
Cerberus
The Hunter Faction of the Hounds of Hell MC
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.
Merits

Ability Aptitude (1 Trait Merit)
You have a natural affinity for a particular non combat-related Ability.
Ambidextrous (1 Trait Merit)
You are skilled at using both hands at once and suffer no penalties
regardless of which you use. You can fight with two weapons, simply risking
one additional Trait with each attack (normally, someone attacking with two
weapons would risk one additional Trait for his primary hand and two
additional Traits for his “off” hand). This does not grant additional attacks.
Furthermore, you suffer no penalties when performing tasks with either hand,
unlike other people who must risk an additional Trait to perform tasks with
their “off’ hand.
You are two Traits up on all tests directly related to that Ability.
Pitiable (1 Trait Merit)
There is something about you that causes others to take care of you
as if you were a child. Some Natures will not be affected by this Merit, and
some Demeanors may pretend they are not. You need to decide what it
is about you that attracts such pity, and how you feel about it. When
someone has challenged you with intent to do you harm, you are one
Trait up in your own defense.
Silver Tongue (1 Trait Merit)
You possess a talent for getting people to accept what you want them to believe. For a single Trait, you are two Traits up on all tests when someone is trying to determine if you are lying. This Merit does not work against supernatural “lie detectors”, such as vampiric Aura Perception or the Gift: Truth of Gaia.
Daredevil (3 Trait Merit)
You are good at taking risks, and you aren’t too bad at surviving them, either. You are one Trait up on any challenge in which you try something particularly dangerous. This Merit only applies to combat if you are obviously outmatched, but wade in anyway.
Natural Linguist (3 Trait Merit)
You possess a miraculous ability to understand and use languages. For each Trait of Linguistics you possess, you know learn two languages. Many sorcerers find such very useful in the course of their studies, especially as uncommon or rare texts are usually not translated.
Jack-of-All-Trades (5 Trait Merit)
You have a large pool of miscellaneous talents, skills and knowledge obtained through your extensive travels, the jobs you’ve held or too much time spent watching public television. You may invoke Abilities which you do not normally possess, though you must risk an additional Trait to do so. For instance, you could expend a Mental Trait to try to pick a lock with Security, even if you don’t possess that Ability; you still need to make any associated tests (such as a further challenge to actually pick the lock) normally. Ofcourse, you may choose to expend a Willpower Trait to attempt an unknown Ability, as usual.

Acute Sense (1 Trait Merit)
One of your senses is particularly keen. You are two Traits up on any
related perception tests involving one sense (vision, hearing, touch, taste or
smell).
Common Sense (1 Trait Merit)
You possess a certain amount of everyday wisdom and practicality.
Whenever you are about to do something contrary to better judgment, a
Narrator can alert you to your potential mistake. This Merit is an excellent
choice for players new to the World of Darkness.
Concentration (1 Trait Merit)
You find it easy to avoid distractions. In any situation where your
attention needs to be focused, you gain a free retest on any attempt to
maintain your concentration.
Time Sense (1 Trait Merit)
You are always aware of the time, even when you’ve been sleeping or
underground. You can estimate the current time to a minute or two and follow the calendar in your head with exacting precision. Furthermore, you resist any powers that disorient your time sense (such as the changeling Art of Chronos) with two additional Traits.
Eidetic Memory (2 Trait Merit)
You are up two Traits on all memory-related challenges, as you can
remember anything you see or hear with perfect clarity. Although supernatural befuddlement can still cloud your memory, you’re likely to become quite suspicious if someone draws attention to your clouded mind, simply because you’re used to remembering everything clearly. At any time, you may ask a Narrator for information regarding something you wish to recall, and the Narrator is obligated to inform you appropriately (you may be required to make a Simple Test for complex or lengthy dissertations).
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Iron Will (4 Trait Merit)
Once your mind is made up, nothing (short of a sledgehammer) can change it. You are highly resistant to powers that attempt to control your mind, such as the sorcery Praxis of Mind Bending or the vampiric Discipline of Dominate. Subtle illusions, emotional effects and mental trauma will still occur, as will any surface probing. Whenever magical means are used to control your mind, you may expend a Trait of Willpower to automatically resist. The Storyteller may deem that a particularly powerful foe, such as an elder vampire or spirit, requires you expend Willpower to retest only, not resist. If you do not have any remaining Willpower Traits, or if you are unaware of the attempt and thus unable to actively resist, you are still two Traits up in the challenge.
Double-Jointed (1 Trait Merit)
You are unusually flexible. You are one Trait up on all Physical Chal-
Light Sleeper (2 Trait Merit)
You can awaken instantly at any sign of trouble or danger, and you do so without any sleepiness or hesitation. While most mortals are two Traits down on all tests for a turn after awakening, you wake up automatically at anything amiss and suffer no penalties for drowsiness. You get by quite well on four hours of sleep per night, a significant advantage when you must run a ritual long into the night and go to school the next day. lenges requiring flexibility, such as squirming into a small space.
Poisonous Blood (3 Trait Merit, 3 Trait Flaw)
If you take this as a Merit, for whatever reason, your blood is poisonous to vampires. Although you suffer injury normally when a vampire drinks your blood, the vampire gains no nourishment from the fluid, and he suffers one Health Level of damage for each Trait of blood he consumes. Unfortunately,vampires cannot tell that your blood is poisonous until it is ingested, so this does not protect you from initial attack, but it does mean that vampires are unlikely to feed on you again later.If you take this as a Flaw, your blood is poisonous to everyone, except yourself. Getting medical treatment is a difficult proposition, surgery is often out of the question, and you certainly can’t donate when the bloodmobile’sin town. In addition, this may make things difficult if you must shed your blood during a ritual or offer some to the spirits (who may see a toxic offering as a gross insult).
Increased Pain Tolerance (3 Trait Merit)
Whether due to extensive training or just naturally thick skin, you are more resistant to the effects of damage than others. Treat all wound penalties as if you were one Health Level less injured than you actually are. A character with this Merit may not also take the Flaw: Low Pain Threshold.
Huge Size (4 Trait Merit)
You are abnormally large, possibly as much as seven feet tall or over three hundred pounds. You have one extra Health Level, allowing you to suffer more harm before you become incapacitated. Represent this Merit by wearing bulky clothes and heavy boots if you are not actually of huge size.
Long-Lived (4 Trait Merit)
This simply indicates a vastly extended life span. You are able to live 10 times the normal mortal life span. You will continue to age, albeit more slowly than other mortals. You also enjoy an enhanced resistance to disease, but cancer, AIDS or catastrophe can still kill you. Needless to say, such a life span can give you plenty of opportunities to make equally long-lived (or immortal) friends and foes. Detail how you got so lucky with your Storyteller.
Code of Honor (1 Trait Merit)
You have a personal code of ethics to which you strictly adhere. You can automatically resist most temptations that would bring you into conflict with your code. When battling supernatural persuasion that would make you violate your code, you are considered to have two extra Traits in challenges.You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide, and this code must be approved by the Storyteller.
Higher Purpose ( 1 Trait Merit)
You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns because your higher purpose is everything to you. Though the purpose may sometimes force you to behave contrary to your survival instinct, it can also grant you great personal strength. You have twoextraTraits inchallenges that have anything to do with this higher purpose. Be sure to discuss your idea for a higher purpose with the Storyteller.
This Merit can be a common one for hunters, since they frequently hold to the lofty ideal of ridding the world of supernatural menace, but your Storyteller should not allow it to be abused. If you have the Flaw: Driving Goal, you cannot take this Merit.
Home Advantage (1 Trait Merit)
You find yourself better able to function in certain situations. This may require you to be in a particular location or in the company of a specific individual. It may even come from possession of a particular item, though the object is not itself magical. This Merit grants you one additional Attribute Trait or two Ability Traits, which do not count against your maximum Trait totals. This Trait is bid and can be lost like any other. You must detail the origin and conditions of this boon in your character history and note on your character sheet which Traits you gain.
Quiet Heart (4 Trait Merit)
Parallel to Iron Will, this Merit allows you to resist any attempt to control or influence your emotions. This includes the sorcery path of Fascination, the vampiric Discipline of Presence and the wraith Arcanoi of Keening. Attempts to read from your mind, non-directed illusions or other passive effects are not hindered by this Merit. You may spend a Willpower Trait to automatically resist a supernatural attempt to work on your emotions. For especially powerful foes, the Storyteller may deem that you may only retest when you spend Willpower. If you do not have any remaining Willpower Traits, or if you are unaware of the attempt and thus unable to actively resist, you are still two Traits up in the challenge.
Loyalty (1 Trait Merit)
You are sworn and devoted to some group or cause. This Merit works similarly to True Love, but the object may be an organization or ideal.
Shivers (1 Trait Merit)
Although you can’t actually see or hear ghosts, you get a creepy feeling whenever wraiths are around. Whenever a wraith enters the room, you may automatically make a Static Mental Challenge with a difficulty of six (no Traits are risked). If you succeed, you are aware of the presence of the ghost
True Love (1 Trait Merit)
You have discovered, but may have lost (at least temporarily), a true love. This love provides joy in a torrid existence. If this loved one is in mortal danger, you may use a Humanity Trait as a bonus Trait. Similarly, you may use a Humanity Trait in the place of a regular Trait during your initial bid if your true love is at risk. A Humanity Trait used in this way is gone regardless of the outcome of the challenge. Your true love may be a hindrance, and require aid (or even rescue) from time to time.
Faerie Blood ( 1-5 Trait Merit)
You must take the Merit: Kinuin before you take this Merit. You possess a strong amount of faerie blood, which affords you some of the powers of the changelings. For each Trait that you place in this Merit, you may take one Merit or Flaw normally reserved for changelings. Additionally, you have one Trait of Glamour, just like a changeling, and the potential to gain more; each additional permanent Trait of Glamour costs you three Traits (Free or Experience), though you can never have more permanent Traits of Glamour than the number of Traits spent on this Merit. Although you may use your Glamour like a faerie, you can only replenish Glamour by creating art or receiving a token from a changeling. Still, you can learn the Basic Arts and Realms of faerie magic, giving you the ability to cast minor enchantments. Arts cost six Traits to learn, while Realms cost four. You also add the level of this Merit to the number of days that an enchantment lasts on you. With one Trait in this Merit, you can be enchanted for eight days at a cost of only one Glamour Trait (seven days for being kinain, plus one day for one level of Faerie Blood). You can find more information about Glamour, Arts and Realms in The Shining Host.
Magical Item (1-3 Trait Merit)
You possess an item of some supernatural power, be it a relic, fetish, talisman or treasure. Its powers are up to the Storyteller, and you may not even be fully aware of them.
Burning Aura (2 Trait Merit)
Even if you do not have True Faith, you have the brilliant aura of a person of power. Those able to sense auras will give you a wide berth, as you seem to display potent spiritual powers. Even people who cannot detect your aura find something about you compelling. Those who deal with spirits find they are like beacons, even across the Gauntlet.
Danger Sense (2 Trait Merit)
You have a sixth sense that warns you of danger. When you are in a perilous situation where you could potentially be surprised, you have two extra seconds (for a total of four) in which to react.
Faerie Affinity (2 Trait Merit)
For some reason, changelings seem to like you. At least, they tend to hang around you more than others. On the down side, you are always considered two Traits down on resisting enchantment, making it easier for them to affect you with their arts. Further information on changelings may be found in The Shining Host.
Medium (2 Trait Merit)
You possess the natural affinity to sense and hear wraiths. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity, though they may choose not to listen to you. You may even be able to summon them to your presence through pleading and cajoling. They will not simply aid you, or give you free advice - they will always want something in return.
Soothing Voice (2 Trait Merit)
Your voice is calm and soothing, almost entrancing. You are two Traits up on any challenge that directly involves the use of your voice (be it for singing, preaching, leadership, etc.).

Totem (2-6 Trait Merit)
Characters who come from Native American or similar heritages have
the option of allying themselves with a Totem spirit. The benefits and
requirementsfor this type of service are too numerous to describe here. Players
and Storytellers may draw available Totems from Werewolf: The Apocalypse
as well as any of the various tribebooks. Plant Totems are detailed in the
Changeling Player’s Guide. Unlike most Merits, you may strengthen your
link to your Totem over time, increasing its power as mentioned in Laws of
the Wild. Your Storyteller may require you to have this before you may learn
the Totem Link Praxis.
Ghostsight (3 Trait Merit)
You can see beyond the barrier that separates the land of the dead
from the world of the living, but only with effort. By succeeding in a
Static Mental Challenge with a difficulty of seven Traits, you can see
wraiths and even (dimly) the lands of the Underworld, for the remainder
of the scene.
Kinain (3 Trait Merit)
Though not a changeling, you have fae blood running through your
veins, literally. Being kinain makes it easier for you to walk in the Dream
as if you were fae yourself. While this product of your heritage may expose
you to chimerical attack, it also opens you to a new and wondrous world.
Although you do not necessarily have access to the powers of the fae, you
are more in tune with their world, and they find it easier to affect you.
Conversely, you are more likely to remember your encounters with them.
Kinain, as slightly supernatural entities, have a maximum of nine Traits
in all abilities, instead of the usual human maximum of eight Traits. You are related to one of the types of faerie races, and you may even share some of their abilities. You do not necessarily have the ability to use changeling Arts (unless you have the additional Merit: Faerie Blood), but you are more easily accepted into Kithain society. You have only five Banality Traits, giving you a much wider opportunity to explore faerie society, as changelings are more likely to associate with you and you are less susceptible to the amnesiac effects
of the Mists. Similarly, you are easily enchanted; any changeling can enchant you by simply expending a Trait of Glamour (without the need for a token), and you remain enchanted for a full week. If you are playing kinain in a predominantly changeling game, the Storyteller may choose to waive the cost of this Merit, to encourage play of intermediaries between human and changeling society. More information about changelings and their capabilities can be found in The Shining Host.
Kinfolk (3 Trait Merit)
By some quirk of fate, you are kin to one the Changing Breeds. The Changing Blood has not stirred in you, but it has left its mark. Though you may not understand why, you are immune to the Delirium (the madness inspired by viewing a werewolf in the full rage of his Crinos form). This doesn’t mean that you know sensitive secrets, or that you can wander around the shapechangers’ holy sites without retribution, but you have a certain edge among them that no normal mortal can match. As partial supernaturals, Kinfolk have a Trait maximum of nine Traits in each of the Physical, Social and Mental categories, instead of the normal mortal limit of eight Traits. All Kinfolk are considered related to one of the tribes, and they are likely to have close ties to at least one Garou of that tribe. Additionally, Kinfolk may learn Basic homid or tribe Gifts that do not require Gnosis or Rage, at a cost of six Traits (whether freebie or Experience Traits), or eight Traits for Gifts of a tribe other than the one to which you are related. In a predominantly Garou game, the Storyteller may choose to waive the cost of this Merit, encouraging the interaction of mortal relatives with the Garou. More information about Garou Gifts and tribes exists in Laws of the Wild.
Luck (3 Trait Merit)
You were born lucky, and have always found that the odds are in your favor. You gain three retests per story that you may use on any failed tests. You cannot make more than one retest on any single challenge.
Supernatural Ally (3 Trait Merit)
You are friends with some supernatural being, perhaps a werewolf or nature spirit, maybe a vampire or a wraith. While your companion may occasionally come to your aid, expect to return the favor from time to time. After all, you are friends. The Storyteller will create this companion and assign someone to play him as a Narrator character, with his own personality and goals. If you also purchase the Mentor Background, you may select this companion to fill both roles.
Symbol Independence (3 Trait Merit)
The use of True Faith against a supernatural creature typically requires the use of a holy symbol. However, you are free from this restriction, and you may use your Faith unfettered by any such psychological or religious crutch.
Twin Link (3 Trait Merit)
You share a deep bond with another character. This may be a chosen familiar or perhaps a beloved soul mate. Your bond does not permit telepathy, but you can sense each other’s strong emotions, such as fear or joy. Your companion is not just an extra pool of Traits. She must be created and played as an independent character. Given the depth of the connection, the potential repercussions to one of the pair when the other is distressed or injured should be obvious (ever hear of the Corsican Brothers?). Don’t even think about what would happen if one of you were to die.
Unbondable (3 Trait Merit)
You are immune to being blood bound. No matter how much blood you drink from vampires, you will never be bound to them.
Psychic/Sorcerous Awareness (3 Trait Merit)
You are automatically aware whenever magic or psychic power is used within 10 feet of you. The use of Garou Gifts, vampiric Disciplines or even hedge magic causes a distinct tingle to run up your spine if you have Sorcerous Awareness; with Psychic Awareness, you notice various phenomena and certain supernatural powers that mimic psychic abilities, like vampiric Auspex. Furthermore, you may make a Mental Challenge (with a static difficulty of eight Traits) in order to discern what effect was used and who used it (assuming that you have enough Lore Abilities to be able to tell a vampire Discipline from, say, a changeling Art).
Easy Consort (4 Trait Merit)
Wraiths and other spirits find it easier to possess you than other mortals. Although this Merit can be disadvantageous at times, it means that you are a natural channel for beings from the other worlds. As such, they may choose to barter with you for the favor of borrowing your body. All tests to possess you have a two -Trait bonus; furthermore, you retain full awareness of all events while your body is ridden.
Ecumenist (4 Trait Merit)
Although you are steadfast in your own faith, you recognize the workings of the Holy Spirit in other religions. Usually, when using True Faith, you must use a holy symbol from your own religious tradition. With this Merit, you see the divine spark at the core of religions beyond your own. You are able to make use of their religious icons and holy ground when confronting the supernatural.
Ghoul (5 Trait Merit)
At some point, a vampire fed you some of her potent vitae, possibly bonding you into service. Somehow you broke free, but the blood’s force has granted you some of your mistress’ power. Your aging has stopped, and you have the Potence Discipline at the Basic level of Might, giving you a free retest on any strength-related Physical Challenge. This Merit does not come without cost, however. You must continue to feed on vampire blood once per month, or you will regain your mortality and lose all the benefits of being a ghoul.
Ghouls, as supernatural entities, may have up to nine Traits in any category (unlike most mortals, who are limited to eight). Additionally, a ghoul may learn the vampiric Disciplines that are natural to her vampire mentor. For players with Laws of the Night, the ghoul begins with one Basic Discipline from her domitor’s clan (in addition to the automatic level of Potence), and the ghoul can learn the other Basic levels of her domitor’s clan Disciplines, at a cost of six Experience Traits each. Particularly powerful domitors give their ghouls the ability to learn greater Disciplines; ghoul servants sustained by a vampire of the seventh or sixth generation may learn Intermediate Disciplines (at a cost of 12 Traits each), while ghouls of vampires of lower generations may learn Advanced Disciplines (at the incredible cost of 18 Traits each). If you are playing a mortal ghoul in a predominantly vampiric game, the Storyteller may choose to waive the cost of this Merit. After all, any vampire can simply turn you into a ghoul by feeding you one Trait of her blood.
See Liber des Goules and Laws of the Night for more complete rules.
Clear Sighted (5 Trait Merit)
You are unusually sensitive to the use of supernatural powers of illusion, trickery and disguise, and can see through them to the heart of the matter. With a successful Mental Challenge, you can see through Unseen Presence, Mask of 1000 Faces, Blur of the Milky Eye, Blissful Ignorance, Chimerstry and the like. When engaging multiple opponents at once, you need only risk one Mental Trait to attempt to perceive all of them; make a single test against everyone simultaneously, resolving ties as normal, but if you lose any of the challenges you only lose the one Mental Trait that you bid.
Lifegiver (5 Trait Merit)
You have a particularly strong life-force, such that you heal rapidly and even extend your healing abilities to others. Whenever you suffer non-aggravated damage, you heal it faster than the normal time. Furthermore, if you are uninjured, then anyone under your care heals at this advanced rate as well (assuming that your subject is capable of natural healing, that is). As an aside, though, your blood is mighty tasty to vampires, and you have the added bonus of healing quickly. You automatically have the Flaw: Potent Blood, but you gain no additional Traits for it.
Speaker with the Dead (5 Trait Merit)
Your sight extends beyond the Shroud of the spirit world and into the lands of the dead. You see and hear the Underworld at all times; to you, life is an existence stumbling through two simultaneous half-worlds, one of solid, bright matter, the other of decaying grayish detritus. In addition, you can see and hear wraiths and other beings within the lands of the dead. Obviously, you are a target for those ghosts who wish to contact the living world, and malevolent Spectres may hound you and attempt to drive you insane. However, your intimate knowledge of the deadlands affords you the opportunity to gain Wraith Lore without a mentor, and you have a clear advantage when using sorcery or Psychic Phenomena that interact with the dead.
Gnosis (5-7 Trait Merit)
You must take the Merit: Kinfolk in order to have this Merit. In addition to your blood ties to the Garou, you have a small measure of spiritual awareness as well. You are tied to the powers of life and Gaia much like your changing cousins. You have one to three Traits of Gnosis, depending on the number of Traits spent on this Merit (one Gnosis for five Traits, two Gnosis for six Traits, and three Gnosis for seven Traits). You can use this Gnosis to use werewolf Gifts and assist in Rites, just like a Garou. Having this Merit allows you to learn a greater selection of Gifts (since you can use the ones that require Gnosis), and accords you a great deal of respect among the shapechangers. Furthermore, if a vampire attempts to Embrace you, you may make one simple test for each Trait of Gnosis that you possess. If you succeed in any of the tests, you die quickly and peacefully without becoming a vampire. If you tie any of the tests without any wins, you die slowly and painfully, but still do not become a vampire. Only if you lose all of the tests do you join the ranks of the undead. You may not raise your Gnosis with later Experience Traits; any Gnosis that you possess during character creation is the limit of your spiritual capability, forever. However, if you expend a permanent Gnosis Trait in the course of a Gift or ritual, you may use Experience Traits to regain that Gnosis Trait later. See Laws of the Wild for an in-depth explanation of Gnosis and the Gifts that it powers.
Mysterious Guardian (6 Trait Merit)
Someone or something watches over you, protecting you from harm and aiding you on random occasions. The Storyteller will decide why (and by what) you are being watched over, as well as what else having such a guardian entails.
Arcane Heritage (1 Trait Merit)
Whether you have a witch in your family or a grandfather with startlingly faerie-like eyes, your particular family line is considered gifted with a touch of the supernatural by those who dabble in such things. Although this touch may draw negative attention from groups such as the Inquisition, you gain a great deal of prestige from more studious organizations such as the Arcanum.
Ecclesiastical Rank (1-3 Trait Merit)
You are a vested priest in a recognized church hierarchy (such as the Roman Catholic church), with all of the implied social benefits. Although this Merit does not grant any special supernatural power or knowledge in and of itself, you may call on your church for advice, and you are often granted some deference and leeway by people who respect your vocation. The number of Traits in this Merit determine your relative standing. One Trait would indicate a local priest, while three Traits might indicate that you are an influential bishop. Although this Merit does not automatically imply influence within the church, you can certainly ask for information or aid through normal job channels.
Reputation (2 Trait Merit)
You are well-regarded in your particular society, and are one Trait up on all challenges with other members. You should decide what it is about you that they respect. This need not be a sorcerous society; you may be wellknown among antique bookdealers or musicians.