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setting:hunter_flaws

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- Flaws - Physical Allergies (-1) - 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) - 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 picking a lock, increase the difficulty of your roll by one.

Color Blind (-1) - You have trouble distinguishing between hues. You must make a Perception roll, difficulty 6, to accurately determine the color of an object.

Distinguishing Characteristic (-1 or -2) - 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. The flaw is worth one point is the characteristic can easily be hidden under clothes. Two if not.

Heavy Sleeper (-1) - 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, diff 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 ST's judgment on the situation.

Lazy (-1) - 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, diff 6, to take care of any routine tasks not directly related to the hunt, such as repairing your car after that skinchanger tore the hood off.

Low Alcohol Tolerance (-1) - 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.

Motion Sickness (-1) - You become queasy and nauseous on board boats, traveling long distances by automobile, or on an amusement park ride. Increase the difficulty of all actions you take by two when dealing with these circumstances

No Sense of Smell (-1) - 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 the sewers, rotting flesh, or other nasties.

No Sense of Taste (-1) - Your taste buds 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) - 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 to -3) - You are either severely nearsighted or farsighted. Increase the difficulty of any rolls that involve visual activity by two. The one point version is correctable with glasses or contact lenses. The three point version is not.

Sickly (-1) - You are constantly coughing and wheezing, and you have trouble shaking colds. You suffered from 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 to -3) - You're addicted to some sort of controlled substance. The one point version 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 a highly illegal or highly dangerous “hard” drug such as heroin. You're always under the effects of your chosen vice.

Youthful Appearance (-1) - You look like you're still in high school. You always get carded and often have to produce identification to even buy cigarettes. In order to gain entry to clubs, concerts, bars, or to purchase alcohol, you need to present a valid-looking ID (you cannot take this merit if your character is less than eighteen years of age).

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

Insomniac (-2) - For whatever reason, you have 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 2. You can't have this flaw and either the Vigilance Edge or the Endurance Ability.

Low Pain Tolerance (-2) - 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 whenever you are injured.

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

Old Injury (-2) - 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) - 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 this flaw when it is active, although 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) - You are less than five feet tall, making it difficult for you to reach and use many objects designed for the average adult male. Your movement rate is half that of normal people.

Crippled Limb (-3) - 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 its one of your legs, without the aid of a cane, walker, or wheelchair you can move only one quarter normal speed. With the appropriate aid, you may move up to half normal speed.

Shaky Hands (-3) - you have a lot of trouble keeping yourself composed under pressure. In any extremely stressful situation such as combat, your hand shake so badly that you have difficulty completing task 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) - 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 are also increased by two. Amazingly, the Discern edge allows you perfect sight through both eyes.

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

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

- Flaws - Mental Gullible (-1) - 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 take things with a grain of salt. Increase the difficulty of any rolls to detect lies by two.

Medicated (-1 to -5) - 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 5 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 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.

No Sense of Direction (-1) - 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 landmarks that aren't immediately obvious, and maps are largely incomprehensible to you. Increase by 2 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) - 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 specific event.

Short Temper (-1) - 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 all subsequent rolls by one, cumulatively.

Terrible with Names (-1) - 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 has paper and writing utensils 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) - 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 ST 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) - You have a hard time sitting still and paying attention to anything for more that a few moments. 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) - 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 the simplest sentences. In order to interpret a map or read anything you must make an Intelligence roll, difficulty 8. On a botch you interpret the message to have almost the opposite meaning.

Eating Disorder (-2) - 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 rolls by 2.

Overconfident (-2) - You either overestimate your own skill or underestimate your opponents'. Once per game session the ST may secretly increase the difficulty of any non-combat action you take. This increase represents your tendency to plunge headlong into activities that are beyond your capabilities.

Phobia (-3) - You have a deep-seated aversion to something such as heights, spiders, or even the dark. Any time you are presented with your fear you must make a Willpower roll diff 7 or try to flee. Even if you succeed on the roll all rolls made up until you get away from your phobia are increased by 2.

Faint of Heart (-3) - The sight of gore and blood shocks you to the core. If you witness a gruesome scene, you must make a Willpower roll, diff 6, to avoid debilitating nausea for 5 to 10 minutes. The difficulty of all actions increases by one while in this state. You cannot have this flaw and the steel nerves background.

Incompetency (-3) - 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 a proficiency equal to three dots in that Trait, when in reality you have always ruin any effort involving it. Whenever you try to use this Ability, treat the results as a botch.

Low Self-Esteem (-3) - 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, diff 6. If you fail you do not gain the bonus. If you botch you lose a point of Willpower.

Slow Learner (-3) - 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 to wrap your mind around things. For the purposes of figuring out experience points it costs to raise an Ability, add one to your current rating. Acquiring a new Ability costs 4 experience points and not the usual 3.

Weak-Willed (-3) - Try as you might, its 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 2 to the difficulty of all Willpower rolls. As long as you have this flaw your Willpower rating may never rise above 8.

Illiterate (-4) - Self explanatory but does not extend to the Hunter Code.

- Flaws - Legal Political Extremist (-1) - You have connections to a political organization that most people view with suspicion or fear, such as the Nation of Islam, or the KKK. You are an active member of the group and local law enforcement has an open dossier on you. Although you do not necessarily have a criminal record or engage in illegal activity, the local police view you as a trouble-maker and suspicious character. At any given time, you might be the target of undercover observation prompted by the activities of your organization.

Revoked Driver's License (-1) - 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.

Sunday Driver (-1) - 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, 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 2.

Criminal Record (-3) - Those taking this flaw will automatically have at least two misdemeanor and one felony arrest on their record. In addition, you will receive exceptionally poor treatment from law enforcement officials who know of your record.

Probation (-2) - 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 job, keeping current with debt and other aspects of responsible life that the hunt makes challenging.

Illegal Immigrant (-3) - You lack proper lawful permission to be in the country in which you currently live. You do not have a legitimate ID and are likely to be deported to your nation of origin if you are placed under arrest. You cannot hold a job unless it pays under the table.

Wanted by Law Enforcement (-4) - You are the prime suspect in a felony crime. The police actively look for you, and you cannot move openly about your usual hangouts. If you encounter cops they will radio for backup and try to bring you in.

- Flaws - Economic Audit (-1) - You currently undergo and audit by the IRS. You cannot purchase illegal good totaling more than $500 without attracting the attention of the officers of your case. Any money you wish to use for illegal purposes must be laundered first. Increase the difficulty of any Resources rolls by 2.

Demanding Career (-2) - 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 ad 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 your Resources will be subject to change at the ST's discretion.

Primary Breadwinner (-2) - 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 job, despite the demands of the Hunt. At least 2 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 2 thereafter, because of the deep shame and embarrassment you feel for not providing for your loved ones.

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

Alimony Payments (-3) - 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, you possessions seized, or arrested. You cannot have more than 3 dots in Resources because of the economic hardship of keeping up with the payments.

setting/hunter_flaws.1611955772.txt.gz · Last modified: 2021/Jan/29 21:29 by ha-mavet