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Merits and Flaws represent special advantages and disadvantages that extend beyond mundane capabilities. By taking Merits or Flaws, you mark your character as unique, with rare powers or resources beyond those available to most normal humans. Merits grant special powers and benefits, and they can only be taken by expending available Traits. Conversely, Flaws mark hindrances or special disadvantages and give you additional Traits with which to flesh out your character.

 

You do not have to take any Merits or Flaws, and your Storyteller may choose to limit certain ones or forbid them entirely. However, a few well. chosen Merits and Flaws can round out a character, defining why he specializes in a particular Ability or giving him notable powers. You may start by selecting up to five Traits’ worth of Flaws for your character; you gain additional freebie Traits equal to the value of the chosen Flaws. Merits, on the other hand, cost freebie Traits to acquire. If you wish (and if your Storyteller approves), you may take more than five Traits’ worth of Flaws to represent a particularly disturbed or crippled character, but you cannot gain more than five freebie Traits regardless of the total number of Flaws taken. In some cases, the Storyteller may restrict the purchase of Merits and Flaws - or ban their use outright - so be sure to ask first.

 

Merits and Flaws are unusual advantages and disadvantages that go a long way toward creating a three-dimensional character. Many of them will be familiar because they have always been available to supernatural creatures, but there are some new ones specifically for mortal characters. Players can only choose Merits and Flaws at character creation, and those chosen should fit in with the concept of the character. Over the course of a chronicle, and with the Storyteller’s approval, a character may develop a Merit or overcome a Flaw due to something monumental that happens in a story. To do so costs double the Merit or Flaw’s normal cost in Experience Traits.

Flaws

Illiterate (1 Trait Flaw)

You can neither read nor write. This is especially appropriate for sorcerers

who come from poor countries or from tribal backgrounds. Western sorcerers

will be especially hampered by this Flaw.

 

Ritual Dependent (2 Trait Flaw)

You have anaturalaffinityforoperatingwithinaformalorritual context.

Unfortunately, this makes you ill-suited to cast spells on the spur of the

moment. All applications of sorcery require some form of ceremony appropriate

to your magical heritage. While you must perform these spells as if they

were rituals of equivalent level, you also only need to pay for them at normal

ritual cost.

 

Inept (5 Trait Flaw)

You are not attuned to your natural aptitudes. You start the game with

no Ability Traits or Influences. Furthermore, you cannot raise any Ability or

Influence above one level until you’ve overcome this Flaw.

One Eye (2 Trait Flaw)

You are missing one eye, determined randomly or chosen. You have no peripheral vision on your blind side, and are two Traits down on any test requiring depth perception. You may choose to cover one eye while you are playing.

 

Weak Sense (2 Trait Flaw)

One of your senses is defective, though not totally absent. In all challenges relating to this sense, you are automatically down two Traits. Such damage is not correctable; rather, you suffer from an incurable deficiency. This could be something like severe astigmatism, tinnitus or thick scar tissue from an old injury. Obviously, you may not have a sense that is both acute and weak.

 

Deaf (3 Trait Flaw)

You cannot hear sound. You must relent on all challenges related tohearing. You should get your Storyteller’s approval before choosing this Flaw, as it can be difficult to roleplay.

 

Blind (6 Trait Flaw)

You have no vision whatsoever, and must relent on sight-related challenges. You should roleplay this Flaw to the best of your ability, but take care not to risk anyone’s safety doing so (including your own).

Fragile Will (1 Trait Flaw)

You possess less Willpower than most, finding it hard to maintain your

self-control and composure. For a single Trait, you start with only one

Willpower Trait (rather than two) during character creation. A character

with this Flaw may not have either of the Merits: Iron Will or Quiet Heart.

 

Confused (2 Trait Flaw)

You are often confused, and the world seems to be a very disoriented and

twisted place. Sometimes you are simply unable to make sense of things. You

need to roleplay this behavior all the time to a small degree, but your

confusion becomes especially strong whenever you are surround by excessive

stimuli (such as a number of people all talking at once, or the noise in a loud

nightclub). You are two Traits down on all challenges in suchsituations. You

may spend a Willpower Trait to override the effects of your confusion, but

only for a scene.

 

Absent-Minded (3 Trait Flaw)

Though you don’t forget things like your Abilities, you do forget names,

addresses and whether you turned the iron off. In order to remember anything other than your own name, address and phone number during stressful situations, you must win a Static Mental Challenge (the Storyteller will determine the difficulty) or spend a Willpower Trait.

Deep Sleeper (1 Trait Flaw)

When you sleep, it is very difficult to awaken you. If you are awakened unexpectedly, you are disoriented, leaving you two Traits down for all challenges during the following hour. Furthermore, the Storyteller may require you to make a Simple Test to wake up in the first place when danger or mishap threatens.

 

Allergic (1-4 Trait Flaw)

You have an adverse reaction to some substance that normally does not bother most people. This could be pollen, animals, certain metals (like nickel), drugs (such as aspirin), or even stranger things. At one Trait, it the reaction can be controlled with over-the-counter medicine and is fairly common (allergies to cats or ragweed, symptoms of sneezing or upset stomach). Two Traits gives you something more irritating, resulting in a rash or violent sneezing bouts and putting you at a one- Trait disadvantage; you may need to be treated with prescription medicine, which could make you groggy. Three Traits means a more unusual allergy, or a serious reaction that causes you great discomfort and leaves you at a two-Trait disadvantage if you’re challenged in the middle of a reaction (allergic to penicillin; asthmatic reaction). A four-Trait allergy means either a rare substance for allergies, or a common allergy with a life-threatening reaction if not treated (certain drugs, the pollen of a rare plant; breathing difficulties, swelling, bleeding). Such a reaction causes you to suffer up to two Health Levels of damage. You must detail with the Storyteller what you’re allergic to and what reaction it causes.

 

Disfigured (2 Trait Flaw)

A hideous disfigurement makes you ugly and easy to remember. You may never have any Alluring, Gorgeous or Seductive Social Traits. If your true appearance is visible, you are two Traits down on any Social Challenge (except Intimidation) that you initiate.

 

Aging (3 Trait Flaw)

You’re not as young as you once were, and you’re beginning to feel the weight you years. You automatically lose one of your Physical Traits, and your maximum Physical Traits are one less than other mortals. You may take Flaw once per decade above 40 years of age. This Flaw will take some effort to roleplay, so think carefully before choosing it.

 

One Arm (3 Trait Flaw)

You have only one arm, determined randomly or chosen at character creation. You have become used to using your remaining hand, so you suffer no off-hand penalty. You are, however, two Traits down on challenges where two hands would be required.

 

Deformity (3 Trait Flaw)

You have some sort of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. You are one Trait down on all tests of aphysical nature, and two Traits down on all challenges related to physical appearance.

 

Partially Crippled (3 Trait Flaw)

Your legs are injured or otherwise prevented from working effectively. You are down three Traits in all challenges relating to movement. You may need assistance in walking, such as a pair of crutches or a wheelchair.

 

Potent Blood (3 Trait Flaw)

Your blood is especially nourishing and desirable to vampires. Your blood is worth twice as many Blood Traits as a normal mortal’s, so a vampire who drinks one of your Blood Traits gains two instead (although you still suffer only one Health Level of damage). Vampires have names for people like you - “Slurpee,” “Cornucopia” or simply “Mine!” You cannot have the Merit: Lifegiver in addition to this Flaw.

 

Hemophilia (4 Trait Flaw)

When you are injured, you do not naturally stop bleeding. Cuts continue to bleed and bruises worsen through internal injury. Once you are physically wounded, you suffer an additional health level of damage every 10 minutes until someone helps you and makes a successful Mental Challenge (with a difficulty of six Traits) using the Medical Ability. For obvious reasons, you may not also purchase either of the Merits: Vibrant Health or Increased Pain Tolerance. Vampires who bite you will also discover that they cannot lick the wound closed for some reason.

 

Mute (4 Trait Flaw)

Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means, typically writing or signing. Obviously, this deficiency makes it impossible for you to call on sorcery or other powers requiring speech.

 

Anachronism (1 Trait Flaw)

You are an older sorcerer, who has never taken the time to fully understand the wonders of the modern age. Or you could be a shaman from a culture that continues to practice ancient ways.You are one Trait down in challenges involving modem technology such as computers.

 

Compulsion (1 Trait Flaw)

You have a psychological compulsion that causes you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gambling, exaggeration or just talking too much. You may temporarily avoid your compulsion for one scene by spending a Willpower Trait.

 

Dark Secret (1 Trait Flaw)

You have some sort of secret that, if uncovered, would embarrass you immensely and make you a pariah in your society. Perhaps you practice a Praxis forbidden by your society, you betrayed your coven, or an innocent was harmed by one of your spells. While it weighs on your mind at all times, it will only surface occasionally in stories - lest it begin to lose impact.

 

Intolerance (1 Trait Flaw)

You have an unreasoning dislike of a certain thing, and at the Storyteller’s discretion you may have one less Trait in any challenge dealing with the object of your intolerance. It may be an animal, a class of people, a color, a situation, or just about anything at all. Some dislikes may be too trivial to be reflected here - a dislike of pomegranates or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike.

 

Isolated Upbringing (1 Trait Flaw)

You were born and raised by a particularly peculiar set of parents, and you rarely ventured into the outside world. Perhaps your father was a Nephite priest who hoped to shield you from the sins of mankind and prepare you for your task as God’s hammer, or maybe you were raised in a Chapter House of the Arcanum, where you spent all of your time among books. Whatever the reason, you are ill at ease in the mundane world, and you often fail to understand the customs of everyday life. You are automatically one Trait down on all Social Challenges with people from outside of your corner of reality.

 

Nightmares (1 Trait Flaw)

You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad that you have one less Trait on all your challenges for the next day 

(Narrator’s discretion). Some of the nightmares may be so intense that you

mistake them for reality.

 

Overconfident (1 Trait Flaw)

You have an exaggerated and unshakable opinion ofyour own worth, and you never hesitate to trust your abilities - even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.

 

Phobia, Mild (1 Trait Flaw)

An overpowering fear of something causes you to instinctively and illogically avoid it. You must expend a Mental Trait if you wish to remain in the vicinity of the object of your fear.

 

Shy (1 Trait Flaw)

You are distinctly ill at ease when dealing with people, and you try to avoid social situations whenever possible. You have one less Trait on all challenges concerned with social dealings. You are also one additional Trait down on all challenges in which you are the center of attention for a large group of people (over 10). These two effects are cumulative for social dealings in which all attention is focused on you, such as making a speech.

 

Soft-Hearted (1 Trait Flaw)

You cannot stand to watch others suffer -not necessarily because you care about what happens to them, but simply because you dislike the intensity of emotion. If you are the direct cause of suffering and you witness it, you will experience days of nausea and nights of sleepless grief. You avoid situations where you might have to witness suffering, and you will do anything you can to protect others from it. Whenever you must witness suffering, you are one Trait down on all challenges for the remainder of the scene.

 

Speech Impediment (1 Trait Flaw) 

You have a stammer or some other speech impediment that hampers verbal communication. You should roleplay this impediment most of the time, though not to the point of offensiveness or parody.

 

Addiction (1-3 Trait Flaw)

You have developed a physical or psychological dependence upon some substance or situation, believing that you need it to be able to survive. One Trait in this Flaw represents a harmless or easily obtainable substance, such as coffee or cigarettes. Two Traits indicates a craving for a more uncommon item or perhaps one that is illegal or dangerous to obtain, while three Traits in this Flaw means that you are addicted to something rare or harmful. At base cost, this need is psychological in nature and only affects your behavior. For an additional Trait, the effects are more severe, imposing a one Trait penalty on all feats until your craving is satisfied. For two Traits above the base value, the dependence has become physical. Withdrawal from this substance will leave you Wounded and in great pain for days. In this case, you will stop at nothing to get your hands on another fix, forsaking friends, loyalties and everything else in pursuit of your addiction.

 

Hatred (1-4 Trait Flaw)

You have an unreasoning dislike of some item or person. All interactions with the object of your hatred will be colored by this emotion and you will take any opportunity to harm what you detest. The base value of this Flaw is determined by how strong your reaction is: one Trait for disdain, two Traits for blind anger and three Traits for uncontrollable fury. In this last case, you must to spend a Willpower Trait to prevent yourself from losing control and attacking the object of your hatred. Normally, the object in question will be reasonably uncommon. Exceptionally rare targets are worth one Trait less, while very common situations are worth one extra Trait.

 

Amnesia (2 Trait Flaw)

You are unable to remember anything about your past, or your identity for that matter, though this does not affect your magic or your Abilities. If you want, you may take up to five Traits’ worth of additional Flaws that the Storyteller will select. Rest assured, you will find out about them soon enough.

 

Frenzy (2 Trait Flaw)

Unlike most other individuals, you are prone to lose control of your faculties in certain circumstances. You must describe a particular condition that will bring about this condition when this Flaw is taken. This could be anything from running out of Willpower to encountering a particular type of item. If this situation occurs, you must spend a temporary Willpower Trait if you wish to avoid the frenzy. There are two possible responses when this occurs, depending upon your Nature and the source of this hysteria. A terror frenzy will force to you flee the area, while a rage frenzy causes you to attack the object of your hatred.

While in frenzy, you ignore all wound penalties down to Incapacitated. In addition, you need not bid any Social Traits when someone initiates a Social Challenge against you. However, you are incapable of initiating such challenges yourself. The state of frenzy lasts for 10 minutes or until you win a Static Willpower Test. Bonuses due to your Nature or Merits such as True Love or Code ofHonor will apply to this test. A character with this Flaw may not also have the Merit: Quiet Heart.

 

Low Self-Image (2 Trait Flaw)

You lack self-confidence. You are two Traits down in situations where you don’t expect to succeed (at the Narrator’s discretion, though the penalty might be limited to one Trait if you help by pointing out when this Flaw might affect you). At the Narrator’s option, you may be required to expend a Willpower Trait in order to attempt things that require strong belief in yourself.

 

Obsession (2 Trait Flaw)

There is something that drives you onward, a person or object thatyou worship above all else. Whatever you seek, this compulsion causes you to ignore the bounds of reason in its pursuit. In any situation where you must choose between the object of your Obsession and another course of action, you must win a Static Mental Test to avoid going after what you value most. This effect may be ignored for one scene by spending a Willpower Trait. Characters with this Flaw may not also have a Driving Goal or Higher Purpose.

 

Vengeance (2 Trait Flaw)

You have a score to settle. You are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and you make revenge your first priority in all situations. The need for vengeance can only be overcome by spending a Willpower Trait, and even then it subsides only temporarily.

 

Driving Goal (3 Trait Flaw)

You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate all vampires, or to achieve more in magic than your big brother. Because you must work toward your goal throughout the chronicle, your single-minded devotion will get you into trouble and may jeopardize other goals. You may avoid your driving goal for one scene by spending a Mental Trait, and for one session by spending a Willpower Trait.

If you have the Merit: Higher Purpose, you cannot take this Flaw.

 

Flashbacks (3 Trait Flaw)

An event from your past still haunts you. In times of great stress, you will fall back into a specific situation (described in your character history). People around you will take on the roles of those present during that past event. This memory is not necessarily a violent or unpleasant one, though slipping back to more idyllic times can be just as dangerous in the wrong situation. Flashbacks can be very disrupting depending upon the nature of the incident. Storytellers should carefully consider whether they want to allow this Flaw in their chronicles.

 

 

Low Pain Threshold (3 Trait Flaw)

You have never Liked the thought of injury, especially your own. Your aversion to pain is such that the slightest cuts and bruises cause you to scream as if you’re being butchered. While normal injuries do not cause any additional physical damage, the psychological impact of such wounds can be devastating. Treat all wound penalties down to Incapacitated as if you were one Health Level more injured than you actually are. A character with this Flaw may not also take the Merit: Increased Pain Tolerance.

 

Phobia, Severe (3 Trait Flaw)

An overpowering fear of something causes you to instinctively and illogically flee from it, even to the point of endangering yourself. You must expend a Willpower Trait if you wish to remain in the vicinity of the object of your fear.

 

 

Bard’s Tongue (1 Trait Flaw)

You speak the truth, and with uncanny accuracy. This is not a talent for prophecy, but a facility for blurting out unpleasant truths at inappropriate times. Once per session, the Storyteller may approach you with a nasty truth you must spit out, and you may only swallow the urge by spending a Willpower Trait.

 

Offensive to Animals (1 Trait Flaw)

For some reason, animals cringe from your touch and are uneasy in your presence. Perhaps it is because you have been tainted by your dealings with the infernal or perhaps they just dislike your smell. For whatever reason, animals are jittery around you. You are one Trait down on challenges involving animals.

 

Echoes (1 or 3 Trait Flaw)

You carry a bit of superstition in your heart - so much so that old wives’ tales come true around you. This may be something as simple as street lamps temporarily going out when you pass by (one Trait) or as dramatic as a cold wind that follows you everywhere (three Traits). This Flaw is never harmful, just annoying and perhaps disconcerting to those nearby. The Storyteller will assign a value to this Flaw based upon your description of the effect and how often it occurs.

 

Geas (1-5 Trait Flaw)

You are under some form of compulsion or magical prohibition. This may be voluntary or something imposed upon you by outside forces. Violating this ban may cause illness, the loss of magical ability, or even death. The Trait value of this Flaw is based upon the nature of the geas and its potential consequences.

If you accidentally violate this stricture, it may be possible to atone. Take, for example, a character with a compulsion to stop and greet every lady he passes on the street. One day, he walks by a cloaked figured running in the other direction without being able to tell whom it is. His conscience (or whoever else is watching over this geas) might forgive him if he took the next month going out of his way to help females in need. However, if you willingly violate such a prohibition, then you suffer the full consequences as described in your character history.

 

Surreal Quality (2 Trait Flaw)

You don’t know quite what it is, but everyone seems to think you are fascinating. You find yourself the center of attention wherever you go. This quality puts you two Traits down on any challenges involving stealth or going unnoticed. In addition, a character with this Flaw may not purchase the Background: Arcane, nor study Praxes which allow him to go unnoticed. Traits) 

 

Magic Susceptibility (2 Trait Flaw)

You are particularly susceptible to Thaumaturgy, hedge magic, Garou rituals and other forms of magic. You are two Traits down in challenges relating to resisting all such spells and rituals, and they have twice the normal effect on you. You may never learn to use such magics, however, as you could never prevent them from slipping out of control.

 

Enmity (3 Trait Flaw)

A particular group of supematurals (vampire clan, werewolf tribe, changeling kith, wraith Guild) has an aversion to you. It may be a matter of reputation, or something from your past that has come back to haunt you. Either way, you must bid two extra Traits when initiating any Social Challenges with that type of being.

 

Spectre Meat (3 Trait Flaw)

While most Spectres (wraiths that have fallen into the clutches of darkness and insanity) cannot perceive the living lands, you stick out to their perceptions. Spectres can see you, and they’re likely to do all sorts of nasty things to you, just out of general maliciousness. See Oblivion for more details about Spectres. Storytellers may disallow this Flaw if their games do not include much interaction with wraiths and Spectres.

 

Wyrm-Tainted (4 Trait Flaw)

For some reason, you have the stink of the Wyrm about you. This may be because you willingly serve It, or it may just be hereditary and beyond your control. In any case, Garou can often sense this about you. Most of them will kill first and ask questions later. (Note: The degree of Wyrm-taint represented by this Flaw is too severe for a simple Rite of Cleansing to purge. As opposed to mere incidental corruption resulting from being in the vicinity of Wyrm-tainted or Wyrmserving entities, this taint has seeped into every aspect of your character’s life whether he realizes it or not.)

 

Bound (5 Trait Flaw)

You owe someone, and you owe him big. We’re not talking about the local loanshark - this is someone with the power to make your life verymiserable if you try to wiggle out of it. This could be a vengeful ghost, a vampire or even a demon. In exchange for some bargain, a powerful being offered you something. Now you owe him a favor, and he fully intends to collect. Work with your Storyteller to put together the details of this bargain - With whom did you bargain? What did you get, and for how long? What did you offer inretum?The Storyteller is under little obligation to be merciful. Be assured that something will come knocking on your door some night to demand payment, with interest.

 

Dark Fate (5 Trait Flaw)

The powers that be have something special in store for you. However long it takes to arrive, eventually everything you have struggled for will come to nothing. The Flaw will not manifest immediately, although you may have glimpses of the future in the form of nightmares. The Storyteller will decide your fate, though you may make suggestions. You must have your Storyteller’s permission to choose this Flaw. A character with this Flaw may not take the Background Destiny.

 

Mentor’s Resentment (1 Trait Flaw)

Your mentor dislikes you and wishes you ill. If you’re part of a mystical society, you may have difficulties dealing with them because your mentor has spread stories about you. On the other hand, you may be getting unwelcome overtures from his enemies.

 

Mistaken Identity (1 Trait Flaw)

They say everyone has a twin somewhere in the world. Well, yours is somewhere nearby. This tends to get you into trouble every now and then, entangling your friends and enemies in a comedy of errors. You must decide if your double is a well-known mundane, another sorcerer or perhaps even some other type of supernatural being.

 

Twisted Apprenticeship (1 Trait Flaw)

Everything you know about your magical heritage is wrong. On the other hand, perhaps you are a Solitaire who never interacted with other magical individuals before. While this does not affect your magical efforts, it does put you at a disadvantage in understanding what is going on in the mystical world. You may not begin with any Lore Traits, though this Flaw may be considered automatically bought off when you have purchased at least two such Traits through Experience.

 

Blackmailed (1-2 Trait Flaw)

Someone’s got dirt on you, and he’s not afraid to use it. Whether an individual or an organization holds your dirty laundry, you’re stuck with the results: Your blackmailer demands your money, your cooperation or your organization’s secrets. For one Trait, you suffer from a rather embarrassing secret that might cost you your job and your organizational position. For two Traits, you harbor a dangerous secret that could very well be the death of you if the blackmailer gets it out. Obviously, your antagonist is too smart to make it easy for you to kill him. You’ll need to go through a good bit of clever roleplaying to overcome this Flaw.

 

Enemy ( 1 4 Trait Flaw)

Somewhere out there is an individual or group who wishes you harm. The feeling is mutual, however, and you are out to get them as much as they are after you. The value of this Flaw is dependent upon the relative strength of your adversary. A one-Trait Flaw would indicate someone of lesser power than yourself, while five Traits might mean you are in conflict with a large organization.

 

Guardian (1-5 Trait Flaw)

You have taken it upon yourself to protect someone, perhaps an orphaned child or aging relative. This person occasionally gets into trouble, forcing you to come to his rescue. The base value of this Flaw is determined by how competent your fosterling is. One Trait indicates a competent sorcerer, mage or some other supernatural being, while two Traits would be a skilled mortal or someone with very minor powers. Three Traits suggests a person who is barely able to take care of themselves, whereas four Traits translates into a child or other individual who cannot survive on their own. By taking an additional Trait in this Flaw, the person you are protecting is either a mundane or is not aware of your aid and you plan to keep it that way.

 

Dangerous Secret (2 Trait Flaw)

You are privy to some sort of highly secret information that puts your life in jeopardy. Perhaps you’ve discovered that the archbishop in your area is actually an infernalist, but nobody will believe you and the archbishop could easily bring the weight of the Inquisition down on you. Maybe you’ve found a secret government conspiracy to work with vampires, but you can’t tell anyone without risking arrest and execution. Worse still, the source of your information isn’t exactly reliable, and your knowledge doesn’t do you any real good. You may be in a position to do something about what you’ve learned, but it will certainly endanger you if you take any action.

The difference between Dark Secret and Dangerous Secret relates to the material you know. A Dark Secret is something about you that is yours to keep (and potentially someone else’s to find out). A Dangerous Secret, however, is something that you know that belongs to someone else, and that someone would do a lot to get the information back - even killing. It could even happen that your Dark Secre t is someone else’s Dangerous Secret; some twisted Storytellers do like to get creative. A single player character may not take both, though.

 

Notoriety (2 Trait Flaw)

Something you’ve done pegs you as a liability, who tend to avoid you. You have a bad reputation among your own society, and Solitaires tend to be wary of you. Perhaps too many of your friends have been died mysteriously, or maybe you just have so much zeal that you make people sick. Work with your Storyteller to determine the nature of your notoriety

 

Hunted (3 Trait Flaw)

You have become the target of another hunter. Whether he seeks you because he knows of your unusual Numina or has made a false assumption about your association with the supernatural, you must be careful wherever you go, lest you fall victim to another like yourself.

 

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