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Flaws
Mental Merits
[ 1 ] Common Sense ( Demon Player's Guide
-- Page 81 )
Your character has been gifted with practical,
everyday wisdom that allows her to avoid
making stupid, obvious mistakes. Whenever
she's about to act in a way that's contrary to
common sense, the Storyteller can make a
suggestion as to the likely outcome of the action,
possibly warning you off. Unlike Demon's
Intuition Ability, this Merit doesn't allow you to
make good guesses, nor does it offer you any
particular insight. It just helps you avoid doing
especially dumb things.
Physical
Merits
Social Merits
[ 1 ] Approachable ( Demon Player's Guide -Page 78 )
There's something very approachable and nonthreatening about your character's mortal
persona. People find it very easy to start a
conversation with her. Reduce the difficulty of
any Empathy rolls involving other people or
demons by one.
Supernatral
Merits
[ 1 ] Angelic Aura ( Demon Player's Guide -Page 76 )
Your character exudes the nobility and grace of a
Celestial even in her unaltered mortal state.
Despite her physical appearance, she radiates an
aura of wisdom, confidence, and transcendent
authority that belies her mortal condition, even
as her Torment begins to weigh heavily on her
soul. The difficulty of all Charisma and
Appearance rolls decreases by one when your
character interacts with mortals.
[ 1 ] Angelic Gaze ( Demon Player's Guide -Page 76 )
The eyes are the windows to the soul, and the
act of possession has altered the eyes of your
character's mortal host to reflect his celestial
nature. A Devil's eyes might be the color of the
golden sun or the sullen red of banked embers; a
Mental Flaws
[ 1 ] Gullible ( Demon Player's Guide -- Page
92 )
Your character's mortal host had a lot of trouble
separating truth from fiction. Your character is
not stupid, she just tends to believe what people
tell her rather than taking things with a grain of
salt. Increase the difficulty by two on any roll to
detect lies.
[ 1 ] Nightmares ( Demon Player's Guide -Page 84 )
Your character's sleep is plagued by visions of
the horrors she saw during the war. You must
make a Willpower roll (difficulty 7) in order for
the character to sleep through the night without
being tormented. The day after, add two to the
difficulty of the first Ability or Attribute roll you
make to deal with other demons.
[ 1 ] No Direction Sense ( Demon Player's
Guide -Page 92 )
Your character's mortal host got lost all the time.
Maps, compasses, and detailed directions never
seemed to help. She now has a lot of trouble
figuring out where she is in relation to
landmarks that aren't immediately obvious, and
maps are largely incomprehensible to her.
Increase the difficulty by two on any toll that
involves following convoluted directions,
[ 2 ] Attention-Deficit Disorder
( Demon Player's Guide -- Page 93 )
Your character has a hard time sitting still and
paying attention to anything for more than a few
minutes. If she must sit still and quiet for more
than 10 minutes, such as when keeping watch
over an enemy or standing guard, make a
Willpower roll (difficulty 6). On a failure, your
character loses interest in her task and is
distracted from it.
[ 2 ] Dyslexic ( Demon Player's Guide -- Page
93 )
Printed information of any sort, from written
text to maps, is nearly indecipherable to your
character. While she is not necessarily illiterate,
she struggles to read the simplest sentences. In
order for your character to interpret a map or
read anything, you must make a successful
Intelligence roll (difficulty 8). On a botch, she
interprets the message to have its nearly
opposite meaning.
Physical Flaws
[ 1 ] Allergies ( Demon Player's Guide -- Page
85 )
Your character's mortal body is allergic to a
rather common substance such as cat hair that
causes coughing, watery eyes, and other
distracting symptoms. The difficulty of all
[ 1 ] Youthful Appearance
( Demon Player's Guid -Page 86 )
Your character's mortal host looks like se did in
high school. She always gets carded at bars and
often has to produce identification to buy even
cigarettes. In order to gain entry to clubs,
concerts, and bars, or to purchase alcohol, your
character needs to present a valid-looking ID.
[ 1 - 3 ] Vice ( Demon Player's Guide -- Page
86 )
Your character is addicted to some sort of
substance. The one-point version of this Flaw
represents an addiction to a substance that is
legal and easy to satisfy, such as cigarettes. The
two-point version represents a legal or mildly
illegal substance that inhibits her abilities to a
serious degree, such as alcohol or marijuana.
The three-point version represents an addiction
to a highly illegal or highly dangerous "hard"
drug such as heroin. Your character is always
under the effects of your chosen vice unless she
assumes her apocalyptic form.
[ 1 OR 2 ] Distinguishing Characteristic
( Demon Player's Guide -- Page 85 )
Social Flaws
[ 1 ] Bad Liar ( Demon Player's Guide -Page 88 )
Your character's mortal host had tremendous
trouble lying. The spontaneous excuses that she
came up with were usually unbelievably
elaborate or easily refuted with the bare
modicum of research. While telling a lie, your
character stutters, stammers, blushes, and
generally looks guilty. Increase the difficulty by
two on any roll that involvers verbal deception.
[ 1 ] Balding ( Demon Player's Guide -- Page
88 )
Your character barely has any hair left on his
head, whether it's due to old age or cruel genes.
He is relatively easy to pick out of crowds and
has problems making a good impression on the
opposite sex. Increase the difficulty by one for
any Ability rolls involved in attempting to
seduce a member of the opposite sex.
[ 1 ] Bully ( Demon Player's Guide -- Page 88
)
Your character tends to push people around
when she can get away with it. This aggression
doesn't necessarily take on a physical display. It
is often purely social. She chafes under the
leadership of more forceful personalities and can
be a malcontent when she isn't in charge.
[ 1 ] Children ( Demon Player's Guide -Page 88 )
[ 1 ] Eccentric Appearance
(Demon Player's Guide -- Page 89 )
Your character's mortal host dyed her hair pink,
wore clothes that were fashionable only among
fringe subcultures such as goths or punks, and
otherwise appeared nothing like the average
citizen. When dealing with people who are not
familiar with your character's host's particular
subculture, increase the difficulty by two on any
Social rolls you attempt. Your character's
appearance unnerves mainstream people and
makes them wary of her. Furthermore, her
appearance is eye-catching, though people tend
to focus on her mode of dress rather than her
actual physical characteristics.
[ 1 ] Gambling Addict ( Demon Player's Guide
-- Page 89 )
Your character's mortal host was addicted to
wagering money on games of chance. A sizeable
chunk of her income goes toward this habit, and
even when she wins she inevitably gambles the
winnings away. Your character is too much of an
addict to walk away with a profit over any
extended period of time. Increase the difficulty
of any Resources rolls you attempt by two.
[ 1 ] Ghoulish Sense Of Humor
( Demon Player's Guide -- Page 89 )
Your character finds humor in situations that
make most people uncomfortable. Her bad taste
doesn't make her particularly resistant to the
Supernatural
Flaws
[ 1 - 3 ] Ancient Animosity
( Demon Player's Guide -- Page 84 )
Your character still holds to an ancient feud with
another demon that dates from the War of Wrath.
Even if the object of her animosity remains in
the Abyss, he will make every attempt to even
the score against her through allies and proxies.
The amount of points spent on this Flaw
indicates how far your character's foe is willing
[ 1 ] Concentration
[ Hunter: The Reckoning Players Guide -Page 110 ]
You're rather good at shutting out distractions
and focusing on the task at hand. You're
unaffected by disturbances -- such as screaming
kids, loud noisses, hanging upside down, or DJs
playing really terrible music -- when you focus
on a particular action.
[ 1 ] Early Adopter
[ Hunter: The Reckoning Players Guide -Page 105 ]
"Wow! Look at that new palmtop computer. I
just got a have one." You want to have the latest
gadgets and technology. It's a drain on your
cash, and your apartment is clutter with some
neat technology that never made it, but you have
a solid sense of how to use the latest gadgets.
You quickly understand and use most consumerlevel technology. Not only that, you have a great
collection of stuff that can be used on the hunt.
Add to dice to any Technology roll when trying
to figure out how to use an unfamiliar device.
[ 1 ] Fast Reader
[ 1 ] Gossip
[ Hunter The Reckoning Players Guide -Page 105 ]
Your an incurable gossip, and other gossips
recognize a kindred spirit in you. You're more
than happy to spend our shooting the breeze
with others, all the while discussing the minutiae
of other people's lives. Surprising how much
information you can pick up that way, isn't it?
Lower the difficulty of any Interrogation rolls
made in a social situation, without bullying or
intimidating, by two.
[ 1 ] Healthy Skepticism
[ 1 ] Punctual
[ Hunter: The Reckoning Players Guide -Page 106 ]
You're master of the virtually lost art of arriving
on time. If you have a meeting at 10 AM, you're
sitting in the reception area at 9:59. If you have
an 8 PM dinner date with your beloved, you'll be
in the restaurant at eight on the dot. Barring
deliberate interference in your plans, almost
always manage things so you turn up on time. It
makes you a great organizer, assuming your
allies come through for you.
[ 1 ] Robust Health
[ Hunter: The Reckoning Players Guide -Page 109 ]
You have the constitution of an ox. You rarely
get ill, if ever, and food poisoning is a stranger
to you. You don't even get hangovers, you
bastard. Reduce the difficulty of any roll to resist
illness or poisoning -- including alcohol
poisoning -- by two.
[ 1 ] Sea Legs
[ Hunter: The Reckoning Players Guide -Page 109 ]
No landlubber, you're a salty sea dog at heart.
You're at home on a boat, even when traveling
rough seas. You suffer no penalty incurred due
[ 1 - 3 ] Alimony Recipient
[ Hunter: The Reckoning Players Guide -Page 112 ]
Your marriage has failed, but at least that
cheating asshole has to pay you. The level of
Merit you buy indicates the number of
Resources points you can have (that must be
purchased separately) for which you don't have
to work. Your rating also suggests how wealthy
your ex was, or how badly he was beaten in
court. Chances are you have the Children Flaw,
too.
[ 1 - 3 ] Penetrate Illusion
[ Hunter: The Reckoning Players Guide -Page 57 ]
Prerequisite: Bystander
The Heralds' harsh revelation about the
existence of monsters has left you with a
paranoid distrust of appearances, no matter how
ordinary or appealing. This fixation, combined
with the energies of the imbuing, has given you
a limited ability to see past the illusions that
some monsters create for their victims.
Penetrating a supernatural illusion requires a
successful Willpower roll (difficulty 6). You
may not defeat illusions of a higher order than
the number of points spent on this Merit.
Spending one point on this Merit allows you to
penetrate common, low level illusions. Two
points allow you to penetrate uncommon,
medium-level illusions. Three points allow you
to attempt to see past powerful illusory effects.
Note that this capability does not reveal spirits
that do not make themselves Visible in the
material world. (Nor does it automatically reveal
spirits that possess living bodies or items.)
However, it does allow you to attempt to
penetrate any illusions that ghosts create
(bleeding walls, illusory flames). It can also
allow you to see monsters that try to use
supernatural powers to remain hidden.
If you use this Merit to penetrate a monster's
illusion, you may still be required to spend a
[ 1 - 5 ] Independent Income
[ Hunter: The Reckoning Players Guide -Page 112 ]
[ 2 ] Cat Napper
[ Hunter: The Reckoning Players Guide -Page 109 ]
[ 2 ] Best Friend
[ Hunter: The Reckoning Players Guide -Page 106 ]
You have the good fortune to have a best buddy.
He stands with you through thick and thin.
You've shared jokes, tragedies, and all the highs
and lows of life over the years, all of which has
forged a bond between you that some married
couples never achieve. Perhaps you were at
school or work together. Although you are not
able to share the details of your new life with
your friend, you can rely on him to back you up
to the best of his abilities and not to ask too
many difficult questions. A best friend is closer
to you and more committed to helping you then
an Ally, but moves far more. He goes that extra
mile to get you out of trouble, whereas an Ally
[ 2 ] Code Of Honor
[ Hunter: The Reckoning Players Guide -Page 111 ]
You have a personal code of ethics to which you
adhere strictly. This code may be related to your
creed or not. There's no reason an Innocent can't
have a code of honor that dictates she seek
retribution for any direct harm done to her
friends. You should work out the details of your
code with the Storyteller before play begins. You
gain two additional dice to all Willpower rolls
when accompanying a major feat in accordance
with your code.
[ 2 ] Determined
[ Hunter: The Reckoning Players Guide -Page 111 ]
[ 2 ] Forgettable
[ Hunter: The Reckoning Players Guide -Page 109 ]
[ 2 ] Great Liar
[ Hunter: The Reckoning Players Guide -Page 107 ]
Lying comes naturally to you. Even the most
involved deception sounds like God's own truth
when it comes to tripping off your honeyed
tongue. Gain two dice on any Social roll that
involves lying to her deceiving another person
or monster.
[ 2 ] Internet Savvy
[ Hunter: The Reckoning Players Guide -Page 111 ]
The Internet is becoming increasingly
commonplace, but it is far from universal. Many
users never progress beyond the basic
email/simple surfing to "sites whose address you
know" stage. Characters with this Merit are
adept at using the Internet in all its vast,
rambling confusion. You can track down and use
mailing lists, research obscure weapons, and
maybe even pick up clues about monsters
online.
[ 2 ] Laid-Back Friends
[ Hunter: The Reckoning Players Guide -Page 107 ]
[ 2 ] People Person
[ Hunter: The Reckoning Players Guide -Page 107 ]
You're a social animal. You just like being
around others. Hell, they like being around you.
Your opening gregarious nature makes people
warmed to you quickly. The difficulty of any
Social roll to create a good impression on
another is decreased by two.
[ 2 ] Pillar Of The Community
[ Hunter: The Reckoning Players Guide -Page 107 ]
You're a fine, upstanding person, respected by
people around you. Through participation in
[ 2 ] Trivia Champ
[ Hunter: The Reckoning Players Guide -Page 107 ]
[ 2 OR 4 ] Seasoned Traveler
[ Hunter: The Reckoning Players Guide -Page 107 ]
You've visited distant and different places on
your own, and you know how to fit in. You don't
hit town expecting everyone to think and behave
the way you do. With the 2-point version, you're
adept at finding accommodation, supplies, and
local help wherever you go in your home
country. With the 4-point version, the same
applies to foreign countries. You might not
speak the language of a place well, or at all, but
you know how to go about obtaining things and
learning about the local culture without
offending the natives, through a combination of
prior research and general street smarts.
[ 3 ] Cannot Become A Monster
[ Hunter: The Reckoning Players Guide -Page 58 ]
Prerequisite: Bystander
Although you did not accept the powers offered
by the Messengers, your spirit was still altered
profoundly: You are now as immune to
monsters' corrupting much as any of the imbued.
You cannot be blood bound or turned into a
ghoul. Nor may you ever become a mage or use
hedge magic. Attempts to transform you into a
vampire kill you immediately. Finally, once
dead, you cannot rise again as a zombie or spirit.
The Storyteller remains the final arbiter as to
whether this quality is effective against the
transforming powers of especially ancient or
potent monsters. One might still make a vampire
of you, for example.
[ 3 ] Media Savvy
[ Hunter: The Reckoning Players Guide -Page 108 ]
There's a knack to dealing with the media, and
you have it. You've learned what journalists
want, and you do your best to provide it in a way
that best suits you. You can create, suppress, and
redirect stories with a fair amount of
effectiveness, just by the spin you put on them.
Most of the time, you try to set up situations so
the media reads them the way you want, say, by
making a hit on a mosnter look like drug-related
violence. Add two dice to any Social rolls in
which you deal with journalists or news
organizations.
[ 3 ] Natural Aptitude
[ Hunter: The Reckoning Players Guide -Page 111 ]
You have a particular Ability at which you excel.
You're just a natural, or you've studied it so
extensively that the Ability comes easily to you.
You pay fewer than normal experience points to
gain dots in the Ability. The first point of the
Ability costs only one experience point to gain if
you learn it after play begins. You also gain one
extra die on any roll involving that Ability.
[ 3 ] Paid Mortgage
[ Hunter: The Reckoning Players Guide -Page 112 ]
Your house is your own. You've finished paying
the bank, so mortgage installments are no longer
an issue. Nor is repossession a threat. Even if
your hunting costs you your job, you have a roof
over your head.
[ 3 ] Resistant To Supernatural Fear
[ Hunter: The Reckoning Players Guide -Page 58 ]
Prerequisite: Bystander
Your attempted imbuing confronted you with
nightmarish sights that might have broken the
sanity of a lesser person. Having endured the
intense experience, you are now more resistant
to supernaturally induced terror and confusion
than even other bystanders. You may resist
supernaturally induced fear with a successful
Willpower roll (difficulty 6) instead of being
forced to spend a Willpower point. This ability is
reflexive. If the roll succeeds, you enjoy
hardened spirit's protection for the remainder of
the scene. If the roll fails, you are vulnerable to
mortal fear, and you probably go into hysterics
and flee. You can, however, still opt to spend a
Willpower point after a failed roll. Botching a
roll means that no Willpower can be spent, and
the Storyteller may assign you a temporary or
permanent derangement.
Making a successful Willpower roll to resist
supernaturally induced fear does not preclude
[ 4 ] Direction Sense
[ Hunter: The Reckoning Players Guide -Page 112 ]
You have an innate sense of where you are and
the distance you've traveled. You can make a
good guess of which way is north, even without
clues like the position of the sun. You rarely get
lost and can estimate the distance between two
points pretty well. You may even be able to
navigate your way through London's one-way
systems. Maybe.
[ 4 ] Lucky
[ Hunter: The Reckoning Players Guide -Page 108 ]
You were born lucky. Since you were a kid,
things have worked out your way. Maybe you
took a job with a small firm just before the
business went through the roof, leading to your
rapid promotion. Or the one time you were
dumped, the guy you had your eye on also split
up and the two of you hooked up within weeks.
Once per chapter (game session), the Storyteller
may decrease the difficulty of a critical roll you
make by two. If you succeed, it's because some
random factor makes things easier for you.
You cannot start the game with both this Merit
and the Fools Luck Innocence edge. If you gain
the edge in the course of the game, you may
spend your four freebie points on other Merits
that develop during the chronicle.
[ 4 ] Optimistic
[ Hunter: The Reckoning Players Guide -Page 112 ]
Despite the horrors you've experienced since the
imbuing, you have retained a basically positive
outlook on life. Even when things go wrong, you
face each day with the hope that things will get
better. Regain two Willpower when you wake up
each morning, rather than the usual one.
Hunter Flaws
[ 1 ] Allergies
[ Hunter: The Reckoning Players Guide -Page 117 ]
You're allergic to a rather common substance,
such as cat fur, that causes sneezing, coughing,
watery eyes and other distracting symptoms. The
difficulty of all actions increases by one when
you are exposed to whatever triggers your
allergy.
[ 1 ] Arthritic
[ Hunter: The Reckoning Players Guide -Page 117 ]
Your joints, especially your hands, are stiff and
often swollen. When you attempt anything that
requires a fine and careful touch such as sewing
or repairing a watch, increase the difficulty of
your roll by one.
[ 1 ] Audit
[ 1 ] Chronic Pessimist
[ Hunter: The Reckoning Players Guide -Page 113 ]
[ 1 ] Collaborator
[ Hunter: The Reckoning Players Guide -Page 113 ]
[ 1 ] Chronically Late
[ Hunter: The Reckoning Players Guide -Page 113 ]
[ 1 ] Crude
[ Hunter: The Reckoning Players Guide -Page 113 ]
[ 1 ] Chronically Shy
[ Hunter: The Reckoning Players Guide -Page 113 ]
You become very nervous and ill at ease when
dealing with strangers in social situations. You
often go our of your way to avoid meeting new
people. Increase the difficulty of all Social rolls
involving strangers by two.
[ 1 ] Clannish Family
[ 1 ] Color Blind
[ Hunter: The Reckoning Players Guide -Page 118 ]
[ 1 ] Defensive
[ Hunter: The Reckoning Players Guide -Page 113 ]
You have problems taking responsibility for
your actions. Perhaps you view yourself as a
perfectionist, or maybe you're simply too
immature to accept the blame for failure. When
things go wrong, you look for ways to blame
others and rarely accept blame or criticism for
your actions without contention.
[ 1 ] Eccentric Appearance
[ Hunter: The Reckoning Players Guide -Page 114 ]
[ 1 ] Gullible
[ Hunter: The Reckoning Players Guide -Page 120 ]
[ 1 ] Gambling Addict
[ Hunter: The Reckoning Players Guide -Page 114 ]
You are addicted to wagering money on games
of chance. A sizable chunk of your income goes
toward sustaining your habit, and even when
you win you inevitably gamble your winnings
away. You're too much of an addict to walk
[ 1 ] Haggard Appearance
[ Hunter: The Reckoning Players Guide -Page 59 ]
Prerequisite: Bystander
The constant stress and fear that hounds you in
the wake of your failed imbuing has left its mark
both physically and mentally. Los of sleep, loss
of appetite, and relentless paranoia have caused
you to lose a dramatic amount of weight, and
you bear your burden poorly. You look 10 years
older than you are. Your eyes are dead, or they
gleam with an almost feverish light, and your
hair might have started to fall out or go white
prematurely. The effect is deeply unsettling,
[ 1 ] Impractical Dresser
[ Hunter: The Reckoning Players Guide -Page 114 ]
[ 1 ] Heavy Sleeper
[ Hunter: The Reckoning Players Guide -Page 118 ]
You tend to sleep right through most
disturbances, from the loud stereo playing next
door to the rot that just burst into your home.
You must make a successful Willpower roll,
difficulty 6, to wake up quickly. Failure means
you spend the equivalent of a combat turn
waking up. A botch means you sleep right
through the disturbance, pending the
Storyteller's judgment on the situation.
[ 1 ] Icy Demeanor
[ Hunter: The Reckoning Players Guide -Page 114 ]
You're uncomfortable relating to people on an
emotional level, which is reflected in your
mannerisms and speech. You clam up, seek
escape, or avoid eye contact. Increase the
difficulry of any Empathy rolls made toward you
by two, as people have trouble identifying with
you.
[ 1 ] Ignorant
[ Hunter: The Reckoning Players Guide -Page 114 ]
You tend to miss common cultural references
that others take for granted, such as knowing
that the Statue of Liberty is in New York City.
You're not necessarily dumb or uneducated a
cloistered college researcher could just as easily
dive so deeply into his field of study that he
dismisses anything outside it. You do tend to
[ 1 ] No Sense Of Smell
[ Hunter: The Reckoning Players Guide -Page 118 ]
You completely lack a sense of smell. You may
have simply been born without it, or perhaps
you lost it due to some freak accident. You can't
smell anything, no matter how strong the odor
might be. Food tastes somewhat bland to you.
On the good side, you aren't bothered by the
stench of sewers, rotting flesh, or other
nastiness.
[ 1 ] No Sense Of Taste
[ Hunter: The Reckoning Players Guide -Page 118 ]
Your taste buds simply do not function. You
cannot appreciate a fine meal, and you have
trouble gauging the difference between good and
bad food and drink.
[ 1 ] Non-Confrontational
[ 1 ] Poor Taste
[ Hunter: The Reckoning Players Guide -Page 115 ]
[ 1 ] Short Temper
[ Hunter: The Reckoning Players Guide -Page 120 ]
[ 1 ] Socially Oblivious
[ Hunter: The Reckoning Players Guide -Page 116 ]
You have trouble picking up subtle hints from
others. You often overstay your welcome at
parties, and you tend to blurt out topics that
everyone else takes great pains to avoid in
conversation. You aren't a socially repellent
person, just occasionally careless. Add two to
the difficulty of any Etiquette rolls you attempt.
[ 1 ] Speech Impediment
[ Hunter: The Reckoning Players Guide -Page 116 ]
You stutter, stammer, or otherwise have trouble
speaking dearly. Increase the difficulty of any
roll involving oral communication by two.
[ 1 ] Stubborn
[ Hunter: The Reckoning Players Guide -Page 116 ]
Once your mind is made up, there's no changing
it. You cling to your beliefs the way a pit bull
does a leg, and you're about as pleasantly
comported when others challenge you. You hate
to be proved wrong and go to extremes To avoid
enduring the shame of it. Increase the difficulties
of all Social rolls by two when someone
challenges your ways.
[ 1 ] Superstitious
[ Hunter: The Reckoning Players Guide -Page 116 ]
[ 1 OR 3 ] Poor Eyesight
[ Hunter: The Reckoning Players Guide -Page 118 ]
You are either severely nearsighted or
farsighted. Increase the difficulty of any rolls
that involve visual acuity by two. The one-point
version is correctable with glasses or contact
lenses. The three-point version is not.
[ 1 OR 3 ] Poor Hearing
[ 2 ] Conspicuous Consumer
[ Hunter: The Reckoning Players Guide -Page 116 ]
You tend to blow a lot of money on useless
items and overpay for brand-name clothes and
other impractical items. You tend to live beyond
your means, and you're always short of cash.
Add two to the difficulties of Resources rolls.
[ 2 ] Criminal Record
[ Hunter: The Reckoning Players Guide -Page 122 ]
[ 2 ] Dyslexic
[ Hunter: The Reckoning Players Guide -Page 121 ]
[ 2 ] Demanding Career
[ Hunter: The Reckoning Players Guide -Page 122 ]
Your current job requires long hours and
frequent travel, making it challenging for you to
both work and pursue the hunt. You must always
carry a pager and keep in touch with the office,
and you can be called back to work at almost
any time. If you should quit your job to free up
time for the calling, reduce your Resources by at
least one point.
[ 2 ] Disfigured
[ Hunter: The Reckoning Players Guide -Page 118 ]
Prerequisite: Appearance cannot rise above 1
[ 2 ] Eating Disorder
[ Hunter: The Reckoning Players Guide -Page 121 ]
You have an unhealthy obsession with your
appearance and have chosen to starve yourself in
order to lose weight. Increase the difficulty of
any Stamina, related rolls by two.
[ 2 ] Foreigner
[ Hunter: The Reckoning Players Guide -Page 116 ]
You are not native to the area in which you
currently live -- and hunt. Although you may
understand the language and the general custom,
you have trouble with many of the details. You
have a distinguishing accent (which makes you
[ 2 ] Obese
[ Hunter: The Reckoning Players Guide -Page 119 ]
You are seriously overweight and large enough
that you have trouble using the seats in most
theaters. Add two two the difficulty of any
Dodge or Athletics roll that you make. You
move at half the normal rate.
[ 2 ] Old Injury
[ Hunter: The Reckoning Players Guide -Page 119 ]
You hurt yourself pretty badly acted your
younger days and now pay the price with
chronic pain and tenderness. Increase the
difficulty of any Athletics roll by two.
[ 2 ] Overconfident
[ Hunter: The Reckoning Players Guide -Page 121 ]
You either overestimate your own skill or
underestimate your opponents'. Once per game
session, the Storyteller may secretly increase by
two the difficulty of non-combat action that you
take. This increase represents your tendency to
plunge head-long into activities that are beyond
your capabilities.
[ 2 ] Phobia
[ 2 ] Stalked
[ Hunter: The Reckoning Players Guide -Page 117 ]
[ 3 ] Alimony Payments
[ Hunter: The Reckoning Players Guide -Page 122 ]
[ 2 ] Short
[ Hunter: The Reckoning Players Guide -Page 119 ]
[ 2 ] Technophobe
[ Hunter: The Reckoning Players Guide -Page 117 ]
You are severely intimidated by computers and
other technology. You never use an ATM if a
You are financially responsible for your exspouse and perhaps children. You must hold
down a steady job and meet monthly payments
or risk having your assets frozen and your
possessions seized. You can never have more
than 3 Resources because of the econom1c
hardship of keeping up with payments.
[ 3 ] Broken Health
[ Hunter: The Reckoning Players Guide -Page 60 ]
The revelations wrought by the Heralds are
extremely traumatic, subjecting the human heart
and mind to a burden that some individuals are
[ 3 ] Incompetent
[ Hunter: The Reckoning Players Guide -Page 121 ]
You are spectacutarly bad at something.
Unfortunately, you're the only person around
who doesn't understand this fact. Pick a single
Ability. You believe you have the proficiency
equal to three dots in that Trait, when in reality
you almost always ruin any effort involving it.
Whenever you try to use the Ability, treat the
outcome as if you rolled a botch.
[ 3 ] Low Self-Esteem
[ Hunter: The Reckoning Players Guide -Page 121 ]
You have trouble accepting your own value and
worth. You tend to highlight your failures and
overlook your triumphs. Whenever you have the
opportunity to gain Willpower from
accomplishing goals (not from resting), make a
Willpower roll, difficulty 6. If you fall the roll,
you do not gain the bonus. If you botch, you lose
a temporary point of Willpower.
[ 3 ] Missing Eye
[ Hunter: The Reckoning Players Guide -Page 120 ]
[ 3 ] Money-Grubbing
[ Hunter: The Reckoning Players Guide -Page 117 ]
[ 3 ] Shaky Hands
[ Hunter: The Reckoning Players Guide -Page 120 ]
[ 3 ] Weak-Willed
[ Hunter: The Reckoning Players Guide -Page 121 ]
[ 3 ] Slow Leaner
[ Hunter: The Reckoning Players Guide -Page 121 ]
[ 3 - 5 ] Nemesis
[ Hunter: The Reckoning Players Guide -Page 60 ]
Prerequisite: Bystander
[ 3 ] Wavering Faith
[ Hunter: The Reckoning Players Guide -Page 117 ]
You were once a strong adherent of a religion,
but your faith has faded (or fades) in the face of
the enemy. If a divine being exists, how could
He let such creatures prey on humanity? Ghosts
are concrete evidence that the afterlife is flawed.
Your confidence is severely shaken. Add two the
difficulty of all Willpower tests.
[ 4 ] Amnesia
[ Hunter: The Reckoning Players Guide -Page 121 ]
[ 4 ] Deafness
[ Hunter: The Reckoning Players Guide -Page 120 ]
[ 4 ] Child
[ Hunter: The Reckoning Players Guide -Page 120 ]
Prerequisite: Cannot begin play with more than
3 dots in any Knowledge Ability
You are prepubescent. You're much smaller than
the average adult and move at half the rate of
adults. Also, because you are not fully
[ 4 ] Depression
[ Hunter: The Reckoning Players Guide -Page 121 ]
Prerequisite: Cannot have the ManicDepression Derangement
You're mired in a pit of bleak, mind-numbing
sorrow. Convinced that your eternally dark
mood is completely natural -- or deserved -- you
refuse to seek professional help. You do not
regain a point of Willpower per day as most
characters do. Instead, you may gain Willpower
[ 4 ] Homeless
[ Hunter: The Reckoning Players Guide -Page 123 ]
Prerequisite: Cannot have Resources
You live on the streets. You can never have any
dots in Resources, and you have no secure place
to rest when you're not hunting. You can not heal
any lethal damage naturally while living on the
street, and you must either carry all of your
property with you at all times or risk hiding it
and hope no one finds it.
[ 4 ] Illiterate
[ Hunter: The Reckoning Players Guide -Page 122 ]
You never learned to read or write your native
language. You can understand most traffic signs
and warning labels that rely on pictographs, but
written instructions and warnings are completely
beyond your comprehension. This Flaw does not
interfere with your understanding of hunter
code.
[ 4 ] Unlucky
[ Hunter: The Reckoning Players Guide -Page 117 ]
Prerequisite: Cannot have Fool's Luck edge;
cannot have Lucky Merit
You've dealt with bad breaks all your life. From
that true love who had to move across the
country to the struggling Internet company you
Prerequisite: Eshu
Prerequisite: Satyr
When you've got a direct line into the more
primal of your instincts, you benefit from the
ability to act without thinking first. In certain
situations, this instinctiveness can be a very
good thing. You may not always know why you
are doing what you are, but once the dust has
cleared, you realize it was the correct move.
This Merit nullifies the effects of surprise and
permits you to act normally, though you may not
attack, only defend. In cases where you are not
surprised, you may pre-empt your opponent's
action. The difficulty for all Wits + Alertness
rolls are reduced by 1.
Prerequisite: Pooka
All pooka have the ability to get others to open
up to them, however you are a master confidant.
A word here, a gesture there, you crack people
open like clams and harvest their secrets like
pearls. You say all the right things at all the right
times. Your ability to listen makes others tell you
their feelings, concerns and hidden dreams.
They don't know why they're telling you, but
they usually feel better afterwards. You walk
away with another gem of information to add to
your collection. Is it any wonder that sluagh
secretly envy pooka? (All rolls related to your
Birthright are made at -1 difficulty.)
Prerequisite: Inanimae
You may travel into any homeland and get +1 to
any reaction roll with an inanimate official. You
can also claim diplomatic immunity in any
Kithain court. This may or may not work
depending on any local treatises. Solimonds may
not take this Merit.
Prerequisite: Eshu
This Merit reflects a capacity, both instinctive
and trained, for being able to run long distances
without becoming tired. Many of the cultures of
the Elegbara homelands have employed longdistance runners as messengers and mail carriers
for hundreds or thousands of years. A character
with this Merit may run or job at a steady (not
sprinting) page for up to 6 hours without feeling
the least bit tired. After that, he must make only
the normal Stamina checks to resist exhaustion
once every half hour; he makes all such tests at a
-2 difficulty. This allows the character to
Prerequisite: Nocker
You are a fast and talented worker, even for your
kith. When building or repairing something, the
difficulty of your craft roll is reduced by one.
Additionally, you require one to three fewer
successes on any extended rolls required when
working on large or complex projects. This
Merit also reduces the difficulties of all mining
rolls by two.
Prerequisite: Pooka
Prerequisite: Satyr
Prerequisite: Hsien
You are able to utilize Alchemy with a greater
degree of ease than other changelings. In a
previous incarnation, you were extremely
proficient in one of the Arts -- so much so that
you have managed to draw a small portion of
that knowledge through into this lifetime. Select
an Alchemy; when spending experience points
to gain levels in that Alchemy, you pay threequarters the normal cost. This Alchemy must be
declared during character conception. Of course,
this Merit may only be purchased once.
Prerequisite: Eshu
You are the living, breathing incarnation of some
great hero or heroine; this does not have to be an
actual historical figure, but can be a character
from mythology or even (with Storyteller
permission) a figure from more contemporary
fiction. Note that you are an incarnation, not a
reincarnation; you are not actually the reborn
spirit of that individual, but the embodiment of
the legend of that individual. Your mortal form
Prerequisite: Ondine
Flaws:
1. Intolerance [ Changeling: the Dreaming
(2nd Edition) -- Page 154 ]
Prerequisite: Redcap
Prerequisite: Sluagh
Prerequisite: Pooka
Flaws:
Prerequisite: Solimond
You must set fires. You cannot stop yourself.
You almost get a sexual thrill from watching
flames. To avoid setting fires you must make a
Willpower roll each morning. If you fail, you
will set at least one fire that day. This is a very
dangerous Flaw, and will eventually get you in
trouble with mortal law enforcement.
Prerequisite: Satyr
Flaws:
Prerequisite: Pooka
Prerequisite: Satyr
The goat musk is a unique, horrific scent that
makes the eyes water. You are a walking,
breathing sachet of smelly goat. You're not sure
if it's glandular, but you do know that it's not
because you never bathe. You know plenty of
satyrs who never wash themselves and they
don't smell like you do. Actually, you've grown
so accustomed to your own odor that you never
even notice it. Unfortunately, everyone else
does, and they let you know about it. Only the
most socially anal-retentive of the sidhe can
pretend that it doesn't bother them, although
most don't care whether they hurt your feelings
or not. Satyrs themselves are not bothered by
your musk. However, all other kith, with the
exception of redcaps, who are equally offensive
themselves, refuse to stay in the same room with
you. This banishment of a sort hinders greatly
your chances for romance, for acquiring a title,
or even just chatting with the other changelings.
Your stinky goat is at a +2 difficulty on all
Social rolls involving kith other than satyrs.
Flaws:
Prerequisite: Kinain
Your blood carries some of the essence of
Glamour in it, meaning that vampires who drink
from you suffer the same effects as drinking the
vitae of a changeling: Temporary enchantment
and possible madness. This makes you a
curiosity for some Kindred and desirable to a
Malkavian who is looking for some of the
"quick inspiration" that can be taken from your
blood.
Prerequisite: Hsien
The hsien has eyes that sometimes give away his
spiritual nature. Hirayanu have the eyes of the
animals whose bodies they share. The kamuii
have eyes that resemble their Elemental natures
-- they look like brass, or blase with fire. The
player must decide which events cause this to
happen. Beings who search for this shen can
deduct one from their difficulty numbers to spot
him.
Prerequisite: Kinain
Your fae heritage manifests itself in some
obvious physical characteristic based on your
heritage. This may be one of the existing
physical or supernatural Flaws, or it may be
some new physical change or deformity. A onepoint Flaw is fairly noticeable, like a slight blue
cast to your skin, bright red hair, pointed ears, or
eyes of a very unusual color. This is a clear sign
to anyone who knows something of changelings
that you are kinain or a changeling in a mortal
seeming. A five-point Flaw is a serious physical
deformity that requires almost constant
explanation, like a pair of horns on your head,
cloven hooves instead of feet, brilliant blue skin,
or the like. Anyone who knows anything about
the fae will know you are one, and mortals will
look at you strangely, requiring some kind of
creative explanation on your part concerning
your "deformity."
Prerequisite: Glome
Prerequisite: Troll
Flaws
[ Variable Lvl ] Favors [ Blood And Silk -Page 86 ]
Wan Kuei / Kuei-jin society, like the mortal
societies around it, runs on mutual obligations.
Backgrounds like Allies, Mentor, and Retainers
reflect permanent connections of duty. The
Favors Merit represents the character's current
balance of social accounts as the chronicle
begins.
Storytellers who prefer not to make these things
subject to point totals should feel free to
disregard or disallow this Merit/Flaw. It's
presented here for those who like to have an
objective tally and want to give players the
option to have their characters start up or down
(or both) in the prestation game.
Each positive point of Favors represents one
major boon that someone close to the character
owed him. The player should work with the
Storyteller to define what these are -- no debts
exist in the abstract. Keep in mind that
differences of status will affect the value of
favors. This means that a young disciple owed a
boon by a mandarin might expect a good word at
court or permission to act at a critical time; a
disciple owing a mandarin a boon can expect
much more significant risk.
Multiple positive points can represent many
favors owed or especially impressive favors.
You should maintain a separate count for favors
owed to and by the character; he can have both a
two-point Favor Flaw and a one-point Favor
Merit simultaneously.
Obviously, a character's point total of positive
rises and falls during play. In a society
dependent on assistance and negotiation as Wan
Kuei / Kuei-jin and their guanxi, Favors can
make the difference between success and failure
in critical moments.
Prerequisite: Dhampyr
[ 3 ] Obsessive-Compulsive Disorder
[ Heresies Of The Way -- Page 101 ]
Prerequisite: The Spirit Of The Living Earth
Dharma
While most of the Cerulean Veils find it difficult
getting through an ordinary night without paying
heed to the spirits and invoking simple rituals to
appease them, something isn't quite right with
someone bearing this flaw. This Kuei-jin can
hardly work through ordinary tasks without
feeling the compulsion to perform a minor rite -the sort of simple ritual few spirits even bother
acknowledging. Perhaps the vampire enacts a
spiritual cleansing before he can enter certain
rooms, or can only gain the tranquility necessary
for true meditation after repeating a mundane
task dozens of times (until he gets it perfectly
right).
While all Spirit of the Living Earth members
suffer from a minor version of this Flaw- to
appease the spirits, they must accomplish many
seemingly minor tasks-this Kuei-jin has no
choice but to escalate that obsession with minor
ritual. When the character is under sufficient
stress, the Storyteller may require a Willpower
roll (difficulty 6) to avoid haring away from the
Prerequsite: Psychic
Prerequsite: Archmage
In your travels, you have seen and done almost
everything a person can imagine. Once per game
Physical Merits
[ 1 ] Ambidextrous ( Mage: The Ascension
(Revised) -- Page 288 ) OR ( The Book Of
Shadows: The Player's Guide For Mage: The
Ascension -- Page 34 )
Prerequsite: Sorcerer
Most advanced practitioners of the martial arts
spend a lot of time trying to explain that their
prowess is not simply a result of skill.
Desperately, they seek to explain that their might
comes from an understanding of the energy we
all possess, the breath of the inner spirit. You
understand that lesson in a way that allows you
to apply it to physical feats. You may spend
Mana (chi, ki, whatever your style calls it)
points to reduce the difficulty target number of
any die pool for a physical action. The difficulty
number may not be reduced lower than two, nor
may you reduce it by more than three.
Obviously, you must already have the Mana to
spend or this Merit is useless.
Maneuver
Difficulty
Bite
Claw
Gore
Kick
Tail Strike
Social Merits
[ 1 ] Age ( The Book Of Shadows: The
Player's Guide For Mage: The Ascension -Page 35 )
You began your training in magic either very
early in your life or very late. Maybe you
weren't discovered by anyone until you'd already
passed the usual age of students, but the Master,
for whatever reason, chose to teach you anyway.
Or perhaps something about you intrigued your
masters so much that they began your studies
very early. This age difference will cause people
to react to you differently. If you're older than
the norm, they may either think that you're more
skilled than you actually are (which could get
you in over your head quickly) or think that
you're a joke. If you're young, the older students
may resent you or not take you seriously
("You've got to be kidding. He's just a kid.")
Increase the difficulty of your Social rolls by 1
to 3 depending on the circumstances of your
situation or the individual you're confronting.
4 Points
5 Points
"Yeah, right. Maybe next game."; high-tech military weapons, high explosives, military vehicles.
1 Point
2 Points
3 Points
Supernatural
Merits
[ 1 ] Cast No Shadow Or Reflection ( Guide
To The Traditions -- Page 230 )
There are many explanations for this
phenomenon, and no two agree: Your mage may
have attended the legendary Black School,
where the Devil who runs the place took the
hindmost as payment -- in this case, your
character's shadow. Or maybe I got trapped in a
mirror or left in a little girl's bedroom
somewhere -- which is better than the
alternative, for some believe if it escapes, it runs
around as your evil twin. In any case, your
character casts no shadow or reflection (your
choice), and this may cause many problems,
especially because this is a common Flaw
among the Nephandi.
Prerequsite: Verbena
Whether through heredity, the blessings of the
gods or just good, clean living, you are
especially long-lived. You age, but gracefully,
retaining both your vitality and your faculties.
2pts.
3pts.
4pts.
5pts.
2 points:charms,
You can
bemember
fatally injured
by X, during a thunderstorm
Special order: Virgins, middle eastern eye-bead
any
of Iteration
something that's nearly impossible to acquire
(thesilver,
Holy Christians,
Lance of Longinus,
the perfume
of the a windy day,
Available without much trouble: Cold iron,
any member
of the Traditions,
Emperor of Cathay), or weakened by something
very
rare
(dragon's
the bite
of an
Common as dirt: Men, anyone who's ever
been
baptized,
theblood,
color naphtha,
purple, under
cloud
cover, Tuesdays.
Egyptian asp, panther's breath).
3 points: You can be fatally injured by
something very rare, or weakened by something
moderately rare (mistletoe, garlic, the sight of
your reflection, silver, magic).
+1
-1
Obviously,
the Shamanic Traditionalist Merit is
For every extra die the character has when using
the power.
pointless for Dreamspeakers, who get all of its
advantages
Similarly,
The character must make a Willpower roll (difficulty
7)already.
to use the
power. it's too far afield
mystically to be appropriate for Technocrats.
-2
The character can only consciously use the power defensively (i.e., A precognitive character can activate her D
can use the power to deflect attacks).
-3
The character has no conscious control of the power, but it works more often to the character's benefit than no
useful clairvoyant dreams.)
[ 4 OR 6 ] Twin Link ( Sorcerer (Revised) --
-4
Page 55 )
The character's power activates randomly (at least once per game session) and often at inopportune or embarra
Prerequsite:
channeler contacts the spirit of an ancient warrior
duringPsychic
a fancy dinner party).
Mental Flaws
[ 1 ] Black And White ( Sorcerer (Revised)
-- Page 54 )
The world is really a collection of shades of
gray, but your character doesn't see it that way.
To you, everything is clear as black and white.
You think in terms of people being either for or
against you, hot or cold, good or evil, easy or
impossible, stupid or genius. This closed
mindset can cost you dearly in missed
opportunities, misunderstandings, and under- or
over-estimation of others. In social situations
Physical Flaws
[ 1 ] Asthma ( The Book Of Shadows: The
Player's Guide For Mage: The Ascension -Page 45 )
You have difficulty performing strenuous tasks
because you can't breathe properly. With asthma,
your lungs only pull in a fraction of the air that
normal lungs require. Any time you exert
Prerequsite: Custo
Social Flaws
[ 1 ] Age ( The Book Of Shadows: The
Player's Guide For Mage: The Ascension -Page 35 )
You began your training in magic either very
early in your life or very late. Maybe you were
not discovered by anyone until you had already
passed the usual age of students, but the Master,
for whatever reason, chose to teach you anyway.
Or perhaps something about you intrigued your
masters so much that they began your studies
very early (see the Prodigy Merit). This age
difference will cause people to react to you
differently. If you are older than the norm, they
Supernatural
Flaws
[ 1 ] The Bard's Tongue ( Mage: The
Ascension (Revised) -- Page 298 ) OR ( The
Book Of Shadows: The Player's Guide For
Mage: The Ascension -- Page 40 )
Your character speaks the truth, uncannily so.
Things he says tend to come true. This Flaw isn't
a facility for blessing or cursing, or an Effect
ruled by any conscious control (use Time 2
instead). However, at least once per story, an
uncomfortable truth regarding any current
situation will appear in your character's head and
come out his mouth. To avoid speaking
prophecy, the owner of this "gift" must expend a
Willpower Point and take a wound of one
bashing health level from the strain of resisting
(especially if he bites a hole in his tongue).
2pts.
3pts.
4pts.
5pts.
Easily avoided circumstance or trivial sacrifice: Never break bread with a red-haired man, say your prayers
vitamins, never harm the king, don't eat ham, keep one small secret.
[ 1 - 6 ] Conditional Magic ( Mage: The
Ascension (Revised) -- Page 294 )
2pt.
3pt.
4pt.
5pt.
6pt.
2pt.
3pt.
4pt.
5pt.
Prerequsite: Shaman
In order to use one of your Spheres of magic,
you must enter a deep and moderately long
trance. The trance must last a minimum of 15
minutes. You cannot use the chosen Sphere in
any way, including conjunctional magic, without
entering a trance. You can enter the trance
through dancing, drumming, taking euphoric
drugs, or deep meditation. However, while in the
trance, you are completely unaware of the
outside world. If someone shakes you and
attempts to get your attention, you must succeed
in a Perception + Awareness roll with a difficulty
of 8 to notice the interruption.
Even if you overcome the need for foci with
your trance Sphere, the need to enter a trance
remains. Fortunately, to most Sleepers, someone
in a trance induced by meditation or selfhypnosis merely appears to be napping.
Similarly going into trance through dancing can
be easily done at any party or nightclub. While
dancing, you will usually avoid bumping into
others, but you will still be completely oblivious
to the outside world.
For every extra die the character has when using the
-1
-2
-3
-4
Prerequsite: Psychic
Perhaps your psychic needs his lucky crystals to
properly heal the sick. Possibly, his cyberkinetic
powers require him to mime the action he
wishes the machine to perform. Maybe his
telekinesis only works on a hubcap he found one
afternoon. Either way, he requires some form of
crutch for his psychic powers to work. For 3
points, the character must gesture or speak some
catch phrase or incantation for the power to
work. For 4 points, the power requires a physical
focus to work (crystals, a hypnotist's pocket
watch, a harmonica). For 5 points, the power
only works with a specific focus, akin to a
mage's unique focus.
Prerequsite: Verbena
Prerequsite: Shaman
Prerequsite: Sorcerer
Orpheus
Merits and Flaws
Crucible Merits
[ 6 ] Debt Of Gratitude [ Orpheus: Crusade
Of Ashes -- Page 92 ]
At some point in the past, the crucible made a
friend who owes the group a significant favor.
At the minimum level, the person is just an
average citizen -- a plumber, a student, a nurse, a
beat cop, a secretary, or the like -- but is reliable
and eager to return the favor he owes the group.
It is up to the group to determine how best to
make use of this gratitude.
4 points add-on: The person who owes the
group a favor is someone of standing and
influence -- a lawyer, a doctor, a professor, a
precinct chief -- who can pull some strings for
the group. He can arrange fake identification,
supplying information on the FBI's hunt for
them, and so on.
8 points add-on: At this level, the person who
owes the characters a favor is extremely
powerful -- a corporate CEO, a senator, a major
mob boss, or the like. A favor from these
individuals can help the crucible greatly,
possibly even temporarily calling off or
misdirecting the hunt for the characters. Favors,
however, are sometimes best when they're owed,
not when they're paid.
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