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.