Flaws

 

SOCIAL

BAD LIAR (1-PT FLAW)
You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush and generally look guilty. Increase the difficulty of any roll that involves verbal deception by two.

 

BALDING (1-PT FLAW)
You barely have any hair left on your head, whether it's due to old age or cruel genes. You are relatively easy to pick out of crowds, and you have problems making a good impression on others, especially in romantic situations. Increase the difficulty of any Ability rolls involved in a seduction attempt by one.

 

BULLY (1-PT FLAW)
You tend to push people around when you can get away with it. This aggression doesn't necessarily require a physical display; it is often purely social. You chafe under the leadership of more forceful personalities and can be a malcontent when you aren't in charge.

 

CHILDREN (1-PT FLAW)
You have children for whom you are a primary emotional, social and economic provider. You take a lot of joy in your kids and pride yourself on being a good parent. Unfortunately, the hunt gets in the way of parenting. If you go more than three days without seeing your kids because of work or activities related to your calling, you feel tremendous guilt. Until you see your kids, you cease to regain a Willpower point after a night of rest.

 

CHRONICALLY LATE (1-PT FLAW)
You're always running behind schedule. If you agree to meet someone at a particular time, you must make a successful Willpower roll (difficulty 6) to arrive on time. Failure means you arrive between 15 and 30 minutes late. A botch means you show up an hour late or not at all.

 

CHRONIC PESSIMIST (1-PT FLAW)
You think the glass is half-empty, that the water in the glass is contaminated, and that the glass will probably tip over at any second. Others practice pessimism out of habit. For you, it's an art form. Nothing can ever go right, especially plans that others propose. You are the implacable voice of gloom and doom, always ready to point out a potential problem no matter how remote a chance it has of coming to pass. Add two to the difficulty of your Leadership rolls.

 

CHRONICALLY SHY (1-PT FLAW)
You become very nervous and ill at ease when dealing with strangers in social situations. You often go out of your way to avoid meeting new people. Increase the difficulty of all Social rolls involving strangers by two.

 

CLANNISH FAMILY (1-PT FLAW)
Your family is as loving and supportive as anyone else's. They don't take kindly to strangers, however. Your relatives either disapprove of your friends or they like to keep favours within the family. Your kin don't do anything that directly or indirectly helps anyone apart from their own.

 

COLLABORATOR (1-PT FLAW)
Sometime in the recent past, you have allied with one monster or more to take down a more powerful creature or to learn some insight into the ways of night creatures. Or the hunter word-of-mouth circuit reports you doing so, whether legitimately or not. Either way, word has spread through the local hunter community or farther, and many conservative imbued mistrust you.

 

CRUDE (1-PT FLAW)
You never learned any manners while growing up. You talk with your mouth full, burp loudly and slurp your soup. When interacting with others in any refined or formal environment, increase the difficulty of all Social rolls by two.

 

CULTURAL SNOB (1-PT FLAW)
You have nothing but disdain for popular music, TV and movies. You couldn't name any of the current top-10 songs, and you think knowledge of TV is a sign of poor taste and incorrigible stupidity. Unfortunately, this means you have a hard time relating to people who aren't equally snobbish about such things. When dealing with strangers who don't share your allegedly enlightened views, increase the difficulty of any Social rolls by two.

 

DEFENSIVE (1-PT FLAW)
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.

 

ECCENTRIC APPEARANCE (1-PT FLAW)
You dye your hair pink, wear clothes that are fashionable only among fringe subcultures such as goths or punks, and otherwise appear nothing like the average citizen. When dealing with people not familiar with your particular subculture, increase the difficulty of any Social rolls you attempt by two. Your appearance unnerves mainstream people and makes them wary of you. Furthermore, your appearance is eye-catching, though people tend to focus on your attire rather than your actual physical characteristics, such as eye colour.

 

GAMBLING ADDICT (1-PT FLAW)
You are addicted to wagering money on games of chance. A sizeable 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 away with a profit over any extended period of time. Increase the difficulty of any Resources rolls you attempt by two.

 

GHOULISH SENSE OF HUMOR (1-PT FLAW)
You find humour in situations that make most people uncomfortable or even nauseated. Your questionable taste doesn't make you particularly resistant to the horror of gruesome sights. Your defence mechanism is simply to belittle the situation or those involved in an inappropriate way. When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console each other, you tend crack jokes and sling insults. The difficulty of any Social roll you make under such circumstances is increased by two.

 

ICY DEMEANOUR (1-PT FLAW)
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 difficulty of any Empathy rolls made toward you by two, as people have trouble identifying with you.

 

IGNORANT (1-PT FLAW)
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 give people the impression that you're slow or uneducated, however.

 

IMPRACTICAL DRESSER (1-PT FLAW)
You tend to dress with an eve toward impressing others rather than personal comfort. Unless you explicitly state that you dress appropriately for physical activity, you wear high heels, tight jeans or something else that hampers physical activity. Increase the difficulty of Athletics or Dodge rolls by two when you wear such clothes.

 

INSENSITIVE (1-PT FLAW)
You have problems understanding how to gauge others' emotional reactions. You can be rather blunt in handling delicate matters, and you often find yourself apologizing without really understanding what you've done to offend someone. Add two to the difficulty of any Empathy rolls you attempt.

 

INTOLERANT NEIGHBOURS (1-PT FLAW)
Your neighbourhood is exceptionally placid and people like it that way. Any odd noises or disturbances coming from your place invariably cause someone to call the police.

 

MISINFORMED (1-PT FLAW)
You uphold some odd belief, such as a conspiracy theory or UFO visitation, that flies in the face of accepted science or conventional wisdom. You tend to incorporate this misinformation into your worldview. Whenever you test a Knowledge that in some way relates to your belief, increase the difficulty by two. This penalty kicks in when you roll a failure. It represents your tendency to come up with off-the-wall answers that others see as obviously incorrect.

 

MISTAKEN IDENTITY (1-PT FLAW)
You bear a striking resemblance to a notorious figure. This person could be someone known to the hunter underground, such as a particularly feared rot or a radical hunter, or you simply look like an infamous media star. While most people can quickly figure out that you aren't who they think you are, hotheads might not think twice before confronting you.

 

NEEDY FRIENDS (1-PT FLAW)
Your friends and other non-imbued social contacts have a pattern of falling into bad situations and turning to you for help. You're the bedrock of their lives. Whether what they need is bail money or advice on dealing with a significant other, they look to you. If you have the Allies Background, this effect is magnified even more, at the Storyteller's discretion.

 

NONCONFRONTATIONAL (1-PT FLAW)
You have a hard time bringing up difficult subjects with others. You're willing to make a lot of sacrifices to avoid interpersonal confrontations. You let people have their way simply to avoid fights, and often you step into arguments and attempt to end them without any thought about the outcome of the discussion, so long as it ends. You have a hard time coping with pushy people and find yourself making lots of compromises that you later wish you hadn't. Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with you.

 

POOR ONLINE DEMEANOUR (1-PT FLAW)
You have discovered hunter-net or another online community of hunters but managed to antagonize many posters thanks to unnecessary flames or rude behaviour. When dealing with a hunter familiar with that mailing list, increase the difficulty of all Social rolls by two.

 

POOR PERSONAL HYGIENE (1-PT FLAW)
You often go days without showering, and you brush your hair only when you start to develop matted clumps. You often smell quite bad, and your breath is atrociously offensive. Add two to the difficulty of any die roll that involves interacting face-to-face with others.

 

POOR TASTE (1-PT FLAW)
You wallow in bathroom humour, lowbrow jokes and other practices that make more refined people uncomfortable. You've seen movies like Dumb and Dumber dozens of times, and don't plan on giving up on them any time soon. Your sense of humour makes you an instant pariah in any reasonably cultured company, and you can't help but let your true colours shine through in even short-term social contacts. Add two to the difficulty of any Social roll that involves people who might dislike your brand of humour.

 

SHADOWY PAST (1-PT FLAW)
You aren't proud of your life before the imbuing, and if word of it ever got out, your fellow hunters might abandon you. Perhaps you ran a kiddie-porn ring, dealt drugs or were involved with organized crime.

 

SOCIALLY OBLIVIOUS (1-PT FLAW)
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 tactless. Add two to the difficulty of any Etiquette rolls you attempt.

 

SPEECH IMPEDIMENT (1-PT FLAW)
You stutter, stammer or otherwise have trouble speaking clearly. Increase the difficulty of any roll involving oral communication by two.

 

STUBBORN (1-PT FLAW)
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.

 

SUPERSTITIOUS (1-PT FLAW)
You adhere doggedly to a superstition, such as knocking on wood or tossing salt over your shoulder. Although everyone has foibles, you take your behaviour to extremes, often tying misfortune to your inability to abide by some superstition, and crediting any success to your adherence to "the rules." Your obsession doesn't lead you to risk your life, nor does it have a pervasive sway over you. You do tend to raise warnings and make superstitious suggestions frequently, though. Add two to the difficulty of any Social roll when dealing with people who know about your superstitious bent and who frown upon it.

 

TRUSTING (1-PT FLAW)
You tend to follow your instincts when dealing with strangers. Sadly, your instincts often tell you that you can trust people. You want to believe the best about everyone you meet and tend to put yourself in situations that could be dangerous, such as accepting a ride home from a recent acquaintance, going home with a person you just met at a bar, or taking a stroll in a poorly patrolled city park after nightfall.

 

ABUSIVE PARTNER (2-PT FLAW)
You're married to or living with someone who routinely abuses you physically. Make a Stamina roll (difficulty 6) every time you spend a night at home. Failure indicates that your character has suffered one health level of bashing damage. A botch means that you suffer two health levels of bashing damage.

 

COMPULSIVE LIAR (2-PT FLAW)
You feel the need to put your personal spin on the truth. You don't necessarily do so out of spite or malice, and you may come to genuinely believe the tall tales that you tell (especially when you spin them often enough). This Trait is especially troublesome when other hunters rely on you for information about monsters and their habits. You might have to spend a Willpower point to force yourself to be honest, especially if it means publicly revealing a previous lie.

 

CONSPICUOUS CONSUMER (2-PT FLAW)
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.

 

DOGGED BY FRINGE MEDIA (2-PT FLAW)
You have somehow attracted the attention of an amateur reporter, one who operates a fringe web site or publishes a zine that covers the bizarre or paranormal. This crank occasionally follows you to try to discover any dirt on you. Unfortunately, and in true modern journalism style, he tends to catch you in bizarre circumstances that he simply can't understand. Of course, he tries to interpret them anyway.

 

FOREIGNER (2-PT FLAW)
You are not native to the area in which you currently live - and hunt. Although you may understand the language and the general customs, you have trouble with many of the details. You have a distinguishing accent (which makes you easy to identify), and the difficulty of any Streetwise or Etiquette checks you attempt are increased by two.

 

HONEST TO A FAULT (2-PT FLAW)
You always try to tell the truth, no matter what the situation. You won't stretch it, bend it or manipulate it to take advantage of others, unless human lives are in jeopardy. If you do attempt to lie to someone, the difficulty of any roll involved is increased by two.

 

INFAMY (2-PT FLAW)
People in your community tend to recognize you for all the wrong reasons. Maybe you were involved in a local scandal involving a politician, or perhaps you were charged but not convicted in a sensational case. No matter what the cause, you tend to attract a lot of unwanted attention wherever you go. People look down on you, though they don't necessarily hinder or harass you. Add two to the difficulty of any Social rolls that involve people who know your past.

 

MONSTROUS CONNECTIONS (2-PT FLAW)
You have to deal with a monster as part of your job or even your family life. Perhaps it's your boss or a key family figure. The monster is not necessarily hostile toward you - it might not even know you're a hunter - but it's in a position to cause you a lot of trouble should it choose to.

 

NOSY NEIGHBOURS (2-PT FLAW)
Your neighbourhood is rife with gossips and busybodies. Your neighbours are always dropping by for unannounced visits, and they take an active interest in your comings and goings. You might want to wash up before heading home if you've just killed a rot and are
covered with guts.

 

POOR JUDGE OF CHARACTER (2-PT FLAW)
You're the type of person who always ends up hanging out with the wrong crowd. Maybe you just like to date dangerous men or you're a sucker for a woman in trouble (or vice versa). Whatever the reason, you have a very hard time figuring out whom to trust. Increase the difficulty of all Awareness and Intuition rolls you attempt in social circumstances by two. Also, your friends and acquaintances tend to be sponges and other lowlifes.

 

STALKED (2-PT FLAW)
Someone has an unhealthy obsession with you. Despite repeated calls to the police and several restraining orders, this person continues to follow and occasionally harass you. Your Storyteller should create game stats for the stalker. Any time you head out on the hunt, the Storyteller can make a Perception test on your behalf, difficulty 6. If it fails or botches, your stalker has managed to tail you throughout the night and may put in an appearance.

 

TECHNOPHOBE (2-PT FLAW)
You are severely intimidated by computers and other technology. You never use an ATM if a teller is available, and you get nervous at the sight of a keyboard. You must make an Intelligence roll, difficulty 6, to perform even simple tasks on a computer, ATM or similar device. Increase the difficulty of any Computer or Technology roll by two.

 

MONEYGRUBBING (3-PT FLAW)
You exist to make money. Family, friends and other concerns are trivial when compared to the almighty dollar. If someone offers you a bribe, you must make a Willpower roll, difficulty 7, to resist. If the bribe involves something that as far as you know won't directly result in any injuries or lasting damage, increase the difficulty to 8. You also tend to target monsters that have a lot of material wealth. Sometimes, the best part of the hunt is looting the bodies of fallen monsters... or allies.

 

WAVERING FAITH (3-PT FLAW)
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.

 

CRIMINAL ENTANGLEMENTS (4-PT FLAW)
You owe a lot of money or a big favour to someone on the wrong side of the law, and you have refused or been unable to pay. Although hitmen aren't being sent after you quite yet, the threat hangs over you constantly. The exact nature of the debt and the individual(s) behind it are left to the Storyteller, but they should suit your character concept.

 

UNLUCKY (4-PT FLAW)
You've dealt with bad breaks al your life. From that true love who had to move across the country to the struggling Internet company you quit two months before its billion-dollar IPO, you seem always to make the wrong moves at the wrong time. Once per game session, the Storyteller may increase the difficulty of a critical roll you make by two. If you fail the roll, it's due to some random, hard-luck factor. Your bad luck seems to crop up at the most inconvenient times. You may not take this Flaw and the Fool's Luck edge. Acquiring that edge frees up points spent on Unlucky for other Flaws. Nor can you have the Lucky Merit.

 

PACIFIST (5-PT FLAW)
You utterly refuse to use violence against anything, even if your life or the lives of others are in immediate danger. Furthermore, you work hard to prevent others from using violence, though you do not recklessly endanger yourself or expect others to do so. You never carry weapons and refuse to procure them. A Willpower roll, difficulty 6, may be required to resist the temptation to engage in violence when a gross offense is committed before or against you, such as a loved one being harmed. If you defy your nature and succumb to violence at some point, you cannot regain Willpower each morning until you come to terms with your lapse or you change life philosophies altogether.

 

PHYSICAL

 

ALLERGIES (1-PT FLAW)
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.

 

ARTHRITIC (1-PT FLAW)
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.

 

COLOUR BLIND (1-PT FLAW)
You have trouble distinguishing between hues. You must make a Perception roll, difficulty 6, to accurately determine the colour of an object.

 

DISTINGUISHING CHARACTERISTIC (1-PT OR 2-PT FLAW)
You have a physical feature that makes you very easy to pick out in crowds, such as elaborate tattoos, a scar or an obvious birthmark. This Flaw is worth one point if the characteristic is hidden easily under clothes, two points if it is not.

 

HEAVY SLEEPER (1-PT FLAW)
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.

 

LAZY (1-PT FLAW)
You have trouble motivating yourself to do anything. You'd rather sit around the house watching TV and thinking of doing something with your life than actually getting up and doing it. You tend to complain loudly when there's work to do, and you prefer to let things slide until the last possible moment. You must make a Willpower roll, difficulty 6, to take care of any routine tasks not directly related to the hunt, such as repairing your car after that skinchanger tore off the hood.

 

LOW ALCOHOL TOLERANCE (1-PT FLAW)
Alcohol goes straight to your head. While this can be an advantage when you try to enjoy a night out on the cheap, it can be deadly on the hunt. Double any penalties you suffer for consuming alcohol.

 

NO SENSE OF SMELL (1-PT FLAW)
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 odour 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.

 

NO SENSE OF TASTE (l-PT FLAW)
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.

 

NONSWIMMER (1-PT FLAW)
You never learned to swim, and you have no natural talent for it. If you ever find yourself in a position where you must try to swim, you can manage a pitiable doggie paddle. Increase the difficulty of any Athletics rolls involving swimming by two.

 

POOR EYESIGHT (1-PT OR 3-PT FLAW)
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.

 

POOR HEARING (1-PT OR 3-PT FLAW)
Your hearing is exceptionally bad. Increase the difficulty of any roll involving auditory acuity by two. This Flaw is worth one point if it is correctable with a hearing aid or similar device, three points if it is not.

 

SICKLY (1-PT FLAW)
You are constantly coughing and wheezing, and you have trouble shaking colds. You suffered almost every childhood illness imaginable, and you've only become worse as an adult. When making checks to avoid catching a disease or developing an infection, increase the difficulty of the roll by two.

 

VICE (1-PT TO 3-PT FLAW)
You're addicted to some sort of controlled substance. The one-point version of this Flaw represents an addiction that is legal and easy to satisfy, such as cigarettes. The two-point version represents a legal or mildly illegal substance that inhibits your ability to hunt effectively, such as alcohol or marijuana. The three-point version represents an addiction to a highly illegal or highly dangerous "hard" drug such as heroin. You're always under the effects of your chosen vice (you have the Addiction derangement).

 

YOUTHFUL APPEARANCE (1-PT FLAW)
You look like you're still in high school. You always get carded at bars and often have to produce identification even to buy cigarettes. In order to gain entry to clubs, concerts or bars, or to purchase alcohol, you need to present a valid-looking ID.

 

DISFIGURED (2-PT FLAW)
Your face is misshapen or maimed. Increase the difficulty of any rolls involving social situations by two. You cannot have an Appearance rating above 1.

 

INSOMNIAC (2-PT FLAW)
For whatever reason, you have tremendous trouble getting more than a few hours of sleep. You are often groggy and slow as a result. Increase the difficulty of any Alertness, Awareness or Intuition rolls by two. You can't have this Flaw and either the Vigilance edge or the Endurance Ability. Acquiring either of these Traits frees up the points spent on Insomniac for other Flaws.

 

LOW PAIN TOLERANCE (2-PT FLAW)
You have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sign of it. Although you soak damage normally, you suffer an additional - 1 die pool penalty whenever you are injured.

 

OBESE (2-PT FLAW)
You are seriously overweight and large enough that you have trouble using the seats in most theatres. Add two to the difficulty of any Dodge or Athletics rolls that you make. You move at half the normal rate.

 

OLD INJURY (2-PT FLAW)
You hurt yourself pretty badly back in your younger days and now pay the price with chronic pain and tenderness. Increase the difficulty of any Athletics roll by two.

 

POOR NIGHT VISION (2-PT FLAW)
Your eyesight is poor in low-light conditions. Increase the difficulty of any action attempted in dim light, such as what a flashlight might provide or under starlight alone, by two. The Discern edge eliminates Poor Night Vision when the edge is active, although other perception-based powers such as Witness and Illuminate offer no relief from this Flaw. You must compensate for your bad night vision with bright light or close proximity to a subject for Witness or Illuminate to function properly.

 

SHORT (2-PT FLAW)
You are less than five feet tall, making it difficult for you to reach and use many objects designed for average adult use. Your movement rate is also half that of average-sized people.

 

CRIPPLED LIMB (3-PT FLAW)
You are either missing a limb or have injured it so badly that it is unusable. If one of your arms is crippled, increase the difficulty of rolls for actions that normally require two hands, such as firing a rifle or bow, by two. If one of your legs is crippled, without some sort of cane, walker or wheelchair you can move at only one-quarter normal speed. With the appropriate aid, you may move at up to half normal speed.

 

ELDERLY (3-PT FLAW)
You're too old for this shit, but you're too damn ornery to step aside and let others do the fighting. Although you're just as strong and quick as some of the younger hunters, you don't have the endurance or resiliency of y o u t h anymore. You make soak rolls against a 7 difficulty instead of the normal 6. In addition, increase the dice-pool penalty for each of your levels of injury by one.

 

SHAKY HANDS (3-PT FLAW)
You have a lot of trouble keeping yourself composed under pressure. In any extremely stressful situation such as combat, your hands shake so badly that you have trouble completing any tasks that require a delicate touch and intense concentration. Examples include picking a lock, loading bullets into a revolver or typing at a computer. Increase the difficulty of any rolls for such demanding activities by two.

 

MISSING EYE (3-PT FLAW)
You're missing one of your eyes. Increase the difficulty of any Perception rolls involving eyesight by two. The difficulties of all die rolls involving depth perception (such as ranged-weapons attacks) are also increased by two. Amazingly, the Discern edge allows you perfect sight as if through both eyes.

 

CHRONIC ILLNESS (4-PT FLAW)
You suffer from a debilitating illness such as chronic fatigue syndrome or even cancer. You frequently feel weak, and you are easily injured. Add two to the difficulty of any Athletics or soak rolls.

 

DEAFNESS (4-PT FLAW)
You cannot hear. You automatically fail any test that requires hearing, and the difficulty of appropriate Alertness rolls is increased by three.

 

MENTAL

 

GULLIBLE (1-PT FLAW)
You have a lot of trouble separating truth from fiction. You're not stupid, you just tend to believe what people tell you rather than to take things with a grain of salt. Increase by two the difficulty of any roll to detect lies.

 

MEDICATED (1-PT To 5-PT FLAW)
You require daily medication to stay in good health. As a one-point flaw, your medication is important for your long-term health but has little effect on your day-to-day well-being, as with prescription drugs that keep your cholesterol down. The five-point version represents insulin shots or something else that is necessary to keep you alive. If you should miss a day's worth of medicine, you automatically suffer a bashing or lethal level of damage for every 12 hours that pass without your medicine, as determined by the Storyteller. This damage is healed at a rate of one level per 12 hours that pass once you resume your regular medication schedule.

 

NICHTMARES (1-PT FLAW)
Your sleep is plagued by visions of the horrors that walk the earth. You must make a Willpower roll, difficulty 7, 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 monsters. You can have the Vigilance edge or Endurance Ability and this Flaw; the little sleep you get with either is simply haunted by really bad dreams. The Storyteller may rule that any roll made to apply Conviction reactively while you sleep is at a +1 difficulty.

 

NO SENSE OF DIRECTION (1-PT FLAW)
You get lost all the time. Maps, compasses and detailed directions do little to help. You have a lot of trouble figuring out where you are in relation to land- marks that aren't immediately obvious, and maps are largely incomprehensible to you. Increase by two the difficulty of any roll that involves following convoluted directions, backtracking a route or navigating a confusing set of city streets.

 

POOR SENSE OF TIME (1-PT FLAW)
You have no intuition for the flow of time. You can't even begin to guess the current time without looking at a clock, and you always overestimate or underestimate the amount of time that has passed since a specified event (or that remains before one).

 

SHORT TEMPER (1-PT FLAW)
You are easily driven to distraction by what would otherwise be minor failures and other frustrations. If you fail to gain any successes on any single roll during an extended action, increase the difficulty of al subsequent rolls by one, cumulatively.

 

TERRIBLE WITH NAMES (1-PT FLAW)
Try as you might, you almost always forget people's names, especially when meeting large groups for the first time. You may not write down the names of any people you meet during the game unless your character (as opposed to you, the player) has paper and a writing utensil handy. You also have problems remembering whether you've been someplace before, and with recognizing faces. Make an Intelligence roll, difficulty 6, to recall such information.

 

ABSENT MINDED (2-PT FLAW)
Details and important facts slip your mind constantly. Once per game session, when you attempt to use an item that you normally carry with you, the Storyteller may require you to make a Willpower roll, difficulty 6, to determine whether you remembered to bring it or, if so, whether you can remember where it is. The item turns up again after an hour or so of searching.

 

ATTENTION-DEFICIT DISORDER (2-PT FLAW)
You have a hard time sitting still and paying attention to anything for more than a few minutes. If you must sit still and quiet for more than 10 minutes, such as when keeping watch over a monster or standing guard, make a Willpower roll, difficulty 6. On a failure, you lose interest in your task and are distracted from it.

 

DYSLEXIC (2-PT FLAW)
Printed information of any sort, from written text to maps, is nearly indecipherable to you. Although you are not necessarily illiterate, you struggle to read then simplest sentences. In order to interpret a map or read anything, you must make a successful Intelligence roll,
difficulty 8. On a botch, you interpret the message to have almost its opposite meaning.

 

EATING DISORDER (2-PT FLAW)
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.

 

OVERCONFIDENT (2-PT FLAW)
You either overestimate your own skill or underestimate your opponents'. Once per game session, the Storyteller may secretly increase by two the difficulty of a non-combat action that you take. This increase represents your tendency to plunge headlong into activities that are beyond your capabilities.

 

PHOBIA (2-PT FLAW)
You have a deep-seated aversion to something such as heights, spiders or even the dark. You suffer from one aspect of the Phobias derangement.

 

FAINT OF HEART (3-PY FLAW)
The sight of gore and blood shocks you to the core. If you witness a gruesome scene, you must make a Willpower roll, difficulty 6, to avoid debilitating nausea for five to 10 minutes. The difficulty of all actions increases by one when you're in this state. You cannot have this Flaw and the Steel Nerves Background. If you ever acquire that Trait, this Flaw's three points must be assigned to other disabilities.

 

INCOMPETENT (3-PT FLAW)
You are spectacularly 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.

 

LOW SELF-ESTEEM (3-PT FLAW)
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 fail the roll, you do not gain the bonus. If you botch, you lose a temporary point of Willpower.

 

SLOW LEARNER (3-PT FLAW)
You always lagged behind in school, and even the most patient people find it frustrating to teach you the simplest concepts. You aren't dumb. It just takes you longer than most to wrap your brain around things. For the purposes of figuring out how many experience points it costs to raise an Ability, add one to your current rating. Acquiring a new Ability costs four experience points, not the usual three.

 

WEAK-WILLED (3-PT FLAW)
Try as you might, it's challenging for you to summon inner reserves of courage or toughness.
Whereas others shoulder extra burdens in the name of the hunt, you simply find the going harder and harder. You're not a coward. You just don't have the fortitude necessary to make truly heroic efforts. Add two to the difficulty of al Willpower rolls. As long as you have this Flaw, your Willpower rating may never rise above 8.

 

AMNESIA (4-PT FLAW)
Life before your imbuing is a vague blur. You remember nothing of the existence you led before you were chosen - that doesn't mean your old life has forgotten you, though. Your Storyteller creates the details of your old life and the circumstances surrounding your amnesia.

 

DEPRESSION (4-PT FLAW)
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 only through actions, and even those debt and other aspects of respectable life that the hunt must ardently reaffirm your goals, such as tracking makes challenging. down and destroying the first monster that you ever witnessed - a creature that did you grievous harm. If you ever acquire the Manic-Depression derangement, the points spent on this Flaw are freed up and must be spent on new Flaws.

 

LEGAL

SUNDAY DRIVER (1-PT FLAW)
Whenever you go out with friends, no one wants you to drive. You pay almost obsessive attention to traffic regulations and make a conscious effort to drive below the speed limit. Alternatively, you have no patience for traffic, right of way or signs, or you simply fail to pay attention to the road. The difficulty of any Drive rolls you make during a chase or other high-speed situation is increased by two.

 

CRIMINAL RECORD (2-PT FLAW)
Having been convicted for several misdemeanours or perhaps for a minor felony, you have a bit of a shady past. You are unable to buy firearms legally, and you receive exceptionally poor treatment from law enforcement officials who know your record.

 

PROBATION (2-PT FLAW)
You are currently on probation for some minor offense. You have to meet with a case officer on a regular basis and are subject to random drug tests and searches of your home and person. You must also commit – or seem to commit – yourself to becoming a good citizen: maintaining a steady job, keeping current with debt and other aspects of respectable life that the hunt makes challenging.


ECONOMIC

 

DEMANDING CAREER (2-PT FLAW)
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.

 

REVOKED DRIVER'S LICENSE i-PT FLAW)
You have lost your driver's license due to a poor driving record. If you are pulled over for any reason or are otherwise caught driving, you will be arrested immediately and your car will be impounded.

 

PRIMARY BREADWINNER (2-Pr FLAW)
You are the primary income earner in your family. You pay the bills, from the heat and electricity to the weekly groceries. You have to maintain a steady paying job, despite the demands of the hunt. At least two points of your Resources score must be dedicated to supporting your family. If your rating drops below that level, your family begins to suffer. The difficulty of all Willpower rolls you attempt is increased by two thereafter because of the deep shame and embarrassment you feel for not providing for your loved ones.

 

UNINSURED (2-PT FLAW)
You either cannot afford insurance or have simply chosen to go without it. You must pay for all medical expenses and any damage incurred from accidents out of pocket.

 

ALIMONY PAYMENTS (3-PT FLAW)
You are financially responsible for your ex-spouse 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 economic hardship of keeping up with payments.

 

HOMELESS (4-PT FLAW)
You live on the streets. You can never have any dots in Resources, and you have no secure place to rest w h e n you're not hunting. You cannot 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.

 

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