or description cards.
Shaky Hands (3 Traits)
When you’re under pressure, your hands have a bad tendency to shake uncontrollably,
making it difficult to perform actions that require any kind of manual dexterity
(such as reloading a revolver or picking a lock). You may be as brave as the next hunter,
but all the same you still suffer from this dangerous quirk, and are at aone-Trait penalty
on all tests involving fine coordination. You must make a Physical Challenge against
a difficulty of five Traits (retest with Firearms) to reload a revolver or shotgun during
combat; failure means your turn is wasted and you must attempt to reload again
another round.
Missing Eye (3 Traits)
Whether by injury or defect, you are missing an eye or one of your eyes does not
function. You are two Traits down on tests of depth perception, including ranged
combat. Depending on the nature of your eye damage, you may choose to wear an
eyepatch, or you may simply have one blind eye. Oddly enough, theDiscern edge allows
you to see as though you still possessed both of your eyes.
Child (4 Traits)
A true rarity among hunters, you were imbued as a child, between five and 10
years of age. This causes some decided problems: you cannot have more than six
Physical Traits normally and you suffer a two-Trait penalty on tests of authority with
adults. Obviously, given enough time you will eventually grow out of this Flaw, so to
speak, but until then you’re in for a multitude of headaches at least as bad as the
protections and freedoms it provides. You must additionally take the Flaw Short
(though you do get Free Traits for it), and a description tag of some kind is required
to alert players to your tender age.
Chronic Illness (4 Traits)
Whether acquired since the hunt began or a holdover from your life before, you
suffer under a debilitating illness of some kind, from chronic fatigue syndrome to
cancer, and as a result you tend to tire and injure more easily than most. You are two
Traits down on all Athletics tests, as well as any tests involving absorbing punishment
of any kind. You cannot have more than five Physical Traits if you wish to take this
Merit, and may even lose them slowly as the chronicle - and your illness -progresses.
Deaf (4Traits)
You are completely deaf, and must use sign language or some other form of
communication. On the plus side, this renders you immune to certain supernatural
powers that rely on hearing to function, but you also suffer a three-Trait penalty on
tests of perception and alertness. In addition, you are automatically Surprised by
anyone who approaches you fromoutside your line of sight. Needless to say, you cannot
possess any Merits or other Traits related to good hearing.
Mute (4 Traits)
You cannot speak at all. You should use sign language or write down your
communications. You can explain your actions to a Storyteller or Narrator, but that
is the limit of your speaking. Without Linguistics, you may not even be able to sign. You
also cannot use any edges which rely on the spoken word to function, such as Bluster
or Insinuate, unless your Storyteller allows you to come up with an equally compelling
alternative for your condition. This can be a difficult Flaw to roleplay, so choose
carefully.
Blind (6 Traits)
The world of sight is lost to you. You cannot see at all, so you automatically lose
all ties where sight would be a factor (tests of manual dexterity, for instance). What’s
more, you automatically fail any challenge that rely solely on sight, and the hunter
code is obviously of no use to you at all. The Discern edge allows you to see again
normally, if only for a time; at the Storyteller’s discretion, you may still be able to use
your Conviction perceptions or even vision-related edges like Witness or Illuminate by
developing your other senses to a higher degree instead. If you have this Flaw, you
should wear a special tag or glasses to indicate its nature.
Mental & Legal Merits
Common Sense (1 Trait)
You still have a lot of gut insight and everyday practicality. Whenever you’re
about to do something that goes against common sense, the Storyteller or Narrator can
make suggestions or warning about the action. Unlike the Intuition Ability, this does
not help you make good guesses, nor does it offer any special insight into a situation.
It just helps you avoid doing something really dumb. Needless to say, this Merit is
excellent for new players who are not familiar with the intricacies of the game.
Concentration (1 Trait)
You can shut out distractions and annoyances that would hinder others. Whenever
penalty Traits are assigned for some outside phenomenon (harsh lighting, rain,
loud noise, etc.), you suffer none of the penalty.
Fast Reader (1 Trait)
It takes longer to wash the ink off your hands than to actually read the paper, and
you read War 8 Peace in the time it takes most people to commute to work and back.
OK, those may be slight exaggerations, but you still read amazingly quickly, and retain
what you have read as well. It takes you half the time to perform any actions that
primarily involve reading, making you a valuable researcher and investigator.
Good Map Reader (1 Trait)
Given a map of some kind and the barest of directions, you can find your way to
just about anywhere you need to be with a minimum of detour or delay. You have an
innate sense of direction, and when traveling to a familiar location or when given time
to prepare a route to an unfamiliar one, you can shave travel time between locations
by a third, reflecting your knack for taking just the right path for maximum efficiency.
Good Recognition (1 Trait)
Other people might forget a face or a place, but not you - your ability to recall
the names of people you meet only briefly is fantastic, and you can remember your way
around places easily even if you’ve only been there once before. This isn’t total recall
- that’s the Eidetic Memory Merit, above - but rather just a gift for remembering
names and locations, even ifyou’ve only seen a face for a fleeting moment on television
or heard a name in passing. The difficulty to recall a name or face you’ve seen before
is decreased by two Traits, as is the difficulty to navigate in a location you’ve visited
in the past.
Healthy Skepticism (1 Trait)
It’s hard to pull one over on you, since you naturally tend to view all matters as
pending until proven and all people with caution until they earn your trust. This isn’t
paranoia, however - you just usually need proof of some kind before you’ll buy into
something, even if you sometimes get burned because of it. On the other hand, you are
two Traits up on all tests to detect a lie.
Natural Aptitude (1 Trait)
Pickasingle Ability -youneednot actually possess it now, though you will most
likely purchase it later - that you have a special knack for. You are two Traits up on
all non-combat uses of this Ability, and it takes half the normal time to train in this
Ability as well. You may take this Merit more than once, but each Natural Aptitude
must be assigned to a different Ability.
Religious Devotion (1-3 Traits)
Although many find their faith sorely tested in the face of the evil in the
world, yours has endured and offers you additional resolve when the odds are stacked against
you. Each Trait spent on this Merit translates into an extra Willpower Trait that you can call
upon once per story, if you have time topray for guidance for atum/minutebefore attempting
the task. Youmay only callonthisMerit once per session, unlessthe Storyteller specifically says
otherwise, and naturally it canonly be used when performing deeds in keeping with your
character’s faith-attempting to use it for selfishor impulsive acts not only fails to grant the
extra Willpower, but revokes this Merit entirely until you have properly atoned. Likewise, this
Merit is only available to characters who are appropriately devoted to their faith; while players
need not be melodramatic about it in any way, they must act according tot he tenets of their
character’s faith and otherwise roleplay their a biding faith as best they can.
Time Sense ( 1 Trait)
You can accurately estimate time to the nearest minute or two without the use ofawatch
or clock. This is obviously very useful inknowing exactly how long you’ve been standing watch,
tailingasubject,orevenhowmuchtimeyouhavebeforesunrise... o rsundown.
Code of Honor (2 Trait)
A specific code of behavior and ethics guides your actions. This is a very personal code,
shaped by your own experiences, and you should work with your Storyteller to build and
appropriate code (which should include some hindrances and prohibited activity in addition
to positive beliefs and passions). You gain one free retest whenever facing a test of any kind that
might cause you to violate your code, be it supernatural persuasion, torture or some other form
of duress, and you count as having an additional Willpower Trait for the purposes of resolving
ties insuch instances as well.
Determined (2 Traits)
While this isn’t always necessarily a good thing,you’re exremely stubborn when it comes
to sticking to your beliefs about something, and you resist mundane and supernatural attempts
to persuade youotherwise withbulldog tenacity. Youare twoTraits up on all tests to resist being
persuaded to do something, including supernatural powers if your Conviction defense isn’t
active.You must have at least three Willpower Traits to purchase this Merit.
Eidetic Memory (2 Trait)
Your memory is nearly perfect, and you recall almost everything you experience with
incredible clarity. A single turn of attention is sufficient to commit a page, picture or short
conversation to memory. If you are involved in combat or othenwise distracted, you must make
a static Mental Challenge, difficulty of six Traits, to successfully memorize the contents ofyour
subject of scrutiny. You should keep a“cheatsheet”of your memories to aid you and the
Storyteller in“recollection.”
Internet Sawy (2 Traits)
A fair number of people have at least a rudimentary knowledge of computers and their
ability to locate information online, but you go beyond such ordinary knowledge with your
natural skills-you navigate online resources instinctively, and need to spend only the absolute
minimum amount of time finding what you’re looking for when hunting for data.You are two
Traits up on all tests involving online investigation,You must have at least six Mental Traits or two levels of the
Computer Ability to purchase this Merit.
Natural Linguist (2 Traits)
You have a remarkable grasp with any additional languages that you speak or
write (as per your Linguistics Ability). You gain three Bonus Traits on all challenges
related to languages other than your native one, though you are assumed to use that
one nearly flawlessly as well. Obviously, to be useful some levels of the Linguistics
Ability will be required, though they are not actually required to take this Merit
without them, you have the potential to be a great linguist but haven't actually applied
yourself enough yet.
Unflappable (3 Traits)
It's not that you're without emotions, it's just that you don't let them affect you
as much as other people do. You are two Traits up on all Willpower tests related to
staying calm or not overreacting to mundane circumstances - in effect, anything
within the bounds of your pre-imbuing experience is probably fair game. This therefore
differs from the Steel Nerves Background in that it doesn't cover anything related to
the supernatural or even the truly horrific, just the kind of things you had to deal with
before your imbuing.
Direction Sense (4 Traits)
A natural compass, you rarely get lost, and seem to have an innate sense of which
way is north or where you are (and how far you traveled to get there). You can estimate
distance and location fairly well, and are two Traits up on all relevant tests to figuring
out where you are or how you got there.
Optimistic (4 Traits)
Not even the revelation that monsters exist has been able to shake your
fundamentally positive view of the universe as far as you're concerned, even the
present trials and horrors are only the price for something better just around the comer.
You're not necessarily naive, you just naturally believe that things will turn out OK.
Every time a regular hunter would regain a Willpower Trait, you regain two instead,
provided you maintain and portray your optimistic outlook. i aptitude Merits
Specialist Drivers License (1 Trait)
You are licensed for and experienced with driving vehicles beyond the average
person's experience: tractor trailers, farm vehicles or even military transports. You are
up one Trait on all Drive tests with such vehicles, although you must have at least one
level of Drive before purchasing this Merit. Of course, actually owning such vehicles
is the province of other Traits, but should you come across them you know what to do.
Dual Nationality (2 Traits)
A rare boon indeed, you were born to parents of different countries and thus have
a dual nationality. This makes it much easier for you to enter and exit the countries
you are acitizen of than foreigners, making them ideal places to visit if you've attracted
too much unwanted attention (human or otherwise).
Mental & Economic Flaws
Medicated (1-5 Traits)
You require some form of medication to stay healthy; exactly how often you
require it (not to mention how difficult it is to acquire) determines the value of this
Flaw. One Trait indicates a medication that matters for long term health but which
has little impact on everyday life, such as cholesterol medication; three Traits
indicates something more serious, such as heart or liver pills; five Traits means that
your character requires daily doses of medication to keep her alive, such as insulin for
a diabetic. Missing a day’s worth of medicine inflicts a level of bashing or lethal
damage, depending on the seriousness of the condition. This damage cannot be healed
until the character gets back on his medication, at which time it heals at a rate of one
level every 12 hours.
Nightmares (1 Trait)
Hideous nightmares about monsters stalk through your mind whenever you
slumber. At a Narrator’s discretion, you may suffer nightmares so bad that you are
unable to sleep restfully, causing you to be two Traits down on the first test you make
against monsters that day. Acrafty Storyteller is usually quick to take advantage of this
Flaw to introduce all sorts of mood and foreshadowing as well. You may possess this
Flaw and the Vigilance edge or Endurance Ability -you may need less sleep, but it’s
still as bad as a full night’s rest when you finally close your eyes.
No Sense of Direction (1 Trait)
Maps, compasses, heck, even GPS technology and a personal guide - none of
it does you any good, you still get lost all the time anyway. You have trouble keepin
your bearings in all but the most familiar surroundings, and are two Traits down on any
tests to navigate or otherwise try to feel out your way to a location. This doesn’t include
trailing a target, though it might make for an interesting trip home, especially if he
went through some bad parts of town.
Poor Sense of Time (1 Trait)
It’s very difficult for you to estimate the passage of time without a clock on hand,
and as a result you tend to over or underestimate how much time has passed by five
minutes or more, which can be a critical mistake when you’re attempting to go along
with a tightly planned operation. This Flaw largely relies on the player to roleplay
correctly, though the Narrator may impose a one-Trait penalty on all tests involving
estimating the passage of time correctly, including demolitions work or arriving at the
right time to rescue a fellow hunter.
Attention-Deficit Disorder (2 Traits)
No one posts you to guard duty unless they have no choice, and chances are you’re
first one to drift off during planning sessions - you can’t help it, but it’s just about
impossible for you to sit still and pay attention for any length of time. If you are ever
required to perform an action that requires more than ten minutes of constant
supervision, such as standing guard outside a stronghold or watching for signs of
activity in a monster lair, you must make a Willpower test against six Traits. Failure
means that you become distracted somehow; you neednot abandon your post outright,
but you have a two-Trait penalty for the rest of that scene to all Perception-related tests
due to your inattentiveness.
Dyslexic (2 Traits)
While not necessarily stupid or uneducated by any means, you have a tremendous
difficulty reading the printed word, such that even the simplest documents often take
you a great deal of time to work through. You are two Traits down on all tests to
decipher maps or read documents of any kind, and such activities take half again as
long as they would for another character to reflect the additional difficulty you have
working through such sources.
Eating Disorder (2 Traits)
Whether a victim of cultural expectations or simply possessed of an unhealthy
desire to stay trim, you have developed an eating disorder that is wrecking your body’s
natural balance. You are two Traits down on all Stamina-related Physical Challenges,
reflecting the weakness and malnutrition you’ve forced upon yourself.
Language Barrier (2-3 Traits)
You cannot speak the language or dialect of the area you operate in, which means
that you must rely on clumsy guidebooks or translators in order to get your point across.
For two Traits, you can read the language but have trouble using it in conversation
(you’re at a two-Trait penalty on all related Social Challenges); for three Traits, you
can neither speak it nor read it. Needless to say, you cannot learn the local language
any further until you buy off this Flaw.
Overconfident (2 Traits)
Maybe you’re a talented individual who’s just a bit too sure of himself, or perhaps
you’re just a show-off with an thoroughly unfounded opinion of his own merit, but
either way you tend to underestimate your opposition at the same time that you
overestimate your own capabilities. This can be a dangerous Flaw indeed when the
hunt is involved, and once per session the Narrator may secretly add three Traits to
the difficulty of one test to reflect how your inflated opinion of yourself has led you to
draw the wrong conclusion about your situation. You also tend to jump in where others
would hold back for at least a moment or two, which can lead to a short hunting career
indeed.
Faint of Heart (3 Traits)
You have a weak stomach for scenes of gore and carnage; even cheesy horror films
can make you queasy, and when confronted by an actual scene of such depravity you
must make a Willpower test against adifficulty offiveTraits to avoid losing your lunch.
Failure means that you’re overcome with nausea for the next 10 minutes, and while
youstillmay attempt other actions thanretching iftheneedisgreat, allsuchtestssuffer
a one-Trait penalty while the sickness lasts.
Incompetent (3 Traits)
You are absolutely terrible at one Ability, but unfortunately it seems like you’re
the only one who doesn’t notice it. Perhaps you fancy yourself a master thespian when
all your audience wants to do is crawl under their seats, or maybe you assume that a
lifetime of playing violent roleplaying games has somehow made you a skilled martial
artist. Choose one Ability when this Flaw is chosen - you believe that you have a
proficiency of three levels or more in this Ability, but you cannot take actually any
levels of this Ability during character creation, nor can you learn it during play until
this Flaw is bought off. (It will take you some time to learn to walk the walk as well as
talk the talk.) The plus side of this arrangement is that you do not need to spend a
Willpower Trait to attempt challenges with this Ability, even though you do not have
any levels of it, since you are so completely convinced you’re an expert in the field.
However, your overconfidence paired with your utter lack of any real knowledge also
means that you lose all ties involving this Ability, and with particularly important
failures the Storyteller may require you to win or tie a Simple Test to avoid failing in
some truly spectacular way. Naturally, until this Flaw is bought off you are quick to
deflect any failures or perceived lack of expertise on your part, and will come up with
no end of excuses or rationalizations to maintain your self-deception.
Low Self-Esteem (3 Traits)
No matter your actual talents or strengths, you have trouble realizing your real
worth, and tend to be down on yourself as a matter of habit. Others may try to cheer
you up temporarily, but that can make it even worse if you realize what they’re doing,
and you don’t even gain much satisfaction from applying yourself according to your
true nature. Any time you would gain Willpower from a great success or acting in
accordance with your Nature, you must make a Willpower test against five Traits -
failure means that you do not earn the bonus after all, as a reflection of how much you
downplay yourselfor your role in events. This penalty does not apply to Willpower you
regain naturally by resting.
Slow Learner (3 Trait)
Regardless ofhow intelligent you might actually be, you have trouble getting your
mind around new concepts as quickly as others, and can drive even patient instructors
to distraction as you plod along. It costs an extra Experience Trait to learn a new
Ability, and if you spend Experience to raise an Ability it does not actually increase
until the session after next, reflecting how long it takes you to put what you’ve learned
into practice.
Weak-Willed (3 Trait Flaw)
”A hero? Who, me?” When others would rise to the occasion and summon the
grit to carry on, more often than not you have trouble getting as far as the gritty part
to begin with. Whether due to guilt over some past failure or just a difficulty in seeing
yourself as worthy to take big chances, you have trouble rising to meet the kinds of
challenges the imbued are faced with daily. Add two Traits the difficulty of all
Willpower tests, and you cannot possess a Willpower rating higher than six so long as
you still have this Flaw.
Amnesia (4 Traits)
Prior to your imbuing, the past is a blank slate. You know nothing of your history,
your family, your friends or foes. Your Storyteller makes up your character’s history,
including the reasons for your Amnesia. The Storyteller may even keep your character
record partially hidden, only revealing your Abilities, edges, Backgrounds, Conviction,
Merits and Flaws when you try to use them (or when they come back to haunt
you). In general, the only things obvious to you are the things you can see in the mirror.
Depression (4 Traits)
All hunters are threatened by feelings of depression at one time or another, but
you’ve fallen into the trap to such a degree that at this point you think your feelings
are perfectly natural (if not entirely deserved), and so you refuse to get help of any kind
for your condition. This Flaw should not be confused with the derangement ofManic-
Depression; the latter represents clinical insanity of one kind or another, while the
former is “merely” a behavioral condition. (A character cannot possess both Traits; if
one is acquired, the points for the other must be reassigned to other Flaws.) In any
event, you do not regain Willpower naturally, but can only regain it by performing
deeds in keeping with your nature or successfully completing great personal goals.
Illiterate (4 Traits)
You cannot read or write your native language, and while you can recognize some
common symbols such as traffic signs or warning labels, you are a great disadvantage
when it comes to doing research of any kind, and will have trouble getting a decent Job
job as well. You automatically fail all tests involving reading or writing. This Flaw does
not affect your ability to understand the hunter code.
aptitude Flaws
Immature/Old Before Your Time (2 or 4 Traits)
You might be at the prime of your life as far as most people reckon, but for some
reason you’re far short of your true potential, either due to lingering immaturity or
conditions similar to the onset ofold age. For two Traits, you’re considered to be young
for the purposes of determining Attribute and Willpower maximums, regardless of
your actual age, and must grow up some and buy off this Flaw before you can exceed
those limits. For four Traits, you’re considered old for the purposes of determining
Attribute maximums, though not for Willpower maximums, and with time against you
it’s unlikely anything short of a serious miracle will ever correct the problem (i.e., buy
off this Flaw). Only characters in the peak age group may take this Flaw, and the Storyteller may
forbid it outright if she doesn’t feel it will make a substantial difference for a character.
Political Extremist (1 Trait)
You are a known member of a suspicious or feared organization such as the Klu
Klux Klan. This naturally causes non-members to hold unpleasant views about you,
and you are two Traits down on all Social Challenges with people who dislike the
organization you belong to. In addition, you can expect curt treatment at best from
local law enforcement, and while you might have no criminal record yourself, the local
authorities will have an open file on you, regardless. You might even be targeted by
undercover surveillance at different times if your organization begins attracting
attention to itself, and the Storyteller may decide to restrict certain Backgrounds based
on what people would trust you with.
Revoked Driver’s License (1 Trait)
Whether you lost it due to a poor record, or never bothered to get it in the first
place, you do not have a driver’s license of any kind, and if caught driving the police
will immediately arrest you and impound your car. Needless to say, this can be a serious
impediment to your hunting plans, not to mention a substantial limit on your mobility
in general.
Sunday Driver (1 Trait)
As much as they might love your company, your friends never want you to drive
- maybe you’re fussy about obeying the speed limit and every other possible traffic
regulation you come across, or perhaps you’re the exact opposite, and pay dangerously
little attention to things like lane dividersor oncoming traffic. Either way, you’re down
two Traits on all Drive tests involving high speed chases or other complicated
maneuvers.
Criminal Record (2 Traits)
Rightly or wrongly, you have been convicted of several misdemeanors or perhaps
a minor felony, and questions of rehabilitation aside this places certain legal restrictions
on you as well. You cannot buy firearms legally, you can be brought in for
questioning with the slightest of evidence, and depending on your particular crime and
the place you live you might have to report yourself to the local police, newspapers or
both. Needless to say, this can earn a lot of ill will from those who find out about you
past, and you can expect to get nothing but grief from most police officers. You are two
Traits down on all Social Challenges with law enforcement officials who know of your
criminal past.
Probation (2 Traits)
At least it got you out of larger trouble, but making a deal for probation does have
its bad side as well - you must report to your case officer on a regular basis, and submit
to random searches of your residence or person when the court deems it necessary. Not
only that, but you must demonstrate a commitment to becoming a model citizen as
well: hold down a job, keep up with debt, not being seen any place suspicious, etc.
Needless tosay, thiscanmakealotofhuntingactivitiesquitedifficulttogetaway with,
but as the price for getting caught is most likely being tossed in jail, it’s a balancing act
you’re going to have to become quite good at if you wish to go far.
Illegal Immigrant (3 Traits)
Simple enough - wherever you live now, you don’t belong there, at least not as
far as the law is concerned. If you’re ever arrested, there’s a serious risk of being
deported to your country of origin, and you cannot hold down a job unless it pays you
under the table. The Storyteller will most likely want to restrict your Backgrounds to
reflect the difficulties you have being a non-citizen as well.
Wanted by Law Enforcement (3 Traits)
Well, now you’ve done it (or maybe not, but it sure looks like you did) -you‘re
the prime suspect in a felony crime, and the police are actively searching for you. That
means living a fugitive’s life from night to night, as your assets are frozen, your regular
hangouts watched closely and your known associates might be called on to provide
your whereabouts. It is assumed in this Flaw that for one reason or another you cannot
simply walk into the police station and clear up the matter, even if you happen to be
innocent. Indeed, this Flaw cannot be bought off at all unless you either undergo the
long and difficult process of clearing your name, or you somehow deflect official
attention in a big way (flee the country, fake your own death).
Audit (1 Trait)
Like it or not, you’ve become the subject of an audit by your government tax
authority, and they watch your finances carefully for strange expenses or illegal
maneuvering. Buying exotic or illegal equipment is extremely difficult, and the agency
may bring you in from time to time to explain where your money comes from or how
it is spent. Add two Traits to the difficulty of all Resources-related tests, as well as any
transactions for illegal goods that total over $500.
Primary Breadwinner (2 Traits)
Your family counts on you to bring home the income it requires make ends meet,
and you simply must have a regular job of some kind to do that, the needs of the hunt
be damned. At least two levels of your Resources rating must be dedicated to supporting
your family, and should that Background fall below that level your family will begin
to suffer for it. If that ever becomes the case, increase the difficulty of all Willpower
tests by one due to the shame and guilt you feel over letting your family down in such
a fashion.
Uninsured (2 Traits)
You carry no insurance of any kind, either due to a lack of sufficient funds or a
personal decision. Should you require medical attention or be involved in an accident,
all the resulting costs must be paid out of your own pocket. Such tremendous drain is
likely to reduce your Resources rating by at least one or two levels, perhaps even
permanently in the case of serious or long-term expenses.
Alimony Payments (3 Traits)
Money you make goes right back out to your ex-spouse and your children (if any),
and failure to keep up regular payments will result in having your assets frozen and your
possessions seized by the authorities. You may never have more than three levels of
Resources, no matter what your actual income might be, due to the economic hardship
involved in meeting the payment schedule.
Homeless (4 Traits)
Just as it sounds, you have no permanent place to dwell, which means it’s a life
on the streets or spent hopping from shelter to shelter for you. You cannot take the
Resources Background at all, and cannot heal lethal damage naturally while living
under these conditions. In addition, you must carry all of your equipment with you
somehow, and if you do not you must hide it and make a Simple Test with the
Storyteller-on a loss, your stash has been found and at least one item has been stolen.
Social Merits
Approachable (1 Trait)
People from all walks of life find it easy to talk to you, and getting even
traumatized or suspicious folks to open up to you doesn’t take much effort. You are two
Traits up on all such Social Challenges involving normal people or other hunters, and
one Trait up on appropriate tests when dealing with monsters that still fancy
themselves at least somewhat human.
Early Adopter (1 Trait)
You take pains to keep up with the latest technology, and while it may strain your
finances from time to time, it does give you advantage when trying to figure out the
latest technology (that consumers might be familiar with, anyway). You are two Traits
up on all tests to figure out how to operate unfamiliar devices
Funny (1 Trait)
Good comedic timing is rare, but you have it in spades; not only does this get you
more than your share ofparty invitations, but your knack forgetting alaughalso means
that you know what type of humor to use in a given situation. You’re invaluable at
keeping up morale, and are two Traits up on any Social Challenge to bolster morale
or lighten someone’s mood in a helpful fashion.
Good Listener (1 Trait)
Most people just wait for theirturn tospeak, but yougenuinely listen to what other people
are saying, and this willingness to entertain their thoughts without interjecting your own
opinion means that people tend to tell you more than they expect to. In any apparently
friendly situation that involves someone else talking to you more than you talk back, you are
two Traits up on any Social Challenge to get information from them as your receptiveness
encourages them to say more than they might otherwise would about a subject.
Good Taste (1 Trait)
While your knowledge of pop culture probably leaves something to be desired,
you have a knack for giving the right presents, quoting the right wits and otherwise
impressing other people with how cultured and refined you are. You are two Traits up
on any Social Challenge to impress or make contacts with like-minded individuals,
due to their natural acceptance of your excellent taste.
Gossip (1 Trait)
Petty rumors and juicy secrets may be the ruin ofpolite society, but you just can’t
help yourself - when presented with a chance to learn such tidbits, you can’t pass it
up. Fortunately, this also means that other gossips recognize a kindred spirit in you,
which means that you seldom have trouble finding people to dish the dirt with. Lower
the difficulty of all non-violent, non-Intimidation Social Challenge related to learning
gossip or other small secrets by two. (Remember, this is gossip, not state secrets,
although you can frequently make a surprisingly accurate tapestry of a target’s life if you
tie together enough such loose ends.)
Lovestruck (1 Trait)
Ah, l’umour! You’re in love, and the world suddenly seems a much better place,
allowing you to wake up more refreshed than normal each morning. Unlike the
Soulmate Background, this love may be fleeting if you don’t work to maintain the
relationship (causing you to lose the Merit). However, until such a thing occurs, you
regain two Willpower Traits from natural rest anytime other hunters would regain one
(between games, every good night’s sleep, etc.).
Media Junkie (1 Trait)
From TV talk shows to radio call-ins to online chat groups, you’re an avid
consumer of pop culture, and if anyone’s up on the latest movies or music it’ll be you.
While this can suck up your downtime to an almost unhealthy degree, you are two
Traits up on all tests related to researching anything related to pop culture, or on all
Social Challenges involving fellow devotees of these mediums.
Natural Leader (1 Trait)
Natural magnetism and leadership capabilities spring from your actions and
words. Others want to follow you, and you easily take charge. You gain two Bonus
Traits on tests of leadership, whether using that Ability or otherwise. You must have
at least six Social Traits to take this Merit.
Natural Politician (1 Trait)
Machiavelli was pretty bright, but afew more years in thegame and you just might
be able to give the old boy a few tips yourself. You understand how power flows in
organizations, and whether or not you have actual Politics Ability or Influence, the arts
of deal-making and power-brokering come naturally to you. You are two Traits up on
all Social Challenges in situations where politics is a factor, whether it’s an international
summit or a meeting of the neighborhood watch. You must have at least six
Social Traits to take this Merit.
Punctual (1 Trait)
Punctuality is nearly a lost art in these hectic times, but not for you. If the boss
wants you inameetingat 9,you’re waitingpatientlyoutside hisoffice at 859.Thismay
not seem like that much of a boon, but being on time (and scheduling your activities
accordingly) is so second nature to you that barring some disaster or deliberate outside
interference, you are assumed to make all meetings and other appointments that you
have on a given day, in addition to your hunting activities. Needless to say, this can
be a wonderful aid in maintaining a double life without losing your job, or even just
making sure that you make it home from zombie-slaying in time to cook dinner for the
kids. (Narrators should use common sense if a hunter begins trying to abuse this Merit
and devotes too much time to the hunt to possibly make it to all of their regular
obligations as well.)
Trait-Stacking For Fun and profit:
Some players will naturally look at this extensive list and see right past the
sea of roleplaying opportunities before them, focusing instead on the fact that it’s
often possible to load up on related Merits and develop a character who gets an
absurd amount of bonus Traits or difficulty breaks in some fairly common and/
or potentially unbalancing circumstance. (“I have Acute Sense: Vision, Ability
Aptitude: Fiream, Good Night Vision, Lucky and Daredevil - that basically
means I’mup 10 Traits on all shots I take at night and have at least one free retest
for each one, right?”) For sake of retaining some semblance of fairness, then,
assume that bonus Traits or difficulty reductions from multiple Merits do not
stack unless noted in their description, or if the Storyteller specifically allows
such combinations to occur. As a rule, only the largest benefit applies, and in the
case of a tie the hunter may decide which benefit he receives. This should
restrain the urge some players have to build invincible super-hunters, while still
permitting players to take related Merits if they desire.
Naturally, this limitation does not apply to the penalties earned from
having multiple Flaws that come into play simultaneously; the poor bastard must
just suffer through his abominable luck somehow, and pray that his weaknesses
don’t line up like that ever again.
Smooth (1 Trait)
Regardless of your actual upbringing or etiquette skills, you have such a natural
grace and carefree charm that other people tend to forgive your little foibles, even if
they do not actually like you. Provided you’re not completely crass or bent on
antagonizing others, you are twoTraits up on all Social Challenges to get on someone’s
good side in a social situation such as a party or a nightclub
Way With Words (1 Trait)
You have a natural flair for choosing the right words to express exactly what you
mean, whether communicating your emotions to another person or crafting a work of
art. You are two Traits up on all Expression- or Performance-related Challenges
primarily involving words and wordplay.
Best Friend (2 Traits)
Many people go their whole lives without a true best friend, but you’ve been
blessed with one - through all the highs and lows of life, you may have fought but
you’ve always stuck by each other, and even after the imbuing the two of you are still
inseparable. She may not know the details of your new life, but she’ll still do anything
she can to help you, and won’t ask too many uncomfortable questions either. In
essence, you have a totally loyal and supportive Ally, but one who also demands more
in return, since she will naturally expect you to do all that you can for her if she needs
it as well. Still, when no one else will help you a Best Friend will still go that extra mile
to save your sorry butt, if only to kick it around a bit for being so foolish in the first place.
Enchanting Voice (2 Traits)
Your voice is naturally resonant and commanding. All non-edge uses of your
voice grant you two bonus Traits; you can seduce, intimidate and cajole with just a few
well-chosen words.
Fashion Sense (2 Traits)
Dressing well doesn’t just mean keeping up with the latest trends and designers,
it’s also an innate knack for knowing when to dress up (or down) and how to do so
smartly, especially on a limited budget. You are one Trait up on all Social tests where
your appearance makes any kind of difference, provided of course you have time to
choose your outfit before you go out.
Flirt (2 Traits)
Not everyone is necessarily very attracted to you on sight, but when you decide
to make someone the object of your affection, most people find it hard to resist. You
simply have a talent for understanding the subtle give-and-take of flirting and teasing;
you’re two Traits up on any Social Challenges involving such activity with members
of the opposite sex (or the same sex who find you attractive).
Good Judge of Character (2 Traits)
Given just a few moments of conversation or observation, you can make a fairly
accurate appraisal of what someone is like, and such guesses are right more often than
not. You’re two Traits up on all Mental Challenges involving assessing a person or
human-seeming monster, and one Trait up on any Social Challenges where you’re
going on a limited amount of prior contact with a person.
Great Liar (2 Traits)
Whether from countless exercises or simply a good innate understanding of what
to say and what people want to hear, you’re a fabulous liar. Even the most involved
untruths have a ring of creditability when you speak them, and you have little trouble
convincing others to take your word as truth when you want them to. You are two
Traits up on all attempts to lie or deceive another person. You must have at least six
Social Traits to purchase this Merit.
Laid-Back Friends (2 Traits)
You’ve got a number of good buddies, not quite as close as ones from the Best
Fnend Merit or as powerful as an Ally, but still loyal to the bitter end and generally
willing to help out as best they can with few questions asked. (Combining this Trait
with the Ally Background gives you the best of both worlds.) Perhaps most important
of all, while your friends have noticed you’ve changed a bit lately, they’re not going
to poke their noses into your business too much, and are fine with going a while
without hanging out, so long as you’re still friends when you do see them.
Nurturing Partner (2 Traits)
You have one or more children of your own, but fortunately your economic
situation is such that your partner can afford to stay home with the children alone full
time, which eases some of the burden when it comes to balancing your job and the
responsibilities of the hunt against your family. Best of all, you have maintained a
healthy loving relationship with your family, and neither your children nor your
partner resent it if they must go without seeing you for a day or two. (Though this can
change if you start missing too many days without explanation or begin taking your
partner’s role for granted too often.) This Merit need not represent a character’s actual
spouse - parents, grandparents or other people who might help take care of a
character’schildrenare all acceptable aswell. Acharactercancombine thisMerit with the children flaw,
as the latter represents her own feelings of guilt when she feels she let her children down,
regardless of whether they feel betrayed or not.
Seasoned Traveler (2 or 4 Trait Merit)
Whether from extensive book learning, a lot of time spent elsewhere or a
combination of the two, you are well-versed at finding your way around in distant
places, from cross-country trips to foreign nations. For two Traits, this applies to
anywhere you travel within your home country; for four Traits, the world is yours to
explore. Whenever you’re trying to find food, shelter, transportation or other basic
goods and services in another location, lower the difficulty of any appropriate tests by
two Traits. Note that this confers no automatic benefits in regard to any language
barriers that might exist, althougha hunter with this Merit might be able to more easily
locate a translator in places where she doesn’t speak the language.
Socially Aware (2 Traits)
Other people are generally blind to the delicate interplay between themselves,
but not you. Reading the dynamics of a group or situation is second nature to you, and
you can quickly puzzle out the true feelings people have for each other by studying their
vocal tones, word choices, body language and so on. You are two Traits up on all
Mental Challenges involving interaction between individuals.
Trivia Champ (2 Traits)
While most would consider your specialty a storehouse of apparently worthless
tidbits of information, nevertheless the sheer volume of facts at your command means
that you can often remember some relevant (if obscure) fact about the situation at
hand. At the Storyteller’s discretion, once or twice per story your character may just
happen to know a bit of information that the hunters need to complete a task before
them. This Merit confers no special knowledge of the enemy or the occult, besides
what might be known in pop culture (and which therefore might well be dangerously
wrong to act upon).
Upright Citizen (2 Traits)
Before the imbuing you were a model citizen, with nary so much as a hint of
scandal about you, and even now that same squeaky-clean image makes it quite
difficult for other people to believe anything bad about you. You receive a free retest
on all Social Challenges involved with maintaining your good name, although the
Storyteller may well restrict some of your Ability or Background choices (or at least
force them underground) to make sure you actually would fit the image that this Merit
describes. This Merit is particularly appropriate to combine with the Everyman
Background, though it is not necessary to do so.
Vibrant Neighborhood (2 Traits)
Every city has at least one neighborhood where “anything goes” and people are
always coming and going on various legal (and not so legal) errands, regardless of the
hour. You happen to live in just such a locale, and thus are able to get away with many
activities that would be viewed as strange in other parts of town, as the locals consider
them to be just more of the daily routine.
Corporate Savvy (3 Traits)
Business is war, so they say, and if that’s true then you’ve got a few tours of duty
under your belt already. You understand the corporate dynamic very well, from how
to motivate people to how resources flow in a company to the best way to climb the
ladder, and have little trouble managing businesses efficiently and profitably when you
put your mind to it. Anytime you try manipulating a corporation or a corporate
employee in a business-related matter, you are two Traits up on the related tests. You
must have at least six Social Traits and one level of the Finance Ability to purchase this
Merit.
Media Savvy (3 Traits)
A natural-born spin doctor, you instinctively understand exactly the right things
to say to journalists to present your subject the way you want, allowing you to create,
suppress or redirect stories with relative ease. Given enough time to prepare or with
a friendly enough contact in the press, you can even set up situations so that the press
will read them the way you desire. You are two Traits up on all Social Challenges made
with journalists or news organizations of any kind.
Supportive Family (3 Traits)
Your family has always been there for you, and even though you may have
changed since your imbuing, they support you and do their best to look out for you
whenever they can, no questions asked. They don’t know exactly why you’ve made
some of the decisions you have recently, and the can’t necessarily pull some of the
strings that Allies or other “official” sources can, but they can offer much-needed
comfort when the hunt gets too rough, not to mention dispense some family wisdom
as well. Hopefully one day you’ll tell them what’s going on, but until then they’re
content to help you out and leave it at that. You are family, after all.
Lucky (4 Traits)
While not even close to a supernatural effect, lucky breaks just naturally seem to
head your way, whether it’s as personal as bumping into the lady of your dreams as
you’re reading her favorite book or as simple finding $20 when you were just about out
of gas. Once per session, you may decrease the difficulty of any test by two Traits
(minimum one Trait difficulty), or put yourself up two Traits against an opponent -
if you succeed, it is because some small lucky break occurs that swings things your way.
Alternately, in a non-test situation the Storyteller may describe some minor but
fortunate circumstance that helps your character, though again this Merit can be
called on no more than once per session.
You may not possess this Merit and the Innocence edge of Fool’s Luck; if you
acquire that edge during play, you must spend these four Traits on other Merits or
Traits developed during the chronicle.
Social Flaws
Bad Liar (1 Trait)
It’s said that children develop the capacity for deception as early as two years old, but your
talent for fabrication hasn’t progressed much since that tender age. You might have obvious
behavioral tell tales when you try to lie, such as stammering or blushing, or maybe you just tend
to invent situations that are just too fantastic for anyone to give them credence. Regardless you
should roleplay this difficulty whenever possible, and you are two Traits down on all Social
Challenges involving deception in a social situation.
Bully (1 Trait)
You like to throw your weight around and don’t see anything wrong with getting your
way through social pressure or physical force when you feel like it. Inaddition to these charming
traits, youdon’t tend to dealwell whencompelled to follow amore forcefulpemnality, andtend
tobe atroublemaker when you’re not incharge. You’re oneTrait downonall Social Challenges
when you’renot the figure incharge, due toyour irritation.
Children (1 Trait)
You have children who depend on you for the necessities of life, not to mention
love and support. Fortunately for them, you treasure your role as a provider and take
pride in being there for your kids; unfortunately, the demands of the hunt can quickly
place a strain on your relationship with them, and no matter how they feel about it,
the guilt of neglecting your responsibilities takes a terrible toll on you. This Flaw
requires a lot of downtime attention to be significant enough to count, and should only
be chosen if you and the Storyteller are willing to mind it often enough for it to have
a real presence in the character’s life. (A good idea to start with is to have the player
draw up a weekly schedule of his character’s obligations as well as the kids’ activities,
which not only gives him an idea of the ways they might overlap, but also a framework
for the kinds of actions he can perform in downtime without threatening his
responsibilities.) If you go more than three days without seeing your kids, either due
to the hunt or other obligations, you cannot regain Willpower until you have achance
to be with them again for a like amount of time. At the Storyteller’s discretion, this
penalty may also apply for a time if you miss a particularly important event -
championship game, class play, graduation, etc. - especially if you promised to attend
or it would naturally be expected for a parent to be there.
Chronic Pessimist (1 Trait)
Determined to make Eeyore look like Shirley Temple, you learned long ago that
everything sucks, and what’s more, you’re happy to share this knowledge with others.
Nothing ever looks like it’ll turn out right, and even if it does you’re sure it’s only
because that success is a prelude to an even greater failure down the road. Even for one
someone who knows that horrifying monsters kill people and poison the planet every
day. Naturally, take delight in roleplaying this doomsaying at every opportunity, but
remember that such fun does have a price: you’re down two Traits on all Social
Challenges involving motivating people (such as Leadership challenges) or cheering
them up in any way (such as Empathy tests) - it’s just not.. . you.
Chronically Late (1 Trait)
Delays, delays, delays - something always seems to come up whenever you’re
trying toget somewhere on time.This isasmuchareflectionofnaturalprocrastination
or inattentiveness on your part as it is external factors. Anytime you have an
appointment to make, formal or informal, you must make a successful Willpower test
against three Traits to be there on time-failure means you’re at least 10 minutes late.
This can include entering the game later than other characters, if the time of your
arrival is important. Alternately, the Narrator may choose to increase your effective
travel times by as much as a third, to represent your inability to start a trip on time.
Chronically Shy (1 Trait)
People? Eep! Above and beyond the Negative Trait of the same name (though
you likely possess that as well), you’re incredibly wary of strange people, and even
worse with crowds. You’re one Trait down on all Social Challenges with people you
don’t know, and two Traits down on all Social Chalelnges that address a crowd of any
kind. And yes, these penalties are cumulative for crowds that are composed of more
strangers than familiar faces.
Clannish Family (1 Trait)
Sure, your family loves and supports you, it’s just that, well, they don’t like
outsiders much. It’s not that they’re necessarily mean, it’s just that they prefer to keep
matters (and favors) within the family. This might not even have been much of a
problem before, but since the imbuing they’ve noticed that you’ve been hanging
around a lot with people they don’t know, or worse still, bringing these strangers home
before the family felt comfortable with them. If your family constitutes or accounts for
your Allies, Contacts, Resources or Roots, they flat-out refuse to do anything that
requires them to directly or indirectly aid others outside the family, and will do their
best to make outsiders feel uncomfortable whenever they interact with them.
Collaborator (1 Trait)
Whether it was a devil’s deal to remove a larger threat to both sides, or just an
innocent exchange of information, sometime in the recent past you’ve worked with
one or more monsters to achieve your goals. Or maybe you haven’t, but word-of-mouth
in the hunter community says you have, and for one reason or another it’s been
impossible to prove otherwise so far. Either way, this reputation can put a serious strain
on your relations with more conservative imbued, and the Storyteller should take care
to inform other player characters of your supposed collaboration, so that they might
roleplay their reaction accordingly.
Crude (1 Trait)
You may be a trusted friend in private and valued ally on the hunt, but when it
comes to situations that require a certain amount of manners or refinement, even your
best friends try to pretend they don’t know you. You seem to break all the rules of
etiquette, deliberately or otherwise, and thus are two Traits down on all Social
Challenges in situations where tact or social grace are required. This Flaw can be taken
in addition to Negative Traits such as Tactless or Obnoxious, because it reflects a
general ignorance of social mores as opposed to a more specific difficulty with
particular behaviors.
Cultural Snob (1 Trait)
Yes, yes, we’ve all heard how much you appreciate fine art, classical music, the
best wines and the sublime ambiance of a good French restaurant - the problem is,
we’ve also heard how much abuse you heap on those who demonstrate the least bit of
knowledge or enjoyment of pop culture. In short, it’s obvious to everyone that you’re
a cultural snob of the worst sort, and you should do your best to roleplay this grating
distaste for all things “popular” as well as possible. What’s more, when it comes to
dealing with people who aren’t equally snobby about such things (read: just about
everyone), you’re two Traits down on all Social Challenges.
Defensive (1 Trait)
Whether from a lingering amount of immaturity or an endless drive for perfection
(in your mind, at least), you have trouble taking responsibility for your actions. Any
time anything goes wrong, you always find a way to blame someone or something else,
and become downright hostile to anyone who tries to point out this tendency as well.
You are one Trait down on all tests that would involve accepting responsibility for one
of your failures, and one Trait down on all Social Challenges with someone who tries
to point out this lovely habit of yours.
Eccentric Appearance (1 Trait)
Perhaps you run with a particular clique -Goth, punk, raver, etc. - or maybe
you’ve just got a truly unique sense of style, but either way your appearance immediately
makes you stand out in a crowd (at least among more ordinary folks). Aside from
occasionally drawing negative attention from others who disapprove of your clique or
style, you’re also easily remembered by other people. Any attempts to track you down
through witnesses are two Traits up, and you cannot take the Everyman Background
or the Forgettable Merit. Obviously, this Flaw also requires that you wear suitable
costuming and makeup to mark your unique appearance, and repeated failure to do so
will force you to buy off this Flaw.
Gambling Addict (1 Trait)
You can’t help it - whenever there’s a possible wager on the table, you just have
to take it. This is bad news because while you probably have extensive experience with
gambling, you’re addicted to it as well, which means that you tend to lose a lot more
than you win because you can’t pull yourself away from the table when you’re ahead.
Aside from the obvious impact this might have on your Resources, you must also make
a Willpower test against four Traits to pass up achance to gamble. Once you’ve started,
you must spend a Willpower Trait or make another test to stop gambling for any reason
less than adirect threat, regardless ofwhether you’re winning (“I’m aheadnow, so why
stop?”) or losing (“I have to at least break even!”).
Ghoulish Sense of Humor (1 Trait)
Youhave anhighlyactive senseofhumor, butnot exactlyahealthyone-in fact,
you tend to find amusing what other people consider disturbing or outright disgusting,
and thus have a bad tendency to crack inappropriate jokes at the worst possible times.
Any time you’re faced with a gory scene or otherwise uncomfortable moment (such as
someone consoling a crying victim), you are two Traits down on all Social Challenges
due to your habit of belittling the situation or those involved in it. Needless to say, you
should roleplay this behavior as well as possible, so long as you remember to keep all
the jokes in character.
Icy Demeanor (1 Trait)
Whatever that intangible quality is that makes people open up to others, you just
don’t have it. No matter what you’re like on the inside, you habitually project a cool and
hostile demeanor to those around you, and most don’t bother trying to get to know you
any better than that. You are two Traits down on all Social tests with someone during
the first scene that you meet them, due to your innate difficulty with presenting a likable
face to others. This is distinct from the Callow Negative Trait in that it represents an
ineptness at presenting yourself well rather than actual emotional isolation, though the
two may be combined in to create a truly heartless and distant S.O.B.
Impractical Dresser (1 Trait)
Nothing says your sense of style isn’t that great, but your sense of timing could
definitely use an improvement, at least in regards to what you should - and shouldn’t
-wear when on the hunt. Whether due to job constraints, wardrobe limits or simple
force ofhabit, you always seem to be caught wearing high heels when you need to chase
someone, or tight-fitting clothes that restrict your movements as you try to climb a
chainlink fence. Even some painful past experiences haven’t broken you of the habit.
You are assumed to begin each session somehow attired inappropriately for the needs
of the hunt, and thus are considered oneTrait down on all athletic- or combat-related
Physical Challenges unless you specifically acquire extra clothes in-game and take
time out to change during the session. This Flaw should be simulated as safely as
possible with appropriate costuming, but should you ignore or readily circumvent this
Flaw too often you may be required to buy it off, as it is obvious that you have finally
learned how to dress to kill (so to speak).
Insensitive (1 Trait)
Relating to people in an emotional context is an awkward and uncomfortable
experience for you, and your typical method of avoiding such unpleasantness (being
very blunt about everything) doesn’t usually do much to smooth things over either.
Most of the time you wind up apologizing without knowing exactly what you did to
offend someone, since you have a difficult time figuring out how other people are
feeling. You are one Trait down on all Social Challenges with someone in the grip of
a strong emotion of any kind, and two Traits down on all uses of the Empathy Ability
(these penalties are cumulative).

Intolerant Neighbors (1 Trait)
Your neighbors are every hunter’s nightmare: they like their neighborhood nice
and peaceful and quiet, and don’t hesitate to call the authorities at the first sign of
suspicious activity or even a loud party. This is generally up to the Storyteller to bring
into play, but a hunter with this Flaw had best tread carefully in regards to some of her
wilder activities lest the police or other agencies pay her an unwelcome visit. You
cannot possess this Flaw and the Vibrant Neighborhood Merit or the Roots Background
unless you have a truly strange living situation (and Storyteller approval).
Misinformed (1 Trait)
Some time ago you latched onto a theory or idea that’s far from mainstream and/
or flies in the face of accepted science, and for better or worse you’ve incorporated it
into your worldview, so much so that you tend to interpret events through the lens of
this belief. You need not be pushy about it, but you do truly believe in it, and will stand
steadfast by it if it is ever called into question whenever you make an ability test
that involves your skewed worldview (such as Science or Awareness), the difficulty is
increased by two as you try to fit the events or information you’re seeing into your own
perspective instead of vice versa. Note: You cannot take simply “the existence of
monsters” as your skewed belief, though you might be able to persuade your Storyteller
to allow it if your character passionately (read: blindly) believes that all monsters are
actually space aliens from the planet Zorg or some similarly outlandish belief.
Mistaken Identity (1 Trait)
They say everyone has a twin out there somewhere; problem is, yours is up to no
good, and everyone knows it. You bear a striking resemblance to a notorious figure of
some kind, whether a prominent criminal, infamous celebrity or even a feared monster
or radical imbued. You must wear a description tag indicating this unfortunate
resemblance. It doesn’t usually take much effort for others to figure out that you’re not
your “evil twin,” but some hotheads or glory hounds might not stop to make the
distinction before confronting you, and even then your presence is easily remembered
by those who recognize you.
Needy Friends (1 Trait)
Perhaps you’re just too soft-hearted to ever say no, or perhaps you have (or are
perceived to have) time and money to bum, but regardless, you’re the one your friends
and other non-imbued acquaintances always seem to come to when they need help.
From posting bail to giving a ride to holding someone’s hand, their need for you never
seems to end, and while you still consider them real friends as opposed to moochers,
that only makes it less likely you’re going to break free any time soon. In game, the
Storyteller may reflect this from time to time by temporarily lowering your Resources,
asking for additional favors from an Ally or Contact, limiting your downtime activity
between sessions or otherwise indicating how your friends need you as the chronicle
progresses.
No Internet Access (1 Trait)
Whether or not you’re familiar with computers or not, you have no ability to
access email or the Internet of your own, and must rely on friends or local libraries to
access this invaluable resources. Of course, this also makes it difficult for you to keep
up with hunter-net, assuming you are even aware of it in the first place. The Storyteller
may adjust theamountoftime it takes tousecertainBackgroundsor Abilities toreflect
the difficulty it takes to get in touch with you
No Phone (1 Trait)
You do not have a regular phone number others can use to reach you, nor do you
carry a pager or other electronic messenger. This can make it exceedingly difficult to
track you down on short notice, and you must rely on other means such as e-mail or
face-to-face meetings to keep in touch with your fellow hunters or plan for upcoming
activities. The Storyteller may adjust the amount of time it takes to use certain
Backgrounds or Abilities to reflect the difficulty it takes to get in touch with you.
Nonconfrontational (1 Trait)
Bringing up subjects you know others would prefer to avoid is acutely uncomfortable
for you, and you often find yourself giving in and accepting compromises you
regret later on down the road. It’s not that you’re weak, it’s just that you hate being
thought of as causing unhappiness to those you care about, so much so that you will
go to great lengths to avoid it if at all possible. Any time you find yourself the bearer
of bad news or in need of telling a friend or love one some unpleasant things, you are
two Traits down on all Social Challenges for the rest of the scene as a result of your
hesitation and unhappiness.
Poor Online Demeanor (1 Trait)
Sure, you’ve discovered hunter-net or a similar online community of the imbued,
but now they almost wish you hadn’t- whether you intend it to be or not, your online
persona is exceedingly grating and obnoxious to others, and they will aid you only
grudgingly because of it. Add two to the difficulty of all attempts togather information
or ask for aid from the online hunter community; what’s more, you are one Trait down
on all face-to-face Social Challenges with other hunters who recognize you from your
online postings.
Stubborn (1 Trait)
There are pit bulls, there’s ngmmmtis, and then there’s you- all three unwilling
to let anything go once they’ve got a hold of it. All of your beliefs enjoy your full,
unwavering support, and anyone who attempts to challenge them finds herself the
recipient of as much grief as you can muster. Any time someone questions one of your
beliefs, you are two Traits down on all Social Challenges with that character for the
rest of the scene as you naturally close yourself off to her (not to mention the
embarrassment if she’s actually right).
Superstitious (1 Trait)
Whether a cautious trait you acquired since learning that monsters existed, or a
habit you’ve had all your life, you adhere rigidly to a number of superstitions, to the
point where you frequently attribute the success or failure of your plans to how well you
adhered to “the rules.” You need not risk your life or the lives ofothers on these foibles,
however. Not only should this tendency be reflected on a constant level in your
roleplaying, but you are such a stickler for your superstitions that you are two Traits
down on all Social Challenges with anyone who disapproves of them due to your
conflict of belief. (As a rule of thumb, if you could imagine the person in question
reacting incredulously or unfavorably to you performing one of your regular superstitions,
this Flaw applies.)
Trusting (1 Trait)
You can’t help it - you just naturally take people at face value, whether due to
an optimistic view of people or just a limited amount of contact with people whose
motivations aren’t as noble as yours. Not only do you take them at their word, but you
also do such incautious things as accept rides home from recent acquaintances or walk
through bad areas at night, simply because you truly don’t believe something bad will
happen. You are two Traits down on all attempts to detect a lie or judge the character
of someone you’ve met for the first time that session.
Abusive Partner (2 Traits)
Monsters don’t just roam abroad - you live with a perfectly human beast at
home, who abuses you physically whenever you’re home. Any time you spend the
night at home, you must make a Simple Test - success means that you take no
damage, while a tie means that you come into play next time with a level of bashing
damage from the abuse. Aside from obvious social and psychological problems, this
Flaw can also significantly impair a character’s healing times, and the Storyteller
should make sure the character feels its weight appropriately.
Compulsive Liar (2 Traits)
Whether or not you’re good at it, you tend to inject your own special blend of the
truth into what you say, ranging from little white lies to untruths that might potentially
hurt others (especially when it comes to fellow hunters). At this point you might even
believe the lies you invent, since you tell them so often. Regardless, you should roleplay
this constant level of fabrication as best you can; additionally, in order to tell the
complete truth for a scene, you must spend a Willpower Trait or win a Willpower
Challenge against four Traits. This is also the case when you must tell a truth that
openly exposes a previous lie.
Conspicuous Consumer (2 Traits)
Saving money is difficult when there are so many cool things out there to buy, and
you tend to tax your finances buying brand names and a host of products you don’t
really need. Add two Traits to the difficulty of all tests related to using your Resources,
and cut the amount of monthly allowance it usually affords you by a third to reflect the
amount of money you spend.
Dogged by Fringe Media (2 Traits)
The truth is out there, but the sad fact is that lots of people went over the edge
right along with it, and for one reason or another you’ve got one such “colorful”
individual following you around. Worse still, this person is an amateur journalist for
an paranormal Web site or ‘line of some kind, and thus while you needn’t worry about
his work landing you on the front page of the local paper anytime soon, he can still draw
lots of unwanted attention toward you, especially if monsters happen to monitor the
local fringe media. What’s more, he has the most annoying habit of showing up just
in time to witness something bizarre or difficult to explain, which naturally only fuels
hiscuriosity further. Youshould workwith the Storyteller tocome up withsome details
about him and how the two of you met, although it will be up to the Storyteller to
determine his true abilities and motivation.
Foreigner (2 Traits)
While you might very well be fluent in the language and generally familiar with
the customs, you are still not native to the area where you currently live (and hunt).
You tend to be ignorant of small cultural details, and might have additional legal
restrictions on you as well. Whenever you attempt Streetwise or Etiquette tests, you are
two Traits down dealing with this strange foreign culture, and should adopt a
distinctive accent or other mannerism that clearly marks you as a foreigner (without
resorting to cultural stereotype).
Honest to a Fault (2 Traits)
Telling lies or even just bending the truth is contrary to your nature, so much so
that you will not do it unless it’s necessary to save human lives. Naturally, this lack of
practice tends to make you a pretty poor deceiver when you do attempt to twist the
truth, and you are two Traits down on any Social Challenge involving deception.
Infamy (2 Traits)
You’re well known in the area that you live, but for all the wrong reasons. You
might be a well-known criminal associate, or perhaps you were involved in a
prominent local scandal that has never quite lifted from your reputation. While you
won’t necessarily be attacked on the street, people do tend to look down on you or treat
you with some hostility, and so you are two Traits down on all Social Challenges with
those who know about your past. The Storyteller may also require you to wear a tag
denoting your infamous status, to ensure that you get the kind of reactions that you
deserve.
Lustful (2 Traits)
There are plenty of words for people like you, but regardless of how you want to
look at it, even you admit that you seldom put up much of a fight when it comes to
resisting the sensual charms of the gender you fancy. All attempts to seduce you are
two Traits up, and in general you make very poor decisions when it comes to people
that you find physically attractive, which should be roleplayed accordingly within the
rules of Mind’s Eye Theatre.
Monstrous Connections (2 Traits)
Most hunters spend nights out monster hunting, but you needn’t look far to find
at least one of the creatures - you have to deal with one in your daily life, whether
it’s your boss, a key family figure or another regular fixture of your existence. The
creature doesn’t necessarily know what you are (yet), but it’s in a prime position to
cause trouble for you should it choose to do so. This Flaw assumes that the monster is
in some position where you cannot easily avoid it, if not actually in a role that your
hunter would have a great deal of trouble justifying taking action against (such as a
parent or child).
Poor Judge of Character (2 Traits)
No matter how hard you try, you always seem to fall in with the wrong crowd.
Aside from (or perhaps including?) your fellow imbued, your “friends” tend to be
moochers, petty criminals and other undesirables, and suffice it to say that your
romantic history is probably long, tragic and highly repetitive. You are two Traits
down on all Awareness-, Empathy- or Intuition-related Challenges in social situations,
due to your difficulty in judging people correctly, and at the Storyteller’s discretion you
may face occasional difficulties with Backgrounds such as Allies or Contacts if they
involve your questionable associates.
Technophobe (2 Traits)
You hate modem technology, especially computers, and you’re pretty damn sure
it hates you right back. While you’re at home with tried-and-true things like cars and
telephones, making any sense of cell phones, pagers, laptops or other newfangled
gizmos is quite beyond you. You must make a Mental Challenge against five Traits to
perform even simple tasks on a computer, ATM machine or other technological
device you’re not comfortable with (which is most of them), and the Storyteller will
probably restrict some of the Abilities you can take at character creation to reflect this
deficiency as well.
Moneygrubbing (3 Traits)
Money makes the world go round, and you intend to ride the merry-go-round for
all it’s worth. Everything is secondary to the pursuit of wealth, and you’re capable of
performing some extreme things so long as there’s enough money in it for you. Any
time you’re offered a bribe, even by a monster or other loathsome figure, you must
either spend a Willpower Trait or make a Willpower test against six Traits to avoid
accepting the bribe. This difficulty increases by one if you’re pretty sure the task
required won’t hurt anyone (that you know of). In addition, you must make a similar
test to avoid searching the bodies or dwellings of fallen opponents for valuables.. . or
looting fallen allies for the same.
Wavering Faith (3 Traits)
There was a time when you thought your faith could get you through just about
anything, but that was before.. . .The horrors you’ve experienced since your imbuing
have shaken your faith to the core, and you have trouble mustering courage of
conviction when everything you once believed is so obviously wrong. After all, how
could a loving deity allow monsters to roam free causing suffering and anguish? And
it only takes one encounter with a ghost or a rot to see that the afterlife is obviously
not how you always thought it was. Aside from the wonderful roleplaying opportunities
this Flaw offers, all difficulties on Willpower tests of any kind are increased by one,
due to your shattered sense of confidence.