Mental Merits and Flaws
Mental and Legal
Common Sense (1 Trait)
You still have a lot of gut insight and everyday practicality. Whenever you’re
about to do something that goes against common sense, the Storyteller or Narrator can
make suggestions or warning about the action. Unlike the Intuition Ability, this does
not help you make good guesses, nor does it offer any special insight into a situation.
It just helps you avoid doing something really dumb. Needless to say, this Merit is
excellent for new players who are not familiar with the intricacies of the game.
Concentration (1 Trait)
You can shut out distractions and annoyances that would hinder others. Whenever
penalty Traits are assigned for some outside phenomenon (harsh lighting, rain,
loud noise, etc.), you suffer none of the penalty.
Fast Reader (1 Trait)
It takes longer to wash the ink off your hands than to actually read the paper, and
you read War 8 Peace in the time it takes most people to commute to work and back.
OK, those may be slight exaggerations, but you still read amazingly quickly, and retain
what you have read as well. It takes you half the time to perform any actions that
primarily involve reading, making you a valuable researcher and investigator.
Good Map Reader (1 Trait)
Given a map of some kind and the barest of directions, you can find your way to
just about anywhere you need to be with a minimum of detour or delay. You have an
innate sense of direction, and when traveling to a familiar location or when given time
to prepare a route to an unfamiliar one, you can shave travel time between locations
by a third, reflecting your knack for taking just the right path for maximum efficiency.
Good Recognition (1 Trait)
Other people might forget a face or a place, but not you - your ability to recall
the names of people you meet only briefly is fantastic, and you can remember your way
around places easily even if you’ve only been there once before. This isn’t total recall
- that’s the Eidetic Memory Merit, above - but rather just a gift for remembering
names and locations, even ifyou’ve only seen a face for a fleeting moment on television
or heard a name in passing. The difficulty to recall a name or face you’ve seen before
is decreased by two Traits, as is the difficulty to navigate in a location you’ve visited
in the past.
Healthy Skepticism (1 Trait)
It’s hard to pull one over on you, since you naturally tend to view all matters as
pending until proven and all people with caution until they earn your trust. This isn’t
paranoia, however - you just usually need proof of some kind before you’ll buy into
something, even if you sometimes get burned because of it. On the other hand, you are
two Traits up on all tests to detect a lie.
Natural Aptitude (1 Trait)
Pickasingle Ability -youneednot actually possess it now, though you will most
likely purchase it later - that you have a special knack for. You are two Traits up on
all non-combat uses of this Ability, and it takes half the normal time to train in this
Ability as well. You may take this Merit more than once, but each Natural Aptitude
must be assigned to a different Ability.
Religious Devotion (1-3 Traits)
Although many find their faith sorely tested in the face of the evil in the
world, yours has endured and offers you additional resolve when the odds are stacked against
you. Each Trait spent on this Merit translates into an extra Willpower Trait that you can call
upon once per story, if you have time topray for guidance for atum/minutebefore attempting
the task. Youmay only callonthisMerit once per session, unlessthe Storyteller specifically says
otherwise, and naturally it canonly be used when performing deeds in keeping with your
character’s faith-attempting to use it for selfishor impulsive acts not only fails to grant the
extra Willpower, but revokes this Merit entirely until you have properly atoned. Likewise, this
Merit is only available to characters who are appropriately devoted to their faith; while players
need not be melodramatic about it in any way, they must act according tot he tenets of their
character’s faith and otherwise roleplay their a biding faith as best they can.
Time Sense ( 1 Trait)
You can accurately estimate time to the nearest minute or two without the use ofawatch
or clock. This is obviously very useful inknowing exactly how long you’ve been standing watch,
tailingasubject,orevenhowmuchtimeyouhavebeforesunrise... o rsundown.
Code of Honor (2 Trait)
A specific code of behavior and ethics guides your actions. This is a very personal code,
shaped by your own experiences, and you should work with your Storyteller to build and
appropriate code (which should include some hindrances and prohibited activity in addition
to positive beliefs and passions). You gain one free retest whenever facing a test of any kind that
might cause you to violate your code, be it supernatural persuasion, torture or some other form
of duress, and you count as having an additional Willpower Trait for the purposes of resolving
ties insuch instances as well.
Determined (2 Traits)
While this isn’t always necessarily a good thing,you’re exremely stubborn when it comes
to sticking to your beliefs about something, and you resist mundane and supernatural attempts
to persuade youotherwise withbulldog tenacity. Youare twoTraits up on all tests to resist being
persuaded to do something, including supernatural powers if your Conviction defense isn’t
active.You must have at least three Willpower Traits to purchase this Merit.
Eidetic Memory (2 Trait)
Your memory is nearly perfect, and you recall almost everything you experience with
incredible clarity. A single turn of attention is sufficient to commit a page, picture or short
conversation to memory. If you are involved in combat or othenwise distracted, you must make
a static Mental Challenge, difficulty of six Traits, to successfully memorize the contents ofyour
subject of scrutiny. You should keep a“cheatsheet”of your memories to aid you and the
Storyteller in“recollection.”
Internet Sawy (2 Traits)
A fair number of people have at least a rudimentary knowledge of computers and their
ability to locate information online, but you go beyond such ordinary knowledge with your
natural skills-you navigate online resources instinctively, and need to spend only the absolute
minimum amount of time finding what you’re looking for when hunting for data.You are two
Traits up on all tests involving online investigation,You must have at least six Mental Traits or two levels of the
Computer Ability to purchase this Merit.
Natural Linguist (2 Traits)
You have a remarkable grasp with any additional languages that you speak or
write (as per your Linguistics Ability). You gain three Bonus Traits on all challenges
related to languages other than your native one, though you are assumed to use that
one nearly flawlessly as well. Obviously, to be useful some levels of the Linguistics
Ability will be required, though they are not actually required to take this Merit
without them, you have the potential to be a great linguist but haven't actually applied
yourself enough yet.
Unflappable (3 Traits)
It's not that you're without emotions, it's just that you don't let them affect you
as much as other people do. You are two Traits up on all Willpower tests related to
staying calm or not overreacting to mundane circumstances - in effect, anything
within the bounds of your pre-imbuing experience is probably fair game. This therefore
differs from the Steel Nerves Background in that it doesn't cover anything related to
the supernatural or even the truly horrific, just the kind of things you had to deal with
before your imbuing.
Direction Sense (4 Traits)
A natural compass, you rarely get lost, and seem to have an innate sense of which
way is north or where you are (and how far you traveled to get there). You can estimate
distance and location fairly well, and are two Traits up on all relevant tests to figuring
out where you are or how you got there.
Optimistic (4 Traits)
Not even the revelation that monsters exist has been able to shake your
fundamentally positive view of the universe as far as you're concerned, even the
present trials and horrors are only the price for something better just around the comer.
You're not necessarily naive, you just naturally believe that things will turn out OK.
Every time a regular hunter would regain a Willpower Trait, you regain two instead,
provided you maintain and portray your optimistic outlook. i aptitude Merits
Specialist Drivers License (1 Trait)
You are licensed for and experienced with driving vehicles beyond the average
person's experience: tractor trailers, farm vehicles or even military transports. You are
up one Trait on all Drive tests with such vehicles, although you must have at least one
level of Drive before purchasing this Merit. Of course, actually owning such vehicles
is the province of other Traits, but should you come across them you know what to do.
Dual Nationality (2 Traits)
A rare boon indeed, you were born to parents of different countries and thus have
a dual nationality. This makes it much easier for you to enter and exit the countries
you are acitizen of than foreigners, making them ideal places to visit if you've attracted
too much unwanted attention (human or otherwise).
Mental & Economic Flaws
Medicated (1-5 Traits)
You require some form of medication to stay healthy; exactly how often you
require it (not to mention how difficult it is to acquire) determines the value of this
Flaw. One Trait indicates a medication that matters for long term health but which
has little impact on everyday life, such as cholesterol medication; three Traits
indicates something more serious, such as heart or liver pills; five Traits means that
your character requires daily doses of medication to keep her alive, such as insulin for
a diabetic. Missing a day’s worth of medicine inflicts a level of bashing or lethal
damage, depending on the seriousness of the condition. This damage cannot be healed
until the character gets back on his medication, at which time it heals at a rate of one
level every 12 hours.
Nightmares (1 Trait)
Hideous nightmares about monsters stalk through your mind whenever you
slumber. At a Narrator’s discretion, you may suffer nightmares so bad that you are
unable to sleep restfully, causing you to be two Traits down on the first test you make
against monsters that day. Acrafty Storyteller is usually quick to take advantage of this
Flaw to introduce all sorts of mood and foreshadowing as well. You may possess this
Flaw and the Vigilance edge or Endurance Ability -you may need less sleep, but it’s
still as bad as a full night’s rest when you finally close your eyes.
No Sense of Direction (1 Trait)
Maps, compasses, heck, even GPS technology and a personal guide - none of
it does you any good, you still get lost all the time anyway. You have trouble keepin
your bearings in all but the most familiar surroundings, and are two Traits down on any
tests to navigate or otherwise try to feel out your way to a location. This doesn’t include
trailing a target, though it might make for an interesting trip home, especially if he
went through some bad parts of town.
Poor Sense of Time (1 Trait)
It’s very difficult for you to estimate the passage of time without a clock on hand,
and as a result you tend to over or underestimate how much time has passed by five
minutes or more, which can be a critical mistake when you’re attempting to go along
with a tightly planned operation. This Flaw largely relies on the player to roleplay
correctly, though the Narrator may impose a one-Trait penalty on all tests involving
estimating the passage of time correctly, including demolitions work or arriving at the
right time to rescue a fellow hunter.
Attention-Deficit Disorder (2 Traits)
No one posts you to guard duty unless they have no choice, and chances are you’re
first one to drift off during planning sessions - you can’t help it, but it’s just about
impossible for you to sit still and pay attention for any length of time. If you are ever
required to perform an action that requires more than ten minutes of constant
supervision, such as standing guard outside a stronghold or watching for signs of
activity in a monster lair, you must make a Willpower test against six Traits. Failure
means that you become distracted somehow; you neednot abandon your post outright,
but you have a two-Trait penalty for the rest of that scene to all Perception-related tests
due to your inattentiveness.
Dyslexic (2 Traits)
While not necessarily stupid or uneducated by any means, you have a tremendous
difficulty reading the printed word, such that even the simplest documents often take
you a great deal of time to work through. You are two Traits down on all tests to
decipher maps or read documents of any kind, and such activities take half again as
long as they would for another character to reflect the additional difficulty you have
working through such sources.
Eating Disorder (2 Traits)
Whether a victim of cultural expectations or simply possessed of an unhealthy
desire to stay trim, you have developed an eating disorder that is wrecking your body’s
natural balance. You are two Traits down on all Stamina-related Physical Challenges,
reflecting the weakness and malnutrition you’ve forced upon yourself.
Language Barrier (2-3 Traits)
You cannot speak the language or dialect of the area you operate in, which means
that you must rely on clumsy guidebooks or translators in order to get your point across.
For two Traits, you can read the language but have trouble using it in conversation
(you’re at a two-Trait penalty on all related Social Challenges); for three Traits, you
can neither speak it nor read it. Needless to say, you cannot learn the local language
any further until you buy off this Flaw.
Overconfident (2 Traits)
Maybe you’re a talented individual who’s just a bit too sure of himself, or perhaps
you’re just a show-off with an thoroughly unfounded opinion of his own merit, but
either way you tend to underestimate your opposition at the same time that you
overestimate your own capabilities. This can be a dangerous Flaw indeed when the
hunt is involved, and once per session the Narrator may secretly add three Traits to
the difficulty of one test to reflect how your inflated opinion of yourself has led you to
draw the wrong conclusion about your situation. You also tend to jump in where others
would hold back for at least a moment or two, which can lead to a short hunting career
indeed.
Faint of Heart (3 Traits)
You have a weak stomach for scenes of gore and carnage; even cheesy horror films
can make you queasy, and when confronted by an actual scene of such depravity you
must make a Willpower test against adifficulty offiveTraits to avoid losing your lunch.
Failure means that you’re overcome with nausea for the next 10 minutes, and while
youstillmay attempt other actions thanretching iftheneedisgreat, allsuchtestssuffer
a one-Trait penalty while the sickness lasts.
Incompetent (3 Traits)
You are absolutely terrible at one Ability, but unfortunately it seems like you’re
the only one who doesn’t notice it. Perhaps you fancy yourself a master thespian when
all your audience wants to do is crawl under their seats, or maybe you assume that a
lifetime of playing violent roleplaying games has somehow made you a skilled martial
artist. Choose one Ability when this Flaw is chosen - you believe that you have a
proficiency of three levels or more in this Ability, but you cannot take actually any
levels of this Ability during character creation, nor can you learn it during play until
this Flaw is bought off. (It will take you some time to learn to walk the walk as well as
talk the talk.) The plus side of this arrangement is that you do not need to spend a
Willpower Trait to attempt challenges with this Ability, even though you do not have
any levels of it, since you are so completely convinced you’re an expert in the field.
However, your overconfidence paired with your utter lack of any real knowledge also
means that you lose all ties involving this Ability, and with particularly important
failures the Storyteller may require you to win or tie a Simple Test to avoid failing in
some truly spectacular way. Naturally, until this Flaw is bought off you are quick to
deflect any failures or perceived lack of expertise on your part, and will come up with
no end of excuses or rationalizations to maintain your self-deception.
Low Self-Esteem (3 Traits)
No matter your actual talents or strengths, you have trouble realizing your real
worth, and tend to be down on yourself as a matter of habit. Others may try to cheer
you up temporarily, but that can make it even worse if you realize what they’re doing,
and you don’t even gain much satisfaction from applying yourself according to your
true nature. Any time you would gain Willpower from a great success or acting in
accordance with your Nature, you must make a Willpower test against five Traits -
failure means that you do not earn the bonus after all, as a reflection of how much you
downplay yourselfor your role in events. This penalty does not apply to Willpower you
regain naturally by resting.
Slow Learner (3 Trait)
Regardless ofhow intelligent you might actually be, you have trouble getting your
mind around new concepts as quickly as others, and can drive even patient instructors
to distraction as you plod along. It costs an extra Experience Trait to learn a new
Ability, and if you spend Experience to raise an Ability it does not actually increase
until the session after next, reflecting how long it takes you to put what you’ve learned
into practice.
Weak-Willed (3 Trait Flaw)
”A hero? Who, me?” When others would rise to the occasion and summon the
grit to carry on, more often than not you have trouble getting as far as the gritty part
to begin with. Whether due to guilt over some past failure or just a difficulty in seeing
yourself as worthy to take big chances, you have trouble rising to meet the kinds of
challenges the imbued are faced with daily. Add two Traits the difficulty of all
Willpower tests, and you cannot possess a Willpower rating higher than six so long as
you still have this Flaw.
Amnesia (4 Traits)
Prior to your imbuing, the past is a blank slate. You know nothing of your history,
your family, your friends or foes. Your Storyteller makes up your character’s history,
including the reasons for your Amnesia. The Storyteller may even keep your character
record partially hidden, only revealing your Abilities, edges, Backgrounds, Conviction,
Merits and Flaws when you try to use them (or when they come back to haunt
you). In general, the only things obvious to you are the things you can see in the mirror.
Depression (4 Traits)
All hunters are threatened by feelings of depression at one time or another, but
you’ve fallen into the trap to such a degree that at this point you think your feelings
are perfectly natural (if not entirely deserved), and so you refuse to get help of any kind
for your condition. This Flaw should not be confused with the derangement ofManic-
Depression; the latter represents clinical insanity of one kind or another, while the
former is “merely” a behavioral condition. (A character cannot possess both Traits; if
one is acquired, the points for the other must be reassigned to other Flaws.) In any
event, you do not regain Willpower naturally, but can only regain it by performing
deeds in keeping with your nature or successfully completing great personal goals.
Illiterate (4 Traits)
You cannot read or write your native language, and while you can recognize some
common symbols such as traffic signs or warning labels, you are a great disadvantage
when it comes to doing research of any kind, and will have trouble getting a decent Job
job as well. You automatically fail all tests involving reading or writing. This Flaw does
not affect your ability to understand the hunter code.
aptitude Flaws
Immature/Old Before Your Time (2 or 4 Traits)
You might be at the prime of your life as far as most people reckon, but for some
reason you’re far short of your true potential, either due to lingering immaturity or
conditions similar to the onset ofold age. For two Traits, you’re considered to be young
for the purposes of determining Attribute and Willpower maximums, regardless of
your actual age, and must grow up some and buy off this Flaw before you can exceed
those limits. For four Traits, you’re considered old for the purposes of determining
Attribute maximums, though not for Willpower maximums, and with time against you
it’s unlikely anything short of a serious miracle will ever correct the problem (i.e., buy
off this Flaw). Only characters in the peak age group may take this Flaw, and the Storyteller may
forbid it outright if she doesn’t feel it will make a substantial difference for a character.
Political Extremist (1 Trait)
You are a known member of a suspicious or feared organization such as the Klu
Klux Klan. This naturally causes non-members to hold unpleasant views about you,
and you are two Traits down on all Social Challenges with people who dislike the
organization you belong to. In addition, you can expect curt treatment at best from
local law enforcement, and while you might have no criminal record yourself, the local
authorities will have an open file on you, regardless. You might even be targeted by
undercover surveillance at different times if your organization begins attracting
attention to itself, and the Storyteller may decide to restrict certain Backgrounds based
on what people would trust you with.
Revoked Driver’s License (1 Trait)
Whether you lost it due to a poor record, or never bothered to get it in the first
place, you do not have a driver’s license of any kind, and if caught driving the police
will immediately arrest you and impound your car. Needless to say, this can be a serious
impediment to your hunting plans, not to mention a substantial limit on your mobility
in general.
Sunday Driver (1 Trait)
As much as they might love your company, your friends never want you to drive
- maybe you’re fussy about obeying the speed limit and every other possible traffic
regulation you come across, or perhaps you’re the exact opposite, and pay dangerously
little attention to things like lane dividersor oncoming traffic. Either way, you’re down
two Traits on all Drive tests involving high speed chases or other complicated
maneuvers.
Criminal Record (2 Traits)
Rightly or wrongly, you have been convicted of several misdemeanors or perhaps
a minor felony, and questions of rehabilitation aside this places certain legal restrictions
on you as well. You cannot buy firearms legally, you can be brought in for
questioning with the slightest of evidence, and depending on your particular crime and
the place you live you might have to report yourself to the local police, newspapers or
both. Needless to say, this can earn a lot of ill will from those who find out about you
past, and you can expect to get nothing but grief from most police officers. You are two
Traits down on all Social Challenges with law enforcement officials who know of your
criminal past.
Probation (2 Traits)
At least it got you out of larger trouble, but making a deal for probation does have
its bad side as well - you must report to your case officer on a regular basis, and submit
to random searches of your residence or person when the court deems it necessary. Not
only that, but you must demonstrate a commitment to becoming a model citizen as
well: hold down a job, keep up with debt, not being seen any place suspicious, etc.
Needless tosay, thiscanmakealotofhuntingactivitiesquitedifficulttogetaway with,
but as the price for getting caught is most likely being tossed in jail, it’s a balancing act
you’re going to have to become quite good at if you wish to go far.
Illegal Immigrant (3 Traits)
Simple enough - wherever you live now, you don’t belong there, at least not as
far as the law is concerned. If you’re ever arrested, there’s a serious risk of being
deported to your country of origin, and you cannot hold down a job unless it pays you
under the table. The Storyteller will most likely want to restrict your Backgrounds to
reflect the difficulties you have being a non-citizen as well.
Wanted by Law Enforcement (3 Traits)
Well, now you’ve done it (or maybe not, but it sure looks like you did) -you‘re
the prime suspect in a felony crime, and the police are actively searching for you. That
means living a fugitive’s life from night to night, as your assets are frozen, your regular
hangouts watched closely and your known associates might be called on to provide
your whereabouts. It is assumed in this Flaw that for one reason or another you cannot
simply walk into the police station and clear up the matter, even if you happen to be
innocent. Indeed, this Flaw cannot be bought off at all unless you either undergo the
long and difficult process of clearing your name, or you somehow deflect official
attention in a big way (flee the country, fake your own death).
Audit (1 Trait)
Like it or not, you’ve become the subject of an audit by your government tax
authority, and they watch your finances carefully for strange expenses or illegal
maneuvering. Buying exotic or illegal equipment is extremely difficult, and the agency
may bring you in from time to time to explain where your money comes from or how
it is spent. Add two Traits to the difficulty of all Resources-related tests, as well as any
transactions for illegal goods that total over $500.
Primary Breadwinner (2 Traits)
Your family counts on you to bring home the income it requires make ends meet,
and you simply must have a regular job of some kind to do that, the needs of the hunt
be damned. At least two levels of your Resources rating must be dedicated to supporting
your family, and should that Background fall below that level your family will begin
to suffer for it. If that ever becomes the case, increase the difficulty of all Willpower
tests by one due to the shame and guilt you feel over letting your family down in such
a fashion.
Uninsured (2 Traits)
You carry no insurance of any kind, either due to a lack of sufficient funds or a
personal decision. Should you require medical attention or be involved in an accident,
all the resulting costs must be paid out of your own pocket. Such tremendous drain is
likely to reduce your Resources rating by at least one or two levels, perhaps even
permanently in the case of serious or long-term expenses.
Alimony Payments (3 Traits)
Money you make goes right back out to your ex-spouse and your children (if any),
and failure to keep up regular payments will result in having your assets frozen and your
possessions seized by the authorities. You may never have more than three levels of
Resources, no matter what your actual income might be, due to the economic hardship
involved in meeting the payment schedule.
Homeless (4 Traits)
Just as it sounds, you have no permanent place to dwell, which means it’s a life
on the streets or spent hopping from shelter to shelter for you. You cannot take the
Resources Background at all, and cannot heal lethal damage naturally while living
under these conditions. In addition, you must carry all of your equipment with you
somehow, and if you do not you must hide it and make a Simple Test with the
Storyteller-on a loss, your stash has been found and at least one item has been stolen.