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Social Merits & Flaws

Social Merits

 

Approachable (1 Trait)

 

People from all walks of life find it easy to talk to you, and getting even

traumatized or suspicious folks to open up to you doesn’t take much effort. You are two

Traits up on all such Social Challenges involving normal people or other hunters, and

one Trait up on appropriate tests when dealing with monsters that still fancy

themselves at least somewhat human.

 

Early Adopter (1 Trait)

 

You take pains to keep up with the latest technology, and while it may strain your

finances from time to time, it does give you advantage when trying to figure out the

latest technology (that consumers might be familiar with, anyway). You are two Traits

up on all tests to figure out how to operate unfamiliar devices

 

Funny (1 Trait)

 

Good comedic timing is rare, but you have it in spades; not only does this get you

more than your share ofparty invitations, but your knack forgetting alaughalso means

that you know what type of humor to use in a given situation. You’re invaluable at

keeping up morale, and are two Traits up on any Social Challenge to bolster morale

or lighten someone’s mood in a helpful fashion.

 

Good Listener (1 Trait)

 

Most people just wait for theirturn tospeak, but yougenuinely listen to what other people

are saying, and this willingness to entertain their thoughts without interjecting your own

opinion means that people tend to tell you more than they expect to. In any apparently

friendly situation that involves someone else talking to you more than you talk back, you are

two Traits up on any Social Challenge to get information from them as your receptiveness

encourages them to say more than they might otherwise would about a subject.

 

Good Taste (1 Trait)

 

While your knowledge of pop culture probably leaves something to be desired,

you have a knack for giving the right presents, quoting the right wits and otherwise

impressing other people with how cultured and refined you are. You are two Traits up

on any Social Challenge to impress or make contacts with like-minded individuals,

due to their natural acceptance of your excellent taste.

 

Gossip (1 Trait)

 

Petty rumors and juicy secrets may be the ruin ofpolite society, but you just can’t

help yourself - when presented with a chance to learn such tidbits, you can’t pass it

up. Fortunately, this also means that other gossips recognize a kindred spirit in you,

which means that you seldom have trouble finding people to dish the dirt with. Lower

the difficulty of all non-violent, non-Intimidation Social Challenge related to learning

gossip or other small secrets by two. (Remember, this is gossip, not state secrets,

although you can frequently make a surprisingly accurate tapestry of a target’s life if you

tie together enough such loose ends.)

 

Lovestruck (1 Trait)

 

Ah, l’umour! You’re in love, and the world suddenly seems a much better place,

allowing you to wake up more refreshed than normal each morning. Unlike the

Soulmate Background, this love may be fleeting if you don’t work to maintain the

relationship (causing you to lose the Merit). However, until such a thing occurs, you

regain two Willpower Traits from natural rest anytime other hunters would regain one

(between games, every good night’s sleep, etc.).

 

Media Junkie (1 Trait)

 

From TV talk shows to radio call-ins to online chat groups, you’re an avid

consumer of pop culture, and if anyone’s up on the latest movies or music it’ll be you.

While this can suck up your downtime to an almost unhealthy degree, you are two

Traits up on all tests related to researching anything related to pop culture, or on all

Social Challenges involving fellow devotees of these mediums.

 

Natural Leader (1 Trait)

 

Natural magnetism and leadership capabilities spring from your actions and

words. Others want to follow you, and you easily take charge. You gain two Bonus

Traits on tests of leadership, whether using that Ability or otherwise. You must have

at least six Social Traits to take this Merit.

 

Natural Politician (1 Trait)

 

Machiavelli was pretty bright, but afew more years in thegame and you just might

be able to give the old boy a few tips yourself. You understand how power flows in

organizations, and whether or not you have actual Politics Ability or Influence, the arts

of deal-making and power-brokering come naturally to you. You are two Traits up on

all Social Challenges in situations where politics is a factor, whether it’s an international

summit or a meeting of the neighborhood watch. You must have at least six

Social Traits to take this Merit.

 

Punctual (1 Trait)

 

Punctuality is nearly a lost art in these hectic times, but not for you. If the boss

wants you inameetingat 9,you’re waitingpatientlyoutside hisoffice at 859.Thismay

not seem like that much of a boon, but being on time (and scheduling your activities

accordingly) is so second nature to you that barring some disaster or deliberate outside

interference, you are assumed to make all meetings and other appointments that you

have on a given day, in addition to your hunting activities. Needless to say, this can

be a wonderful aid in maintaining a double life without losing your job, or even just

making sure that you make it home from zombie-slaying in time to cook dinner for the

kids. (Narrators should use common sense if a hunter begins trying to abuse this Merit

and devotes too much time to the hunt to possibly make it to all of their regular

obligations as well.)

 

Trait-Stacking For Fun and profit:

 

Some players will naturally look at this extensive list and see right past the

sea of roleplaying opportunities before them, focusing instead on the fact that it’s

often possible to load up on related Merits and develop a character who gets an

absurd amount of bonus Traits or difficulty breaks in some fairly common and/

or potentially unbalancing circumstance. (“I have Acute Sense: Vision, Ability

Aptitude: Fiream, Good Night Vision, Lucky and Daredevil - that basically

means I’mup 10 Traits on all shots I take at night and have at least one free retest

for each one, right?”) For sake of retaining some semblance of fairness, then,

assume that bonus Traits or difficulty reductions from multiple Merits do not

stack unless noted in their description, or if the Storyteller specifically allows

such combinations to occur. As a rule, only the largest benefit applies, and in the

case of a tie the hunter may decide which benefit he receives. This should

restrain the urge some players have to build invincible super-hunters, while still

permitting players to take related Merits if they desire.

Naturally, this limitation does not apply to the penalties earned from

having multiple Flaws that come into play simultaneously; the poor bastard must

just suffer through his abominable luck somehow, and pray that his weaknesses

don’t line up like that ever again.

 

Smooth (1 Trait)

 

Regardless of your actual upbringing or etiquette skills, you have such a natural

grace and carefree charm that other people tend to forgive your little foibles, even if

they do not actually like you. Provided you’re not completely crass or bent on

antagonizing others, you are twoTraits up on all Social Challenges to get on someone’s

good side in a social situation such as a party or a nightclub

 

Way With Words (1 Trait)

 

You have a natural flair for choosing the right words to express exactly what you

mean, whether communicating your emotions to another person or crafting a work of

art. You are two Traits up on all Expression- or Performance-related Challenges

primarily involving words and wordplay.

 

Best Friend (2 Traits)

 

Many people go their whole lives without a true best friend, but you’ve been

blessed with one - through all the highs and lows of life, you may have fought but

you’ve always stuck by each other, and even after the imbuing the two of you are still

inseparable. She may not know the details of your new life, but she’ll still do anything

she can to help you, and won’t ask too many uncomfortable questions either. In

essence, you have a totally loyal and supportive Ally, but one who also demands more

in return, since she will naturally expect you to do all that you can for her if she needs

it as well. Still, when no one else will help you a Best Friend will still go that extra mile

to save your sorry butt, if only to kick it around a bit for being so foolish in the first place.

 

Enchanting Voice (2 Traits)

 

Your voice is naturally resonant and commanding. All non-edge uses of your

voice grant you two bonus Traits; you can seduce, intimidate and cajole with just a few

well-chosen words.

 

Fashion Sense (2 Traits)

 

Dressing well doesn’t just mean keeping up with the latest trends and designers,

it’s also an innate knack for knowing when to dress up (or down) and how to do so

smartly, especially on a limited budget. You are one Trait up on all Social tests where

your appearance makes any kind of difference, provided of course you have time to

choose your outfit before you go out.

 

Flirt (2 Traits)

 

Not everyone is necessarily very attracted to you on sight, but when you decide

to make someone the object of your affection, most people find it hard to resist. You

simply have a talent for understanding the subtle give-and-take of flirting and teasing;

you’re two Traits up on any Social Challenges involving such activity with members

of the opposite sex (or the same sex who find you attractive).

 

Good Judge of Character (2 Traits)

 

Given just a few moments of conversation or observation, you can make a fairly

accurate appraisal of what someone is like, and such guesses are right more often than

not. You’re two Traits up on all Mental Challenges involving assessing a person or

human-seeming monster, and one Trait up on any Social Challenges where you’re

going on a limited amount of prior contact with a person.

 

Great Liar (2 Traits)

 

Whether from countless exercises or simply a good innate understanding of what

to say and what people want to hear, you’re a fabulous liar. Even the most involved

untruths have a ring of creditability when you speak them, and you have little trouble

convincing others to take your word as truth when you want them to. You are two

Traits up on all attempts to lie or deceive another person. You must have at least six

Social Traits to purchase this Merit.

 

Laid-Back Friends (2 Traits)

 

You’ve got a number of good buddies, not quite as close as ones from the Best

Fnend Merit or as powerful as an Ally, but still loyal to the bitter end and generally

willing to help out as best they can with few questions asked. (Combining this Trait

with the Ally Background gives you the best of both worlds.) Perhaps most important

of all, while your friends have noticed you’ve changed a bit lately, they’re not going

to poke their noses into your business too much, and are fine with going a while

without hanging out, so long as you’re still friends when you do see them.

 

Nurturing Partner (2 Traits)

 

You have one or more children of your own, but fortunately your economic

situation is such that your partner can afford to stay home with the children alone full

time, which eases some of the burden when it comes to balancing your job and the

responsibilities of the hunt against your family. Best of all, you have maintained a

healthy loving relationship with your family, and neither your children nor your

partner resent it if they must go without seeing you for a day or two. (Though this can

change if you start missing too many days without explanation or begin taking your

partner’s role for granted too often.) This Merit need not represent a character’s actual

spouse - parents, grandparents or other people who might help take care of a

character’schildrenare all acceptable aswell. Acharactercancombine thisMerit with the children flaw,

as the latter represents her own feelings of guilt when she feels she let her children down,

regardless of whether they feel betrayed or not.

 

Seasoned Traveler (2 or 4 Trait Merit)

 

Whether from extensive book learning, a lot of time spent elsewhere or a

combination of the two, you are well-versed at finding your way around in distant

places, from cross-country trips to foreign nations. For two Traits, this applies to

anywhere you travel within your home country; for four Traits, the world is yours to

explore. Whenever you’re trying to find food, shelter, transportation or other basic

goods and services in another location, lower the difficulty of any appropriate tests by

two Traits. Note that this confers no automatic benefits in regard to any language

barriers that might exist, althougha hunter with this Merit might be able to more easily

locate a translator in places where she doesn’t speak the language.

 

Socially Aware (2 Traits)

 

Other people are generally blind to the delicate interplay between themselves,

but not you. Reading the dynamics of a group or situation is second nature to you, and

you can quickly puzzle out the true feelings people have for each other by studying their

vocal tones, word choices, body language and so on. You are two Traits up on all

Mental Challenges involving interaction between individuals.

 

Trivia Champ (2 Traits)

 

While most would consider your specialty a storehouse of apparently worthless

tidbits of information, nevertheless the sheer volume of facts at your command means

that you can often remember some relevant (if obscure) fact about the situation at

hand. At the Storyteller’s discretion, once or twice per story your character may just

happen to know a bit of information that the hunters need to complete a task before

them. This Merit confers no special knowledge of the enemy or the occult, besides

what might be known in pop culture (and which therefore might well be dangerously

wrong to act upon).

 

 

Upright Citizen (2 Traits)

 

Before the imbuing you were a model citizen, with nary so much as a hint of

scandal about you, and even now that same squeaky-clean image makes it quite

difficult for other people to believe anything bad about you. You receive a free retest

on all Social Challenges involved with maintaining your good name, although the

Storyteller may well restrict some of your Ability or Background choices (or at least

force them underground) to make sure you actually would fit the image that this Merit

describes. This Merit is particularly appropriate to combine with the Everyman

Background, though it is not necessary to do so.

 

Vibrant Neighborhood (2 Traits)

 

Every city has at least one neighborhood where “anything goes” and people are

always coming and going on various legal (and not so legal) errands, regardless of the

hour. You happen to live in just such a locale, and thus are able to get away with many

activities that would be viewed as strange in other parts of town, as the locals consider

them to be just more of the daily routine.

 

Corporate Savvy (3 Traits)

 

Business is war, so they say, and if that’s true then you’ve got a few tours of duty

under your belt already. You understand the corporate dynamic very well, from how

to motivate people to how resources flow in a company to the best way to climb the

ladder, and have little trouble managing businesses efficiently and profitably when you

put your mind to it. Anytime you try manipulating a corporation or a corporate

employee in a business-related matter, you are two Traits up on the related tests. You

must have at least six Social Traits and one level of the Finance Ability to purchase this

Merit.

 

Media Savvy (3 Traits)

 

A natural-born spin doctor, you instinctively understand exactly the right things

to say to journalists to present your subject the way you want, allowing you to create,

suppress or redirect stories with relative ease. Given enough time to prepare or with

a friendly enough contact in the press, you can even set up situations so that the press

will read them the way you desire. You are two Traits up on all Social Challenges made

with journalists or news organizations of any kind.

 

Supportive Family (3 Traits)

 

Your family has always been there for you, and even though you may have

changed since your imbuing, they support you and do their best to look out for you

whenever they can, no questions asked. They don’t know exactly why you’ve made

some of the decisions you have recently, and the can’t necessarily pull some of the

strings that Allies or other “official” sources can, but they can offer much-needed

comfort when the hunt gets too rough, not to mention dispense some family wisdom

as well. Hopefully one day you’ll tell them what’s going on, but until then they’re

content to help you out and leave it at that. You are family, after all.

 

Lucky (4 Traits)

 

While not even close to a supernatural effect, lucky breaks just naturally seem to

head your way, whether it’s as personal as bumping into the lady of your dreams as

you’re reading her favorite book or as simple finding $20 when you were just about out

of gas. Once per session, you may decrease the difficulty of any test by two Traits

(minimum one Trait difficulty), or put yourself up two Traits against an opponent -

if you succeed, it is because some small lucky break occurs that swings things your way.

Alternately, in a non-test situation the Storyteller may describe some minor but

fortunate circumstance that helps your character, though again this Merit can be

called on no more than once per session.

You may not possess this Merit and the Innocence edge of Fool’s Luck; if you

acquire that edge during play, you must spend these four Traits on other Merits or

Traits developed during the chronicle.

Social Flaws

 

Bad Liar (1 Trait)

 

It’s said that children develop the capacity for deception as early as two years old, but your

talent for fabrication hasn’t progressed much since that tender age. You might have obvious

behavioral tell tales when you try to lie, such as stammering or blushing, or maybe you just tend

to invent situations that are just too fantastic for anyone to give them credence. Regardless you

should roleplay this difficulty whenever possible, and you are two Traits down on all Social

Challenges involving deception in a social situation. 

 

Bully (1 Trait)

 

You like to throw your weight  around and don’t see anything wrong with getting your

way through social pressure or physical force when you feel like it. Inaddition to these charming

traits, youdon’t tend to dealwell whencompelled to follow amore forcefulpemnality, andtend

tobe atroublemaker when you’re not incharge. You’re oneTrait downonall Social Challenges

when you’renot the figure incharge, due toyour irritation.

 

Children (1 Trait)

 

You have children who depend on you for the necessities of life, not to mention

love and support. Fortunately for them, you treasure your role as a provider and take

pride in being there for your kids; unfortunately, the demands of the hunt can quickly

place a strain on your relationship with them, and no matter how they feel about it,

the guilt of neglecting your responsibilities takes a terrible toll on you. This Flaw

requires a lot of downtime attention to be significant enough to count, and should only

be chosen if you and the Storyteller are willing to mind it often enough for it to have

a real presence in the character’s life. (A good idea to start with is to have the player

draw up a weekly schedule of his character’s obligations as well as the kids’ activities,

which not only gives him an idea of the ways they might overlap, but also a framework

for the kinds of actions he can perform in downtime without threatening his

responsibilities.) If you go more than three days without seeing your kids, either due

to the hunt or other obligations, you cannot regain Willpower until you have achance

to be with them again for a like amount of time. At the Storyteller’s discretion, this

penalty may also apply for a time if you miss a particularly important event -

championship game, class play, graduation, etc. - especially if you promised to attend

or it would naturally be expected for a parent to be there.

 

Chronic Pessimist (1 Trait)

 

Determined to make Eeyore look like Shirley Temple, you learned long ago that

everything sucks, and what’s more, you’re happy to share this knowledge with others.

Nothing ever looks like it’ll turn out right, and even if it does you’re sure it’s only

because that success is a prelude to an even greater failure down the road. Even for one

someone who knows that horrifying monsters kill people and poison the planet every

day. Naturally, take delight in roleplaying this doomsaying at every opportunity, but

remember that such fun does have a price: you’re down two Traits on all Social

Challenges involving motivating people (such as Leadership challenges) or cheering

them up in any way (such as Empathy tests) - it’s just not.. . you.

 

Chronically Late (1 Trait)

 

Delays, delays, delays - something always seems to come up whenever you’re

trying toget somewhere on time.This isasmuchareflectionofnaturalprocrastination

or inattentiveness on your part as it is external factors. Anytime you have an

appointment to make, formal or informal, you must make a successful Willpower test

against three Traits to be there on time-failure means you’re at least 10 minutes late.

This can include entering the game later than other characters, if the time of your

arrival is important. Alternately, the Narrator may choose to increase your effective

travel times by as much as a third, to represent your inability to start a trip on time.

 

Chronically Shy (1 Trait)

 

People? Eep! Above and beyond the Negative Trait of the same name (though

you likely possess that as well), you’re incredibly wary of strange people, and even

worse with crowds. You’re one Trait down on all Social Challenges with people you

don’t know, and two Traits down on all Social Chalelnges that address a crowd of any

kind. And yes, these penalties are cumulative for crowds that are composed of more

strangers than familiar faces.

 

Clannish Family (1 Trait)

 

Sure, your family loves and supports you, it’s just that, well, they don’t like

outsiders much. It’s not that they’re necessarily mean, it’s just that they prefer to keep

matters (and favors) within the family. This might not even have been much of a

problem before, but since the imbuing they’ve noticed that you’ve been hanging

around a lot with people they don’t know, or worse still, bringing these strangers home

before the family felt comfortable with them. If your family constitutes or accounts for

your Allies, Contacts, Resources or Roots, they flat-out refuse to do anything that

requires them to directly or indirectly aid others outside the family, and will do their

best to make outsiders feel uncomfortable whenever they interact with them.

 

Collaborator (1 Trait)

 

Whether it was a devil’s deal to remove a larger threat to both sides, or just an

innocent exchange of information, sometime in the recent past you’ve worked with

one or more monsters to achieve your goals. Or maybe you haven’t, but word-of-mouth

in the hunter community says you have, and for one reason or another it’s been

impossible to prove otherwise so far. Either way, this reputation can put a serious strain

on your relations with more conservative imbued, and the Storyteller should take care

to inform other player characters of your supposed collaboration, so that they might

roleplay their reaction accordingly.

 

Crude (1 Trait)

 

You may be a trusted friend in private and valued ally on the hunt, but when it

comes to situations that require a certain amount of manners or refinement, even your

best friends try to pretend they don’t know you. You seem to break all the rules of

etiquette, deliberately or otherwise, and thus are two Traits down on all Social

Challenges in situations where tact or social grace are required. This Flaw can be taken

in addition to Negative Traits such as Tactless or Obnoxious, because it reflects a

general ignorance of social mores as opposed to a more specific difficulty with

particular behaviors.

 

Cultural Snob (1 Trait)

 

Yes, yes, we’ve all heard how much you appreciate fine art, classical music, the

best wines and the sublime ambiance of a good French restaurant - the problem is,

we’ve also heard how much abuse you heap on those who demonstrate the least bit of

knowledge or enjoyment of pop culture. In short, it’s obvious to everyone that you’re

a cultural snob of the worst sort, and you should do your best to roleplay this grating

distaste for all things “popular” as well as possible. What’s more, when it comes to

dealing with people who aren’t equally snobby about such things (read: just about

everyone), you’re two Traits down on all Social Challenges.

 

Defensive (1 Trait)

 

Whether from a lingering amount of immaturity or an endless drive for perfection

(in your mind, at least), you have trouble taking responsibility for your actions. Any

time anything goes wrong, you always find a way to blame someone or something else,

and become downright hostile to anyone who tries to point out this tendency as well.

You are one Trait down on all tests that would involve accepting responsibility for one

of your failures, and one Trait down on all Social Challenges with someone who tries

to point out this lovely habit of yours.

 

 

Eccentric Appearance (1 Trait)

 

Perhaps you run with a particular clique -Goth, punk, raver, etc. - or maybe

you’ve just got a truly unique sense of style, but either way your appearance immediately

makes you stand out in a crowd (at least among more ordinary folks). Aside from

occasionally drawing negative attention from others who disapprove of your clique or

style, you’re also easily remembered by other people. Any attempts to track you down

through witnesses are two Traits up, and you cannot take the Everyman Background

or the Forgettable Merit. Obviously, this Flaw also requires that you wear suitable

costuming and makeup to mark your unique appearance, and repeated failure to do so

will force you to buy off this Flaw.

 

Gambling Addict (1 Trait)

 

You can’t help it - whenever there’s a possible wager on the table, you just have

to take it. This is bad news because while you probably have extensive experience with

gambling, you’re addicted to it as well, which means that you tend to lose a lot more

than you win because you can’t pull yourself away from the table when you’re ahead.

Aside from the obvious impact this might have on your Resources, you must also make

a Willpower test against four Traits to pass up achance to gamble. Once you’ve started,

you must spend a Willpower Trait or make another test to stop gambling for any reason

less than adirect threat, regardless ofwhether you’re winning (“I’m aheadnow, so why

stop?”) or losing (“I have to at least break even!”).

 

Ghoulish Sense of Humor (1 Trait)

 

Youhave anhighlyactive senseofhumor, butnot exactlyahealthyone-in fact,

you tend to find amusing what other people consider disturbing or outright disgusting,

and thus have a bad tendency to crack inappropriate jokes at the worst possible times.

Any time you’re faced with a gory scene or otherwise uncomfortable moment (such as

someone consoling a crying victim), you are two Traits down on all Social Challenges

due to your habit of belittling the situation or those involved in it. Needless to say, you

should roleplay this behavior as well as possible, so long as you remember to keep all

the jokes in character.

 

Icy Demeanor (1 Trait)

 

Whatever that intangible quality is that makes people open up to others, you just

don’t have it. No matter what you’re like on the inside, you habitually project a cool and

hostile demeanor to those around you, and most don’t bother trying to get to know you

any better than that. You are two Traits down on all Social tests with someone during

the first scene that you meet them, due to your innate difficulty with presenting a likable

face to others. This is distinct from the Callow Negative Trait in that it represents an

ineptness at presenting yourself well rather than actual emotional isolation, though the

two may be combined in to create a truly heartless and distant S.O.B.

 

Impractical Dresser (1 Trait)

 

Nothing says your sense of style isn’t that great, but your sense of timing could

definitely use an improvement, at least in regards to what you should - and shouldn’t

-wear when on the hunt. Whether due to job constraints, wardrobe limits or simple

force ofhabit, you always seem to be caught wearing high heels when you need to chase

someone, or tight-fitting clothes that restrict your movements as you try to climb a

chainlink fence. Even some painful past experiences haven’t broken you of the habit.

You are assumed to begin each session somehow attired inappropriately for the needs

of the hunt, and thus are considered oneTrait down on all athletic- or combat-related

Physical Challenges unless you specifically acquire extra clothes in-game and take

time out to change during the session. This Flaw should be simulated as safely as

possible with appropriate costuming, but should you ignore or readily circumvent this

Flaw too often you may be required to buy it off, as it is obvious that you have finally

learned how to dress to kill (so to speak).

 

Insensitive (1 Trait)

 

Relating to people in an emotional context is an awkward and uncomfortable

experience for you, and your typical method of avoiding such unpleasantness (being

very blunt about everything) doesn’t usually do much to smooth things over either.

Most of the time you wind up apologizing without knowing exactly what you did to

offend someone, since you have a difficult time figuring out how other people are

feeling. You are one Trait down on all Social Challenges with someone in the grip of

a strong emotion of any kind, and two Traits down on all uses of the Empathy Ability

(these penalties are cumulative).

 

Intolerant Neighbors (1 Trait)

 

Your neighbors are every hunter’s nightmare: they like their neighborhood nice

and peaceful and quiet, and don’t hesitate to call the authorities at the first sign of

suspicious activity or even a loud party. This is generally up to the Storyteller to bring

into play, but a hunter with this Flaw had best tread carefully in regards to some of her

wilder activities lest the police or other agencies pay her an unwelcome visit. You

cannot possess this Flaw and the Vibrant Neighborhood Merit or the Roots Background

unless you have a truly strange living situation (and Storyteller approval).

 

 

Misinformed (1 Trait)

 

Some time ago you latched onto a theory or idea that’s far from mainstream and/

or flies in the face of accepted science, and for better or worse you’ve incorporated it

into your worldview, so much so that you tend to interpret events through the lens of

this belief. You need not be pushy about it, but you do truly believe in it, and will stand

steadfast by it if it is ever called into question whenever you make an ability test

that involves your skewed worldview (such as Science or Awareness), the difficulty is

increased by two as you try to fit the events or information you’re seeing into your own

perspective instead of vice versa. Note: You cannot take simply “the existence of

monsters” as your skewed belief, though you might be able to persuade your Storyteller

to allow it if your character passionately (read: blindly) believes that all monsters are

actually space aliens from the planet Zorg or some similarly outlandish belief.

 

Mistaken Identity (1 Trait)

 

They say everyone has a twin out there somewhere; problem is, yours is up to no

good, and everyone knows it. You bear a striking resemblance to a notorious figure of

some kind, whether a prominent criminal, infamous celebrity or even a feared monster

or radical imbued. You must wear a description tag indicating this unfortunate

resemblance. It doesn’t usually take much effort for others to figure out that you’re not

your “evil twin,” but some hotheads or glory hounds might not stop to make the

distinction before confronting you, and even then your presence is easily remembered

by those who recognize you.

 

Needy Friends (1 Trait)

 

Perhaps you’re just too soft-hearted to ever say no, or perhaps you have (or are

perceived to have) time and money to bum, but regardless, you’re the one your friends

and other non-imbued acquaintances always seem to come to when they need help.

From posting bail to giving a ride to holding someone’s hand, their need for you never

seems to end, and while you still consider them real friends as opposed to moochers,

that only makes it less likely you’re going to break free any time soon. In game, the

Storyteller may reflect this from time to time by temporarily lowering your Resources,

asking for additional favors from an Ally or Contact, limiting your downtime activity

between sessions or otherwise indicating how your friends need you as the chronicle

progresses.

 

No Internet Access (1 Trait)

 

Whether or not you’re familiar with computers or not, you have no ability to

access email or the Internet of your own, and must rely on friends or local libraries to

access this invaluable resources. Of course, this also makes it difficult for you to keep

up with hunter-net, assuming you are even aware of it in the first place. The Storyteller

may adjust theamountoftime it takes tousecertainBackgroundsor Abilities toreflect

the difficulty it takes to get in touch with you

 

No Phone (1 Trait)

 

You do not have a regular phone number others can use to reach you, nor do you

carry a pager or other electronic messenger. This can make it exceedingly difficult to

track you down on short notice, and you must rely on other means such as e-mail or

face-to-face meetings to keep in touch with your fellow hunters or plan for upcoming

activities. The Storyteller may adjust the amount of time it takes to use certain

Backgrounds or Abilities to reflect the difficulty it takes to get in touch with you.

 

Nonconfrontational (1 Trait)

 

Bringing up subjects you know others would prefer to avoid is acutely uncomfortable

for you, and you often find yourself giving in and accepting compromises you

regret later on down the road. It’s not that you’re weak, it’s just that you hate being

thought of as causing unhappiness to those you care about, so much so that you will

go to great lengths to avoid it if at all possible. Any time you find yourself the bearer

of bad news or in need of telling a friend or love one some unpleasant things, you are

two Traits down on all Social Challenges for the rest of the scene as a result of your

hesitation and unhappiness.

 

 

Poor Online Demeanor (1 Trait)

 

Sure, you’ve discovered hunter-net or a similar online community of the imbued,

but now they almost wish you hadn’t- whether you intend it to be or not, your online

persona is exceedingly grating and obnoxious to others, and they will aid you only

grudgingly because of it. Add two to the difficulty of all attempts togather information

or ask for aid from the online hunter community; what’s more, you are one Trait down

on all face-to-face Social Challenges with other hunters who recognize you from your

online postings.

 

 

Stubborn (1 Trait)

 

There are pit bulls, there’s ngmmmtis, and then there’s you- all three unwilling

to let anything go once they’ve got a hold of it. All of your beliefs enjoy your full,

unwavering support, and anyone who attempts to challenge them finds herself the

recipient of as much grief as you can muster. Any time someone questions one of your

beliefs, you are two Traits down on all Social Challenges with that character for the

rest of the scene as you naturally close yourself off to her (not to mention the

embarrassment if she’s actually right).

 

Superstitious (1 Trait)

 

Whether a cautious trait you acquired since learning that monsters existed, or a

habit you’ve had all your life, you adhere rigidly to a number of superstitions, to the

point where you frequently attribute the success or failure of your plans to how well you

adhered to “the rules.” You need not risk your life or the lives ofothers on these foibles,

however. Not only should this tendency be reflected on a constant level in your

roleplaying, but you are such a stickler for your superstitions that you are two Traits

down on all Social Challenges with anyone who disapproves of them due to your

conflict of belief. (As a rule of thumb, if you could imagine the person in question

reacting incredulously or unfavorably to you performing one of your regular superstitions,

this Flaw applies.)

 

Trusting (1 Trait)

 

You can’t help it - you just naturally take people at face value, whether due to

an optimistic view of people or just a limited amount of contact with people whose

motivations aren’t as noble as yours. Not only do you take them at their word, but you

also do such incautious things as accept rides home from recent acquaintances or walk

through bad areas at night, simply because you truly don’t believe something bad will

happen. You are two Traits down on all attempts to detect a lie or judge the character

of someone you’ve met for the first time that session.

 

Abusive Partner (2 Traits)

 

Monsters don’t just roam abroad - you live with a perfectly human beast at

home, who abuses you physically whenever you’re home. Any time you spend the

night at home, you must make a Simple Test - success means that you take no

damage, while a tie means that you come into play next time with a level of bashing

damage from the abuse. Aside from obvious social and psychological problems, this

Flaw can also significantly impair a character’s healing times, and the Storyteller

should make sure the character feels its weight appropriately.

 

 

Compulsive Liar (2 Traits)

 

Whether or not you’re good at it, you tend to inject your own special blend of the

truth into what you say, ranging from little white lies to untruths that might potentially

hurt others (especially when it comes to fellow hunters). At this point you might even

believe the lies you invent, since you tell them so often. Regardless, you should roleplay

this constant level of fabrication as best you can; additionally, in order to tell the

complete truth for a scene, you must spend a Willpower Trait or win a Willpower

Challenge against four Traits. This is also the case when you must tell a truth that

openly exposes a previous lie.

 

Conspicuous Consumer (2 Traits)

 

Saving money is difficult when there are so many cool things out there to buy, and

you tend to tax your finances buying brand names and a host of products you don’t

really need. Add two Traits to the difficulty of all tests related to using your Resources,

and cut the amount of monthly allowance it usually affords you by a third to reflect the

amount of money you spend.

 

Dogged by Fringe Media (2 Traits)

 

The truth is out there, but the sad fact is that lots of people went over the edge

right along with it, and for one reason or another you’ve got one such “colorful”

individual following you around. Worse still, this person is an amateur journalist for

an paranormal Web site or ‘line of some kind, and thus while you needn’t worry about

his work landing you on the front page of the local paper anytime soon, he can still draw

lots of unwanted attention toward you, especially if monsters happen to monitor the

local fringe media. What’s more, he has the most annoying habit of showing up just

in time to witness something bizarre or difficult to explain, which naturally only fuels

hiscuriosity further. Youshould workwith the Storyteller tocome up withsome details

about him and how the two of you met, although it will be up to the Storyteller to

determine his true abilities and motivation.

 

 

Foreigner (2 Traits)

 

While you might very well be fluent in the language and generally familiar with

the customs, you are still not native to the area where you currently live (and hunt).

You tend to be ignorant of small cultural details, and might have additional legal

restrictions on you as well. Whenever you attempt Streetwise or Etiquette tests, you are

two Traits down dealing with this strange foreign culture, and should adopt a

distinctive accent or other mannerism that clearly marks you as a foreigner (without

resorting to cultural stereotype).

 

Honest to a Fault (2 Traits)

 

Telling lies or even just bending the truth is contrary to your nature, so much so

that you will not do it unless it’s necessary to save human lives. Naturally, this lack of

practice tends to make you a pretty poor deceiver when you do attempt to twist the

truth, and you are two Traits down on any Social Challenge involving deception.

 

Infamy (2 Traits)

 

You’re well known in the area that you live, but for all the wrong reasons. You

might be a well-known criminal associate, or perhaps you were involved in a

prominent local scandal that has never quite lifted from your reputation. While you

won’t necessarily be attacked on the street, people do tend to look down on you or treat

you with some hostility, and so you are two Traits down on all Social Challenges with

those who know about your past. The Storyteller may also require you to wear a tag

denoting your infamous status, to ensure that you get the kind of reactions that you

deserve.

 

Lustful (2 Traits)

 

There are plenty of words for people like you, but regardless of how you want to

look at it, even you admit that you seldom put up much of a fight when it comes to

resisting the sensual charms of the gender you fancy. All attempts to seduce you are

two Traits up, and in general you make very poor decisions when it comes to people

that you find physically attractive, which should be roleplayed accordingly within the

rules of Mind’s Eye Theatre.

 

Monstrous Connections (2 Traits)

 

Most hunters spend nights out monster hunting, but you needn’t look far to find

at least one of the creatures - you have to deal with one in your daily life, whether

it’s your boss, a key family figure or another regular fixture of your existence. The

creature doesn’t necessarily know what you are (yet), but it’s in a prime position to

cause trouble for you should it choose to do so. This Flaw assumes that the monster is

in some position where you cannot easily avoid it, if not actually in a role that your

hunter would have a great deal of trouble justifying taking action against (such as a

parent or child).

 

 

Poor Judge of Character (2 Traits)

 

No matter how hard you try, you always seem to fall in with the wrong crowd.

Aside from (or perhaps including?) your fellow imbued, your “friends” tend to be

moochers, petty criminals and other undesirables, and suffice it to say that your

romantic history is probably long, tragic and highly repetitive. You are two Traits

down on all Awareness-, Empathy- or Intuition-related Challenges in social situations,

due to your difficulty in judging people correctly, and at the Storyteller’s discretion you

may face occasional difficulties with Backgrounds such as Allies or Contacts if they

involve your questionable associates.

 

Technophobe (2 Traits)

 

You hate modem technology, especially computers, and you’re pretty damn sure

it hates you right back. While you’re at home with tried-and-true things like cars and

telephones, making any sense of cell phones, pagers, laptops or other newfangled

gizmos is quite beyond you. You must make a Mental Challenge against five Traits to

perform even simple tasks on a computer, ATM machine or other technological

device you’re not comfortable with (which is most of them), and the Storyteller will

probably restrict some of the Abilities you can take at character creation to reflect this

deficiency as well.

 

Moneygrubbing (3 Traits)

 

Money makes the world go round, and you intend to ride the merry-go-round for

all it’s worth. Everything is secondary to the pursuit of wealth, and you’re capable of

performing some extreme things so long as there’s enough money in it for you. Any

time you’re offered a bribe, even by a monster or other loathsome figure, you must

either spend a Willpower Trait or make a Willpower test against six Traits to avoid

accepting the bribe. This difficulty increases by one if you’re pretty sure the task

required won’t hurt anyone (that you know of). In addition, you must make a similar

test to avoid searching the bodies or dwellings of fallen opponents for valuables.. . or

looting fallen allies for the same.

 

Wavering Faith (3 Traits)

 

There was a time when you thought your faith could get you through just about

anything, but that was before.. . .The horrors you’ve experienced since your imbuing

have shaken your faith to the core, and you have trouble mustering courage of

conviction when everything you once believed is so obviously wrong. After all, how

could a loving deity allow monsters to roam free causing suffering and anguish? And

it only takes one encounter with a ghost or a rot to see that the afterlife is obviously

not how you always thought it was. Aside from the wonderful roleplaying opportunities

this Flaw offers, all difficulties on Willpower tests of any kind are increased by one,

due to your shattered sense of confidence.

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