Physical Merits & Flaws
Physical Merits
Deaf (4 Traits)
You are completely deaf, and must use sign language or some other form of
communication. On the plus side, this renders you immune to certain supernatural
powers that rely on hearing to function, but you also suffer a three-Trait penalty on
tests of perception and alertness. In addition, you are automatically Surprised by
anyone who approaches you fromoutside your line of sight. Needless to say, you cannot
possess any Merits or other Traits related to good hearing.
Mute (4 Traits)
You cannot speak at all. You should use sign language or write down your
communications. You can explain your actions to a Storyteller or Narrator, but that
is the limit of your speaking. Without Linguistics, you may not even be able to sign. You
also cannot use any edges which rely on the spoken word to function, such as Bluster
or Insinuate, unless your Storyteller allows you to come up with an equally compelling
alternative for your condition. This can be a difficult Flaw to roleplay, so choose
carefully.
Blind (6 Traits)
The world of sight is lost to you. You cannot see at all, so you automatically lose
all ties where sight would be a factor (tests of manual dexterity, for instance). What’s
more, you automatically fail any challenge that rely solely on sight, and the hunter
code is obviously of no use to you at all. The Discern edge allows you to see again
normally, if only for a time; at the Storyteller’s discretion, you may still be able to use
your Conviction perceptions or even vision-related edges like Witness or Illuminate by
developing your other senses to a higher degree instead. If you have this Flaw, you
should wear a special tag or glasses to indicate its nature.
Acute Sense (1 Trait)
You have a particularly sharp sense (specify which one). In all tests with that
sense, you are two Traits up on challenge resolution. Note that this never applies to
combat, unless the Narrator specifically says otherwise. You may have multiple Acute
Senses, but you may only take this Merit once for each sense.
Ambidextrous (1 Trait)
You have a high degree of coordination, and you can use both of your hands
equally well. Normally, you suffer a two-Trait penalty for performing tasks with your
“off hand. With this Merit, you have no penalty for using either hand. Of course, if
you use both hands, you still suffer the coordination penalty for both
Good Right/Left Hook (1 Trait)
Whether due to esoteric martial arts training or just a lot time spent pounding on
people, your unarmed attacks are particularly vicious. Upon making a successful Brawl
test to injure a target, you may immediately make a Simple Test -on a win, you inflict
an additional level of damage.
Hollow Leg (1 Trait)
You can put away an impressive amount of alcohol for someone your size, and
suffer little or no consequences for doing so unless you really attempt to poison yourself
with the stuff. All penalties for alcohol consumption are halved, and you suffer no
further side effects after drinking.
Light Sleeper (1 Trait)
While you still require the normal eight hours of sleep to be considered fully
rested, you awaken at the slightest signs of a disturbance, whether due to ghostly
whispers or merely those pesky neighbor kids cutting across your lawn again. You suffer
no penalty upon awakening and can act normally (as opposed to those without this
Merit, who are considered Surprised the turn after being roused). This does not replace
the Endurance Ability or the Vigilance edge, though they can certainly be combined
for maximum watchfulness.
Natural Runner (1 Trait)
You love to run, and have done so gleefully since you were a child. Accustomed
to the rigors of running under all conditions, you subtract one Trait from all movement
penalties in a combat turn. Additionally, when doing nothing but running (including
dodging) in a turn, you can channel your energy to put on a superb burst of speed -
by spending a Physical Trait, you may move an additional step that turn. Only one
Physical Trait can be spent in this fashion per turn.
Perfect Balance (1 Trait)
You almost never slip, stumble, fall or even get dizzy. Your sense of balance is so
well-developed that even on a narrow ledge or wire you can walk with ease. You are
two Traits up on resolution of challenges where your balance is a deciding factor.
Robust Health (1 Trait)
You shrug off most illnesses with ease, and even serious afflictions or mild
poisoning doesn’t slow you down much. Any time you must make a test to resist the
effects of poison or illness, you are two Traits up. You must have at least five Physical
Traits to purchase this Merit.
Sea Legs (1 Trait)
Accustomed to life on ocean vessels of all kinds, you are immune to seasickness
even in the roughest weather, and ignore all movement or action penalties due to
rough seas or unexpected ship movements.
Bundle of Energy (2 Traits)
A naturally vibrant and energetic person, you need only five to six hours of sleep
per night to count as fully rested, and thus can work long hours without much
difficulty. Needless to say, requiring less rest can be areal boon in maintaining adouble
life or stalking monsters for extended periods of time. You cannot purchase this Merit
if you have the Endurance Ability or Vigilance edge, and if you develop either of these
Traits later this Merit must be cashed in for two Free Traits.
Cat Napper (2 Traits)
Although you might still require the standard eight hours of sleep per night to
remain rested, you need not get them all at once - so long as the numbers of hours
you sleep in one 24-hour period totals what you normally require to be rested, you’re
fine. Additionally, you have little trouble falling asleep just about anywhere if you
want to, though once asleep you’re just as difficult to rouse as anyone else unless you
purchase additional Traits that dictate otherwise.
Forgettable (2 Traits)
When you were growing up, you thought your name was actually Hey You. It’s
not that you’re necessarily unattractive, it’s just that your face is, well, easily forgotten
by those you meet. While this means that you have to work twice as hard as most people
to be remembered, it can be a real blessing when you would prefer to remain
anonymous. All difficulties involving recalling your appearance are increased by two
Traits. This Merit is distinct from the Everyman Background in that it only applies to
your physical appearance; you may have a paper trail a mile long, but luckily for you
it’s unlikely you’ll ever be picked out of a lineup or off a wanted poster. (Of course, you
can combine this Merit with that Background for a truly anonymous character, if you
like.) You cannot have more than one Social Traits related to positive or negative
physical appearance (Gorgeous, Repugnant, etc.), nor can you have more than two
Social Traits related to personal charisma; if your totals ever rise above this level, this
Merit must be cashed in for two Free Traits.
Good Night Vision (2 Traits)
From an early age you’ve had little trouble getting around at night, although
chances are you never knew just how handy this knack would be later on in life. You
have excellent night vision, and suffer no penalties at all for low-light conditions, and
your natural self-assuredness allows to cut the normal penalty for operating in total
darkness in half (though this does not apply if you have been physically blinded
somehow). Additionally, you are two Traits up on all Mental Challenges involving
perception at night.
Sexy (2 Traits)
Maybe your town’s ground water contained chemicals which sent your pheromones
into overdrive,or perhaps you’re just blessed with a fabulous body, but no
matter what the case might be you’re pretty damn irresistible when you set your sights
on a target. You are up two Traits on all non-confrontational Social Challenges with
the opposite sex or members of your own sex who find you attractive, and should you
choose to focus the full power of your charms at a target, you are considered three Traits
up on all relevant Social Challenges. However, this magnetism can irritate others of
your own sexual persuasion - you are considered one Trait down on Social Challenges
with such individuals in any situation where you might be perceived as a rival.
Daredevil (3 Traits)
Not only do you take outrageous risks, you survive them. Whenever you take a
risky (some would say foolhardy) course of action - one with a difficulty of at least
eight Traits or a potentially harmful outcome - you get one Bonus Trait on the
attempt. This only applies to combats if you are outnumbered or sorely outclassed
(Narrator’s discretion).
Huge Size (3 Traits)
Nearly seven feet tall and hundreds of pounds in weight, you tower over most
adversaries (and allies). You have one extra Bruised health level. You should represent
your incredible mass appropriately - wearing bulky clothing and carrying large props
is a start, though an additional description tag of some kind is probably a good idea as
well.
Physical Flaws:
Allergies (1 Trait)
A common substance that’s harmless to most people - dog fur, pollen etc., -
presents a particular problem for you, causing sneezing, watery eyes and other irritating
symptoms. You are at a one-Trait penalty on all actions when exposed to this
substance, and the symptoms take another scene to go away, even after you’ve left its
presence.
Arthritic (1 Trait)
You suffer chronic pain in your joints, especially your hands, which makes it
difficult to perform actions that require delicacy or fine motor control. Any time you
must attempt such a feat - typing, sewing, working with small parts - you are one
Trait down due to added difficulty presented by your condition.
Color Blind (1-2 Traits)
Colors tend to blend together into an indistinguishable blur to your eyes, making
it hard to give accurate descriptions or identify items by sight. You are one Trait down
on all Perception-related Mental Challenges involving distinguishing or identifying
objects. For two Traits, this Flaw indicates a complete inability to perceive any color
at all, though color density is still visible as degrees of shading. While this monochromatic
condition makes you a natural noir film director, it also puts you at a one-Trait
penalty on the sort of tests described above, as you lack even the proper frame of
reference to describe colors at all.
Distinguishing Characteristic (1-2 Traits)
You have a permanent physical mark that’s easy to remember - a prominent
tattoo, scars or a birthmark. Not only does this make it easy to identify you, but all
attempts to track you down based on witness interviews are up a number ofTraits equal
to the value of this Flaw. This Flaw is worth one Trait if your characteristic is easily
covered by clothing, two Traits if it is not, and should be represented by appropriate
makeup or description cards.
Heavy Sleeper (1 Trait)
On the plus side, when you want to sleep in, all the lawnmowers in the world
won’t disturb a lazy Saturday morning in progress. On the negative side, however,
chances are that a horde of rots beating down your door won’t stir you, either. Only
striking or shaking you forcefully has any chance of waking you up, and even then you
must win or tie a Simple Test to act the same turn as you awaken - on a loss, you
cannot act at all that turn and count as Surprised on the one after that, reflecting how
long it takes to shake the sleep from your eyes.
Lazy (1 Trait)
Why put off until tomorrow what can safely wait until next week? You despise
physical labor of any kind, and even faced with arather pressing need you would rather
debate what needs to be done for hours than actually get up off your posterior to get
it going. Any time you are faced with doing work not directly relating to the hunt or
to keeping your job (if you have one), you must make a Willpower test against four
Traits-failure means that youcannot be bothered toperformsuch routine tasksuntil
some time later.
Low Alcohol Tolerance (1 Trait)
If someone opens a beer in the next room, you head starts getting fuzzy, and in
general you tend to feel the effects ofalcohol long before others would. You suffer twice
the normal penalties related for intoxication, as well as suffer a one-Trait penalty on
all actions the next day due to the nasty hangovers you’re prone to getting.
Motion Sickness (1 Trait)
Try as you might, you’ve never developed a stomach for things like sea voyages
or carnival rides, and even a long trip by car soon becomes an adventure in nausea for
you. Any time you spend more than 15 minutes on a boat or plane, or more than 30
minutes in a car, you are at a one-Trait penalty on all actions for the rest of the trip
as well as a full half-hour afterward, due to the sickness such journeys cause.
No Sense of Smell/Taste (1 Trait)
Your sense of smell or taste is completely gone, whether due to a genetic defect
or some sort offreak accident. You are at a one-Trait penalty on all Perception-related
tests involving your deficient sense, but on the other hand you suffer half the normal
penalty (round down) when it comes to dealing with unpleasant odors or tastes, as
appropriate.
Nonswimmer (1 Trait)
Maybe you were raised somewhere in the Midwest, or perhaps you watched too
many shark movies as a child, but either way you never learned how to swim and have
no natural aptitude for it now. If thrust into an aquatic situation the best you can
manage is a pitiful doggie paddle. You are two Traits down on all Athletics tests
involving swimming, and might even panic if dropped into water.
Poor Eyesight (1 or 3 Traits)
Your natural eyesight is extremely poor, and you have a two+Trait penalty on all
tests involving vision (including ranged combat tests). Obviously, you cannot have
this Flaw and any Merits related to acute vision. This Flaw is worth one Trait if this
difficulty can be corrected witheyeglasses or contact lenses, or three Traits if it cannot.
Poor Hearing ( 1 or 3 Traits)
You have substantial difficulty hearing, and suffer a two-Trait penalty on all tests
of hearing. Obviously, you cannot have this Flaw and any Merits related to acute
hearing. This Flaw is worth one Trait if this difficulty can be corrected wirh a hearing
aid, or three Traits if it cannot.
Sickly (1 Trait)
It seems you’re always coming down with some sickness or another, and no matter
how often you get them, your immune system doesn’t seem to be getting any better at
fighting them off. Indeed, you are two Traits down on all tests to resist diseases and
other infections, and should roleplay your constant low-level sickness when possible.
This is distinct from the Sickly Negative Trait in that it reflects a weakened immune
system, as opposed to simply a frail body, though they can be combined if the player
desires.
Vice (1-3 Traits)
Somewhere along the line you got trapped in an addiction, and like it or not you
still haven’t kicked the habit. The value of this Flaw depends on how common (and
legal) the substance is, and to a lesser extent how addicted the character is to it. One
Trait would indicate an addiction to a legal and easily obtainable substance, such as
cigarettes or a $10-a-day coffee fixation. Two Traits indicates a legal or mildly illegal
substance that impairs the hunter’s ability to carry on the hunt, such as marijuana or
ecstasy. Three Traits indicates an addiction to a highly illegal and/or extremely
dangerous drug such as heroin or crack. You are considered to always be under the
effect of this substance (Storyteller discretion, but should be far more negative than
positive overall), and should you be denied it you may begin losing Willpower or
suffering Trait penalties temporarily as you go through withdrawal.
Youthful Appearance (1 Trait)
No matter how old you might be, you appear to be underage for many adult
activities, and can count on being carded, looked down and otherwise harassed by
those who believe you’re nothing more than a minor. You are one Trait down on all
attempts to persuade others that you are in fact of legal age, as well as on all Social
Challenges with those inclined to distrust young people (concert security guards,
cynical police officers, etc.). If you do not already have an appearance that simulates
up this Flaw, a description tag is recommended to alert other players to your apparent
youth.
Disfigured (2 Traits)
A hideous disfigurement mars your face, and your revolting countenance is hard
to forget (try though others might). You cannot take any Appearance-related Social
Traits, and you suffer a two-Trait penalty on all Social Challenges except intimidation
when your face is visible. Makeup or a mask of some kind is recommended to ensure
this Flaw has maximum effect, though a description tag will also do in a pinch.
Insomniac (2 Traits)
Sleep is a precious commodity for the imbued, but you have trouble getting even
a few hours of sleep, and your daytime performance frequently suffers because of it. A
Willpower test against a difficulty of five Traits is required before each session begins
- if it fails, you are assumed to have gotten inadequate sleep the night before. Aside
from the hours of frustrated tossing and turning or mindless infomercial watching this
entails, you also suffer a one-Trait penalty on all Alertness-, Awareness- and Intuitionrelated
tests due to your dull senses and groggy thinking. This Flaw cannot be selected
if you have either the Endurance Ability or the Vigilance edge, and if you acquire those
Traits later, the Traits from this Flaw must be reassigned to another as soon as possible.
Low Pain Tolerance (2 Traits)
While you’re not necessarily any weaker than others, you have a much lower
tolerance for pain than other people your size, and tend to cave in when confronted
by the slightest period of discomfort. You suffer an additional one-Trait penalty
whenever you are reduced below your last Bruised level, and have a similar penalty on
all attempts to resist physical torture or intimidation as well.
Old Injury (2 Traits)
At one point in the past you sustained a serious injury, and it continues to pain
you to this day - you are at a one-Trait penalty on all Athletics tests due to discomfort,
and should roleplay dealing with this old war wound accordingly.
Poor Night Vision (2 Traits)
Maybe your parents forbade you to go out at night, or perhaps you lacked the right
vitamins in your diet, but regardless of the cause you have a terrible time getting around
in low-light conditions. You are down two Traits on all tests made in dim light (such
as those attempted by mere starlight or a simple flashlight beam), and suffer an
additional one-Trait penalty on all combat conditions while fighting in low- or nolight
conditions. Needless to say, this can be a devastating handicap when trying to
adapt to your new life. The Discern edge eliminates this Flaw while active, although
other vision-related edges such as Witness or Illuminate offer no such relief.
Short (2 Traits)
You have trouble seeing over things, interacting with tall people and escaping
notice due to your proportions. You can only take two steps in an action instead of
three, due to your small size. You also have trouble reaching countertops and
manipulating objects designed for normal people (like cars). You should wear a tag to
note your condition if you are not actually that short.
Crippled Limb (3 Traits)
More severe than simply suffering from a twitchy limb like the Lame Negative
Physical Trait, you have extensive damage to one of your arms or legs. If one of your
arms is injured, you suffer a two-Trait penalty on any actions that normally require two
hands (firing a rifle, climbing a wall, etc.). You should also adopt a posture or prop that
indicates your limb’s useless nature. If one of your legs is crippled, you can only take
one step per action, you cannot run at all and you should probably take the Negative
Trait Lame as well. Additionally, you should roleplay this impairment with a cane or
a set of leg braces.
Deformity (3 Traits)
A physical deformity of some sort not only mars your appearance, but makes
physical activity difficult for you. You have one penalty Trait on challenge resolution
for Physical Challenges, and two for Social Challenges. You should work with the
Storyteller to define the nature of your Deformity (hunchback, club foot, etc.).
Elderly (3 Traits)
Most people are closer to the prime of their life when the imbuing strikes, but
you’re the exception to that rule -while this means you can often offer advice on a
wide range of topics, it has put a few limitations on your physical performance. While
you might be just as strong or fast as your younger counterparts, you don’t have the
stamina you once did; after any period of exertion (combat certainly included), you
must make a Physical Challenge against seven Traits. Failure means that you must stop
and catch your breath for at least 10 minutes, and suffer a one-Trait penalty to all
actions until you do so. Likewise, your wound penalties are increased by one. This Flaw
should be indicated by appropriate makeup or description cards.
Shaky Hands (3 Traits)
When you’re under pressure, your hands have a bad tendency to shake uncontrollably,
making it difficult to perform actions that require any kind of manual dexterity
(such as reloading a revolver or picking a lock). You may be as brave as the next hunter,
but all the same you still suffer from this dangerous quirk, and are at aone-Trait penalty
on all tests involving fine coordination. You must make a Physical Challenge against
a difficulty of five Traits (retest with Firearms) to reload a revolver or shotgun during
combat; failure means your turn is wasted and you must attempt to reload again
another round.
Missing Eye (3 Traits)
Whether by injury or defect, you are missing an eye or one of your eyes does not
function. You are two Traits down on tests of depth perception, including ranged
combat. Depending on the nature of your eye damage, you may choose to wear an
eyepatch, or you may simply have one blind eye. Oddly enough, theDiscern edge allows
you to see as though you still possessed both of your eyes.
Child (4 Traits)
A true rarity among hunters, you were imbued as a child, between five and 10
years of age. This causes some decided problems: you cannot have more than six
Physical Traits normally and you suffer a two-Trait penalty on tests of authority with
adults. Obviously, given enough time you will eventually grow out of this Flaw, so to
speak, but until then you’re in for a multitude of headaches at least as bad as the
protections and freedoms it provides. You must additionally take the Flaw Short
(though you do get Free Traits for it), and a description tag of some kind is required
to alert players to your tender age.
Chronic Illness (4 Traits)
Whether acquired since the hunt began or a holdover from your life before, you
suffer under a debilitating illness of some kind, from chronic fatigue syndrome to
cancer, and as a result you tend to tire and injure more easily than most. You are two
Traits down on all Athletics tests, as well as any tests involving absorbing punishment
of any kind. You cannot have more than five Physical Traits if you wish to take this
Merit, and may even lose them slowly as the chronicle - and your illness -progresses.
Deaf (4Traits)
You are completely deaf, and must use sign language or some other form of
communication. On the plus side, this renders you immune to certain supernatural
powers that rely on hearing to function, but you also suffer a three-Trait penalty on
tests of perception and alertness. In addition, you are automatically Surprised by
anyone who approaches you fromoutside your line of sight. Needless to say, you cannot
possess any Merits or other Traits related to good hearing.
Mute (4 Traits)
You cannot speak at all. You should use sign language or write down your
communications. You can explain your actions to a Storyteller or Narrator, but that
is the limit of your speaking. Without Linguistics, you may not even be able to sign. You
also cannot use any edges which rely on the spoken word to function, such as Bluster
or Insinuate, unless your Storyteller allows you to come up with an equally compelling
alternative for your condition. This can be a difficult Flaw to roleplay, so choose
carefully.
Blind (6 Traits)
The world of sight is lost to you. You cannot see at all, so you automatically lose
all ties where sight would be a factor (tests of manual dexterity, for instance). What’s
more, you automatically fail any challenge that rely solely on sight, and the hunter
code is obviously of no use to you at all. The Discern edge allows you to see again
normally, if only for a time; at the Storyteller’s discretion, you may still be able to use
your Conviction perceptions or even vision-related edges like Witness or Illuminate by
developing your other senses to a higher degree instead. If you have this Flaw, you
should wear a special tag or glasses to indicate its nature.