Merits and Flaws

These are not quite official, as I copy/pasted them from somewhere else and whoever made them did a lot of house-ruling and edits. They’re close enough to get an idea of what they do, ask me for details and I can look them up.

Social Merits:

Approachable (1) – Reduce the difficulty of any Empathy rolls involving other people or hunters by 2, and by one when human seeming monsters are concerned

Early Adopter (1) – Add 2 dice to any Technology roll when trying to figure out how to use an unfamiliar device

Funny (1) – Lower the difficulty of any Social roll intended to boost morale by two

Good Taste (1) – Lower the difficulty of any Social roll intended to gain acceptance or to impress a like minded gathering by 2

Gossip (1) – Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by 2

Lovestruck (1) – Regain 2 Willpower instead of one when you wake each morning

Media Junkie (1) – Lower the difficulty of any Social or Research roll that involves pop culture by 2

Natural Leader (1) – You receive 2 extra dice on Leadership rolls. You must have a Charisma of 3 or greater to purchase this merit

Natural Politician (1) – You receive 2 extra dice on Manipulation rolls in social situations that involve an element of politics. You must have a Manipulation of 3 or greater to have this merit

Smooth (1) – Lower the difficulty of any Manipulation roll by 2

Way with Words (1) – Gain 2 dice on any Expression roll that involves words

Best Friend (2) – Best friend is different than Ally. A best friend will go that extra mile for you when you’re in trouble. An ally will not.

Enchanting Voice (2) – The difficulty of all rolls involving the use of your voice to persuade, seduce, charm, or order is reduced by 2

Fashion Sense (2) – Deduct one from the difficulty of Social rolls in situations where dressing appropriately is important

Flirt (2) – Add 2 dice to all applicable Social rolls

Good Judge of Character (2) – Decrease the difficulty of any Perception roll based on assessing a person or human-seeming monster by 2

Great Liar (2) – Gain 2 dice on any Social roll that involves lying to or deceiving another person or monster

Laid-Back Friends (2) – if you’re interested in this merit talk to me and I will explain better

People Person (2) – The difficulty of any Social roll to create a good impression is reduced by 2

Pillar of the Community (2) – Through participation in local events, helping out with community groups or helping others, you’ve become well like and trusted by those who live around you. When you bring them a warning of potential danger or offer an explanation of strange events, they’re likely to believe you. You may even be able to call on them in a pinch. You may not get it however….

Seasoned Traveler (2 or 4) – With the 2 point version you’re adept at finding accommodations, supplies, and local help wherever you go in your home country. 4 point – same applies but to foreign countries

Socially Aware (2) – Gain 2 dice on any Perception roll involving interaction between other people and human-seeming monsters

Trivia Champ (2) – You have the oddest collection of facts stored in your skull. Once in a while, at the Storyteller’s discretion, one of them turns out to be just the piece of information your fellow hunters need

Upright Citizen (2) – You just don’t have any dirty secrets to come back to haunt you, and people who know you have a hard time believing anything bad about you

Corporate Savvy (3) – Add 2 dice to any roll involving manipulating a corporate structure or a corporate employee

Media Savvy (3) – Add 2 dice to any Social rolls in which you deal with journalists or news organizations

Supportive Family (3) – Sure, you’re acting strange. There’s something going on that you can’t or won’t tell them about, but its important to you. that much is clear. But, they’re your family, they love you and they’ll be there for you. they’re sure you’ll get around to telling them the whole trust sooner or later. Until then, they choose to trust you. Unless you have also taken your kin under the Allies background, your family won’t go out of the way to help you. They just don’t ask the questions that you can’t answer.

Lucky (4) – Once per chapter the Storyteller may decrease the difficulty of a critical roll by 2. If you succeed its because some random factor makes things easier for you.

Acute Sense (1) – One of your senses is exceptionally keen. The difficulty of any roll involving this sense is decreased by 2

Good Right/Left Hook (1) – The power of your punch belies your modest frame. Add two dice to your damage roll for any brawl-based attack

Hollow Leg (1) – You can drink like a fish. Halve all penalties you suffer from consuming alcohol

Light Sleeper (1) – Self explanatory

Natural Runner (1) – Your dexterity counts as 1 point higher than it actually is for purposes of determining Movement rates

Perfect Balance – This merit allows you to reduce the difficulty of all balance related rolls by two

Robust Health (1) – Reduce the difficulty of any roll to resist illness or poisoning – including alcohol poisoning by two

Sea Legs (1) – You suffer no penalty incurred during rough seas or unpredictable ship motion on any actions performed while on board

Bundle of Energy (1) – You are full of energy. You subsist on five to six hours sleep per night, you find yourself unable to stay in bed any longer. Your days are full pf physical activity, and you can work into the night without penalty

Cat Napper (2) – Although you need six to eight hours’ of sleep per night, you don’t need it all at once. You catch your Z’s as and when you can. As long as your naps total six to eight hours in a 24 hour period you can function as normal

Forgettable (2) – People have problems remembering your appearance after they meet you (unless you have talked to them for a long time). You must have an Appearance of two or three and a Charisma no higher than 3 to take this merit. If either moves outside its assigned range you lose this merit.

Good Night Vision (2) – The difficulty of perception rolls at night is decreased by two

Sexy (2) – You are one sexy mutha! You may lower the difficulty of Social rolls by two when dealing with someone who is attracted to you. If you actively direct your charms then you may reduce the difficulty by three

Daredevil (3) – When attempting a dangerous action, you can add three dice to your roll and ignore one botch die that results. In general, the action attempted must be at least difficulty 8 and have the potential to do three health levels of damage or six bashing damage if you fail. The storyteller has final arbitration on when this merit applies

Huge Size (3) – You stand over seven feet tall and weight close to three hundred pounds. the storyteller may, at his discretion award you bonuses for any bashing or strength related feats

Common Sense (1) – Whenever you are about to act in a way that’s contrary to common sense, the Storyteller can make a suggestion as to the likely outcome of the action, possibly warning you away from it. (note: Do not take this merit if you are an experienced player because I will be less likely to help you. If you are a new player, or just new to Hunter then I recommend this merit as then I can provide aid to keep you alive, at least for a little while)

Concentration (1) – You’re rather good at shutting out distractions and focusing on the task at hand.

Good Map Reader (1) – If you have a map, you can find your way where you want to go

Fast Reader (1) – Allows you to quickly extract useful information from anything written in any language that you are able to read

Good Recognition (1) – You are great at recalling names and faces of people you have seen or met be it on Television, in person, or even years ago

Healthy Skepticism (1) – This Merit allows you to reduce the difficulty of any roll to perceive a lie by two.

Religious Devotion (1 to 3) – Your character has a strong belief in a particular religious doctrine, the intensity of which is reflected in the Merit rating you choose. this belief gives your hunter strength, comfort, and calm in trying times. His devotion grants 1 to 3 additional willpower points when he is tested, when he must perform a challenging task, or when he needs confidence to succeed in an action. Your character probably prays or asks for guidance or depends upon his own trust in a Supreme Being during these moments. You then have a seperate pool of Willpower points that you may draw on for the remainder of the scene. These points must be spent in efforts to support or affirm your character’s devotion, such as saving another’s life, lifting an obstructing object, or controlling his own fear. They cannot be squandered on selfish acts or petty efforts. If you squander the points you may wind up losing this Merit and additional willpower points as your faith will have been broken. The Storyteller is the final arbitrator in all regards to this merit

Time Sense (1) – You can estimate the amount of time that has passed, and approximate the time of day without using a clock or other means of measuring time.

Code of Honor (2) – You gain two additional dice to all Willpower rolls when accomplishing a major feat in accordance with your code (note: If you take this merit you must provide me with your code. I will not establish it for you!)

Determined (2) – Gain two dice in any resisted roll in which something tries to persuade you to do something.

Eidetic Memory (2) – You have perfect recall. As a result you can remember things you’ve seen, heard, or read in perfect detail. Should you attempt to memorize something during stressful conditions the ST may require a roll to successfully succeed. (if you have questions about this PM me and I will give you more detail)

Internet Savvy (2) – Characters with this merit are adept at using the Internet in all its vast, rambling confusion. You can track down and use mailing lists, research obscure weapons, and maybe even pick up clues about monsters online

Natural Linguist (2) – You may add three dice to any roll involving reading. writing, or speaking a language you know, barring your native tongue.

Fast Learner (3) – The cost to gain a new Ability is one experience point instead of three. Costs for higher levels are normal, however.

Natural Aptitude (3) – You have a particular ability in which you excel. you pay fewer experience points to gain dots in the Ability. Each level is achieved as if it were the one below. The first point of the Ability costs one point instead of three. You also gain one extra die on any roll involving that Ability (note: Make sure that if you take this Merit the ability affected fits your character. In other words don’t make Bob the Janitor have this merit in relation to firearms without that being included in his history. I.E. He was born in Kentucky and shot regularly with his father. As usual the ST has final arbitration on this merit so please talk with me first)

Unflappable (3) – You are a naturally placid person and take most things in stride. You gain two extra dice on any Willpower roll that involves staying calm and not overreacting to mundane experiences. (note: this is in relation to everyday real life occurrences and not supernatural ones.)

Direction Sense (4) – You have an innate sense of where you are and the distance you’ve traveled. You can make a good guess of which way is North, even without clues like position of the Sun. You rarely get lost and can estimate distances between two points pretty well.

Optimistic (4) – Despite the horrors you’ve experienced since the imbuing, you have retained a basically positive outlook on life. Regain two willpower when you wake each morning rather than the usual one

Specialist Driver’s License (1) – Your driving repertoire extends far beyond the SUV or sports car. You’re qualified to drive trucks, farm vehicles, or some other specialized form of vehicular transportation

Firearms License (2) – This includes concealed weapons and collector’s licenses that allow you to buy and own fully automatic firearms

ECONOMIC:

Alimony Recipient (1 to 3) – The level of Merit you buy indicates the number of Resources points you can have (must be purchased separately) for which you don’t have to work. Your rating also suggests how wealthy your ex was. Chances are you have the children flaw as well. (note: If you’re going to take this merit talk to me first)

Bargain Hound (1) – The difficulty of any resources roll you make is reduced by two

Independent Income (1 to 5) – Similar to Alimony Recipient above. (Talk to me in advance before you take this Merit)

Good Credit Rating (2) – You’ve always had a reasonable income, paid your debts on time and built up financial security to keep the most cynical banker happy. You must have a 3 or more in Resources to purchase this merit

Wealthy Partner/Parents (2) – Your other half or parents are pulling in a fortune, at least by earning standards, and happy to be the breadwinner/support. With someone else covering the bills and living expenses, you can always get away with a part-time job that allows you time to pursue the hunt (note: Again, talk to me before taking this merit)

Flexible Job (3) – Your job allows you to a flexible schedule or allows you to travel a lot. However you do it, you can earn your resources rating through a job that doesn’t significantly restrict your hunting activities

Paid Mortgage (3) – Your is house is your own. Even if hunting costs you your job you will always have a roof over your head.

- Flaws – Social
Note on all flaws: If you fail to role play any of the flaws you take I will dock you XP and willpower. Do not take flaws just to"pump" your character up. If you cannot handle role playing your flaws then please stop right now and find a different game. This is the only warning I will give anyone!

Bad Liar (-1) – While telling a fabricated lie you stutter, stammer, blush, and generally look guilty. Increase the difficulty of any roll that involves verbal deception by two.

Balding (-1) – Increase the difficulty of any Ability rolls involved in Seduction by one

Bully (-1) – You tend to push people around when you can get away with it.

Children (-1) – You have children for whom you are a primary emotional, social, and economic provider. you take a lot of joy in your kids and pride yourself on being a good parent. Unfortunately, the hunt gets in the way of parenting. If you go more than three days without seeing your kids because of work or activities related to your calling, you feel tremendous guilt. Until you see your kids, you cease to regain a Willpower point after a night’s rest.

Chronically Late (-1) – You’re always running behind schedule. If you agree to meet someone at a particular time, you must make a successful Willpower roll (diff ) to arrive on time. Failure means you arrive between 15 and 30 minutes late. A botch mean you show up an hour late if at all.

Chronic Pessimist (-1) – You are the impeccable voice of gloom and doom, always ready to point out a potential problem no matter how remote a chance it has of coming to pass. Add two to the difficulty of your Leadership rolls

Chronically Shy (-1) – You become very nervous and ill at ease when dealing with strangers in social situations. You often go out of your way to avoid meeting new people. Increase the difficulty of all Social rolls involving strangers by two

Clannish Family (-1) – Your family is as loving ans supportive as anyone else’s. They don’t take kindly to strangers, however. YOur relatives either disapprove of your friends or they like to keep favors within the family. Your kin don’t do anything that directly or indirectly helps anyone apart from their own

Crude (-1) – You never learned any manners while growing up. You talk with your mouth full, burp loudly and slurp your soup. When interacting with others in any refined or formal environment, increase the difficulty of all Social rolls by two.

Cultural Snob (-1) – You have nothing but disdain for popular music, TV and movies. You couldn’t name any of the current top 10 songs, and you think knowledge of TV is a sign of poor taste and incorrigible stupidity. Unfortunately, this means you have a hard time relating to people who aren’t equally snobbish about such things. When dealing with strangers who don’t share your allegedly enlightened views, increase the difficulty of any Social rolls by two

Defensive (-1) – You have problems taking responsibility for your actions. Perhaps you view yourself as a perfectionist, or maybe you’re too immature to accept the blame or failure. When things go wrong, you look for ways to blame others and rarely accept the blame or criticism for your actions without contention.

Eccentric Appearance (-1) – You dye your hair pink, wear clothes that are fashionable only among fringe subcultures such as goths or punks, and otherwise appear nothing like the average citizen. When dealing with people not familiar with your particular subculture, increase the difficulty of any Social rolls by two. Furthermore your appearance is eye-catching, though people tend to focus on your attire rather than your physical characteristics, such as eye color.

Gambling Addict (-1) – You are addicted to wagering money on games of chance. You’re too much of an addict to walk away with a profit over any extended period of time. Increase the difficulty of any Resources rolls you attempt by two.

Ghoulish Sense of Humor (-1) – You find humor in situations that make most people uncomfortable or even nauseated. Your questionable taste doesn’t make you particularly resistant to the horror of gruesome sights. Your defensive mechanism is simply to belittle the situation or those involved in an inappropriate way. When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console one another, you tend to crack jokes and sling insults. The difficulty of any Social roll you make under such circumstances is increased by two

Icy Demeanor (-1) – You’re uncomfortable relating to people on an emotional level, which is reflected in your mannerisms and speech. YOu clam up, avoid eye contact, or seek escape. Increase the difficulty of any Empathy rolls made towards you by two.

Ignorant (-1) – You tend to miss common cultural references that others take for granted, such as knowing that the Statue of Liberty is in New York City. You’re not necessarily dumb or uneducated; a cloistered college researcher could just as easily dive so deeply into his field of study that he dismisses anything outside of it. You tend to give people the impression that you’re slow or uneducated, however.

Impractical Dresser (-1) – You tend to dress with an eye toward impressing others rather than personal comfort. Unless you explicitly state that you dress appropriately for physical activity, you wear high heels, tight jeans or something else that hampers physical activity. Increase the difficulty of Athletics or Dodge rolls by two when you wear such clothes.

Insensitive (-1) – You have problems understanding how to gauge others’ emotional reactions. You can be rather blunt in handling delicate matters, and you often find yourself apologizing without really understanding what you’ve done to offend someone. Add two to the difficulty of any Empathy rolls you attempt

Intolerant Neighbors (-1) – Your neighborhood is exceptionally placid and people like it that way. Any odd noises or disturbances coming from your place invariably cause someone to call the police.

Misinformed (-1) – You uphold some odd belief, such as conspiracy theory or UFO visitation, that flies in the face of accepted science or conventional wisdom. You tend to incorporate this misinformation into your world view. Whenever you test a Knowledge that in some way relates to your belief, increase the difficulty by two. This penalty kicks in when you roll a failure. It represents your tendency to come up with off-the-wall answers that others see as obviously incorrect.

Mistaken Identity (-1) – You bear a striking resemblance to a notorious figure. this person could be someone known to the hunter underground, such as a particularly feared rot or radical hunter, or you simply look like an infamous media star. While most people can quickly figure out that you aren’t who they think you are, hotheads might not think twice before confronting you

Needy Friends (-1) – Your friends and other non-imbued social contacts have a pattern of falling into bad situations and turning to you for help. You’re the bedrock of their lives. Whether what they need is bail money or advice on dealing with a significant other, they look to you. If you have the Allies Background, this effect is magnified even more, at the Storyteller’s discretion

No Internet Access (-1) – You lack an email address, web access, and perhaps even a computer. You’re unable to keep up with developments on hunter-net, assuming you even know it exists. You must do your research through nondigital outlets such as libraries or by old fashioned legwork

No Phone (-3) – You do not have a regular phone number through which you can be contacted. You are very hard to get in touch with on short notice and are difficult to track down. It’s hard for you to keep in touch with fellow hunters, and you must rely on face-to-face meetings for planning and to arrange meetings (note: I’m adding to this flaw! It is usually a -1 flaw but I’m bumping it up to a -3 as you’re so paranoid of “the Man” listening that you avoid phone altogether.)

Nonconfrontational (-1) – You have a hard time bringing up difficult subjects with others. You’re wiling to make a lot of sacrifices to avoid interpersonal confrontations. You let people have their way simply to avoid fights, and often you step into arguments and attempt to end them without an thought about the outcome of the discussion, so long as it ends. You have a hard time coping with pushy people and find yourself making lots of compromises that you later wish you hadn’t. Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with you

Poor Dental Health (-1) – Your teeth are very obviously in need of serious work. They jut out at weird angles and some may have fallen out. When interacting with others in superficial social settings such as a nightclub or bar, increase the difficulty of any Social roll by two

Poor Online Demeanor (-1) – You have discovered hunter-net or another online community of hunters but managed to antagonize many posters thanks to unnecessary flames or rude behavior. When dealing with a hunter familiar with that mailing list, increase the difficulty of all Social rolls by two

Poor Personal Hygiene (-1) – You often go days without showering, and you brush your teeth only when they start to gain a greenish tinge. You often smell quite bad, and your breath is atrociously offensive. Add two to the difficulty of any die roll that involves interacting face to face with others. (Basically you are my little brother!!)

Poor Taste (-1) – You wallow in bathroom humor, lowbrow jokes and other practices that make more refined people uncomfortable. You’ve seen movies like Dumb and Dumber a dozen times, and don’t plan on giving up on them any time soon. Your sense of humor makes you an instant pariah in any reasonably cultured company, and you can’t help but let your true colors shine through in even short-term social contacts. Add two to the difficulty of any Social roll that involves peopel who might dislike your brand of humor

Shadowy Past (-1 to -3) – You aren’t proud of your life before the imbuing, and if word of it ever got out, your fellow hunters might abandon you. Perhaps you ran a kiddie-porn ring, dealt drugs, or were involved with organized crime.

Socially Oblivious (-1) – You have trouble picking up subtle hints from others. You often overstay your welcome at parties, and you tend to blurt out topics that everyone else takes great pains to avoid in conversation. You aren’t a socially repellent person, just occasionally tactless. Add two to the difficulty of any Etiquette rolls you attempt

Speech Impediment (-1) – You stutter, stammer, or otherwise have trouble speaking clearly. Increase the difficulty of any roll involving oral communication by two

Stubborn (-1) – Self explanatory! Increase the difficulties of all Social rolls by two when someone challenges your ways

Superstitious (-1) – Self explanatory! Add two to the difficulty of all Social rolls when dealing with people who know about your superstitious bent and who frown upon it

Trusting (-1) – Self explanatory!

Abusive Partner (-2) – You’re married to or living with someone who routinely abuses you physically. Make a Stamina roll (diff 6) every time you spend a night at home. failure indicates that your character has suffered one health level of bashing damage. A botch mean that you suffer two health levels of bashing damage.

Compulsive Liar (-2) – You feel the need to put your personal spin on the truth. You don’t necessarily do so out of spite or malice, and you may come to genuinely believe the tall tales that you tell (especially when you’ve spun them often enough). This trait is especially troublesome when other hunters rely on you for information about monsters and their habits. You might have to spend a Willpower point to force yourself to be honest, especially if it mean publicly revealing a lie

Conspicuous Consumer (-2) – You tend to blow a lot of money on useless items and overpay for brand-name clothes and other impractical items. You tend to live beyond your means, and you’re always short of cash. Add two to the difficulty of any Resources rolls

Dogged by Fringe Media (-2) – You have somehow attracted the attention of an amateur reporter, one who operates a fringe web site or publishes a zine that covers the bizarre or paranormal. This crank occasionally follows you to try and discover some dirt on you. Unfortunately, and in true modern journalism style, he tends to catch you in bizarre circumstances that he simply cannot understand. Of course, he tries to interpret them anyway.

Foreigner (-2) – You are not native to the area in which you currently live — and hunt. Although you may understand the language and general customs, you have trouble with many of the details. You have a distinguishing accent and the difficulty of any Streetwise or Etiquette checks you attempt are increased by two

Honest to a Fault (-2) – You always try to tell the truth, no matter what the situation. You won’t stretch it, bend it, or manipulate it to take advantage of others, unless human lives are in jeopardy. If you do attempt to lie to someone, the difficulty of any roll involved is increased by two

Infamy (-2) – People in oyur community tend to recognize you for all the wrong reasons. Maybe you were involved in a local scandal involving a politician, or perhaps you were charged but not convicted in a sensational case. No matter what the cause, you tend to attract a lot of unwanted attention wherever you go. People look down on you, though they don’t necessarily hinder or harass you. Add two to the difficulty of any Social rolls that involve people who know about your past

Lustful (-2) – you can’t resist erotic advances of the appropriate gender(s).You are easily seduced and often exhibit very poor judgment when dealing with sexually attractive people. the difficulty of any attempts to seduce you is reduced by two

Nosy Neighbors (-2) – Your neighborhood is rife with gossips and busy-bodies. Your neighbors are always dropping by for unannounced visits, and they take an active interest in your comings and goings. You might want to wash up before heading home if you’ve just killed a rot and are covered with guts

Poor Judge of Character (-2) – Your the type of person who always ends up hanging out with the wrong crowd. Maybe you just like to date dangerous men or you’re a sucker for women in trouble (or vice versa). Whatever the reason you have a hard time figuring out whom to trust. Increase the difficulty of all Awareness and Intuition rolls you attempt in social circumstances by two. Also your friends and acquaintances tend to be sponges and other lowlifes.

Stalked (-2) – Someone has an unhealthy obsession with you. Despite repeated calls to the police and several restraining orders, this person continues to harass you. Any time you head out on a hunt, the ST can make a Perception roll diff 6 on your behalf. If it fails or botches, your stalker has managed to tail you throughout the night and may put in an appearance.

Technophobe (-2) – You are severely intimidated by computers and other technology. You never use an ATM if a teller is available, and you get nervous at the sight of a keyboard. You must make an Intelligence roll, diff 6 to perform even the simplest of tasks on a computer, ATM, or similar device. In addition all Computer or Technology rolls have their difficulty increased by 2

Moneygrubbing (-3) – You exist to make money. Family, friends, and other concerns are trivial when compared to the almighty dollar. If someone offers you a bribe, you must make a Willpower check diff 7 to resist. If the bribe involves something that as far as you know won’t directly result in injuries or lasting damage, increase the diff to 8. You also tend to target monsters that have a lot of material wealth. Sometimes, the best part of the hunt is looting the bodies of fallen monsters…..or allies

Wavering Faith (-3) – You were once a strong adherent of a religion, but your faith has faded (or fades) in the face of the enemy. If a divine being exists, how could He let such creatures prey on humanity? ghosts are concrete evidence that the afterlife is flawed. Your confidence is severely shaken. Add two to the difficulty of all Willpower tests.

Criminal Entanglements (-4) – You owe a lot of money or a big favor to someone on the wrong side of the law, and you have refused or been unable to pay. Although hitmen aren’t being sent after you quite yet, the threat hangs over you constantly. The exact nature of the debt and the individual(s) behind it are left to the ST, but they should suit your character concept.

Unlucky (-4) – You’ve dealt with bad breaks all your life. From that true love who had to move across the country to the struggling Internet company you quit two months before its billion-dollar IPO, you seem always to make the wrong moves at the wrong time. Once per game session, teh ST may increase the difficulty of a critical roll you make by two. If you fail the roll, its due to some random, hard-luck factor. Your bad luck seems to crop up at the most inconvenient times. You may not take this flaw and the Fool’s Luck edge. Acquiring that edge frees up points spent on Unlucky for other flaws. Nor can you have the Lucky Merit.

Pacifist (-5) – You utterly refuse to use violence against anything, even if your life or the lives of others are in immediate danger. Furthermore, you work hard to prevent others from using violence, though you do not recklessly endanger yourself or expect others to do so. You never carry weapons and refuse to procure them. A Willpower roll, diff 6, may be required to resist the temptation to engage in violence when a gross offense is committed before or against you, such as a loved one being harmed. If you defy your nature and succumb to violence at some point, you cannot regain Willpower each morning until you come to terms with your lapse or you change life philosophies altogether.

- Flaws – Physical
Allergies (-1) – You’re allergic to a rather common substance, such as cat fur, that causes sneezing, coughing, watery eyes, and other distracting symptoms. The difficulty of all actions increases by one when you are exposed to whatever triggers your allergy.

Arthritic (-1) – Your joints, especially your hands, are stiff and often swollen. When you attempt anything that requires a fine and careful touch such as sewing or picking a lock, increase the difficulty of your roll by one.

Color Blind (-1) – You have trouble distinguishing between hues. You must make a Perception roll, difficulty 6, to accurately determine the color of an object.

Distinguishing Characteristic (-1 or -2) – You have a physical feature that makes you very easy to pick out in crowds, such as elaborate tattoos, a scar or an obvious birthmark. The flaw is worth one point is the characteristic can easily be hidden under clothes. Two if not.

Heavy Sleeper (-1) – You tend to sleep right through most disturbances, from the loud stereo playing next door to the rot that just burst into your home. You must make a successful Willpower roll, diff 6, to wake up quickly. Failure means you spend the equivalent of a combat turn waking up. A botch means you sleep right through the disturbance, pending the ST’s judgment on the situation.

Lazy (-1) – You have trouble motivating yourself to do anything. You’d rather sit around the house watching TV and thinking of doing something with your life than actually getting up and doing it. You tend to complain loudly when there’s work to do, and you prefer to let things slide until the last possible moment. You must make a Willpower roll, diff 6, to take care of any routine tasks not directly related to the hunt, such as repairing your car after that skinchanger tore the hood off.

Low Alcohol Tolerance (-1) – Alcohol goes straight to your head. While this can be an advantage when you try to enjoy a night out on the cheap, it can be deadly on the hunt. Double any penalties you suffer for consuming alcohol.

Motion Sickness (-1) – You become queasy and nauseous on board boats, traveling long distances by automobile, or on an amusement park ride. Increase the difficulty of all actions you take by two when dealing with these circumstances

No Sense of Smell (-1) – You completely lack a sense of smell. You may have simply been born without it, or perhaps you lost it due to some freak accident. You can’t smell anything, no matter how strong the odor might be. food tastes somewhat bland to you. On the good side, you aren’t bothered by the stench of the sewers, rotting flesh, or other nasties.

No Sense of Taste (-1) – Your taste buds do not function. You cannot appreciate a fine meal, and you have trouble gauging the difference between good and bad food and drink.

Nonswimmer (-1) – You never learned to swim, and you have no natural talent for it. If you ever find yourself in a position where you must try to swim, you can manage a pitiable doggie paddle. Increase the difficulty of any Athletics rolls involving swimming by two.

Poor Eyesight (-1 to -3) – You are either severely nearsighted or farsighted. Increase the difficulty of any rolls that involve visual activity by two. The one point version is correctable with glasses or contact lenses. The three point version is not.

Sickly (-1) – You are constantly coughing and wheezing, and you have trouble shaking colds. You suffered from almost every childhood illness imaginable, and you’ve only become worse as an adult. When making checks to avoid catching a disease or developing an infection, increase the difficulty of the roll by two.

Vice (-1 to -3) – You’re addicted to some sort of controlled substance. The one point version represents an addiction that is legal and easy to satisfy, such as cigarettes. The two point version represents a legal or mildly illegal substance that inhibits your ability to hunt effectively, such as alcohol or marijuana. The three point version represents a highly illegal or highly dangerous “hard” drug such as heroin. You’re always under the effects of your chosen vice.

Youthful Appearance (-1) – You look like you’re still in high school. You always get carded and often have to produce identification to even buy cigarettes. In order to gain entry to clubs, concerts, bars, or to purchase alcohol, you need to present a valid-looking ID (you cannot take this merit if your character is less than eighteen years of age).

Disfigured (-2) – Your face is misshapen or maimed. Increase the difficulty of any rolls involving social situations by two. You cannot have an Appearance rating above a “1”

Insomniac (-2) – For whatever reason, you have trouble getting more than a few hours of sleep. You are often groggy and slow as a result. Increase the difficulty of any Alertness, Awareness, or Intuition rolls by 2. You can’t have this flaw and either the Vigilance Edge or the Endurance Ability.

Low Pain Tolerance (-2) – You have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sign of it. Although you soak damage normally, you suffer an additional -1 die pool whenever you are injured.

Obese (-2) – You are seriously overweight and large enough that you have trouble using seats in most theaters. Add two to the difficulty of any Dodge or Athletics rolls that you make. You move at half the normal rate.

Old Injury (-2) – You hurt yourself pretty badly back in your younger days and now pay the price with chronic pain and tenderness. Increase the difficulty of any Athletics roll by two.

Poor Night Vision (-2) – Your eyesight is poor in low-light conditions. Increase the difficulty of any action attempted in dim light, such as what a flashlight might provide or under starlight alone, by two. The Discern Edge eliminates this flaw when it is active, although perception-based powers such as Witness and Illuminate offer no relief from this flaw. You must compensate for your bad night vision with bright light or close proximity to a subject for Witness or Illuminate to function properly.

Short (-2) – You are less than five feet tall, making it difficult for you to reach and use many objects designed for the average adult male. Your movement rate is half that of normal people.

Crippled Limb (-3) – You are either missing a limb or have injured it so badly that it is unusable. If one of your arms is crippled, increase the difficulty of rolls for actions that normally require two hands, such as firing a rifle or bow, by two. If its one of your legs, without the aid of a cane, walker, or wheelchair you can move only one quarter normal speed. With the appropriate aid, you may move up to half normal speed.

Shaky Hands (-3) – you have a lot of trouble keeping yourself composed under pressure. In any extremely stressful situation such as combat, your hand shake so badly that you have difficulty completing task that require a delicate touch and intense concentration. Examples include picking a lock, loading bullets into a revolver or typing at a computer. Increase the difficulty of any rolls for such demanding activities by two.

Missing Eye (-3) – You’re missing one of your eyes. Increase the difficulty of any Perception rolls involving eyesight by two. The difficulties of all die rolls involving depth perception are also increased by two. Amazingly, the Discern edge allows you perfect sight through both eyes.

Chronic Illness (-4) – You suffer from a debilitating illness such as chronic fatigue syndrome or even cancer. You frequently feel weak, and are easily injured. Add two to the difficulty of all Athletics or soak rolls.

Deafness (-4) – You cannot hear. You automatically fail any test that requires hearing, and the difficulty of appropriate Alertness rolls is increased by three.

- Flaws – Mental
Gullible (-1) – You have a lot of trouble separating truth from fiction. You’re not stupid, you just tend to believe what people tell you rather than take things with a grain of salt. Increase the difficulty of any rolls to detect lies by two.

Medicated (-1 to -5) – You require daily medication to stay in good health. As a one point flaw, your medication is important for your long term health but has little effect on your day-to-day well-being, as with prescription drugs that keep your cholesterol down. The 5 point version represents insulin shots or something else that is necessary to keep you alive. If you should miss a day’s worth of medicine, you automatically suffer a bashing level of damage for every 12 hours that pass without your medicine, as determined by the Storyteller. This damage is healed at a rate of one level per 12 hours that pass once you resume your regular medication schedule.

No Sense of Direction (-1) – You get lost all the time. Maps, compasses, and detailed directions do little to help. You have a lot of trouble figuring out where you are in relation to landmarks that aren’t immediately obvious, and maps are largely incomprehensible to you. Increase by 2 the difficulty of any roll that involves following convoluted directions, backtracking a route, or navigating a confusing set of city streets.

Poor Sense of Time (-1) – You have no intuition for the flow of time. You can’t even begin to guess the current time without looking at a clock, and you always overestimate or underestimate the amount of time that has passed since a specific event.

Short Temper (-1) – You are easily driven to distraction by what would otherwise be minor failures and other frustrations. If you fail to gain any successes on any single roll during an extended action, increase the difficulty of all subsequent rolls by one, cumulatively.

Terrible with Names (-1) – Try as you might, you almost always forget people’s names, especially when meeting large groups for the first time. You may not write down the names of any people you meet during the game unless your character has paper and writing utensils handy. You also have problems remembering whether you’ve been someplace before, and with recognizing faces. Make an Intelligence roll, difficulty 6, to recall such information.

Absent Minded (-2) – Details and important facts slip your mind constantly. Once per game session, when you attempt to use an item that you normally carry with you, the ST may require you to make a Willpower roll, difficulty 6, to determine whether you remembered to bring it or, if so, whether you can remember where it is. The item turns up again after an hour or so of searching.

Attention Deficit Disorder (-2) – You have a hard time sitting still and paying attention to anything for more that a few moments. If you must sit still and quiet for more than 10 minutes, such as when keeping watch over a monster or standing guard, make a Willpower roll, difficulty 6. On a failure, you lose interest in your task and are distracted from it.

Dyslexic (-2) – Printed information of any sort, from written text to maps, is nearly indecipherable to you. Although you are not necessarily illiterate, you struggle to read the simplest sentences. In order to interpret a map or read anything you must make an Intelligence roll, difficulty 8. On a botch you interpret the message to have almost the opposite meaning.

Eating Disorder (-2) – You have an unhealthy obsession with your appearance and have chosen to starve yourself in order to lose weight. Increase the difficulty of any Stamina rolls by 2.

Overconfident (-2) – You either overestimate your own skill or underestimate your opponents’. Once per game session the ST may secretly increase the difficulty of any non-combat action you take. This increase represents your tendency to plunge headlong into activities that are beyond your capabilities.

Phobia (-3) – You have a deep-seated aversion to something such as heights, spiders, or even the dark. Any time you are presented with your fear you must make a Willpower roll diff 7 or try to flee. Even if you succeed on the roll all rolls made up until you get away from your phobia are increased by 2.

Faint of Heart (-3) – The sight of gore and blood shocks you to the core. If you witness a gruesome scene, you must make a Willpower roll, diff 6, to avoid debilitating nausea for 5 to 10 minutes. The difficulty of all actions increases by one while in this state. You cannot have this flaw and the steel nerves background.

Incompetency (-3) – You are spectacularly bad at something. Unfortunately, you’re the only person around who doesn’t understand this fact. Pick a single Ability. You believe you have a proficiency equal to three dots in that Trait, when in reality you have always ruin any effort involving it. Whenever you try to use this Ability, treat the results as a botch.

Low Self-Esteem (-3) – You have trouble accepting your own value and worth. You tend to highlight your failures and overlook your triumphs. Whenever you have the opportunity to gain Willpower from accomplishing goals (not from resting), make a Willpower roll, diff 6. If you fail you do not gain the bonus. If you botch you lose a point of Willpower.

Slow Learner (-3) – You always lagged behind in school, and even the most patient people find it frustrating to teach you the simplest concepts. You aren’t dumb. It just takes you longer to wrap your mind around things. For the purposes of figuring out experience points it costs to raise an Ability, add one to your current rating. Acquiring a new Ability costs 4 experience points and not the usual 3.

Weak-Willed (-3) – Try as you might, its challenging for you to summon inner reserves of courage or toughness. Whereas others shoulder extra burdens in the name of the Hunt, you simply find the going harder and harder. You’re not a coward. You just don’t have the fortitude necessary to make truly heroic efforts. Add 2 to the difficulty of all Willpower rolls. As long as you have this flaw your Willpower rating may never rise above 8.

Illiterate (-4) – Self explanatory but does not extend to the Hunter Code.

- Flaws – Legal
Political Extremist (-1) – You have connections to a political organization that most people view with suspicion or fear, such as the Nation of Islam, or the KKK. You are an active member of the group and local law enforcement has an open dossier on you. Although you do not necessarily have a criminal record or engage in illegal activity, the local police view you as a trouble-maker and suspicious character. At any given time, you might be the target of undercover observation prompted by the activities of your organization.

Revoked Driver’s License (-1) – You have lost your driver’s license due to a poor driving record. If you are pulled over for any reason or are otherwise caught driving, you will be arrested immediately and your car will be impounded.

Sunday Driver (-1) – Whenever you go out with friends, no one wants you to drive. You pay almost obsessive attention to traffic regulations and make a conscious effort to drive below the speed limit. Alternatively, you have no patience for traffic, right of way, signs, or you simply fail to pay attention to the road. The difficulty of any Drive rolls you make during a chase or other high-speed situation is increased by 2.

Criminal Record (-3) – Those taking this flaw will automatically have at least two misdemeanor and one felony arrest on their record. In addition, you will receive exceptionally poor treatment from law enforcement officials who know of your record.

Probation (-2) – You are currently on probation for some minor offense. You have to meet with a case officer on a regular basis and are subject to random drug tests and searches of your home and person. You must also commit – or seem to commit – yourself to becoming a good citizen: maintaining a job, keeping current with debt and other aspects of responsible life that the hunt makes challenging.

Illegal Immigrant (-3) – You lack proper lawful permission to be in the country in which you currently live. You do not have a legitimate ID and are likely to be deported to your nation of origin if you are placed under arrest. You cannot hold a job unless it pays under the table.

Wanted by Law Enforcement (-4) – You are the prime suspect in a felony crime. The police actively look for you, and you cannot move openly about your usual hangouts. If you encounter cops they will radio for backup and try to bring you in.

- Flaws – Economic
Audit (-1) – You currently undergo and audit by the IRS. You cannot purchase illegal good totaling more than $500 without attracting the attention of the officers of your case. Any money you wish to use for illegal purposes must be laundered first. Increase the difficulty of any Resources rolls by 2.

Demanding Career (-2) – Your current job requires long hours and frequent travel, making it challenging for you to both work and pursue the hunt. You must always carry a pager ad keep in touch with the office, and you can be called back to work at almost any time. If you should quit your job to free up time your Resources will be subject to change at the ST’s discretion.

Primary Breadwinner (-2) – You are the primary income earner in your family. You pay the bills, from the heat and electricity to the weekly groceries. You have to maintain a steady job, despite the demands of the Hunt. At least 2 points of your resources score must be dedicated to supporting your family. If your rating drops below that level, your family begins to suffer. The difficulty of all Willpower rolls you attempt is increased by 2 thereafter, because of the deep shame and embarrassment you feel for not providing for your loved ones.

Uninsured (-2) – You either cannot afford insurance or simply have chosen to go without it. You must pay for all medical expenses and any damage incurred from accidents out of pocket.

Alimony Payments (-3) – You are financially responsible for your ex-spouse and perhaps children. You must hold down a steady job and meet monthly payments or risk having your assets frozen, you possessions seized, or arrested. You cannot have more than 3 dots in Resources because of the economic hardship of keeping up with the payments.

Homeless (-4) – You live on the streets. You can never have any dots in Resources, and you have no secure place to rest when you’re not hunting. You cannot heal any lethal damage naturally while living on the street, and you must either carry all of your property with you at all times or risk hiding it and no one finds it (simulated by a Wits roll with a variable difficulty depending on where you hid your possessions).

Merits and Flaws

Hunter: The Reckoning admiralironbombs admiralironbombs