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setting:hunter_merit

If A merit is on this list and is on the Universal list the Universal price and description wins out I will continue to compare the list as I have time


Social Merits:

Approachable (1) - Reduce the difficulty of any Empathy rolls involving other people or hunters by 2, and by one when human seeming monsters are concerned

Early Adopter (1) - Add 2 dice to any Technology roll when trying to figure out how to use an unfamiliar device

Funny (1) - Lower the difficulty of any Social roll intended to boost morale by two

Good Taste (1) - Lower the difficulty of any Social roll intended to gain acceptance or to impress a like minded gathering by 2

Gossip (1) - Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by 2

Lovestruck (1) - Regain 2 Willpower instead of one when you wake each morning

Media Junkie (1) - Lower the difficulty of any Social or Research roll that involves pop culture by 2

Natural Leader (1) - You receive 2 extra dice on Leadership rolls. You must have a Charisma of 3 or greater to purchase this merit

Natural Politician (1) - You receive 2 extra dice on Manipulation rolls in social situations that involve an element of politics. You must have a Manipulation of 3 or greater to have this merit

Smooth (1) - Lower the difficulty of any Manipulation roll by 2

Way with Words (1) - Gain 2 dice on any Expression roll that involves words

Best Friend (2) - Best friend is different than Ally. A best friend will go that extra mile for you when you're in trouble. An ally will not.

Enchanting Voice (2) - The difficulty of all rolls involving the use of your voice to persuade, seduce, charm, or order is reduced by 2

Fashion Sense (2) - Deduct one from the difficulty of Social rolls in situations where dressing appropriately is important

Flirt (2) - Add 2 dice to all applicable Social rolls

Good Judge of Character (2) - Decrease the difficulty of any Perception roll based on assessing a person or human-seeming monster by 2

Great Liar (2) - Gain 2 dice on any Social roll that involves lying to or deceiving another person or monster

Laid-Back Friends (2) - if you're interested in this merit talk to me and I will explain better

People Person (2) - The difficulty of any Social roll to create a good impression is reduced by 2

Pillar of the Community (2) - Through participation in local events, helping out with community groups or helping others, you've become well like and trusted by those who live around you. When you bring them a warning of potential danger or offer an explanation of strange events, they're likely to believe you. You may even be able to call on them in a pinch. You may not get it however….

Seasoned Traveler (2 or 4) - With the 2 point version you're adept at finding accommodations, supplies, and local help wherever you go in your home country. 4 point - same applies but to foreign countries

Socially Aware (2) - Gain 2 dice on any Perception roll involving interaction between other people and human-seeming monsters

Trivia Champ (2) - You have the oddest collection of facts stored in your skull. Once in a while, at the Storyteller's discretion, one of them turns out to be just the piece of information your fellow hunters need

Upright Citizen (2) - You just don't have any dirty secrets to come back to haunt you, and people who know you have a hard time believing anything bad about you

Corporate Savvy (3) - Add 2 dice to any roll involving manipulating a corporate structure or a corporate employee

Media Savvy (3) - Add 2 dice to any Social rolls in which you deal with journalists or news organizations

Supportive Family (3) - Sure, you're acting strange. There's something going on that you can't or won't tell them about, but its important to you. that much is clear. But, they're your family, they love you and they'll be there for you. they're sure you'll get around to telling them the whole trust sooner or later. Until then, they choose to trust you. Unless you have also taken your kin under the Allies background, your family won't go out of the way to help you. They just don't ask the questions that you can't answer.

Lucky (4) - Once per chapter the Storyteller may decrease the difficulty of a critical roll by 2. If you succeed its because some random factor makes things easier for you.

Acute Sense (1) - One of your senses is exceptionally keen. The difficulty of any roll involving this sense is decreased by 2

Good Right/Left Hook (1) - The power of your punch belies your modest frame. Add two dice to your damage roll for any brawl-based attack

Hollow Leg (1) - You can drink like a fish. Halve all penalties you suffer from consuming alcohol

Light Sleeper (1) - Self explanatory

Natural Runner (1) - Your dexterity counts as 1 point higher than it actually is for purposes of determining Movement rates

Perfect Balance - This merit allows you to reduce the difficulty of all balance related rolls by two

Robust Health (1) - Reduce the difficulty of any roll to resist illness or poisoning - including alcohol poisoning by two

Sea Legs (1) - You suffer no penalty incurred during rough seas or unpredictable ship motion on any actions performed while on board

Bundle of Energy (1) - You are full of energy. You subsist on five to six hours sleep per night, you find yourself unable to stay in bed any longer. Your days are full pf physical activity, and you can work into the night without penalty

Cat Napper (2) - Although you need six to eight hours' of sleep per night, you don't need it all at once. You catch your Z's as and when you can. As long as your naps total six to eight hours in a 24 hour period you can function as normal

Forgettable (2) - People have problems remembering your appearance after they meet you (unless you have talked to them for a long time). You must have an Appearance of two or three and a Charisma no higher than 3 to take this merit. If either moves outside its assigned range you lose this merit.

Good Night Vision (2) - The difficulty of perception rolls at night is decreased by two

Sexy (2) - You are one sexy mutha! You may lower the difficulty of Social rolls by two when dealing with someone who is attracted to you. If you actively direct your charms then you may reduce the difficulty by three

Daredevil (3) - When attempting a dangerous action, you can add three dice to your roll and ignore one botch die that results. In general, the action attempted must be at least difficulty 8 and have the potential to do three health levels of damage or six bashing damage if you fail. The storyteller has final arbitration on when this merit applies

Huge Size (3) - You stand over seven feet tall and weight close to three hundred pounds. the storyteller may, at his discretion award you bonuses for any bashing or strength related feats

Common Sense (1) - Whenever you are 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 away from it. (note: Do not take this merit if you are an experienced player because I will be less likely to help you. If you are a new player, or just new to Hunter then I recommend this merit as then I can provide aid to keep you alive, at least for a little while)

Concentration (1) - You're rather good at shutting out distractions and focusing on the task at hand.

Good Map Reader (1) - If you have a map, you can find your way where you want to go

Fast Reader (1) - Allows you to quickly extract useful information from anything written in any language that you are able to read

Good Recognition (1) - You are great at recalling names and faces of people you have seen or met be it on Television, in person, or even years ago

Healthy Skepticism (1) - This Merit allows you to reduce the difficulty of any roll to perceive a lie by two.

Religious Devotion (1 to 3) - Your character has a strong belief in a particular religious doctrine, the intensity of which is reflected in the Merit rating you choose. this belief gives your hunter strength, comfort, and calm in trying times. His devotion grants 1 to 3 additional willpower points when he is tested, when he must perform a challenging task, or when he needs confidence to succeed in an action. Your character probably prays or asks for guidance or depends upon his own trust in a Supreme Being during these moments. You then have a seperate pool of Willpower points that you may draw on for the remainder of the scene. These points must be spent in efforts to support or affirm your character's devotion, such as saving another's life, lifting an obstructing object, or controlling his own fear. They cannot be squandered on selfish acts or petty efforts. If you squander the points you may wind up losing this Merit and additional willpower points as your faith will have been broken. The Storyteller is the final arbitrator in all regards to this merit

Time Sense (1) - You can estimate the amount of time that has passed, and approximate the time of day without using a clock or other means of measuring time.

Code of Honor (2) - You gain two additional dice to all Willpower rolls when accomplishing a major feat in accordance with your code (note: If you take this merit you must provide me with your code. I will not establish it for you!)

Determined (2) - Gain two dice in any resisted roll in which something tries to persuade you to do something.

Eidetic Memory (2) - You have perfect recall. As a result you can remember things you've seen, heard, or read in perfect detail. Should you attempt to memorize something during stressful conditions the ST may require a roll to successfully succeed. (if you have questions about this PM me and I will give you more detail)

Internet Savvy (2) - 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

Natural Linguist (2) - You may add three dice to any roll involving reading. writing, or speaking a language you know, barring your native tongue.

Fast Learner (3) - The cost to gain a new Ability is one experience point instead of three. Costs for higher levels are normal, however.

Natural Aptitude (3) - You have a particular ability in which you excel. you pay fewer experience points to gain dots in the Ability. Each level is achieved as if it were the one below. The first point of the Ability costs one point instead of three. You also gain one extra die on any roll involving that Ability (note: Make sure that if you take this Merit the ability affected fits your character. In other words don't make Bob the Janitor have this merit in relation to firearms without that being included in his history. I.E. He was born in Kentucky and shot regularly with his father. As usual the ST has final arbitration on this merit so please talk with me first)

Unflappable (3) - You are a naturally placid person and take most things in stride. You gain two extra dice on any Willpower roll that involves staying calm and not overreacting to mundane experiences. (note: this is in relation to everyday real life occurrences and not supernatural ones.)

Direction Sense (4) - 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 position of the Sun. You rarely get lost and can estimate distances between two points pretty well.

Optimistic (4) - Despite the horrors you've experienced since the imbuing, you have retained a basically positive outlook on life. Regain two willpower when you wake each morning rather than the usual one

Specialist Driver's License (1) - Your driving repertoire extends far beyond the SUV or sports car. You're qualified to drive trucks, farm vehicles, or some other specialized form of vehicular transportation

Firearms License (2) - This includes concealed weapons and collector's licenses that allow you to buy and own fully automatic firearms

ECONOMIC:

Alimony Recipient (1 to 3) - The level of Merit you buy indicates the number of Resources points you can have (must be purchased separately) for which you don't have to work. Your rating also suggests how wealthy your ex was. Chances are you have the children flaw as well. (note: If you're going to take this merit talk to me first)

Bargain Hound (1) - The difficulty of any resources roll you make is reduced by two

Independent Income (1 to 5) - Similar to Alimony Recipient above. (Talk to me in advance before you take this Merit)

Good Credit Rating (2) - You've always had a reasonable income, paid your debts on time and built up financial security to keep the most cynical banker happy. You must have a 3 or more in Resources to purchase this merit

Wealthy Partner/Parents (2) - Your other half or parents are pulling in a fortune, at least by earning standards, and happy to be the breadwinner/support. With someone else covering the bills and living expenses, you can always get away with a part-time job that allows you time to pursue the hunt (note: Again, talk to me before taking this merit)

Flexible Job (3) - Your job allows you to a flexible schedule or allows you to travel a lot. However you do it, you can earn your resources rating through a job that doesn't significantly restrict your hunting activities

Paid Mortgage (3) - Your is house is your own. Even if hunting costs you your job you will always have a roof over your head.

setting/hunter_merit.txt · Last modified: 2022/Apr/08 20:18 by grandt0ast33