meritsandflaws

Merits

Physical


Acute Sense (1-pt. Merit)
One of your senses is extraordinarily acute. Perhaps you can see objects clearly at a distance or hear things other people don't. Whatever the case, it serves you well. The difficulties for all tasks associated with this particular sense decrease by two.


Ambidextrous (1-pt. Merit)
You are neither right-handed nor left-handed, but use both hands with equal proficiency. You may not even notice that you accomplish things with one hand one time and the other hand the next. This Merit allows you to use either hand (or both simultaneously) with no penalty. Taking two actions in a turn still splits your dice pool, however (unless using the Juggernaut Horror).


Catlike Balance (1-pt. Merit
You are inherently gifted with perfect balance. You can walk across tightropes or across a patch of ice with very little difficulty. All balance-related rolls (typically Dexterity + Athletics) enjoy a difficulty bonus of two.


Devastating Punch (1-pt. Merit)
Maybe you had a violent older brother, or maybe it was those boxing lessons your dad made you take in high school. For whatever reason, you have a punch that far exceeds what people expect from someone of your build. People have a habit of either keeling over or running away after you land a good one. Add two dice to your damage roll for any Brawl-based attack.


Robust Health (1-pt. Merit)
You have the constitution of an ox. You rarely, if ever, become sick, and even on those occasions when you do, your illness is both mild and brief. You laugh at colds, and not even bad flu or food poisoning impact you severely. You could eat raw chicken left in a warm room overnight and not feel nauseated. Even things like rat poison or snake venom have little effect on you. Reduce by two the difficulty of any roll to resist illness or poisoning.


Sprinter (1-pt. Merit)
Maybe you were a sprinter on the high school track team. Maybe you just have strong legs. Whatever the reason, you run surprisingly fast if circumstances warrant it. For purposes of movement rates, your Dexterity counts as one point higher than it is actually.


Fast Reflexes (1 to 5-pt. Merit)
You react to the environment around you with startling speed. Somebody's throwing a pie in your face? You can duck in time for it to hit the person behind you. The policeman pulls his gun to shoot at you? You can move before he can get his hand to his belt. This Merit does not reflect any movement speed, accuracy or mental accumen. Your character is just able to react very quickly to a situation. Add one to every Initiative roll for each point you have in this Merit.


Catnapper (2-pt. Merit)
You need the same seven to eight hours of sleep that anyone else does, you just don't need it all at once. Even if you only catch four two-hour naps in a day, you're fine and you function as normally as anyone else.


Night Vision (2-pt. Merit)
You don't understand why people think it's so hard to see just because of a little darkness. You see just fine at night so long as there's illumination equivalent to moderate starlight. Reduce by two the difficulty of Perception rolls made in low light.


Daredevil (3-pt. Merit)
You have either an adrenaline addiction or a death-wish -- or both. You love taking risks. The greater the chances of dying, the more thrilling it is. Unlike most people, however, thanks to a combination of luck and skill, you're particularly adept at surviving such experiences. When attempting highly risky physical actions (running along the top of a subway car, for example, or pretty much any stunt from an Indiana Jones movie) characters with this Merit add three dice to their pool and ignore any one botch from that roll. This Merit typically helps against actions with a difficulty of 8 or higher or those where there's a likelihood of inflicting three or more health levels of damage if the character fails.


Huge Size (4-pt. Merit)
This Merit reflects the kind of build usually only seen in linebackers and bouncers. Over 6'10” and built solidly, you're a titan among pygmies. This Merit has several advantages. Others avoid fights with you, you gain an extra Bruised health level, and you can reach stuff at the very back of the top shelf. The ST may allow other bonuses based on particular feats. On the downside, nobody built buildings for giants like you, and you must duck constantly or bump your head on doorjambs.


Mental


Common Sense (1-pt. Merit)
your down-to-earth sensibilities and plain old wisdom put matters in perspective and make obvious those things that others often miss. In game terms, the ST informs the player if his character is about to do something contrary to common sense or with consequences that the player didn't consider. Think of this as a dialogue box popping up when your character is about to do something stupid. This is a good Merit for beginning players to help them adjust to the bumps and snags of the game.


Healthy Skepticism (1-pt. Merit)
Some people call you cynical, but your “cynicism” pays off on a pretty regular basis. You learned long ago that people say things to get what they want. Consequently, you rarely accept people at face value until verifying the facts yourself. This Merit allows you to reduce by two the difficulty of any roll pertaining to perceiving a lie. The benefits of this Merit are not automatic, however. You must still roleplay the conversation and this behavior.


Keen Recognition (1-pt. Merit)
You remember people. Even if you met somebody once years ago, you can remember names, the circumstances and other salient bits of information. You also remember places, streets and similar bits of geographical data, even if you've been there only once. You're even good at remembering names and events from the media. The ST tells you when someone or some place seems familiar to you.


Code of Honor (2-pt Merit)
Whether stemming from spirituality, martial arts, enlightened parenting or just a strong sense of your own life philosophy, you follow a clear code of personal ethics. Characters with this Merit gain two additional dice for all Willpower rolls when pursuing their code of honor or when fighting to avoid violating that code.
The player and ST should sit down before the chronicle begins and discuss what exactly that code of honor entails. it should be clear and specific, and the character must adhere to his code of conduct. If he violates it frequently, the ST may rescine this Merit.


Determined (2-pt. Merit)
Like a weasel with lockjaw, you're one tenacious bastard. Once you set your mind on a particular course of action, it's not likely anything short of God will dissuade you. Gain two additional dice for any resisted roll when someone tris persuading you to act against your wishes. This Merit also applies to resisting Horrors and other supernatural forms of mind control. On the downside, you're also likelier to possess the Flaw: Stubborn.


Eidetic Memory (2-pt. Merit)
With only minor effort, you recall things perfectly: a passage from a book, a conversation, a map, etc. This Merit is extremely helpful to projectors, who don't have access to some tools when projecting -- such as Palm Pilots, maps, books, etc. -- that many people rely upon.


Good Judge of Character (2-pt. Merit)
You can read people like road signs. You can pick the one good person from a pack of liars, psychos and bastards, or the one bad egg from a group of otherwise nice people. Reduce by two the difficulty of an Perception roll to assess another's character.


Intuitive Programmer (2-pt. Merit)
You've written so much code that you often think in 1s and 0s. writing, understanding and debugging code is as easy for you as making a shopping list. this is like the Natural Linguist Merit, only for computer languages. Add three dice to any dice pool involving writing, comprehending or debugging computer code.


Natural Linguistics (2-pt. Merit)
You have a gift for languages. Add three dice to any dice pool involving written or spoken languages. this Merit does not apply to programming languages (see Intuitive Programmer).


Trivia Master (2-pt. Merit)
All manner of facts find their way into your head, and you can draw on them at will. You know the name of the architectural firm that designed the Sears Tower, the last words of Gertrude Stein, every movie directed by Alfred Hitchcock (with their stars and original release dates), the Latin names for several plant and animal species and the name of every member on the board of directors for several corporations. You don't know why this stuff sticks in your head, but it does. Happily, from time to time (at the ST's discretion) some of those facts become really useful.


Corporate Savvy (3-pt. Merit)
You've worked in the cube farms of the corporate world long enough to know exactly how the corporate mind works. Not only do you have a deep appreciation of Dilbert comics, but you understand the exchange rates between commodities like time, money, assets and power. Within limits, you can even manipulate these things. Add two dice to any roll involving manipulating a corporate structure or corporate employee.


Fast Learne (3-pt. Merit)
You absorb information quickly and readily. It requires you little effort to master the basics of many subjects. Deeper topic familiarity requires more time, naturally, but you're still way ahead of the game. The cost of a new Ability is one experience instead of three. (You must choose between Fast Learner and the Background: Personal Trainer, though. You can't stack both.) Costs for increasing a preexisting Ability remain unchanged. You must have an Intelligence of 3 or more to purchase this Merit.


Iron Will (3-pt. Merit)
Once you've decided on something, nothing and no one can change your mind or deter you from your chosen course. Add three extra dice to any pertinent pool for the purposes of resisting mind-controlling Horrors or other supernatural influences (excluding Puppetry, which requires the Inviolate Merit). this Merit also defends against attempts to manipulate you using Intimidation, Subterfuge and Seduction.


Media Savvy (3-pt. Merit)
A combination of media experience, understanding a journalist's mind and natural cunning culminate within you to facilitate your engineering, spinning and otherwise manipulating of journalists in such a way as to affect how the media portrays a story. Add two dice to any social rolls where you deal with journalists or news organizations.


Natural Aptitude (3-pt. Merit)
You master one of your Abilities with a particular ease. Maybe you're just a natural, or perhaps you've just studied the subject so often that your understanding of the fundamentals allows you to grasp the topic's complexities with very little difficulty. You pay less experience points to gain dots in your chosen Ability. the cost for a new level in that Ability equals what someone else pays for the level prior. (That is, if you're buying your fourth dot of Investigation, where you are adept, it costs your Prior Rating x 2 -- 2 x 2 = 4 -- Experience points to advance.) Players may combine this Merit with the Background: Personal Trainer as well.


Serene (3-pt. Merit)
This Merit reflects a firmly established sense of self, a bulwark against experiences that drives most people over the edge. the stresses of daily life -- even major events like losing a loved one -- simply never build up. You have eha admirable ability to take life in stride, even when it becomes crazy and weird. Your inner tranquility is almost palpable. Your emotions are just as relevant to you as anyone's, but you simply don't give much rein to things like surprise or fear. Roll two additional dice for any Willpower roll that involves remaining calm or not overreacting to unusual stimuli.


Direction Sense (4-pt. Merit)
You have an innate, intuitive knowledge of where you are and which direction you're traveling. Even when blindfolded, spun in circles and driven to a strange new location, you can “feel” which way is north and navigate your way from there.
Optimistic (4-pt. Merit)
More than most, hope springs eternal within you. Even when matters seem at their darkest, you have an irrepressible sense that life will improve. Regain two Willpower when you wake up each morning instead of the usual one.


Social


Natural Leader (1-pt. Merit)
You comport yourself like someone who knows what needs doing. Others look to you to take charge and make decisions. Add two to your dice pool when making Leadership rolls. You must have Charisma 3 or higher to take this Merit.


Smooth (1-pt. Merit)
You have an agenda and know how to convey it to others very subtly and in ways that drives them to help you. You can spin odd requests with such skill that they sound perfectly sensible. Reduce by two the difficulty of all Manipulation rolls.


Fashion Sense (2-pt. Merit)
You're a great dresser. You know enough to accessorize well and ensure your belt and shoes match. Furthermore, if you have time to dress for an occasion, you can tailor your mode of dress to appeal to any group, from bank managers to trendy hipsters. reduce by one the difficulty of all Social rols that might benefit from yoru sartoial elegance (i.e., night clubs, business settings, formal functions, etc.).


Flirt (2-pt)
A bright smile, a wink, a flip of your hair, an “accidental” innuendo -- you are the master of all these flirtation techniques. You know how to use these subtle signals to engineer and build desire in another person, even those who might not normally be attracted to you. Add two dice to all Manipulation and Subterfuge rolls in such situations. You must have Appearance 3 or higher to take this Merit.


Forgettable (2-pt. Merit)
Nobody sees you. You have an average build and average looks. You dres like everybody else. You're not thrilled that you're this boring, but it has its advantages. People have trouble remembering your face and your name after meeting you -- unless you somehow make yourself memorable to them -- and they certainly can't provide a useful description of you to anyone else if they've only met you briefly. You must have an Appearance and Charisma of 2 or lower to take this Merit. If either of those Attributes moves beyond this range, you lose this Merit after people suddenly adopt interest in you.


Great Liar (2-pt. Merit)
Lying comes as easily to you as breathing. You can tell a direct, unmitigated lie and smile brightly the whole time. Add two additional dice to all Subterfuge rolls associated with lying and deception.


People Person (2-pt. Merit)
You like other people. You like being in crowded, busy surroundings and interacting with others, and they like being around you. You have a warm, affable nature that other people take to instantly. Reduce by two the difficulty of any Social roll associated with making a good first impression. You may use this bonus in other circumstances as well, as determined by the Storyteller.


Sexy (2-pt Merit)
You're just hot . Whether it's a look, your body or just the way you move, you exude a “let's get naked and sweaty” vibe. Your sheer animal magnetism attracts people to you like bees to nectar. Not everybody will fall over themselves to hook up with you, but most of the opposite sex and a surprising number of folks sharing your gender want to, even if they can't bring themselves to tell you. Reduce by two the difficulty of all Social rolls when dealing with someone who's attracted to you. If you actively work to flirt with the person, reduce Social-related difficulties by three. Your Appearance and Charisma must add up to five or more dots for you to take this Merit.


Socially Aware (2-pt. Merit)
You're a master of reading group dynamics through subtle cues. You can read furtive glances, body language and conversations like a book with diagrams to determine exactly how the situation stands with any group of people. You recognize the whole gamut of interactions, the obvious as well as the subtle connections binding and sundering groups. Gain two dice on any Perception roll associated with understanding the interactions between groups of people.


Assets


Specialist Driver's License (1-pt. Merit)
Anyone can drive a car. You, on the other hand, learned how to operate other kinds of vehicles, including semi-trucks, planes, motorcycles, boats or some other form of motorized transportation. Purchasing this Merit requires you to have the Drive Ability as well as a specialty relating to your skill with your unique mode of transportation.


Dual Nationality (2-pt. Merit)
Your parents hail from different countries, granting you citizenship in both. It's possible you even have two passports. The advantage of this Merit is it allows you to function as a citizen in two different nations. If circumstances are heating up in one country of residence, you can take a trip abroad and lay low while things calm down. This Merit only reflects the legal realities of dual citizenship. It does not conver any linguistic or cultural knowledge that you haven't bought separately.


Firearms License (2-pt. Merit)
This Merit functions differently according to the character's base of operations. In countries like the United States, it means the character has a concealed weapon permit and is legally entitled to carry a firearm on her person, possibly in a shoulder or hip holster. In countries where citizens may not possess firearms (the UK or Canada, for example) it means that, for whatever reason (to be discussed with the ST) the character received special dispensation to own a gun.


Supernatural


Leech (1-pt. Merit)
Your gauze pulls Vitality from those ghosts or projected entities around you. For every hour you spend in the presence of another spook, he loses one vitality while you gain one. Hues, in particular, dislike you and avoid your company.


Fast Charger (2-pt Merit)
Projectors only. Just merging with your body for 20 minutes is enough to completely recharge your Vitality. On the down side, depleating your body of its energy in this fashion inflicts one level of lethal damage that you cannot soak. In a pinch it can be worth it, however.


Hearing the Buzz(3-pt. Merit)
For unknown reasons (and much to your chagrin) you hear the warped, chattering of Spectre thoughts. When Spectres are within 100 feet of you, you may roll Perception + Empathy to eavesdrop on the Spectral “conversations,” though the material is rarely heard as much as felt. You feel impressions of intent and sense actions and events. When these “transmissions” are really powerful (between Spectres of Spite rating 6+) or nearby, you must spend a Willpower point to keep your thoughts from being absorbed by the Spectres near you. This means the Spectre/s are instantly aware of your presence and actively seek you out.


Long Sleeper (3-pt. Merit)
Your body endures well under the strain of cryogenic sleep. You can stay in a sleeper pod for twice the normal duration without incurring any unhealthy consequences.


Nexus (3 to 5-pt. Merit)
Only one character can normally help another with a Horror's Benefits, but in your presence, several crucible members can stack their Benefits for one recipient. At three points, characters can stack two Benefits, at four points the characters can stack three Benefits, and at five points, the character stacks four characters' Benefits. Please not that the character with Nexus cannot perform any other action when acting as Nexus, nor can he split the effect between different donors and recipients in that one turn. Instead, the Nexus acts as a focal point whereby two or more characters channel their Benefits through him, and he, in turn, channels the combined effect into the recipient. This Merit makes you very important to your crucible, but if the others grow too accustomed to your presence, they may rely on you far too heavily. Also, bear in mind that stacking two Benefits means four members of the crucible are now focused on one action. Better make it count.


Out of Phase (3-pt. Merit)
Not only can the living not see you unless you're manifesting, but neither can other spirits. While invisibility has its advantages, it's a pain when you must expend the energy to manifest just to be seen by your allies. A character can “reappear” to spooks for one scene and without manifesting, however, by expending one Vitality.


Dynamo (4-pt. Merit)
Skimmers only. Maybe you have a high spiritual metabolism. for whatever reason, upon returning to your flesh, your soul recuperates from its extra-corporeal jaunts very quickly. When in your body, you regain Vitality at four times the normal rate (i.e., four points an hour, 1 point every 15 minutes).


Inviolate (4-pt. Merit)
You have a natural resistance to possession of any sort. While alive, your body is immune to possession from ghosts, Spectres or any other supernatural entity, even if you're not occupying it at the time. Characters without bodies, obviously, can't take this Merit.


Luminous (5-pt. Merit)
Your potential Vitality max is 15, not 10. That's a huge boost for you, but it comes at a price. This supercharged state transforms you into a beacon for ghosts and Spectres alike, who realize something is amiss with you. You are brighter than a majority of humans. Anytime you possess Vitality 11+, spooks and Spectres within five city blocks sense you and may investigate (ST prerogative), depending on the amount of Vitality being thrown around.


Miscellaneous


Light Sleeper (5-pt. Merit)
At the slightest provocation, you quickly emerge from even the deepest sleep fully alert. The nightly noises to which you're accustomed (traffic, planes, the upstairs neighbors) won't wake you, but strange or alarming sounds -- or lack of the usual clatter -- awaken you instantly.


Lucky (3-pt. Merit)
Lady Luck is on your side almost all the time; things just turn out well for you. Three times per story you may ignore the results of the dice and roll again. You may re-roll any given roll only once.


True Love (4-pt. Merit)
Against all odds, you met your soulmate, your true love. He or she is at the very center of your existence. When you're not with your true love, you wish you were. The thought of your true love warms you and gives you the strength to persevere even when all hope seems gone. This Merit provides you with one automatic success on all Willpower rolls, which can be negated only by botching. True love is a rare and precious thing, but it can also be problematic since your paramour may occasionally need protection or rescuing. Worse, he or she wants time alone with you once in a while, without all those “weird people” hanging around you.


Nine Lives (6-pt. Merit)
It's only natural given the characters survived multiple near-death experiences that Nine-Lives would factor well as a Merit. You have the simple ability to thwart death. It'll catch up to you some day, but for now, you just laugh while other people marvel at your good fortune. When the outcome of a dice roll might result in your death, the ST rolls the dice again. If the next roll would not result in your character's death, you live -- using up one of your nine lives. If that subsequent roll would result in your character's demise, then the ST continues re-rolling until either making a roll where your character lives or using up your nine lives. It is the ST's responsibility to keep track of the lives the character spent thus far.


Flaws


Physical


Bad Sight (1 or 3-pt. Flaw)
Your sight is defective. Raise by two the difficulty for all rolls involving the use of sight. As a one-point Flaw, you can ameliorate this condition with thick glasses. As a three-point Flaw, not even glasses help.


Hard of Hearing (1-pt. Flaw)
Your hearing is defective. Raise by two the difficulty for all rolls involving the use of hearing.


Nonswimmer (1-pt. Flaw)
You can't swim, though maybe you can dog paddle if your life absolutely depends on it and the water is calm. Increase by two the difficulty of any Athletics rolls involving swimming.


Short (1-pt. Flaw)
You're far shorter than average, no taller than four-and-a-half feet. In addition to not reaching some items on shelves, your running speed is half that of a taller peron. The ST may also assign other disadvantages (setting a maximum of three dots on Strength, for example) as he sees fit.


Sickly (1-pt. Flaw)
You were a sickly child who caught every new germ that came along. That hasn't changed. When making any Stamina roll to avoid catching disease or some similar effect (relating to a power or Horror), increase the difficulty by two.


One Eye (2-pt. Flaw)
You lost an eye and have only one left. Raise by two the difficulty of all rolls involving eyesight. Increase the difficulty of rolls requiring depth perception (ranged combat, for example) by an additional one (for a total of three to the difficulty).


Poor Night Vision (2-pt. Flaw)
Your sight is seriously compromised in low-light conditions. Increase by two the difficulty of all Perception rolls made in dim light.


Addiction (3-pt. Flaw)
You are physically addicted to a particular substance that you must have lest you undergo severe withdrawals. This could be anything from nicotine to alcohol to heroin to pigment. The substance of your addiction is always harmful and impairs you in some way.


Deformity (3-pt. Flaw)
A deformity inhibits your physical abilities and your interactions with others. You may have a misshapen limb, a hunchback or a lame arm, for example. A hunchback, for instance, reduces a character's Dexterity by two dots and increases the difficulty of Social rolls by one. It is the ST's responsibility to determine the specific effects of the chosen deformity.


Lame (3-pt. Flaw)
Some disease or accident rendered your legs permanently damaged. You walk only with the aid of leg braces or a cane, and you have a pronounced limp. Your walking speed is one-quarter that of a normal person, and you can't run.


Blind (6-pt. Flaw)
You can't see. You can move around only when guided or if you use a cane. Actions involving hand-eye coordination are very difficult to perform, especially under stressful condiitions. Increase the difficulties of all Dexterity-based rolls by two.


Mental


Chronic Pessimist (1-pt. Flaw)
You always expect the worst from every situation. You predict failure and doom to folks every chance you have, alienating those around you. Raise by two the difficulty of all Leadership rolls.


Amnesia (2-pt. Flaw)
You don't remember anything about your life prior to a particular event or date. This affects none of your Abilities, but the specifics of your identity, your history and what happened to your memory are all complete mysteries waiting to be solved. Your origins and the circumstances behind your amnesia are for the ST to determine, and she is encouraged to make both as interesting as possible.


Insomniac (2-pt. Flaw)
Sleep does not come easily, and even when you do fall asleep, you routinely awaken throughout the night. You are often groggy and slow as a result. Increase by two the difficulty of all Alertness, Awareness and Intuition rolls.


Low Pain Threshold (2-pt. Flaw)
You're not used to pain and even minor injuries seem excruciating. Increase wound penalties by an additional die.


Nightmares (2-pt. Flaw)
You suffer from terrible nightmares when asleep, and their memories haunt you into the waking hours. Every morning, you must make a Willpower roll (difficulty 7) or lose a die on all actions that night. A botched Willpower roll indicates that, even when awake, you still believe yourself caught in a nightmare.


Overconfident (2-pt. Flaw)
You routinely overestimate your own skill. Once per game session, the ST will secretly increase the difficulty of a non-combat action you take by two. This increase represents your tendency to plunge headlong into activities beyond your capabilities.


Phobia (2-pt. Flaw)
You have an overwhelming fear of something. Common phobias include fear of snakes, spiders, crowds and open spaces. Upon encountering the object of your phobia, make a Willpower roll. The ST determines the difficulty of the roll. If you fail, you must retreat from the object or situation at full speed.


Short Fuse (2-pt. Flaw)
It requires very little to piss you off. Your hair-trigger temper has the better of you, sending you into rages tha often result in knock-down, drag-out fights. Those who know you walk softly around you or avoid you altogether. Anyone with a Willpower rating under 4 must make a Willpower roll (difficulty 8) to disagree with you. If they fail, they acquiesce to your demands to avoid a conflict. Those with Willpower scores of 6 or higher, however, don't fear your tantrums at all. On the contrary, they consider you a jerk with a bad temper and will likely delight in pushing your buttons... just to watch you lose control.


Vengeful (2-pt. Flaw)
Somebody did you wrong, and he will pay. You are obsessed with daking revenge on an individual or group, and it is your overriding priority in any situation involving the object of your wrath. Everything else falls by the wayside. Spending a Willpower point allows you to temporarily resist your urge for vengeance for one scene.


Weak-Willed (3-pt. Flaw)
You are highly susceptible to intimidation and all manner of supernatural mind-control effects. Raise by two your difficulty to resist Social Abilities like Intimidation or Leadership, as well as mind-altering Horrors or effects. Your Willpower trait may never exceed 4.


Depression (4-pt. Flaw)
It's not that you're sad all the time, it's that you don't feel anything at all. No sadness, no happiness, no motivation... nothing. You do not regain a point of Willpower at the beginning of each day like most characters. You gain Willpower only through actions affirming your Nature.


Social


Bad Liar (1-pt. Flaw)
Whenever you tell a lie, you give yourself away. You drop your voice, stammer and avoid eye contact. Even if the target of your lie believes you, your fabrication is ludicrous and easily disproved with a casual check. Increase by two the difficulty of any roll associated with lying or deceit of any kind.


Bully (1-pt. Flaw)
Any time you're in a position of power over someone, you abuse that power. This may be physical harassment, but is more often socially, through small, repetitive acts of humiliation. Those dealing with your power trip for too long will likely snap sooner or later, and then you'll earn every humiliation and pain you dished out... and then some.


Collaboration (1-pt. Flaw)
At some point in the recent past, you worked -- in some capacity -- with a particularly nasty ghost or person. Maybe you had a laudable goal (like learning more about the enemy), or maybe you didn't. Regardless, your secret is out in the circles you frequent and you're now the object of mistrust and possible ridicule. In addition to the various social consequences, the difficulty of any roll concerning earning someone's trust (who knows about you) increases by two.


Dark Secret (1-pt. Flaw)
Maybe you're a drug addict, a peddler of child pornography or a necrophiliac. Whatever the case, you have a terrible, potentially compromising secret that would, if discovered, bring immense shame and embarrassment to you. It will likely make you a complete pariah among your social circle. discuss the specifics with your ST at character creation.


Disfigured (2-pt. Flaw)
Some condition -- terrible burns to the face or leprosy, for example -- renders your appearance hideous and memorable (this may stem from one of your near-death experiences, though it need not). The difficulties of all die rolls relating to social interactions increase by two. You may not have an Appearance rating greater than two dots.


Gullible (1-pt. Flaw)
You'll believe anything... sucker. Increase the difficulty of all rolls by two when detecting lies or deceit.


Icy Demeanor (1-pt. Flaw)
There's nothing warm and human in how you interact with others. You are marble cold and seem as calculating as an assassin (which you may be). Maybe you're protecting yourself, out of hauteur or for some other reason, but your attitude makes it impossible for other folks to interact with you on an emotional level. Increase by two the difficulty of any Empathy rolls made either by you or by others concerning you.


Nonconfrontational (1-pt. Flaw)
You'll do anything to avoid bringing up difficult topics with other people. You let others have their way simply to avoid conflict. You have a hard time standing up to pushy people, and you find yourself compromising even though you know you'll regret it later. Add two to the difficulty of any roll involving conflict with someone with whom you're normally friendly. You cannot take this Flaw if your Willpower is 6 or greater.


Poor Personal Hygiene (1-pt. Flaw)
You frequently forget to brush your teeth, shower, or use deodorant... for several days in a row. You stink and your breath is fetid. Increase by two the difficulty of all Social rolls for face-to-face interactions with others.


Shy (1-pt. Flaw)
You dislike dealing with people, especially groups of people you don't know well. Increase by two the difficulty of all rolls involving social interactions with strangers. If the character becomes the center of attention in a large group, increase the difficulty by three.


Stubborn (1-pt. Flaw)
Once you make up your mind, you won't budge, even when it's obvious you made the wrong decision. when others point out your mistake, you ignore them and become hostile. Increase by two the difficulty of all Social rolls when someone challenges one of the firm decisions you made.


Superstitious (1-pt. Flaw)
Maybe you wer a little superstitious before encountering ghosts, but now, the existence of ghosts is proof positive that every other superstition you've heard of is equally valid. You'd rather step into busy traffic than walk under a ladder (among other things). You are deeply and neurotically superstitious. You encountered many old wives' tales when growing up, and you still believe most, if not all, of them. Add two to the difficulty of any Social roll when dealing with people who know about your superstitious tendencies and frown upon them.


Trusting (1-pt. Flaw)
You so desperately want to believe the best in other people that you'd trust someone who betrayed you. You'll even unwittingly put yourself in danger this way (i.e., by accepting a ride home from a recent acquaintance). When faced with the choice of trusting someone or thinking poorly of them, you'll do the former everysingle time.


Weird Appearance (1 or 2-pt. Flaw)
You insist on dressing like a freak. Do you wear underwear outside of pajama bottoms or have a row of safety pins through your lips, cheeks and ears? Maybe you've tattooed “FUCK YOU!” across your forehead. Regardless, you look strange (no matter what you're really like), and others treat you that way. When dealing with people not familiar with your particular subculture, increase the difficulty of all Social rolls by two. This Flaw is worth one point if you can somhow fit in (by changing clothes, for example) and two points if you can't (facial tattoos).


Compulsive Liar (2-pt. Flaw)
Truth is a little tedious. You like augmenting, changing or defacing the truth until it's unrecognizable. You don't necessarily do this out of malice, and you may even come to believe the lies you tell, but in time, others learn that if your lips are moving, you're probably lying. In times of urgent need, you can spend a Willpower point to tell the truth, but nothing less than that earns an honest answer from you.


Foreign (2-pt. Flaw)
You are not native to your current country of residence. You may understand the language and the basics of the culture, but details (like idioms, styles, etc.) are lost on you. You have an obvious accent and possibly some other characteristic that clearly segregates you from the local mainstream. Increase by two all Streetwise and Etiquette rolls, and any other Social roll where your alien status might play a part.


Honest to a Fault (2-pt. Flaw)
You believe lying is always, absolutely and unequivocally wrong, and will not do it. Ever. You may remain silent, you may change the subject, but you never lie.


Lustful (2-pt. Flaw)
You're a sex addict. You can't resist chasing people you find even vaguely attractive. You are easily seduced and often show poor judgment when dealing with sexually attractive people. Reduce the difficulty of any attempt to seduce you by two. This Flaw may have a myriad of other consequences as well, as determined by the ST. Maybe when it comes to attractive people, you become a compulsive liar to impress them, or gullible.


Low Self-Esteem (3-pt. Flaw)
You believe yourself pathetic, and don't understand why anyone spends time with you. You highlight your failures and overlook your triumphs. Whenever you have the opportunity to gain Willpower from accomplishing goals, make a Willpower roll (difficulty 6). If you fail, you do not gain the bonus. If you botch, you lose a temporary point of Willpower.


Hindrances


Bad Credit Rating (2-pt. Flaw)
Whether you bounced a few too many checks or declared bankruptcy/foreclosure, your credit rating is abysmal. Banks will never offer you loans, nobody will finance you for a credit card or mortgage, and purchasing big-ticket items like a house, car, condo or apartment is impossible without paying in full or well in advance.


Criminal Record (2-pt. Flaw)
At some point in the past, the law convicted you of several misdemeanors or a minor felony. You can't buy firearms legally, and you receive exceptionally unfair treatment with law-enforcement officials who know your record.


Supernatural


Cursed (1 to 5-pt. Flaw)
You are the unlucky recipient of a supernatural curse. Maybe someone hexed you personally or did so to your family generations ago. The number of points you take for this Flaw determines its strength and pervasiveness. The following examples are illustrations only. The ST can wax creative with the Flaw's specifics.
-At one point, the curse simply amplifies or intensifies your own bad karma: Anyone you hurt or offend responds in the worst possible way.
-At two points, you constantly bite your cheeks and tongue any time you discuss the supernatural.
-At three points, small technological devices (radios, stereos, computers) short out the moment you touch them.
-With four points, you are incapable of any complete or absolute success (in any roll you make, ignore all 10s).
-At five points, a close friend, lover and relative will betray you in some extreme and obvious way. (your girlfriend gets pregnant by another man, your best friend steals a large sum of money from you, etc.)


Fading Echoes (1-pt. Flaw)
Projectors only. Your brain processes the memories of your projecting experiences just like it processes dreams. Within moments of re-entering your body, you forget the crisp details of the entire projecting experience. One or two key images linger, but the rest is ephemeral and fades like a dream. Skimmers may have the option of scrawling hurried notes before the fleeting images vanish, but sleepers forget almost everything by the time they emerge from suspension.


Touch of Frost (1 or 2-pt. Flaw)
Your connection to the forces of death curses you with a strange affliction: Your touch leaches heat from the living like you were made of ice. Plants wither when you approach and die at your touch. Other people keep you at arm's length. Needless to say, the living shrink from your touch, and good luck sleeping with anyone. This Flaw is worth one point if you're a ghost or if it only happens when you're projecting. It is worth two points if you're a projector and suffer the Flaw's effects when in your own body.


Benefit Blind (2-pt. Flaw)
You can't and don't fully understand your own powers. While you can use the obvious effects of Horrors with little difficulty, Benefits just don't make sense. You cannot act as recipient from other's Benefits, nor can you use your own Horror to empower others.


Eerie Presence (2-pt. Flaw)
Your traffic with the dead permanently marked you with a disturbing and morbid essence. Your very presence raises the hackles of all but the least perceptive individuals, and folks avoid you when they can. Increase by two the difficulties of all Social rolls.


Projection Trauma (2-pt. Flaw)
Projectors only. Every time you leave your body, it feels like you're hemorrhaging whole years of your lifespan. Even climbing into the pod or closing your eyes, your adrenaline kicks in, rendering your last conscious physical moments nauseating. You must spend a point of Willpower every time you project, just to force yourself through the process.


Cryogenic Intolerance (3-pt. Flaw)
Sleepers only. Your body doesn't respond well to cryogenic freezing. You can stay in suspension for only http://Stamina + Vitality Rating days before your body suffers from the onset of systemic cryopathy, a breakdown caused by overexposure to cryogenic suspension. For each day beyond your maximum limit in suspension, you lose one point of a Physical Attribute (chosen by the Storyteller). Once all Attributes reach one, the character takes lethal damage at the rate of one level per day. The character recovers Attribute points at the same rate at which he would heal levels of lethal damage, with Attribute points returning in reverse order in which they were lost (i.e., the first points lost are the last regained).


Pallid (3-pt. Flaw)
Like a hue, your Vitality cannot exceed its starting value under any circumstances. Hues cannot take this Flaw.


The Veil (3-pt. Flaw)
Projectors only. Unlike most people, your memory is kept in your brain. Upon projecting from your body, you forget everything in and about the physical world. The last thing you remember is the last time you were projecting. You'll likely remember the members of your crucible, but from the last time you were spooks, not from the living world. You will have no knowledge of anything you discussed with them in your physical form.


Posession Prone (4-pt. Flaw)
Most people have some resistance to invading spirits. Not you. Your body is a safe haven for any spirit that happens to wander in. Worse, difficulties to exorcise the possessing entity from you increase by two. Any attempt to possess you, whether through Puppetry or other means, automatically succeeds. You may not take this Flaw if you don't have a body to possess (duh).


Sleep Projector (4-pt. Flaw)
Skimmers only. Projecting is second nature to you -- so much so that you can do it in your sleep. And, unfortunately, you do. Every few months (at the ST's discretion) you project while asleep, putting yourself in extreme danger and opening your body to Spectre possession.


Spite Confluent (4-pt. Flaw)
You're so attuned to the unearthly essence of the afterworld that whenever a crucible member gains a Spite Rating, your character gains a point of Spite through the same sympathetic link that allows vitality-lending and Benefits to work.


Miscellaneous


Deep Sleeper (1-pt. Flaw)
When you sleep, you have trouble waking up. The difficulty of any die roll to wake up before you've enjoyed a full night's rest increases by two, and any time you awaken in such a fashion, you're groggy for the first 10 minutess. Apply one to the difficulty modifier to all rolls in that time.


Enemy (1 to 5-pt. Flaw)
Somebody hates you and would like to see you dead, or at least hurting. You have an enemy, or perhaps a group of enemies, who seek to harm you. The enemy's power determines how many points this Flaw is worth. A weak enemy with little power is worth one point while the hatred of a powerful ghost or well-connected politician is worth five points.


Incompetent (1 to 3-pt Flaw)
Choose an Ability and assign it one to three dots to reflect your mistaken belief that you have some skill in the matter. Whenever you try using that Ability, each point invested through this Flaw is treated as an automatic “1” on the dice roll.


Mistaken Identity (1-pt. Flaw)
You bear a remarkable likeness to someone else in the nearby community, or vice versa. This might be merely awkward if people regularly approach you assuming you are the other person, but it's also dangerous, especially if your “twin” has a bad reputation or is wanted for a crime of some sort.


No Sense of Direction (1-pt. Flaw)
Turning around in a circle is enough to get you lost. Increase the difficulty of all rolls by two when they involve following directions, reading a map or making your way through all but the most familiar territory.


Parent (1-pt. Flaw)
You are the main parental figure for one or more children. You love your kids and take pride in being a good parent, but the things you've become entangled in lately take a hefty toll on your ability to raise your children the way you want. if your various misadventures require you to go for three days without seeing your children, the guilt and anxiety build up until it's almost intolerable. After three days away from your children, you no longer gain one point of Willpower at the beginning of each day. Furthermore, if you haven't arranged for another suitable adult to watch them, the Department of Child Services or similar agency may pay you a visit.


Luddite (2-pt. Flaw)
You don't trust technology. If you can avoid using any technological device, you do. Increase the difficulty of any Computer or Technology roll by two.


Hunted (4-pt. Flaw)
An individual (like a bounty hunger or “ghost buster") or organization (likethe Mafia) is trying to hunt you down and “neutralize” you. Worse, your hunters may consider everyone with whom you spend too much time guilty by association, targeting them as well.


Unlucky (4-pt. Flaw)
Bad luck follows you everywhere. Once per game session, the Storyteller increases the difficulty of a critical roll you make by two. If you fail, it's not through any personal failure but random bad luck. (Your shot was perfectly aimed, for example, but the bullet imbedded itself in the cop car that came out of nowhere...)


Dark Fate (5-pt. Flaw)
You will die a violent death young and probably become a Spectre in the hereafter. There is no avoiding this terrible fate. Your dark fate will come upon you at some point in the chronicle, most likely in the moments prior to your greatest triumph. Worse, you occasionally have premonitions of this fate, and the horror and anxiety these images inspire requires and expenditure of a temporary Willpower point to avoid, lest you lose a die from all actions for the remainder of the night. It is up to the ST to determine the exact nature of this fate and when it will occur. This is a difficult Flaw to roleplay. Strangely, though, while it may seem like it eliminates all free will, the knowledge of one's own death can be surprisingly liberating.



Back to Orpheus Resources


All material presented here is quoted from the book Orpheus: Crusade of Ashes, pp. 80-92.

Additionally, all material presented here is reprinted within the bounds of White-Wolf's Creative Copyright, 2003. Any unauthorized reproduction or reprinting without the publishers written permission is expressly forbidden, except for the purposes of reviews.

~Wesley


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